TEXT: 450
  ®
  ™
  Core Rulebook
  Core Rulebook
  Core Rulebook
  450
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702995
  702995
  450919
  450919
  ®
  Core Rulebook
  Core Rulebook
  Core Rulebook
  ™
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702995
  702995
  450919
  450919
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702996
  702996
  450920
  450920
  Credits
  Lead Designer: Jason Bulmahn
  Design Consultant: Monte Cook
  Additional Design: James Jacobs, Sean K Reynolds, and F. Wesley Schneider
  Additional Contributions: Tim Connors, Elizabeth Courts, Adam Daigle, David A. Eitelbach, Greg Oppedisano, and Hank Woon
  Cover Artist: Wayne Reynolds
  Interior Artists: Abrar Ajmal, Concept Art House, Vincent Dutrait, Jason Engle, Andrew Hou, Imaginary Friends,  
  Steve Prescott, Wayne Reynolds, Sarah Stone, Franz Vohwinkel, Tyler Walpole, Eva Widermann, Ben Wootten,  
  Svetlin Velinov, Kevin Yan, Kieran Yanner, and Serdar Yildiz
  Editor-in-Chief: James Jacobs
  Editing and Development: Christopher Carey, Erik Mona, Sean K Reynolds,  
  Lisa Stevens, James L. Sutter, and Vic Wertz
  Editorial Assistance: Jeffrey Alvarez and F. Wesley Schneider
  Editorial Interns: David A. Eitelbach and Hank Woon
  Art Director: Sarah E. Robinson
  Senior Art Director: James Davis
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
  Sales Manager: Christopher Self
  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Special Thanks: The Paizo Customer Service and Warehouse Teams, Ryan Dancey, Clark Peterson, and the proud participants of 
  the Open Gaming Movement.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the 
  game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. 
  Thank you for all of your time and effort.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, 
  as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Pathfinder Roleplaying Game Core Rulebook is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, 
  Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, 
  Pathfinder Society, Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing. 
  Second printing November 2009.
  Printed in China.
  Paizo Publishing, LLC
  7120 185th Ave NE 
  Ste 120
  Redmond, WA 98052-0577
  paizo.com
  ®
  Core Rulebook
  Core Rulebook
  Core Rulebook
  ™
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702996
  702996
  450920
  450920
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702997
  702997
  450921
  450921
  Chapter 1: Getting Started 
  8
   Using This Book 
  9
   Common Terms 
  11
   Example of Play 
  13
   Generating a Character 
  14
   Ability Scores 
  15
  Chapter 2: Races 
  20
   Dwarves 
  21
   Elves 
  22
   Gnomes 
  23
   Half-Elves 
  24
   Half-Orcs 
  25
   Halflings 
  26
   Humans 
  27
  Chapter 3: Classes 
  30
   Character Advancement 
  30
   Barbarian 
  31
   Bard 
  34
   Cleric 
  38
   Druid 
  48
   Fighter 
  55
   Monk 
  56
   Paladin 
  60
   Ranger 
  64
   Rogue 
  67
   Sorcerer 
  70
   Wizard 
  77
  Chapter 4: Skills 
  86
   Acquiring Skills 
  86
   Skill Descriptions 
  87
  Chapter 5: Feats 
  112
   Prerequisites 
  112
   Types of Feats 
  112
   Feat Descriptions 
  113
  Chapter 6: Equipment 
  140
   Wealth and Money 
  140
   Weapons 
  140
   Armors 
  149
   Special Materials 
  154
   Goods and Services 
  155
  Chapter 7: Additional Rules 166
   Alignment 
  166
   Vital Statistics 
  168
   Movement 
  170
   Exploration 
  172
  Chapter 8: Combat 
  178
   How Combat Works 
  178
   Combat Statistics 
  178
   Actions in Combat 
  181
   Injury and Death 
  189
   Movement and Distance 
  192
   Combat Modifiers 
  195
   Special Attacks 
  197
   Special Initiative Actions 
  202
  Chapter 9: Magic 
  206
   Casting Spells 
  206
   Spell Descriptions 
  209
   Arcane Spells 
  218
   Divine Spells 
  220
  Chapter 10: Spells 
  224
   Spell Lists 
  224
   Spell Descriptions 
  239
  Chapter 11: Prestige Classes 374
   Arcane Archer 
  374
   Arcane Trickster 
  376
   Assassin 
  378
   Dragon Disciple 
  380
   Duelist 
  382
   Eldritch Knight 
  384
   Loremaster 
  385
   Mystic Theurge 
  387
   Pathfinder Chronicler 
  388
   Shadowdancer 
  391
  Chapter 12: Gamemastering 396
   Starting a Campaign 
  396
   Building an Adventure 
  396
   Preparing for the Game 
  401
   During the Game 
  402
   Campaign Tips 
  404
   Ending the Campaign 
  406
  Chapter 13: Environment 
  410
   Dungeons 
  410
   Traps 
  416
   Sample Traps 
  420
   Wilderness 
  424
   Urban Adventures 
  433
   Weather 
  437
   The Planes 
  440
   Environmental Rules 
  442
  Chapter 14: Creating NPCs 448
   Adept 
  448
   Aristocrat 
  449
   Commoner 
  449
   Expert 
  450
   Warrior 
  450
   Creating NPCs 
  450
  Chapter 15: Magic Items 
  458
   Using Items 
  458
   Magic Items on the Body 
  459
   Damaging Magic Items 
  459
   Purchasing Magic Items 
  460
   Magic Item Descriptions 
  460
   Armor 
  461
   Weapons 
  467
   Potions 
  477
   Rings 
  478
   Rods 
  484
   Scrolls 
  490
   Staves 
  491
   Wands 
  496
   Wondrous Items 
  496
   Intelligent Items 
  532
   Cursed Items 
  536
   Artifacts 
  543
   Magic Item Creation 
  548
   Appendix 1: Special Abilities 
  554
   Appendix 2: Conditions 
  565
   Appendix 3: Inspiring Reading 
  568
   Appendix 4: Game Aids 
  569
   Open Game License 
  569
   Character Sheet 
  570
   Index 
  572
  tABLe OF CONteNts
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702997
  702997
  450921
  450921
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702998
  702998
  450922
  450922
  4
  I
  t started in early 1997. Steve Winter, Creative Director at 
  TSR, told a few of us designers and editors that we should 
  start thinking about a new edition of the world’s most 
  popular roleplaying game. For almost three years, a team 
  of us worked on developing a new rules set that built upon 
  the foundation of the 25 years prior. Released in 2000, 3rd 
  Edition started a new era. A few years later, a different set of 
  designers made updates to the game in the form of 3.5.
  Today, the Pathfinder Roleplaying Game carries on that 
  same tradition as the next step in the progression. Now, 
  that might seem inappropriate, controversial, or even a 
  little blasphemous, but it’s still true. The Pathfinder  RPG 
  uses the foundations of the game’s long history to offer 
  something new and fresh. It’s loyal to its roots, even if 
  those roots are—in a fashion—borrowed. 
  The game’s designer, Jason Bulmahn, did an amazing 
  job creating innovative new mechanics for the game, but 
  he started with the premise that he already had a pretty 
  good game to build upon. He didn’t wipe the slate clean 
  and start over. Jason had no desire to alienate the countless 
  fans who had invested equally countless hours playing the 
  game for the last 35 years. Rather, he wanted to empower 
  them with the ability to build on what they’d already 
  created, played, and read. He didn’t want to take anything 
  away from them—only to give them even more.
  One of the best things about the Pathfinder RPG is that 
  it really necessitates no “conversion” of your existing books 
  and magazines. That shelf you have full of great adventures 
  and sourcebooks (many of them very likely from Paizo)? 
  You can still use everything on it with the Pathfinder RPG. 
  In fact, that was what convinced me to come on board the 
  Pathfinder RPG ship. I didn’t want to see all the great stuff 
  that had been produced thus far swept under the rug.
  Now, my role as “design consultant” was a relatively 
  small one. Make no mistake: the Pathfinder RPG is Jason’s 
  baby. While my role was to read over material and give 
  feedback, mostly I just chatted with Jason, relating old 
  3rd Edition design process stories. Jason felt it valuable to 
  know why things were done the way they were. What was 
  the thinking behind the magic item creation feats? Had we 
  ever considered doing experience points a different way? 
  How did the Treasure Value per Encounter chart evolve? 
  And so on.
  It was an interesting time. Although I sometimes feel 
  I have gone on at length about every facet of 3rd Edition 
  design in forums, in interviews, and at conventions, Jason 
  managed to ask questions I’d never been asked before. 
  Together, we really probed the ins and outs of the game, 
  which I think is important to do before you start making 
  changes. You’ve got to know where you’ve been before you 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702998
  702998
  450922
  450922
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702999
  702999
  450923
  450923
  5
  Introduction
  Introduction
  can figure out where you’re going. This is particularly 
  true when you start messing around with a game as robust 
  and tightly woven as 3rd Edition. The game’s design is an 
  intricate enough matrix that once you change one thing, 
  other aspects of the game that you never even suspected 
  were related suddenly change as well. By the time we were 
  done hashing things out, we’d really put the original 
  system through its paces and conceived of some interesting 
  new ideas. Jason used that as a springboard and then went 
  and did all the hard work while I sat back and watched with 
  a mix of awe and excitement as the various playtest and 
  preview versions of the game came out.
  The Pathfinder RPG offers cool new options for 
  characters. Rogues have talents. Sorcerers have bloodline 
  powers. It fixes a few areas that proved troublesome over 
  the last few years. Spells that turn you into something else 
  are restructured. Grappling is simplified and rebalanced. 
  But it’s also still the game that you love, and have loved for 
  so long, even if it was called by a different name. 
  I trust the gang at Paizo to bear the game’s torch well. 
  They respect the game’s past as much as its future. They 
  understand its traditions. It was my very distinct and 
  sincere pleasure to play a small role in the Pathfinder RPG’s 
  development. You hold in your hands a truly great game that 
  I’ve no doubt will provide you with hours and hours of fun.
  Enjoy!
  Monte Cook
  AdveNture AwAits!
  Welcome to a world where noble warriors battle mighty 
  dragons and powerful wizards explore long-forgotten 
  tombs. This is a world of fantasy, populated by mysterious 
  elves and savage orcs, wise dwarves and wily gnomes. In 
  this game, your character can become a master swordsman 
  who has never lost a duel, or a skilled thief capable of 
  stealing the crown from atop the king’s head. You can play 
  a pious cleric wielding the power of the gods, or unravel 
  the mysteries of magic as an enigmatic sorcerer. The world 
  is here for you to explore, and your actions will have a 
  profound influence in shaping its history. Who will rescue 
  the king from the clutches of a powerful vampire? Who 
  will thwart the vengeful giants who have come from the 
  mountains to enslave the common folk? These stories wait 
  for your character to take center stage. With this rulebook, 
  a few friends, and a handful of dice, you can begin your 
  epic quest.
  The Pathfinder Roleplaying Game did not start out 
  as a standalone game. The first draft was designed as a 
  series of house rules for the 3.5 version of the world’s oldest 
  roleplaying game. In the fall of 2007, with a new edition of 
  that game on the horizon, it seemed only natural that some 
  gamers would prefer to stick with the rules they already 
  owned. It also made sense that those same gamers would 
  like some updates to their rules, to make the game easier 
  to use and more fun to play. When design of this game first 
  began, compatibility with existing products was one of my 
  primary goals, but I also wanted to make sure that all of the 
  classes, races, and other elements were balanced and fun to 
  play. In other words, I endeavored to keep all of the great, 
  iconic parts of the game, while fixing up the clunky rules 
  that slowed down play and caused more than one heated 
  argument at the game table. 
  As the rules grew in size, it became apparent that the 
  changes were growing beyond a simple update into a full-
  fledged rules system. So while the Pathfinder RPG is 
  compatible with the 3.5 rules, it can be used without any other 
  books. In the coming months, you can expect to see a number 
  of brand-new products, made specifically to work with this 
  version of the rules, from Paizo and a host of other publishers 
  through the Pathfinder Roleplaying Game Compatibility 
  License. This license allows publishers to use a special logo to 
  indicate that their product works with the rules in this book.
  Making an already successful game system better is not a 
  simple task. To accomplish this lofty goal, we turned to fans 
  of the 3.5 rules, some of whom had been playing the game 
  for over eight years. Since the spring of 2008, these rules 
  have undergone some of the most stringent and extensive 
  playtesting in gaming history. More than 50,000 gamers 
  have downloaded and used these rules. Moving through a 
  number of playtest drafts, the final game that you now hold 
  in your hands slowly started to come together. There were 
  plenty of missteps, and more than one angry debate, but I 
  believe that we ended up with a better game as a result. This 
  would not be the game you now hold without the passion 
  and inspiration of our playtesters. Thank you.
  In closing, this game belongs to you and all the fans of 
  fantasy gaming. I hope that you find this system to be fun 
  and simple to use, while still providing the same sort of 
  depth and variety of options you’ve come to expect from a 
  fantasy roleplaying game. 
  There is a world of adventure waiting for you to explore. 
  It’s a world that needs brave and powerful heroes. Countless 
  others have come before, but their time is over. Now it’s 
  your turn.
  Jason Bulmahn
  Lead Designer
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  702999
  702999
  450923
  450923
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703000
  703000
  450924
  450924
  Getting Started
  1
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703000
  703000
  450924
  450924
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703001
  703001
  450925
  450925
  T 
  he dragon roared in 
  triumph as Valeros 
  collapsed into the snow, 
  blood spurting from the 
  terrible wound in his belly. 
  Kyra rushed to his side, 
  praying that she wasn’t too 
  late to save his life.
  “I’ll hold the beast off!” 
  Seoni cried as she stepped 
  up to the dragon, her staff 
  flaring with defensive 
  fire. Merisiel looked to the 
  hulking dragon, then at the 
  delicate sorcerer, and shook 
  her head sadly.
  The adventure had just 
  barely begun, and judging 
  by this fight alone, they 
  weren’t getting paid enough 
  for the job.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703001
  703001
  450925
  450925
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703002
  703002
  450926
  450926
  8
  T
  he Pathfinder Roleplaying Game is a tabletop 
  fantasy game in which the players take on the roles 
  of heroes who form a group (or party) to set out on 
  dangerous adventures. Helping them tell this story is the 
  Game Master (or GM), who decides what threats the player 
  characters (or PCs) face and what sorts of rewards they earn 
  for succeeding at their quest. Think of it as a cooperative 
  storytelling game, where the players play the protagonists 
  and the Game Master acts as the narrator, controlling the 
  rest of the world.
  If you are a player, you make all of the decisions for your 
  character, from what abilities your character has to the 
  type of weapon he carries. Playing a character, however, is 
  more than just following the rules in this book. You also 
  decide your character’s personality. Is he a noble knight, 
  set on vanquishing a powerful evil, or is he a conniving 
  rogue who cares more about gold than glory? The choice 
  is up to you.
  If you are a Game Master, you control the world that the 
  players explore. Your job is to bring the setting to life and to 
  present the characters with challenges that are both fair and 
  exciting. From the local merchant prince to the rampaging 
  dragon, you control all of the characters that are not being 
  played by the players. Paizo’s Pathfinder Adventure Path series, 
  Pathfinder Modules, and Pathfinder Chronicles world 
  guides provide everything you need to run a game, or you 
  can invent your own, using the rules in this book as well as 
  the monsters found in the Pathfinder RPG Bestiary.
  What You Need: In addition to this book, you will need a 
  number of special dice to play the Pathfinder Roleplaying 
  Game. The dice that come with most board games have 
  six sides, but the Pathfinder Roleplaying Game uses dice 
  with four sides, six sides, eight sides, ten sides, twelve 
  sides, and twenty sides. Dice of this sort can be found at 
  your local game store or online at paizo.com.
  In addition to dice, if you are a player, you will need 
  a character sheet (which can be photocopied from the 
  back of this book) and, if the Game Master uses a map 
  to represent the adventure, a small figurine to represent 
  your character. These figurines, or miniatures, can 
  also be found at most game stores. They come in a wide 
  variety of styles, so you can probably find a miniature that 
  relatively accurately depicts your character.
  If you are the Game Master, you will need a copy of the 
  Pathfinder RPG Bestiary, which contains the rules for a 
  whole spectrum of monsters, from the mighty dragon to 
  the lowly goblin. While many of these monsters can be 
  used to fight against the players, others might provide 
  useful information or become powerful allies. Some 
  might even join the group, with one of the players taking 
  on the role of a monstrous character. In addition, you 
  should have your own set of dice and some sort of screen 
  you can use to hide your notes, maps, and dice rolls 
  behind. (Although you should be honest about the results 
  of your dice rolls, sometimes the results are not evident, 
  and openly rolling the dice might give away too much 
  information.) Combat in the Pathfinder RPG can be 
  resolved in one of two ways: you can describe the situation 
  to the characters and allow them to interact based on the 
  description you provide, or you can draw the situation on 
  a piece of paper or a specially made battle mat and allow 
  the characters to move their miniatures around to more 
  accurately represent their position during the battle. 
  While both ways have their advantages, if you choose 
  the latter, you will need a mat to draw on, such as Paizo’s 
  line of GameMastery Flip-Mats, as well as miniatures to 
  represent the monsters or other adversaries. These can 
  also be found at your local game shop, or at paizo.com.
  Playing the Game: While playing the Pathfinder RPG, the 
  Game Master describes the events that occur in the game 
  world, and the players take turns describing what their 
  characters do in response to those events. Unlike storytelling, 
  however, the actions of the players and the characters 
  controlled by the Game Master (frequently called non-player 
  characters, or NPCs) are not certain. Most actions require 
  dice rolls to determine success, with some tasks being more 
  difficult than others. Each character is better at some things 
  than he is at other things, granting him bonuses based on 
  his skills and abilities. 
  Whenever a roll is required, the roll is noted as “d#,” 
  with the “#” representing the number of sides on the die. 
  If you need to roll multiple dice of the same type, there 
  will be a number before the “d.” For example, if you are 
  required to roll 4d6, you should roll four six-sided dice and 
  add the results together. Sometimes there will be a + or – 
  after the notation, meaning that you add that number to, 
  or subtract it from, the total results of the dice (not to each 
  individual die rolled). Most die rolls in the game use a d20 
  with a number of modifiers based on the character’s skills, 
  his or her abilities, and the situation. Generally speaking, 
  rolling high is better than rolling low. Percentile rolls are 
  a special case, indicated as rolling d%. You can generate a 
  random number in this range by rolling two differently 
  colored ten-sided dice (2d10). Pick one color to represent 
  the tens digit, then roll both dice. If the die chosen to be 
  the tens digit rolls a “4” and the other d10 rolls a “2,” then 
  you’ve generated a 42. A zero on the tens digit die indicates 
  a result from 1 to 9, or 100 if both dice result in a zero. 
  Some d10s are printed with “10,” “20,” “30,” and so on in 
  order to make reading d% rolls easier. Unless otherwise 
  noted, whenever you are must round a number, always 
  round down.
  As your character goes on adventures, he earns gold, 
  magic items, and experience points. Gold can be used 
  to purchase better equipment, while magic items 
  possess powerful abilities that enhance your character. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703002
  703002
  450926
  450926
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703003
  703003
  450927
  450927
  9
  Getting Started
  Getting Started 1
  Experience points are awarded for overcoming challenges 
  and completing major storylines. When your character 
  has earned enough experience points, he increases his 
  character level by one, granting him new powers and 
  abilities that allow him to take on even greater challenges. 
  While a 1st-level character might be up to saving a farmer’s 
  daughter from rampaging goblins, defeating a terrifying 
  red dragon might require the powers of a 20th-level hero. 
  It is the Game Master’s duty to provide challenges for 
  your character that are engaging, but not so deadly as to 
  leave you with no hope of success. For more information 
  on the duties of being a Game Master, see Chapter 12.
  Above all, have fun. Playing the Pathfinder RPG is 
  supposed to be exciting and rewarding for both the Game 
  Master and the players. Adventure awaits!
  The Most Important Rule
  The rules in this book are here to help you breathe life into 
  your characters and the world they explore. While they are 
  designed to make your game easy and exciting, you might 
  find that some of them do not suit the style of play that your 
  gaming group enjoys. Remember that these rules are yours. 
  You can change them to fit your needs. Most Game Masters 
  have a number of “house rules” that they use in their games. 
  The Game Master and players should always discuss any 
  rules changes to make sure that everyone understands how 
  the game will be played. Although the Game Master is the 
  final arbiter of the rules, the Pathfinder RPG is a shared 
  experience, and all of the players should contribute their 
  thoughts when the rules are in doubt.
  usiNg this BOOk
  This book is divided into 15 chapters, along with a host 
  of appendices. Chapters 1 through 11 cover all of the rules 
  needed by players to create characters and play the game. 
  Chapters 12 through 15 contain information intended 
  to help a Game Master run the game and adjudicate the 
  world. Generally speaking, if you are a player, you do not 
  need to know the information in these later chapters, but 
  you might be asked to reference them occasionally. The 
  following synopses are presented to give you a broad 
  overview of the rules encompassed within this book.
  Chapter 1 (Getting Started): This chapter covers the 
  basics of the Pathfinder RPG, including information on 
  how to reference the rest of the book, rules for generating 
  player characters (PCs), and rules for determining a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703003
  703003
  450927
  450927
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703004
  703004
  450928
  450928
  1010
  character’s ability scores. Ability scores are the most basic 
  attributes possessed by a character, describing his raw 
  potential and ability.
  Chapter 2 (Races): The Pathfinder RPG contains seven 
  core races that represent the most common races in the 
  game world. They are dwarves, elves, gnomes, half-elves, 
  half-orcs, halflings, and humans. This chapter covers all 
  of the rules needed to play a member of one of these races. 
  When creating a PC, you should choose one of the races 
  from this chapter.
  Chapter 3 (Classes): There are 11 core classes in the 
  Pathfinder RPG. Classes represent a character’s basic 
  profession, and each one grants a host of special abilities. 
  A character’s class also determines a wide variety of other 
  statistics used by the character, including hit points, saving 
  throw bonuses, weapon and armor proficiencies, and skill 
  ranks. This chapter also covers the rules for advancing your 
  character as he grows in power (gaining levels). Gaining 
  additional levels in a class grants additional abilities and 
  increases other statistics. When creating a PC, you should 
  choose one class from this chapter and put one level into 
  that class (for example, if you choose your starting class to 
  be wizard, you would be a 1st-level wizard).
  Chapter 4 (Skills): This chapter covers skills and how 
  to use them during the game. Skills represent a wide 
  variety of simple tasks that a character can perform, from 
  climbing a wall to sneaking past a guard. Each character 
  receives a number of skill ranks, which can be used to 
  make the character better at using some skills. As a 
  character gains levels, he receives additional skill ranks, 
  which can be used to improve existing skills possessed 
  by the character or to become proficient in the use of 
  new skills. A character’s class determines how many skill 
  ranks a character can spend.
  Chapter 5 (Feats): Each character possesses a number of 
  feats, which allow the character to perform some special 
  action or grant some other capability that would otherwise 
  not be allowed. Each character begins play with at least 
  one feat, and new feat choices are awarded as a character 
  advances in level.
  Chapter 6 (Equipment): This chapter covers the basic 
  gear and equipment that can be purchased, from armor 
  and weapons to torches and backpacks. Here you will also 
  find listed the cost for common services, such as staying 
  in an inn or booking passage on a boat. Starting characters 
  receive an amount of gold based on their respective classes 
  which they can spend on equipment at 1st level.
  Chapter 7 (Additional Rules): The rules in this chapter 
  cover several miscellaneous rules that are important 
  to playing the Pathfinder RPG, including alignment, 
  encumbrance, movement, and visibility. Alignment tells 
  you whether your character is an irredeemable villain, a 
  virtuous hero, or anywhere in between. Encumbrance deals 
  with how much weight your character can carry without 
  being hindered. Movement describes the distance your 
  character can travel in a minute, hour, or day, depending 
  upon his race and the environment. Visibility deals with 
  how far your character can see, based on race and the 
  prevailing light conditions.
  Chapter 8 (Combat): All characters eventually end up 
  in life-or-death struggles against fearsome monsters 
  and dangerous villains. This chapter covers how to deal 
  with combat in the Pathfinder RPG. During combat, each 
  character acts in turn (determined by initiative), with 
  the order repeating itself until one side has perished or 
  is otherwise defeated. In this chapter, you will find rules 
  for taking a turn in combat, covering all of the various 
  actions that you can perform. This chapter also includes 
  rules for adjudicating special combat maneuvers (such 
  as attempting to trip your enemy or trying to disarm his 
  weapon) and character injury and death.
  Chapter 9 (Magic): A number of classes (and some 
  monsters) can cast spells, which can do nearly anything, 
  from bringing the dead back to life to roasting your 
  enemies with a ball of fire. This chapter deals with the rules 
  for casting spells and learning new spells to cast. If your 
  character can cast spells, you should become familiar with 
  these rules.
  Chapter 10 (Spells): Whereas the magic chapter describes 
  how to cast a spell, this chapter deals with the individual 
  spells themselves, starting with the lists of which spells 
  are available to characters based on their classes. This is 
  followed up by an extensive listing of every spell in the 
  game, including its effects, range, duration, and other 
  important variables. A character that can cast spells should 
  read up on all the spells that are available to him.
  Chapter 11 (Prestige Classes): Although the core classes 
  in Chapter 3 allow for a wide variety of character types, 
  prestige classes allow a character to become a master of one 
  select theme. These advanced classes grant a specialized 
  list of abilities that make a character very powerful in 
  one area. A character must meet specific prerequisites 
  before deciding to take levels in a prestige class. These 
  prerequisites vary depending upon the prestige class. If 
  you plan on taking levels in a prestige class, you should 
  familiarize yourself with the prerequisites to ensure that 
  your character can eventually meet them.
  Chapter 12 (Gamemastering): This chapter covers 
  the basics of running the Pathfinder RPG. It includes 
  guidelines for creating a game, using a published 
  adventure, adjudicating matters at the table, and awarding 
  experience points and treasure. If you are the GM, you 
  should become familiar with the concepts presented in 
  this chapter.
  Chapter 13 (Environment): Aside from fighting against 
  monsters, a host of other dangers and challenges for 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703004
  703004
  450928
  450928
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703005
  703005
  450929
  450929
  1111
  Getting Started
  Getting Started 1
  the PCs as they play the Pathfinder RPG. This chapter 
  covers the rules for adjudicating the environment, from 
  cunning traps to bubbling lava, and is broken down 
  by environment type, including dungeons, deserts, 
  mountains, forests, swamps, aquatic, urban, and other 
  dimensions and planes beyond reality. Finally, this 
  chapter also includes information on weather and its 
  effects on the game.
  Chapter 14 (Creating NPCs): In addition to characters 
  and monsters, the world is populated by countless 
  nonplayer characters (NPCs). These characters are created 
  and controlled by the GM and represent every other person 
  that exists in the game world, from the local shopkeep to 
  the greedy king. This chapter includes simple classes used 
  by most NPCs (although some can possess levels in the core 
  classes and prestige classes) and a system for generating an 
  NPC’s statistics quickly.
  Chapter 15 (Magic Items): As a character goes on 
  adventures, he often finds magic items to help him in his 
  struggles. This chapter covers these magic items in detail, 
  including weapons, armor, potions, rings, rods, scrolls, 
  staves, and wondrous items (a generic category that covers 
  everything else). In addition, you will find cursed items 
  (which hinder those who wield them), intelligent items, 
  artifacts (items of incredible power), and the rules for 
  creating new magic items in this chapter.
  Appendices: The appendices at the back of the book 
  gather a number of individual rules concerning special 
  abilities and conditions. This section also includes a list of 
  recommended reading and a discussion of other tools and 
  products that you can use for a more enjoyable Pathfinder 
  RPG experience. 
  COmmON terms
  The Pathfinder RPG uses a number of terms, abbreviations, 
  and definitions in presenting the rules of the game. The 
  following are among the most common.
  Ability Score: Each creature has six ability scores: 
  Strength, Dexterity, Constitution, Intelligence, Wisdom, 
  and Charisma. These scores represent a creature’s most 
  basic attributes. The higher the score, the more raw 
  potential and talent your character possesses. 
  Action: An action is a discrete measurement of time 
  during a round of combat. Using abilities, casting spells, 
  and making attacks all require actions to perform. There 
  are a number of different kinds of actions, such as a 
  standard action, move action, swift action, free action, and 
  full-round action (see Chapter 8). 
  Alignment: Alignment represents a creature’s basic moral 
  and ethical attitude. Alignment has two components: one 
  describing whether a creature is lawful, neutral, or chaotic, 
  followed by another that describes whether a character is 
  good, neutral, or evil. Alignments are usually abbreviated 
  using the first letter of each alignment component, such 
  as LN for lawful neutral or CE for chaotic evil. Creatures 
  that are neutral in both components are denoted by a 
  single “N.”
  Armor Class (AC): All creatures in the game have an 
  Armor Class. This score represents how hard it is to hit a 
  creature in combat. As with other scores, higher is better.
  Base Attack Bonus (BAB): Each creature has a base 
  attack bonus and it represents its skill in combat. As a 
  character gains levels or Hit Dice, his base attack bonus 
  improves. When a creature’s base attack bonus reaches 
  +6, +11, or +16, he receives an additional attack in combat 
  when he takes a full-attack action (which is one type of 
  full-round action— see Chapter 8).
  Bonus: Bonuses are numerical values that are added to 
  checks and statistical scores. Most bonuses have a type, 
  and as a general rule, bonuses of the same type are not 
  cumulative (do not “stack”)—only the greater bonus 
  granted applies. 
  Caster Level (CL): Caster level represents a creature’s 
  power and ability when casting spells. When a creature 
  casts a spell, it often contains a number of variables, such 
  as range or damage, that are based on the caster’s level.
  Class: Classes represent chosen professions taken by 
  characters and some other creatures. Classes give a host 
  of bonuses and allow characters to take actions that they 
  otherwise could not, such as casting spells or changing 
  shape. As a creature gains levels in a given class, it gains 
  new, more powerful abilities. Most PCs gain levels in the 
  core classes or prestige classes, since these are the most 
  powerful (see Chapters 3 and 11). Most NPCs gain levels in 
  NPC classes, which are less powerful (see Chapter 14).
  Check: A check is a d20 roll which may or may not be 
  modified by another value. The most common types are 
  attack rolls, skill checks, and saving throws.
  Combat Maneuver: This is an action taken in combat 
  that does not directly cause harm to your opponent, such 
  as attempting to trip him, disarm him, or grapple with 
  him (see Chapter 8).
  Combat Maneuver Bonus (CMB): This value represents 
  how skilled a creature is at performing a combat maneuver. 
  When attempting to perform a combat maneuver, this 
  value is added to the character’s d20 roll.
  Combat Maneuver Defense (CMD): This score 
  represents how hard it is to perform a combat maneuver 
  against this creature. A creature’s CMD is used as the 
  difficulty class when performing a maneuver against 
  that creature.
  Concentration Check: When a creature is casting a 
  spell, but is disrupted during the casting, he must make a 
  concentration check or fail to cast the spell (see Chapter 9).
  Creature: A creature is an active participant in the story 
  or world. This includes PCs, NPCs, and monsters.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703005
  703005
  450929
  450929
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703006
  703006
  450930
  450930
  1212
  Damage Reduction (DR): Creatures that are resistant 
  to harm typically have damage reduction. This amount is 
  subtracted from any damage dealt to them from a physical 
  source. Most types of DR can be bypassed by certain 
  types of weapons. This is denoted by a “/” followed by the 
  type, such as “10/cold iron.” Some types of DR apply to all 
  physical attacks. Such DR is denoted by the “—” symbol. 
  See Appendix 1 for more information.
  Difficulty Class (DC): Whenever a creature attempts to 
  perform an action whose success is not guaranteed, he must 
  make some sort of check (usually a skill check). The result 
  of that check must meet or exceed the Difficulty Class of 
  the action that the creature is attempting to perform in 
  order for the action to be successful.  
  Exceptional Abilities (Ex): Exceptional abilities are 
  unusual abilities that do not rely on magic to function.
  Experience Points (XP): As a character overcomes 
  challenges, defeats monsters, and completes quests, he 
  gains experience points. These points accumulate over 
  time, and when they reach or surpass a specific value, the 
  character gains a level.
  Feat: A feat is an ability a creature has mastered. Feats 
  often allow creatures to circumvent rules or restrictions. 
  Creatures receive a number of feats based off their Hit Dice, 
  but some classes and other abilities grant bonus feats.
  Game Master (GM): A Game Master is the person who 
  adjudicates the rules and controls all of the elements of the 
  story and world that the players explore. A GM’s duty is to 
  provide a fair and fun game.
  Hit Dice (HD): Hit Dice represent a creature’s general 
  level of power and skill. As a creature gains levels, it gains 
  additional Hit Dice. Monsters, on the other hand, gain 
  racial Hit Dice, which represent the monster’s general 
  prowess and ability. Hit Dice are represented by the 
  number the creature possesses followed by a type of die, 
  such as “3d8.” This value is used to determine a creature’s 
  total hit points. In this example, the creature has 3 Hit 
  Dice. When rolling for this creature’s hit points, you would 
  roll a d8 three times and add the results together, along 
  with other modifiers.
  Hit Points (hp): Hit points are an abstraction signifying 
  how robust and healthy a creature is at the current moment. 
  To determine a creature’s hit points, roll the dice indicated 
  by its Hit Dice. A creature gains maximum hit points if its 
  first Hit Die roll is for a character class level. Creatures 
  whose first Hit Die comes from an NPC class or  from his 
  race roll their first Hit Die normally. Wounds subtract hit 
  points, while healing (both natural and magical) restores 
  hit points. Some abilities and spells grant temporary hit 
  points that disappear after a specific duration. When a 
  creature’s hit points drop below 0, it becomes unconscious. 
  When a creature’s hit points reach a negative total equal to 
  its Constitution score, it dies.
  Initiative: Whenever combat begins, all creatures 
  involved in the battle must make an initiative check to 
  determine the order in which creatures act during combat. 
  The higher the result of the check, the earlier a creature 
  gets to act.
  Level: A character’s level represents his overall ability 
  and power. There are three types of levels. Class level is the 
  number of levels of a specific class possessed by a character. 
  Character level is the sum of all of the levels possessed by 
  a character in all of his classes. In addition, spells have a 
  level associated with them numbered from 0 to 9. This level 
  indicates the general power of the spell. As a spellcaster 
  gains levels, he learns to cast spells of a higher level.
  Monster: Monsters are creatures that rely on racial Hit 
  Dice instead of class levels for their powers and abilities 
  (although some possess class levels as well). PCs are usually 
  not monsters.
  Multiplying: When you are asked to apply more than 
  one multiplier to a roll, the multipliers are not multiplied 
  by one another. Instead, you combine them into a single 
  multiplier, with each extra multiple adding 1 less than its 
  value to the first multiple. For example, if you are asked to 
  apply a ×2 multiplier twice, the result would be ×3, not ×4.
  Nonplayer Character (NPC): These are characters 
  controlled by the GM.
  Penalty: Penalties are numerical values that are 
  subtracted from a check or statistical score. Penalties do not 
  have a type and most penalties stack with one another.
  Player Character (Character, PC): These are the 
  characters portrayed by the players.
  Round: Combat is measured in rounds. During an 
  individual round, all creatures have a chance to take a turn 
  to act, in order of initiative. A round represents 6 seconds 
  in the game world.
  Rounding: Occasionally the rules ask you to round a 
  result or value. Unless otherwise stated, always round 
  down. For example, if you are asked to take half of 7, the 
  result would be 3.
  Saving Throw: When a creature is the subject of a 
  dangerous spell or effect, it often receives a saving throw to 
  mitigate the damage or result. Saving throws are passive, 
  meaning that a character does not need to take an action to 
  make a saving throw—they are made automatically. There 
  are three types of saving throws: Fortitude (used to resist 
  poisons, diseases, and other bodily ailments), Reflex (used 
  to avoid effects that target an entire area, such as fireball), 
  and Will (used to resist mental attacks and spells).
  Skill: A skill represents a creature’s ability to perform an 
  ordinary task, such as climb a wall, sneak down a hallway, 
  or spot an intruder. The number of ranks possessed by a 
  creature in a given skill represents its proficiency in that 
  skill. As a creature gains Hit Dice, it also gains additional 
  skill ranks that can be added to its skills. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703006
  703006
  450930
  450930
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703007
  703007
  450931
  450931
  1313
  Getting Started
  Getting Started 1
  Spell: Spells can perform a wide variety of tasks, from 
  harming enemies to bringing the dead back to life. Spells 
  specify what they can target, what their effects are, and 
  how they can be resisted or negated.
  Spell-Like Abilities (Sp): Spell-like abilities function just 
  like spells, but are granted through a special racial ability 
  or by a specific class ability (as opposed to spells, which are 
  gained by spellcasting classes as a character gains levels).
  Spell Resistance (SR): Some creatures are resistant to 
  magic and gain spell resistance. When a creature with 
  spell resistance is targeted by a spell, the caster of the spell 
  must make a caster level check to see if the spell affects the 
  target. The DC of this check is equal to the target creature’s 
  SR (some spells do not allow SR checks).
  Stacking: Stacking refers to the act of adding together 
  bonuses or penalties that apply to one particular check or 
  statistic. Generally speaking, most bonuses of the same 
  type do not stack. Instead, only the highest bonus applies. 
  Most penalties do stack, meaning that their values are 
  added together. Penalties and bonuses generally stack with 
  one another, meaning that the penalties might negate or 
  exceed part or all of the bonuses, and vice versa.
  Supernatural Abilities (Su): Supernatural abilities are 
  magical attacks, defenses, and qualities. These abilities 
  can be always active or they can require a specific action 
  to utilize. The supernatural ability’s description includes 
  information on how it is used and its effects.
  Turn: In a round, a creature receives one turn, during 
  which it can perform a wide variety of actions. Generally in 
  the course of one turn, a character can perform one standard 
  action, one move action, one swift action, and a number of 
  free actions. Less-common combinations of actions are 
  permissible as well, see Chapter 8 for more details.
  exAmpLe OF pLAy
  The GM is running a group of four players through their 
  latest adventure. They are playing Seelah (a human paladin), 
  Ezren (a human wizard), Harsk (a dwarf ranger) and Lem (a 
  halfling bard). The four adventurers are exploring the ruins 
  of an ancient keep, after hearing rumors that there are great 
  treasures to be found in its musty vaults. As the adventurers 
  make their way toward the crumbling edifice, they cross an 
  ancient stone bridge. After describing the scene, the GM 
  asks the players what they want to do.
  Harsk: Let’s keep moving. I don’t like the look of this 
  place. I draw my crossbow and load it.
  Seelah: Agreed. I draw my sword, just in case.
  Ezren: I’m going to cast light so that we can see where 
  we’re going.
  GM: Alright, a flickering glow springs up from your 
  hand, illuminating the area.
  Lem: I’d like to keep a lookout, just to make sure there 
  are no monsters nearby.
  The GM consults his notes about this part of the adventure and 
  realizes that there are indeed some monsters nearby, and that the 
  PCs have walked into their trap.
  GM: Lem, could you roll a Perception check?
  Lem rolls a d20 and gets a 12. He then consults his character 
  sheet to find his bonus on Perception skill checks, which turns out 
  to be a +6.
  Lem: I got an 18. What do I see?
  GM: As you turn around, you spot six dark shapes moving 
  up behind you. As they enter the light from Ezren’s spell, 
  you can tell that they’re skeletons, marching onto the bridge 
  wearing rusting armor and waving ancient swords.
  Lem: Guys, I think we have a problem.
  GM: You do indeed. Can I get everyone to roll initiative?
  To determine the order of combat, each one of the players rolls 
  a d20 and adds his or her initiative bonus. The GM rolls once 
  for the skeletons and one additional time for their hidden leader. 
  Seelah gets an 18, Harsk a 16, Ezren a 12, and Lem a 5. The 
  skeletons get an 11, and their leader rolled an 8.
  GM: Seelah, you have the highest initiative. It’s your turn.
  Seelah: Since they’re skeletons, I’m going to attempt to 
  destroy them using the power of my goddess Iomedae. I 
  channel positive energy.
  Seelah rolls 2d6 and gets a 7.
  Seelah: The skeletons take 7 points of damage, but they 
  get to make a DC 15 Will save to only take half damage.
  The GM rolls the Will saving throws for the skeletons and gets 
  an 18, two 17s, a 15, an 8, and a 3. Since four of the skeletons made 
  their saving throws, they only take half damage (3 points), while 
  the other two take the full 7 points of damage.
   GM: Two of the skeletons burst into flames and crumble 
  as the power of your deity washes over them. The other 
  four continue their advance. Harsk, it’s your turn.
  Harsk: Great. I’m going to fire my crossbow at the 
  nearest skeleton.
  Harsk rolls a d20 and gets a 13. He adds that to his bonus on 
  attack rolls with his crossbow and announces a total of 22. The 
  GM checks the skeleton’s armor class, which is only a 14.
  GM: That’s a hit. Roll for damage.
  Harsk rolls a d10 and gets an 8. The GM realizes that the 
  skeletons have damage reduction that can only be overcome 
  by bludgeoning weapons. Since crossbow bolts deal piercing 
  damage, the skeleton’s damage reduction reduces the damage 
  from 8 to 3, but this is still enough to reduce that skeleton’s hit 
  points to below 0.
  GM: Although the crossbow bolt seemed to do less 
  damage against the skeleton’s ancient bones, the hit was 
  hard enough to cause that skeleton to break apart. Ezren, 
  it’s your turn.
  Ezren: I’m going to cast magic missile at the skeleton 
  that’s closest to me.
  Magic missile creates a number of glowing darts that always 
  hit their target. Ezren rolls 1d4+1 for each missile and gets a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703007
  703007
  450931
  450931
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703008
  703008
  450932
  450932
  1414
  total of 6. Since this is magic, it automatically bypasses the 
  skeleton’s DR, causing another one to fall.
  GM: There are only two skeletons left, and it’s their 
  turn. One of them charges up to Seelah and takes a swing 
  at her, while the other moves up to Harsk and attacks.
  The GM rolls a d20 for both attacks. The attack against Seelah 
  is only an 8, which is not equal to or higher than her AC of 18. The 
  attack against Harsk is a 17, which beats his AC of 16. The GM 
  rolls damage for the skeleton’s attack.
  GM: The skeleton hits you, Harsk, leaving a nasty cut on 
  your upper arm. Take 7 points of damage.
  Harsk: Ouch. I have 22 hit points left.
  GM: That’s not all. Charging out of the fog onto the 
  bridge is a skeleton dressed like a knight, riding the bones 
  of a long-dead horse. The heads of the warrior’s previous 
  victims are mounted atop its deadly lance. Lem, it’s your 
  turn. What do you do?
  Lem: Run!
  The combat continues in order, starting over with Seelah, until 
  one side or the other is defeated. If the PCs survive the fight, they 
  can continue on to the ancient castle to see what treasures and 
  perils lie within.
   geNerAtiNg A ChArACter
  From the sly rogue to the stalwart paladin, the Pathfinder 
  RPG allows you to make the character you want to play. 
  When generating a character, start with your character’s 
  concept. Do you want a character who goes toe-to-toe 
  with terrible monsters, matching sword and shield 
  against claws and fangs? Or do you want a mystical seer 
  who draws his powers from the great beyond to further 
  his own ends? Nearly anything is possible. 
  Once you have a general concept worked out, use the 
  following steps to bring your idea to life, recording the 
  resulting information and statistics on your Pathfinder 
  RPG character sheet, which can be found at the back of this 
  book and photocopied for your convenience. 
  Step 1 —Determine Ability Scores: Start by generating 
  your character’s ability scores (see page 15). These six 
  scores determine your character’s most basic attributes 
  and are used to decide a wide variety of details and 
  statistics. Some class selections require you to have better 
  than average scores for some of your abilities.
  Step 2—Pick Your Race: Next, pick your character’s 
  race, noting any modifiers to your ability scores 
  and any other racial traits (see Chapter 2). There are 
  seven basic races to choose from, although your GM 
  might have others to add to the list. Each race lists the 
  languages your character automatically knows, as well 
  as a number of bonus languages. A character knows a 
  number of additional bonus languages equal to his or her 
  Intelligence modifier (see page 17).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703008
  703008
  450932
  450932
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703009
  703009
  450933
  450933
  1515
  Getting Started
  Getting Started 1
  Step 3—Pick Your Class: A character’s class represents 
  a profession, such as fighter or wizard. If this is a new 
  character, he starts at 1st level in his chosen class. As he 
  gains experience points (XP) for defeating monsters, he 
  goes up in level, granting him new powers and abilities.
  Step 4—Pick Skills and Select Feats: Determine the 
  number of skill ranks possessed by your character, based on 
  his class and Intelligence modifier (and any other bonuses, 
  such as the bonus received by humans). Then spend these 
  ranks on skills, but remember that you cannot have 
  more ranks than your level in any one skill (for a starting 
  character, this is usually one). After skills, determine how 
  many feats your character receives, based on his class and 
  level, and select them from those presented in Chapter 5.
  Step 5—Buy Equipment: Each new character begins 
  the game with an amount of gold, based on his class, that 
  can be spent on a wide range of equipment and gear, from 
  chainmail armor to leather backpacks. This gear helps 
  your character survive while adventuring. Generally 
  speaking, you cannot use this starting money to buy 
  magic items without the consent of your GM.
  Step 6—Finishing Details: Finally, you need to 
  determine all of a character’s details, including his 
  starting hit points (hp), Armor Class (AC), saving throws, 
  initiative modifier, and attack values. All of these numbers 
  are determined by the decisions made in previous steps. 
  Aside from these, you need to decide on your character’s 
  name, alignment, and physical appearance. It is best to jot 
  down a few personality traits as well, to help you play the 
  character during the game. Additional rules (like age and 
  alignment) are described in Chapter 7.
  ABiLity sCOres
  Each character has six ability scores that represent his 
  character’s most basic attributes. They are his raw talent 
  and prowess. While a character rarely rolls a check using 
  just an ability score, these scores, and the modifiers they 
  create, affect nearly every aspect of a character’s skills and 
  abilities. Each ability score generally ranges from 3 to 18, 
  although racial bonuses and penalties can alter this; an 
  average ability score is 10.
  Generating Ability Scores
  There are a number of different methods used to generate 
  ability scores. Each of these methods gives a different level 
  of flexibility and randomness to character generation. 
  Racial modifiers (adjustments made to your ability 
  scores due to your character’s race—see Chapter 2) are 
  applied after the scores are generated.
  Standard: Roll 4d6, discard the lowest die result, and 
  add the three remaining results together. Record this total 
  and repeat the process until six numbers are generated. 
  Assign these totals to your ability scores as you see fit. 
  This method is less random than Classic and tends to 
  create characters with above-average ability scores.
  Classic: Roll 3d6 and add the dice together. Record this 
  total and repeat the process until you generate six numbers. 
  Assign these results to your ability scores as you see fit. This 
  method is quite random, and some characters will have 
  clearly superior abilities. This randomness can be taken 
  one step further, with the totals applied to specific ability 
  scores in the order they are rolled. Characters generated 
  using this method are difficult to fit to predetermined 
  concepts, as their scores might not support given classes or 
  personalities, and instead are best designed around their 
  ability scores.
  Heroic: Roll 2d6 and add 6 to the sum of the dice. Record 
  this total and repeat the process until six numbers are 
  generated. Assign these totals to your ability scores as you 
  see fit. This is less random than the Standard method and 
  generates characters with mostly above-average scores.
  Dice Pool: Each character has a pool of 24d6 to assign 
  to his statistics. Before the dice are rolled, the player 
  selects the number of dice to roll for each score, with a 
  minimum of 3d6 for each ability. Once the dice have been 
  assigned, the player rolls each group and totals the result 
  of the three highest dice. For more high-powered games, 
  the GM should increase the total number of dice to 28. 
  This method generates characters of a similar power to 
  the Standard method.
  Purchase: Each character receives a number of points 
  to spend on increasing his basic attributes. In this 
  method, all attributes start at a base of 10. A character 
  can increase an individual score by spending some 
  of his points. Likewise, he can gain more points to 
  spend on other scores by decreasing one or more of his 
  ability scores. No score can be reduced below 7 or raised  
  above 18 using this method. See Table 1–1 on the next page 
  for the costs of each score. After all the points are spent, 
  apply any racial modifiers the character might have.
  The number of points you have to spend using the 
  purchase method depends on the type of campaign you 
  are playing. The standard value for a character is 15 points. 
  Average nonplayer characters (NPCs) are typically built 
  using as few as 3 points. See Table 1–2 on the next page for 
  a number of possible point values depending on the style 
  of campaign. The purchase method emphasizes player 
  choice and creates equally balanced characters. This 
  system is typically used for organized play events, such as 
  the Pathfinder Society (visit paizo.com/pathfinderSociety 
  for more details on this exciting campaign).
  Determine Bonuses
  Each ability, after changes made because of race, has a 
  modifier ranging from –5 to +5. Table 1–3 shows the modifier 
  for each score. The modifier is the number you apply to 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703009
  703009
  450933
  450933
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703010
  703010
  450934
  450934
  1616
  the die roll when your character tries to do something 
  related to that ability. You also use the modifier with some 
  numbers that aren’t die rolls. A positive modifier is called 
  a bonus, and a negative modifier is called a penalty. The 
  table also shows bonus spells, which you’ll need to know 
  about if your character is  a spellcaster.
  Abilities and Spellcasters
  The ability that governs bonus spells depends on what type 
  of spellcaster your character is: Intelligence for wizards; 
  Wisdom for clerics, druids, and rangers; and Charisma 
  for bards, paladins, and sorcerers. In addition to having a 
  high ability score, a spellcaster must be of a high enough 
  class level to be able to cast spells of a given spell level. See 
  the class descriptions in Chapter 3 for details.
  The Abilities
  Each ability partially describes your character and affects 
  some of his actions.
  Strength (Str)
  Strength measures muscle and physical power. This ability 
  is important for those who engage in hand-to-hand (or 
  “melee”) combat, such as fighters, monks, paladins, and 
  some rangers. Strength also sets the maximum amount 
  of weight your character can carry. A character with a 
  Strength score of 0 is too weak to move in any way and 
  is unconscious. Some creatures do not possess a Strength 
  score and have no modifier at all to Strength-based skills 
  or checks.
  You apply your character’s Strength modifier to:
  •  Melee attack rolls.
  •  Damage rolls when using a melee weapon or a thrown 
  weapon, including a sling. (Exceptions: Off-hand attacks 
  receive only half the character’s Strength bonus, while 
  two-handed attacks receive 1–1/2 times the Strength 
  bonus. A Strength penalty, but not a bonus, applies to 
  attacks made with a bow that is not a composite bow.)
  •  Climb and Swim checks.
  •  Strength checks (for breaking down doors and the like).
  Dexterity (Dex)
  Dexterity measures agility, reflexes, and balance. This 
  ability is the most important one for rogues, but it’s also 
  useful for characters who wear light or medium armor or 
  no armor at all. This ability is vital for characters seeking 
  to excel with ranged weapons, such as the bow or sling. A 
  character with a Dexterity score of 0 is incapable of moving 
  and is effectively immobile (but not unconscious).
  You apply your character’s Dexterity modifier to:
  •  Ranged attack rolls, including those for attacks made 
  with bows, crossbows, throwing axes, and many ranged 
  spell attacks like scorching ray or searing light.
  •  Armor Class (AC), provided that the character can react 
  to the attack.
  •  Reflex saving throws, for avoiding fireballs and other 
  attacks that you can escape by moving quickly.
  •  Acrobatics, Disable Device, Escape Artist, Fly, Ride, 
  Sleight of Hand, and Stealth checks.
  Constitution (Con)
  Constitution represents your character’s health and 
  stamina. A Constitution bonus increases a character’s 
  hit points, so the ability is important for all classes. 
  Some creatures, such as undead and constructs, do 
  not have a Constitution score. Their modifier is +0 
  for any Constitution-based checks. A character with a 
  Constitution score of 0 is dead. 
  You apply your character’s Constitution modifier to:
  •  Each roll of a Hit Die (though a penalty can never drop a 
  result below 1—that is, a character always gains at least 1 
  hit point each time he advances in level).
  •  Fortitude saving throws, for resisting poison, disease, 
  and similar threats.
  If a character’s Constitution score changes enough to 
  alter his or her Constitution modifier, the character’s hit 
  points also increase or decrease accordingly.
  Intelligence (Int)
  Intelligence determines how well your character learns 
  and reasons. This ability is important for wizards because 
  it affects their spellcasting ability in many ways. Creatures 
  of animal-level instinct have Intelligence scores of 1 or 2. 
  Any creature capable of understanding speech has a score 
  of at least 3. A character with an Intelligence score of 0 is 
  comatose. Some creatures do not possess an Intelligence 
  score. Their modifier is +0 for any Intelligence-based 
  skills or checks.
  Table 1–1: Ability Score Costs
   Score 
  Points 
  Score 
  Points
   
  7 
  –4 
  13 
  3
   
  8 
  –2 
  14 
  5
   
  9 
  –1 
  15 
  7
   
  10 
  0 
  16 
  10
   
  11 
  1 
  17 
  13
   
  12 
  2 
  18 
  17
  Table 1–2: Ability Score Points
  Campaign Type 
  Points
  Low Fantasy 
  10
  Standard Fantasy 
  15
  High Fantasy 
  20
  Epic Fantasy 
  25
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703010
  703010
  450934
  450934
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703011
  703011
  450935
  450935
  1717
  Getting Started
  Getting Started 1
  You apply your character’s Intelligence modifier to:
  •  The number of bonus languages your character knows at 
  the start of the game. These are in addition to any starting 
  racial languages and Common. If you have a penalty, you 
  can still read and speak your racial languages unless your 
  Intelligence is lower than 3.
  •  The number of skill points gained each level, though 
  your character always gets at least 1 skill point per level.
  •  Appraise, Craft, Knowledge, Linguistics, and Spellcraft 
  checks.
  A wizard gains bonus spells based on his Intelligence 
  score. The minimum Intelligence score needed to cast a 
  wizard spell is 10 + the spell’s level. 
  Wisdom (Wis)
  Wisdom describes a character’s willpower, common sense, 
  awareness, and intuition. Wisdom is the most important 
  ability for clerics and druids, and it is also important for 
  paladins and rangers. If you want your character to have 
  acute senses, put a high score in Wisdom. Every creature 
  has a Wisdom score. A character with a Wisdom score of 0 
  is incapable of rational thought and is unconscious.
  You apply your character’s Wisdom modifier to:
  •  Will saving throws (for negating the effects of charm 
  person and other spells).
  •  Heal, Perception, Profession, Sense Motive, and 
  Survival checks.
  Clerics, druids, and rangers get bonus spells based on 
  their Wisdom scores. The minimum Wisdom score needed 
  to cast a cleric, druid, or ranger spell is 10 + the spell’s level.
  Charisma (Cha)
  Charisma measures a character’s personality, personal 
  magnetism, ability to lead, and appearance. It is the most 
  important ability for paladins, sorcerers, and bards. It 
  is also important for clerics, since it affects their ability 
  to channel energy. For undead creatures, Charisma is a 
  measure of their unnatural “lifeforce.” Every creature has 
  a Charisma score. A character with a Charisma score of 0 is 
  not able to exert himself in any way and is unconscious.
  You apply your character’s Charisma modifier to:
  •  Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, 
  Perform, and Use Magic Device checks.
  •  Checks that represent attempts to influence others. 
  •  Channel energy DCs for clerics and paladins attempting 
  to harm undead foes.
  Bards, paladins, and sorcerers gain a number of bonus 
  spells based on their Charisma scores. The minimum 
  Charisma score needed to cast a bard, paladin, or sorcerer 
  spell is 10 + the spell’s level.
  Table 1–3: Ability Modifiers and Bonus Spells
  Ability 
   
   
   
   
   Bonus Spells per Day (by Spell Level)
  Score 
  Modifier 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1  
  –5 
  Can’t cast spells tied to this ability
  2–3 
  –4 
  Can’t cast spells tied to this ability
  4–5 
  –3 
  Can’t cast spells tied to this ability
  6–7 
  –2 
  Can’t cast spells tied to this ability
  8–9 
  –1 
  Can’t cast spells tied to this ability
  10–11 
  0 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  12–13 
  +1 
  — 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  14–15 
  +2 
  — 
  1 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  16–17 
  +3 
  — 
  1 
  1 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  18–19 
  +4 
  — 
  1 
  1 
  1 
  1 
  — 
  — 
  — 
  — 
  —
  20–21 
  +5 
  — 
  2 
  1 
  1 
  1 
  1 
  — 
  — 
  — 
  —
  22–23 
  +6 
  — 
  2 
  2 
  1 
  1 
  1 
  1 
  — 
  — 
  —
  24–25 
  +7 
  — 
  2 
  2 
  2 
  1 
  1 
  1 
  1 
  — 
  —
  26–27 
  +8 
  — 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  1 
  —
  28–29 
  +9 
  — 
  3 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  1
  30–31 
  +10 
  — 
  3 
  3 
  2 
  2 
  2 
  2 
  1 
  1 
  1
  32–33 
  +11 
  — 
  3 
  3 
  3 
  2 
  2 
  2 
  2 
  1 
  1
  34–35 
  +12 
  — 
  3 
  3 
  3 
  3 
  2 
  2 
  2 
  2 
  1
  36–37 
  +13 
  — 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  2 
  2
  38–39 
  +14 
  — 
  4 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  2
  40–41 
  +15 
  — 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
  2 
  2
  42–43 
  +16 
  — 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
  2
  44–45 
  +17 
  — 
  5 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  etc. … 
   
   
   
   
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703011
  703011
  450935
  450935
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703012
  703012
  450936
  450936
  Races
  2
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703012
  703012
  450936
  450936
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703013
  703013
  450937
  450937
  W
  ith a small army of 
  merciless dark elf 
  warriors fast on their heels, 
  escape from the drow city 
  seemed unlikely. While the 
  human Sajan and gnome 
  Lini might survive as slaves, 
  Seltyiel knew the drow would 
  only keep him, a half-elf, 
  alive long enough to boast 
  over while they tortured him. 
  Cursing his mixed blood 
  again, he sneered and turned 
  abruptly, instantly summoning  
  to mind the words of his most 
  devastating arcane fire. 
  “Come on, you fungus-eating 
  freaks!” he shouted at the 
  relentless drow. “Let me show 
  you how elves from the surface 
  world dance!”
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703013
  703013
  450937
  450937
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703014
  703014
  450938
  450938
  2020
  doesn’t force you to choose one religion or alignment over 
  another, the typical choices for each race are mentioned. 
  Next is a discussion of why a member of the race in 
  question might decide to take on the peril-filled life of an 
  adventurer. Finally, we list a few sample names for males 
  and females of each race.
  Each of the seven races also has a suite of special abilities, 
  bonuses, and other adjustments that apply to all members 
  of that race. These are your character’s “racial traits.” 
  Each race also has ability score modifiers that are 
  applied after you’ve generated your ability scores, as 
  described in the previous chapter. These modifiers can 
  raise an ability score above 18 or reduce a score below 
  3—although having such a low score in any of your 
  abilities is something you should avoid, as there’s no 
  surer route to character death than a low Constitution, 
  and no swifter route to frustration than a PC who can’t 
  talk since his Intelligence is lower than 3. You should 
  seek your GM’s approval before playing a character with 
  any ability score of less than 3.
  The seven races presented in this chapter have wildly 
  different abilities, personalities, and societies, but at the 
  same time, all seven races are quite similar—none of the 
  races here deviate too far from humanity, and all of their 
  abilities are roughly equal and balanced. Other races, more 
  powerful and more exotic, exist in the game world as well, 
  but the Pathfinder RPG is built and balanced with the 
  expectation that all players start on roughly equal footing. 
  Rules and guidelines for playing more powerful or more 
  unusual races can be found in Chapter 12.
  F
  rom the stout dwarf to the noble elf, the races of 
  the Pathfinder Roleplaying Game are a diverse mix 
  of cultures, sizes, attitudes, and appearances. After 
  you’ve generated your character’s basic ability scores, 
  the next step in the character creation process is to 
  select your character’s race; this chapter presents seven 
  different options from which to choose. These seven 
  races comprise the most commonly encountered civilized 
  races in the Pathfinder RPG.
  Choosing your character’s race is one of the more 
  important decisions you’ll need to make. As your 
  character grows more powerful, you’ll be able to diversify 
  his or her abilities by selecting different classes, skills, 
  and feats, but you only get to pick your race once (unless 
  some unusual magic, like reincarnation, comes into 
  play). Of course, each race is best suited to a specific 
  type of role—dwarves make better fighters than they 
  do sorcerers, while halflings aren’t as good as half-orcs 
  at being barbarians. Keep each race’s advantages and 
  disadvantages in mind when making your choice. While 
  it can be fun to play a race against its assumed role, it’s not 
  as fun to get three levels into a character before realizing 
  that the character you wanted to play would have been 
  better off as a different race entirely.
  Each of the seven races in this chapter is presented in 
  the same format, starting with a generalized description 
  of the race’s role in the world. This is followed by a physical 
  description of an average member of that race, a brief 
  overview of the race’s society, and a few words about the 
  race’s relations with the other six. Although your race 
   
  Dwarf 
  Halfling 
  Elf 
  Human 
  Gnome 
  Half-orc 
  Half-elf 
  7ft
  6ft
  5ft
  4ft
  3ft
  2ft
  1ft
  0ft
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703014
  703014
  450938
  450938
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703015
  703015
  450939
  450939
  2121
  2
  Races
  Races
  Dwarf Racial Traits
  +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
  Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
  Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor 
  or encumbrance.
  Darkvision: Dwarves can see in the dark up to 60 feet.
  Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. 
  Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price 
  of nonmagical goods that contain precious metals or gemstones.
  Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and 
  goblinoid subtypes due to special training against these hated foes.
  Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and  
  spell-like abilities.
  Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a 
  bull rush or trip attempt while standing on the ground.
  Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual 
  stonework, such as traps and hidden doors located in stone walls or floors. They receive a 
  check to notice such features whenever they pass within 10 feet of them, whether or not they are 
  actively looking. 
  Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat 
  any weapon with the word “dwarven” in its name as a martial weapon.
  Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence 
  scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  dwArves
  Dwarves are a stoic but stern race, ensconced in cities 
  carved from the hearts of mountains and fiercely 
  determined to repel the depredations of savage races like 
  orcs and goblins. More than any other race, the dwarves 
  have acquired a reputation as dour and humorless 
  craftsmen of the earth. It could be said that dwarven 
  history shapes the dark disposition of many dwarves, 
  for they reside in high mountains and dangerous realms 
  below the earth, constantly at war with giants, goblins, 
  and other such horrors. 
  Physical Description: Dwarves are a short and stocky 
  race, and stand about a foot shorter than most humans, 
  with wide, compact bodies that account for their burly 
  appearance. Male and female dwarves pride themselves 
  on the length of their hair, and men often decorate their 
  beards with a variety of clasps and intricate braids. A clean-
  shaven male dwarf is a sure sign of madness, or worse—no 
  one familiar with their race trusts a beardless dwarf.
  Society: The great distances between their mountain 
  citadels account for many of the cultural differences 
  that exist within dwarven society. Despite these schisms, 
  dwarves throughout the world are characterized by their 
  love of stonework, their passion for stone- and metal-based 
  craftsmanship and architecture, and a fierce hatred of 
  giants, orcs, and goblinoids.
  Relations: Dwarves and orcs have long dwelt in 
  proximity, theirs a history of violence as old as both 
  their races. Dwarves generally distrust and shun half-
  orcs. They find half lings, elves, and gnomes to be too 
  frail, f lighty, or “pretty” to be worthy of proper respect. 
  It is with humans that dwarves share the strongest link, 
  for humans’ industrious nature and hearty appetites 
  come closest to matching those of the dwarven ideal. 
  Alignment and Religion: Dwarves are driven by honor 
  and tradition, and while they are often satirized as 
  standoffish, they have a strong sense of friendship and 
  justice, and those who win their trust understand that, 
  while they work hard, they play even harder—especially 
  when good ale is involved. Most dwarves are lawful good. 
  They prefer to worship deities whose tenets match these 
  traits, and Torag is a favorite among dwarves, though 
  Abadar and Gorum are common choices as well.
  Adventurers: Although dwarven adventurers are rare 
  compared to humans, they can be found in most regions 
  of the world. Dwarves often leave the confines of their 
  redoubts to seek glory for their clans, to find wealth with 
  which to enrich the fortress-homes of their birth, or to 
  reclaim fallen dwarven citadels from racial enemies. 
  Dwarven warfare is often characterized by tunnel 
  fighting and melee combat, and as such most dwarves 
  tend toward classes such as fighters and barbarians. 
  Male Names: Dolgrin, Grunyar, Harsk, Kazmuk, 
  Morgrym, Rogar.
  Female Names: Agna, Bodill, Ingra, Kotri, 
  Rusilka, Yangrit.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703015
  703015
  450939
  450939
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703016
  703016
  450940
  450940
  2222
  Elf Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Elves have a base speed of 30 feet.
  Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
  Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against 
  enchantment spells and effects.
  Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. 
  In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of 
  magic items.
  Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, 
  rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in 
  its name as a martial weapon.
  Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose 
  from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  eLves
  The long-lived elves are children of the natural world, 
  similar in many superficial ways to fey creatures, yet 
  different as well. Elves value their privacy and traditions, 
  and while they are often slow to make friends, at both the 
  personal and national levels, once an outsider is accepted 
  as a comrade, such alliances can last for generations. 
  Elves have a curious attachment to their surroundings, 
  perhaps as a result of their incredibly long lifespans or 
  some deeper, more mystical reason. Elves who dwell in 
  a region for long find themselves physically adapting to 
  match their surroundings, most noticeably 
  taking on coloration reflecting the local 
  environment. Those elves that spend 
  their lives among the short-lived 
  races, on the other hand, often develop 
  a skewed perception of mortality and 
  become morose, the result of watching 
  wave after wave of companions age and 
  die before their eyes.
  Physical Description: Although 
  generally taller than humans, 
  elves possess a graceful, fragile 
  physique that is accentuated by 
  their long, pointed ears. Their eyes 
  are wide and almond-shaped, and 
  filled with large, vibrantly colored 
  pupils. While elven clothing often 
  plays off the beauty of the natural 
  world, those elves that live in 
  cities tend to bedeck themselves 
  in the latest fashion.
  Society: Many elves feel a 
  bond with nature and strive to 
  live in harmony with the natural 
  world. Most, however, find manipulating earth and stone 
  to be distasteful, and prefer instead to indulge in the finer 
  arts, with their inborn patience making them particularly 
  suited to wizardry.
  Relations: Elves are prone to dismissing other races, 
  writing them off as rash and impulsive, yet they are 
  excellent judges of character. An elf might not want a 
  dwarf neighbor, but would be the first to acknowledge that 
  dwarf’s skill at smithing. They regard gnomes as strange 
  (and sometimes dangerous) curiosities, and halflings with 
  a measure of pity, for these small folk seem to the elves to 
  be adrift, without a traditional home. Elves are fascinated 
  with humans, as evidenced by the number of half-elves 
  in the world, even if they usually disown such offspring. 
  They regard half-orcs with distrust and suspicion.
  Alignment and Religion: Elves are emotional and 
  capricious, yet value kindness and beauty. Most elves are 
  chaotic good. They prefer deities that share their love of 
  the mystic qualities of the world—Desna and Nethys are 
  particular favorites, the former for her wonder and love of 
  the wild places, and the latter for his mastery of magic. 
  Calistria is perhaps the most notorious of elven deities, for 
  she represents elven ideals taken to an extreme. 
  Adventurers: Many elves embark on adventures out of a 
  desire to explore the world, leaving their secluded forest 
  realms to reclaim forgotten elven magic or search out lost 
  kingdoms established millennia ago by their forefathers. 
  For those raised among humans, the ephemeral and 
  unfettered life of an adventurer holds natural appeal. Elves 
  generally eschew melee because of their frailty, preferring 
  instead to pursue classes such as wizards and rangers.
  Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, 
  Seldlon, Talathel, Variel, Zordlon.
  Female Names: Amrunelara, Dardlara, Faunra, Jathal, 
  Merisiel, Oparal, Soumral, Tessara, Yalandlara.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703016
  703016
  450940
  450940
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703017
  703017
  450941
  450941
  2323
  2
  Races
  Races
  Gnome Racial Traits
  +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes 
  them naturally agreeable.
  Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their 
  Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  Slow Speed: Gnomes have a base speed of 20 feet.
  Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
  Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
  Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a 
  Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, 
  and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 
  10 + the spell’s level + the gnome’s Charisma modifier.
  Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due 
  to special training against these hated foes.
  Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
  Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
  Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
  Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose 
  from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  gNOmes
  Gnomes trace their lineage back to the mysterious realm 
  of the fey, a place where colors are brighter, the wildlands 
  wilder, and emotions more primal. Unknown forces drove 
  the ancient gnomes from that realm long ago, forcing them 
  to seek refuge in this world; despite this, the gnomes  have 
  never completely abandoned their fey roots or adapted to 
  mortal culture. As a result, gnomes are widely regarded by 
  the other races as alien and strange. 
  Physical Description: Gnomes are one of the smallest 
  of the common races, generally standing just over 3 feet 
  in height. Their hair tends toward vibrant colors such 
  as the fiery orange of autumn leaves, the verdant green 
  of forests at springtime, or the deep reds and purples of 
  wildflowers in bloom. Similarly, their flesh tones range 
  from earthy browns to floral pinks, frequently with little 
  regard for heredity. Gnomes possess highly mutable 
  facial characteristics, and many have overly large mouths 
  and eyes, an effect which can be both disturbing and 
  stunning, depending on the individual.
  Society: Unlike most races, gnomes do not generally 
  organize themselves within classic societal structures. 
  Whimsical creatures at heart, they typically travel alone 
  or with temporary companions, ever seeking new and 
  more exciting experiences. They rarely form enduring 
  relationships among themselves or with members of 
  other races, instead pursuing crafts, professions, or 
  collections with a passion that borders on zealotry. Male 
  gnomes have a strange fondness for unusual hats and 
  headgear, while females often proudly wear elaborate 
  and eccentric hairstyles.
  Relations: Gnomes have difficulty interacting with 
  the other races, on both emotional and physical levels. 
  Gnome humor is hard to translate and often comes across 
  as malicious or senseless to other races, while gnomes in 
  turn tend to think of the taller races as dull and lumbering 
  giants. They get along well with halflings and humans, but 
  are overly fond of playing jokes on dwarves and half-orcs, 
  whom most gnomes feel need to lighten up. They respect 
  elves, but often grow frustrated with the comparatively 
  slow pace at which members of the long-lived race make 
  decisions. To the gnomes, action is always better than 
  inaction, and many gnomes carry several highly involved 
  projects with them at all times to keep themselves 
  entertained during  rest periods.
  Alignment and Religion: Although gnomes are impulsive 
  tricksters, with sometimes inscrutable motives and equally 
  confusing methods, their hearts are generally in the right 
  place. They are prone to powerful fits of emotion, and find 
  themselves most at peace within the natural world. Gnomes 
  are usually neutral good, and prefer to worship deities who 
  value individuality and nature, such as Shelyn, Gozreh, 
  Desna, and increasingly Cayden Cailean.
  Adventurers: Gnomes’ propensity for wanderlust makes 
  them natural adventurers. They often become wanderers to 
  experience new aspects of life, for nothing is as novel as the 
  uncounted dangers facing adventurers. Gnomes make up for 
  their weakness with a proclivity for sorcery or bardic music.
  Male Names: Abroshtor, Bastargre, Halungalom, 
  Krolmnite, Poshment, Zarzuket, Zatqualmie.
  Female Names: Besh, Fijit, Lini, Neji, 
  Majet, Pai, Queck, Trig.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703017
  703017
  450941
  450941
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703018
  703018
  450942
  450942
  2424
  Half-Elf Racial Traits
  +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent 
  their varied nature.
  Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Half-elves have a base speed of 30 feet.
  Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
  Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against 
  enchantment spells and effects.
  Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they 
  take a level in either one of those classes. See Chapter 3 for more information about favored classes. 
  Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose 
  any languages they want (except secret languages, such as Druidic).
  hALF-eLves
  Elves have long drawn the covetous gazes of other races. 
  Their generous life spans, magical affinity, and inherent 
  grace each contribute to the admiration or bitter envy 
  of their neighbors. Of all their traits, however, none so 
  entrance their human associates as their beauty. Since 
  the two races first came into contact with each other, 
  the humans have held up elves as models of physical 
  perfection, seeing in the fair folk idealized versions 
  of themselves. For their part, many elves find humans 
  attractive despite their comparatively barbaric ways, 
  drawn to the passion and impetuosity with which 
  members of the  younger race play out their brief lives.
  Sometimes this mutual infatuation leads 
  to romantic relationships. Though usually 
  short-lived, even by human standards, 
  these trysts commonly lead to the birth 
  of half-elves, a race descended of two 
  cultures yet inheritor of neither. Half-
  elves can breed with one another, but 
  even these “pureblood” half-elves tend 
  to be viewed as bastards by humans 
  and elves alike.
  Physical Description: Half-elves 
  stand taller than humans but shorter 
  than elves. They inherit the lean 
  build and comely features of their 
  elven lineage, but their skin color is 
  dictated by their human side. While 
  half-elves retain the pointed ears 
  of elves, theirs are more rounded 
  and less pronounced. A half-elf’s 
  human-like eyes tend to range a 
  spectrum of exotic colors running 
  from amber or violet to emerald 
  green and deep blue.
  Society: The lack of a unified homeland and culture 
  forces half-elves to remain versatile, able to conform to 
  nearly any environment. While often attractive to both 
  races for the same reasons as their parents, half-elves 
  rarely fit in with either humans or elves, as both races 
  see too much evidence of the other in them. This lack of 
  acceptance weighs heavily on many half-elves, yet others 
  are bolstered by their unique status, seeing in their lack 
  of a formalized culture the ultimate freedom. As a result, 
  half-elves are incredibly adaptable, capable of adjusting 
  their mindsets and talents to whatever societies they find 
  themselves in.  
  Relations: A half-elf understands loneliness, and 
  knows that character is often less a product of race than 
  of  life experience. As such, half-elves are often open to 
  friendships and alliances with other races, and less likely 
  to rely on first impressions when forming opinions of 
  new acquaintances.
  Alignment and Religion: Half-elves’ isolation strongly 
  influences their characters and philosophies. Cruelty 
  does not come naturally to them, nor does blending in 
  and bending to societal convention—as a result, most 
  half-elves are chaotic good. Half-elves’ lack of a unified 
  culture makes them less likely to turn to religion,  
  but those who do generally follow the common faiths of 
  their homeland.
  Adventurers: Half-elves tend to be itinerants, 
  wandering the lands in search of a place they might 
  finally call home. The desire to prove oneself to the 
  community and establish a personal identity—or  
  even a legacy—drives many half-elf adventurers to lives 
  of bravery.
  Male Names: Calathes, Encinal, Kyras, Narciso, Quiray, 
  Satinder, Seltyiel, Zirul.
  Female Names: Cathran, Elsbeth, Iandoli, Kieyanna, 
  Lialda, Maddela, Reda, Tamarie.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703018
  703018
  450942
  450942
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703019
  703019
  450943
  450943
  2525
  2
  Races
  Races
  Half-Orc Racial Traits
  +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation 
  to represent their varied nature.
  Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Half-orcs have a base speed of 30 feet.
  Darkvision: Half-orcs can see in the dark up to 60 feet.
  Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. 
  Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one 
  more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately 
  falls unconscious and begins dying.
  Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” 
  in its name as a martial weapon.
  Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can 
  choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
  hALF-OrCs
  Half-orcs are monstrosities, their tragic births the result 
  of perversion and violence—or at least, that’s how other 
  races see them. It’s true that half-orcs are rarely the result 
  of loving unions, and as such are usually forced to grow 
  up hard and fast, constantly fighting for protection or to 
  make names for themselves. Feared, distrusted, and spat 
  upon, half-orcs still consistently manage to surprise their 
  detractors with great deeds and unexpected wisdom—
  though sometimes it’s easier just to crack a few skulls.
  Physical Description: Both genders of half-orc stand 
  between 6 and 7 feet tall, with powerful builds and 
  greenish or grayish skin. Their canines often grow long 
  enough to protrude from their mouths, and these “tusks,” 
  combined with heavy brows and slightly pointed ears, give 
  them their notoriously bestial appearance. While half-orcs 
  may be impressive, few ever describe them as beautiful.
  Society: Unlike half-elves, where at least part of society’s 
  discrimination is born out of jealousy or attraction, half-
  orcs get the worst of both worlds: physically weaker than 
  their orc kin, they also tend to be feared or attacked outright 
  by the legions of humans who don’t bother making the 
  distinction between full orcs and halfbloods. Still, while 
  not exactly accepted, half-orcs in civilized societies tend to 
  be valued for their martial prowess, and orc leaders have 
  actually been known to spawn them intentionally, as the 
  halfbreeds regularly make up for their lack of physical 
  strength with increased cunning and aggression, making 
  them natural chieftains and strategic advisors.  
  Relations: A lifetime of persecution leaves the average 
  half-orc wary and quick to anger, yet those who break 
  through his savage exterior might find a well-hidden core of 
  empathy. Elves and dwarves tend to be the least accepting 
  of half-orcs, seeing in them too great a resemblance to 
  their racial enemies, but other races aren’t much more 
  understanding. Human societies with few orc problems 
  tend to be the most accommodating, and there half-orcs 
  make natural mercenaries and enforcers.
  Alignment & Religion: Forced to live either among 
  brutish orcs or as lonely outcasts in civilized lands, most 
  half-orcs are bitter, violent, and reclusive. Evil comes easily 
  to them, but they are not evil by nature—rather, most 
  half-orcs are chaotic neutral, having been taught by long 
  experience that there’s no point doing anything but that 
  which directly benefits themselves. When they bother to 
  worship the gods, they tend to favor 
  deities who promote warfare or 
  individual strength, such 
  as Gorum, Cayden Cailean, 
  Lamashtu, and Rovagug.
  Adventurers: Staunchly 
  independent, many half-orcs 
  take to lives of adventure 
  out of necessity, seeking 
  to escape their painful 
  pasts or improve 
  their lot through 
  force of arms. Others, 
  more optimistic 
  or desperate for 
  acceptance, take up the 
  mantle of crusaders in 
  order to prove their 
  worth to the world.
  Male Names: 
  Ausk, Davor, Hakak, 
  Kizziar, Makoa, 
  Nesteruk, Tsadok.
  Female Names: 
  Canan, Drogheda, 
  Goruza, Mazon, 
  Shirish, Tevaga, Zeljka.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703019
  703019
  450943
  450943
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703020
  703020
  450944
  450944
  2626
  Halfling Racial Traits
  +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes 
  them weaker than other races.
  Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty 
  to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  Slow Speed: Halflings have a base speed of 20 feet.
  Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus 
  granted by halfling luck.
  Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its 
  name as a martial weapon.
  Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can 
  choose from the following: Dwarven, Elven, Gnome, and Goblin.
  hALFLiNgs
  Optimistic and cheerful by nature, blessed with uncanny 
  luck and driven by a powerful wanderlust, halflings 
  make up for their short stature with an abundance of 
  bravado and curiosity. At once excitable and easy-going, 
  halflings like to keep an even temper and a steady eye on 
  opportunity, and are not as prone as some of the more 
  volatile races to violent or emotional outbursts. Even in 
  the jaws of catastrophe, a halfling almost never loses his 
  sense of humor.
  Halflings are inveterate opportunists. Unable to 
  physically defend themselves from the rigors of the world, 
  they know when to bend with the wind and when to hide 
  away. Yet a halfling’s curiosity often overwhelms his good 
  sense, leading to poor decisions and narrow escapes. 
  Though their curiosity drives them to travel and seek 
  new places and experiences, halflings possess a strong 
  sense of house and home, often spending above their 
  means to enhance the comforts of home life.   
  Physical Description: Halflings rise to a humble 
  height of 3 feet. They prefer to walk barefoot, leading to 
  the bottoms of their feet being roughly calloused. Tufts 
  of thick, curly hair warm the tops of their broad, tanned 
  feet. Their skin tends toward a rich almond color and 
  their hair toward light shades of brown. A halfling’s ears 
  are pointed, but proportionately not much larger than 
  those of a human.
  Society: Halflings claim no cultural homeland and 
  control no settlements larger than rural assemblies of free 
  towns. Far more often, they dwell at the knees of their human 
  cousins in human cities, eking out livings as they can from 
  the scraps of larger societies. Many halflings lead perfectly 
  fulfilling lives in the shadow of their larger 
  neighbors, while some prefer more nomadic 
  lives on the road, traveling the world and 
  experiencing all it has to offer.
  Relations: A typical halfling prides himself on his 
  ability to go unnoticed by other races—it is this trait that 
  allows so many halflings to excel at thievery and trickery. 
  Most halflings, knowing full well the stereotyped view 
  other races take of them as a result, go out of their way 
  to be forthcoming and friendly to the bigger races when 
  they’re not trying to go unnoticed. They get along fairly 
  well with gnomes, although most halflings regard these 
  eccentric creatures with a hefty dose of caution. Halflings 
  coexist well with humans as a general rule, but since some 
  of the more aggressive human societies value halflings 
  as slaves, halflings try not to grow too complacent when 
  dealing with them. Halflings respect elves and dwarves, 
  but these races generally live in remote regions far from 
  the comforts of civilization that halflings enjoy, thus 
  limiting opportunities for interaction. Only half-orcs 
  are generally shunned by halflings, for their great size 
  and violent natures are a bit too intimidating for most 
  halflings to cope with. 
  Alignment and Religion: Halflings are loyal to their 
  friends and families, but since they dwell in a world 
  dominated by races twice as large as themselves, they’ve 
  come to grips with the fact that sometimes they’ll need to 
  scrap and scrounge for survival. Most halflings are neutral 
  as a result. Halflings favor gods that encourage small, 
  tight-knit communities, be they for good (like Erastil) or 
  evil (like Norgorber).
  Adventurers: Their inherent luck coupled with their 
  insatiable wanderlust makes halflings ideal for lives of 
  adventure. Other such vagabonds tend to put up with the 
  curious race in hopes that some of their mystical luck will 
  rub off.
  Male Names: Antal, Boram, Evan, Jamir, Kaleb, Lem, 
  Miro, Sumak.
  Female Names: Anafa, Bellis, Etune, Filiu, Lissa, Marra, 
  Rillka, Sistra, Yamyra.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703020
  703020
  450944
  450944
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703021
  703021
  450945
  450945
  2727
  2
  Races
  Races
  Human Racial Traits
  +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent 
  their varied nature.
  Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Humans have a base speed of 30 feet.
  Bonus Feat: Humans select one extra feat at 1st level.
  Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any 
  languages they want (except secret languages, such as Druidic).
  humANs
  Humans possess exceptional drive and a great capacity 
  to endure and expand, and as such are currently the 
  dominant race in the world. Their empires and nations are 
  vast, sprawling things, and the citizens of these societies 
  carve names for themselves with the strength of their 
  sword arms and the power of their spells. Humanity is 
  best characterized by its tumultuousness and diversity, 
  and human cultures run the gamut from savage but 
  honorable tribes to decadent, devil-worshiping noble 
  families in the most cosmopolitan cities. Human curiosity 
  and ambition often triumph over their predilection for a 
  sedentary lifestyle, and many leave their homes to explore 
  the innumerable forgotten corners of the world or lead 
  mighty armies to conquer their neighbors, simply because 
  they can.
  Physical Description: The physical characteristics 
  of humans are as varied as the world’s climes. From the 
  dark-skinned tribesmen of the southern continents to the 
  pale and barbaric raiders of the northern lands, humans 
  possess a wide variety of skin colors, body types, and facial 
  features. Generally speaking, humans’ skin color assumes 
  a darker hue the closer to the equator they live.
  Society: Human society comprises a multitude of 
  governments, attitudes, and lifestyles. Though the oldest 
  human cultures trace their histories thousands of years into 
  the past, when compared to the societies of common races 
  like elves and dwarves, human society seems to be in a state 
  of constant flux as empires fragment and new kingdoms 
  subsume the old. In general, humans are known for their 
  flexibility, ingenuity, and ambition.
  Relations: Humans are fecund, and their drive and 
  numbers often spur them into contact with other races 
  during bouts of territorial expansion and colonization. 
  In many cases, this leads to violence and war, yet humans 
  are also swift to forgive and forge alliances with races 
  who do not try to match or exceed them in violence. 
  Proud, sometimes to the point of arrogance, humans 
  might look upon dwarves as miserly drunkards, elves 
  as f lighty fops, half lings as craven thieves, gnomes 
  as twisted maniacs, and half-elves and half-orcs as 
  embarrassments—but the race’s diversity among its own 
  members also makes humans quite adept at accepting 
  others for what they are.  
  Alignment and Religion: Humanity is perhaps the most 
  heterogeneous of all the common races, with a capacity for 
  great evil and boundless good. Some assemble into vast 
  barbaric hordes, while others build sprawling cities that 
  cover miles. Taken as a whole, most humans are neutral, 
  yet they generally tend to congregate in nations and 
  civilizations with specific alignments. Humans also have 
  the widest range in gods and religion, lacking other races’ 
  ties to tradition and eager to turn to anyone offering them 
  glory or protection. They have even adopted gods like Torag 
  or Calistria, who for millennia were more identified with 
  older races, and as humanity continues to grow and prosper, 
  new gods have begun emerging from their 
  ever-expanding legends.
  Adventurers: Ambition alone 
  drives countless humans, and for 
  many, adventuring serves as a 
  means to an end, whether it be 
  wealth, acclaim, social status, 
  or arcane knowledge. A few 
  pursue adventuring careers 
  simply for the thrill of danger. 
  Humans hail from myriad 
  regions and backgrounds, and as 
  such can fill any role within an 
  adventuring party.
  Names: Unlike other races, 
  who generally cleave to specific 
  traditions and shared histories, 
  humanity’s diversity has 
  resulted in a near-infinite set 
  of names. The humans of a 
  northern barbarian tribe 
  have much different names 
  than those hailing from a 
  subtropical nation of sailors 
  and tradesmen. Throughout most of 
  the world humans speak Common, yet 
  their names are as varied as their beliefs 
  and appearances.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703021
  703021
  450945
  450945
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703022
  703022
  450946
  450946
  Classes
  3
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703022
  703022
  450946
  450946
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703023
  703023
  450947
  450947
  T
  he crumbling 
  walkway atop the 
  ancient dam shook with 
  the force of water cascading 
  through skull-shaped flumes, 
  then shook more as the ogre 
  barbarians strode forth.
  “Looks like we’ve got a few 
  tons of ugly in the way,” 
  Valeros roared. “With faces 
  like that, it’s no wonder 
  they’re afraid to come out in 
  the light.” The lead ogre’s 
  eyes bulged as it realized it 
  had been insulted, and it 
  shrieked in anger as it flew 
  into a battle rage.
  Seoni cursed under her 
  breath. One of these days, 
  Valeros’s bravery was going 
  to get them all killed.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703023
  703023
  450947
  450947
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703024
  703024
  450948
  450948
  3030
  ChArACter AdvANCemeNt
  As player characters overcome challenges, they gain 
  experience points. As these points accumulate, PCs 
  advance in level and power. The rate of this advancement 
  depends on the type of game that your group wants to 
  play. Some prefer a fast-paced game, where characters 
  gain levels every few sessions, while others prefer a game 
  where advancement occurs less frequently. In the end, 
  it is up to your group to decide what rate fits you best. 
  Characters advance in level according to Table 3–1.
  Advancing Your Character
  A character advances in level as soon as he earns enough 
  experience points to do so—typically, this occurs at the 
  end of a game session, when your GM hands out that 
  session’s experience point awards.
  The process of advancing a character works in much the 
  same way as generating a character, except that your ability 
  scores, race, and previous choices concerning class, skills, 
  and feats cannot be changed. Adding a level generally gives 
  you new abilities, additional skill points to spend, more hit 
  points, and possibly an ability score increase or additional 
  feat (see Table 3–1). Over time, as your character rises to higher 
  levels, he becomes a truly powerful force in the game world, 
  capable of ruling nations or bringing them to their knees.
  When adding new levels of an existing class or adding 
  levels of a new class (see Multiclassing, below), make sure 
  to take the following steps in order. First, select your new 
  class level. You must be able to qualify for this level before 
  any of the following adjustments are made. Second, apply 
  any ability score increases due to gaining a level. Third, 
  integrate all of the level’s class abilities and then roll for 
  additional hit points. Finally, add new skills and feats. 
  For more information on when you gain new feats and 
  ability score increases, see Table 3–1.
  Multiclassing
  Instead of gaining the abilities granted by the next level in 
  your character’s current class, he can instead gain the 1st-
  level abilities of a new class, adding all of those abilities 
  to his existing ones. This is known as “multiclassing.”
  For example, let’s say a 5th-level fighter decides to 
  dabble in the arcane arts, and adds one level of wizard 
  when he advances to 6th level. Such a character would 
  have the powers and abilities of both a 5th-level fighter 
  and a 1st-level wizard, but would still be considered a 6th-
  level character. (His class levels would be 5th and 1st, but 
  his total character level is 6th.) He keeps all of his bonus 
  feats gained from 5 levels of fighter, but can now also cast 
  1st-level spells and picks an arcane school. He adds all 
  of the hit points, base attack bonuses, and saving throw 
  bonuses from a 1st-level wizard on top of those gained 
  from being a 5th-level fighter.
  A 
  character’s class is one of his most defining features. 
  It’s the source of most of his abilities, and gives him a 
  specific role in any adventuring party. The following 
  eleven classes represent the core classes of the game.
  Barbarian: The barbarian is a brutal berserker from 
  beyond the edge of civilized lands.
  Bard: The bard uses skill and spell alike to bolster his 
  allies, confound his enemies, and build upon his fame.
  Cleric: A devout follower of a deity, the cleric can heal 
  wounds, raise the dead, and call down the wrath of the gods.
  Druid: The druid is a worshiper of all things natural—a 
  spellcaster, a friend to animals, and a skilled shapechanger.
  Fighter: Brave and stalwart, the fighter is a master of all 
  manner of arms and armor.
  Monk: A student of martial arts, the monk trains his 
  body to be his greatest weapon and defense.
  Paladin: The paladin is the knight in shining armor, a 
  devoted follower of law and good.
  Ranger: A tracker and hunter, the ranger is a creature of 
  the wild and of tracking down his favored foes.
  Rogue: The rogue is a thief and a scout, an opportunist 
  capable of delivering brutal strikes against unwary foes.
  Sorcerer: The spellcasting sorcerer is born with an 
  innate knack for magic and has strange, eldritch powers.
  Wizard: The wizard masters magic through constant 
  study that gives him incredible magical power.
  Table 3–1: Character Advancement  
  and Level-Dependent Bonuses
  Character   
  Experience Point Total 
   
  Ability
  Level 
  Slow 
  Medium 
  Fast 
  Feats 
  Score
  1st 
  — 
  — 
  — 
  1st 
  —
  2nd 
  3,000 
  2,000 
  1,300 
  — 
  —
  3rd 
  7,500 
  5,000 
  3,300 
  2nd 
  —
  4th 
  14,000 
  9,000 
  6,000 
  — 
  1st
  5th 
  23,000 
  15,000 
  10,000 
  3rd 
  —
  6th 
  35,000 
  23,000 
  15,000 
  — 
  —
  7th 
  53,000 
  35,000 
  23,000 
  4th 
  —
  8th 
  77,000 
  51,000 
  34,000 
  — 
  2nd
  9th 
  115,000 
  75,000 
  50,000 
  5th 
  —
  10th 
  160,000 
  105,000 
  71,000 
  — 
  —
  11th 
  235,000 
  155,000 
  105,000 
  6th 
  —
  12th 
  330,000 
  220,000 
  145,000 
  — 
  3rd
  13th 
  475,000 
  315,000 
  210,000 
  7th 
  —
  14th 
  665,000 
  445,000 
  295,000 
  — 
  —
  15th 
  955,000 
  635,000 
  425,000 
  8th 
  —
  16th 
  1,350,000 
  890,000 
  600,000 
  — 
  4th
  17th 1,900,000 1,300,000 
  850,000 
  9th 
  —
  18th 2,700,000 1,800,000 1,200,000 
  — 
  —
  19th 3,850,000 2,550,000 1,700,000 
  10th 
  —
  20th 5,350,000 3,600,000 2,400,000 
  — 
  5th
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703024
  703024
  450948
  450948
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703025
  703025
  450949
  450949
  3131
  3
  Classes
  Classes
  Note that there are a number of effects and prerequisites 
  that rely on a character’s level or Hit Dice. Such effects 
  are always based on the total number of levels or Hit 
  Dice a character possesses, not just those from one class. 
  The exception to this is class abilities, most of which are 
  based on the total number of class levels that a character 
  possesses of that particular class.
  Favored Class
  Each character begins play with a single favored class of 
  his choosing—typically, this is the same class as the one 
  he chooses at 1st level. Whenever a character gains a level 
  in his favored class, he receives either + 1 hit point or + 1 
  skill rank. The choice of favored class cannot be changed 
  once the character is created, and the choice of gaining a 
  hit point or a skill rank each time a character gains a level 
  (including his first level) cannot be changed once made 
  for a particular level. Prestige classes (see Chapter 
  11) can never be a favored class. 
  BArBAriAN
  For some, there is only rage. In the ways of their people, 
  in the fury of their passion, in the howl of battle, conflict 
  is all these brutal souls know. Savages, hired muscle, 
  masters of vicious martial techniques, they are not soldiers 
  or professional warriors—they are the battle possessed, 
  creatures of slaughter and spirits of war. Known as 
  barbarians, these warmongers know little of training, 
  preparation, or the rules of warfare; for them, only 
  the moment exists, with the foes that stand before 
  them and the knowledge that the next moment 
  might hold their death. They possess a sixth sense in regard 
  to danger and the endurance to weather all that might 
  entail. These brutal warriors might rise from all walks 
  of life, both civilized and savage, though whole societies 
  embracing such philosophies roam the wild places of the 
  world. Within barbarians storms the primal spirit of battle, 
  and woe to those who face their rage.
  Role: Barbarians excel in combat, possessing the 
  martial prowess and fortitude to take on foes seemingly far 
  superior to themselves. With rage granting them boldness 
  and daring beyond that of most other warriors, barbarians 
  charge furiously into battle and ruin all who would stand 
  in their way.
  Alignment: Any nonlawful.
  Hit Die: d12.
  Class Skills
  The barbarian’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (nature) (Int), Perception (Wis), Ride (Dex), 
  Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the barbarian.
  Weapon and Armor Proficiency: A barbarian is 
  proficient with all simple and martial weapons, light 
  armor, medium armor, and shields (except tower shields).
  Fast Movement (Ex): A barbarian’s land speed is faster 
  than the norm for her race by +10 feet. This benefit 
  applies only when she is wearing no armor, light armor, or 
  medium armor, and not carrying a heavy load. Apply this 
  bonus before modifying the barbarian’s speed because of 
  any load carried or armor worn. This bonus stacks with 
  any other bonuses to the barbarian’s land speed.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703025
  703025
  450949
  450949
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703026
  703026
  450950
  450950
  3232
  Rage (Ex): A barbarian can call upon inner reserves of 
  strength and ferocity, granting her additional combat 
  prowess. Starting at 1st level, a barbarian can rage for a 
  number of rounds per day equal to 4 + her Constitution 
  modifier. At each level after 1st, she can rage for 2 
  additional rounds. Temporary increases to Constitution, 
  such as those gained from rage and spells like bear’s 
  endurance, do not increase the total number of rounds that 
  a barbarian can rage per day. A barbarian can enter rage 
  as a free action. The total number of rounds of rage per 
  day is renewed after resting for 8 hours, although these 
  hours do not need to be consecutive.
  While in rage, a barbarian gains a +4 morale bonus 
  to her Strength and Constitution, as well as a +2 morale 
  bonus on Will saves. In addition, she takes a –2 penalty 
  to Armor Class. The increase to Constitution grants the 
  barbarian 2 hit points per Hit Dice, but these disappear 
  when the rage ends and are not lost first like temporary 
  hit points. While in rage, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except Acrobatics, Fly, Intimidate, and Ride) or any ability 
  that requires patience or concentration.
  A barbarian can end her rage as a free action and is 
  fatigued after rage for a number of rounds equal to 2 
  times the number of rounds spent in the rage. A barbarian 
  cannot enter a new rage while fatigued or exhausted but 
  can otherwise enter rage multiple times during a single 
  encounter or combat. If a barbarian falls unconscious, her 
  rage immediately ends, placing her in peril of death.
  Rage Powers (Ex): As a barbarian gains levels, she 
  learns to use her rage in new ways. Starting at 2nd level, a 
  barbarian gains a rage power. She gains another rage power 
  for every two levels of barbarian attained after 2nd level. 
  A barbarian gains the benefits of rage powers only while 
  raging, and some of these powers require the barbarian to 
  take an action first. Unless otherwise noted, a barbarian 
  cannot select an individual power more than once.
  Animal Fury (Ex): While raging, the barbarian gains a bite 
  attack. If used as part of a full attack action, the bite attack is 
  made at the barbarian’s full base attack bonus –5. If the bite 
  hits, it deals 1d4 points of damage (assuming the barbarian 
  is Medium; 1d3 points of damage if Small) plus half the 
  barbarian’s Strength modifier. A barbarian can make a bite 
  attack as part of the action to maintain or break free from a 
  grapple. This attack is resolved before the grapple check is 
  made. If the bite attack hits, any grapple checks made by the 
  barbarian against the target this round are at a +2 bonus.
  Clear Mind (Ex): A barbarian may reroll a failed Will 
  save. This power is used as an immediate action after the 
  first save is attempted, but before the results are revealed 
  by the GM. The barbarian must take the second result, 
  even if it is worse. A barbarian must be at least 8th level 
  before selecting this power. This power can only be used 
  once per rage.
  Table 3–2: Barbarian
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +1 
  +2 
  +0 
  +0 
  Fast movement, rage
  2nd 
  +2 
  +3 
  +0 
  +0 
  Rage power, uncanny dodge
  3rd 
  +3 
  +3 
  +1 
  +1 
  Trap sense +1
  4th 
  +4 
  +4 
  +1 
  +1 
  Rage power
  5th 
  +5 
  +4 
  +1 
  +1 
  Improved uncanny dodge
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Rage power, Trap sense +2
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Damage reduction 1/—
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Rage power
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Trap sense +3
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Damage reduction 2/—, Rage power
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Greater rage
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Rage power, Trap sense +4
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Damage reduction 3/—
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Indomitable will, Rage power
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Trap sense +5
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Damage reduction 4/—, Rage power
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Tireless rage
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Rage power, Trap sense +6
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Damage reduction 5/—
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Mighty rage, Rage power
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703026
  703026
  450950
  450950
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703027
  703027
  450951
  450951
  3333
  3
  Classes
  Classes
  provokes attacks of opportunity as normal during this 
  movement. This power can only be used once per rage.
  Powerful Blow (Ex): The barbarian gains a +1 bonus on a 
  single damage roll. This bonus increases by +1 for every 4 
  levels the barbarian has attained. This power is used as a 
  swift action before the roll to hit is made. This power can 
  only be used once per rage.
  Quick Reflexes (Ex): While raging, the barbarian can 
  make one additional attack of opportunity per round.
  Raging Climber (Ex): When raging, the barbarian adds her 
  level as an enhancement bonus on all Climb skill checks.
  Raging Leaper (Ex): When raging, the barbarian adds 
  her level as an enhancement bonus on all Acrobatics skill 
  checks made to jump. When making a jump in this way, the 
  barbarian is always considered to have a running start.
  Raging Swimmer (Ex): When raging, the barbarian adds her 
  level as an enhancement bonus on all Swim skill checks.
  Renewed Vigor (Ex): As a standard action, the barbarian 
  heals 1d8 points of damage + her Constitution modifier. 
  For every four levels the barbarian has attained above 
  4th, this amount of damage healed increases by 1d8, to a 
  maximum of 5d8 at 20th level. A barbarian must be at least 
  4th level before selecting this power. This power can be 
  used only once per day and only while raging.
  Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus 
  to her Armor Class against ranged attacks for a number 
  of rounds equal to the barbarian’s current Constitution 
  modifier (minimum 1). This bonus increases by +1 for 
  every 6 levels the barbarian has attained. Activating this 
  ability is a move action that does not provoke an attack 
  of opportunity.
  Roused Anger (Ex): The barbarian may enter a rage even 
  if fatigued. While raging after using this ability, the 
  barbarian is immune to the fatigued condition. Once this 
  rage ends, the barbarian is exhausted for 10 minutes per 
  round spent raging.
  Scent (Ex): The barbarian gains the scent ability while 
  raging and can use this ability to locate unseen foes (see 
  Appendix 1 for rules on the scent ability).
  Strength Surge (Ex): The barbarian adds her barbarian level 
  on one Strength check or combat maneuver check, or to her 
  Combat Maneuver Defense when an opponent attempts a 
  maneuver against her. This power is used as an immediate 
  action. This power can only be used once per rage.
  Superstition (Ex): The barbarian gains a +2 morale bonus 
  on saving throws made to resist spells, supernatural 
  abilities, and spell-like abilities. This bonus increases 
  by +1 for every 4 levels the barbarian has attained. While 
  raging, the barbarian cannot be a willing target of any 
  spell and must make saving throws to resist all spells, even 
  those cast by allies.
  Surprise Accuracy (Ex): The barbarian gains a +1 morale 
  bonus on one attack roll. This bonus increases by +1 for 
  Fearless Rage (Ex): While raging, the barbarian is immune 
  to the shaken and frightened conditions. A barbarian must 
  be at least 12th level before selecting this rage power.
  Guarded Stance (Ex): The barbarian gains a +1 dodge bonus 
  to her Armor Class against melee attacks for a number 
  of rounds equal to the barbarian’s current Constitution 
  modifier (minimum 1). This bonus increases by +1 for every 
  6 levels the barbarian has attained. Activating this ability is a 
  move action that does not provoke an attack of opportunity.
  Increased Damage Reduction (Ex): The barbarian’s damage 
  reduction increases by 1/—. This increase is always active 
  while the barbarian is raging. A barbarian can select 
  this rage power up to three times. Its effects stack. A 
  barbarian must be at least 8th level before selecting this 
  rage power.
  Internal Fortitude (Ex): While raging, the barbarian is 
  immune to the sickened and nauseated conditions. A 
  barbarian must be at least 8th level before selecting this 
  rage power.
  Intimidating Glare (Ex): The barbarian can make an 
  Intimidate check against one adjacent foe as a move action. 
  If the barbarian successfully demoralizes her opponent, 
  the foe is shaken for 1d4 rounds + 1 round for every 5 points 
  by which the barbarian’s check exceeds the DC.
  Knockback (Ex): Once per round, the barbarian can make 
  a bull rush attempt against one target in place of a melee 
  attack. If successful, the target takes damage equal to the 
  barbarian’s Strength modifier and is moved back as normal. 
  The barbarian does not need to move with the target if 
  successful. This does not provoke an attack of opportunity.
  Low-Light Vision (Ex): The barbarian’s senses sharpen 
  and she gains low-light vision while raging.
  Mighty Swing (Ex): The barbarian automatically confirms 
  a critical hit. This power is used as an immediate action 
  once a critical threat has been determined. A barbarian 
  must be at least 12th level before selecting this power. This 
  power can only be used once per rage.
  Moment of Clarity (Ex): The barbarian does not gain 
  any benefits or take any of the penalties from rage 
  for 1 round. This includes the penalty to Armor Class 
  and the restriction on what actions can be performed. 
  This round still counts against her total number of 
  rounds of rage per day. This power can only be used 
  once per rage.
  Night Vision (Ex): The barbarian’s senses grow incredibly 
  sharp while raging and she gains darkvision 60 feet. A 
  barbarian must have low-light vision as a rage power or a 
  racial trait to select this rage power.
  No Escape (Ex): The barbarian can move up to double her 
  normal speed as an immediate action but she can only use 
  this ability when an adjacent foe uses a withdraw action to 
  move away from her. She must end her movement adjacent 
  to the enemy that used the withdraw action. The barbarian 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703027
  703027
  450951
  450951
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703028
  703028
  450952
  450952
  3434
  every 4 levels the barbarian has attained. This power is 
  used as a swift action before the roll to hit is made. This 
  power can only be used once per rage.
  Swift Foot (Ex): The barbarian gains a 5-foot enhancement 
  bonus to her speed. This increase is always active while the 
  barbarian is raging. A barbarian can select this rage power 
  up to three times. Its effects stack. 
  Terrifying Howl (Ex): The barbarian unleashes a 
  terrifying howl as a standard action. All shaken enemies 
  within 30 feet must make a Will save (DC equal to 10 + 1/2 
  the barbarian’s level + the barbarian’s Strength modifier) 
  or be panicked for 1d4+1 rounds. Once an enemy has 
  made a save versus terrifying howl (successful or not), it 
  is immune to this power for 24 hours. A barbarian must 
  have the intimidating glare rage power to select this 
  rage power. A barbarian must be at least 8th level before 
  selecting this power.
  Unexpected Strike (Ex): The barbarian can make an attack 
  of opportunity against a foe that moves into any square 
  threatened by the barbarian, regardless of whether or 
  not that movement would normally provoke an attack of 
  opportunity. This power can only be used once per rage. 
  A barbarian must be at least 8th level before selecting 
  this power.
  Uncanny Dodge (Ex): At 2nd level, a barbarian gains the 
  ability to react to danger before her senses would normally 
  allow her to do so. She cannot be caught flat-footed, even if 
  the attacker is invisible. She still loses her Dexterity bonus 
  to AC if immobilized. A barbarian with this ability can still 
  lose her Dexterity bonus to AC if an opponent successfully 
  uses the feint action against her.
  If a barbarian already has uncanny dodge from a 
  different class, she automatically gains improved uncanny 
  dodge (see below) instead.
  Trap Sense (Ex): At 3rd level, a barbarian gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. These bonuses 
  increase by +1 every three barbarian levels thereafter (6th, 
  9th, 12th, 15th, and 18th level). Trap sense bonuses gained 
  from multiple classes stack.
  Improved Uncanny Dodge (Ex): At 5th level and higher, 
  a barbarian can no longer be f lanked. This defense 
  denies a rogue the ability to sneak attack the barbarian 
  by f lanking her, unless the attacker has at least four 
  more rogue levels than the target has barbarian levels.
  If a character already has uncanny dodge (see above) 
  from another class, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum rogue 
  level required to flank the character.
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains damage reduction. Subtract 1 from the damage 
  the barbarian takes each time she is dealt damage from a 
  weapon or a natural attack. At 10th level, and every three 
  barbarian levels thereafter (13th, 16th, and 19th level), this 
  damage reduction rises by 1 point. Damage reduction can 
  reduce damage to 0 but not below 0.
  Greater Rage (Ex): At 11th level, when a barbarian enters 
  rage, the morale bonus to her Strength and Constitution 
  increases to +6 and the morale bonus on her Will saves 
  increases to +3.
  Indomitable Will (Ex): While in rage, a barbarian of 
  14th level or higher gains a +4 bonus on Will saves to resist 
  enchantment spells. This bonus stacks with all other 
  modifiers, including the morale bonus on Will saves she 
  also receives during her rage.
  Tireless Rage (Ex): Starting at 17th level, a barbarian no 
  longer becomes fatigued at the end of her rage.
  Mighty Rage (Ex): At 20th level, when a barbarian enters 
  rage, the morale bonus to her Strength and Constitution 
  increases to +8 and the morale bonus on her Will saves 
  increases to +4.
  BArd
  Untold wonders and secrets exist for those skillful 
  enough to discover them. Through cleverness, talent, and 
  magic, these cunning few unravel the wiles of the world, 
  becoming adept in the arts of persuasion, manipulation, 
  and inspiration. Typically masters of one or many forms 
  of artistry, bards possess an uncanny ability to know 
  more than they should and use what they learn to keep 
  themselves and their allies ever one step ahead of danger. 
  Bards are quick-witted and captivating, and their skills 
  might lead them down many paths, be they gamblers or 
  jacks-of-all-trades, scholars or performers, leaders or 
  scoundrels, or even all of the above. For bards, every day 
  brings its own opportunities, adventures, and challenges, 
  and only by bucking the odds, knowing the most, and 
  being the best might they claim the treasures of each.
  Role: Bards capably confuse and confound their foes 
  while inspiring their allies to ever-greater daring. While 
  accomplished with both weapons and magic, the true 
  strength of bards lies outside melee, where they can 
  support their companions and undermine their foes 
  without fear of interruptions to their performances.
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The bard’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Escape Artist (Dex), 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).
  Skill Ranks per Level: 6 + Int modifier.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703028
  703028
  450952
  450952
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703029
  703029
  450953
  450953
  3535
  3
  Classes
  Classes
  Class Features
  All of the following are class features of the bard.
  Weapon and Armor Proficiency: A bard is proficient 
  with all simple weapons, plus the longsword, rapier, 
  sap, short sword, shortbow, and whip. Bards are also 
  proficient with light armor and shields (except tower 
  shields). A bard can cast bard spells while wearing light 
  armor and use a shield without incurring the normal 
  arcane spell failure chance. Like any other arcane 
  spellcaster, a bard wearing medium or heavy armor 
  incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. A multiclass bard 
  still incurs the normal arcane spell failure chance for 
  arcane spells received from other classes.
  Spells: A bard casts arcane spells drawn from the bard 
  spell list presented in Chapter 10. He can cast any spell 
  he knows without preparing it ahead of time. Every bard 
  spell has a verbal component (song, recitation, or music). 
  To learn or cast a spell, a bard must have a Charisma score 
  equal to at least 10 + the spell level. The Difficulty Class for 
  a saving throw against a bard’s spell is 10 + the spell level + 
  the bard’s Charisma modifier.
  Like other spellcasters, a bard can cast only a certain 
  number of spells of each spell level per day. His base daily 
  spell allotment is given on Table 3–3. In addition, he receives 
  bonus spells per day if he has a high Charisma score (see 
  Table 1–3).
  The bard’s selection of spells is extremely limited. A 
  bard begins play knowing four 0-level spells and two 1st-
  level spells of the bard’s choice. At each new bard level, he 
  gains one or more new spells, as indicated on Table 3–4. 
  (Unlike spells per day, the number of spells a bard knows 
  is not affected by his Charisma score. The numbers on 
  Table 3–4 are fixed.)
  Upon reaching 5th level, and at every third bard level 
  after that (8th, 11th, and so on), a bard can choose to learn 
  a new spell in place of one he already knows. In effect, the 
  bard “loses” the old spell in exchange for the new one. The 
  new spell’s level must be the same as that of the spell being 
  exchanged, and it must be at least one level lower than 
  the highest-level bard spell the bard can cast. A bard may 
  swap only a single spell at any given level and must choose 
  whether or not to swap the spell at the same time that he 
  gains new spells known for the level.
  A bard need not prepare his spells in advance. He can 
  cast any spell he knows at any time, assuming he has 
  not yet used up his allotment of spells per day for the 
  spell’s level. 
  Bardic Knowledge (Ex): A bard adds half his class 
  level (minimum 1) to all Knowledge skill checks and 
  may make all Knowledge skill checks untrained. 
  Bardic Performance: A bard is trained to use the 
  Perform skill to create magical effects on those around 
  him, including himself if desired. He can use this 
  ability for a number of rounds per day equal to 4 + his 
  Charisma modifier. At each level after 1st a bard can 
  use bardic performance for 2 additional rounds per day. 
  Each round, the bard can produce any one of the types of 
  bardic performance that he has mastered, as indicated by 
  his level. 
  Starting a bardic performance is a standard action, 
  but it can be maintained each round as a free action. 
  Changing a bardic performance from one effect 
  to another requires the bard to stop the previous 
  performance and start a new one as a standard action. 
  A bardic performance cannot be disrupted, but it ends 
  immediately if the bard is killed, paralyzed, stunned, 
  knocked unconscious, or otherwise prevented from 
  taking a free action to maintain it each round. A bard 
  cannot have more than one bardic performance in effect 
  at one time.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703029
  703029
  450953
  450953
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703030
  703030
  450954
  450954
  3636
  At 7th level, a bard can start a bardic performance as a 
  move action instead of a standard action. At 13th level, a 
  bard can start a bardic performance as a swift action. 
  Each bardic performance has audible components, 
  visual components, or both.
  If a bardic performance has audible components, the 
  targets must be able to hear the bard for the performance 
  to have any effect, and such performances are language 
  dependent. A deaf bard has a 20% chance to fail when 
  attempting to use a bardic performance with an audible 
  component. If he fails this check, the attempt still counts 
  against his daily limit. Deaf creatures are immune to 
  bardic performances with audible components.
  If a bardic performance has a visual component, 
  the targets must have line of sight to the bard for the 
  performance to have any effect. A blind bard has a 50% 
  chance to fail when attempting to use a bardic performance 
  with a visual component. If he fails this check, the attempt 
  still counts against his daily limit. Blind creatures are 
  immune to bardic performances with visual components.
  Countersong (Su): At 1st level, a bard learns to counter 
  magic effects that depend on sound (but not spells that 
  have verbal components). Each round of the countersong 
  he makes a Perform (keyboard, percussion, wind, string, 
  or sing) skill check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by a sonic or 
  language-dependent magical attack may use the bard’s 
  Perform check result in place of its saving throw if, after 
  the saving throw is rolled, the Perform check result proves 
  to be higher. If a creature within range of the countersong 
  is already under the effect of a noninstantaneous sonic 
  or language-dependent magical attack, it gains another 
  saving throw against the effect each round it hears the 
  countersong, but it must use the bard’s Perform skill 
  check result for the save. Countersong does not work 
  on effects that don’t allow saves. Countersong relies on 
  audible components.
  Distraction (Su): At 1st level, a bard can use his performance 
  to counter magic effects that depend on sight. Each round 
  of the distraction, he makes a Perform (act, comedy, dance, 
  or oratory) skill check. Any creature within 30 feet of the 
  bard (including the bard himself) that is affected by an 
  illusion (pattern) or illusion (figment) magical attack may 
  use the bard’s Perform check result in place of its saving 
  throw if, after the saving throw is rolled, the Perform 
  skill check proves to be higher. If a creature within 
  range of the distraction is already under the effect of a 
  noninstantaneous illusion (pattern) or illusion (figment) 
  magical attack, it gains another saving throw against the 
  effect each round it sees the distraction, but it must use the 
  Table 3–3: Bard
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
   
   
   Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save Special 
  1st 2nd 3rd 4th 5th 6th
  1st 
  +0 
  +0 
  +2 
  +2 
  Bardic knowledge, bardic performance, cantrips, 
  1 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  countersong, distraction, fascinate, inspire courage +1
  2nd 
  +1 
  +0 
  +3 
  +3 
  Versatile performance, well-versed 
  2 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +1 
  +3 
  +3 
  Inspire competence +2 
  3 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +1 
  +4 
  +4 
   
  3 
  1 
  — 
  — 
  — 
  —
  5th 
  +3 
  +1 
  +4 
  +4 
  inspire courage +2, lore master 1/day 
  4 
  2 
  — 
  — 
  — 
  —
  6th 
  +4 
  +2 
  +5 
  +5 
  Suggestion, Versatile performance 
  4 
  3 
  — 
  — 
  — 
  —
  7th 
  +5 
  +2 
  +5 
  +5 
  Inspire competence +3 
  4 
  3 
  1 
  — 
  — 
  —
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Dirge of doom 
  4 
  4 
  2 
  — 
  — 
  —
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Inspire greatness 
  5 
  4 
  3 
  — 
  — 
  —
  10th 
  +7/+2 
  +3 
  +7 
  +7 
  Jack-of-all-trades, Versatile performance 
  5 
  4 
  3 
  1 
  — 
  —
  11th 
  +8/+3 
  +3 
  +7 
  +7 
  Inspire competence +4, inspire courage +3, 
  5 
  4 
  4 
  2 
  — 
  —
    
   
   
   
   
  lore master 2/day
  12th 
  +9/+4 
  +4 
  +8 
  +8 
  Soothing performance 
  5 
  5 
  4 
  3 
  — 
  —
  13th 
  +9/+4 
  +4 
  +8 
  +8 
   
  5 
  5 
  4 
  3 
  1 
  —
  14th 
  +10/+5 
  +4 
  +9 
  +9 
  Frightening tune, Versatile performance 
  5 
  5 
  4 
  4 
  2 
  —
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Inspire competence +5, inspire heroics 
  5 
  5 
  5 
  4 
  3 
  —
  16th 
  +12/+7/+2 
  +5 
  +10 
  +10 
   
  5 
  5 
  5 
  4 
  3 
  1
  17th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  inspire courage +4, lore master 3/day 
  5 
  5 
  5 
  4 
  4 
  2
  18th 
  +13/+8/+3 
  +6 
  +11 
  +11 
  Mass suggestion, Versatile performance 
  5 
  5 
  5 
  5 
  4 
  3
  19th 
  +14/+9/+4 
  +6 
  +11 
  +11 
  Inspire competence +6 
  5 
  5 
  5 
  5 
  5 
  4
  20th 
  +15/+10/+5 
  +6 
  +12 
  +12 
  Deadly performance 
  5 
  5 
  5 
  5 
  5 
  5
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703030
  703030
  450954
  450954
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703031
  703031
  450955
  450955
  3737
  3
  Classes
  Classes
  bard’s Perform skill check result for the save. Distraction 
  does not work on effects that don’t allow saves. Distraction 
  relies on visual components.
  Fascinate (Su): At 1st level, a bard can use his performance 
  to cause one or more creatures to become fascinated with 
  him. Each creature to be fascinated must be within 90 
  feet, able to see and hear the bard, and capable of paying 
  attention to him. The bard must also be able to see the 
  creatures affected. The distraction of a nearby combat 
  or other dangers prevents this ability from working. For 
  every three levels the bard has attained beyond 1st, he can 
  target one additional creature with this ability.
  Each creature within range receives a Will save (DC 10 
  + 1/2 the bard’s level + the bard’s Cha modifier) to negate 
  the effect. If a creature’s saving throw succeeds, the bard 
  cannot attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly 
  and observes the performance for as long as the bard 
  continues to maintain it. While fascinated, a target takes 
  a –4 penalty on all skill checks made as reactions, such 
  as Perception checks. Any potential threat to the target 
  allows the target to make a new saving throw against the 
  effect. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a weapon at the target, 
  automatically breaks the effect.
  Fascinate is an enchantment (compulsion), mind-
  affecting ability. Fascinate relies on audible and visual 
  components in order to function.  
  Inspire Courage (Su): A 1st-level bard can use his 
  performance to inspire courage in his allies (including 
  himself), bolstering them against fear and improving 
  their combat abilities. To be affected, an ally must be 
  able to perceive the bard’s performance. An affected ally 
  receives a +1 morale bonus on saving throws against charm 
  and fear effects and a +1 competence bonus on attack and 
  weapon damage rolls. At 5th level, and every six bard levels 
  thereafter, this bonus increases by +1, to a maximum of +4 
  at 17th level. Inspire courage is a mind-affecting ability. 
  Inspire courage can use audible or visual components. The 
  bard must choose which component to use when starting 
  his performance.
  Inspire Competence (Su): A bard of 3rd level or higher 
  can use his performance to help an ally succeed at a task. 
  That ally must be within 30 feet and be able to hear the 
  bard. The ally gets a +2 competence bonus on skill checks 
  with a particular skill as long as she continues to hear 
  the bard’s performance. This bonus increases by +1 for 
  every four levels the bard has attained beyond 3rd (+3 at 
  7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of 
  this ability are infeasible, such as Stealth, and may be 
  disallowed at the GM’s discretion. A bard can’t inspire 
  competence in himself. Inspire competence relies on 
  audible components.
  Suggestion (Sp): A bard of 6th level or higher can use his 
  performance to make a suggestion (as per the spell) to a 
  creature he has already fascinated (see above). Using this 
  ability does not disrupt the fascinate effect, but it does 
  require a standard action to activate (in addition to the 
  free action to continue the fascinate effect). A bard can use 
  this ability more than once against an individual creature 
  during an individual performance.
  Making a suggestion does not count against a bard’s daily 
  use of bardic performance. A Will saving throw (DC 10 + 
  1/2 the bard’s level + the bard’s Cha modifier) negates the 
  effect. This ability affects only a single creature. Suggestion 
  is an enchantment (compulsion), mind affecting, language-
  dependent ability and relies on audible components.
  Dirge of Doom (Su): A bard of 8th level or higher can use 
  his performance to foster a sense of growing dread in his 
  enemies, causing them to become shaken. To be affected, 
  an enemy must be within 30 feet and able to see and hear 
  the bard’s performance. The effect persists for as long as 
  the enemy is within 30 feet and the bard continues his 
  performance. This performance cannot cause a creature 
  to become frightened or panicked, even if the targets are 
  already shaken from another effect. Dirge of doom is a 
  mind-affecting fear effect, and it relies on audible and 
  visual components.
  Inspire Greatness (Su): A bard of 9th level or higher can 
  use his performance to inspire greatness in himself or a 
  single willing ally within 30 feet, granting extra fighting 
  Table 3–4: Bard Spells Known
   
  Spells Known
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  3rd 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  4 
  2 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  3 
  — 
  — 
  — 
  —
  6th 
  6 
  4 
  4 
  — 
  — 
  — 
  —
  7th 
  6 
  5 
  4 
  2 
  — 
  — 
  —
  8th 
  6 
  5 
  4 
  3 
  — 
  — 
  —
  9th 
  6 
  5 
  4 
  4 
  — 
  — 
  —
  10th 
  6 
  5 
  5 
  4 
  2 
  — 
  —
  11th 
  6 
  6 
  5 
  4 
  3 
  — 
  —
  12th 
  6 
  6 
  5 
  4 
  4 
  — 
  —
  13th 
  6 
  6 
  5 
  5 
  4 
  2 
  —
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
  —
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
  —
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703031
  703031
  450955
  450955
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703032
  703032
  450956
  450956
  3838
  capability. For every three levels the bard attains beyond 
  9th, he can target an additional ally while using this 
  performance (up to a maximum of four targets at 18th 
  level). To inspire greatness, all of the targets must be able 
  to see and hear the bard. A creature inspired with greatness 
  gains 2 bonus Hit Dice (d10s), the commensurate number 
  of temporary hit points (apply the target’s Constitution 
  modifier, if any, to these bonus Hit Dice), a +2 competence 
  bonus on attack rolls, and a +1 competence bonus on 
  Fortitude saves. The bonus Hit Dice count as regular Hit 
  Dice for determining the effect of spells that are Hit Dice 
  dependent. Inspire greatness is a mind-affecting ability 
  and it relies on audible and visual components.
  Soothing Performance (Su): A bard of 12th level or higher 
  can use his performance to create an effect equivalent 
  to a mass cure serious wounds, using the bard’s level as the 
  caster level. In addition, this performance removes the 
  fatigued, sickened, and shaken conditions from all those 
  affected. Using this ability requires 4 rounds of continuous 
  performance, and the targets must be able to see and 
  hear the bard throughout the performance. Soothing 
  performance affects all targets that remain within 30 feet 
  throughout the performance. Soothing performance relies 
  on audible and visual components.
  Frightening Tune (Sp): A bard of 14th level or higher can 
  use his performance to cause fear in his enemies. To be 
  affected, an enemy must be able to hear the bard perform 
  and be within 30 feet. Each enemy within range receives 
  a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha 
  modifier) to negate the effect. If the save succeeds, the 
  creature is immune to this ability for 24 hours. If the save 
  fails, the target becomes frightened and flees for as long 
  as the target can hear the bard’s performance. Frightening 
  tune relies on audible components.
  Inspire Heroics (Su): A bard of 15th level or higher can 
  inspire tremendous heroism in himself or a single ally 
  within 30 feet. For every three bard levels the character 
  attains beyond 15th, he can inspire heroics in an additional 
  creature. To inspire heroics, all of the targets must be able 
  to see and hear the bard. Inspired creatures gain a +4 morale 
  bonus on saving throws and a +4 dodge bonus to AC. This 
  effect lasts for as long as the targets are able to witness the 
  performance. Inspire heroics is a mind-affecting ability 
  that relies on audible and visual components.
  Mass Suggestion (Sp): This ability functions just like 
  suggestion, but allows a bard of 18th level or higher to make 
  a suggestion simultaneously to any number of creatures 
  that he has already fascinated. Mass suggestion is an 
  enchantment (compulsion), mind-affecting, language-
  dependent ability that relies on audible components.
   Deadly Performance (Su): A bard of 20th level or higher 
  can use his performance to cause one enemy to die from 
  joy or sorrow. To be affected, the target must be able to see 
  and hear the bard perform for 1 full round and be within 30 
  feet. The target receives a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier) to negate the effect. If a 
  creature’s saving throw succeeds, the target is staggered for 
  1d4 rounds, and the bard cannot use deadly performance on 
  that creature again for 24 hours. If a creature’s saving throw 
  fails, it dies. Deadly performance is a mind-affecting death 
  effect that relies on audible and visual components.
  Cantrips: Bards learn a number of cantrips, or 0-level 
  spells, as noted on Table 3–4 under “Spells Known.” These 
  spells are cast like any other spell, but they do not consume 
  any slots and may be used again.
  Versatile Performance (Ex): At 2nd level, a bard can 
  choose one type of Perform skill. He can use his bonus in 
  that skill in place of his bonus in associated skills. When 
  substituting in this way, the bard uses his total Perform 
  skill bonus, including class skill bonus, in place of its 
  associated skill’s bonus, whether or not he has ranks in 
  that skill or if it is a class skill. At 6th level, and every 4 
  levels thereafter, the bard can select an additional type of 
  Perform to substitute.
  The types of Perform and their associated skills are: 
  Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance 
  (Acrobatics, Fly), Keyboard Instruments (Diplomacy, 
  Intimidate), 
  Oratory 
  (Diplomacy, 
  Sense 
  Motive), 
  Percussion (Handle Animal, Intimidate), Sing (Bluff, 
  Sense Motive), String (Bluff, Diplomacy), and Wind 
  (Diplomacy, Handle Animal).
  Well-Versed (Ex): At 2nd level, the bard becomes resistant 
  to the bardic performance of others, and to sonic effects 
  in general. The bard gains a +4 bonus on saving throws 
  made against bardic performance, sonic, and language-
  dependent effects. 
  Lore Master (Ex): At 5th level, the bard becomes a master 
  of lore and can take 10 on any Knowledge skill check that 
  he has ranks in. A bard can choose not to take 10 and can 
  instead roll normally. In addition, once per day, the bard 
  can take 20 on any Knowledge skill check as a standard 
  action. He can use this ability one additional time per day 
  for every six levels he possesses beyond 5th, to a maximum 
  of three times per day at 17th level.
  Jack-of-All-Trades (Ex): At 10th level, the bard can use 
  any skill, even if the skill normally requires him to be 
  trained. At 16th level, the bard considers all skills to be 
  class skills. At 19th level, the bard can take 10 on any skill 
  check, even if it is not normally allowed.
  CLeriC
  In faith and the miracles of the divine, many find a greater 
  purpose. Called to serve powers beyond most mortal 
  understanding, all priests preach wonders and provide for 
  the spiritual needs of their people. Clerics are more than 
  mere priests, though; these emissaries of the divine work 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703032
  703032
  450956
  450956
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703033
  703033
  450957
  450957
  3939
  3
  Classes
  Classes
  the will of their deities through strength of arms and the 
  magic of their gods. Devoted to the tenets of the religions 
  and philosophies that inspire them, these ecclesiastics 
  quest to spread the knowledge and influence of their 
  faith. Yet while they might share similar abilities, clerics 
  prove as different from one another as the divinities they 
  serve, with some offering healing and redemption, others 
  judging law and truth, and still others spreading conflict 
  and corruption. The ways of the cleric are varied, yet all 
  who tread these paths walk with the mightiest of allies and 
  bear the arms of the gods themselves.
  Role: More than capable of upholding the honor of their 
  deities in battle, clerics often prove stalwart and capable 
  combatants. Their true strength lies in their capability to 
  draw upon the power of their deities, whether to 
  increase their own and their allies’ prowess in 
  battle, to vex their foes with divine magic, or to 
  lend healing to companions in need.
  As their powers are inf luenced by their 
  faith, all clerics must focus their worship upon 
  a divine source. While the vast majority of clerics 
  revere a specific deity, a small number dedicate 
  themselves to a divine concept worthy of devotion—such 
  as battle, death, justice, or knowledge—free of a deific 
  abstraction. (Work with your GM if you prefer this path 
  to selecting a specific deity.)
  Alignment: A cleric’s alignment must be within one step 
  of her deity’s, along either the law/chaos axis or the good/
  evil axis (see Chapter 7).
  Hit Die: d8.
  Class Skills
  The cleric’s class skills are Appraise (Int), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), 
  Knowledge (history) (Int), Knowledge (nobility) (Int), 
  Knowledge (planes) (Int), Knowledge (religion) (Int), 
  Linguistics (Int), Profession (Wis), Sense Motive (Wis), and 
  Spellcraft (Int).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following are class features of the cleric.
  Weapon and Armor Proficiency: Clerics are proficient 
  with all simple weapons, light armor, medium armor, and 
  shields (except tower shields). Clerics are also proficient 
  with the favored weapon of their deity.
  Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity 
  has a particularly powerful aura corresponding to the 
  deity’s alignment (see the detect evil spell for details).
  Spells: A cleric casts divine spells which are drawn from 
  the cleric spell list presented in Chapter 10. Her alignment, 
  however, may restrict her from casting certain spells 
  opposed to her moral or ethical beliefs; see chaotic, evil, 
  good, and lawful spells on page 41. A cleric must choose 
  and prepare her spells in advance.
  To prepare or cast a spell, a cleric must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a cleric’s spell is 10 + the 
  spell level + the cleric’s Wisdom modifier.
  Like other spellcasters, a cleric can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 3–5. In addition, she 
  receives bonus spells per day if she has a high Wisdom score 
  (see Table 1–3). 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703033
  703033
  450957
  450957
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703034
  703034
  450958
  450958
  4040
  Clerics meditate or pray for their spells. Each cleric 
  must choose a time when she must spend 1 hour each day 
  in quiet contemplation or supplication to regain her daily 
  allotment of spells. A cleric may prepare and cast any spell 
  on the cleric spell list, provided that she can cast spells 
  of that level, but she must choose which spells to prepare 
  during her daily meditation.
  Channel Energy (Su): Regardless of alignment, any cleric 
  can release a wave of energy by channeling the power of 
  her faith through her holy (or unholy) symbol. This energy 
  can be used to cause or heal damage, depending on the 
  type of energy channeled and the creatures targeted. 
  A good cleric (or one who worships a good deity) channels 
  positive energy and can choose to deal damage to undead 
  creatures or to heal living creatures. An evil cleric (or one 
  who worships an evil deity) channels negative energy and can 
  choose to deal damage to living creatures or to heal undead 
  creatures. A neutral cleric who worships a neutral deity (or 
  one who is not devoted to a particular deity) must choose 
  whether she channels positive or negative energy. Once 
  this choice is made, it cannot be reversed. This decision 
  also determines whether the cleric casts spontaneous cure 
  or inflict spells (see spontaneous casting). 
  Channeling energy causes a burst that affects all 
  creatures of one type (either undead or living) in a 30-foot 
  radius centered on the cleric. The amount of damage dealt 
  or healed is equal to 1d6 points of damage plus 1d6 points 
  of damage for every two cleric levels beyond 1st (2d6 at 3rd, 
  3d6 at 5th, and so on). Creatures that take damage from 
  channeled energy receive a Will save to halve the damage. 
  The DC of this save is equal to 10 + 1/2 the cleric’s level 
  + the cleric’s Charisma modifier. Creatures healed by 
  channeled energy cannot exceed their maximum hit point 
  total—all excess healing is lost. A cleric may channel 
  energy a number of times per day equal to 3 + her Charisma 
  modifier. This is a standard action that does not provoke 
  an attack of opportunity. A cleric can choose whether or 
  not to include herself in this effect. A cleric must be able to 
  present her holy symbol to use this ability. 
  Domains: A cleric’s deity influences her alignment, what 
  magic she can perform, her values, and how others see her. 
  A cleric chooses two domains from among those belonging 
  to her deity. A cleric can select an alignment domain 
  (Chaos, Evil, Good, or Law) only if her alignment matches 
  that domain. If a cleric is not devoted to a particular deity, 
  she still selects two domains to represent her spiritual 
  inclinations and abilities (subject to GM approval). The 
  restriction on alignment domains still applies.
  Each domain grants a number of domain powers, 
  dependent upon the level of the cleric, as well as a 
  number of bonus spells. A cleric gains one domain spell 
  slot for each level of cleric spell she can cast, from 1st on 
  Table 3–5: Cleric
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level 
  Bonus 
  Save Save 
  Save 
  Special 
  0 
  1st 2nd 
  3rd 4th 
  5th 
  6th 
  7th 8th 9th
  1st 
  +0 
  +2 
  +0 
  +2 
  Aura, channel energy 1d6, 3 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  domains, orisons
  2nd 
  +1 
  +3 
  +0 
  +3 
   
  4 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +3 
  +1 
  +3 
  Channel energy 2d6 
  4 
  2+1 1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +4 
  +1 
  +4 
   
  4 
  3+1 2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +3 
  +4 
  +1 
  +4 
  Channel energy 3d6 
  4 
  3+1 2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +4 
  +5 
  +2 
  +5 
   
  4 
  3+1 3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +5 
  +5 
  +2 
  +5 
  Channel energy 4d6 
  4 
  4+1 3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +2 
  +6 
   
  4 
  4+1 3+1 
  3+1 2+1 
  — 
  — 
  — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Channel energy 5d6 
  4 
  4+1 4+1 
  3+1 2+1 
  1+1 
  — 
  — 
  — 
  —
  10th 
  +7/+2 
  +7 
  +3 
  +7 
   
  4 
  4+1 4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Channel energy 6d6 
  4 
  4+1 4+1 
  4+1 3+1 
  2+1 
  1+1 
  — 
  — 
  —
  12th 
  +9/+4 
  +8 
  +4 
  +8 
   
  4 
  4+1 4+1 
  4+1 3+1 
  3+1 
  2+1 
  — 
  — 
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Channel energy 7d6 
  4 
  4+1 4+1 
  4+1 4+1 
  3+1 
  2+1 
  1+1 
  — 
  —
  14th 
  +10/+5 
  +9 
  +4 
  +9 
   
  4 
  4+1 4+1 
  4+1 4+1 
  3+1 
  3+1 
  2+1 
  — 
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Channel energy 8d6 
  4 
  4+1 4+1 
  4+1 4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  —
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  4 
  4+1 4+1 
  4+1 4+1 
  4+1 
  3+1 
  3+1 2+1 
  —
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Channel energy 9d6 
  4 
  4+1 4+1 
  4+1 4+1 
  4+1 
  4+1 
  3+1 2+1 
  1+1
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  4 
  4+1 4+1 
  4+1 4+1 
  4+1 
  4+1 
  3+1 
  3+1 2+1
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Channel energy 10d6 
  4 
  4+1 4+1 
  4+1 4+1 
  4+1 
  4+1 
  4+1 3+1 
  3+1
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
   
  4 
  4+1 4+1 
  4+1 4+1 
  4+1 
  4+1 
  4+1 4+1 4+1
    
   
   
   
   
   
   Note: “+1” represents the domain spell slot
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703034
  703034
  450958
  450958
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703035
  703035
  450959
  450959
  4141
  3
  Classes
  Classes
  up. Each day, a cleric can prepare one of the spells from 
  her two domains in that slot. If a domain spell is not on 
  the cleric spell list, a cleric can prepare it only in her 
  domain spell slot. Domain spells cannot be used to cast 
  spells spontaneously. 
  In addition, a cleric gains the listed powers from both 
  of her domains, if she is of a high enough level. Unless 
  otherwise noted, using a domain power is a standard action. 
  Cleric domains are listed at the end of this class entry.
  Orisons: Clerics can prepare a number of orisons, 
  or 0-level spells, each day, as noted on Table 3–5 under 
  “Spells per Day.” These spells are cast like any other 
  spell, but they are not expended when cast and may be 
  used again.
  Spontaneous Casting: A good cleric (or a neutral cleric of 
  a good deity) can channel stored spell energy into healing 
  spells that she did not prepare ahead of time. The cleric can 
  “lose” any prepared spell that is not an orison or domain 
  spell in order to cast any cure spell of the same spell level or 
  lower (a cure spell is any spell with “cure” in its name). 
  An evil cleric (or a neutral cleric who worships an evil 
  deity) can’t convert prepared spells to cure spells but can 
  convert them to inflict spells (an inflict spell is one with 
  “inflict” in its name).
  A cleric who is neither good nor evil and whose deity 
  is neither good nor evil can convert spells to either cure 
  spells or inflict spells (player’s choice). Once the player 
  makes this choice, it cannot be reversed. This choice 
  also determines whether the cleric channels positive or 
  negative energy (see Channel Energy).
  Chaotic, Evil, Good, and Lawful Spells: A cleric can’t 
  cast spells of an alignment opposed to her own or her 
  deity’s (if she has one). Spells associated with particular 
  alignments are indicated by the chaotic, evil, good, and 
  lawful descriptors in their spell descriptions.
  Bonus Languages: A cleric’s bonus language options 
  include Celestial, Abyssal, and Infernal (the languages of 
  good, chaotic evil, and lawful evil outsiders, respectively). 
  These choices are in addition to the bonus languages 
  available to the character because of her race.
  Ex-Clerics
  A cleric who grossly violates the code of conduct required 
  by her god loses all spells and class features, except for 
  armor and shield proficiencies and proficiency with 
  simple weapons. She cannot thereafter gain levels as a 
  cleric of that god until she atones for her deeds (see the 
  atonement spell description).
  Domains
  Clerics may select any two of the domains granted by their 
  deity. Clerics without a deity may select any two domains 
  (choice are subject to GM approval).
  Air Domain
  Deities: Gozreh, Shelyn.
  Granted Powers: You can manipulate lightning, mist, 
  and wind, traffic with air creatures, and are resistant to 
  electricity damage.
  Lightning Arc (Sp): As a standard action, you can unleash 
  an arc of electricity targeting any foe within 30 feet as a 
  ranged touch attack. This arc of electricity deals 1d6 points 
  of electricity damage + 1 point for every two cleric levels 
  you possess. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier. 
  Electricity Resistance (Ex): At 6th level, you gain resist 
  electricity 10. This resistance increases to 20 at 12th level. 
  At 20th level, you gain immunity to electricity.
  Domain Spells: 1st—obscuring mist, 2nd—wind wall, 
  3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—
  chain lightning, 7th—elemental body IV (air only), 8th—
  whirlwind, 9th—elemental swarm (air spell only).
  Animal Domain
  Deities: Erastil, Gozreh.
  Granted Powers: You can speak with and befriend 
  animals with ease. In addition, you treat Knowledge 
  (nature) as a class skill.
  Speak with Animals (Sp): You can speak with animals, as per 
  the spell, for a number of rounds per day equal to 3 + your 
  cleric level.  
  Animal Companion (Ex): At 4th level, you gain the service 
  of an animal companion. Your effective druid level for this 
  animal companion is equal to your cleric level – 3. (Druids 
  who take this ability through their nature bond class 
  feature use their druid level – 3 to determine the abilities 
  of their animal companions).
  Domain Spells: 1st—calm animals, 2nd—hold animal, 
  3rd—dominate animal, 4th—summon nature’s ally IV (animals 
  only), 5th—beast shape III (animals only), 6th—antilife shell, 
  7th—animal shapes, 8th—summon nature’s ally VIII (animals 
  only), 9th—shapechange.
  Artifice Domain
  Deity: Torag.
  Granted Powers: You can repair damage to objects, 
  animate objects with life, and create objects from nothing.
  Artificer’s Touch (Sp): You can cast mending at will, using 
  your cleric level as the caster level to repair damaged 
  objects. In addition, you can cause damage to objects 
  and construct creatures by striking them with a melee 
  touch attack. Objects and constructs take 1d6 points 
  of damage +1 for every two cleric levels you possess. 
  This attack bypasses an amount of damage reduction 
  and hardness equal to your cleric level. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703035
  703035
  450959
  450959
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703036
  703036
  450960
  450960
  4242
  Dancing Weapons (Su): At 8th level, you can give a weapon 
  touched the dancing special weapon quality for 4 rounds. 
  You can use this ability once per day at 8th level, and an 
  additional time per day for every four levels beyond 8th.
  Domain Spells: 1st—animate rope, 2nd—wood shape, 
  3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—
  major creation, 7th—wall of iron, 8th—instant summons, 
  9th—prismatic sphere.
  Chaos Domain
  Deities: Calistria, Cayden Cailean, Desna, Gorum, 
  Lamashtu, Rovagug.
  Granted Powers: Your touch infuses life and weapons 
  with chaos, and you revel in all things anarchic.
  Touch of Chaos (Sp): You can imbue a target with chaos as a 
  melee touch attack. For the next round, anytime the target 
  rolls a d20, he must roll twice and take the less favorable 
  result. You can use this ability a number of times per day 
  equal to 3 + your Wisdom modifier.
  Chaos Blade (Su): At 8th level, you can give a weapon 
  touched the anarchic special weapon quality for a number 
  of rounds equal to 1/2 your cleric level. You can use this 
  ability once per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st—protection from law, 2nd—align weapon 
  (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 
  5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—
  cloak of chaos, 9th—summon monster IX (chaos spell only).
  Charm Domain
  Deities: Calistria, Cayden Cailean, Norgorber, Shelyn.
  Granted Powers: You can baffle and befuddle foes with a 
  touch or a smile, and your beauty and grace are divine.
  Dazing Touch (Sp): You can cause a living creature 
  to become dazed for 1 round as a melee touch attack. 
  Creatures with more Hit Dice than your cleric level are 
  unaffected. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Charming Smile (Sp): At 8th level, you can cast charm 
  person as a swift action, with a DC of 10 + 1/2 your cleric 
  level + your Wisdom modifier. You can only have one 
  creature charmed in this way at a time. The total number 
  of rounds of this effect per day is equal to your cleric 
  level. The rounds do not need to be consecutive, and 
  you can dismiss the charm at any time as a free action. 
  Each attempt to use this ability consumes 1 round of its 
  duration, whether or not the creature succeeds on its save 
  to resist the effect.
  Domain Spells: 1st—charm person, 2nd—calm emotions, 
  3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/
  quest, 7th—insanity, 8th—demand, 9th—dominate monster. 
  Community Domain
  Deity: Erastil.
  Granted Powers: Your touch can heal wounds, and your 
  presence instills unity and strengthens emotional bonds.
  Calming Touch (Sp): You can touch a creature as a standard 
  action to heal it of 1d6 points of nonlethal damage + 1 point 
  per cleric level. This touch also removes the fatigued, 
  shaken, and sickened conditions (but has no effect on 
  more severe conditions). You can use this ability a number 
  of times per day equal to 3 + your Wisdom modifier.
  Unity (Su): At 8th level, whenever a spell or effect targets 
  you and one or more allies within 30 feet, you can use this 
  ability to allow your allies to use your saving throw against 
  the effect in place of their own. Each ally must decide 
  individually before the rolls are made. Using this ability is 
  an immediate action. You can use this ability once per day 
  at 8th level, and one additional time per day for every four 
  cleric levels beyond 8th.
  Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 
  4th—status, 5th—telepathic bond, 6th—heroes’ feast, 7th—
  refuge, 8th—mass cure critical wounds, 9th—miracle.
  Darkness Domain
  Deity: Zon-Kuthon.
  Granted Power: You manipulate shadows and darkness. 
  In addition, you receive Blind-Fight as a bonus feat.
  Touch of Darkness (Sp): As a melee touch attack, you can cause 
  a creature’s vision to be fraught with shadows and darkness. 
  The creature touched treats all other creatures as if they had 
  concealment, suffering a 20% miss chance on all attack rolls. 
  This effect lasts for a number of rounds equal to 1/2 your 
  cleric level (minimum 1). You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Eyes of Darkness (Su): At 8th level, your vision is not 
  impaired by lighting conditions, even in absolute darkness 
  and magic darkness. You can use this ability for a number 
  of rounds per day equal to 1/2 your cleric level. These 
  rounds do not need to be consecutive.
  Domain Spells: 1st—obscuring mist, 2nd—blindness/
  deafness (only to cause blindness), 3rd—deeper darkness, 
  4th—shadow conjuration, 5th—summon monster V (summons 
  1d3 shadows), 6th—shadow walk, 7th—power word blind, 
  8th—greater shadow evocation, 9th—shades.   
  Death Domain
  Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon.
  Granted Powers: You can cause the living to bleed at a 
  touch, and find comfort in the presence of the dead.
  Bleeding Touch (Sp): As a melee touch attack, you can cause 
  a living creature to take 1d6 points of damage per round. 
  This effect persists for a number of rounds equal to 1/2 
  your cleric level (minimum 1) or until stopped with a DC 
  15 Heal check or any spell or effect that heals damage. You 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703036
  703036
  450960
  450960
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703037
  703037
  450961
  450961
  4343
  3
  Classes
  Classes
  can use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Death’s Embrace (Ex): At 8th level, you heal damage 
  instead of taking damage from channeled negative energy. 
  If the channeled negative energy targets undead, you heal 
  hit points just like undead in the area.
  Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate 
  dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—
  destruction, 8th—create greater undead, 9th—wail of the banshee. 
  Destruction Domain
  Deities: Gorum, Nethys, Rovagug, Zon-Kuthon.
  Granted Powers: You revel in ruin and devastation, and 
  can deliver particularly destructive attacks.
  Destructive Smite (Su): You gain the destructive smite 
  power: the supernatural ability to make a single melee 
  attack with a morale bonus on damage rolls equal to 
  1/2 your cleric level (minimum 1). You must declare the 
  destructive smite before making the attack. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Destructive Aura (Su): At 8th level, you can emit a 30-foot 
  aura of destruction for a number of rounds per day equal 
  to your cleric level. All attacks made against targets in 
  this aura (including you) gain a morale bonus on damage 
  equal to 1/2 your cleric level and all critical threats are 
  automatically confirmed. These rounds do not need to be 
  consecutive.
  Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 
  4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—
  disintegrate, 8th—earthquake, 9th—implosion.
  Earth Domain
  Deities: Abadar, Torag.
  Granted Powers: You have mastery over earth, metal, and 
  stone, can fire darts of acid, and command earth creatures.
  Acid Dart (Sp): As a standard action, you can unleash an 
  acid dart targeting any foe within 30 feet as a ranged touch 
  attack. This acid dart deals 1d6 points of acid damage + 1 
  point for every two cleric levels you possess. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier. 
  Acid Resistance (Ex): At 6th level, you gain resist acid 10. 
  This resistance increases to 20 at 12th level. At 20th level, 
  you gain immunity to acid.
  Domain Spells: 1st—magic stone, 2nd—soften earth and 
  stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 
  6th—stoneskin, 7th—elemental body IV (earth only), 8th—
  earthquake, 9th—elemental swarm (earth spell only).
  Evil Domain
  Deities: Asmodeus, Lamashtu, Norgorber, Rovagug, 
  Urgathoa, Zon-Kuthon.
  Table 3–6: Deities of the Pathfinder Chronicles
  Deity 
  AL 
  Portfolios 
  Domains 
  Favored Weapon
  Erastil 
  LG 
  God of farming, hunting, trade, family 
  Animal, Community, Good, Law, Plant 
  longbow
  Iomedae 
  LG 
  Goddess of valor, rulership, justice, honor 
  Glory, Good, Law, Sun, War 
  longsword
  Torag 
  LG 
  God of the forge, protection, strategy 
  Artifice, Earth, Good, Law, Protection 
  warhammer
  Sarenrae 
  NG 
  Goddess of the sun, redemption,  
  Fire, Glory, Good, Healing, Sun 
  scimitar
    
   
  honesty, healing
  Shelyn 
  NG 
  Goddess of beauty, art, love, music 
  Air, Charm, Good, Luck, Protection 
  glaive
  Desna 
  CG 
  Goddess of dreams, stars, travelers, luck 
  Chaos, Good, Liberation, Luck, Travel 
  starknife
  Cayden Cailean 
  CG 
  God of freedom, ale, wine, bravery 
  Chaos, Charm, Good, Strength, Travel 
  rapier
  Abadar 
  LN 
  God of cities, wealth, merchants, law 
  Earth, Law, Nobility, Protection, Travel 
  light crossbow
  Irori 
  LN 
  God of history, knowledge, self-perfection 
  Healing, Knowledge, Law, Rune, Strength 
  unarmed strike
  Gozreh 
  N 
  Deity of nature, weather, the sea 
  Air, Animal, Plant, Water, Weather 
  trident
  Pharasma 
  N 
  Goddess of fate, death, prophecy, birth 
  Death, Healing, Knowledge, Repose, Water 
  dagger
  Nethys 
  N 
  God of magic 
  Destruction, Knowledge, Magic, 
  quarterstaff 
    
   
   
  Protection, Rune
  Gorum 
  CN 
  God of strength, battle, weapons 
  Chaos, Destruction, Glory, Strength, War 
  greatsword
  Calistria 
  CN 
  Goddess of trickery, lust, revenge 
  Chaos, Charm, Knowledge, Luck, Trickery 
  whip
  Asmodeus 
  LE 
  God of tyranny, slavery, pride, contracts 
  Evil, Fire, Law, Magic, Trickery 
  mace
  Zon-Kuthon 
  LE 
  God of envy, pain, darkness, loss 
  Darkness, Death, Destruction, Evil, Law 
  spiked chain
  Urgathoa 
  NE 
  Goddess of gluttony, disease, undeath 
  Death, Evil, Magic, Strength, War 
  scythe
  Norgorber 
  NE 
  God of greed, secrets, poison, murder 
  Charm, Death, Evil, Knowledge, Trickery 
  short sword
  Lamashtu 
  CE 
  Goddess of madness, monsters, nightmares 
  Chaos, Evil, Madness, Strength, Trickery 
  falchion
  Rovagug 
  CE 
  God of wrath, disaster, destruction 
  Chaos, Destruction, Evil, War, Weather 
  greataxe
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703037
  703037
  450961
  450961
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703038
  703038
  450962
  450962
  4444
  Granted Powers: You are sinister and cruel, and have 
  wholly pledged your soul to the cause of evil.
  Touch of Evil (Sp): You can cause a creature to become 
  sickened as a melee touch attack. Creatures sickened by 
  your touch count as good for the purposes of spells with 
  the evil descriptor. This ability lasts for a number of 
  rounds equal to 1/2 your cleric level (minimum 1). You 
  can use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Scythe of Evil (Su): At 8th level, you can give a weapon 
  touched the unholy special weapon quality for a number 
  of rounds equal to 1/2 your cleric level. You can use this 
  ability once per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st—protection from good, 2nd—align 
  weapon (evil only), 3rd—magic circle against good, 4th—unholy 
  blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 
  8th—unholy aura, 9th—summon monster IX (evil spell only). 
  Fire Domain
  Deity: Asmodeus, Sarenrae.
  Granted Powers: You can call forth fire, command 
  creatures of the inferno, and your f lesh does not burn.
  Fire Bolt (Sp): As a standard action, you can unleash a 
  scorching bolt of divine fire from your outstretched 
  hand. You can target any single foe within 30 feet as a 
  ranged touch attack with this bolt of fire. If you hit the 
  foe, the fire bolt deals 1d6 points of fire damage + 1 
  point for every two cleric levels you possess. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier. 
  Fire Resistance (Ex): At 6th level, you gain resist fire 10. 
  This resistance increases to 20 at 12th level. At 20th level, 
  you gain immunity to fire.
  Domain Spells: 1st—burning hands, 2nd—produce flame, 
  3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire 
  seeds, 7th—elemental body IV (fire only), 8th—incendiary 
  cloud, 9th—elemental swarm (fire spell only).
  Glory Domain
  Deities: Gorum, Iomedae, Sarenrae.
  Granted Powers: You are infused with the glory of the 
  divine, and are a true foe of the undead. In addition, when 
  you channel positive energy to harm undead creatures, the 
  save DC to halve the damage is increased by 2.
  Touch of Glory (Sp): You can cause your hand to shimmer 
  with divine radiance, allowing you to touch a creature as 
  a standard action and give it a bonus equal to your cleric 
  level on a single Charisma-based skill check or Charisma 
  ability check. This ability lasts for 1 hour or until the 
  creature touched elects to apply the bonus to a roll. You 
  can use this ability to grant the bonus a number of times 
  per day equal to 3 + your Wisdom modifier.
  Divine Presence (Su): At 8th level, you can emit a 30-foot 
  aura of divine presence for a number of rounds per day 
  equal to your cleric level. All allies within this aura are 
  treated as if under the effects of a sanctuary spell with a DC 
  equal to 10 + 1/2 your cleric level + your Wisdom modifier. 
  These rounds do not need to be consecutive. Activating 
  this ability is a standard action. If an ally leaves the area 
  or makes an attack, the effect ends for that ally. If you 
  make an attack, the effect ends for you and your allies.
  Domain Spells: 1st—shield of faith, 2nd—bless weapon, 
  3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—
  undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.
  Good Domain
  Deities: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, 
  Shelyn, Torag.
  Granted Powers: You have pledged your life and soul to 
  goodness and purity.
  Touch of Good (Sp): You can touch a creature as a 
  standard action, granting a sacred bonus on attack rolls, 
  skill checks, ability checks, and saving throws equal to 
  half your cleric level (minimum 1) for 1 round. You can 
  use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Holy Lance (Su): At 8th level, you can give a weapon 
  you touch the holy special weapon quality for a number 
  of rounds equal to 1/2 your cleric level. You can use this 
  ability once per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st—protection from evil, 2nd—align 
  weapon (good only), 3rd—magic circle against evil, 4th—holy 
  smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 
  8th—holy aura, 9th—summon monster IX (good spell only).
  Healing Domain
  Deities: Irori, Pharasma, Sarenrae.
  Granted Powers: Your touch staves off pain and death, 
  and your healing magic is particularly vital and potent.
  Rebuke Death (Sp): You can touch a living creature as a 
  standard action, healing it for 1d4 points of damage plus 
  1 for every two cleric levels you possess. You can only use 
  this ability on a creature that is below 0 hit points. You can 
  use this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Healer’s Blessing (Su): At 6th level, all of your cure spells 
  are treated as if they were empowered, increasing the 
  amount of damage healed by half (+50%). This does not 
  apply to damage dealt to undead with a cure spell. This 
  does not stack with the Empower Spell metamagic feat.
  Domain Spells: 1st—cure light wounds, 2nd—cure moderate 
  wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 
  5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass 
  cure critical wounds, 9th—mass heal.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703038
  703038
  450962
  450962
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703039
  703039
  450963
  450963
  4545
  3
  Classes
  Classes
  Knowledge Domain
  Deities: Calistria, Irori, Nethys, Norgorber, Pharasma.
  Granted Powers: You are a scholar and a sage of legends. 
  In addition, you treat all Knowledge skills as class skills.
  Lore Keeper (Sp): You can touch a creature to learn about 
  its abilities and weaknesses. With a successful touch attack, 
  you gain information as if you made the appropriate 
  Knowledge skill check with a result equal to 15 + your cleric 
  level + your Wisdom modifier.
  Remote Viewing (Sp): Starting at 6th level, you can use 
  clairvoyance/clairaudience at will as a spell-like ability 
  using your cleric level as the caster level. You can use this 
  ability for a number of rounds per day equal to your cleric 
  level. These rounds do not need to be consecutive.
  Domain Spells: 1st—comprehend languages, 2nd—detect 
  thoughts, 3rd—speak with dead, 4th—divination, 5th—true 
  seeing, 6th—find the path, 7th—legend lore, 8th—discern 
  location, 9th—foresight.
  Law Domain
  Deities: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, 
  Zon-Kuthon.
  Granted Powers: You follow a strict and ordered code 
  of laws, and in so doing, achieve enlightenment.
  Touch of Law (Sp): You can touch a willing creature as a 
  standard action, infusing it with the power of divine order 
  and allowing it to treat all attack rolls, skill checks, ability 
  checks, and saving throws for 1 round as if the natural d20 
  roll resulted in an 11. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.  
  Staff of Order (Su): At 8th level, you can give a weapon 
  touched the axiomatic special weapon quality for a number 
  of rounds equal to 1/2 your cleric level. You can use this 
  ability once per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st—protection from chaos, 2nd—align 
  weapon (law only), 3rd—magic circle against chaos, 4th—order’s 
  wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—
  shield of law, 9th—summon monster IX (law spell only). 
  Liberation Domain
  Deity: Desna.
  Granted Powers: You are a spirit of freedom and a 
  staunch foe against all who would enslave and oppress.
  Liberation (Su): You have the ability to ignore impediments 
  to your mobility. For a number of rounds per day equal 
  to your cleric level, you can move normally regardless 
  of magical effects that impede movement, as if you 
  were affected by freedom of movement. This effect occurs 
  automatically as soon as it applies. These rounds do not 
  need to be consecutive.
  Freedom’s Call (Su): At 8th level, you can emit a 30-foot 
  aura of freedom for a number of rounds per day equal to 
  your cleric level. Allies within this aura are not affected by 
  the confused, grappled, frightened, panicked, paralyzed, 
  pinned, or shaken conditions. This aura only suppresses 
  these effects, and they return once a creature leaves the 
  aura or when the aura ends, if applicable. These rounds do 
  not need to be consecutive. 
  Domain Spells: 1st—remove fear, 2nd—remove paralysis, 
  3rd—remove curse, 4th—freedom of movement, 5th—break 
  enchantment, 6th—greater dispel magic, 7th—refuge, 8th—
  mind blank, 9th—freedom.
  Luck Domain
  Deities: Calistria, Desna, Shelyn.
  Granted Powers: You are infused with luck, and your 
  mere presence can spread good fortune.
  Bit of Luck (Sp): You can touch a willing creature as a 
  standard action, giving it a bit of luck. For the next round, 
  any time the target rolls a d20, he may roll twice and take 
  the more favorable result. You can use this ability a number 
  of times per day equal to 3 + your Wisdom modifier.
  Good Fortune (Ex): At 6th level, you can reroll any one roll 
  that you have just made before the results of the roll are 
  revealed. You must take the result of the reroll, even if it’s 
  worse than the original roll. You can use this ability once 
  per day at 6th level, and one additional time per day for 
  every six cleric levels beyond 6th.
   Domain Spells: 1st—true strike, 2nd—aid, 3rd—
  protection from energy, 4th—freedom of movement, 5th—break 
  enchantment, 6th—mislead, 7th—spell turning, 8th—moment 
  of prescience, 9th—miracle.
  Madness Domain
  Deity: Lamashtu.
  Granted Powers: You embrace the madness that lurks 
  deep in your heart, and can unleash it to drive your foes 
  insane or to sacrifice certain abilities to hone others.
  Vision of Madness (Sp): You can give a creature a vision of 
  madness as a melee touch attack. Choose one of the following: 
  attack rolls, saving throws, or skill checks. The target 
  receives a bonus to the chosen rolls equal to 1/2 your cleric 
  level (minimum +1) and a penalty to the other two types of 
  rolls equal to 1/2 your cleric level (minimum –1). This effect 
  fades after 3 rounds. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Aura of Madness (Su): At 8th level, you can emit a 30-foot 
  aura of madness for a number of rounds per day equal to 
  your cleric level. Enemies within this aura are affected by 
  confusion unless they make a Will save with a DC equal 
  to 10 + 1/2 your cleric level + your Wisdom modifier. The 
  confusion effect ends immediately when the creature leaves 
  the area or the aura expires. Creatures that succeed on 
  their saving throw are immune to this aura for 24 hours. 
  These rounds do not need to be consecutive.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703039
  703039
  450963
  450963
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703040
  703040
  450964
  450964
  4646
  Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 
  3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal 
  killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.
  Magic Domain
  Deities: Asmodeus, Nethys, Urgathoa.
  Granted Powers: You are a true student of all things 
  mystical, and see divinity in the purity of magic.
  Hand of the Acolyte (Su): You can cause your melee weapon 
  to fly from your grasp and strike a foe before instantly 
  returning. As a standard action, you can make a single 
  attack using a melee weapon at a range of 30 feet. This 
  attack is treated as a ranged attack with a  thrown weapon, 
  except that you add your Wisdom modifier to the attack 
  roll instead of your Dexterity modifier (damage still relies 
  on Strength). This ability cannot be used to perform a 
  combat maneuver. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Dispelling Touch (Sp): At 8th level, you can use a targeted 
  dispel magic effect as a melee touch attack. You can use this 
  ability once per day at 8th level and one additional time per 
  day for every four cleric levels beyond 8th.
  Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—
  dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 
  6th—antimagic field, 7th—spell turning, 8th—protection from 
  spells, 9th—mage’s disjunction.
  Nobility Domain
  Deity: Abadar.
  Granted Powers: You are a great leader, an inspiration to 
  all who follow the teachings of your faith.
  Inspiring Word (Sp): As a standard action, you can speak 
  an inspiring word to a creature within 30 feet. That 
  creature receives a +2 morale bonus on attack rolls, skill 
  checks, ability checks, and saving throws for a number of 
  rounds equal to 1/2 your cleric level (minimum 1). You can 
  use this power a number of times per day equal to 3 + your 
  Wisdom modifier.
  Leadership (Ex): At 8th level, you receive Leadership as 
  a bonus feat. In addition, you gain a +2 bonus on your 
  leadership score as long as you uphold the tenets of your 
  deity (or divine concept if you do not venerate a deity). 
  Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic 
  vestment, 4th—discern lies, 5th—greater command, 6th—geas/
  quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
  Plant Domain
  Deities: Erastil, Gozreh.
  Granted Powers: You find solace in the green, can grow 
  defensive thorns, and can communicate with plants.
  Wooden Fist (Su): As a free action, your hands can become 
  as hard as wood, covered in tiny thorns. While you have 
  wooden fists, your unarmed strikes do not provoke attacks 
  of opportunity, deal lethal damage, and gain a bonus on 
  damage rolls equal to 1/2 your cleric level (minimum +1). 
  You can use this ability for a number of rounds per day 
  equal to 3 + your Wisdom modifier.
  Bramble Armor (Su): At 6th level, you can cause a host of 
  wooden thorns to burst from your skin as a free action. 
  While bramble armor is in effect, any foe striking you 
  with an unarmed strike or a melee weapon without 
  reach takes 1d6 points of piercing damage + 1 point per 
  two cleric levels you possess. You can use this ability for 
  a number of rounds per day equal to your cleric level. 
  These rounds do not need to be consecutive.
  Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant 
  growth, 4th—command plants, 5th—wall of thorns, 6th—repel 
  wood, 7th—animate plants, 8th—control plants, 9th—shambler.
  Protection Domain
  Deities: Abadar, Nethys, Shelyn, Torag.
  Granted Powers: Your faith is your greatest source of 
  protection, and you can use that faith to defend others. In 
  addition, you receive a +1 resistance bonus on saving throws. 
  This bonus increases by 1 for every 5 levels you possess. 
  Resistant Touch (Sp): As a standard action, you can touch 
  an ally to grant him your resistance bonus for 1 minute. 
  When you use this ability, you lose your resistance bonus 
  granted by the Protection domain for 1 minute. You can 
  use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Aura of Protection (Su): At 8th level, you can emit a 30-foot 
  aura of protection for a number of rounds per day equal 
  to your cleric level. You and your allies within this aura 
  gain a +1 deflection bonus to AC and resistance 5 against 
  all elements (acid, cold, electricity, fire, and sonic). The 
  deflection bonus increases by +1 for every four cleric levels 
  you possess beyond 8th. At 14th level, the resistance against 
  all elements increases to 10. These rounds do not need to 
  be consecutive.
  Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—
  protection from energy, 4th—spell immunity, 5th—spell resistance, 
  6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—
  prismatic sphere.
  Repose Domain
  Deity: Pharasma.
  Granted Powers: You see death not as something to be 
  feared, but as a final rest and reward for a life well spent. 
  The taint of undeath is a mockery of what you hold dear.
  Gentle Rest (Sp): Your touch can fill a creature with 
  lethargy, causing a living creature to become staggered for 
  1 round as a melee touch attack. If you touch a staggered 
  living creature, that creature falls asleep for 1 round 
  instead. Undead creatures touched are staggered for a 
  number of rounds equal to your Wisdom modifier. You 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703040
  703040
  450964
  450964
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703041
  703041
  450965
  450965
  4747
  3
  Classes
  Classes
  can use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Ward Against Death (Su): At 8th level, you can emit a 30-foot 
  aura that wards against death for a number of rounds per day 
  equal to your cleric level. Living creatures in this area are 
  immune to all death effects, energy drain, and effects that 
  cause negative levels. This ward does not remove negative 
  levels that a creature has already gained, but the negative 
  levels have no effect while the creature is inside the warded 
  area. These rounds do not need to be consecutive.
  Domain Spells: 1st—deathwatch, 2nd—gentle repose, 
  3rd—speak with dead, 4th—death ward, 5th—slay living, 
  6th—undeath to death, 7th—destruction, 8th—waves of 
  exhaustion, 9th—wail of the banshee.
  Rune Domain
  Deities: Irori, Nethys.
  Granted Powers: In strange and eldritch runes you find 
  potent magic. You gain Scribe Scroll as a bonus feat.
  Blast Rune (Sp): As a standard action, you can create a 
  blast rune in any adjacent square. Any creature entering 
  this square takes 1d6 points of damage + 1 point for every 
  two cleric levels you possess. This rune deals either acid, 
  cold, electricity, or fire damage, decided when you create 
  the rune. The rune is invisible and lasts a number of 
  rounds equal to your cleric level or until discharged. You 
  cannot create a blast rune in a square occupied by another 
  creature. This rune counts as a 1st-level spell for the 
  purposes of dispelling. It can be discovered with a DC 26 
  Perception skill check and disarmed with a DC 26 Disable 
  Device skill check. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Spell Rune (Sp): At 8th level, you can attach another spell 
  that you cast to one of your blast runes, causing that spell 
  to affect the creature that triggers the rune, in addition to 
  the damage. This spell must be of at least one level lower 
  than the highest-level cleric spell you can cast and it must 
  target one or more creatures. Regardless of the number 
  of targets the spell can normally affect, it only affects the 
  creature that triggers the rune.
  Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph 
  of warding, 4th—explosive runes, 5th—lesser planar binding, 
  6th—greater glyph of warding, 7th—instant summons, 8th—
  symbol of death, 9th—teleportation circle.
  Strength Domain
  Deities: Cayden Cailean, Gorum, Irori, Lamashtu, Urgathoa.
  Granted Powers: In strength and brawn there is truth—
  your faith gives you incredible might and power. 
  Strength Surge (Sp): As a standard action, you can touch a 
  creature to give it great strength. For 1 round, the target 
  gains an enhancement bonus equal to 1/2 your cleric level 
  (minimum +1) to melee attacks, combat maneuver checks 
  that rely on Strength, Strength-based skills, and Strength 
  checks. You can use this ability a number of times per day 
  equal to 3 + your Wisdom modifier.
  Might of the Gods (Su): At 8th level, you can add your 
  cleric level as an enhancement bonus to your Strength 
  score for a number of rounds per day equal to your cleric 
  level. This bonus only applies on Strength checks and 
  Strength-based skill checks. These rounds do not need 
  to be consecutive.
  Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 
  3rd—magic vestment, 4th—spell immunity, 5th—righteous 
  might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 
  9th—crushing hand.
  Sun Domain
  Deities: Iomedae, Sarenrae.
  Granted Powers: You see truth in the pure and 
  burning light of the sun, and can call upon its blessing 
  or wrath to work great deeds.
  Sun’s Blessing (Su): Whenever you channel positive energy 
  to harm undead creatures, add your cleric level to the 
  damage dealt. Undead do not add their channel resistance 
  to their saves when you channel positive energy.
   Nimbus of Light (Su): At 8th level, you can emit a 30-foot 
  nimbus of light for a number of rounds per day equal to 
  your cleric level. This acts as a daylight spell. In addition, 
  undead within this radius take an amount of damage equal 
  to your cleric level each round that they remain inside the 
  nimbus. Spells and spell-like abilities with the darkness 
  descriptor are automatically dispelled if brought inside 
  this nimbus. These rounds do not need to be consecutive.
  Domain Spells: 1st—endure elements, 2nd—heat metal, 
  3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire 
  seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.
  Travel Domain
  Deities: Abadar, Cayden Cailean, Desna.
  Granted Powers: You are an explorer and find 
  enlightenment in the simple joy of travel, be it by foot or 
  conveyance or magic. Increase your base speed by 10 feet.
  Agile Feet (Su): As a free action, you can gain increased 
  mobility for 1 round. For the next round, you ignore all 
  difficult terrain and do not take any penalties for moving 
  through it. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Dimensional Hop (Sp): At 8th level, you can teleport up 
  to 10 feet per cleric level per day as a move action. This 
  teleportation must be used in 5-foot increments and such 
  movement does not provoke attacks of opportunity. You 
  must have line of sight to your destination to use this 
  ability. You can bring other willing creatures with you, 
  but you must expend an equal amount of distance for each 
  creature brought.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703041
  703041
  450965
  450965
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703042
  703042
  450966
  450966
  4848
  Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—
  fly, 4th—dimension door, 5th—teleport, 6th—find the path, 
  7th—greater teleport, 8th—phase door, 9th—astral projection.
  Trickery Domain
  Deities: Asmodeus, Calistria, Lamashtu, Norgorber.
  Granted Powers: You are a master of illusions and 
  deceptions. Bluff, Disguise, and Stealth are class skills.
  Copycat (Sp): You can create an illusory double of yourself as 
  a move action. This double functions as a single mirror image 
  and lasts for a number of rounds equal to your cleric level, or 
  until the illusory duplicate is dispelled or destroyed. You can 
  have no more than one copycat at a time. This ability does 
  not stack with the mirror image spell. You can use this ability a 
  number of times per day equal to 3 + your Wisdom modifier.
  Master’s Illusion (Sp): At 8th level, you can create an 
  illusion that hides the appearance of yourself and any 
  number of allies within 30 feet for 1 round per cleric level. 
  This ability otherwise functions like the spell veil. The 
  rounds do not need to be consecutive.
  Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—
  nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 
  7th—screen, 8th—mass invisibility, 9th—time stop.
  War Domain
  Deities: Gorum, Iomedae, Rovagug, Urgathoa.
  Granted Powers: You are a crusader for your god, 
  always ready and willing to fight to defend your faith.
  Battle Rage (Sp): You can touch a creature as a standard 
  action to give it a bonus on melee damage rolls equal to 1/2 
  your cleric level for 1 round (minimum +1). You can do so a 
  number of times per day equal to 3 + your Wisdom modifier.
  Weapon Master (Su): At 8th level, you gain the use 
  of one combat feat for a number of rounds per day 
  equal to your cleric level. These rounds do not need 
  to be consecutive and you can change the feat chosen 
  each time you use this ability. You must meet the 
  prerequisites to use this feat.
  Domain Spells: 1st—magic weapon, 2nd—spiritual 
  weapon, 3rd—magic vestment, 4th—divine power, 5th—flame 
  strike, 6th—blade barrier, 7th—power word blind, 8th—power 
  word stun, 9th—power word kill.
  Water Domain
  Deities: Gozreh, Pharasma.
  Granted Powers: You can manipulate water and mist 
  and ice, conjure creatures of water, and resist cold.
  Icicle (Sp): As a standard action, you can fire an icicle from 
  your finger, targeting any foe within 30 feet as a ranged 
  touch attack. The icicle deals 1d6 points of cold damage 
  + 1 point for every two cleric levels you possess. You can 
  use this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Cold Resistance (Ex): At 6th level, you gain resist cold 10. 
  This resistance increases to 20 at 12th level. At 20th level, 
  you gain immunity to cold.
  Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—
  water breathing, 4th—control water, 5th—ice storm, 6th—cone 
  of cold, 7th—elemental body IV (water only), 8th—horrid 
  wilting, 9th—elemental swarm (water spell only).
  Weather Domain
  Deities: Gozreh, Rovagug.
  Granted Powers: With power over storm and sky, you 
  can call down the wrath of the gods upon the world below.
  Storm Burst (Sp): As a standard action, you can create a 
  storm burst targeting any foe within 30 feet as a ranged 
  touch attack. The storm burst deals 1d6 points of nonlethal 
  damage + 1 point for every two cleric levels you possess. In 
  addition, the target is buffeted by winds and rain, causing 
  it to take a –2 penalty on attack rolls for 1 round. You can 
  use this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Lightning Lord (Sp): At 8th level, you can call down a 
  number of bolts of lightning per day equal to your cleric 
  level. You can call down as many bolts as you want with a 
  single standard action, but no creature can be the target of 
  more than one bolt and no two targets can be more than 30 
  feet apart. This ability otherwise functions as call lightning.
  Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 
  3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—
  control winds, 7th—control weather, 8th—whirlwind, 9th—
  storm of vengeance.
  druid
  Within the purity of the elements and the order of the 
  wilds lingers a power beyond the marvels of civilization. 
  Furtive yet undeniable, these primal magics are guarded 
  over by servants of philosophical balance known as druids. 
  Allies to beasts and manipulators of nature, these often 
  misunderstood protectors of the wild strive to shield their 
  lands from all who would threaten them and prove the 
  might of the wilds to those who lock themselves behind 
  city walls. Rewarded for their devotion with incredible 
  powers, druids gain unparalleled shape-shifting abilities, 
  the companionship of mighty beasts, and the power to call 
  upon nature’s wrath. The mightiest temper powers akin to 
  storms, earthquakes, and volcanoes with primeval wisdom 
  long abandoned and forgotten by civilization. 
  Role: While some druids might keep to the fringe of 
  battle, allowing companions and summoned creatures 
  to fight while they confound foes with the powers of 
  nature, others transform into deadly beasts and savagely 
  wade into combat. Druids worship personifications of 
  elemental forces, natural powers, or nature itself. Typically 
  this means devotion to a nature deity, though druids are 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703042
  703042
  450966
  450966
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703043
  703043
  450967
  450967
  4949
  3
  Classes
  Classes
  just as likely to revere vague spirits, animalistic demigods, 
  or even specific awe-inspiring natural wonders.
  Alignment: Any neutral.
  Hit Die: d8.
  Class Skills
  The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), 
  Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Perception (Wis), Profession (Wis), 
  Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the druid.
  Weapon and Armor Proficiency: Druids are proficient 
  with the following weapons: club, dagger, dart, quarterstaff, 
  scimitar, scythe, sickle, shortspear, sling, and spear. They 
  are also proficient with all natural attacks (claw, bite, and so 
  forth) of any form they assume with wild shape (see below).
  Druids are proficient with light and medium armor but 
  are prohibited from wearing metal armor; thus, they may 
  wear only padded, leather, or hide armor. A druid may also 
  wear wooden armor that has been altered by the ironwood 
  spell so that it functions as though it were steel. Druids are 
  proficient with shields (except tower shields) but must use 
  only those crafted from wood.
  A druid who wears prohibited armor or uses a prohibited 
  shield is unable to cast druid spells or use any of her 
  supernatural or spell-like class abilities while doing so 
  and for 24 hours thereafter.
  Spells: A druid casts divine spells which are drawn 
  from the druid spell list presented in Chapter 10. Her 
  alignment may restrict her from casting 
  certain spells opposed to her moral or 
  ethical beliefs; see Chaotic, Evil, Good, and 
  Lawful Spells. A druid must choose and 
  prepare her spells in advance.
  To prepare or cast a spell, the druid 
  must have a Wisdom score equal 
  to at least 10 + the spell level. 
  The Difficulty Class for a saving 
  throw against a druid’s spell is 10 
  + the spell level + the druid’s Wisdom 
  modifier.
  Like other spellcasters, a druid can cast only a 
  certain number of spells of each spell level per day. Her 
  base daily spell allotment is given on Table 3–7. In addition, 
  she receives bonus spells per day if she has a high Wisdom 
  score (see Table 1–3).
  A druid must spend 1 hour each day in a trance-like 
  meditation on the mysteries of nature to regain her 
  daily allotment of spells. A druid may prepare and cast 
  any spell on the druid spell list, provided that she can 
  cast spells of that level, but she must choose which spells 
  to prepare during her daily meditation.
  Spontaneous Casting: A druid can channel stored spell 
  energy into summoning spells that she hasn’t prepared 
  ahead of time. She can “lose” a prepared spell in order to cast 
  any summon nature’s ally spell of the same level or lower. 
  Chaotic, Evil, Good, and Lawful Spells: A druid can’t 
  cast spells of an alignment opposed to her own or her 
  deity’s (if she has one). Spells associated with particular 
  alignments are indicated by the chaos, evil, good, and law 
  descriptors in their spell descriptions.
  Orisons: Druids can prepare a number of orisons, or 
  0-level spells, each day, as noted on Table 3–7 under “Spells 
  per Day.” These spells are cast like any other spell, but they 
  are not expended when cast and may be used again.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703043
  703043
  450967
  450967
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703044
  703044
  450968
  450968
  5050
  Bonus Languages: A druid’s bonus language options 
  include Sylvan, the language of woodland creatures. This 
  choice is in addition to the bonus languages available to 
  the character because of her race.
  A druid also knows Druidic, a secret language known 
  only to druids, which she learns upon becoming a 1st-level 
  druid. Druidic is a free language for a druid; that is, she 
  knows it in addition to her regular allotment of languages 
  and it doesn’t take up a language slot. Druids are forbidden 
  to teach this language to nondruids.
  Druidic has its own alphabet.
  Nature Bond (Ex): At 1st level, a druid forms a bond with 
  nature. This bond can take one of two forms. The first is a 
  close tie to the natural world, granting the druid one of the 
  following cleric domains: Air, Animal, Earth, Fire, Plant, 
  Water, or Weather. When determining the powers and 
  bonus spells granted by this domain, the druid’s effective 
  cleric level is equal to her druid level. A druid that selects 
  this option also receives additional domain spell slots, just 
  like a cleric. She must prepare the spell from her domain 
  in this slot and this spell cannot be used to cast a spell 
  spontaneously.
  The second option is to form a close bond with an 
  animal companion. A druid may begin play with any of 
  the animals listed in the Animal Companions section 
  beginning on page 51. This animal is a loyal companion 
  that accompanies the druid on her adventures.
  Unlike normal animals of its kind, an animal 
  companion’s Hit Dice, abilities, skills, and feats advance as 
  the druid advances in level. If a character receives an animal 
  companion from more than one source, her effective druid 
  levels stack for the purposes of determining the statistics 
  and abilities of the companion. Most animal companions 
  increase in size when their druid reaches 4th or 7th 
  level, depending on the companion. If a druid releases 
  her companion from service, she may gain a new one by 
  performing a ceremony requiring 24 uninterrupted hours 
  of prayer in the environment where the new companion 
  typically lives. This ceremony can also replace an animal 
  companion that has perished.
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks.
  Wild Empathy (Ex): A druid can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check made to improve the attitude of a person (see 
  Chapter 4). The druid rolls 1d20 and adds her druid 
  level and her Charisma modifier to determine the wild 
  empathy check result. The typical domestic animal has 
  a starting attitude of indifferent, while wild animals are 
  usually unfriendly.
  Table 3–7: Druid
   
   
  Base
   
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 2nd 3rd 4th 5th 6th 
  7th 8th 9th
  1st 
  +0 
  +2 
  +0 
  +2 
  Nature bond, nature sense, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  orisons, wild empathy
  2nd 
  +1 
  +3 
  +0 
  +3 
  Woodland stride 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +3 
  +1 
  +3 
  Trackless step 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +4 
  +1 
  +4 
  Resist nature’s lure, 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  Wild shape (1/day)
  5th 
  +3 
  +4 
  +1 
  +4 
   
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +4 
  +5 
  +2 
  +5 
  Wild shape (2/day) 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +5 
  +5 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Wild shape (3/day) 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Venom immunity 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th +7/+2 
  +7 
  +3 
  +7 
  Wild shape (4/day) 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th +9/+4 
  +8 
  +4 
  +8 
  Wild shape (5/day) 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  A thousand faces 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th +10/+5 
  +9 
  +4 
  +9 
  Wild shape (6/day) 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Timeless body 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th +12/+7/+2 
  +10 
  +5 
  +10 
  Wild shape (7/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th +13/+8/+3 
  +11 
  +6 
  +11 
  Wild shape (8/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th +14/+9/+4 
  +11 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th +15/+10/+5 
  +12 
  +6 
  +12 
  Wild shape (at will) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703044
  703044
  450968
  450968
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703045
  703045
  450969
  450969
  5151
  3
  Classes
  Classes
  To use wild empathy, the druid and the animal must 
  be within 30 feet of one another under normal conditions. 
  Generally, influencing an animal in this way takes 1 
  minute but, as with influencing people, it might take more 
  or less time.
  A druid can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but she takes a –4 
  penalty on the check.
  Woodland Stride (Ex): Starting at 2nd level, a druid may 
  move through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar terrain) at her 
  normal speed and without taking damage or suffering any 
  other impairment. Thorns, briars, and overgrown areas 
  that have been magically manipulated to impede motion, 
  however, still affect her.
  Trackless Step (Ex): Starting at 3rd level, a druid leaves 
  no trail in natural surroundings and cannot be tracked. 
  She may choose to leave a trail if so desired.
  Resist Nature’s Lure (Ex): Starting at 4th level, a druid 
  gains a +4 bonus on saving throws against the spell-like 
  and supernatural abilities of fey. This bonus also applies 
  to spells and effects that utilize or target plants, such as 
  blight, entangle, spike growth, and warp wood.
  Wild Shape (Su): At 4th level, a druid gains the ability to 
  turn herself into any Small or Medium animal and back 
  again once per day. Her options for new forms include 
  all creatures with the animal type. This ability functions 
  like the beast shape I spell, except as noted here. The effect 
  lasts for 1 hour per druid level, or until she changes back. 
  Changing form (to animal or back) is a standard action 
  and doesn’t provoke an attack of opportunity. The form 
  chosen must be that of an animal with which the druid 
  is familiar. 
  A druid loses her ability to speak while in animal 
  form because she is limited to the sounds that a normal, 
  untrained animal can make, but she can communicate 
  normally with other animals of the same general 
  grouping as her new form. (The normal sound a wild 
  parrot makes is a squawk, so changing to this form does 
  not permit speech.)
  A druid can use this ability an additional time per day 
  at 6th level and every two levels thereafter, for a total of 
  eight times at 18th level. At 20th level, a druid can use wild 
  shape at will. As a druid gains levels, this ability allows the 
  druid to take on the form of larger and smaller animals, 
  elementals, and plants. Each form expends one daily use of 
  this ability, regardless of the form taken. 
  At 6th level, a druid can also use wild shape to change 
  into a Large or Tiny animal or a Small elemental. When 
  taking the form of an animal, a druid’s wild shape now 
  functions as beast shape II. When taking the form of an 
  elemental, the druid’s wild shape functions as elemental 
  body I.
  At 8th level, a druid can also use wild shape to change 
  into a Huge or Diminutive animal, a Medium elemental, 
  or a Small or Medium plant creature. When taking the 
  form of animals, a druid’s wild shape now functions as 
  beast shape III. When taking the form of an elemental, 
  the druid’s wild shape now functions as elemental body II. 
  When taking the form of a plant creature, the druid’s wild 
  shape functions as plant shape I.
  At 10th level, a druid can also use wild shape to change 
  into a Large elemental or a Large plant creature. When 
  taking the form of an elemental, the druid’s wild shape 
  now functions as elemental body III. When taking the form 
  of a plant, the druid’s wild shape now functions as plant 
  shape II.
  At 12th level, a druid can also use wild shape to change into 
  a Huge elemental or a Huge plant creature. When taking the 
  form of an elemental, the druid’s wild shape now functions as 
  elemental body IV. When taking the form of a plant, the druid’s 
  wild shape now functions as plant shape III.
  Venom Immunity (Ex): At 9th level, a druid gains 
  immunity to all poisons. 
  A Thousand Faces (Su): At 13th level, a druid gains the 
  ability to change her appearance at will, as if using the alter 
  self spell, but only while in her normal form.
  Timeless Body (Ex): After attaining 15th level, a druid 
  no longer takes ability score penalties for aging and cannot 
  be magically aged. Any penalties she may have already 
  incurred, however, remain in place. Bonuses still accrue, 
  and the druid still dies of old age when her time is up.
  Ex-Druids
  A druid who ceases to revere nature, changes to a prohibited 
  alignment, or teaches the Druidic language to a nondruid 
  loses all spells and druid abilities (including her animal 
  companion, but not including weapon, armor, and shield 
  proficiencies). She cannot thereafter gain levels as a druid 
  until she atones (see the atonement spell description).
  Animal Companions
  An animal companion’s abilities are determined by 
  the druid’s level and its animal racial traits. Table 3–8 
  determines many of the base statistics of the animal 
  companion. They remain creatures of the animal type for 
  purposes of determining which spells can affect them.
  Class Level: This is the character’s druid level. The 
  druid’s class levels stack with levels of any other classes 
  that are entitled to an animal companion for the purpose 
  of determining the companion’s statistics.
  HD: This is the total number of eight-sided (d8) Hit 
  Dice the animal companion possesses, each of which gains 
  a Constitution modifier, as normal. 
  BAB: This is the animal companion’s base attack bonus. 
  An animal companion’s base attack bonus is the same as 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703045
  703045
  450969
  450969
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703046
  703046
  450970
  450970
  5252
  that of a druid of a level equal to the animal’s HD. Animal 
  companions do not gain additional attacks using their 
  natural weapons for a high base attack bonus.
  Fort/Ref/Will: These are the animal companion’s base 
  saving throw bonuses. An animal companion has good 
  Fortitude and Reflex saves.
  Skills: This lists the animal’s total skill ranks. Animal 
  companions can assign skill ranks to any skill listed 
  under Animal Skills. If an animal companion increases 
  its Intelligence to 10 or higher, it gains bonus skill ranks 
  as normal. Animal companions with an Intelligence of 
  3 or higher can purchase ranks in any skill. An animal 
  companion cannot have more ranks in a skill than it has 
  Hit Dice.
  Feats: This is the total number of feats possessed by an 
  animal companion. Animal companions should select 
  their feats from those listed under Animal Feats. Animal 
  companions can select other feats, although they are unable 
  to utilize some feats (such as Martial Weapon Proficiency). 
  Note that animal companions cannot select a feat with a 
  requirement of base attack bonus +1 until they gain their 
  second feat at 3 Hit Dice.
  Natural Armor Bonus: The number noted here is an 
  improvement to the animal companion’s existing natural 
  armor bonus.
  Str/Dex Bonus: Add this modifier to the animal 
  companion’s Strength and Dexterity scores.
  Bonus Tricks: The value given in this column is the 
  total number of “bonus” tricks that the animal knows in 
  addition to any that the druid might choose to teach it 
  (see the Handle Animal skill for more details on how to 
  teach an animal tricks). These bonus tricks don’t require 
  any training time or Handle Animal checks, and they 
  don’t count against the normal limit of tricks known by 
  the animal. The druid selects these bonus tricks, and once 
  selected, they can’t be changed. 
  Special: This includes a number of abilities gained by 
  animal companions as they increase in power. Each of 
  these bonuses is described below.
  Link (Ex): A druid can handle her animal companion 
  as a free action, or push it as a move action, even if she 
  doesn’t have any ranks in the Handle Animal skill. The 
  druid gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an 
  animal companion.
  Share Spells (Ex): The druid may cast a spell with a target 
  of “You” on her animal companion (as a spell with a range 
  of touch) instead of on herself. A druid may cast spells on 
  her animal companion even if the spells normally do not 
  affect creatures of the companion’s type (animal). Spells 
  cast in this way must come from a class that grants an 
  animal companion. This ability does not allow the animal 
  to share abilities that are not spells, even if they function 
  like spells.
  Table 3–8: Animal Companion Base Statistics  
   
   
   
   
   
   
   
   
  Natural 
  Class 
   
   
   
   
   
   
   
  Armor 
  Str/Dex Bonus
  Level 
  HD 
  BAB 
  Fort 
  Ref 
  Will 
  Skills 
  Feats 
  Bonus 
  Bonus 
  Tricks 
  Special
  1st 
  2 
  +1 
  +3 
  +3 
  +0 
  2 
  1 
  +0 
  +0 
  1 
  Link, share spells
  2nd 
  3 
  +2 
  +3 
  +3 
  +1 
  3 
  2 
  +0 
  +0 
  1 
  —
  3rd 
  3 
  +2 
  +3 
  +3 
  +1 
  3 
  2 
  +2 
  +1 
  2 
  Evasion
  4th 
  4 
  +3 
  +4 
  +4 
  +1 
  4 
  2 
  +2 
  +1 
  2 
  Ability score increase
  5th 
  5 
  +3 
  +4 
  +4 
  +1 
  5 
  3 
  +2 
  +1 
  2 
  —
  6th 
  6 
  +4 
  +5 
  +5 
  +2 
  6 
  3 
  +4 
  +2 
  3 
  Devotion
  7th 
  6 
  +4 
  +5 
  +5 
  +2 
  6 
  3 
  +4 
  +2 
  3 
  —
  8th 
  7 
  +5 
  +5 
  +5 
  +2 
  7 
  4 
  +4 
  +2 
  3 
  —
  9th 
  8 
  +6 
  +6 
  +6 
  +2 
  8 
  4 
  +6 
  +3 
  4 
  Ability score increase, Multiattack
  10th 
  9 
  +6 
  +6 
  +6 
  +3 
  9 
  5 
  +6 
  +3 
  4 
  —
  11th 
  9 
  +6 
  +6 
  +6 
  +3 
  9 
  5 
  +6 
  +3 
  4 
  —
  12th 
  10 
  +7 
  +7 
  +7 
  +3 
  10 
  5 
  +8 
  +4 
  5 
  —
  13th 
  11 
  +8 
  +7 
  +7 
  +3 
  11 
  6 
  +8 
  +4 
  5 
  —
  14th 
  12 
  +9 
  +8 
  +8 
  +4 
  12 
  6 
  +8 
  +4 
  5 
  Ability score increase
  15th 
  12 
  +9 
  +8 
  +8 
  +4 
  12 
  6 
  +10 
  +5 
  6 
  Improved evasion
  16th 
  13 
  +9 
  +8 
  +8 
  +4 
  13 
  7 
  +10 
  +5 
  6 
  —
  17th 
  14 
  +10 
  +9 
  +9 
  +4 
  14 
  7 
  +10 
  +5 
  6 
  —
  18th 
  15 
  +11 
  +9 
  +9 
  +5 
  15 
  8 
  +12 
  +6 
  7 
  —
  19th 
  15 
  +11 
  +9 
  +9 
  +5 
  15 
  8 
  +12 
  +6 
  7 
  —
  20th 
  16 
  +12 
  +10 
  +10 
  +5 
  16 
  8 
  +12 
  +6 
  7 
  Ability score increase
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703046
  703046
  450970
  450970
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703047
  703047
  450971
  450971
  5353
  3
  Classes
  Classes
  Evasion (Ex): If an animal companion is subjected to an 
  attack that normally allows a Reflex save for half damage, 
  it takes no damage if it makes a successful saving throw.
  Ability Score Increase (Ex): The animal companion adds +1 
  to one of its ability scores.
  Devotion (Ex): An animal companion gains a +4 morale 
  bonus on Will saves against enchantment spells and effects.
  Multiattack: An animal companion gains Multiattack as 
  a bonus feat if it has three or more natural attacks and does 
  not already have that feat. If it does not have the requisite 
  three or more natural attacks, the animal companion 
  instead gains a second attack with one of its natural 
  weapons, albeit at a –5 penalty.
  Improved Evasion (Ex): When subjected to an attack that 
  allows a Reflex saving throw for half damage, an animal 
  companion takes no damage if it makes a successful saving 
  throw and only half damage if the saving throw fails.
  Animal Skills
  Animal companions can have ranks in any of the following 
  skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), 
  Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* 
  (Dex), Survival (Wis), and Swim* (Str). All of the skills 
  marked with an (*) are class skills for animal companions. 
  Animal companions with an Intelligence of 3 or higher 
  can put ranks into any skill. 
  Animal Feats
  Animal companions can select from the following feats: 
  Acrobatic, Agile Maneuvers, Armor Proficiency (light, 
  medium, and heavy), Athletic, Blind-Fight, Combat 
  Ref lexes, Diehard, Dodge, Endurance, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Improved 
  Natural Armor (see the Pathfinder RPG Bestiary), 
  Improved Natural Attack (see the Pathfinder RPG Bestiary), 
  Improved Overrun, Intimidating Prowess, Iron Will, 
  Lightning Ref lexes, Mobility, Power Attack, Run, Skill 
  Focus, Spring Attack, Stealthy, Toughness,  , and Weapon 
  Focus. Animal companions with an Intelligence of 3 or 
  higher can select any feat they are physically capable of 
  using. GMs might expand this list to include feats from 
  other sources. 
  Animal Choices
  Each animal companion has different starting sizes, 
  speed, attacks, ability scores, and special qualities. All 
  animal attacks are made using the creature’s full base 
  attack bonus unless otherwise noted. Animal attacks 
  add the animal’s Strength modifier to the damage roll, 
  unless it is its only attack, in which case it adds 1-1/2 
  its Strength modifier. Some have special abilities, such 
  as scent. See Appendix 1 for more information on these 
  abilities. As you gain levels, your animal companion 
  improves as well, usually at 4th or 7th level, in addition 
  to the standard bonuses noted on Table 3–8. Instead 
  of taking the listed benefit at 4th or 7th level, you can 
  instead choose to increase the companion’s Dexterity 
  and Constitution by 2.
  The animal companions listed here are by no means 
  the only ones available—additional animal companion 
  types can be found in the Pathfinder RPG Bestiary. Some 
  of the special attacks and qualities possessed by animals 
  are covered in more detail there as well.
  Ape
  Starting Statistics: Size Medium; Speed 30 ft., Climb 30 
  ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); 
  Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; 
  Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, 
  Dex –2, Con +4.
  Badger (Wolverine)
  Starting Statistics: Size Small; Speed 30 ft., burrow 
  10 ft., climb 10 ft.; AC +2 natural armor; Attack bite 
  (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 17, Con 15,  
  Int 2, Wis 12, Cha 10; Special Attacks rage (as a barbarian 
  for 6 rounds per day); Special Qualities low-light 
  vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6), 
  2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2. 
  Bear
  Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural 
  armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 
  15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities 
  low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6), 
  2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2. 
  Bird (Eagle/Hawk/Owl)
  Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. 
  (average); AC +1 natural armor; Attack bite (1d4), 2 talons 
  (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, 
  Cha 6; Special Qualities low-light vision.
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  Boar
  Starting Statistics: Size Small; Speed 40 ft.; AC +6 
  natural armor; Attack gore (1d6); Ability Scores Str 13, 
  Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities 
  low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack gore 
  (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks 
  ferocity (see the Pathfinder RPG Bestiary for more details). 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703047
  703047
  450971
  450971
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703048
  703048
  450972
  450972
  5454
  Camel
  Starting Statistics: Size Large; Speed 50 ft.; AC +1 natural 
  armor; Attack bite (1d4) or spit (ranged touch attack, 
  target is sickened for 1d4 rounds, range 10 feet); Ability 
  Scores Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Special 
  Qualities low-light vision, scent.
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  Cat, Big (Lion, Tiger)
  Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural 
  armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, 
  Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake 
  (1d4); Special Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, 
  Con +4; Special Attacks grab, pounce, rake (1d6) (see the 
  Pathfinder RPG Bestiary for more details for these attacks). 
  Cat, Small (Cheetah, Leopard)
  Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural 
  armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability 
  Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special 
  Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6 
  plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; 
  Special Qualities sprint (see the Pathfinder RPG Bestiary). 
  Crocodile (Alligator)
  Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC 
  +4 natural armor; Attack bite (1d6); Ability Scores Str 15, 
  Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold 
  breath (see the Pathfinder RPG Bestiary), low-light vision.
  4th-Level Advancement: Size Medium; Attack bite (1d8) 
  or tail slap (1d12); Ability Scores Str +4, Dex –2, Con +2; 
  Special Attacks death roll, grab, sprint (see the Pathfinder 
  RPG Bestiary). 
  Dinosaur (Deinonychus, Velociraptor)
  Starting Statistics: Size Small; Speed 60 ft.; AC +1 natural 
  armor; Attack 2 talons (1d6), bite (1d4); Ability Scores Str 
  11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities 
  low-light vision, scent.
  7th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) Ability 
  Scores Str +4, Dex –2, Con +2; Special Attacks pounce (see 
  the Pathfinder RPG Bestiary). 
  Dog
  Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural 
  armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, 
  Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6); 
  Ability Scores Str +4, Dex –2, Con +2. 
  Horse
  Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural 
  armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 
  16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities 
  low-light vision, scent. *This is a secondary natural attack, 
  see Chapter 8 for more information on how secondary 
  attacks work.
  4th-Level Advancement: Ability Scores Str +2, Con 
  +2; Special Qualities combat trained (see the Pathfinder 
  RPG Bestiary). 
  Pony
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 
  natural armor; Attack 2 hooves (1d3); Ability Scores Str 
  13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities 
  low-light vision, scent.
  4th-Level Advancement: Ability Scores Str +2, Con 
  +2; Special Qualities combat trained (see the Pathfinder 
  RPG Bestiary). 
  Shark
  Starting Statistics: Size Small; Speed swim 60 ft.; AC +4 
  natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, 
  Con 15, Int 1, Wis 12, Cha 2; Special Qualities scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6); 
  Ability Scores Str +4, Dex –2, Con +2; Special Qualities 
  blindsense. 
  Snake, Constrictor
  Starting Statistics: Size Medium; Speed 20 ft., climb 20 
  ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3); 
  Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; 
  Special Attacks grab; Special Qualities scent.
  4th-Level Advancement: Size Large; AC +1 natural armor; 
  Attack bite (1d4); Ability Scores Str +8, Dex –2, Con +4; Special 
  Attacks constrict 1d4 (see the Pathfinder RPG Bestiary). 
  Snake, Viper
  Starting Statistics: Size Small; Speed 20 ft., climb 20 ft., swim 
  20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison); 
  Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special 
  Attacks poison (Frequency 1 round (6), Effect 1 Con damage, 
  Cure 1 save, Con-based DC); Special Qualities scent.
  4th-Level Advancement: Size Medium; Attack bite 
  (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2. 
  Wolf
  Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural 
  armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 
  15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities scent.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex 
  –2, Con +4. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703048
  703048
  450972
  450972
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703049
  703049
  450973
  450973
  5555
  3
  Classes
  Classes
  Fighter
  Some take up arms for glory, wealth, or revenge. Others 
  do battle to prove themselves, to protect others, or because 
  they know nothing else. Still others learn the ways of 
  weaponcraft to hone their bodies in battle and prove 
  their mettle in the forge of war. Lords of the battlefield, 
  fighters are a disparate lot, training with many weapons 
  or just one, perfecting the uses of armor, learning the 
  fighting techniques of exotic masters, and studying 
  the art of combat, all to shape themselves into living 
  weapons. Far more than mere thugs, these skilled warriors 
  reveal the true deadliness of their weapons, turning 
  hunks of metal into arms capable of taming kingdoms, 
  slaughtering monsters, and rousing the hearts of armies. 
  Soldiers, knights, hunters, and artists of war, fighters are 
  unparalleled champions, and woe to those who dare stand 
  against them.
  Role: Fighters excel at combat—defeating their enemies, 
  controlling the flow of battle, and surviving such sorties 
  themselves. While their specific weapons and methods 
  grant them a wide variety of tactics, few can match fighters 
  for sheer battle prowess.
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The fighter’s class skills are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) 
  (Int), Knowledge (engineering) (Int), Profession (Wis), Ride 
  (Dex), Survival (Wis), and Swim (Str). 
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following are class features of the fighter.
  Weapon and Armor Proficiency: A fighter is proficient with 
  all simple and martial weapons and with all armor (heavy, 
  light, and medium) and shields (including tower shields).
  Bonus Feats: At 1st level, and at every even level thereafter, 
  a fighter gains a bonus feat in addition to those gained 
  from normal advancement (meaning that the fighter gains 
  a feat at every level). These bonus feats must be selected 
  from those listed as combat feats, sometimes also called 
  “fighter bonus feats.”
  Upon reaching 4th level, and every four levels 
  thereafter (8th, 12th, and so on), a fighter can choose 
  to learn a new bonus feat in place of a bonus feat he has 
  already learned. In effect, the fighter loses the bonus 
  feat in exchange for the new one. The old feat cannot 
  be one that was used as a prerequisite for another feat, 
  prestige class, or other ability. A fighter can only change 
  one feat at any given level and must choose whether or 
  not to swap the feat at the time he gains a new bonus feat 
  for the level.
  Bravery (Ex): Starting at 2nd level, a fighter gains a +1 
  bonus on Will saves against fear. This bonus increases by 
  +1 for every four levels beyond 2nd.
  Armor Training (Ex): Starting at 3rd level, a fighter 
  learns to be more maneuverable while wearing armor. 
  Whenever he is wearing armor, he reduces the armor 
  check penalty by 1 (to a minimum of 0) and increases the 
  maximum Dexterity bonus allowed by his armor by 1. Every 
  four levels thereafter (7th, 11th, and 15th), these bonuses 
  increase by +1 each time, to a maximum –4 reduction of the 
  armor check penalty and a +4 increase of the maximum 
  Dexterity bonus allowed.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703049
  703049
  450973
  450973
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703050
  703050
  450974
  450974
  5656
  In addition, a fighter can also move at his normal speed 
  while wearing medium armor. At 7th level, a fighter can 
  move at his normal speed while wearing heavy armor.
  Weapon Training (Ex): Starting at 5th level, a fighter can 
  select one group of weapons, as noted below. Whenever he 
  attacks with a weapon from this group, he gains a +1 bonus 
  on attack and damage rolls.
  Every four levels thereafter (9th, 13th, and 17th), a 
  fighter becomes further trained in another group of 
  weapons. He gains a +1 bonus on attack and damage rolls 
  when using a weapon from this group. In addition, the 
  bonuses granted by previous weapon groups increase by 
  +1 each. For example, when a fighter reaches 9th level, 
  he receives a +1 bonus on attack and damage rolls with 
  one weapon group and a +2 bonus on attack and damage 
  rolls with the weapon group selected at 5th level. Bonuses 
  granted from overlapping groups do not stack. Take the 
  highest bonus granted for a weapon if it resides in two or  
  more groups.
  A fighter also adds this bonus to any combat maneuver 
  checks made with weapons from this group. This bonus 
  also applies to the fighter’s Combat Maneuver Defense 
  when defending against disarm and sunder attempts 
  made against weapons from this group.
  Weapon groups are defined as follows (GMs may add 
  other weapons to these groups, or add entirely new groups):
  Axes: battleaxe, dwarven waraxe, greataxe, handaxe, 
  heavy pick, light pick, orc double axe, and throwing axe. 
  Blades, Heavy: bastard sword, elven curve blade, 
  falchion, greatsword, longsword, scimitar, scythe, and 
  two-bladed sword.
  Blades, Light: dagger, kama, kukri, rapier, sickle, 
  starknife, and short sword.
  Bows: composite longbow, composite shortbow, longbow, 
  and shortbow.
  Close: gauntlet, heavy shield, light shield, punching 
  dagger, sap, spiked armor, spiked gauntlet, spiked shield, 
  and unarmed strike.
  Crossbows: hand crossbow, heavy crossbow, light crossbow, 
  heavy repeating crossbow, and light repeating crossbow.
  Double: dire flail, dwarven urgrosh, gnome hooked 
  hammer, orc double axe, quarterstaff, and two-bladed 
  sword.
  Flails: dire flail, flail, heavy flail, morningstar, 
  nunchaku, spiked chain, and whip.
  Hammers: club, greatclub, heavy mace, light hammer, 
  light mace, and warhammer.
  Monk: kama, nunchaku, quarterstaff, sai, shuriken, 
  siangham, and unarmed strike.
  Natural: unarmed strike and all natural weapons, such 
  as bite, claw, gore, tail, and wing.
  Pole Arms: glaive, guisarme, halberd, and ranseur.
  Spears: javelin, lance, longspear, shortspear, spear, 
  and trident.
  Thrown: blowgun, bolas, club, dagger, dart, halfling sling 
  staff, javelin, light hammer, net, shortspear, shuriken, 
  sling, spear, starknife, throwing axe, and trident.
  Armor Mastery (Ex): At 19th level, a fighter gains DR 
  5/— whenever he is wearing armor or using a shield.
  Weapon Mastery (Ex): At 20th level, a fighter chooses 
  one weapon, such as the longsword, greataxe, or longbow. 
  Any attacks made with that weapon automatically confirm 
  all critical threats and have their damage multiplier 
  increased by 1 (×2 becomes ×3, for example). In addition, he 
  cannot be disarmed while wielding a weapon of this type.
  mONk
  For the truly exemplary, martial skill transcends the 
  battlefield —it is a lifestyle, a doctrine, a state of mind. 
  These warrior-artists search out methods of battle 
  beyond swords and shields, finding weapons within 
  themselves just as capable of crippling or killing as any 
  blade. These monks (so called since they adhere to ancient 
  philosophies and strict martial disciplines) elevate their 
  bodies to become weapons of war, from battle-minded 
  ascetics to self-taught brawlers. Monks tread the path of 
  discipline, and those with the will to endure that path 
  discover within themselves not what they are, but what 
  they are meant to be.
  Table 3–9: Fighter
   
  Base
   
  Attack 
  Fort Ref Will 
  Level 
  Bonus 
  Save Save Save Special
  1st 
  +1 
  +2 
  +0 
  +0 Bonus feat
  2nd 
  +2 
  +3 
  +0 
  +0 Bonus feat, bravery +1
  3rd 
  +3 
  +3 
  +1 
  +1 
  Armor training 1
  4th 
  +4 
  +4 
  +1 
  +1 
  Bonus feat
  5th 
  +5 
  +4 
  +1 
  +1 
  Weapon training 1
  6th 
  +6/+1 
  +5 
  +2 
  +2 Bonus feat, bravery +2
  7th 
  +7/+2 
  +5 
  +2 
  +2 Armor training 2
  8th 
  +8/+3 
  +6 
  +2 
  +2 Bonus feat
  9th 
  +9/+4 
  +6 
  +3 
  +3 Weapon training 2
  10th 
  +10/+5 
  +7 
  +3 
  +3 Bonus feat, bravery +3
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 Armor training 3
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 Bonus feat
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 Weapon training 3
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 Bonus feat, bravery +4
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 Armor training 4
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 Bonus feat
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 Weapon training 4
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 Bonus feat, bravery +5
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Armor mastery
  20th 
  +20/+15/+10/+5 +12 
  +6 
  +6 
  Bonus feat, 
   
   
   
   
   
  weapon mastery
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703050
  703050
  450974
  450974
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703051
  703051
  450975
  450975
  5757
  3
  Classes
  Classes
  Role: Monks excel at overcoming even the most 
  daunting perils, striking where it’s least expected, and 
  taking advantage of enemy vulnerabilities. Fleet of foot 
  and skilled in combat, monks can navigate any battlefield 
  with ease, aiding allies wherever they are needed most.
  Alignment: Any lawful.
  Hit Die: d8.
  Class Skills
  The monk’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (history) (Int), Knowledge (religion) (Int), 
  Perception (Wis), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the monk.
  Weapon and Armor Proficiency: Monks are proficient 
  with the club, crossbow (light or heavy), dagger, handaxe, 
  javelin, kama, nunchaku, quarterstaff, sai, shortspear, 
  short sword, shuriken, siangham, sling, and spear.
  Monks are not proficient with any armor or shields.
  When wearing armor, using a shield, or carrying a 
  medium or heavy load, a monk loses his AC bonus, as well 
  as his fast movement and flurry of blows abilities.
  AC Bonus (Ex): When unarmored and unencumbered, 
  the monk adds his Wisdom bonus (if any) to his AC and his 
  CMD. In addition, a monk gains a +1 bonus to AC and CMD 
  at 4th level. This bonus increases by 1 for every four monk 
  levels thereafter, up to a maximum of +5 at 20th level.
  These bonuses to AC apply even against touch attacks 
  or when the monk is flat-footed. He loses these bonuses 
  when he is immobilized or helpless, when he wears any 
  armor, when he carries a shield, or when he carries a 
  medium or heavy load.
  Flurry of Blows (Ex): Starting at 1st level, a monk 
  can make a flurry of blows as a full-attack action. 
  When doing so he may make one additional 
  attack using any combination of unarmed 
  strikes or attacks with a special monk 
  weapon (kama, nunchaku, quarterstaff, 
  sai, shuriken, and siangham) as if 
  using the Two-Weapon Fighting feat 
  (even if the monk does not meet the 
  prerequisites for the feat). For the purpose of these 
  attacks, the monk’s base attack bonus is equal to his monk 
  level. For all other purposes, such as qualifying for a feat or a 
  prestige class, the monk uses his normal base attack bonus. 
  At 8th level, the monk can make two additional attacks 
  when he uses flurry of blows, as if using Improved Two-
  Weapon Fighting (even if the monk does not meet the 
  prerequisites for the feat).
  At 15th level, the monk can make three additional attacks 
  using flurry of blows, as if using Greater Two-Weapon 
  Fighting (even if the monk does not meet the prerequisites 
  for the feat). 
  A monk applies his full Strength bonus to his damage 
  rolls for all successful attacks made with flurry of blows, 
  whether the attacks are made with an off-hand or with a 
  weapon wielded in both hands. A monk may substitute 
  disarm, sunder, and trip combat maneuvers for unarmed 
  attacks as part of a flurry of blows. A monk cannot use any 
  weapon other than an unarmed strike or a special monk 
  weapon as part of a flurry of blows. A monk with natural 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703051
  703051
  450975
  450975
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703052
  703052
  450976
  450976
  5858
  weapons cannot use such weapons as part of a flurry of 
  blows, nor can he make natural attacks in addition to his 
  flurry of blows attacks.
  Unarmed Strike: At 1st level, a monk gains Improved 
  Unarmed Strike as a bonus feat. A monk’s attacks may be 
  with fist, elbows, knees, and feet. This means that a monk 
  may make unarmed strikes with his hands full. There is 
  no such thing as an off-hand attack for a monk striking 
  unarmed. A monk may thus apply his full Strength bonus 
  on damage rolls for all his unarmed strikes.
  Usually a monk’s unarmed strikes deal lethal damage, 
  but he can choose to deal nonlethal damage instead with 
  no penalty on his attack roll. He has the same choice to 
  deal lethal or nonlethal damage while grappling.
  A monk’s unarmed strike is treated as both a 
  manufactured weapon and a natural weapon for the 
  purpose of spells and effects that enhance or improve 
  either manufactured weapons or natural weapons.
  A monk also deals more damage with his unarmed 
  strikes than a normal person would, as shown above on 
  Table 3–10. The unarmed damage values listed on Table 
  3–10 is for Medium monks. A Small monk deals less 
  damage than the amount given there with his unarmed 
  attacks, while a Large monk deals more damage; see 
  Small or Large Monk Unarmed Damage on the table 
  given below.
  Small or Large Monk Unarmed Damage
    
  Damage  
  Damage
  Level 
  (Small Monk) 
  (Large Monk)
  1st–3rd  
  1d4 
  1d8
  4th–7th  
  1d6 
  2d6
  8th–11th  
  1d8 
  2d8
  12th–15th  
  1d10 
  3d6
  16th–19th  
  2d6 
  3d8
  20th  
  2d8 
  4d8
  Bonus Feat: At 1st level, 2nd level, and every 4 levels 
  thereafter, a monk may select a bonus feat. These feats 
  Table 3–10: Monk
    
  Base 
   
   
   
   
   
   
   
    
  Attack 
  Fort 
  Ref 
  Will 
   
  Flurry of Blows 
  Unarmed 
  AC 
  Fast
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Attack Bonus 
  Damage* Bonus Movement
  1st 
  +0 
  +2 
  +2 
  +2 
  Bonus feat, flurry of blows, 
  –1/–1 
  1d6 
  +0 
  +0 ft.
    
   
   
   
   
  stunning fist, unarmed strike
  2nd 
  +1 
  +3 
  +3 
  +3 
  Bonus feat, evasion 
  +0/+0 
  1d6 
  +0 
  +0 ft.
  3rd 
  +2 
  +3 
  +3 
  +3 
  Fast movement, 
  +1/+1 
  1d6 
  +0 
  +10 ft.  
    
   
   
   
   
  maneuver training, still mind
  4th 
  +3 
  +4 
  +4 
  +4 
  Ki pool (magic), slow fall 20 ft. 
  +2/+2 
  1d8 
  +1 
  +10 ft.
  5th 
  +3 
  +4 
  +4 
  +4 
  High jump, purity of body 
  +3/+3 
  1d8 
  +1 
  +10 ft.
  6th 
  +4 
  +5 
  +5 
  +5 
  Bonus feat, slow fall 30 ft. 
  +4/+4/–1 
  1d8 
  +1 
  +20 ft.
  7th 
  +5 
  +5 
  +5 
  +5 
  Wholeness of body 
  +5/+5/+0 
  1d8 
  +1 
  +20 ft.
  8th 
  +6/+1 
  +6 
  +6 
  +6 
  Slow fall 40 ft. 
  +6/+6/+1/+1 
  1d10 
  +2 
  +20 ft.
  9th 
  +6/+1 
  +6 
  +6 
  +6 
  Improved evasion 
  +7/+7/+2/+2 
  1d10 
  +2 
  +30 ft.
  10th 
  +7/+2 
  +7 
  +7 
  +7 
  Bonus feat, ki pool (lawful), 
  +8/+8/+3/+3 
  1d10 
  +2 
  +30 ft.
    
   
   
   
   
  slow fall 50 ft.
  11th 
  +8/+3 
  +7 
  +7 
  +7 
  Diamond body 
  +9/+9/+4/+4/–1 
  1d10 
  +2 
  +30 ft.
  12th 
  +9/+4 
  +8 
  +8 
  +8 
  Abundant step, slow fall 60 ft. 
  +10/+10/+5/+5/+0 
  2d6 
  +3 
  +40 ft.
  13th 
  +9/+4 
  +8 
  +8 
  +8 
  Diamond soul 
  +11/+11/+6/+6/+1 
  2d6 
  +3 
  +40 ft.
  14th 
  +10/+5 
  +9 
  +9 
  +9 
  Bonus feat, slow fall 70 ft. 
  +12/+12/+7/+7/+2 
  2d6 
  +3 
  +40 ft.
  15th 
  +11/+6/+1 
  +9 
  +9 
  +9 
  Quivering palm 
  +13/+13/+8/+8/+3/+3 
  2d6 
  +3 
  +50 ft.
  16th 
  +12/+7/+2 
  +10 
  +10 
  +10 
  Ki pool (adamantine), 
  +14/+14/+9/+9/+4/+4/–1 
  2d8 
  +4 
  +50 ft.
    
   
   
   
   
  slow fall 80 ft.
  17th 
  +12/+7/+2 
  +10 
  +10 
  +10 
  Timeless body, 
  +15/+15/+10/+10/+5/+5/+0 
  2d8 
  +4 
  +50 ft.
    
   
   
   
   
  tongue of the sun and moon
  18th 
  +13/+8/+3 
  +11 
  +11 
  +11 
  Bonus feat, slow fall 90 ft. 
  +16/+16/+11/+11/+6/+6/+1 
  2d8 
  +4 
  +60 ft.
  19th 
  +14/+9/+4 
  +11 
  +11 
  +11 
  Empty body 
  +17/+17/+12/+12/+7/+7/+2 
  2d8 
  +4 
  +60 ft.
  20th +15/+10/+5 +12 
  +12 
  +12 
  Perfect self, 
  +18/+18/+13/+13/+8/+8/+3 2d10 
  +5 
  +60 ft.
    
   
   
   
   
  slow fall any distance
  *The value shown is for Medium monks. See below for Small or Large monk damage.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703052
  703052
  450976
  450976
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703053
  703053
  450977
  450977
  5959
  3
  Classes
  Classes
  must be taken from the following list: Catch Off-Guard, 
  Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Grapple, Scorpion Style, and Throw Anything. At 6th level, 
  the following feats are added to the list: Gorgon’s Fist, 
  Improved Bull Rush, Improved Disarm, Improved Feint, 
  Improved Trip, and Mobility. At 10th level, the following 
  feats are added to the list: Improved Critical, Medusa’s 
  Wrath, Snatch Arrows, and Spring Attack. A monk need 
  not have any of the prerequisites normally required for 
  these feats to select them.
  Stunning Fist (Ex): At 1st level, the monk gains Stunning 
  Fist as a bonus feat, even if he does not meet the prerequisites. 
  At 4th level, and every 4 levels thereafter, the monk gains 
  the ability to apply a new condition to the target of his 
  Stunning Fist. This condition replaces stunning the target 
  for 1 round, and a successful saving throw still negates 
  the effect. At 4th level, he can choose to make the target 
  fatigued. At 8th level, he can make the target sickened for 
  1 minute. At 12th level, he can make the target staggered 
  for 1d6+1 rounds. At 16th level, he can permanently blind or 
  deafen the target. At 20th level, he can paralyze the target 
  for 1d6+1 rounds. The monk must choose which condition 
  will apply before the attack roll is made. These effects do not 
  stack with themselves (a creature sickened by Stunning Fist 
  cannot become nauseated if hit by Stunning Fist again), but 
  additional hits do increase the duration.
  Evasion (Ex): At 2nd level or higher, a monk can avoid 
  damage from many area-effect attacks. If a monk makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he instead 
  takes no damage. Evasion can be used only if a monk is 
  wearing light armor or no armor. A helpless monk does 
  not gain the benefit of evasion.
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to his land speed, as shown on Table 
  3–10. A monk in armor or carrying a medium or heavy load 
  loses this extra speed.
  Maneuver Training (Ex): At 3rd level, a monk uses 
  his monk level in place of his base attack bonus when 
  calculating his Combat Maneuver Bonus. Base attack 
  bonuses granted from other classes are unaffected and are 
  added normally.
  Still Mind (Ex): A monk of 3rd level or higher gains a +2 
  bonus on saving throws against enchantment spells and 
  effects.
  Ki Pool (Su): At 4th level, a monk gains a pool of ki points, 
  supernatural energy he can use to accomplish amazing 
  feats. The number of points in a monk’s ki pool is equal 
  to 1/2 his monk level + his Wisdom modifier. As long as he 
  has at least 1 point in his ki pool, he can make a ki strike. At 
  4th level, ki strike allows his unarmed attacks to be treated 
  as magic weapons for the purpose of overcoming damage 
  reduction. Ki strike improves with the character’s monk 
  level. At 10th level, his unarmed attacks are also treated 
  as lawful weapons for the purpose of overcoming damage 
  reduction. At 16th level, his unarmed attacks are treated 
  as adamantine weapons for the purpose of overcoming 
  damage reduction and bypassing hardness.
  By spending 1 point from his ki pool, a monk can 
  make one additional attack at his highest attack bonus 
  when making a flurry of blows attack. In addition, he 
  can spend 1 point to increase his speed by 20 feet for 1 
  round. Finally, a monk can spend 1 point from his ki pool 
  to give himself a +4 dodge bonus to AC for 1 round. Each of 
  these powers is activated as a swift action. A monk gains 
  additional powers that consume points from his ki pool 
  as he gains levels.
  The ki pool is replenished each morning after 8 hours of rest 
  or meditation; these hours do not need to be consecutive.
  Slow Fall (Ex): At 4th level or higher, a monk within 
  arm’s reach of a wall can use it to slow his descent. When 
  first gaining this ability, he takes damage as if the fall were 
  20 feet shorter than it actually is. The monk’s ability to 
  slow his fall (that is, to reduce the effective distance of the 
  fall when next to a wall) improves with his monk level until 
  at 20th level he can use a nearby wall to slow his descent 
  and fall any distance without harm.
  High Jump (Ex): At 5th level, a monk adds his level to all 
  Acrobatics checks made to jump, both for vertical jumps 
  and horizontal jumps. In addition, he always counts as 
  having a running start when making jump checks using 
  Acrobatics. By spending 1 point from his ki pool as a swift 
  action, a monk gains a +20 bonus on Acrobatics checks 
  made to jump for 1 round.
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases, including supernatural and 
  magical diseases.
  Wholeness of Body (Su): At 7th level or higher, a monk 
  can heal his own wounds as a standard action. He can heal 
  a number of hit points of damage equal to his monk level 
  by using 2 points from his ki pool.
  Improved Evasion (Ex): At 9th level, a monk’s evasion 
  ability improves. He still takes no damage on a successful 
  Reflex saving throw against attacks, but henceforth he 
  takes only half damage on a failed save. A helpless monk 
  does not gain the benefit of improved evasion.
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds.
  Abundant Step (Su): At 12th level or higher, a monk 
  can slip magically between spaces, as if using the spell 
  dimension door. Using this ability is a move action that 
  consumes 2 points from his ki pool. His caster level for 
  this effect is equal to his monk level. He cannot take other 
  creatures with him when he uses this ability.
  Diamond Soul (Ex): At 13th level, a monk gains spell 
  resistance equal to his current monk level + 10. In order to 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703053
  703053
  450977
  450977
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703054
  703054
  450978
  450978
  6060
  affect the monk with a spell, a spellcaster must get a result 
  on a caster level check (1d20 + caster level) that equals or 
  exceeds the monk’s spell resistance.
  Quivering Palm (Su): Starting at 15th level, a monk can 
  set up vibrations within the body of another creature 
  that can thereafter be fatal if the monk so desires. He 
  can use this quivering palm attack once per day, and he 
  must announce his intent before making his attack roll. 
  Creatures immune to critical hits cannot be affected. 
  Otherwise, if the monk strikes successfully and the 
  target takes damage from the blow, the quivering palm 
  attack succeeds. Thereafter, the monk can try to slay the 
  victim at any later time, as long as the attempt is made 
  within a number of days equal to his monk level. To make 
  such an attempt, the monk merely wills the target to die 
  (a free action), and unless the target makes a Fortitude 
  saving throw (DC 10 + 1/2 the monk’s level + the monk’s 
  Wis modifier), it dies. If the saving throw is successful, 
  the target is no longer in danger from that particular 
  quivering palm attack, but it may still be affected by 
  another one at a later time. A monk can have no more 
  than 1 quivering palm in effect at one time. If a monk 
  uses quivering palm while another is still in effect, the 
  previous effect is negated.
  Timeless Body (Ex): At 17th level, a monk no longer 
  takes penalties to his ability scores for aging and cannot 
  be magically aged. Any such penalties that he has 
  already taken, however, remain in place. Age bonuses 
  still accrue, and the monk still dies of old age when his 
  time is up.
  Tongue of the Sun and Moon (Ex): A monk of 17th level 
  or higher can speak with any living creature.
  Empty Body (Su): At 19th level, a monk gains the ability 
  to assume an ethereal state for 1 minute as though using 
  the spell etherealness. Using this ability is a move action 
  that consumes 3 points from his ki pool. This ability 
  only affects the monk and cannot be used to make other 
  creatures ethereal.
  Perfect Self: At 20th level, a monk becomes a magical 
  creature. He is forevermore treated as an outsider rather 
  than as a humanoid (or whatever the monk’s creature 
  type was) for the purpose of spells and magical effects. 
  Additionally, the monk gains damage reduction 10/
  chaotic, which allows him to ignore the first 10 points of 
  damage from any attack made by a nonchaotic weapon or 
  by any natural attack made by a creature that doesn’t have 
  similar damage reduction. Unlike other outsiders, the 
  monk can still be brought back from the dead as if he were 
  a member of his previous creature type.
  Ex-Monks
  A monk who becomes nonlawful cannot gain new levels as 
  a monk but retains all monk abilities.
  pALAdiN
  Through a select, worthy few shines the power of the divine. 
  Called paladins, these noble souls dedicate their swords and 
  lives to the battle against evil. Knights, crusaders, and law-
  bringers, paladins seek not just to spread divine justice but 
  to embody the teachings of the virtuous deities they serve. 
  In pursuit of their lofty goals, they adhere to ironclad laws of 
  morality and discipline. As reward for their righteousness, 
  these holy champions are blessed with boons to aid them 
  in their quests: powers to banish evil, heal the innocent, 
  and inspire the faithful. Although their convictions might 
  lead them into conflict with the very souls they would 
  save, paladins weather endless challenges of faith and dark 
  temptations, risking their lives to do right and fighting to 
  bring about a brighter future.   
  Role: Paladins serve as beacons for their allies within 
  the chaos of battle. While deadly opponents of evil, they 
  can also empower goodly souls to aid in their crusades. 
  Their magic and martial skills also make them well 
  suited to defending others and blessing the fallen with the 
  strength to continue fighting.
  Alignment: Lawful good.
  Hit Die: d10.
  Class Skills
  The paladin’s class skills are Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Heal (Wis), Knowledge (nobility) 
  (Int), Knowledge (religion) (Int), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the paladin.
  Weapon and Armor Proficiency: Paladins are proficient 
  with all simple and martial weapons, with all types of 
  armor (heavy, medium, and light), and with shields (except 
  tower shields).
  Aura of Good (Ex): The power of a paladin’s aura of good 
  (see the detect good spell) is equal to her paladin level.
  Detect Evil (Sp): At will, a paladin can use detect evil, as 
  the spell. A paladin can, as a move action, concentrate on 
  a single item or individual within 60 feet and determine 
  if it is evil, learning the strength of its aura as if having 
  studied it for 3 rounds. While focusing on one individual 
  or object, the paladin does not detect evil in any other 
  object or individual within range.
  Smite Evil (Su): Once per day, a paladin can call out to 
  the powers of good to aid her in her struggle against evil. 
  As a swift action, the paladin chooses one target within 
  sight to smite. If this target is evil, the paladin adds her 
  Charisma bonus (if any) to her attack rolls and adds her 
  paladin level to all damage rolls made against the target 
  of her smite. If the target of smite evil is an outsider with 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703054
  703054
  450978
  450978
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703055
  703055
  450979
  450979
  6161
  3
  Classes
  Classes
  the evil subtype, an evil-aligned dragon, or an undead 
  creature, the bonus to damage increases to 2 points of 
  damage per level the paladin possesses. Regardless of the 
  target, smite evil attacks automatically bypass any DR the 
  creature might possess.
  In addition, while smite evil is in effect, the paladin 
  gains a deflection bonus equal to her Charisma modifier 
  (if any) to her AC against attacks made by the target of the 
  smite. If the paladin targets a creature that is not evil, the 
  smite is wasted with no effect.
  The smite evil effect remains until the target of the 
  smite is dead or the next time the paladin rests and regains 
  her uses of this ability. At 4th level, and at every three levels 
  thereafter, the paladin may smite evil one additional time 
  per day, as indicated on Table 3–11, to a maximum of seven 
  times per day at 19th level.
  Divine Grace (Su): At 2nd level, a paladin gains a bonus 
  equal to her Charisma bonus (if any) on all saving throws.
  Lay On Hands (Su): Beginning at 2nd level, a paladin 
  can heal wounds (her own or those of others) by touch. Each 
  day she can use this ability a number of times equal to 
  1/2 her paladin level plus her Charisma modifier. 
  With one use of this ability, a paladin can heal 
  1d6 hit points of damage for every two paladin 
  levels she possesses. Using this ability is a 
  standard action, unless the paladin targets 
  herself, in which case it is a swift action. 
  Despite the name of this ability, a paladin 
  only needs one free hand to use this ability.
  Alternatively, a paladin can use this 
  healing power to deal damage to undead 
  creatures, dealing 1d6 points of damage for 
  every two levels the paladin possesses. Using 
  lay on hands in this way requires a successful 
  melee touch attack and doesn’t provoke an attack 
  of opportunity. Undead do not receive a saving throw 
  against this damage.
  Aura of Courage (Su): At 3rd level, a paladin is immune 
  to fear (magical or otherwise). Each ally within 10 feet of 
  her gains a +4 morale bonus on saving throws against 
  fear effects. This ability functions only while the paladin 
  is conscious, not if she is unconscious or dead.
  Divine Health (Ex): At 3rd level, a paladin is immune to 
  all diseases, including supernatural and magical diseases.
  Mercy (Su): At 3rd level, and every three levels thereafter, a 
  paladin can select one mercy. Each mercy adds an effect to the 
  paladin’s lay on hands ability. Whenever the paladin uses lay 
  on hands to heal damage to one target, the target also receives 
  the additional effects from all of the mercies possessed by 
  the paladin. A mercy can remove a condition caused by a 
  curse, disease, or poison without curing the affliction. Such 
  conditions return after 1 hour unless the mercy actually 
  removes the affliction that causes the condition.
  At 3rd level, the paladin can select from the following 
  initial mercies. 
  •	 Fatigued: The target is no longer fatigued.
  •	 Shaken: The target is no longer shaken.
  •	 Sickened: The target is no longer sickened. 
  At 6th level, a paladin adds the following mercies to the 
  list of those that can be selected. 
  •	 Dazed: The target is no longer dazed.
  •	 Diseased: The paladin’s lay on hands ability also acts as 
  remove disease, using the paladin’s level as the caster level.
  •	 Staggered: The target is no longer staggered, unless the 
  target is at exactly 0 hit points.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703055
  703055
  450979
  450979
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703056
  703056
  450980
  450980
  6262
  At 9th level, a paladin adds the following mercies to the 
  list of those that can be selected.
  •	 Cursed: The paladin’s lay on hands ability also acts as 
  remove curse, using the paladin’s level as the caster level.
  •	 Exhausted: The target is no longer exhausted. The 
  paladin must have the fatigue mercy before selecting 
  this mercy.
  •	 Frightened: The target is no longer frightened. The 
  paladin must have the shaken mercy before selecting 
  this mercy.
  •	 Nauseated:  The target is no longer nauseated. The 
  paladin must have the sickened mercy before selecting 
  this mercy.
  •	 Poisoned: The paladin’s lay on hands ability also acts 
  as neutralize poison, using the paladin’s level as the 
  caster level.
  At 12th level, a paladin adds the following mercies to the 
  list of those that can be selected.
  •	 Blinded: The target is no longer blinded.
  •	 Deafened: The target is no longer deafened.
  •	 Paralyzed: The target is no longer paralyzed.
  •	 Stunned: The target is no longer stunned. 
  These abilities are cumulative. For example, a 12th-level 
  paladin’s lay on hands ability heals 6d6 points of damage 
  and might also cure fatigued and exhausted conditions as 
  well as removing diseases and neutralizing poisons. Once a 
  condition or spell effect is chosen, it can’t be changed.
  Channel Positive Energy (Su): When a paladin reaches 
  4th level, she gains the supernatural ability to channel 
  positive energy like a cleric. Using this ability consumes 
  two uses of her lay on hands ability. A paladin uses her 
  level as her effective cleric level when channeling positive 
  energy. This is a Charisma-based ability.
  Spells: Beginning at 4th level, a paladin gains the ability 
  to cast a small number of divine spells which are drawn 
  from the paladin spell list presented in Chapter 10. A 
  paladin must choose and prepare her spells in advance.
  To prepare or cast a spell, a paladin must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a paladin’s spell 
  is 10 + the spell level + the paladin’s Charisma modifier.
  Like other spellcasters, a paladin can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 3–11. In addition, she 
  receives bonus spells per day if she has a high Charisma 
  score (see Table 1–3). When Table 3–11 indicates that the 
  paladin gets 0 spells per day of a given spell level, she gains 
  only the bonus spells she would be entitled to based on her 
  Charisma score for that spell level.
  A paladin must spend 1 hour each day in quiet prayer and 
  meditation to regain her daily allotment of spells. A paladin 
  may prepare and cast any spell on the paladin spell list, 
  provided that she can cast spells of that level, but she must 
  choose which spells to prepare during her daily meditation.
  Table 3–11: Paladin
   
   
  Base
   
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd  
  4th
  1st 
  +1 
  +2 
  +0 
  +2 
  Aura of good, detect evil, smite evil 1/day 
  — 
  — 
  —  
  —
  2nd 
  +2 
  +3 
  +0 
  +3 
  Divine grace, lay on hands 
  — 
  — 
  —  
  —
  3rd 
  +3 
  +3 
  +1 
  +3 
  Aura of courage, divine health, mercy 
  — 
  — 
  —  
  —
  4th 
  +4 
  +4 
  +1 
  +4 
  Channel positive energy, smite evil 2/day 
  0 
  — 
  —  
  —
  5th 
  +5 
  +4 
  +1 
  +4 
  Divine bond 
  1 
  — 
  —  
  —
  6th 
  +6/+1 
  +5 
  +2 
  +5 
  Mercy 
  1 
  — 
  —  
  —
  7th 
  +7/+2 
  +5 
  +2 
  +5 
  Smite evil 3/day 
  1 
  0 
  —  
  —
  8th 
  +8/+3 
  +6 
  +2 
  +6 
  Aura of resolve 
  1 
  1 
  —  
  —
  9th 
  +9/+4 
  +6 
  +3 
  +6 
  Mercy 
  2 
  1 
  —  
  —
  10th 
  +10/+5 
  +7 
  +3 
  +7 
  Smite evil 4/day 
  2 
  1 
  0  
  —
  11th 
  +11/+6/+1 
  +7 
  +3 
  +7 
  Aura of justice 
  2 
  1 
  1  
  —
  12th 
  +12/+7/+2 
  +8 
  +4 
  +8 
  Mercy 
  2 
  2 
  1  
  —
  13th 
  +13/+8/+3 
  +8 
  +4 
  +8 
  Smite evil 5/day 
  3 
  2 
  1  
  0
  14th 
  +14/+9/+4 
  +9 
  +4 
  +9 
  Aura of faith 
  3 
  2 
  1  
  1
  15th 
  +15/+10/+5 
  +9 
  +5 
  +9 
  Mercy 
  3 
  2 
  2  
  1
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +10 
  Smite evil 6/day 
  3 
  3 
  2  
  1
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +10 
  Aura of righteousness 
  4 
  3 
  2  
  1
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +11 
  Mercy 
  4 
  3 
  2  
  2
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +11 
  Smite evil 7/day 
  4 
  3 
  3  
  2
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +12 
  Holy champion 
  4 
  4 
  3  
  3
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703056
  703056
  450980
  450980
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703057
  703057
  450981
  450981
  6363
  3
  Classes
  Classes
  Through 3rd level, a paladin has no caster level. At 4th 
  level and higher, her caster level is equal to her paladin 
  level – 3.
  Divine Bond (Sp): Upon reaching 5th level, a paladin 
  forms a divine bond with her god. This bond can take one of 
  two forms. Once the form is chosen, it cannot be changed.
  The first type of bond allows the paladin to enhance her 
  weapon as a standard action by calling upon the aid of a 
  celestial spirit for 1 minute per paladin level. When called, 
  the spirit causes the weapon to shed light as a torch. At 
  5th level, this spirit grants the weapon a +1 enhancement 
  bonus. For every three levels beyond 5th, the weapon gains 
  another +1 enhancement bonus, to a maximum of +6 at 
  20th level. These bonuses can be added to the weapon, 
  stacking with existing weapon bonuses to a maximum of 
  +5, or they can be used to add any of the following weapon 
  properties: axiomatic, brilliant energy, defending, disruption, 
  flaming, flaming burst, holy, keen, merciful, and speed. Adding 
  these properties consumes an amount of bonus equal to the 
  property’s cost (see Table 15–9). These bonuses are added 
  to any properties the weapon already has, but duplicate 
  abilities do not stack. If the weapon is not magical, at least 
  a +1 enhancement bonus must be added before any other 
  properties can be added. The bonus and properties granted 
  by the spirit are determined when the spirit is called and 
  cannot be changed until the spirit is called again. The 
  celestial spirit imparts no bonuses if the weapon is held by 
  anyone other than the paladin but resumes giving bonuses 
  if returned to the paladin. These bonuses apply to only one 
  end of a double weapon. A paladin can use this ability once 
  per day at 5th level, and one additional time per day for 
  every four levels beyond 5th, to a total of four times per day 
  at 17th level.
  If a weapon bonded with a celestial spirit is destroyed, 
  the paladin loses the use of this ability for 30 days, or until 
  she gains a level, whichever comes first. During this 30-
  day period, the paladin takes a –1 penalty on attack and 
  weapon damage rolls.
  The second type of bond allows a paladin to gain the 
  service of an unusually intelligent, strong, and loyal 
  steed to serve her in her crusade against evil. This mount 
  is usually a heavy horse (for a Medium paladin) or a pony 
  (for a Small paladin), although more exotic mounts, 
  such as a boar, camel, or dog are also suitable. This 
  mount functions as a druid’s animal companion, using 
  the paladin’s level as her effective druid level. Bonded 
  mounts have an Intelligence of at least 6. 
  Once per day, as a full-round action, a paladin may 
  magically call her mount to her side. This ability is 
  the equivalent of a spell of a level equal to one-third 
  the paladin’s level. The mount immediately appears 
  adjacent to the paladin. A paladin can use this ability 
  once per day at 5th level, and one additional time per day 
  for every 4 levels thereafter, for a total of four times per 
  day at 17th level.
  At 11th level, the mount gains the celestial template (see 
  the Pathfinder RPG Bestiary) and becomes a magical beast 
  for the purposes of determining which spells affect it. At 
  15th level, a paladin’s mount gains spell resistance equal to 
  the paladin’s level + 11.
  Should the paladin’s mount die, the paladin may not 
  summon another mount for 30 days or until she gains a 
  paladin level, whichever comes first. During this 30-day 
  period, the paladin takes a –1 penalty on attack and weapon 
  damage rolls. 
  Aura of Resolve (Su): At 8th level, a paladin is immune 
  to charm spells and spell-like abilities. Each ally within 
  10 feet of her gains a +4 morale bonus on saving throws 
  against charm effects.
  This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
  Aura of Justice (Su): At 11th level, a paladin can expend two 
  uses of her smite evil ability to grant the ability to smite evil 
  to all allies within 10 feet, using her bonuses. Allies must 
  use this smite evil ability by the start of the paladin’s next 
  turn and the bonuses last for 1 minute. Using this ability is a 
  free action. Evil creatures gain no benefit from this ability. 
  Aura of Faith (Su): At 14th level, a paladin’s weapons are 
  treated as good-aligned for the purposes of overcoming 
  damage reduction. Any attack made against an enemy 
  within 10 feet of her is treated as good-aligned for the 
  purposes of overcoming damage reduction.
  This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
  Aura of Righteousness (Su): At 17th level, a paladin gains 
  DR 5/evil and immunity to compulsion spells and spell-like 
  abilities. Each ally within 10 feet of her gains a +4 morale 
  bonus on saving throws against compulsion effects. 
  This ability functions only while the paladin is conscious, 
  not if she is unconscious or dead.
  Holy Champion (Su): At 20th level, a paladin becomes a 
  conduit for the power of her god. Her DR increases to 10/
  evil. Whenever she uses smite evil and successfully strikes 
  an evil outsider, the outsider is also subject to a banishment, 
  using her paladin level as the caster level (her weapon 
  and holy symbol automatically count as objects that the 
  subject hates). After the banishment effect and the damage 
  from the attack is resolved, the smite immediately ends. In 
  addition, whenever she channels positive energy or uses 
  lay on hands to heal a creature, she heals the maximum 
  possible amount.
  Code of Conduct: A paladin must be of lawful good 
  alignment and loses all class features except proficiencies 
  if she ever willingly commits an evil act.
  Additionally, a paladin’s code requires that she respect 
  legitimate authority, act with honor (not lying, not 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703057
  703057
  450981
  450981
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703058
  703058
  450982
  450982
  6464
  cheating, not using poison, and so forth), help those in 
  need (provided they do not use the help for evil or chaotic 
  ends), and punish those who harm or threaten innocents.
  Associates: While she may adventure with good or 
  neutral allies, a paladin avoids working with evil characters 
  or with anyone who consistently offends her moral code. 
  Under exceptional circumstances, a paladin can ally 
  with evil associates, but only to defeat what she believes 
  to be a greater evil. A paladin should seek an atonement 
  spell periodically during such an unusual alliance, and 
  should end the alliance immediately should she feel it is 
  doing more harm than good. A paladin may accept only 
  henchmen, followers, or cohorts who are lawful good.
  Ex-Paladins
  A paladin who ceases to be lawful good, who willfully 
  commits an evil act, or who violates the code of conduct loses 
  all paladin spells and class features (including the service 
  of the paladin’s mount, but not weapon, armor, and shield 
  proficiencies). She may not progress any further in levels 
  as a paladin. She regains her abilities and advancement 
  potential if she atones for her violations (see the atonement 
  spell description in Chapter 10), as appropriate.
  rANger
  For those who relish the thrill of the hunt, there are 
  only predators and prey. Be they scouts, trackers, or 
  bounty hunters, rangers share much in common: unique 
  mastery of specialized weapons, skill at stalking even 
  the most elusive game, and the expertise to defeat a wide 
  range of quarries. Knowledgeable, patient, and skilled 
  hunters, these rangers hound man, beast, and monster 
  alike, gaining insight into the way of the predator, skill 
  in varied environments, and ever more lethal martial 
  prowess. While some track man-eating creatures to 
  protect the frontier, others pursue more cunning game—
  even fugitives among their own people.
  Role: Rangers are deft skirmishers, either in melee or 
  at range, capable of skillfully dancing in and out of battle. 
  Their abilities allow them to deal significant harm to 
  specific types of foes, but their skills are valuable against 
  all manner of enemies.
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The ranger’s class skills are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge 
  (geography) 
  (Int), 
  Knowledge (nature) (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the ranger.
  Weapon and Armor Proficiency: A ranger is proficient 
  with all simple and martial weapons and with light armor, 
  medium armor, and shields (except tower shields).
  Favored Enemy (Ex): At 1st level, a ranger selects a 
  creature type from the ranger favored enemies table. He 
  gains a +2 bonus on Bluff, Knowledge, Perception, Sense 
  Motive, and Survival checks against creatures of his 
  selected type. Likewise, he gets a +2 bonus on weapon 
  attack and damage rolls against them. A ranger may 
  make Knowledge skill checks untrained when attempting 
  to identify these creatures.
  At 5th level and every five levels thereafter (10th, 15th, 
  and 20th level), the ranger may select an additional favored 
  enemy. In addition, at each such interval, the bonus against 
  any one favored enemy (including the one just selected, if 
  so desired) increases by +2. 
  If the ranger chooses humanoids or outsiders as a 
  favored enemy, he must also choose an associated subtype, 
  as indicated on the table below. (Note that there are other 
  types of humanoid to choose from in the Pathfinder RPG 
  Bestiary—those called out specifically on the table below 
  are merely the most common.) If a specific creature 
  falls into more than one category of favored enemy, the 
  ranger’s bonuses do not stack; he simply uses whichever 
  bonus is higher.
  Ranger Favored Enemies
  Type (Subtype) 
  Type (Subtype)
  Aberration 
  Humanoid (other subtype)
  Animal 
  Magical beast
  Construct 
  Monstrous humanoid
  Dragon  
  Ooze 
  Fey 
  Outsider (air) 
  Humanoid (aquatic) 
  Outsider (chaotic) 
  Humanoid (dwarf) 
  Outsider (earth) 
  Humanoid (elf)  
  Outsider (evil) 
  Humanoid (giant) 
  Outsider (fire)
  Humanoid (goblinoid)  
  Outsider (good)
  Humanoid (gnoll)  
  Outsider (lawful)
  Humanoid (gnome) 
  Outsider (native)
  Humanoid (halfling)  
  Outsider (water)
  Humanoid (human)  
  Plant
  Humanoid (orc)  
  Undead
  Humanoid (reptilian)  
  Vermin
  Track (Ex): A ranger adds half his level (minimum 1) to 
  Survival skill checks made to follow or identify tracks.
  Wild Empathy (Ex): A ranger can improve the initial 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person (see 
  Chapter 4). The ranger rolls 1d20 and adds his ranger 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703058
  703058
  450982
  450982
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703059
  703059
  450983
  450983
  6565
  3
  Classes
  Classes
  level and his Charisma bonus to determine the wild 
  empathy check result. The typical domestic animal has 
  a starting attitude of indifferent, while wild animals are 
  usually unfriendly.
  To use wild empathy, the ranger and the animal must 
  be within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time.
  The ranger can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but he 
  takes a –4 penalty on the check.
  Combat Style Feat (Ex): At 2nd level, a ranger must 
  select one of two combat styles to pursue: archery or two-
  weapon combat. The ranger’s expertise manifests in the 
  form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. 
  He can choose feats from his selected combat style, even 
  if he does not have the normal prerequisites.
  If the ranger selects archery, he can choose from the 
  following list whenever he gains a combat style feat: Far 
  Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 
  6th level, he adds Improved Precise Shot and Manyshot 
  to the list. At 10th level, he adds Pinpoint Targeting and 
  Shot on the Run to the list.
  If the ranger selects two-weapon combat, 
  he can choose from the following list 
  whenever he gains a combat style feat: 
  Double Slice, Improved Shield Bash, 
  Quick Draw, and Two-Weapon 
  Fighting. At 6th level, he adds 
  Improved Two-Weapon Fighting 
  and Two-Weapon Defense to the 
  list. At 10th level, he adds Greater 
  Two-Weapon Fighting and Two-
  Weapon Rend to the list.
  The benefits of the ranger’s chosen style 
  feats apply only when he wears light, medium, or no 
  armor. He loses all benefits of his combat style feats 
  when wearing heavy armor. Once a ranger selects a 
  combat style, it cannot be changed.
  Endurance: A ranger gains Endurance as a bonus feat 
  at 3rd level.
  Favored Terrain (Ex): At 3rd level, a ranger may select 
  a type of terrain from the Favored Terrains table. The 
  ranger gains a +2 bonus on initiative checks and 
  Knowledge 
  (geography), 
  Perception, 
  Stealth, 
  and Survival skill checks when he is in this 
  terrain. A ranger traveling through his 
  favored terrain normally leaves no 
  trail and cannot be tracked (though he 
  may leave a trail if he so chooses).
  At 8th level and every five levels thereafter, 
  the ranger may select an additional favored terrain. 
  In addition, at each such interval, the skill bonus and 
  initiative bonus in any one favored terrain (including the 
  one just selected, if so desired), increases by +2. 
  If a specific terrain falls into more than one category 
  of favored terrain, the ranger’s bonuses do not stack; he 
  simply uses whichever bonus is higher.
  Favored Terrains
  Cold (ice, glaciers, snow, and tundra)
  Desert (sand and wastelands)
  Forest (coniferous and deciduous)
  Jungle
  Mountain (including hills)
  Plains
  Planes (pick one, other than Material Plane)
  Swamp
  Underground (caves and dungeons)
  Urban (buildings, streets, and sewers)
  Water (above and below the surface)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703059
  703059
  450983
  450983
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703060
  703060
  450984
  450984
  6666
  Hunter’s Bond (Ex): At 4th level, a ranger forms a 
  bond with his hunting companions. This bond can take 
  one of two forms. Once the form is chosen, it cannot be 
  changed. The first is a bond to his companions. This 
  bond allows him to spend a move action to grant half 
  his favored enemy bonus against a single target of the 
  appropriate type to all allies within 30 feet who can see 
  or hear him. This bonus lasts for a number of rounds 
  equal to the ranger’s Wisdom modifier (minimum 
  1). This bonus does not stack with any favored enemy 
  bonuses possessed by his allies; they use whichever 
  bonus is higher.
  The second option is to form a close bond with an 
  animal companion. A ranger who selects an animal 
  companion can choose from the following list: badger, 
  bird, camel, cat (small), dire rat (see the Pathfinder RPG 
  Bestiary), dog, horse, pony, snake (viper or constrictor), 
  or wolf. If the campaign takes place wholly or partly 
  in an aquatic environment, the ranger may choose a 
  shark instead. This animal is a loyal companion that 
  accompanies the ranger on his adventures as appropriate 
  for its kind. A ranger’s animal companion shares his 
  favored enemy and favored terrain bonuses.
  This ability functions like the druid animal companion 
  ability (which is part of the Nature Bond class feature), 
  except that the ranger’s effective druid level is equal to his 
  ranger level – 3.
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list presented in Chapter 10. A ranger 
  must choose and prepare his spells in advance.
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier.
  Like other spellcasters, a ranger can cast only a certain 
  number of spells of each spell level per day. His base daily 
  spell allotment is given on Table 3–12. In addition, he 
  receives bonus spells per day if he has a high Wisdom score 
  (see Table 1–3). When Table 3–12 indicates that the ranger 
  gets 0 spells per day of a given spell level, he gains only the 
  bonus spells he would be entitled to based on his Wisdom 
  score for that spell level.
  A ranger must spend 1 hour per day in quiet 
  meditation to regain his daily allotment of spells. A 
  ranger may prepare and cast any spell on the ranger 
  spell list, provided that he can cast spells of that level, 
  but he must choose which spells to prepare during his 
  daily meditation.
  Through 3rd level, a ranger has no caster level. At 4th level 
  and higher, his caster level is equal to his ranger level – 3.
  Woodland Stride (Ex): Starting at 7th level, a ranger may 
  move through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar terrain) at his 
  Table 3–12: Ranger
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd 
  4th
  1st 
  +1 
  +2 
  +2 
  +0 
  1st favored enemy, track, wild empathy 
  — 
  — 
  — 
  —
  2nd 
  +2 
  +3 
  +3 
  +0 
  Combat style feat 
  — 
  — 
  — 
  —
  3rd 
  +3 
  +3 
  +3 
  +1 
  Endurance, 1st favored terrain 
  — 
  — 
  — 
  —
  4th 
  +4 
  +4 
  +4 
  +1 
  Hunter’s bond 
  0 
  — 
  — 
  —
  5th 
  +5 
  +4 
  +4 
  +1 
  2nd favored enemy 
  1 
  — 
  — 
  —
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Combat style feat 
  1 
  — 
  — 
  —
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Woodland stride 
  1 
  0 
  — 
  —
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Swift tracker, 2nd favored terrain 
  1 
  1 
  — 
  —
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  Evasion 
  2 
  1 
  — 
  —
  10th +10/+5 
  +7 
  +7 
  +3 
  3rd favored enemy, combat style feat 
  2 
  1 
  0 
  —
  11th 
  +11/+6/+1 
  +7 
  +7 
  +3 
  Quarry 
  2 
  1 
  1 
  —
  12th +12/+7/+2 
  +8 
  +8 
  +4 
  Camouflage 
  2 
  2 
  1 
  —
  13th 
  +13/+8/+3 
  +8 
  +8 
  +4 
  3rd favored terrain 
  3 
  2 
  1 
  0
  14th +14/+9/+4 
  +9 
  +9 
  +4 
  Combat style feat 
  3 
  2 
  1 
  1
  15th 
  +15/+10/+5 
  +9 
  +9 
  +5 
  4th favored enemy 
  3 
  2 
  2 
  1
  16th +16/+11/+6/+1 
  +10 
  +10 
  +5 
  Improved evasion 
  3 
  3 
  2 
  1
  17th 
  +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Hide in plain sight 
  4 
  3 
  2 
  1
  18th +18/+13/+8/+3 
  +11 
  +11 
  +6 
  4th favored terrain, combat style feat 
  4 
  3 
  2 
  2
  19th +19/+14/+9/+4 
  +11 
  +11 
  +6 
  Improved quarry 
  4 
  3 
  3 
  2
  20th +20/+15/+10/+5 
  +12 
  +12 
  +6 
  5th favored enemy, master hunter 
  4 
  4 
  3 
  3
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703060
  703060
  450984
  450984
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703061
  703061
  450985
  450985
  6767
  3
  Classes
  Classes
  normal speed and without taking damage or suffering any 
  other impairment.
  Thorns, briars, and overgrown areas that are enchanted 
  or magically manipulated to impede motion, however, 
  still affect him.
  Swift Tracker (Ex): Beginning at 8th level, a ranger can 
  move at his normal speed while using Survival to follow 
  tracks without taking the normal –5 penalty. He takes only 
  a –10 penalty (instead of the normal –20) when moving at 
  up to twice normal speed while tracking.
  Evasion (Ex): When he reaches 9th level, a ranger can 
  avoid even magical and unusual attacks with great agility. 
  If he makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, he instead takes no damage. Evasion can be used 
  only if the ranger is wearing light armor, medium armor, 
  or no armor. A helpless ranger does not gain the benefit 
  of evasion.
  Quarry (Ex): At 11th level, a ranger can, as a standard 
  action, denote one target within his line of sight as 
  his quarry. Whenever he is following the tracks of his 
  quarry, a ranger can take 10 on his Survival skill checks 
  while moving at normal speed, without penalty. In 
  addition, he receives a +2 insight bonus on attack rolls 
  made against his quarry, and all critical threats are 
  automatically confirmed. A ranger can have no more 
  than one quarry at a time and the creature’s type must 
  correspond to one of his favored enemy types. He can 
  dismiss this effect at any time as a free action, but he 
  cannot select a new quarry for 24 hours. If the ranger 
  sees proof that his quarry is dead, he can select a new 
  quarry after waiting 1 hour.
  Camouflage (Ex): A ranger of 12th 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.
  Improved Evasion (Ex): At 16th level, a ranger’s evasion 
  improves. This ability works like evasion, except that while 
  the ranger still takes no damage on a successful Reflex 
  saving throw against attacks, he henceforth takes only half 
  damage on a failed save. A helpless ranger does not gain 
  the benefit of improved evasion.
  Hide in Plain Sight (Ex): While in any of his favored 
  terrains, a ranger of 17th level or higher can use the Stealth 
  skill even while being observed.
  Improved Quarry (Ex): At 19th level, the ranger’s ability 
  to hunt his quarry improves. He can now select a quarry 
  as a free action, and can now take 20 while using Survival 
  to track his quarry, while moving at normal speed without 
  penalty. His insight bonus to attack his quarry increases to 
  +4. If his quarry is killed or dismissed, he can select a new 
  one after 10 minutes have passed.
  Master Hunter (Ex):  A ranger of 20th level becomes a 
  master hunter. He can always move at full speed while 
  using Survival to follow tracks without penalty. He 
  can, as a standard action, make a single attack against 
  a favored enemy at his full attack bonus. If the attack 
  hits, the target takes damage normally and must make a 
  Fortitude save or die. The DC of this save is equal to 10 + 
  1/2 the ranger’s level + the ranger’s Wisdom modifier. A 
  ranger can choose instead to deal an amount of nonlethal 
  damage equal to the creature’s current hit points. A 
  successful save negates this damage. A ranger can use this 
  ability once per day against each favored enemy type he 
  possesses, but not against the same creature more than 
  once in a 24-hour period.
  rOgue
  Life is an endless adventure for those who live by their 
  wits. Ever just one step ahead of danger, rogues bank 
  on their cunning, skill, and charm to bend fate to their 
  favor. Never knowing what to expect, they prepare for 
  everything, becoming masters of a wide variety of skills, 
  training themselves to be adept manipulators, agile 
  acrobats, shadowy stalkers, or masters of any of dozens 
  of other professions or talents. Thieves and gamblers, 
  fast talkers and diplomats, bandits and bounty hunters, 
  and explorers and investigators all might be considered 
  rogues, as well as countless other professions that rely 
  upon wits, prowess, or luck. Although many rogues favor 
  cities and the innumerable opportunities of civilization, 
  some embrace lives on the road, journeying far, meeting 
  exotic people, and facing fantastic danger in pursuit of 
  equally fantastic riches. In the end, any who desire to 
  shape their fates and live life on their own terms might 
  come to be called rogues.
  Role: Rogues excel at moving about unseen and 
  catching foes unaware, and tend to avoid head-to-head 
  combat. Their varied skills and abilities allow them to 
  be highly versatile, with great variations in expertise 
  existing between different rogues. Most, however, excel in 
  overcoming hindrances of all types, from unlocking doors 
  and disarming traps to outwitting magical hazards and 
  conning dull-witted opponents.
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The rogue’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist 
  (Dex), Intimidate (Cha), Knowledge (dungeoneering) 
  (Int), Knowledge (local) (Int), Linguistics (Int), Perception 
  (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use 
  Magic Device (Cha). 
  Skill Ranks per Level: 8 + Int modifier.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703061
  703061
  450985
  450985
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703062
  703062
  450986
  450986
  6868
  Class Features
  The following are class features of the rogue.
  Weapon and Armor Proficiency: Rogues are proficient 
  with all simple weapons, plus the hand crossbow, rapier, 
  sap, shortbow, and short sword. They are proficient with 
  light armor, but not with shields.
  Sneak Attack: If a rogue can catch an opponent when he 
  is unable to defend himself effectively from her attack, she 
  can strike a vital spot for extra damage.
  The rogue’s attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC (whether 
  the target actually has a Dexterity bonus or not), or when 
  the rogue flanks her target. This extra damage is 1d6 
  at 1st level, and increases by 1d6 every two rogue levels 
  thereafter. Should the rogue score a critical hit with a 
  sneak attack, this extra damage is not multiplied. Ranged 
  attacks can count as sneak attacks only if the target is 
  within 30 feet.
  With a weapon that deals nonlethal damage (like a sap, 
  whip, or an unarmed strike), a rogue can make a sneak 
  attack that deals nonlethal damage instead of lethal 
  damage. She cannot use a weapon that deals lethal damage 
  to deal nonlethal damage in a sneak attack, not even with 
  the usual –4 penalty.
  The rogue must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a spot. 
  A rogue cannot sneak attack while striking a creature 
  with concealment.
  Trapfinding: A rogue adds 1/2 her level to Perception 
  skill checks made to locate traps and to Disable Device 
  skill checks (minimum +1). A rogue can use Disable Device 
  to disarm magic traps.
  Evasion (Ex): At 2nd level and higher, a rogue can avoid 
  even magical and unusual attacks with great agility. If she 
  makes a successful Reflex saving throw against an attack 
  that normally deals half damage on a successful save, she 
  instead takes no damage. Evasion can be used only if the 
  rogue is wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion.
  Rogue Talents: As a rogue gains experience, she learns 
  a number of talents that aid her and confound her foes. 
  Starting at 2nd level, a rogue gains one rogue talent. She 
  gains an additional rogue talent for every 2 levels of rogue 
  attained after 2nd level. A rogue cannot select an individual 
  talent more than once.
  Talents marked with an asterisk add effects to a rogue’s 
  sneak attack. Only one of these talents can be applied to 
  an individual attack and the decision must be made before 
  the attack roll is made. 
  Bleeding Attack* (Ex): A rogue with this ability can cause 
  living opponents to bleed by hitting them with a sneak 
  attack. This attack causes the target to take 1 additional 
  point of damage each round for each die of the rogue’s 
  sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding 
  creatures take that amount of damage every round at the 
  start of each of their turns. The bleeding can be stopped 
  by a DC 15 Heal check or the application of any effect that 
  heals hit point damage. Bleeding damage from this ability 
  does not stack with itself. Bleeding damage bypasses any 
  damage reduction the creature might possess.
  Combat Trick: A rogue that selects this talent gains a 
  bonus combat feat (see Chapter 5).
  Fast Stealth (Ex): This ability allows a rogue to move at 
  full speed using the Stealth skill without penalty.
  Finesse Rogue: A rogue that selects this talent gains 
  Weapon Finesse as a bonus feat.
  Ledge Walker (Ex): This ability allows a rogue to move along 
  narrow surfaces at full speed using the Acrobatics skill without 
  penalty. In addition, a rogue with this talent is not flat-footed 
  when using Acrobatics to move along narrow surfaces.
  Major Magic (Sp): A rogue with this talent gains the ability 
  to cast a 1st-level spell from the sorcerer/wizard spell list 
  two times a day as a spell-like ability. The caster level for 
  this ability is equal to the rogue’s level. The save DC for 
  this spell is 11 + the rogue’s Intelligence modifier. The 
  rogue must have an Intelligence of at least 11 to select this 
  talent. A rogue must have the minor magic rogue talent 
  before choosing this talent.
  Minor Magic (Sp): A rogue with this talent gains the 
  ability to cast a 0-level spell from the sorcerer/wizard 
  spell list. This spell can be cast three times a day as a 
  spell-like ability. The caster level for this ability is equal 
  to the rogue’s level. The save DC for this spell is 10 + the 
  rogue’s Intelligence modifier. The rogue must have an 
  Intelligence of at least 10 to select this talent.
  Quick Disable (Ex): It takes a rogue with this ability half 
  the normal amount of time to disable a trap using the 
  Disable Device skill (minimum 1 round).
  Resiliency (Ex): Once per day, a rogue with this ability 
  can gain a number of temporary hit points equal to the 
  rogue’s level. Activating this ability is an immediate 
  action that can only be performed when she is brought to 
  below 0 hit points. This ability can be used to prevent her 
  from dying. These temporary hit points last for 1 minute. 
  If the rogue’s hit points drop below 0 due to the loss of 
  these temporary hit points, she falls unconscious and is 
  dying as normal.
  Rogue Crawl (Ex): While prone, a rogue with this ability 
  can move at half speed. This movement provokes attacks of 
  opportunity as normal. A rogue with this talent can take a 
  5-foot step while crawling.
  Slow Reactions* (Ex): Opponents damaged by the rogue’s 
  sneak attack can’t make attacks of opportunity for 1 round.
  Stand Up (Ex): A rogue with this ability can stand up from 
  a prone position as a free action. This still provokes attacks 
  of opportunity for standing up while threatened by a foe.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703062
  703062
  450986
  450986
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703063
  703063
  450987
  450987
  6969
  3
  Classes
  Classes
  Surprise Attack (Ex): During the surprise round, 
  opponents are always considered flat-footed to a rogue 
  with this ability, even if they have already acted. 
  Trap Spotter (Ex): Whenever a rogue with this talent 
  comes within 10 feet of a trap, she receives an immediate 
  Perception skill check to notice the trap. This check should 
  be made in secret by the GM.
  Weapon Training: A rogue that selects this talent gains 
  Weapon Focus as a bonus feat.
  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. These bonuses 
  rise to +2 when the rogue reaches 6th level, to +3 when she 
  reaches 9th level, to +4 when she reaches 12th level, to +5 at 
  15th, and to +6 at 18th level.
  Trap sense bonuses gained from multiple classes stack.
  Uncanny Dodge (Ex): Starting at 4th level, a rogue can 
  react to danger before her senses would normally allow 
  her to do so. She cannot be caught flat-footed, even if the 
  attacker is invisible. She still loses her Dexterity bonus to 
  AC if immobilized. A rogue with this ability can still lose 
  her Dexterity bonus to AC if an opponent successfully uses 
  the feint action (see Chapter 8) against her.
  If a rogue already has uncanny dodge from a different 
  class, she automatically gains improved uncanny dodge 
  (see below) instead.
  Improved Uncanny Dodge (Ex): A rogue of 8th level or 
  higher can no longer be flanked.
  This defense denies another rogue the ability to sneak 
  attack the character by flanking her, unless the attacker 
  has at least four more rogue levels than the target does.
  If a character already has uncanny dodge (see above) 
  from another class, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum rogue 
  level required to flank the character.
  Advanced Talents: At 10th level, and every two levels 
  thereafter, a rogue can choose one of the following 
  advanced talents in place of a rogue talent.
  Crippling Strike* (Ex): A rogue with this ability can sneak 
  attack opponents with such precision 
  that her blows weaken and hamper 
  them. An opponent damaged by 
  one of her sneak attacks also takes 2 
  points of Strength damage.
  Defensive Roll (Ex): With this 
  advanced talent, the rogue can 
  roll with a potentially lethal 
  blow to take less damage 
  from it than she otherwise 
  would. Once per day, when 
  she would be reduced to 0 or 
  fewer hit points by damage 
  in combat (from a weapon 
  Table 3–13: Rogue
   
   
  Base
   
   
  Attack 
  Fort Ref 
  Will 
  Level 
  Bonus 
  Save Save Save 
  Special
  1st 
  +0 
  +0 
  +2 
  +0 
  Sneak attack +1d6, trapfinding
  2nd 
  +1 
  +0 
  +3 
  +0 
  Evasion, rogue talent
  3rd 
  +2 
  +1 
  +3 
  +1 
  Sneak attack +2d6, trap sense +1
  4th 
  +3 
  +1 
  +4 
  +1 
  Rogue talent, uncanny dodge
  5th 
  +3 
  +1 
  +4 
  +1 
  Sneak attack +3d6
  6th 
  +4 
  +2 
  +5 
  +2 
  Rogue talent, trap sense +2
  7th 
  +5 
  +2 
  +5 
  +2 
  Sneak attack +4d6
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Improved uncanny dodge, rogue talent
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Sneak attack +5d6, trap sense +3
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Advanced talents, rogue talent
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Sneak attack +6d6
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Rogue talent, trap sense +4
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Sneak attack +7d6
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Rogue talent
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Sneak attack +8d6, trap sense +5
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Rogue talent
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Sneak attack +9d6
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Rogue talent, trap sense +6
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Sneak attack +10d6
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  Master strike, rogue talent
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703063
  703063
  450987
  450987
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703064
  703064
  450988
  450988
  7070
  or other blow, not a spell or special ability), the rogue 
  can attempt to roll with the damage. To use this ability, 
  the rogue must attempt a Ref lex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll—if she is denied her 
  Dexterity bonus to AC, she can’t use this ability. Since 
  this effect would not normally allow a character to make 
  a Ref lex save for half damage, the rogue’s evasion ability 
  does not apply to the defensive roll.
  Dispelling Attack* (Su): Opponents that are dealt sneak 
  attack damage by a rogue with this ability are affected by a 
  targeted dispel magic, targeting the lowest-level spell effect 
  active on the target. The caster level for this ability is equal 
  to the rogue’s level. A rogue must have the major magic 
  rogue talent before choosing dispelling attack.
  Improved Evasion (Ex): This works like evasion, except 
  that while the rogue still takes no damage on a successful 
  Reflex saving throw against attacks, she henceforth takes 
  only half damage on a failed save. A helpless rogue does 
  not gain the benefit of improved evasion.
  Opportunist (Ex): Once per round, the rogue can make 
  an attack of opportunity against an opponent who has just 
  been struck for damage in melee by another character. 
  This attack counts as an attack of opportunity for that 
  round. Even a rogue with the Combat Reflexes feat can’t 
  use the opportunist ability more than once per round.
  Skill Mastery: The rogue becomes so confident in the use 
  of certain skills that she can use them reliably even under 
  adverse conditions.
  Upon gaining this ability, she selects a number of 
  skills equal to 3 + her Intelligence modifier. When 
  making a skill check with one of these skills, she may 
  take 10 even if stress and distractions would normally 
  prevent her from doing so. A rogue may gain this special 
  ability multiple times, selecting additional skills for 
  skill mastery to apply to each time.
  Slippery Mind (Ex): This ability represents the rogue’s 
  ability to wriggle free from magical effects that would 
  otherwise control or compel her. If a rogue with slippery 
  mind is affected by an enchantment spell or effect and 
  fails her saving throw, she can attempt it again 1 round 
  later at the same DC. She gets only this one extra chance to 
  succeed on her saving throw.
  Feat: A rogue may gain any feat that she qualifies for in 
  place of a rogue talent.
  Master Strike (Ex): Upon reaching 20th level, a rogue 
  becomes incredibly deadly when dealing sneak attack 
  damage. Each time the rogue deals sneak attack damage, 
  she can choose one of the following three effects: the target 
  can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, 
  or slain. Regardless of the effect chosen, the target receives 
  a Fortitude save to negate the additional effect. The DC of 
  this save is equal to 10 + 1/2 the rogue’s level + the rogue’s 
  Intelligence modifier. Once a creature has been the target 
  of a master strike, regardless of whether or not the save 
  is made, that creature is immune to that rogue’s master 
  strike for 24 hours. Creatures that are immune to sneak 
  attack damage are also immune to this ability.
  sOrCerer
  Scions of innately magical bloodlines, the chosen of deities, 
  the spawn of monsters, pawns of fate and destiny, or simply 
  flukes of fickle magic, sorcerers look within themselves 
  for arcane prowess and draw forth might few mortals 
  can imagine. Emboldened by lives ever threatening to be 
  consumed by their innate powers, these magic-touched souls 
  endlessly indulge in and refine their mysterious abilities, 
  gradually learning how to harness their birthright and 
  coax forth ever greater arcane feats. Just as varied as these 
  innately powerful spellcasters’ abilities and inspirations are 
  the ways in which they choose to utilize their gifts. While 
  some seek to control their abilities through meditation and 
  discipline, becoming masters of their fantastic birthright, 
  others give in to their magic, letting it rule their lives 
  with often explosive results. Regardless, sorcerers live and 
  breathe that which other spellcasters devote their lives to 
  mastering, and for them magic is more than a boon or a 
  field of study; it is life itself.
  Role: Sorcerers excel at casting a selection of favored 
  spells frequently, making them powerful battle mages. As 
  they become familiar with a specific and ever-widening set 
  of spells, sorcerers often discover new and versatile ways of 
  making use of magics other spellcasters might overlook. 
  Their bloodlines also grant them additional abilities, 
  assuring that no two sorcerers are ever quite alike.
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The sorcerer’s class skills are Appraise (Int), Bluff (Cha), 
  Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) 
  (Int), Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the sorcerer.
  Weapon and Armor Proficiency: Sorcerers are proficient 
  with all simple weapons. They are not proficient with any type 
  of armor or shield. Armor interferes with a sorcerer’s gestures, 
  which can cause her spells with somatic components to fail 
  (see Arcane Spells and Armor on page 83).
  Spells: A sorcerer casts arcane spells drawn primarily from 
  the sorcerer/wizard spell list presented in Chapter 10. She can 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703064
  703064
  450988
  450988
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703065
  703065
  450989
  450989
  7171
  3
  Classes
  Classes
  cast any spell she knows without preparing it ahead of time. To 
  learn or cast a spell, a sorcerer must have a Charisma score 
  equal to at least 10 + the spell level. The Difficulty Class for a 
  saving throw against a sorcerer’s spell is 10 + the spell level + 
  the sorcerer’s Charisma modifier.
  Like other spellcasters, a sorcerer can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 3–14. In addition, she 
  receives bonus spells per day if she has a high Charisma 
  score (see Table 1–3).
  A sorcerer’s selection of spells is extremely limited. A 
  sorcerer begins play knowing four 0-level spells and two 
  1st-level spells of her choice. At each new sorcerer level, 
  she gains one or more new spells, as indicated on Table 
  3–15. (Unlike spells per day, the number of spells a sorcerer 
  knows is not affected by her Charisma score; the numbers 
  on Table 3–15 are fixed.) These new spells can be common 
  spells chosen from the sorcerer/wizard spell list, or they 
  can be unusual spells that the sorcerer has gained some 
  understanding of through study. 
  Upon reaching 4th level, and at every even-numbered 
  sorcerer level after that (6th, 8th, and so on), a sorcerer 
  can choose to learn a new spell in place of one she already 
  knows. In effect, the sorcerer loses the old spell in exchange 
  for the new one. The new spell’s level must be the same as 
  that of the spell being exchanged. A sorcerer may swap only 
  a single spell at any given level, and must choose whether 
  or not to swap the spell at the same time that she gains new 
  spells known for the level.
  Unlike a wizard or a cleric, a sorcerer need not prepare 
  her spells in advance. She can cast any spell she knows at 
  any time, assuming she has not yet used up her spells per 
  day for that spell level.
  Bloodline: Each sorcerer has a source of magic somewhere 
  in her heritage that grants her spells, bonus feats, an 
  additional class skill, and other special abilities. This source 
  can represent a blood relation or an extreme event involving 
  a creature somewhere in the family’s past. For example, a 
  sorcerer might have a dragon as a distant relative or her 
  grandfather might have signed a terrible contract with a 
  devil. Regardless of the source, this influence manifests in a 
  number of ways as the sorcerer gains levels. A sorcerer must 
  pick one bloodline upon taking her first level of sorcerer. 
  Once made, this choice cannot be changed.
  At 3rd level, and every two levels thereafter, a sorcerer 
  learns an additional spell, derived from her bloodline. 
  These spells are in addition to the number of spells given 
  on Table 3–15. These spells cannot be exchanged for 
  different spells at higher levels.
  At 7th level, and every six levels thereafter, a sorcerer 
  receives one bonus feat, chosen from a list specific to each 
  bloodline. The sorcerer must meet the prerequisites for 
  these bonus feats.  
  Cantrips: Sorcerers learn a number of cantrips, or 0-level 
  spells, as noted on Table 3–15 under “Spells Known.” These 
  spells are cast like any other spell, but they do not consume 
  any slots and may be used again.
  Eschew Materials: A sorcerer gains Eschew Materials as 
  a bonus feat at 1st level.
  Sorcerer Bloodlines
  The following bloodlines represent only some of the 
  possible sources of power that a sorcerer can draw upon. 
  Unless otherwise noted, most sorcerers are assumed to 
  have the arcane bloodline.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703065
  703065
  450989
  450989
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703066
  703066
  450990
  450990
  7272
  Aberrant
  There is a taint in your blood, one that is alien and bizarre. 
  You tend to think in odd ways, approaching problems from 
  an angle that most would not expect. Over time, this taint 
  manifests itself in your physical form.
  Class Skill: Knowledge (dungeoneering).
  Bonus Spells: enlarge person (3rd), see invisibility (5th), 
  tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), 
  plane shift (15th), mind blank (17th), shapechange (19th).
  Bonus Feats: Combat Casting, Improved Disarm, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Unarmed Strike, Iron Will, Silent Spell, Skill Focus 
  (Knowledge [dungeoneering]).
  Bloodline Arcana: Whenever you cast a spell of the 
  polymorph subschool, increase the duration of the spell by 
  50% (minimum 1 round). This bonus does not stack with 
  the increase granted by the Extend Spell feat.
  Bloodline Powers: Aberrant sorcerers show increasing 
  signs of their tainted heritage as they increase in level, 
  although they are only visible when used.
  Acidic Ray (Sp): Starting at 1st level, you can fire an acidic 
  ray as a standard action, targeting any foe within 30 feet as 
  a ranged touch attack. The acidic ray deals 1d6 points of 
  acid damage + 1 for every two sorcerer levels you possess. 
  You can use this ability a number of times per day equal to 
  3 + your Charisma modifier.
  Long Limbs (Ex): At 3rd level, your reach increases by 5 
  feet whenever you are making a melee touch attack. This 
  ability does not otherwise increase your threatened 
  area. At 11th level, this bonus to your reach increases to 
  10 feet. At 17th level, this bonus to your reach increases 
  to 15 feet.
  Unusual Anatomy (Ex): At 9th level, your anatomy changes, 
  giving you a 25% chance to ignore any critical hit or sneak 
  attack scored against you. This chance increases to 50% at 
  13th level.
  Alien Resistance (Su): At 15th level, you gain spell resistance 
  equal to your sorcerer level + 10.
  Aberrant Form (Ex): At 20th level, your body becomes 
  truly unnatural. You are immune to critical hits and sneak 
  attacks. In addition, you gain blindsight with a range of 60 
  feet and damage reduction 5/—.
  Abyssal
  Generations ago, a demon spread its filth into your heritage. 
  While it does not manifest in all of your kin, for you it is 
  particularly strong. You might sometimes have urges to 
  chaos or evil, but your destiny (and alignment) is up to you.
  Class Skill: Knowledge (planes).
  Bonus Spells: cause fear (3rd), bull’s strength (5th), rage (7th), 
  stoneskin (9th), dismissal (11th), transformation (13th), greater 
  teleport (15th), unholy aura (17th), summon monster IX (19th).
  Table 3–14: Sorcerer
     
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
   
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1st 
  +0 
  +0 
  +0 
  +2 
  Bloodline power, cantrips, 
    
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
    
   
   
   
   
  eschew materials
  2nd 
  +1 
  +0 
  +0 
  +3 
   
   
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bloodline power, bloodline spell 5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
   
   
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
  Bloodline spell 
   
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
   
   
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
  Bloodline feat, bloodline spell 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
   
   
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
  Bloodline power, bloodline spell 6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  10th 
  +5 
  +3 
  +3 
  +7 
   
   
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
  Bloodline spell 
   
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  —
  12th 
  +6/+1 
  +4 
  +4 
  +8 
   
   
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Bloodline feat, bloodline spell 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  —
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Bloodline power, bloodline spell 6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  —
  16th 
  +8/+3 
  +5 
  +5 
  +10 
   
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  —
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Bloodline spell 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  —
  18th 
  +9/+4 
  +6 
  +6 
  +11 
   
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Bloodline feat, bloodline spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Bloodline power 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703066
  703066
  450990
  450990
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703067
  703067
  450991
  450991
  7373
  3
  Classes
  Classes
  Bonus Feats: Augment Summoning, Cleave, Empower 
  Spell, Great Fortitude, Improved Bull Rush, Improved 
  Sunder, Power Attack, Skill Focus (Knowledge [planes]).
  Bloodline Arcana: Whenever you cast a spell of the 
  summoning subschool, the creatures summoned gain DR/
  good equal to 1/2 your sorcerer level (minimum 1). This 
  does not stack with any DR the creature might have.
  Bloodline Powers: While some would say that you are 
  possessed, you know better. The demonic influence in 
  your blood grows as you gain power.
  Claws (Ex): At 1st level, you can grow claws as a free 
  action. These claws are treated as natural weapons, 
  allowing you to make two claw attacks as a full attack 
  action using your full base attack bonus. These attacks 
  deal 1d4 points of damage each (1d3 if you are Small) 
  plus your Strength modifier. At 5th level, these claws 
  are considered magic weapons for the purpose of 
  overcoming DR. At 7th level, the damage increases by 
  one step to 1d6 points of damage (1d4 if you are Small). 
  At 11th level, these claws become flaming weapons, each 
  dealing an additional 1d6 points of fire damage on a 
  successful hit. This is a supernatural ability. You can 
  use your claws for a number of rounds per day equal to 3 
  + your Charisma modifier.
  Demon Resistances (Ex): At 3rd level, you gain resist 
  electricity 5 and a +2 bonus on saving throws made 
  against poison. At 9th level, your resistance to electricity 
  increases to 10 and your bonus on poison saving throws 
  increases to +4.
  Strength of the Abyss (Ex): At 9th level, you gain a +2 
  inherent bonus to your Strength. This bonus increases to 
  +4 at 13th level, and to +6 at 17th level.
  Added Summonings (Su): At 15th level, whenever you 
  summon a creature with the demon subtype or the fiendish 
  template using a summon monster spell, you summon one 
  additional creature of the same kind.
  Demonic Might (Su): At 20th level, the power of the Abyss 
  flows through you. You gain immunity to electricity 
  and poison. You also gain resistance to acid 10, cold 10, 
  and fire 10, and gain telepathy with a range of 60 feet 
  (allowing you to communicate with any creature that can 
  speak a language).
  Arcane
  Your family has always been skilled in the eldritch art of 
  magic. While many of your relatives were accomplished 
  wizards, your powers developed without the need for study 
  and practice.
  Class Skill: Knowledge (any one).
  Bonus Spells: identify (3rd), invisibility (5th), dispel 
  magic (7th), dimension door (9th), overland flight (11th), true 
  seeing (13th), greater teleport (15th), power word stun (17th), 
  wish (19th).
  Bonus Feats: Combat Casting, Improved Counterspell, 
  Improved Initiative, Iron Will, Scribe Scroll, Skill Focus 
  (Knowledge [arcana]), Spell Focus, Still Spell.
  Bloodline Arcana: Whenever you apply a metamagic feat 
  to a spell that increases the slot used by at least one level, 
  increase the spell’s DC by +1. This bonus does not stack 
  with itself and does not apply to spells modified by the 
  Heighten Spell feat.
  Bloodline Powers: Magic comes naturally to you, but as 
  you gain levels you must take care to prevent the power 
  from overwhelming you. 
  Arcane Bond (Su): At 1st level, you gain an arcane bond, 
  as a wizard equal to your sorcerer level. Your sorcerer 
  levels stack with any wizard levels you possess when 
  determining the powers of your familiar or bonded 
  object. This ability does not allow you to have both a 
  familiar and a bonded item. Rules for arcane bonds 
  appear on page 78.
  Metamagic Adept (Ex): At 3rd level, you can apply any one 
  metamagic feat you know to a spell you are about to cast 
  without increasing the casting time. You must still expend 
  a higher-level spell slot to cast this spell. You can use this 
  ability once per day at 3rd level and one additional time 
  per day for every four sorcerer levels you possess beyond 
  3rd, up to five times per day at 19th level. At 20th level, this 
  ability is replaced by arcane apotheosis.
  New Arcana (Ex): At 9th level, you can add any one spell 
  from the sorcerer/wizard spell list to your list of spells 
  Table 3–15: Sorcerer Spells Known
   
  Spells Known
  Level 0 1st 2nd 3rd 4th 
  5th 6th 
  7th 8th 9th
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  7 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  7 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8th 
  8 
  5 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  9th 
  8 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  —
  12th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  — 
  — 
  —
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  — 
  —
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703067
  703067
  450991
  450991
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703068
  703068
  450992
  450992
  7474
  known. This spell must be of a level that you are capable of 
  casting. You can also add one additional spell at 13th level 
  and 17th level.
  School Power (Ex): At 15th level, pick one school of magic. 
  The DC for any spells you cast from that school increases by 
  +2. This bonus stacks with the bonus granted by Spell Focus.
  Arcane Apotheosis (Ex): At 20th level, your body surges 
  with arcane power. You can add any metamagic feats that 
  you know to your spells without increasing their casting 
  time, although you must still expend higher-level spell 
  slots. Whenever you use magic items that require charges, 
  you can instead expend spell slots to power the item. 
  For every three levels of spell slots that you expend, you 
  consume one less charge when using a magic item that 
  expends charges.
  Celestial
  Your bloodline is blessed by a celestial power, either from a 
  celestial ancestor or through divine intervention. Although 
  this power drives you along the path of good, your fate (and 
  alignment) is your own to determine.
  Class Skill: Heal.
  Bonus Spells: bless (3rd), resist energy (5th), magic circle 
  against evil (7th), remove curse (9th), flame strike (11th), 
  g reater dispel magic (13th), banishment (15th), sunburst (17th), 
  gate (19th).
  Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, 
  Mounted Combat, Ride-By Attack, Skill Focus (Knowledge 
  [religion]), Weapon Finesse.
  Bloodline Arcana: Whenever you cast a spell of the 
  summoning subschool, the creatures summoned gain 
  DR/evil equal to 1/2 your sorcerer level (minimum 1). This 
  does not stack with any DR the creature might have.
  Bloodline Powers: Your celestial heritage grants you a 
  great many powers, but they come at a price. The lords of the 
  higher planes are watching you and your actions closely.
  Heavenly Fire (Sp): Starting at 1st level, you can unleash 
  a ray of heavenly fire as a standard action, targeting any 
  foe within 30 feet as a ranged touch attack. Against evil 
  creatures, this ray deals 1d4 points of damage + 1 for every 
  two sorcerer levels you possess. This damage is divine and 
  not subject to energy resistance or immunity. This ray 
  heals good creatures of 1d4 points of damage + 1 for every 
  two sorcerer levels you possess. A good creature cannot 
  benefit from your heavenly fire more than once per day. 
  Neutral creatures are neither harmed nor healed by this 
  effect. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier.
  Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 
  and resist cold 5. At 9th level, your resistances increase to 10.
  Wings of Heaven (Su): At 9th level, you can sprout 
  feathery wings and fly for a number of minutes per day 
  equal to your sorcerer level, with a speed of 60 feet and 
  good maneuverability. This duration does not need to be 
  consecutive, but it must be used in 1 minute increments. 
  Conviction (Su): At 15th level, you can reroll any one 
  ability check, attack roll, skill check, or saving throw you 
  just made. You must decide to use this ability after the die 
  is rolled, but before the results are revealed by the GM. You 
  must take the second result, even if it is worse. You can use 
  this ability once per day.
  Ascension (Su): At 20th level, you become infused with the 
  power of the heavens. You gain immunity to acid, cold, and 
  petrification. You also gain resist electricity 10, resist fire 
  10, and a +4 racial bonus on saves against poison. Finally, 
  you gain unlimited use of the wings of heaven ability. 
  Finally, you gain the ability to speak with any creature that 
  has a language (as per the tongues spell).
  Destined
  Your family is destined for greatness in some way. Your 
  birth could have been foretold in prophecy, or perhaps it 
  occurred during an especially auspicious event, such as 
  a solar eclipse. Regardless of your bloodline’s origin, you 
  have a great future ahead.
  Class Skill: Knowledge (history).
  Bonus Spells: alarm (3rd), blur (5th), protection from energy 
  (7th), freedom of movement (9th), break enchantment (11th), 
  mislead (13th), spell turning (15th), moment of prescience (17th), 
  foresight (19th).
  Bonus Feats: Arcane Strike, Diehard, Endurance, 
  Leadership, Lightning Reflexes, Maximize Spell, Skill 
  Focus (Knowledge [history]), Weapon Focus.
  Bloodline Arcana: Whenever you cast a spell with a 
  range of “personal,” you gain a luck bonus equal to the 
  spell’s level on all your saving throws for 1 round.
  Bloodline Powers: You are destined for great things, and 
  the powers that you gain serve to protect you.
  Touch of Destiny (Sp): At 1st level, you can touch a creature 
  as a standard action, giving it an insight bonus on attack 
  rolls, skill checks, ability checks, and saving throws equal 
  to 1/2 your sorcerer level (minimum 1) for 1 round. You can 
  use this ability a number of times per day equal to 3 + your 
  Charisma modifier.
  Fated (Su): Starting at 3rd level, you gain a +1 luck bonus 
  on all of your saving throws and to your AC during surprise 
  rounds (see Chapter 8) and when you are otherwise unaware 
  of an attack. At 7th level and every four levels thereafter, this 
  bonus increases by +1, to a maximum of +5 at 19th level.
  It Was Meant To Be (Su): At 9th level, you may reroll any 
  one attack roll, critical hit confirmation roll, or level check 
  made to overcome spell resistance. You must decide to use 
  this ability after the first roll is made but before the results 
  are revealed by the GM. You must take the second result, 
  even if it is worse. At 9th level, you can use this ability once 
  per day. At 17th level, you can use this ability twice per day.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703068
  703068
  450992
  450992
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703069
  703069
  450993
  450993
  7575
  3
  Classes
  Classes
  Within Reach (Su): At 15th level, your ultimate destiny 
  is drawing near. Once per day, when an attack or spell 
  that causes damage would result in your death, you may 
  attempt a DC 20 Will save. If successful, you are instead 
  reduced to –1 hit points and are automatically stabilized. 
  The bonus from your fated ability applies to this save.
  Destiny Realized (Su): At 20th level, your moment of 
  destiny is at hand. Any critical threats made against 
  you only confirm if the second roll results in a natural 
  20 on the die. Any critical threats you score with a spell 
  are automatically confirmed. Once per day, you can 
  automatically succeed at one caster level check made 
  to overcome spell resistance. You must use this ability 
  before making the roll.
  Draconic
  At some point in your family’s history, a dragon interbred 
  with your bloodline, and now its ancient power flows 
  through your veins. 
  Class Skill: Perception.
  Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), 
  fear (9th), spell resistance (11th), form of the dragon I (13th), form of 
  the dragon II (15th), form of the dragon III (17th), wish (19th).
  Bonus Feats: Blind-Fight, Great Fortitude, Improved 
  Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), 
  Skill Focus (Knowledge [arcana]), Toughness.
  Bloodline Arcana: Whenever you cast a spell with an energy 
  descriptor that matches your draconic bloodline’s energy 
  type, that spell deals +1 point of damage per die rolled.
  Bloodline Powers: The power of dragons flows through 
  you and manifests in a number of ways. At 1st level, you 
  must select one of the chromatic or metallic dragon types 
  (see the Pathfinder RPG Bestiary). This choice cannot be 
  changed. A number of your abilities grant resistances and 
  deal damage based on your dragon type, as noted on the 
  following table.
  Dragon Type 
  Energy Type 
  Breath Shape
  Black 
  Acid 
  60-foot line
  Blue 
  Electricity 
  60-foot line
  Green 
  Acid 
  30-foot cone
  Red 
  Fire 
  30-foot cone
  White 
  Cold 
  30-foot cone
  Brass 
  Fire 
  60-foot line
  Bronze 
  Electricity 
  60-foot line
  Copper 
  Acid 
  60-foot line
  Gold 
  Fire 
  30-foot cone
  Silver 
  Cold 
  30-foot cone
  Claws (Ex): Starting at 1st level, you can grow claws as 
  a free action. These claws are treated as natural weapons, 
  allowing you to make two claw attacks as a full attack 
  action using your full base attack bonus. Each of these 
  attacks deals 1d4 points of damage plus your Strength 
  modifier (1d3 if you are Small). At 5th level, these claws are 
  considered magic weapons for the purpose of overcoming 
  DR. At 7th level, the damage increases by one step to 1d6 
  points of damage (1d4 if you are Small). At 11th level, these 
  claws deal an additional 1d6 points of damage of your 
  energy type on a successful hit. This is a supernatural 
  ability. You can use your claws for a number of rounds per 
  day equal to 3 + your Charisma modifier.
  Dragon Resistances (Ex): At 3rd level, you gain resist 5 
  against your energy type and a +1 natural armor bonus. 
  At 9th level, your energy resistance increases to 10 and 
  natural armor bonus increases to +2. At 15th level, your 
  natural armor bonus increases to +4.
  Breath Weapon (Su): At 9th level, you gain a breath weapon. 
  This breath weapon deals 1d6 points of damage of your 
  energy type per sorcerer level. Those caught in the area 
  of the breath receive a Reflex save for half damage. The 
  DC of this save is equal to 10 + 1/2 your sorcerer level + 
  your Charisma modifier. The shape of the breath weapon 
  depends on your dragon type (as indicated on the above 
  chart). At 9th level, you can use this ability once per day. 
  At 17th level, you can use this ability twice per day. At 20th 
  level, you can use this ability three times per day.
  Wings (Su): At 15th level, leathery dragon wings grow 
  from your back as a standard action, giving you a fly speed 
  of 60 feet with average maneuverability. You can dismiss 
  the wings as a free action.
  Power of Wyrms (Su): At 20th level, your draconic heritage 
  becomes manifest. You gain immunity to paralysis, sleep, 
  and damage of your energy type. You also gain blindsense 
  60 feet.
  Elemental
  The power of the elements resides in you, and at times you 
  can hardly control its fury. This influence comes from 
  an elemental outsider in your family history or a time 
  when you or your relatives were exposed to a powerful 
  elemental force.
  Class Skill: Knowledge (planes).
  Bonus Spells: burning hands* (3rd), scorching ray* (5th), 
  protection from energy (7th), elemental body I (9th), elemental 
  body II (11th), elemental body III (13th), elemental body IV (15th), 
  summon monster VIII (elementals only) (17th), elemental 
  swarm (19th).
  *These spells always deal a type of damage determined 
  by your element. In addition, the subtype of these spells 
  changes to match the energy type of your element.
  Bonus Feats: Dodge, Empower Spell, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Skill Focus (Knowledge [planes]), Weapon Finesse.
  Bloodline Arcana: Whenever you cast a spell that deals 
  energy damage, you can change the type of damage to 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703069
  703069
  450993
  450993
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703070
  703070
  450994
  450994
  7676
  match the type of your bloodline. This also changes the 
  spell’s type to match the type of your bloodline.
  Bloodline Powers: One of the four elements infuses 
  your being, and you can draw upon its power in times 
  of need. At first level, you must select one of the four 
  elements: air, earth, fire, or water. This choice cannot be 
  changed. A number of your abilities grant resistances and 
  deal damage based on your element, as noted below.
  Element 
  Energy Type 
  Elemental Movement
  Air 
  Electricity 
  Fly 60 feet (average)
  Earth 
  Acid 
  Burrow 30 feet
  Fire 
  Fire 
  +30 feet base speed
  Water 
  Cold 
  Swim 60 feet
  Elemental Ray (Sp): Starting at 1st level, you can unleash an 
  elemental ray as a standard action, targeting any foe within 
  30 feet as a ranged touch attack. This ray deals 1d6 points of 
  damage of your energy type + 1 for every two sorcerer levels 
  you possess. You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier.
  Elemental Resistance (Ex): At 3rd level, you gain energy 
  resistance 10 against your energy type. At 9th level, your 
  energy resistance increases to 20.
  Elemental Blast (Sp): At 9th level, you can unleash a blast 
  of elemental power once per day. This 20-foot-radius burst 
  does 1d6 points of damage of your energy type per sorcerer 
  level. Those caught in the area of your blast receive a Reflex 
  save for half damage. Creatures that fail their saves gain 
  vulnerability to your energy type until the end of your next 
  turn. The DC of this save is equal to 10 + 1/2 your sorcerer 
  level + your Charisma modifier. At 9th level, you can use 
  this ability once per day. At 17th level, you can use this 
  ability twice per day. At 20th level, you can use this ability 
  three times per day. This power has a range of 60 feet.
  Elemental Movement (Su): At 15th level, you gain a special 
  movement type or bonus. This ability is based on your 
  chosen element, as indicated on the above chart.
  Elemental Body (Su): At 20th level, elemental power surges 
  through your body. You gain immunity to sneak attacks, 
  critical hits, and damage from your energy type.
  Fey
  The capricious nature of the fey runs in your family due 
  to some intermingling of fey blood or magic. You are more 
  emotional than most, prone to bouts of joy and rage.
  Class Skill: Knowledge (nature).
  Bonus Spells: entangle (3rd), hideous laughter (5th), deep 
  slumber (7th), poison (9th), tree stride (11th), mislead (13th), 
  phase door (15th), irresistible dance (17th), shapechange (19th).
  Bonus Feats: Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken 
  Spell, Skill Focus (Knowledge [nature]).
  Bloodline Arcana: Whenever you cast a spell of the 
  compulsion subschool, increase the spell’s DC by +2.
  Bloodline Powers: You have always had a tie to the 
  natural world, and as your power increases, so does the 
  influence of the fey over your magic.
  Laughing Touch (Sp): At 1st level, you can cause a creature 
  to burst out laughing for 1 round as a melee touch attack. 
  A laughing creature can only take a move action but can 
  defend itself normally. Once a creature has been affected 
  by laughing touch, it is immune to its effects for 24 hours. 
  You can use this ability a number of times per day equal to 
  3 + your Charisma modifier.
  Woodland Stride (Ex): At 3rd level, you can move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at your normal 
  speed and without taking damage or suffering any other 
  impairment. Thorns, briars, and overgrown areas that have 
  been magically manipulated to impede motion, however, 
  still affect you.
  Fleeting Glance (Sp): At 9th level, you can turn invisible 
  for a number of rounds per day equal to your sorcerer level. 
  This ability functions as greater invisibility. These rounds 
  need not be consecutive.
  Fey Magic (Su): At 15th level, you may reroll any caster 
  level check made to overcome spell resistance. You must 
  decide to use this ability before the results are revealed by 
  the GM. You must take the second result, even if it is worse. 
  You can use this ability at will.
  Soul of the Fey (Su): At 20th level, your soul becomes one 
  with the world of the fey. You gain immunity to poison and 
  DR 10/cold iron. Creatures of the animal type do not attack 
  you unless compelled to do so through magic. Once per 
  day, you can cast shadow walk as a spell-like ability using 
  your sorcerer level as your caster level.
  Infernal
  Somewhere in your family’s history, a relative made a deal 
  with a devil, and that pact has influenced your family 
  line ever since. In you, it manifests in direct and obvious 
  ways, granting you powers and abilities. While your fate is 
  still your own, you can’t help but wonder if your ultimate 
  reward is bound to the Pit.
  Class Skill: Diplomacy.
  Bonus Spells: protection from good (3rd), scorching ray 
  (5th), suggestion (7th), charm monster (9th), dominate person 
  (11th), planar binding (devils and creatures with the fiendish 
  template only) (13th), greater teleport (15th), power word stun 
  (17th), meteor swarm (19th).
  Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, 
  Extend Spell, Improved Disarm, Iron Will, Skill Focus 
  (Knowledge [planes]), Spell Penetration.
  Bloodline Arcana: Whenever you cast a spell of the 
  charm subschool, increase the spell’s DC by +2.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703070
  703070
  450994
  450994
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703071
  703071
  450995
  450995
  7777
  3
  Classes
  Classes
  Bloodline Powers: You can draw upon the power of Hell, 
  although you must be wary of its corrupting influence. 
  Such power does not come without a price.
  Corrupting Touch (Sp): At 1st level, you can cause a creature 
  to become shaken (see page 568) as a melee touch attack. 
  This effect persists for a number of rounds equal to 1/2 
  your sorcerer level (minimum 1). Creatures shaken by this 
  ability radiate an aura of evil, as if they were an evil outsider 
  (see detect evil). Multiple touches do not stack, but they do 
  add to the duration. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 
  and a +2 bonus on saving throws made against poison. At 
  9th level, your resistance to fire increases to 10 and your 
  bonus on poison saving throws increases to +4.
  Hellfire (Sp): At 9th level, you can call down a column of 
  hellfire. This 10-foot-radius burst does 1d6 points of fire 
  damage per sorcerer level. Those caught in the area of your 
  blast receive a Reflex save for half damage. Good creatures 
  that fail their saves are shaken for a number of rounds equal 
  to your sorcerer level. The DC of this save is equal to 10 + 1/2 
  your sorcerer level + your Charisma modifier. At 9th level, 
  you can use this ability once per day. At 17th level, you can use 
  this ability twice per day. At 20th level, you can use this ability 
  three times per day. This power has a range of 60 feet.
  On Dark Wings (Su): At 15th level, you can grow fearsome 
  bat wings as a standard action, giving you a fly speed of 
  60 feet with average maneuverability. The wings can be 
  dismissed as a free action.
  Power of the Pit (Su): At 20th level, your form becomes 
  infused with vile power. You gain immunity to fire and 
  poison. You also gain resistance to acid 10 and cold 10, 
  and the ability to see perfectly in darkness of any kind to a 
  range of 60 feet.
  Undead
  The taint of the grave runs through your family. Perhaps 
  one of your ancestors became a powerful lich or vampire, 
  or maybe you were born dead before suddenly returning to 
  life. Either way, the forces of death move through you and 
  touch your every action.
  Class Skill: Knowledge (religion).
  Bonus Spells: chill touch (3rd), false life (5th), vampiric touch 
  (7th), animate dead (9th), waves of fatigue (11th), undeath to 
  death (13th), finger of death (15th), horrid wilting (17th), energy 
  drain (19th).
  Bonus Feats: Combat Casting, Diehard, Endurance, 
  Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, 
  Still Spell, Toughness.
  Bloodline Arcana: Some undead are susceptible to your 
  mind-affecting spells. Corporeal undead that were once 
  humanoids are treated as humanoids for the purposes of 
  determining which spells affect them.
  Bloodline Powers: You can call upon the foul powers of 
  the afterlife. Unfortunately, the more you draw upon them, 
  the closer you come to joining them.
  Grave Touch (Sp): Starting at 1st level, you can make a 
  melee touch attack as a standard action that causes a living 
  creature to become shaken for a number of rounds equal to 
  1/2 your sorcerer level (minimum 1). If you touch a shaken 
  creature with this ability, it becomes frightened  (see page 
  567) for 1 round if it has fewer Hit Dice than your sorcerer 
  level. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier.
  Death’s Gift (Su): At 3rd level, you gain resist cold 5 and 
  DR 5/— against nonlethal damage. At 9th level, your 
  resistance to cold increases to 10 and your DR increases to 
  10/— against nonlethal damage.
  Grasp of the Dead (Sp): At 9th level, you can cause a swarm 
  of skeletal arms to burst from the ground to rip and tear 
  at your foes. The skeletal arms erupt from the ground in a 
  20-foot-radius burst. Anyone in this area takes 1d6 points of 
  slashing damage per sorcerer level. Those caught in the area 
  receive a Reflex save for half damage. Those who fail the save 
  are unable to move for 1 round. The DC of this save is equal 
  to 10 + 1/2 your sorcerer level + your Charisma modifier. 
  The skeletal arms disappear after 1 round. The arms must 
  burst up from a solid surface. At 9th level, you can use this 
  ability once per day. At 17th level, you can use this ability 
  twice per day. At 20th level, you can use this ability three 
  times per day. This power has a range of 60 feet.
  Incorporeal Form (Sp): At 15th level, you can become 
  incorporeal for 1 round per sorcerer level. While in this 
  form, you gain the incorporeal subtype. You only take 
  half damage from corporeal sources as long as they are 
  magic (you take no damage from non-magic weapons and 
  objects). Likewise, your spells deal only half damage to 
  corporeal creatures. Spells and other effects that do not 
  deal damage function normally. You can use this ability 
  once per day.
  One of Us (Ex): At 20th level, your form begins to rot (the 
  appearance of this decay is up to you) and undead see you as 
  one of them. You gain immunity to cold, nonlethal damage, 
  paralysis, and sleep. You also gain DR 5/—. Unintelligent 
  undead do not notice you unless you attack them. You 
  receive a +4 morale bonus on saving throws made against 
  spells and spell-like abilities cast by undead.
  wizArd
  Beyond the veil of the mundane hide the secrets of 
  absolute power. The works of beings beyond mortals, the 
  legends of realms where gods and spirits tread, the lore of 
  creations both wondrous and terrible—such mysteries call 
  to those with the ambition and the intellect to rise above 
  the common folk to grasp true might. Such is the path of 
  the wizard. These shrewd magic-users seek, collect, and 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703071
  703071
  450995
  450995
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703072
  703072
  450996
  450996
  7878
  covet esoteric knowledge, drawing on cultic arts to work 
  wonders beyond the abilities of mere mortals. While some 
  might choose a particular field of magical study and 
  become masters of such powers, others embrace versatility, 
  reveling in the unbounded wonders of all magic. In either 
  case, wizards prove a cunning and potent lot, capable of 
  smiting their foes, empowering their allies, and shaping 
  the world to their every desire.
  Role: While universalist wizards might study to prepare 
  themselves for any manner of danger, specialist wizards 
  research schools of magic that make them exceptionally 
  skilled within a specific focus. Yet no matter their specialty, 
  all wizards are masters of the impossible and can aid their 
  allies in overcoming any danger.
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The wizard’s class skills are Appraise (Int), Craft (Int), Fly 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Profession 
  (Wis), and Spellcraft (Int). 
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following are the class features of the wizard.
  Weapon and Armor Proficiency: Wizards are proficient 
  with the club, dagger, heavy crossbow, light crossbow, and 
  quarterstaff, but not with any type of armor or shield. 
  Armor interferes with a wizard’s movements, which can 
  cause his spells with somatic components to fail.
  Spells: A wizard casts arcane spells drawn from the 
  sorcerer/wizard spell list presented in Chapter 10. A wizard 
  must choose and prepare his spells ahead of time.
  To learn, prepare, or cast a spell, the wizard must have an 
  Intelligence score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a wizard’s spell 
  is 10 + the spell level + the wizard’s Intelligence modifier.
  A wizard can cast only a certain number of spells of each 
  spell level per day. His base daily spell allotment is given on 
  Table 3–16. In addition, he receives bonus spells per day if he 
  has a high Intelligence score (see Table 1–3).
  A wizard may know any number of spells. He must choose 
  and prepare his spells ahead of time by getting 8 hours of 
  sleep and spending 1 hour studying his spellbook. While 
  studying, the wizard decides which spells to prepare.
  Bonus Languages: A wizard may substitute Draconic 
  for one of the bonus languages available to the character 
  because of his race.
  Arcane Bond (Ex or Sp): At 1st level, wizards form a 
  powerful bond with an object or a creature. This bond 
  can take one of two forms: a familiar or a bonded object. A 
  familiar is a magical pet that enhances the wizard’s skills 
  and senses and can aid him in magic, while a bonded 
  object is an item a wizard can use to cast additional spells 
  or to serve as a magical item. Once a wizard makes this 
  choice, it is permanent and cannot be changed. Rules for 
  familiars appear on page 82, while rules for bonded items 
  are given below.
  Wizards who select a bonded object begin play with one 
  at no cost. Objects that are the subject of an arcane bond 
  must fall into one of the following categories: amulet, 
  ring, staff, wand, or weapon. These objects are always 
  masterwork quality. Weapons acquired at 1st level are not 
  made of any special material. If the object is an amulet or 
  ring, it must be worn to have effect, while staves, wands, and 
  weapons must be wielded. If a wizard attempts to cast a spell 
  without his bonded object worn or in hand, he must make a 
  concentration check or lose the spell. The DC for this check 
  is equal to 20 + the spell’s level. If the object is a ring or 
  amulet, it occupies the ring or neck slot accordingly.
  A bonded object can be used once per day to cast any one 
  spell that the wizard has in his spellbook and is capable of 
  casting, even if the spell is not prepared. This spell is treated 
  like any other spell cast by the wizard, including casting time, 
  duration, and other effects dependent on the wizard’s level. 
  This spell cannot be modified by metamagic feats or other 
  abilities. The bonded object cannot be used to cast spells 
  from the wizard’s opposition schools (see arcane school).
  A wizard can add additional magic abilities to his bonded 
  object as if he has the required item creation feats and if 
  he meets the level prerequisites of the feat. For example, 
  a wizard with a bonded dagger must be at least 5th level 
  to add magic abilities to the dagger (see the Craft Magic 
  Arms and Armor feat in Chapter 5). If the bonded object 
  is a wand, it loses its wand abilities when its last charge is 
  consumed, but it is not destroyed and it retains all of its 
  bonded object properties and can be used to craft a new 
  wand. The magic properties of a bonded object, including 
  any magic abilities added to the object, only function for 
  the wizard who owns it. If a bonded object’s owner dies, or 
  the item is replaced, the object reverts to being an ordinary 
  masterwork item of the appropriate type.
  If a bonded object is damaged, it is restored to full hit 
  points the next time the wizard prepares his spells. If the 
  object of an arcane bond is lost or destroyed, it can be 
  replaced after 1 week in a special ritual that costs 200 gp 
  per wizard level plus the cost of the masterwork item. This 
  ritual takes 8 hours to complete. Items replaced in this 
  way do not possess any of the additional enchantments 
  of the previous bonded item. A wizard can designate an 
  existing magic item as his bonded item. This functions in 
  the same way as replacing a lost or destroyed item except 
  that the new magic item retains its abilities while gaining 
  the benefits and drawbacks of becoming a bonded item.
  Arcane School: A wizard can choose to specialize in one 
  school of magic, gaining additional spells and powers based 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703072
  703072
  450996
  450996
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703073
  703073
  450997
  450997
  7979
  3
  Classes
  Classes
  on that school. This choice must be made at 1st level, and 
  once made, it cannot be changed. A wizard that does not 
  select a school receives the universalist school instead.
  A wizard that chooses to specialize in one school of 
  magic must select two other schools as his opposition 
  schools, representing knowledge sacrificed in one area 
  of arcane lore to gain mastery in another. A wizard who 
  prepares spells from his opposition schools must use two 
  spell slots of that level to prepare the spell. For example, 
  a wizard with evocation as an opposition school must 
  expend two of his available 3rd-level spell slots to prepare 
  a fireball. In addition, a specialist takes a –4 penalty on any 
  skill checks made when crafting a magic item that has a 
  spell from one of his opposition schools as a prerequisite. 
  A universalist wizard can prepare spells from any school 
  without restriction.
  Each arcane school gives the wizard a number of 
  school powers. In addition, specialist wizards receive an 
  additional spell slot of each spell level he can cast, from 
  1st on up. Each day, a wizard can prepare a spell from his 
  specialty school in that slot. This spell must be in the 
  wizard’s spellbook. A wizard can select a spell modified by 
  a metamagic feat to prepare in his school slot, but it uses 
  up a higher-level spell slot. Wizards with the universalist 
  school do not receive a school slot.
  Cantrips: Wizards can prepare a number of cantrips, or 
  0-level spells, each day, as noted on Table 3–16 under “Spells 
  per Day.” These spells are cast like any other spell, but 
  they are not expended when cast and may be used again. A 
  wizard can prepare a cantrip from a prohibited school, but 
  it uses up two of his available slots (see below).
  Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as 
  a bonus feat. 
  Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard 
  gains a bonus feat. At each such opportunity, he can choose 
  a metamagic feat, an item creation feat, or Spell Mastery. 
  The wizard must still meet all prerequisites for a bonus 
  feat, including caster level minimums. These bonus feats 
  are in addition to the feats that a character of any class gets 
  from advancing levels. The wizard is not limited to the 
  categories of item creation feats, metamagic feats, or Spell 
  Mastery when choosing those feats.
  Spellbooks: A wizard must study his spellbook each 
  day to prepare his spells. He cannot prepare any spell not 
  recorded in his spellbook, except for read magic, which all 
  wizards can prepare from memory.
  A wizard begins play with a spellbook containing all 
  0-level wizard spells (except those from his prohibited 
  schools, if any; see Arcane Schools) plus three 1st-level 
  spells of his choice. The wizard also selects a number 
  of additional 1st-level spells equal to his Intelligence 
  modifier to add to the spellbook. At each new wizard level, 
  he gains two new spells of any spell level or levels that he 
  can cast (based on his new wizard level) for his spellbook. 
  At any time, a wizard can also add spells found in other 
  wizards’ spellbooks to his own (see Chapter 9).
  Arcane Schools
  The following descriptions detail each arcane school and 
  its corresponding powers.
  Abjuration School
  The abjurer uses magic against itself, and masters the art 
  of defensive and warding magics.
  Resistance (Ex): You gain resistance 5 to an energy type 
  of your choice, chosen when you prepare spells. This 
  resistance can be changed each day. At 11th level, this 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703073
  703073
  450997
  450997
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703074
  703074
  450998
  450998
  8080
  resistance increases to 10. At 20th level, this resistance 
  changes to immunity to the chosen energy type.
  Protective Ward (Su): As a standard action, you can create 
  a 10-foot-radius field of protective magic centered on you 
  that lasts for a number of rounds equal to your Intelligence 
  modifier. All allies in this area (including you) receive a 
  +1 deflection bonus to their AC for 1 round. This bonus 
  increases by +1 for every five wizard levels you possess. You 
  can use this ability a number of times per day equal to 3 + 
  your Intelligence modifier.
  Energy Absorption (Su): At 6th level, you gain an amount 
  of energy absorption equal to 3 times your wizard level per 
  day. Whenever you take energy damage, apply immunity, 
  vulnerability (if any), and resistance first and apply the 
  rest to this absorption, reducing your daily total by that 
  amount. Any damage in excess of your absorption is 
  applied to you normally.
  Conjuration School
  The conjurer focuses on the study of summoning monsters 
  and magic alike to bend to his will.
  Summoner’s Charm (Su): Whenever you cast a conjuration 
  (summoning) spell, increase the duration by a number 
  of rounds equal to 1/2 your wizard level (minimum 1). 
  At 20th level, you can change the duration of all summon 
  monster spells to permanent. You can have no more than 
  one summon monster spell made permanent in this way at 
  one time. If you designate another summon monster spell as 
  permanent, the previous spell immediately ends.
  Acid Dart (Sp): As a standard action you can unleash 
  an acid dart targeting any foe within 30 feet as a 
  ranged touch attack. The acid dart deals 1d6 points of  
  acid damage + 1 for every two wizard levels you possess. 
  You can use this ability a number of times per day equal 
  to 3 + your Intelligence modifier. This attack ignores 
  spell resistance.
  Dimensional Steps (Sp): At 8th level, you can use this 
  ability to teleport up to 30 feet per wizard level per day 
  as a standard action. This teleportation must be used in 
  5-foot increments and such movement does not provoke 
  an attack of opportunity. You can bring other willing 
  creatures with you, but you must expend an equal 
  amount of distance for each additional creature brought 
  with you.
  Divination School
  Diviners are masters of remote viewing, prophecies, and 
  using magic to explore the world.
  Forewarned (Su): You can always act in the surprise 
  round even if you fail to make a Perception roll to notice a 
  foe, but you are still considered flat-footed until you take 
  an action. In addition, you receive a bonus on initiative 
  Table 3–16: Wizard
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st 
  +0 
  +0 
  +0 
  +2 
  Arcane bond, arcane school, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  cantrips, Scribe Scroll
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
   
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
  Bonus feat 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
   
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th +7/+2 
  +4 
  +4 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th +10/+5 
  +6 
  +6 
  +12 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703074
  703074
  450998
  450998
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703075
  703075
  450999
  450999
  8181
  3
  Classes
  Classes
  checks equal to 1/2 your wizard level (minimum +1). At 
  20th level, anytime you roll initiative, assume the roll 
  resulted in a natural 20.
  Diviner’s Fortune (Sp): When you activate this school 
  power, you can touch any creature as a standard action 
  to give it an insight bonus on all of its attack rolls, skill 
  checks, ability checks, and saving throws equal to 1/2 
  your wizard level (minimum +1) for 1 round. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Scrying Adept (Su): At 8th level, you are always aware 
  when you are being observed via magic, as if you had a 
  permanent detect scrying. In addition, whenever you scry 
  on a subject, treat the subject as one step more familiar to 
  you. Very familiar subjects get a –10 penalty on their save 
  to avoid your scrying attempts.
  Enchantment School
  The enchanter uses magic to control and manipulate the 
  minds of his victims.
  Enchanting Smile (Su): You gain a +2 enhancement bonus 
  on Bluff, Diplomacy, and Intimidate skill checks. This 
  bonus increases by +1 for every five wizard levels you 
  possess, up to a maximum of +6 at 20th level. At 20th level, 
  whenever you succeed at a saving throw against a spell of 
  the enchantment school, that spell is reflected back at its 
  caster, as per spell turning.
  Dazing Touch (Sp): You can cause a living creature to 
  become dazed for 1 round as a melee touch attack. Creatures 
  with more Hit Dice than your wizard level are unaffected. 
  You can use this ability a number of times per day equal to 
  3 + your Intelligence modifier.
  Aura of Despair (Su): At 8th level, you can emit a 30-foot 
  aura of despair for a number of rounds per day equal 
  to your wizard level. Enemies within this aura take a 
  –2 penalty on ability checks, attack rolls, damage rolls, 
  saving throws, and skill checks. These rounds do not need 
  to be consecutive.
  Evocation School
  Evokers revel in the raw power of magic, and can use it to 
  create and destroy with shocking ease.
  Intense Spells (Su): Whenever you cast an evocation spell 
  that deals hit point damage, add 1/2 your wizard level to 
  the damage (minimum +1). This bonus only applies once 
  to a spell, not once per missile or ray, and cannot be split 
  between multiple missiles or rays. This damage is of the 
  same type as the spell. At 20th level, whenever you cast an 
  evocation spell you can roll twice to penetrate a creature’s 
  spell resistance and take the better result.
  Force Missile (Sp): As a standard action you can unleash 
  a force missile that automatically strikes a foe, as magic 
  missile. The force missile deals 1d4 points of damage plus 
  the damage from your intense spells evocation power. This 
  is a force effect. You can use this ability a number of times 
  per day equal to 3 + your Intelligence modifier.
  Elemental Wall (Sp): At 8th level, you can create a wall of 
  energy that lasts for a number of rounds per day equal 
  to your wizard level. These rounds do not need to be 
  consecutive. This wall deals acid, cold, electricity, or fire 
  damage, determined when you create it. The elemental 
  wall otherwise functions like wall of fire.
  Illusion School
  Illusionists use magic to weave confounding images, 
  figments, and phantoms to baffle and vex their foes.
  Extended Illusions (Su): Any illusion spell you cast with a 
  duration of “concentration” lasts a number of additional 
  rounds equal to 1/2 your wizard level after you stop 
  maintaining concentration (minimum +1 round). At 20th 
  level, you can make one illusion spell with a duration of 
  “concentration” become permanent. You can have no more 
  than one illusion made permanent in this way at one 
  time. If you designate another illusion as permanent, the 
  previous permanent illusion ends. 
  Blinding Ray (Sp): As a standard action you can fire a 
  shimmering ray at any foe within 30 feet as a ranged touch 
  attack. The ray causes creatures to be blinded for 1 round. 
  Creatures with more Hit Dice than your wizard level are 
  dazzled for 1 round instead. You can use this ability a number 
  of times per day equal to 3 + your Intelligence modifier.
  Invisibility Field (Sp): At 8th level, you can make yourself 
  invisible as a swift action for a number of rounds per  
  day equal to your wizard level. These rounds do not  
  need to be consecutive. This otherwise functions as 
  greater invisibility.
  Necromancy School
  The dread and feared necromancer commands undead 
  and uses the foul power of unlife against his enemies.
  Power over Undead (Su): You receive Command Undead 
  or Turn Undead as a bonus feat. You can channel energy 
  a number of times per day equal to 3 + your Intelligence 
  modifier, but only to use the selected feat. You can take 
  other feats to add to this ability, such as Extra Channel 
  and Improved Channel, but not feats that alter this ability, 
  such as Elemental Channel and Alignment Channel. The 
  DC to save against these feats is equal to 10 + 1/2 your 
  wizard level + your Charisma modifier. At 20th level, 
  undead cannot add their channel resistance to the save 
  against this ability.
  Grave Touch (Sp): As a standard action, you can make 
  a melee touch attack that causes a living creature to 
  become shaken for a number of rounds equal to 1/2 your 
  wizard level (minimum 1). If you touch a shaken creature 
  with this ability, it becomes frightened for 1 round if it 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703075
  703075
  450999
  450999
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703076
  703076
  451000
  451000
  8282
  has fewer Hit Dice than your wizard level. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Life Sight (Su): At 8th level, you gain blindsight to a range 
  of 10 feet for a number of rounds per day equal to your 
  wizard level. This ability only allows you to detect living 
  creatures and undead creatures. This sight also tells you 
  whether a creature is living or undead. Constructs and 
  other creatures that are neither living nor undead cannot 
  be seen with this ability. The range of this ability increases 
  by 10 feet at 12th level, and by an additional 10 feet for every 
  four levels beyond 12th.
  Transmutation School
  Transmuters use magic to change the world around them.
  Physical Enhancement (Su): You gain a +1 enhancement 
  bonus to one physical ability score (Strength, Dexterity, 
  or Constitution). This bonus increases by +1 for every five 
  wizard levels you possess to a maximum of +5 at 20th level. 
  You can change this bonus to a new ability score when 
  you prepare spells. At 20th level, this bonus applies to two 
  physical ability scores of your choice.
  Telekinetic Fist (Sp): As a standard action you can strike 
  with a telekinetic fist, targeting any foe within 30 feet as a 
  ranged touch attack. The telekinetic fist deals 1d4 points 
  of bludgeoning damage + 1 for every two wizard levels you 
  possess. You can use this ability a number of times per day 
  equal to 3 + your Intelligence modifier.
  Change Shape (Sp): At 8th level, you can change your shape 
  for a number of rounds per day equal to your wizard level. 
  These rounds do not need to be consecutive. This ability 
  otherwise functions like beast shape II or elemental body I. 
  At 12th level, this ability functions like beast shape III or 
  elemental body II.
  Universalist School
  Wizards who do not specialize (known as as universalists) 
  have the most diversity of all arcane spellcasters.
  Hand of the Apprentice (Su): You cause your melee weapon 
  to fly from your grasp and strike a foe before instantly 
  returning to you. As a standard action, you can make a single 
  attack using a melee weapon at a range of 30 feet. This attack 
  is treated as a ranged attack with a thrown weapon, except 
  that you add your Intelligence modifier on the attack roll 
  instead of your Dexterity modifier (damage still relies on 
  Strength). This ability cannot be used to perform a combat 
  maneuver. You can use this ability a number of times per 
  day equal to 3 + your Intelligence modifier.
  Metamagic Mastery (Su): At 8th level, you can apply 
  any one metamagic feat that you know to a spell you are 
  about to cast. This does not alter the level of the spell or 
  the casting time. You can use this ability once per day  
  at 8th level and one additional time per day for every  
  two wizard levels you possess beyond 8th. Any time you 
  use this ability to apply a metamagic feat that increases 
  the spell level by more than 1, you must use an additional 
  daily usage for each level above 1 that the feat adds to the 
  spell. Even though this ability does not modify the spell’s 
  actual level, you cannot use this ability to cast a spell 
  whose modified spell level would be above the level of the 
  highest-level spell that you are capable of casting.
  Familiars
  A familiar is an animal chosen by a spellcaster to aid him 
  in his study of magic. It retains the appearance, Hit Dice, 
  base attack bonus, base save bonuses, skills, and feats of 
  the normal animal it once was, but is now a magical beast 
  for the purpose of effects that depend on its type. Only a 
  normal, unmodified animal may become a familiar. An 
  animal companion cannot also function as a familiar.
  A familiar grants special abilities to its master, as given 
  on the table below. These special abilities apply only when 
  the master and familiar are within 1 mile of each other.
  Levels of different classes that are entitled to familiars 
  stack for the purpose of determining any familiar abilities 
  that depend on the master’s level.
  If a familiar is lost or dies, it can be replaced 1 week later 
  through a specialized ritual that costs 200 gp per wizard 
  level. The ritual takes 8 hours to complete.
  Familiar 
  Special Ability
  Bat  
  Master gains a +3 bonus on Fly checks
  Cat  
  Master gains a +3 bonus on Stealth checks
  Hawk  
  Master gains a +3 bonus on sight-based and 
  opposed Perception checks in bright light
  Lizard  
  Master gains a +3 bonus on Climb checks
  Monkey 
  Master gains a +3 bonus on Acrobatics checks
  Owl  
  Master gains a +3 bonus on sight-based and 
  opposed Perception checks in shadows or darkness
  Rat  
  Master gains a +2 bonus on Fortitude saves
  Raven*  
  Master gains a +3 bonus on Appraise checks
  Viper  
  Master gains a +3 bonus on Bluff checks
  Toad  
  Master gains +3 hit points
  Weasel  
  Master gains a +2 bonus on Reflex saves
  *A raven familiar can speak one language of its master’s choice 
  as a supernatural ability.
  Familiar Basics: Use the basic statistics for a creature 
  of the familiar’s kind as described in the Pathfinder RPG 
  Bestiary, but with the following changes.
  Hit Dice: For the purpose of effects related to number of 
  Hit Dice, use the master’s character level or the familiar’s 
  normal HD total, whichever is higher.
  Hit Points: The familiar has half the master’s total hit 
  points (not including temporary hit points), rounded 
  down, regardless of its actual Hit Dice.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703076
  703076
  451000
  451000
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703077
  703077
  451001
  451001
  8383
  3
  Classes
  Classes
  Attacks: Use the master’s base attack bonus, as calculated 
  from all his classes. Use the familiar’s Dexterity or 
  Strength modifier, whichever is greater, to calculate the 
  familiar’s melee attack bonus with natural weapons. 
  Damage equals that of a normal creature of the 
  familiar’s kind.
  Saving Throws: For each saving throw, use either the 
  familiar’s base save bonus (Fortitude +2, Reflex +2, Will 
  +0) or the master’s (as calculated from all his classes), 
  whichever is better. The familiar uses its own ability 
  modifiers to saves, and it doesn’t share any of the other 
  bonuses that the master might have on saves.
  Skills: For each skill in which either the master or the 
  familiar has ranks, use either the normal skill ranks for an 
  animal of that type or the master’s skill ranks, whichever 
  is better. In either case, the familiar uses its own ability 
  modifiers. Regardless of a familiar’s total skill modifiers, 
  some skills may remain beyond the familiar’s ability to 
  use. Familiars treat Acrobatics, Climb, Fly, Perception, 
  Stealth, and Swim as class skills.
  Familiar Ability Descriptions: All familiars have special 
  abilities (or impart abilities to their masters) depending on 
  the master’s combined level in classes that grant familiars, 
  as shown on the table below. The abilities are cumulative. 
  Master  
  Natural
  Class Level  Armor Adj.  Int  
  Special
  1st–2nd  
  +1  
  6  
  Alertness, 
   
   
   
  improved evasion, 
   
   
   
  share spells, empathic link
  3rd–4th  
  +2  
  7  
  Deliver touch spells
  5th–6th  
  +3  
  8  
  Speak with master
  7th–8th  
  +4  
  9  
  Speak with animals 
   
   
   
  of its kind
  9th–10th  
  +5  
  10  
  —
  11th–12th  
  +6  
  11  
  Spell resistance
  13th–14th  
  +7  
  12  
  Scry on familiar
  15th–16th  
  +8  
  13  
  —
  17th–18th  
  +9  
  14  
  —
  19th–20th  
  +10  
  15  
  —
  Natural Armor Adj.: The number noted here is in addition 
  to the familiar’s existing natural armor bonus.
  Int: The familiar’s Intelligence score.
  Alertness (Ex): While a familiar is within arm’s reach, the 
  master gains the Alertness feat.
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, a 
  familiar takes no damage if it makes a successful saving 
  throw and half damage even if the saving throw fails.
  Share Spells: The wizard may cast a spell with a target 
  of “You” on his familiar (as a touch spell) instead of on 
  himself. A wizard may cast spells on his familiar even if 
  the spells do not normally affect creatures of the familiar’s 
  type (magical beast).
  Empathic Link (Su): The master has an empathic link 
  with his familiar to a 1 mile distance. The master can 
  communicate emphatically with the familiar, but cannot 
  see through its eyes. Because of the link’s limited nature, 
  only general emotions can be shared. The master has the 
  same connection to an item or place that his familiar does.
  Deliver Touch Spells (Su): If the master is 3rd level or 
  higher, a familiar can deliver touch spells for him. If the 
  master and the familiar are in contact at the time the 
  master casts a touch spell, he can designate his familiar 
  as the “toucher.” The familiar can then deliver the touch 
  spell just as the master would. As usual, if the master 
  casts another spell before the touch is delivered, the 
  touch spell dissipates.
  Speak with Master (Ex): If the master is 5th level or 
  higher, a familiar and the master can communicate 
  verbally as if they were using a common language. 
  Other creatures do not understand the communication 
  without magical help.
  Speak with Animals of Its Kind (Ex): If the master is 7th 
  level or higher, a familiar can communicate with animals 
  of approximately the same kind as itself (including dire 
  varieties): bats with bats, cats with felines, hawks and owls 
  and ravens with birds, lizards and snakes with reptiles, 
  monkeys with other simians, rats with rodents, toads 
  with amphibians, and weasels with ermines and minks. 
  Such communication is limited by the Intelligence of the 
  conversing creatures.
  Spell Resistance (Ex): If the master is 11th level or higher, 
  a familiar gains spell resistance equal to the master’s level 
  + 5. To affect the familiar with a spell, another spellcaster 
  must get a result on a caster level check (1d20 + caster level) 
  that equals or exceeds the familiar’s spell resistance.
  Scry on Familiar (Sp): If the master is 13th level or higher, 
  he may scry on his familiar (as if casting the scrying spell) 
  once per day.
  Arcane Spells and Armor
  Armor restricts the complicated gestures required while 
  casting any spell that has a somatic component. The armor 
  and shield descriptions list the arcane spell failure chance 
  for different armors and shields (see page 151).
  If a spell doesn’t have a somatic component, an arcane 
  spellcaster can cast it with no arcane spell failure chance 
  while wearing armor. Such spells can also be cast even if 
  the caster’s hands are bound or he is grappling (although 
  concentration checks still apply normally). The metamagic 
  feat Still Spell allows a spellcaster to prepare or cast a spell 
  without the somatic component at one spell level higher 
  than normal. This also provides a way to cast a spell while 
  wearing armor without risking arcane spell failure.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703077
  703077
  451001
  451001
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703078
  703078
  451002
  451002
  Skills
  4
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703078
  703078
  451002
  451002
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703079
  703079
  451003
  451003
  Seelah had faced many 
  tests in her life: tests 
  of faith, tests of valor, tests 
  of prowess. Now, though, 
  with the maw of the massive 
  desert worm driving toward 
  her—as dark and ominous 
  as the death it promised—she 
  faced another test: not of 
  courage, but of knowledge. 
  While a hide like stone girded 
  the monstrosity’s titanic form, 
  within it seemed as soft and 
  vulnerable as her own skin. 
  Standing tall before the beast, 
  Seelah acted before she could 
  think better, taking but an 
  instant to whisper a quick 
  prayer: “Iomedae, goddess of 
  valor, please give me the skill 
  to survive!”
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703079
  703079
  451003
  451003
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703080
  703080
  451004
  451004
  8686
  S
  kills represent some of the most basic and yet most 
  fundamental abilities your character possesses. As 
  your character advances in level, he can gain new skills 
  and improve his existing skills dramatically. 
  ACquiriNg skiLLs
  Each level, your character gains a number of skill ranks 
  dependent upon your class plus your Intelligence modifier. 
  Investing a rank in a skill represents a measure of training 
  in that skill. You can never have more ranks in a skill than 
  your total number of Hit Dice. In addition, each class has a 
  number of favored skills, called class skills. It is easier for 
  your character to become more proficient in these skills, as 
  they represent part of his professional training and constant 
  practice. You gain a +3 bonus on all class skills that you put 
  ranks into. If you have more than one class and both grant 
  you a class skill bonus, these bonuses do not stack.  
  The number of skill ranks you gain when taking a level 
  in one of the base classes is shown on Table 4–1. Humans 
  gain 1 additional skill rank per class level. Characters who 
  take a level in a favored class have the option of gaining 1 
  additional skill rank or an additional hit point (see page 
  31). If you select a level in a new class, all of its class skills 
  are automatically added to your list of class skills, and you 
  gain a +3 bonus on these skills if you have ranks in them.
  Skill Checks
  When your character uses a skill, he isn’t guaranteed 
  success. In order to determine success, whenever you 
  attempt to use a skill, you must make a skill check.
  Each skill rank grants a +1 bonus on checks made 
  using that skill. When you make a skill check, you roll 
  1d20 and then add your ranks and the appropriate ability 
  score modifier to the result of this check. If the skill 
  you’re using is a class skill (and you have invested ranks 
  into that skill), you gain a +3 bonus on the check. If you 
  are not trained in the skill (and if the skill may be used 
  untrained), you may still attempt the skill, but you use 
  only the bonus (or penalty) provided by the associated 
  ability score modifier to modify the check. Skills can be 
  further modified by a wide variety of sources—by your 
  race, by a class ability, by equipment, by spell effects or 
  magic items, and so on. See Table 4–2 for a summary of 
  skill check bonuses.
  If the result of your skill check is equal to or greater than 
  the difficulty class (or DC) of the task you are attempting 
  to accomplish, you succeed. If it is less than the DC, you 
  fail. Some tasks have varying levels of success and failure 
  depending on how much your check is above or below the 
  required DC. Some skill checks are opposed by the target’s 
  skill check. When making an opposed skill check, the 
  attempt is successful if your check result exceeds the result 
  of the target.
  Taking 10 and Taking 20
  A skill check represents an attempt to accomplish some 
  goal, usually while under some sort of time pressure 
  or distraction. Sometimes, though, a character can use 
  a skill under more favorable conditions, increasing the 
  odds of success.
  Taking 10: When your character is not in immediate 
  danger or distracted, you may choose to take 10. Instead of 
  rolling 1d20 for the skill check, calculate your result as if 
  you had rolled a 10. For many routine tasks, taking 10 makes 
  them automatically successful. Distractions or threats (such 
  as combat) make it impossible for a character to take 10. In 
  most cases, taking 10 is purely a safety measure—you know 
  (or expect) that an average roll will succeed but fear that a 
  poor roll might fail, so you elect to settle for the average roll 
  (a 10). Taking 10 is especially useful in situations where a 
  particularly high roll wouldn’t help.
  Taking 20: When you have plenty of time, you are 
  faced with no threats or distractions, and the skill being 
  attempted carries no penalties for failure, you can take 20. 
  In other words, if you a d20 roll enough times, eventually 
  you will get a 20. Instead of rolling 1d20 for the skill check, 
  just calculate your result as if you had rolled a 20.
  Taking 20 means you are trying until you get it right, 
  and it assumes that you fail many times before succeeding. 
  Taking 20 takes 20 times as long as making a single check 
  would take (usually 2 minutes for a skill that takes 1 round 
  or less to perform).
  Since taking 20 assumes that your character will fail many 
  times before succeeding, your character would automatically 
  incur any penalties for failure before he or she could complete 
  the task (hence why it is generally not allowed with skills 
  that carry such penalties). Common “take 20” skills include 
  Disable Device (when used to open locks), Escape Artist, and 
  Perception (when attempting to find traps).
  Ability Checks and Caster Level Checks: The normal 
  take 10 and take 20 rules apply for ability checks. Neither 
  rule applies to concentration checks or caster level checks.
  Aid Another
  You can help someone achieve success on a skill check by 
  making the same kind of skill check in a cooperative effort. 
  If you roll a 10 or higher on your check, the character you’re 
  helping gets a +2 bonus on his or her check. (You can’t take 10 
  on a skill check to aid another.) In many cases, a character’s 
  help won’t be beneficial, or only a limited number of 
  characters can help at once. 
  In cases where the skill restricts who can achieve certain 
  results, such as trying to open a lock using Disable Device, 
  you can’t aid another to grant a bonus to a task that your 
  character couldn’t achieve alone. The GM might impose 
  further restrictions to aiding another on a case-by-case 
  basis as well.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703080
  703080
  451004
  451004
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703081
  703081
  451005
  451005
  8787
  4
  Skills
  Skills
  Check: You can use Acrobatics to move on narrow 
  surfaces and uneven ground without falling. A 
  successful check allows you to move at half speed across 
  such surfaces—only one check is needed per round. Use 
  the following table to determine the base DC, which is 
  then modified by the Acrobatics skill modifiers noted 
  on page 89. While you are using Acrobatics in this way, 
  you are considered f lat-footed and lose your Dexterity 
  bonus to your AC (if any). If you take damage while 
  using Acrobatics, you must immediately make another 
  Acrobatics check at the same DC to avoid falling or being 
  knocked prone.
  Surface Width 
  Base Acrobatics DC
  Greater than 3 feet wide 
  0*
  1–3 feet wide 
  5*
  7–11 inches wide 
  10
  2–6 inches wide 
  15
  Less than 2 inches wide 
  20
  * No Acrobatics check is needed to move across these 
  surfaces unless the modifiers to the surface (see page 89) 
  increase the DC to 10 or higher.
  In addition, you can move through a threatened square 
  without provoking an attack of opportunity from an 
  enemy by using Acrobatics. When moving in this way, 
  Table 4–1: Skill Ranks
  Class                            Skill Ranks per Level
  Barbarian 
  4 + Int modifier
  Bard 
  6 + Int modifier
  Cleric 
  2 + Int modifier
  Druid 
  4 + Int modifier
  Fighter 
  2 + Int modifier
  Monk 
  4 + Int modifier
  Paladin 
  2 + Int modifier
  Ranger 
  6 + Int modifier
  Rogue 
  8 + Int modifier
  Sorcerer 
  2 + Int modifier
  Wizard 
  2 + Int modifier
  Table 4–2: Skill Check Bonuses
  Skill 
   
  Skill Check is Equal To*
  Untrained 
   
  1d20 + ability modifier + racial 
    
   
  modifier
  Trained 
   
  1d20 + skill ranks + ability modifier +  
    
   
  racial modifier
  Trained Class Skill 
  1d20 + skill ranks + ability modifier +  
    
   
  racial modifier + 3
  *  Armor check penalty applies to all Strength- and 
  Dexterity-based skill checks.
  skiLL desCriptiONs
  This section describes each skill, including common 
  uses and typical modifiers. Characters can sometimes 
  use skills for purposes other than those noted here, at 
  the GM’s discretion. For a complete summary of all of 
  the skills, see Table 4–3.
  Skill descriptions adhere to the following guidelines.
  Skill Name: The skill name line includes (in addition 
  to the name of the skill) the following information.
  Key Ability: The abbreviation of the ability whose 
  modifier applies to the skill check.
  Trained Only: If this notation is included in the skill name 
  line, you must have at least 1 rank in the skill to use it. If this 
  notation is omitted, the skill can be used untrained (with a 
  rank of 0). If any special notes apply to trained or untrained 
  use, they are covered in the Untrained section (see below).
  Armor Check Penalty: If this notation is included in 
  the skill name line, an armor check penalty applies (see 
  Chapter 6) to checks using this skill. If this entry is 
  absent, an armor check penalty does not apply.
  Description: The skill name line is followed by a 
  general description of what using the skill represents.
  Check: What a character (“you” in the skill description) 
  can do with a successful skill check and the check’s 
  Difficulty Class (DC).
  Action: The type of action using the skill requires, or 
  the amount of time required for a check.
  Try Again: Any conditions that apply to successive 
  attempts to use the skill successfully. If the skill doesn’t 
  allow you to attempt the same task more than once, 
  or if failure carries an inherent penalty (such as with 
  the Climb skill), you can’t take 20. If this paragraph is 
  omitted, the skill can be retried without any inherent 
  penalty other than the additional time required.
  Special: Any extra facts that apply to the skill, such 
  as special effects deriving from its use or bonuses that 
  certain characters receive because of class, feat choices, 
  or race.
  Restriction: The full utility of certain skills is restricted 
  to characters of certain classes. This entry indicates 
  whether any such restrictions exist for the skill.
  Untrained: This entry indicates what a character without 
  at least 1 rank in the skill can do with it. If this entry 
  doesn’t appear, it means that the skill functions normally 
  for untrained characters (if it can be used untrained) or 
  that an untrained character can’t attempt checks with this 
  skill (for skills that are designated “Trained Only”).
  ACrOBAtiCs 
  (Dex; Armor Check Penalty)
  You can keep your balance while traversing narrow or 
  treacherous surfaces. You can also dive, flip, jump, and 
  roll to avoid attacks and overcome obstacles.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703081
  703081
  451005
  451005
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703082
  703082
  451006
  451006
  8888
  you move at half speed. You can move at full speed by 
  increasing the DC of the check by 10. You cannot use 
  Acrobatics to move past foes if your speed is reduced due 
  to carrying a medium or heavy load or wearing medium 
  or heavy armor. If an ability allows you to move at full 
  speed under such conditions, you can use Acrobatics to 
  move past foes. You can use Acrobatics in this way while 
  prone, but doing so requires a full-round action to move 
  5 feet, and the DC is increased by 5.
  Situation 
  Base Acrobatics DC*
  Move through a threatened area 
  Opponent’s  Combat 
    
  Maneuver Defense
  Move through an enemy’s space 
  5 + opponent’s Combat 
    
  Maneuver Defense
  * This DC is used to avoid an attack of opportunity due to 
  movement. This DC increases by 2 for each additional 
  opponent avoided in 1 round.
  Finally, you can use the Acrobatics skill to make jumps 
  or to soften a fall. The base DC to make a jump is equal 
  to the distance to be crossed (if horizontal) or four times 
  the height to be reached (if vertical). These DCs double if 
  you do not have at least 10 feet of space to get a running 
  start. The only Acrobatics modifiers that apply are those 
  concerning the surface you are jumping from. If you fail 
  this check by 4 or less, you can attempt a DC 20 Reflex 
  save to grab hold of the other side after having missed the 
  jump. If you fail by 5 or more, you fail to make the jump 
  and fall (or land prone, in the case of a vertical jump). 
  Creatures with a base land speed above 30 feet receive a 
  +4 racial bonus on Acrobatics checks made to jump for 
  every 10 feet of their speed above 30 feet. Creatures with a 
  base land speed below 30 feet receive a –4 racial bonus on 
  Acrobatics checks made to jump for every 10 feet of their 
  speed below 30 feet. No jump can allow you to exceed your 
  maximum movement for the round. For a running jump, 
  the result of your Acrobatics check indicates the distance 
  traveled in the jump (and if the check fails, the distance at 
  which you actually land and fall prone). Halve this result 
  for a standing long jump to determine where you land.
  When you deliberately fall any distance, even as a result 
  of a missed jump, a DC 15 Acrobatics skill check allows you 
  to ignore the first 10 feet fallen, although you still end up 
  prone if you take damage from a fall. See the falling rules 
  on page 443 for further details.
  Long Jump 
  Acrobatics DC
  5 feet 
  5
  10 feet 
  10
  15 feet 
  15
  20 feet 
  20
  Greater than 20 feet 
  +5 per 5 feet
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703082
  703082
  451006
  451006
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703083
  703083
  451007
  451007
  8989
  4
  Skills
  Skills
  High Jump 
  Acrobatics DC
  1 foot 
  4
  2 feet 
  8
  3 feet 
  12
  4 feet 
  16
  Greater than 4 feet 
  +4 per foot
  Many conditions can affect your chances of success 
  with Acrobatics checks. The following modifiers to target 
  DCs apply to all Acrobatics skill checks. The modifiers 
  stack with one another, but only the most severe modifier 
  for any one condition applies.
  Acrobatics Modifiers 
  DC Modifier
  Slightly obstructed (gravel, sand) 
  +2
  Severely obstructed (cavern, rubble) 
  +5
  Slightly slippery (wet) 
  +2
  Severely slippery (icy) 
  +5
  Slightly sloped (<45°) 
  +2
  Severely sloped (>45°) 
  +5
  Slightly unsteady (boat in rough water) 
  +2
  Moderately unsteady (boat in a storm) 
  +5
  Severely unsteady (earthquake) 
  +10
  Move at full speed on narrow or uneven surfaces 
  +5*
  * This does not apply to checks made to jump.
  Table 4–3: Skill Summary
  Skill 
  Bbn 
  Brd 
  Clr 
  Drd 
  Ftr 
  Mnk 
  Pal 
  Rgr 
  Rog 
  Sor 
  Wiz Untrained Ability
  Acrobatics  
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Dex*
  Appraise 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  C 
  Yes 
  Int
  Bluff 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  — 
  Yes 
  Cha 
  Climb 
  C 
  C 
  — 
  C 
  C 
  C 
  — 
  C 
  C 
  — 
  —  
  Yes 
  Str*
  Craft 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  Yes 
  Int
  Diplomacy 
  — 
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  C 
  — 
  — 
  Yes 
  Cha
  Disable Device 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  — 
  No 
  Dex*
  Disguise 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Cha
  Escape Artist 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Dex*
  Fly 
  — 
  — 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  Yes 
  Dex*
  Handle Animal 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  C 
  — 
  — 
  — 
  No 
  Cha
  Heal 
  — 
  — 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  — 
  — 
  Yes 
  Wis
  Intimidate 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  C 
  C 
  — 
  Yes 
  Cha
  Knowledge (arcana) 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  No 
  Int
  Knowledge (dungeoneering) 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  No 
  Int
  Knowledge (engineering) 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (geography) 
  — 
  C 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  No 
  Int
  Knowledge (history) 
  — 
  C 
  C 
  — 
  — 
  C 
  — 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (local) 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  C 
  No 
  Int
  Knowledge (nature) 
  C 
  C 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  No 
  Int
  Knowledge (nobility) 
  — 
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (planes) 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (religion) 
  — 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  — 
  — 
  C 
  No 
  Int
  Linguistics 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  C 
  No 
  Int
  Perception 
  C 
  C 
  — 
  C 
  — 
  C 
  — 
  C 
  C 
  — 
  — 
  Yes 
  Wis
  Perform 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Cha
  Profession 
  — 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  No 
  Wis
  Ride 
  C 
  — 
  — 
  C 
  C 
  C 
  C 
  C 
  — 
  — 
  — 
  Yes 
  Dex*
  Sense Motive 
  — 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  — 
  — 
  Yes 
  Wis
  Sleight of Hand 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  — 
  No 
  Dex*
  Spellcraft 
  — 
  C 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  C 
  No 
  Int
  Stealth 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  C 
  C 
  — 
  — 
  Yes 
  Dex*
  Survival 
  C 
  — 
  — 
  C 
  C 
  — 
  — 
  C 
  — 
  — 
  — 
  Yes 
  Wis
  Swim 
  C 
  — 
  — 
  C 
  C 
  C 
  — 
  C 
  C 
  — 
  — 
  Yes 
  Str*
  Use Magic Device 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  — 
  No 
  Cha
  C = Class Skill; * Armor check penalty applies
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703083
  703083
  451007
  451007
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703084
  703084
  451008
  451008
  9090
  Action: None. An Acrobatics check is made as part of 
  another action or as a reaction to a situation.
  Special: If you have 3 or more ranks in Acrobatics, you 
  gain a +3 dodge bonus to AC when fighting defensively 
  instead of the usual +2, and a +6 dodge bonus to AC when 
  taking the total defense action instead of the usual +4.
  If you have the Acrobatic feat, you get a bonus on 
  Acrobatics checks (see Chapter 5).
  ApprAise (Int)
  You can evaluate the monetary value of an object.
  Check: A DC 20 Appraise check determines the value 
  of a common item. If you succeed by 5 or more, you also 
  determine if the item has magic properties, although 
  this success does not grant knowledge of the magic 
  item’s abilities. If your fail the check by less than 5, you 
  determine the price of that item to within 20% of its 
  actual value. If you fail this check by 5 or more, the price is 
  wildly inaccurate, subject to GM discretion. Particularly 
  rare or exotic items might increase the DC of this check 
  by 5 or more.
  You can also use this check to determine the most 
  valuable item in a treasure hoard. The DC of this check 
  is generally 20 but can increase to as high as 30 for a 
  particularly large hoard.
  Action: Appraising an item takes 1 standard action. 
  Determining the most valuable object in a treasure hoard 
  takes 1 full-round action.
  Try Again: Additional attempts to Appraise an item 
  reveal the same result.
  Special: A spellcaster with a raven familiar gains a +3 
  bonus on Appraise checks.
  BLuFF (Cha)
  You know how to tell a lie.
  Check: Bluff is an opposed skill check against your 
  opponent’s Sense Motive skill. If you use Bluff to fool 
  someone, with a successful check you convince your 
  opponent that what you are saying is true. Bluff checks 
  are modified depending upon the believability of the 
  lie. The following modifiers are applied to the roll of 
  the creature attempting to tell the lie. Note that some 
  lies are so improbable that it is impossible to convince 
  anyone that they are true (subject to GM discretion).
  Circumstances 
  Bluff Modifier
  The target wants to believe you 
  +5
  The lie is believable 
  +0
  The lie is unlikely 
  –5
  The lie is far-fetched 
  –10
  The lie is impossible 
  –20
  The target is drunk or impaired 
  +5
  You possess convincing proof 
  up to +10
  Feint: You can use Bluff to feint in combat, causing 
  your opponent to be denied his Dexterity bonus to his AC 
  against your next attack. The DC of this check is equal to 
  10 + your opponent’s base attack bonus + your opponent’s 
  Wisdom modifier. If your opponent is trained in Sense 
  Motive, the DC is instead equal to 10 + your opponent’s 
  Sense Motive bonus, if higher. For more information on 
  feinting in combat, see Chapter 8.
  Secret Messages: You can use Bluff to pass hidden 
  messages along to another character without others 
  understanding your true meaning by using innuendo 
  to cloak your actual message. The DC of this check is 
  15 for simple messages and 20 for complex messages. If 
  you are successful, the target automatically understands 
  you, assuming you are communicating in a language 
  that it understands. If your check fails by 5 or more, you 
  deliver the wrong message. Other creatures that receive 
  the message can decipher it by succeeding at an opposed 
  Sense Motive check against your Bluff result. 
  Action: Attempting to deceive someone takes at least 1 
  round, but can possibly take longer if the lie is elaborate (as 
  determined by the GM on a case-by-case basis).
  Feinting in combat is a standard action.
  Using Bluff to deliver a secret message takes twice as 
  long as the message would otherwise take to relay.
  Try Again: If you fail to deceive someone, further 
  attempts to deceive them are at a –10 penalty and may be 
  impossible (GM discretion).
  You can attempt to feint against someone again if you 
  fail. Secret messages can be relayed again if the first 
  attempt fails.
  Special: A spellcaster with a viper familiar gains a +3 
  bonus on Bluff checks.
  If you have the Deceitful feat, you get a bonus on Bluff 
  checks (see Chapter 5).
  CLimB (Str; Armor Check Penalty)
  You are skilled at scaling vertical surfaces, from smooth 
  city walls to rocky cliffs.
  Check: With a successful Climb check, you can advance 
  up, down, or across a slope, wall, or other steep incline 
  (or even across a ceiling, provided it has handholds) at 
  one-quarter your normal speed. A slope is considered 
  to be any incline at an angle measuring less than 60 
  degrees; a wall is any incline at an angle measuring 60 
  degrees or more.
  A Climb check that fails by 4 or less means that  
  you make no progress, and one that fails by 5 or more 
  means that you fall from whatever height you have 
  already attained.
  The DC of the check depends on the conditions of the 
  climb. Compare the task with those on the following table 
  to determine an appropriate DC.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703084
  703084
  451008
  451008
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703085
  703085
  451009
  451009
  9191
  4
  Skills
  Skills
  Climb
  DC  
  Example Surface or Activity
  0  
  A slope too steep to walk up, or a knotted rope  
  with a wall to brace against.
  5  
  A rope with a wall to brace against, or a knotted  
  rope, or a rope affected by the rope trick spell. 
  10  
  A surface with ledges to hold on to and stand on,  
  such as a very rough wall or a ship’s rigging. 
  15  
  Any surface with adequate handholds and footholds  
  (natural or artificial), such as a very rough natural  
  rock surface or a tree, or an unknotted rope, or  
  pulling yourself up when dangling by your hands. 
  20  
  An uneven surface with narrow handholds and 
  footholds, such as a typical wall in a dungeon. 
  25  
  A rough surface, such as a natural rock wall or a  
  brick wall. 
  30  
  An overhang or ceiling with handholds only. 
  —  
  A perfectly smooth, flat vertical (or inverted) surface 
  cannot be climbed.
  Climb DC
  Modifier*  Example Surface or Activity
  –10 
  Climbing a chimney (artificial or natural) or 
  other location where you can brace against 
  two opposite walls.
  –5  
  Climbing a corner where you can brace against  
  perpendicular walls.
  +5 
  Surface is slippery.
  * These modifiers are cumulative; use all that apply.
  You need both hands free to climb, but you may cling 
  to a wall with one hand while you cast a spell or take some 
  other action that requires only one hand. While climbing, 
  you can’t move to avoid a blow, so you lose your Dexterity 
  bonus to AC (if any). You also can’t use a shield while 
  climbing. Anytime you take damage while climbing, make 
  a Climb check against the DC of the slope or wall. Failure 
  means you fall from your current height and sustain the 
  appropriate falling damage.
  Accelerated Climbing: You try to climb more quickly than 
  normal. By accepting a –5 penalty, you can move half your 
  speed (instead of one-quarter your speed).
  Make Your Own Handholds and Footholds: You can make 
  your own handholds and footholds by pounding pitons 
  into a wall. Doing so takes 1 minute per piton, and one 
  piton is needed per 5 feet of distance. As with any surface 
  that offers handholds and footholds, a wall with pitons 
  in it has a DC of 15. In the same way, a climber with a 
  handaxe or similar implement can cut handholds in an 
  ice wall.
  Catch Yourself When Falling: It’s practically impossible to 
  catch yourself on a wall while falling, yet if you wish to 
  attempt such a difficult task, you can make a Climb check 
  (DC = wall’s DC + 20) to do so. It’s much easier to catch 
  yourself on a slope (DC = slope’s DC + 10).
  Catch a Falling Character While Climbing: If someone 
  climbing above you or adjacent to you falls, you can 
  attempt to catch the falling character if he or she is within 
  your reach. Doing so requires a successful melee touch 
  attack against the falling character (though he or she can 
  voluntarily forego any Dexterity bonus to AC if desired). 
  If you hit, you must immediately attempt a Climb check 
  (DC = wall’s DC + 10). Success indicates that you catch 
  the falling character, but his total weight, including 
  equipment, cannot exceed your heavy load limit or you 
  automatically fall. If you fail your Climb check by 4 or 
  less, you fail to stop the character’s fall but don’t lose your 
  grip on the wall. If you fail by 5 or more, you fail to stop 
  the character’s fall and begin falling as well.
  Action: Climbing is part of movement, so it’s generally 
  part of a move action (and may be combined with other 
  types of movement in a move action). Each move action 
  that includes any climbing requires a separate Climb 
  check. Catching yourself or another falling character 
  doesn’t take an action.
  Special: You can use a rope to haul a character upward 
  (or lower a character) through sheer strength. You can lift 
  double your maximum load in this manner.
  A creature with a climb speed has a +8 racial bonus on 
  all Climb checks. The creature must make a Climb check 
  to climb any wall or slope with a DC higher than 0, but it 
  can always choose to take 10, even if rushed or threatened 
  while climbing. If a creature with a climb speed chooses an 
  accelerated climb (see above), it moves at double its climb 
  speed (or at its land speed, whichever is slower) and makes a 
  single Climb check at a –5 penalty. Such a creature retains 
  its Dexterity bonus to Armor Class (if any) while climbing, 
  and opponents get no special bonus to their attacks against 
  it. It cannot, however, use the run action while climbing.
  If you have the Athletic feat, you get a bonus on Climb 
  checks (see Chapter 5).
  CrAFt (Int)
  You are skilled in the creation of a specific group of items, 
  such as armor or weapons. Like Knowledge, Perform, and 
  Profession, Craft is actually a number of separate skills. 
  You could have several Craft skills, each with its own ranks. 
  The most common Craft skills are alchemy, armor, baskets, 
  books, bows, calligraphy, carpentry, cloth, clothing, glass, 
  jewelry, leather, locks, paintings, pottery, sculptures, ships, 
  shoes, stonemasonry, traps, and weapons.
  A Craft skill is specifically focused on creating 
  something. If nothing is created by the endeavor, it 
  probably falls under the heading of a Profession skill.
  Check: You can practice your trade and make a decent 
  living, earning half your check result in gold pieces per 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703085
  703085
  451009
  451009
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703086
  703086
  451010
  451010
  9292
  week of dedicated work. You know how to use the tools of 
  your trade, how to perform the craft’s daily tasks, how to 
  supervise untrained helpers, and how to handle common 
  problems. (Untrained laborers and assistants earn an 
  average of 1 silver piece per day.)
  The basic function of the Craft skill, however, is to 
  allow you to make an item of the appropriate type. The 
  DC depends on the complexity of the item to be created. 
  The DC, your check result, and the price of the item 
  determine how long it takes to make a particular item. 
  The item’s finished price also determines the cost of 
  raw materials.
  In some cases, the fabricate spell can be used to achieve 
  the results of a Craft check with no actual check involved. 
  You must still make an appropriate Craft check when 
  using the spell to make articles requiring a high degree 
  of craftsmanship.
  A successful Craft check related to woodworking 
  in conjunction with the casting of the ironwood spell 
  enables you to make wooden items that have the strength 
  of steel.
  When casting the spell minor creation, you must succeed 
  on an appropriate Craft check to make a complex item.
  All crafts require artisan’s tools to give the best chance 
  of success. If improvised tools are used, the check is made 
  with a –2 penalty. On the other hand, masterwork artisan’s 
  tools provide a +2 circumstance bonus on the check.
  To determine how much time and money it takes to 
  make an item, follow these steps.
  1.  Find the item’s price in silver pieces (1 gp = 10 sp).
  2.  Find the item’s DC from Table 4–4.
  3. Pay 1/3 of the item’s price for the raw material cost.
  4.  Make an appropriate Craft check representing one 
  week’s worth of work. If the check succeeds, multiply 
  your check result by the DC. If the result × the DC 
  equals the price of the item in sp, then you have 
  completed the item. (If the result × the DC equals 
  double or triple the price of the item in silver pieces, 
  then you’ve completed the task in one-half or one-
  third of the time. Other multiples of the DC reduce 
  the time in the same manner.) If the result × the DC 
  doesn’t equal the price, then it represents the progress 
  you’ve made this week. Record the result and make 
  a new Craft check for the next week. Each week, you 
  make more progress until your total reaches the price 
  of the item in silver pieces.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703086
  703086
  451010
  451010
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703087
  703087
  451011
  451011
  9393
  4
  Skills
  Skills
  If you fail a check by 4 or less, you make no progress this 
  week. If you fail by 5 or more, you ruin half the raw materials 
  and have to pay half the original raw material cost again.
  Progress by the Day: You can make checks by the day instead 
  of by the week. In this case your progress (check result × DC) 
  should be divided by the number of days in a week.
  Create Masterwork Items: You can make a masterwork 
  item: a weapon, suit of armor, shield, or tool that 
  conveys a bonus on its use through its exceptional 
  craftsmanship. To create a masterwork item, you create 
  the masterwork component as if it were a separate 
  item in addition to the standard item. The masterwork 
  component has its own price (300 gp for a weapon 
  or 150 gp for a suit of armor or a shield, see Chapter 
  6 for the price of other masterwork tools) and a Craft 
  DC of 20. Once both the standard component and the 
  masterwork component are completed, the masterwork 
  item is finished. The cost you pay for the masterwork 
  component is one-third of the given amount, just as it is 
  for the cost in raw materials.
  Repair Items: You can repair an item by making checks 
  against the same DC that it took to make the item in the 
  first place. The cost of repairing an item is one-fifth of the 
  item’s price.
  Action: Does not apply. Craft checks are made by the day 
  or week (see above).
  Try Again: Yes, but each time you fail by 5 or more, 
  you ruin half the raw materials and have to pay half the 
  original raw material cost again.
  Special: You may voluntarily add +10 to the indicated 
  DC to craft an item. This allows you to create the item 
  more quickly (since you’ll be multiplying this higher DC 
  by your Craft check result to determine progress). You 
  must decide whether to increase the DC before you make 
  each weekly or daily check.
  To make an item using Craft (alchemy), you must have 
  alchemical equipment. If you are working in a city, you 
  can buy what you need as part of the raw materials cost 
  to make the item, but alchemical equipment is difficult 
  or impossible to come by in some places. Purchasing and 
  maintaining an alchemist’s lab grants a +2 circumstance 
  bonus on Craft (alchemy) checks because you have the 
  perfect tools for the job, but it does not affect the cost of 
  any items made using the skill.
  A gnome receives a +2 bonus on a Craft or Profession 
  skill of her choice.
  dipLOmACy (Cha)
  You can use this skill to persuade others to agree with your 
  arguments, to resolve differences, and to gather valuable 
  information or rumors from people. This skill is also used 
  to negotiate conflicts by using the proper etiquette and 
  manners suitable to the problem.
  Check: You can change the initial attitudes of nonplayer 
  characters with a successful check. The DC of this check 
  depends on the creature’s starting attitude toward you, 
  adjusted by its Charisma modifier. If you succeed, the 
  character’s attitude toward you is improved by one step. 
  For every 5 by which your check result exceeds the DC, the 
  character’s attitude toward you increases by one additional 
  step. A creature’s attitude cannot be shifted more than 
  two steps up in this way, although the GM can override 
  this rule in some situations. If you fail the check by 4 or 
  less, the character’s attitude toward you is unchanged. If 
  Table 4–4: Craft Skills
  Item  
  Craft Skill  
  Craft DC
  Acid  
  Alchemy  
  15
  Alchemist’s fire, smokestick, or tindertwig  
  Alchemy  
  20
  Antitoxin, sunrod, tanglefoot bag, or thunderstone  
  Alchemy  
  25
  Armor or shield  
  Armor  
  10 + AC bonus
  Longbow, shortbow, or arrows  
  Bows  
  12
  Composite longbow or composite shortbow 
  Bows  
  15
  Composite longbow or composite shortbow with high strength rating 
  Bows  
  15 + (2 × rating)
  Mechanical trap  
  Traps  
  Varies*
  Crossbow, or bolts 
  Weapons  
  15
  Simple melee or thrown weapon  
  Weapons   
  12
  Martial melee or thrown weapon  
  Weapons   
  15
  Exotic melee or thrown weapon  
  Weapons   
  18
  Very simple item (wooden spoon)  
  Varies 
  5
  Typical item (iron pot)  
  Varies  
  10
  High-quality item (bell) 
  Varies  
  15
  Complex or superior item (lock)  
  Varies  
  20
  * Traps have their own rules for construction (see Chapter 13).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703087
  703087
  451011
  451011
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703088
  703088
  451012
  451012
  9494
  you fail by 5 or more, the character’s attitude toward you is 
  decreased by one step.
  You cannot use Diplomacy against a creature that does 
  not understand you or has an Intelligence of 3 or less. 
  Diplomacy is generally ineffective in combat and against 
  creatures that intend to harm you or your allies in the 
  immediate future. Any attitude shift caused through 
  Diplomacy generally lasts for 1d4 hours but can last 
  much longer or shorter depending upon the situation 
  (GM discretion).
  Starting Attitude 
  Diplomacy DC
  Hostile 
  25 + creature’s Cha modifier
  Unfriendly 
  20 + creature’s Cha modifier
  Indifferent 
  15 + creature’s Cha modifier
  Friendly 
  10 + creature’s Cha modifier
  Helpful 
  0 + creature’s Cha modifier
  If a creature’s attitude toward you is at least 
  indifferent, you can make requests of the creature. This 
  is an additional Diplomacy check, using the creature’s 
  current attitude to determine the base DC, with one of 
  the following modifiers. Once a creature’s attitude has 
  shifted to helpful, the creature gives in to most requests 
  without a check, unless the request is against its nature 
  or puts it in serious peril. Some requests automatically 
  fail if the request goes against the creature’s values or its 
  nature, subject to GM discretion.
    
  Diplomacy DC
  Request 
  Modifier
  Give simple advice or directions 
  –5
  Give detailed advice 
  +0
  Give simple aid 
  +0
  Reveal an unimportant secret 
  +5
  Give lengthy or complicated aid 
  +5
  Give dangerous aid 
  +10
  Reveal an important secret 
  +10 or more
  Give aid that could result in punishment 
  +15 or more
  Additional requests 
  +5 per request
  Gather Information: You can also use Diplomacy to 
  gather information about a specific topic or individual. 
  To do this, you must spend at least 1d4 hours canvassing 
  people at local taverns, markets, and gathering places. 
  The DC of this check depends on the obscurity of the 
  information sought, but for most commonly known  
  facts or rumors it is 10. For obscure or secret knowledge, 
  the DC might increase to 20 or higher. The GM might rule 
  that some topics are simply unknown to common folk.
  Action: Using Diplomacy to influence a creature’s 
  attitude takes 1 minute of continuous interaction. Making a 
  request of a creature takes 1 or more rounds of interaction, 
  depending upon the complexity of the request. Using 
  Diplomacy to gather information takes 1d4 hours of work 
  searching for rumors and informants.
  Try Again: You cannot use Diplomacy to influence a given 
  creature’s attitude more than once in a 24-hour period. If a 
  request is refused, the result does not change with additional 
  checks, although other requests might be made. You can 
  retry Diplomacy checks made to gather information.
  Special: If you have the Persuasive feat, you gain a bonus 
  on Diplomacy checks (see Chapter 5).
  disABLe deviCe 
  (Dex; Armor Check Penalty; Trained Only)
  You are skilled at disarming traps and opening locks. In 
  addition, this skill lets you sabotage simple mechanical 
  devices, such as catapults, wagon wheels, and doors.
  Check: When disarming a trap or other device, the 
  Disable Device check is made secretly, so that you don’t 
  necessarily know whether you’ve succeeded.
  The DC depends on how tricky the device is. If the check 
  succeeds, you disable the device. If it fails by 4 or less, 
  you have failed but can try again. If you fail by 5 or more, 
  something goes wrong. If the device is a trap, you trigger 
  it. If you’re attempting some sort of sabotage, you think 
  the device is disabled, but it still works normally.
  You also can rig simple devices such as saddles or 
  wagon wheels to work normally for a while and then fail 
  or fall off some time later (usually after 1d4 rounds or 
  minutes of use).
   
    
   
  Disable
  Device  
  Time  
  Device DC* 
  Example
  Simple 
  1 round 
  10 
  Jam a lock
  Tricky 
  1d4 rounds 
  15 
  Sabotage a wagon wheel
  Difficult 
  2d4 rounds 
  20 
  Disarm a trap, reset a trap
  Extreme 
  2d4 rounds 
  25 
  Disarm a complex trap,
    
   
   
  cleverly sabotage a
    
   
   
  clockwork device
  * If you attempt to leave behind no trace of your tampering, 
  add 5 to the DC.
  Open Locks: The DC for opening a lock depends on its 
  quality. If you do not have a set of thieves’ tools, these DCs 
  increase by 10.
  Lock Quality 
  Disable Device DC
  Simple 
  20
  Average 
  25
  Good 
  30
  Superior 
  40
  Action: The amount of time needed to make a Disable 
  Device check depends on the task, as noted above. Disabling 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703088
  703088
  451012
  451012
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703089
  703089
  451013
  451013
  9595
  4
  Skills
  Skills
  a simple device takes 1 round and is a full-round action. 
  A tricky or difficult device requires 1d4 or 2d4 rounds. 
  Attempting to open a lock is a full-round action.
  Try Again: Varies. You can retry checks made to disable 
  traps if you miss the check by 4 or less. You can retry checks 
  made to open locks.
  Special: If you have the Deft Hands feat, you get a bonus 
  on Disable Device checks (see Chapter 5).
  A rogue who beats a trap’s DC by 10 or more can study the 
  trap, figure out how it works, and bypass it without disarming 
  it. A rogue can rig a trap so her allies can bypass it as well.
  Restriction: Characters with the trapfinding ability (like 
  rogues) can disarm magic traps. A magic trap generally has 
  a DC of 25 + the level of the spell used to create it.
  The spells fire trap, glyph of warding, symbol, and 
  teleportation circle also create traps that a rogue can disarm 
  with a successful Disable Device check. Spike growth and 
  spike stones, however, create magic hazards against which 
  Disable Device checks do not succeed. See the individual 
  spell descriptions for details.
  disguise (Cha)
  You are skilled at changing your appearance.
  Check: Your Disguise check result determines how good 
  the disguise is, and it is opposed by others’ Perception 
  check results. If you don’t draw any attention to yourself, 
  others do not get to make Perception checks. If you come 
  to the attention of people who are suspicious (such as a 
  guard who is watching commoners walking through a city 
  gate), it can be assumed that such observers are taking 10 
  on their Perception checks.
  You get only one Disguise check per use of the skill, even 
  if several people make Perception checks against it. The 
  Disguise check is made secretly, so that you can’t be sure 
  how good the result is.
  The effectiveness of your disguise depends on how 
  much you’re changing your appearance. Disguise can be 
  used to make yourself appear like a creature that is one 
  size category larger or smaller than your actual size. This 
  does not change your actual size or reach, should you 
  enter combat while wearing such a disguise.
  Disguise  
  Check Modifier
  Minor details only  
  +5
  Disguised as different gender1  
  –2
  Disguised as different race1  
  –2
  Disguised as different age category1 
  –22
  Disguised as different size category1 
  –10
  1 These modifiers are cumulative; use all that apply.
  2 Per step of difference between your actual age 
  category and your disguised age category. The steps 
  are: young (younger than adulthood), adulthood, 
  middle age, old, and venerable.
  If you are impersonating a particular individual, 
  those who know what that person looks like get a bonus 
  on their Perception checks according to the table below. 
  Furthermore, they are automatically considered to be 
  suspicious of you, so opposed checks are always called for.
    
  Viewer’s Perception
  Familiarity  
  Check Bonus
  Recognizes on sight  
  +4
  Friends or associates  
  +6
  Close friends  
  +8
  Intimate  
  +10
  An individual makes a Perception check to see through 
  your disguise immediately upon meeting you and again 
  every hour thereafter. If you casually meet a large  num-
  ber of different creatures, each for a short time, check 
  once per day or hour, using an average Perception modi-
  fier for the group. 
  Action: Creating a disguise requires 1d3 × 10 minutes of 
  work. Using magic (such as the disguise self spell) reduces 
  this action to the time required to cast the spell or trigger 
  the effect.
  Try Again: Yes. You may try to redo a failed disguise, but 
  once others know that a disguise was attempted, they’ll be 
  more suspicious.
  Special: Magic that alters your form, such as alter 
  self, disguise self, polymorph, or shapechange, grants you a 
  +10 bonus on Disguise checks (see the individual spell 
  descriptions). Divination magic that allows people to see 
  through illusions (such as true seeing) does not penetrate 
  a mundane disguise, but it can negate the magical 
  component of a magically enhanced one.
  You must make a Disguise check when you cast a 
  simulacrum spell to determine how good the likeness is.
  If you have the Deceitful feat, you gain a bonus on 
  Disguise checks (see Chapter 5).
  esCApe Artist 
  (Dex; Armor Check Penalty)
  Your training allows you to slip out of bonds and escape 
  from grapples.
  Check: The table below gives the DCs needed to escape 
  various forms of restraints.
  Ropes: The DC of your Escape Artist check is equal to the 
  binder’s Combat Maneuver Bonus +20.
  Manacles and Masterwork Manacles: The DC for manacles 
  is set by their construction (see the table below).
  Tight Space: The DC noted is for getting through a 
  space through which your head fits but your shoulders 
  don’t. If the space is long, you may need to make multiple 
  checks. You can’t squeeze through a space that your head 
  does not fit through.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703089
  703089
  451013
  451013
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703090
  703090
  451014
  451014
  9696
  Grappler: You can make an Escape Artist check in place of 
  a combat maneuver check to escape a grapple (see Chapter 8) 
  or to change from a pinned condition to merely grappled.
  Restraint  
  Escape Artist DC
  Rope/bindings  
  Binder’s CMB +20
  Net, animate rope, command plants,  
  20
  control plants, or entangle
  Snare spell  
  23
  Manacles  
  30
  Tight space  
  30
  Masterwork manacles  
  35
  Grappler  
  Grappler’s CMD
  Action: Making an Escape Artist check to escape from 
  rope bindings, manacles, or other restraints (except a 
  grappler) requires 1 minute of work. Escaping from a net 
  or an animate rope, command plants, control plants, or entangle 
  spell is a full-round action. Escaping from a grapple or pin 
  is a standard action. Squeezing through a tight space takes 
  at least 1 minute, maybe longer, depending on how long 
  the space is.
  Try Again: Varies. You can make another check after a 
  failed check if you’re squeezing your way through a tight 
  space, making multiple checks. If the situation permits, 
  you can make additional checks, or even take 20, as long 
  as you’re not being actively opposed. If the DC to escape 
  from rope or bindings is higher than 20 + your Escape 
  Artist skill bonus, you cannot escape from the bonds using 
  Escape Artist.
  Special: If you have the Stealthy feat, you gain a bonus on 
  Escape Artist checks (see Chapter 5).
  FLy 
  (Dex; Armor Check Penalty)
  You are skilled at flying, through either the use of wings 
  or magic, and can perform daring or complex maneuvers 
  while airborne. Note that this skill does not give you the 
  ability to fly.
  Check: You generally need only make a Fly check when 
  you are attempting a complex maneuver. Without making 
  a check, a flying creature can remain flying at the end of 
  its turn so long as it moves a distance greater than half its 
  speed. It can also turn up to 45 degrees by sacrificing 5 feet 
  of movement, can rise at half speed at an angle of 45 degrees, 
  and can descend at any angle at normal speed. Note that 
  these restrictions only apply to movement taken during 
  your current turn. At the beginning of the next turn, you 
  can move in a different direction than you did the previous 
  turn without making a check. Taking any action that 
  violates these rules requires a Fly check. The difficulty of 
  these maneuvers varies depending upon the maneuver you 
  are attempting, as noted on the following chart.
  Flying Maneuver 
  Fly DC
  Move less than half speed and remain flying 
  10
  Hover 
  15
  Turn greater than 45° by spending  
  15 
  5 feet of movement 
  Turn 180° by spending 10 feet of movement 
  20
  Fly up at greater than 45° angle 
  20
  Attacked While Flying: You are not considered flat-footed 
  while flying. If you are flying using wings and you take 
  damage while flying, you must make a DC 10 Fly check 
  to avoid losing 10 feet of altitude. This descent does not 
  provoke an attack of opportunity and does not count 
  against a creature’s movement.
  Collision While Flying: If you are using wings to fly and you 
  collide with an object equal to your size or larger, you must 
  immediately make a DC 25 Fly check to avoid plummeting 
  to the ground, taking the appropriate falling damage.
  Avoid Falling Damage: If you are falling and have the 
  ability to fly, you can make a DC 10 Fly check to negate the 
  damage. You cannot make this check if you are falling due 
  to a failed Fly check or a collision.
  High Wind Speeds: Flying in high winds adds penalties 
  on your Fly checks as noted on Table 4–5. “Checked” means 
  that creatures of that size or smaller must succeed on a DC 
  20 Fly check to move at all so long as the wind persists. 
  “Blown away” means that creatures of that size or smaller 
  must make a DC 25 Fly check or be blown back 2d6 × 10 
  feet and take 2d6 points of nonlethal damage. This check 
  must be made every round the creature remains airborne. 
  A creature that is blown away must still make a DC 20 Fly 
  check to move due to also being checked.
  Action: None. A Fly check doesn’t require an action; it is 
  made as part of another action or as a reaction to a situation.
  Try Again: Varies. You can attempt a Fly check to perform 
  the same maneuver on subsequent rounds. If you are using 
  wings and you fail a Fly check by 5 or more, you plummet 
  to the ground, taking the appropriate falling damage (see 
  Chapter 13).
  Special: A spellcaster with a bat familiar gains a +3 bonus 
  on Fly checks.
  Creatures with a fly speed treat the Fly skill as a 
  class skill. A creature with a natural fly speed receives a 
  bonus (or penalty) on Fly skill checks depending on its 
  maneuverability: Clumsy –8, Poor –4, Average +0, Good 
  +4, Perfect +8. Creatures without a listed maneuverability 
  rating are assumed to have average maneuverability.
  A creature larger or smaller than Medium takes a size 
  bonus or penalty on Fly checks depending on its size 
  category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large 
  –2, Huge –4, Gargantuan –6, Colossal –8.
  You cannot take ranks in this skill without a natural 
  means of flight or gliding. Creatures can also take ranks 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703090
  703090
  451014
  451014
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703091
  703091
  451015
  451015
  9797
  4
  Skills
  Skills
  in Fly if they possess a reliable means of flying every day 
  (either through a spell or other special ability).
  If you have the Acrobatic feat, you get a bonus on Fly 
  checks (see Chapter 5).
  hANdLe ANimAL 
  (Cha; Trained Only)
  You are trained at working with animals, and can teach 
  them tricks, get them to follow your simple commands, or 
  even domesticate them.
  Check: The DC depends on what you are trying to do.
  Task  
  Handle Animal DC
  Handle an animal  
  10
  “Push” an animal  
  25
  Teach an animal a trick  
  15 or 20*
  Train an animal for a general purpose  
  15 or 20*
  Rear a wild animal  
  15 + HD of animal
  * See the specific trick or purpose below.
  Handle an Animal: This task involves commanding an 
  animal to perform a task or trick that it knows. If the animal 
  is wounded or has taken any nonlethal damage or ability 
  score damage, the DC increases by 2. If your check succeeds, 
  the animal performs the task or trick on its next action.
  “Push” an Animal: To push an animal means to get 
  it to perform a task or trick that it doesn’t know but is 
  physically capable of performing. This category also covers 
  making an animal perform a forced march or forcing it 
  to hustle for more than 1 hour between sleep cycles. If the 
  animal is wounded or has taken any nonlethal damage 
  or ability score damage, the DC increases by 2. If your 
  check succeeds, the animal performs the task or trick on 
  its next action.
  Teach an Animal a Trick: You can teach an animal a 
  specific trick with 1 week of work and a successful Handle 
  Animal check against the indicated DC. An animal with 
  an Intelligence score of 1 can learn a maximum of three 
  tricks, while an animal with an Intelligence score of 2 can 
  learn a maximum of six tricks. Possible tricks (and their 
  associated DCs) include, but are not necessarily limited to, 
  the following.
  • Attack (DC 20): The animal attacks apparent enemies. You 
  may point to a particular creature that you wish the animal 
  to attack, and it will comply if able. Normally, an animal 
  will attack only humanoids, monstrous humanoids, 
  giants, or other animals. Teaching an animal to attack all 
  creatures (including such unnatural creatures as undead 
  and aberrations) counts as two tricks.
  • Come (DC 15): The animal comes to you, even if it 
  normally would not do so.
  • Defend (DC 20): The animal defends you (or is ready 
  to defend you if no threat is present), even without any 
  command being given. Alternatively, you can command 
  the animal to defend another specific character.
  • Down (DC 15): The animal breaks off from combat or 
  otherwise backs down. An animal that doesn’t know this 
  trick continues to fight until it must flee (due to injury, a 
  fear effect, or the like) or its opponent is defeated.
  • Fetch (DC 15): The animal goes and gets something. If 
  you do not point out a specific item, the animal fetches 
  a random object.
  • Guard (DC 20): The animal stays in place and prevents 
  others from approaching.
  • Heel (DC 15): The animal follows you closely, even to 
  places where it normally wouldn’t go.
  • Perform (DC 15): The animal performs a variety of 
  simple tricks, such as sitting up, rolling over, roaring or 
  barking, and so on.
  • Seek (DC 15): The animal moves into an area and looks 
  around for anything that is obviously alive or animate.
  • Stay (DC 15): The animal stays in place, waiting for you to 
  return. It does not challenge other creatures that come 
  by, though it still defends itself if it needs to.
  • Track (DC 20): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.)
  • Work (DC 15): The animal pulls or pushes a medium or 
  heavy load.
  Train an Animal for a General Purpose: Rather than 
  teaching an animal individual tricks, you can simply train 
  it for a general purpose. Essentially, an animal’s purpose 
  represents a preselected set of known tricks that fit into 
  a common scheme, such as guarding or heavy labor. The 
  animal must meet all the normal prerequisites for all 
  Table 4–5: Wind Effects on Flight
  Wind Force 
  Wind Speed 
  Checked Size 
  Blown Away Size 
  Fly Penalty
  Light 
  0–10 mph 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  — 
  — 
  —
  Strong 
  21–30 mph 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Large 
  Medium 
  –12
  Tornado 
  175+ mph 
  Huge 
  Large 
  –16
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703091
  703091
  451015
  451015
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703092
  703092
  451016
  451016
  9898
  tricks included in the training package. If the package 
  includes more than three tricks, the animal must have an 
  Intelligence score of 2 or higher.
  An animal can be trained for only one general purpose, 
  though if the creature is capable of learning additional 
  tricks (above and beyond those included in its general 
  purpose), it may do so. Training an animal for a purpose 
  requires fewer checks than teaching individual tricks 
  does, but no less time.
  • Combat Training (DC 20): An animal trained to bear 
  a rider into combat knows the tricks attack, come, 
  defend, down, guard, and heel. Training an animal for 
  combat riding takes 6 weeks. You may also “upgrade” 
  an animal trained for riding to one trained for combat 
  by spending 3 weeks and making a successful DC 20 
  Handle Animal check. The new general purpose 
  and tricks completely replace the animal’s previous 
  purpose and any tricks it once knew. Many horses and 
  riding dogs are trained in this way.
  • Fighting (DC 20): An animal trained to engage in combat 
  knows the tricks attack, down, and stay. Training an 
  animal for fighting takes 3 weeks.
  • Guarding (DC 20): An animal trained to guard knows 
  the tricks attack, defend, down, and guard. Training an 
  animal for guarding takes 4 weeks.
  • Heavy Labor (DC 15): An animal trained for heavy labor 
  knows the tricks come and work. Training an animal for 
  heavy labor takes 2 weeks.
  • Hunting (DC 20): An animal trained for hunting knows 
  the tricks attack, down, fetch, heel, seek, and track. 
  Training an animal for hunting takes 6 weeks.
  • Performance (DC 15): An animal trained for performance 
  knows the tricks come, fetch, heel, perform, and stay. 
  Training an animal for performance takes 5 weeks.
  • Riding (DC 15): An animal trained to bear a rider knows 
  the tricks come, heel, and stay. Training an animal for 
  riding takes 3 weeks.
  Rear a Wild Animal: To rear an animal means to raise a 
  wild creature from infancy so that it becomes domesticated. 
  A handler can rear as many as three creatures of the same 
  kind at once.
  A successfully domesticated animal can be taught tricks 
  at the same time it’s being raised, or it can be taught as a 
  domesticated animal later.
  Action: Varies. Handling an animal is a move action, 
  while “pushing” an animal is a full-round action. (A druid 
  or ranger can handle an animal companion as a free 
  action or push it as a move action.) For tasks with specific 
  time frames noted above, you must spend half this time 
  (at the rate of 3 hours per day per animal being handled) 
  working toward completion of the task before you attempt 
  the Handle Animal check. If the check fails, your attempt 
  to teach, rear, or train the animal fails and you need not 
  complete the teaching, rearing, or training time. If the 
  check succeeds, you must invest the remainder of the 
  time to complete the teaching, rearing, or training. If the 
  time is interrupted or the task is not followed through to 
  completion, the attempt to teach, rear, or train the animal 
  automatically fails.
  Try Again: Yes, except for rearing an animal.
  Special: You can use this skill on a creature with an 
  Intelligence score of 1 or 2 that is not an animal, but the 
  DC of any such check increases by 5. Such creatures have 
  the same limit on tricks known as animals do.
  A druid or ranger gains a +4 circumstance bonus on 
  Handle Animal checks involving an animal companion.
  In addition, a druid’s or ranger’s animal companion 
  knows one or more bonus tricks, which don’t count against 
  the normal limit on tricks known and don’t require any 
  training time or Handle Animal checks to teach.
  If you have the Animal Affinity feat, you get a bonus on 
  Handle Animal checks (see Chapter 5).
  Untrained: If you have no ranks in Handle Animal, you 
  can use a Charisma check to handle and push domestic 
  animals, but you can’t teach, rear, or train animals. A 
  druid or ranger with no ranks in Handle Animal can 
  use a Charisma check to handle and push her animal 
  companion, but she can’t teach, rear, or train other 
  nondomestic animals.
  heAL (Wis)
  You are skilled at tending to wounds and ailments.
  Check: The DC and effect of a Heal check depend on the 
  task you attempt.
  Task  
  DC
  First aid 
  15
  Long-term care  
  15
  Treat wounds from caltrops,  
  15
  spike growth, or spike stones
  Treat deadly wounds 
  20
  Treat poison  
  Poison’s save DC
  Treat disease  
  Disease’s save DC
  First Aid: You usually use first aid to save a dying 
  character. If a character has negative hit points and is 
  losing hit points (at the rate of 1 per round, 1 per hour, 
  or 1 per day), you can make him stable. A stable character 
  regains no hit points but stops losing them. First aid also 
  stops a character from losing hit points due to effects that 
  cause bleed (see Appendix 2 for rules on bleed damage).
  Long-Term Care: Providing long-term care means 
  treating a wounded person for a day or more. If your 
  Heal check is successful, the patient recovers hit points 
  or ability score points lost to ability damage at twice the 
  normal rate: 2 hit points per level for a full 8 hours of 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703092
  703092
  451016
  451016
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703093
  703093
  451017
  451017
  9999
  4
  Skills
  Skills
  rest in a day, or 4 hit points per level for each full day of 
  complete rest; 2 ability score points for a full 8 hours of 
  rest in a day, or 4 ability score points for each full day of 
  complete rest.
  You can tend to as many as six patients at a time. You 
  need a few items and supplies (bandages, salves, and so on) 
  that are easy to come by in settled lands. Giving long-term 
  care counts as light activity for the healer. You cannot give 
  long-term care to yourself.
  Treat Wounds from Caltrops, Spike Growth, or Spike Stones: 
  A creature wounded by stepping on a caltrop moves at 
  half normal speed. A successful Heal check removes this 
  movement penalty.
  A creature wounded by a spike growth or spike stones spell 
  must succeed on a Reflex save or take injuries that reduce 
  his speed by one-third. Another character can remove 
  this penalty by taking 10 minutes to dress the victim’s 
  injuries and succeeding on a Heal check against the 
  spell’s save DC.
  Treat Deadly Wounds: When treating deadly wounds, 
  you can restore hit points to a damaged creature. 
  Treating deadly wounds restores 1 hit point per level of 
  the creature. If you exceed the DC by 5 or more, add your 
  Wisdom modifier (if positive) to this amount. A creature 
  can only benefit from its deadly wounds being treated 
  within 24 hours of being injured and never more than 
  once per day. You must expend two uses from a healer’s 
  kit to perform this task. You take a –2 penalty on your 
  Heal skill check for each use from the healer’s kit that 
  you lack.
  Treat Poison: To treat poison means to tend to a single 
  character who has been poisoned and who is going to 
  take more damage from the poison (or suffer some other 
  effect). Every time the poisoned character makes a saving 
  throw against the poison, you make a Heal check. If your 
  Heal check exceeds the DC of the poison, the character 
  receives a +4 competence bonus on his saving throw 
  against the poison.
  Treat Disease: To treat a disease means to tend to a single 
  diseased character. Every time the diseased character 
  makes a saving throw against disease effects, you make 
  a Heal check. If your Heal check exceeds the DC of the 
  disease, the character receives a +4 competence bonus on 
  his saving throw against the disease.
  Action: Providing first aid, treating a wound, or treating 
  poison is a standard action. Treating a disease or tending 
  a creature wounded by a spike growth or spike stones spell 
  takes 10 minutes of work. Treating deadly wounds takes 1 
  hour of work. Providing long-term care requires 8 hours 
  of light activity.
  Try Again: Varies. Generally speaking, you can’t try a 
  Heal check again without witnessing proof of the original 
  check’s failure. You can always retry a check to provide 
  first aid, assuming the target of the previous attempt is 
  still alive.
  Special: A character with the Self-Sufficient feat gets a 
  bonus on Heal checks (see Chapter 5).
  A healer’s kit gives you a +2 circumstance bonus on 
  Heal checks.
  iNtimidAte (Cha)
  You can use this skill to frighten your opponents or to get 
  them to act in a way that benefits you. This skill includes 
  verbal threats and displays of prowess.
  Check: You can use Intimidate to force an opponent 
  to act friendly toward you for 1d6 × 10 minutes with a 
  successful check. The DC of this check is equal to 10 
  + the target’s Hit Dice + the target’s Wisdom modifier. 
  If successful, the target gives you the information you 
  desire, takes actions that do not endanger it, or otherwise 
  offers limited assistance. After the Intimidate expires, 
  the target treats you as unfriendly and may report you 
  to local authorities. If you fail this check by 5 or more, 
  the target attempts to deceive you or otherwise hinder 
  your activities.
  Demoralize: You can use this skill to cause your 
  opponents to become shaken for a number of rounds. The 
  DC of this check is equal to 10 + the target’s Hit Dice + the 
  target’s Wisdom modifier. If you are successful, the target 
  is shaken for 1 round. This duration increases by 1 round 
  for every 5 by which you beat the DC. You can only threaten 
  opponents in this way if they are within 30 feet and can 
  clearly see and hear you.
  Action: Using Intimidate to change an opponent’s 
  attitude requires 1 minute of conversation. Demoralizing 
  an opponent is a standard action.
  Try Again: You can attempt to Intimidate an opponent 
  again, but each additional check increases the DC by +5. 
  This increase resets after 1 hour has passed.
  Special: You also gain a +4 bonus on Intimidate checks 
  if you are larger than your target and a –4 penalty on 
  Intimidate checks if you are smaller than your target.
  If you have the Persuasive feat, you get a bonus on 
  Intimidate checks (see Chapter 5).
  A half-orc gets a +2 bonus on Intimidate checks.
  kNOwLedge (Int ; Trained Only)
  You are educated in a field of study and can answer both 
  simple and complex questions. Like the Craft, Perform, 
  and Profession skills, Knowledge actually encompasses 
  a number of different specialties. Below are listed typical 
  fields of study.
  • Arcana (ancient mysteries, magic traditions, arcane 
  symbols, constructs, dragons, magical beasts)
  • Dungeoneering (aberrations, caverns, oozes, spelunking)
  • Engineering (buildings, aqueducts, bridges, fortifications)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703093
  703093
  451017
  451017
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703094
  703094
  451018
  451018
  100
  100
  such a check equals 10 + the monster’s CR. For common 
  monsters, such as goblins, the DC of this check equals 
  5 + the monster’s CR. For particularly rare monsters, 
  such as the tarrasque, the DC of this check equals 15 + 
  the monster’s CR, or more. A successful check allows 
  you to remember a bit of useful information about 
  that monster. For every 5 points by which your check 
  result exceeds the DC, you recall another piece of useful 
  information. Many of the Knowledge skills have specific 
  uses as noted on Table 4–6.
  Action: Usually none. In most cases, a Knowledge check 
  doesn’t take an action (but see “Untrained,” below).
  Try Again: No. The check represents what you know, and 
  thinking about a topic a second time doesn’t let you know 
  something that you never learned in the first place.
  Untrained: You cannot make an untrained Knowledge 
  check with a DC higher than 10. If you have access to an 
  extensive library that covers a specific skill, this limit 
  is removed. The time to make checks using a library, 
  however, increases to 1d4 hours. Particularly complete 
  libraries might even grant a bonus on Knowledge checks in 
  the fields that they cover.
  LiNguistiCs (Int; Trained Only)
  You are skilled at working with language, in both its 
  spoken and written forms. You can speak multiple 
  languages, and can decipher nearly any tongue given 
  enough time. Your skill in writing allows you to create 
  and detect forgeries as well.
  Check: You can decipher writing in an unfamiliar 
  language or a message written in an incomplete or archaic 
  form. The base DC is 20 for the simplest messages, 25 for 
  standard texts, and 30 or higher for intricate, exotic, or 
  very old writing. If the check succeeds, you understand 
  the general content of a piece of writing about one 
  page long (or the equivalent). If the check fails, make a 
  DC 5 Wisdom check to see if you avoid drawing a false 
  conclusion about the text. (Success means that you do 
  not draw a false conclusion; failure means that you do.)
  Both the Linguistics check and (if necessary) the Wisdom 
  check are made secretly by the GM, so that you can’t tell 
  whether the conclusion you draw is true or false.
    
  Linguistics
  Condition  
  Check Modifier
  Type of document unknown to reader  
  –2
  Type of document somewhat known to reader  
  +0
  Type of document well known to reader  
  +2
  Handwriting not known to reader  
  –2
  Handwriting somewhat known to reader  
  +0
  Handwriting intimately known to reader  
  +2
  Reader only casually reviews the document  
  –2
  Document contradicts orders or knowledge 
  +2
  • Geography (lands, terrain, climate, people)
  • History (wars, colonies, migrations, founding of cities)
  • Local (legends, personalities, inhabitants, laws, 
  customs, traditions, humanoids)
  • Nature (animals, fey, monstrous humanoids, plants, 
  seasons and cycles, weather, vermin)
  • Nobility (lineages, heraldry, personalities, royalty)
  • Planes (the Inner Planes, the Outer Planes, the Astral 
  Plane, the Ethereal Plane, outsiders, planar magic)
  • Religion (gods and goddesses, mythic history, ecclesiastic 
  tradition, holy symbols, undead)
  Check: Answering a question within your field of study 
  has a DC of 10 (for really easy questions), 15 (for basic 
  questions), or 20 to 30 (for really tough questions).
  You can use this skill to identify monsters and their 
  special powers or vulnerabilities. In general, the DC of 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703094
  703094
  451018
  451018
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703095
  703095
  451019
  451019
  101101
  4
  Skills
  Skills
  Create or Detect Forgeries: Forgery requires writing 
  materials appropriate to the document being forged. To 
  forge a document on which the handwriting is not specific 
  to a person, you need only to have seen a similar document 
  before, and you gain a +8 bonus on your check. To forge a 
  signature, you need an autograph of that person to copy, 
  and you gain a +4 bonus on the check. To forge a longer 
  document written in the hand of some particular person, a 
  large sample of that person’s handwriting is needed.
  The Linguistics check is made secretly, so that you’re 
  not sure how good your forgery is. As with Disguise, you 
  don’t make a check until someone examines the work. Your 
  Linguistics check is opposed by the Linguistics check of the 
  person who examines the document to verify its authenticity. 
  The examiner gains modifiers if any of the conditions are 
  listed on the table found on the previous page.
  Learn a Language: Whenever you put a rank into this 
  skill, you learn to speak and read a new language. Common 
  languages (and their typical speakers) include the following.
  • Abyssal (demons and other chaotic evil outsiders)
  • Aklo (derros, inhuman or otherworldly monsters, evil fey)
  • Aquan (aquatic creatures, water-based creatures)
  • Auran (flying creatures, air-based creatures)
  • Celestial (angels and other good outsiders)
  • Common (humans and the core races from Chapter 2)
  • Draconic (dragons, reptilian humanoids)
  • Druidic (druids only)
  • Dwarven (dwarves)
  Table 4–6: Knowledge Skill DCs
  Task 
  Knowledge Skill 
  DC
  Identify auras while using detect magic 
  Arcana 
  15 + spell level
  Identify a spell effect that is in place 
  Arcana 
  20 + spell level
  Identify materials manufactured by magic 
  Arcana 
  20 + spell level
  Identify a spell that just targeted you 
  Arcana 
  25 + spell level
  Identify the spells cast using a specific material component 
  Arcana 
  20
  Identify underground hazard 
  Dungeoneering 
  15 + hazard’s CR
  Identify mineral, stone, or metal 
  Dungeoneering 
  10
  Determine slope 
  Dungeoneering 
  15
  Determine depth underground 
  Dungeoneering 
  20
  Identify dangerous construction 
  Engineering 
  10
  Determine a structure’s style or age 
  Engineering 
  15
  Determine a structure’s weakness 
  Engineering 
  20
  Identify a creature’s ethnicity or accent 
  Geography 
  10
  Recognize regional terrain features 
  Geography 
  15
  Know location of nearest community or noteworthy site 
  Geography 
  20
  Know recent or historically significant event 
  History 
  10
  Determine approximate date of a specific event 
  History 
  15
  Know obscure or ancient historical event 
  History 
  20
  Know local laws, rulers, and popular locations 
  Local 
  10
  Know a common rumor or local tradition 
  Local 
  15
  Know hidden organizations, rulers, and locations 
  Local 
  20
  Identify natural hazard 
  Nature 
  15 + hazard’s CR
  Identify a common plant or animal 
  Nature 
  10
  Identify unnatural weather phenomenon 
  Nature 
  15
  Determine artificial nature of feature 
  Nature 
  20
  Know current rulers and their symbols 
  Nobility 
  10
  Know proper etiquette 
  Nobility 
  15
  Know line of succession 
  Nobility 
  20
  Know the names of the planes 
  Planes 
  10
  Recognize current plane 
  Planes 
  15
  Identify a creature’s planar origin 
  Planes 
  20
  Recognize a common deity’s symbol or clergy 
  Religion 
  10
  Know common mythology and tenets 
  Religion 
  15
  Recognize an obscure deity’s symbol or clergy 
  Religion 
  20
  Identify a monster’s abilities and weaknesses 
  Varies 
  10 + monster’s CR
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703095
  703095
  451019
  451019
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703096
  703096
  451020
  451020
  102
  102
  • Elven (elves, half-elves)
  • Giant (cyclopses, ettins, giants, ogres, trolls)
  • Gnome (gnomes)
  • Goblin (bugbears, goblins, hobgoblins)
  • Gnoll (gnolls)
  • Halfling (halflings)
  • Ignan (fire-based creatures)
  • Infernal (devils and other lawful evil outsiders)
  • Orc (orcs, half-orcs)
  • Sylvan (centaurs, fey creatures, plant creatures, unicorns)
  • Terran (earth-based creatures)
  • Undercommon (drow, duergar, morlocks, svirfneblin)
  Action: Varies. Deciphering a page of ordinary text takes 
  1 minute (10 consecutive rounds). Creating a forgery can 
  take anywhere from 1 minute to 1d4 minutes per page. 
  Detecting a forgery using Linguistics takes 1 round of 
  examination per page.
  Try Again: Yes.
  Special: You must be trained to use this skill, but you 
  can always attempt to read archaic and strange forms of 
  your own racial bonus languages. In addition, you can also 
  always attempt to detect a forgery.
  perCeptiON (Wis)
  Your senses allow you to notice fine details and alert you to 
  danger. Perception covers all five senses, including sight, 
  hearing, touch, taste, and smell.
  Check: Perception has a number of uses, the most 
  common of which is an opposed check versus an opponent’s 
  Stealth check to notice the opponent and avoid being 
  surprised. If you are successful, you notice the opponent 
  and can react accordingly. If you fail, your opponent can 
  take a variety of actions, including sneaking past you and 
  attacking you.
  Perception is also used to notice fine details in the 
  environment. The DC to notice such details varies depending 
  upon distance, the environment, and how noticeable the 
  detail is. The following table gives a number of guidelines.
  Detail 
  Perception DC
  Hear the sound of battle 
  –10
  Notice the stench of rotting garbage 
  –10
  Detect the smell of smoke 
  0
  Hear the details of a conversation 
  0
  Notice a visible creature 
  0
  Determine if food is spoiled 
  5
  Hear the sound of a creature walking 
  10
  Hear the details of a whispered conversation 
  15
  Find the average concealed door 
  15
  Hear the sound of a key being turned in a lock 
  20
  Find the average secret door 
  20
  Hear a bow being drawn 
  25
  Sense a burrowing creature underneath you 
  25
  Notice a pickpocket 
  Opposed by
    
  Sleight of Hand
  Notice a creature using Stealth 
  Opposed by Stealth
  Find a hidden trap 
  Varies by trap
  Identify the powers of a potion 
  15 + the potion’s
  through taste 
  caster level
  Perception Modifiers 
  DC Modifier
  Distance to the source, object,  
  +1/10 feet 
  or creature 
  Through a closed door 
  +5
  Through a wall 
  +10/foot of  
    
  thickness
  Favorable conditions1 
  –2
  Unfavorable conditions1 
  +2
  Terrible conditions2 
  +5
  Creature making the check is distracted 
  +5
  Creature making the check is asleep 
  +10
  Creature or object is invisible 
  +20
  1  Favorable and unfavorable conditions depend upon 
  the sense being used to make the check. For example, 
  bright light might increase the DC of checks involving 
  sight, while torchlight or moonlight might give a 
  penalty. Background noise might reduce a DC involving 
  hearing, while competing odors might penalize any DC 
  involving scent.
  2 As for unfavorable conditions, but more extreme. 
  For example, candlelight for DCs involving sight, 
  a roaring dragon for DCs involving hearing, and 
  an overpowering stench covering the area for DCs 
  involving scent.
  Action: Most Perception checks are reactive, made in 
  response to observable stimulus. Intentionally searching 
  for stimulus is a move action.
  Try Again: Yes. You can try to sense something you missed 
  the first time, so long as the stimulus is still present.
  Special: Elves, half-elves, gnomes, and halflings receive 
  a +2 racial bonus on Perception checks. Creatures with the 
  scent special quality have a +8 bonus on Perception checks 
  made to detect a scent. Creatures with the tremorsense 
  special quality have a +8 bonus on Perception checks 
  against creatures touching the ground and automatically 
  make any such checks within their range. For more on 
  special qualities, see Appendix 1.
  A spellcaster with a hawk or owl familiar gains a +3 
  bonus on Perception checks. If you have the Alertness feat, 
  you get a bonus on Perception checks (see Chapter 5).
  perFOrm (Cha)
  You are skilled at one form of entertainment, from singing 
  to acting to playing an instrument. Like Craft, Knowledge, 
  and Profession, Perform is actually a number of separate 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703096
  703096
  451020
  451020
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703097
  703097
  451021
  451021
  103
  103
  4
  Skills
  Skills
  skills. You could have several Perform skills, each with 
  its own ranks.
  Each of the nine categories of the Perform skill includes 
  a variety of methods, instruments, or techniques, a small 
  sample of which is provided for each category below.
  • Act (comedy, drama, pantomime)
  • Comedy (buffoonery, limericks, joke-telling)
  • Dance (ballet, waltz, jig)
  • Keyboard instruments (harpsichord, piano, pipe organ)
  • Oratory (epic, ode, storytelling)
  • Percussion instruments (bells, chimes, drums, gong)
  • String instruments (fiddle, harp, lute, mandolin)
  • Wind instruments (flute, pan pipes, recorder, trumpet)
  • Sing (ballad, chant, melody)
  Check: You can impress audiences with your talent and 
  skill in your chosen performance type.
  Perform
  DC 
  Performance
  10 
  Routine performance. Trying to earn money by 
  playing in public is akin to begging. You can earn 
  1d10 cp/day.
  15  
  Enjoyable performance. In a prosperous city, you 
  can earn 1d10 sp/day.
  20 
  Great performance. In a prosperous city, you can 
  earn 3d10 sp/day. In time, you may be invited 
  to join a professional troupe and may develop a 
  regional reputation.
  25  
  Memorable performance. In a prosperous city, 
  you can earn 1d6 gp/day. In time, you may come 
  to the attention of noble patrons and develop a 
  national reputation.
  30 
  Extraordinary performance. In a prosperous city, 
  you can earn 3d6 gp/day. In time, you may draw 
  attention from distant patrons, or even from 
  extraplanar beings.
  A masterwork musical instrument gives you a +2 
  circumstance bonus on all Perform checks that involve 
  its use.
  Action: Varies. Trying to earn money by playing in 
  public requires anywhere from an evening’s work to a 
  full day’s performance. The bard’s special Perform-based 
  abilities are described in that class’s description.
  Try Again: Yes. Retries are allowed, but they don’t 
  negate previous failures, and an audience that has been 
  unimpressed in the past is likely to be prejudiced against 
  future performances. (Increase the DC by 2 for each 
  previous failure.)
  Special: A bard must have ranks in specific Perform 
  categories to use some of his Bardic Performance abilities. 
  Consult the Bardic Performance section of the bard class 
  description in Chapter 3 for more details.
  prOFessiON (Wis; Trained Only)
  You are skilled at a specific job. Like Craft, Knowledge, and 
  Perform, Profession is actually a number of separate skills. 
  You could have several Profession skills, each with its own 
  ranks. While a Craft skill represents ability in creating an 
  item, a Profession skill represents an aptitude in a vocation 
  requiring a broader range of less specific knowledge. The 
  most common Profession skills are architect, baker, barrister, 
  brewer, butcher, clerk, cook, courtesan, driver, engineer, 
  farmer, fisherman, gambler, gardener, herbalist, innkeeper, 
  librarian, merchant, midwife, miller, miner, porter, sailor, 
  scribe, shepherd, stable master, soldier, tanner, trapper, and 
  woodcutter.
  Check: You can earn half your Profession check result in 
  gold pieces per week of dedicated work. You know how to 
  use the tools of your trade, how to perform the profession’s 
  daily tasks, how to supervise helpers, and how to handle 
  common problems. You can also answer questions about your 
  Profession. Basic questions are DC 10, while more complex 
  questions are DC 15 or higher.
  Action: Not applicable. A single check generally 
  represents a week of work.
  Try Again: Varies. An attempt to use a Profession skill to 
  earn income cannot be retried. You are stuck with whatever 
  weekly wage your check result brought you. Another check 
  may be made after a week to determine a new income for 
  the next period of time. An attempt to accomplish some 
  specific task can usually be retried.
  Untrained: Untrained laborers and assistants (that 
  is, characters without any ranks in Profession) earn an 
  average of 1 silver piece per day.
  Special: A gnome gets a +2 bonus on a Craft or Profession 
  skill of her choice.
  ride (Dex; Armor Check Penalty)
  You are skilled at riding mounts, usually a horse, but 
  possibly something more exotic, like a griffon or pegasus. 
  If you attempt to ride a creature that is ill suited as a 
  mount, you take a –5 penalty on your Ride checks.
  Check: Typical riding actions don’t require checks. 
  You can saddle, mount, ride, and dismount from a mount 
  without a problem. The following tasks do require checks.
  Task  
  Ride DC 
  Guide with knees  
  5
  Stay in saddle  
  5
  Fight with a combat-trained mount  
  10
  Cover  
  15
  Soft fall 
  15
  Leap  
  15
  Spur mount  
  15
  Control mount in battle 
  20
  Fast mount or dismount 
  20
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703097
  703097
  451021
  451021
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703098
  703098
  451022
  451022
  104
  104
  Guide with Knees: You can guide your mount with your 
  knees so you can use both hands in combat. Make your 
  Ride check at the start of your turn. If you fail, you can 
  use only one hand this round because you need to use the 
  other to control your mount. This does not take an action.
  Stay in Saddle: You can react instantly to try to avoid falling 
  when your mount rears or bolts unexpectedly or when you 
  take damage. This usage does not take an action.
  Fight with a Combat-Trained Mount: If you direct your war-
  trained mount to attack in battle, you can still make your 
  own attack or attacks normally. This usage is a free action.
  Cover: You can react instantly to drop down and hang 
  alongside your mount, using it as cover. You can’t attack 
  or cast spells while using your mount as cover. If you fail 
  your Ride check, you don’t get the cover benefit. Using this 
  option is an immediate action, but recovering from this 
  position is a move action (no check required).
  Soft Fall: You negate damage when you fall off a mount. 
  If you fail the Ride check, you take 1d6 points of damage 
  and are prone. This usage does not take an action.
  Leap: You can get your mount to leap obstacles as part 
  of its movement. Use your Ride modifier or the mount’s 
  Jump modifier, whichever is lower, to see how far the 
  creature can jump. If you fail your Ride check, you fall off 
  the mount when it leaps and take the appropriate falling 
  damage (at least 1d6 points). This usage does not take an 
  action but is part of the mount’s movement.
  Spur Mount: You can spur your mount to greater speed 
  with a move action. A successful Ride check increases the 
  mount’s speed by 10 feet for 1 round but deals 1d3 points 
  of damage to the creature. You can use this ability every 
  round, but the mount becomes fatigued after a number of 
  rounds equal to its Constitution score. This ability cannot 
  be used on a fatigued mount.
  Control Mount in Battle: As a move action, you can attempt 
  to control a light horse, pony, heavy horse, or other mount 
  not trained for combat riding while in battle. If you fail the 
  Ride check, you can do nothing else in that round. You do 
  not need to roll for horses or ponies trained for combat.
  Fast Mount or Dismount: You can attempt to mount or 
  dismount from a mount of up to one size category larger 
  than yourself as a free action, provided that you still have a 
  move action available that round. If you fail the Ride check, 
  mounting or dismounting is a move action. You can’t use 
  fast mount or dismount on a mount more than one size 
  category larger than yourself.
  Action: Varies. Mounting or dismounting normally is a 
  move action. Other checks are a move action, a free action, 
  or no action at all, as noted above.
  Special: If you are riding bareback, you take a –5 penalty 
  on Ride checks.
  If you have the Animal Affinity feat, you get a bonus on 
  Ride checks (see Chapter 5).
  If you use a military saddle you get a +2 circumstance 
  bonus on Ride checks related to staying in the saddle.
  Ride is a prerequisite for Mounted Archery, Mounted 
  Combat, Ride-By Attack, Spirited Charge, and Trample.
  seNse mOtive (Wis)
  You are skilled at detecting falsehoods and true intentions.
  Check: A successful check lets you avoid being bluffed 
  (see the Bluff skill). You can also use this skill to determine 
  when “something is up” (that is, something odd is going 
  on) or to assess someone’s trustworthiness. 
  Task  
  Sense Motive DC
  Hunch  
  20
  Sense enchantment  
  25 or 15
  Discern secret message  
  Varies
  Hunch: This use of the skill involves making a gut 
  assessment of the social situation. You can get the feeling 
  from another’s behavior that something is wrong, such as 
  when you’re talking to an impostor. Alternatively, you can 
  get the feeling that someone is trustworthy.
  Sense Enchantment: You can tell that someone’s behavior 
  is being influenced by an enchantment effect even if that 
  person isn’t aware of it. The usual DC is 25, but if the target 
  is dominated (see dominate person), the DC is only 15 because 
  of the limited range of the target’s activities.
  Discern Secret Message: You may use Sense Motive to detect 
  that a hidden message is being transmitted via the Bluff 
  skill. In this case, your Sense Motive check is opposed by 
  the Bluff check of the character transmitting the message. 
  For each piece of information relating to the message that 
  you are missing, you take a –2 penalty on your Sense Motive 
  check. If you succeed by 4 or less, you know that something 
  hidden is being communicated, but you can’t learn anything 
  specific about its content. If you beat the DC by 5 or more, 
  you intercept and understand the message. If you fail by 4 
  or less, you don’t detect any hidden communication. If you 
  fail by 5 or more, you might infer false information.
  Action: Trying to gain information with Sense Motive 
  generally takes at least 1 minute, and you could spend a whole 
  evening trying to get a sense of the people around you.
  Try Again: No, though you may make a Sense Motive 
  check for each Bluff check made against you.
  Special: A ranger gains a bonus on Sense Motive checks 
  when using this skill against a favored enemy.
  If  you have the Alertness feat, you get a bonus on Sense 
  Motive checks (see Chapter 5).
  sLeight OF hANd 
  (Dex; Armor Check Penalty; Trained Only)
  Your training allows you to pick pockets, draw hidden 
  weapons, and take a variety of actions without being noticed.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703098
  703098
  451022
  451022
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703099
  703099
  451023
  451023
  105
  105
  4
  Skills
  Skills
  Check: A DC 10 Sleight of Hand check lets you palm a 
  coin-sized, unattended object. Performing a minor feat of 
  legerdemain, such as making a coin disappear, also has a 
  DC of 10 unless an observer is determined to note where 
  the item went.
  When you use this skill under close observation, 
  your skill check is opposed by the observer’s Perception 
  check. The observer’s success doesn’t prevent you from 
  performing the action, just from doing it unnoticed.
  You can hide a small object (including a light weapon 
  or an easily concealed ranged weapon, such as a dart, 
  sling, or hand crossbow) on your body. Your Sleight of 
  Hand check is opposed by the Perception check of anyone 
  observing you or of anyone frisking you. In the latter 
  case, the searcher gains a +4 bonus on the Perception 
  check, since it’s generally easier to find such an object 
  than to hide it. A dagger is easier to hide than most light 
  weapons, and grants you a +2 bonus on your Sleight of 
  Hand check to conceal it. An extraordinarily small object, 
  such as a coin, shuriken, or ring, grants you a +4 bonus 
  on your Sleight of Hand check to conceal it, and heavy or 
  baggy clothing (such as a cloak) grants you a +2 bonus on 
  the check.
  Drawing a hidden weapon is a standard action and 
  doesn’t provoke an attack of opportunity.
  If you try to take something from a creature, you must 
  make a DC 20 Sleight of Hand check. The opponent makes 
  a Perception check to detect the attempt, opposed by the 
  Sleight of Hand check result you achieved when you tried to 
  grab the item. An opponent who succeeds on this check no-
  tices the attempt, regardless of whether you got the item. You 
  cannot use this skill to take an object from another creature 
  during combat if the creature is aware of your presence.
  You can also use Sleight of Hand to entertain an audience 
  as though you were using the Perform skill. In such a case, 
  your “act” encompasses elements of legerdemain, juggling, 
  and the like.
  Sleight of 
  Hand DC  Task
  10 
  Palm a coin-sized object, make a coin disappear
  20 
  Lift a small object from a person
  Action: Any Sleight of Hand check is normally a standard 
  action. However, you may perform a Sleight of Hand check 
  as a move action by taking a –20 penalty on the check.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703099
  703099
  451023
  451023
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703100
  703100
  451024
  451024
  106
  106
  Try Again: Yes, but after an initial failure, a second 
  Sleight of Hand attempt against the same target (or 
  while you are being watched by the same observer who 
  noticed your previous attempt) increases the DC for the 
  task by 10.
  Untrained: An untrained Sleight of Hand check is 
  simply a Dexterity check. Without actual training, you 
  can’t succeed on any Sleight of Hand check with a DC 
  higher than 10, except for hiding an object on your body.
  Special: If you have the Deft Hands feat, you get a bonus 
  on Sleight of Hand checks (see Chapter 5).
  speLLCrAFt (Int; Trained Only)
  You are skilled at the art of casting spells, identifying 
  magic items, crafting magic items, and identifying spells 
  as they are being cast.
  Check: Spellcraft is used whenever your knowledge 
  and skill of the technical art of casting a spell or crafting 
  a magic item comes into question. This skill is also 
  used to identify the properties of magic items in your 
  possession through the use of spells such as detect magic 
  and identify. The DC of this check varies depending 
  upon the task at hand.
  Action: Identifying a spell as it is being cast requires 
  no action, but you must be able to clearly see the spell as 
  it is being cast, and this incurs the same penalties as a 
  Perception skill check due to distance, poor conditions, 
  and other factors. Learning a spell from a spellbook 
  takes 1 hour per level of the spell (0-level spells take 30 
  minutes). Preparing a spell from a borrowed spellbook 
  does not add any time to your spell preparation. Making 
  a Spellcraft check to craft a magic item is made as part 
  of the creation process. Attempting to ascertain the 
  properties of a magic item takes 3 rounds per item to be 
  identified and you must be able to thoroughly examine 
  the object.
  Retry: You cannot retry checks made to identify a spell. 
  If you fail to learn a spell from a spellbook or scroll, you 
  must wait at least 1 week before you can try again. If you 
  fail to prepare a spell from a borrowed spellbook, you 
  cannot try again until the next day. When using detect 
  magic or identify to learn the properties of magic items, 
  you can only attempt to ascertain the properties of an 
  individual item once per day. Additional attempts reveal 
  the same results.
  Special: If you are a specialist wizard, you get a +2 
  bonus on Spellcraft checks made to identify, learn, and 
  prepare spells from your chosen school. Similarly, you 
  take a –5 penalty on similar checks made concerning 
  spells from your opposition schools. 
  An elf gets a +2 racial bonus on Spellcraft checks to 
  identify the properties of magic items.
  If you have the Magical Aptitude feat, you gain a bonus 
  on Spellcraft checks (see Chapter 5).
  steALth 
  (Dex; Armor Check Penalty)
  You are skilled at avoiding detection, allowing you to slip 
  past foes or strike from an unseen position. This skill 
  covers hiding and moving silently.
  Check: Your Stealth check is opposed by the Perception 
  check of anyone who might notice you. You can move up 
  to half your normal speed and use Stealth at no penalty. 
  When moving at a speed greater than half but less than 
  your normal speed, you take a –5 penalty. It’s impossible 
  to use Stealth while attacking, running, or charging.
  A creature larger or smaller than Medium takes a size 
  bonus or penalty on Stealth checks depending on its size 
  category: Fine +16, Diminutive +12, Tiny +8, Small +4, 
  Large –4, Huge –8, Gargantuan –12, Colossal –16.
  If people are observing you using any of their senses 
  (but typically sight), you can’t use Stealth. Against most 
  creatures, finding cover or concealment allows you to 
  use Stealth. If your observers are momentarily distracted 
  (such as by a Bluff check), you can attempt to use Stealth. 
  While the others turn their attention from you, you can 
  attempt a Stealth check if you can get to an unobserved 
  place of some kind. This check, however, is made at a –10 
  penalty because you have to move fast.
  Sniping: If you’ve already successfully used Stealth at 
  least 10 feet from your target, you can make one ranged 
  attack and then immediately use Stealth again. You take 
  a –20 penalty on your Stealth check to maintain your 
  obscured location.
  Creating a Diversion to Hide: You can use Bluff to allow 
  you to use Stealth. A successful Bluff check can give you the 
  Table 4–7: Spellcraft DCs
  Task 
  Spellcraft DC
  Identify a spell as it is being cast 
  15 + spell level
  Learn a spell from a spellbook or scroll 
  15 + spell level
  Prepare a spell from a borrowed spellbook 
  15 + spell level
  Identify the properties of a magic item using detect magic 
  15 + item’s caster level
  Decipher a scroll 
  20 + spell level
  Craft a magic item 
  Varies by item
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703100
  703100
  451024
  451024
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703101
  703101
  451025
  451025
  107
  107
  4
  Skills
  Skills
  momentary diversion you need to attempt a Stealth check 
  while people are aware of you.
  Action: Usually none. Normally, you make a Stealth 
  check as part of movement, so it doesn’t take a separate 
  action. However, using Stealth immediately after a ranged 
  attack (see Sniping, above) is a move action.
  Special: If you are invisible, you gain a +40 bonus on 
  Stealth checks if you are immobile, or a +20 bonus on 
  Stealth checks if you’re moving.
  If you have the Stealthy feat, you get a bonus on Stealth 
  checks (see Chapter 5).
  survivAL (Wis)
  You are skilled at surviving in the wild and at navigating 
  in the wilderness. You also excel at following trails and 
  tracks left by others.
  Check: You can keep yourself and others safe and fed in 
  the wild. The table below gives the DCs for various tasks 
  that require Survival checks.
  Survival  
  DC 
  Task
  10  
  Get along in the wild. Move up to half your overland 
  speed while hunting and foraging (no food or water 
  supplies needed). You can provide food and water 
  for one other person for every 2 points by which 
  your check result exceeds 10.
  15 
  Gain a +2 bonus on all Fortitude saves against severe 
  weather while moving up to half your overland speed, 
  or gain a +4 bonus if you remain stationary. You 
  may grant the same bonus to one other character 
  for every 1 point by which your Survival check result 
  exceeds 15.
  15  
  Keep from getting lost or avoid natural hazards, 
  such as quicksand.
  15  
  Predict the weather up to 24 hours in advance. For 
  every 5 points by which your Survival check result 
  exceeds 15, you can predict the weather for one 
  additional day in advance.
  Follow Tracks: To find tracks or to follow them for 1 mile 
  requires a successful Survival check. You must make another 
  Survival check every time the tracks become difficult to 
  follow. If you are not trained in this skill, you can make 
  untrained checks to find tracks, but you can follow them 
  only if the DC for the task is 10 or lower. Alternatively, you 
  can use the Perception skill to find a footprint or similar 
  sign of a creature’s passage using the same DCs, but you 
  can’t use Perception to follow tracks, even if someone else 
  has already found them.
  You move at half your normal speed while following 
  tracks (or at your normal speed with a –5 penalty on the 
  check, or at up to twice your normal speed with a –20 
  penalty on the check). The DC depends on the surface and 
  the prevailing conditions, as given on the table.
  Surface 
  Survival DC
  Very soft ground  
  5
  Soft ground  
  10
  Firm ground  
  15
  Hard ground  
  20
  Very Soft Ground: Any surface (fresh snow, thick dust, wet 
  mud) that holds deep, clear impressions of footprints.
  Soft Ground: Any surface soft enough to yield to pressure, 
  but firmer than wet mud or fresh snow, in which a creature 
  leaves frequent but shallow footprints.
  Firm Ground: Most normal outdoor surfaces (such as 
  lawns, fields, woods, and the like) or exceptionally soft or 
  dirty indoor surfaces (thick rugs and very dirty or dusty 
  floors). The creature might leave some traces (broken 
  branches or tufts of hair), but it leaves only occasional or 
  partial footprints.
  Hard Ground: Any surface that doesn’t hold footprints at 
  all, such as bare rock or an indoor floor. Most streambeds 
  fall into this category, since any footprints left behind are 
  obscured or washed away. The creature leaves only traces 
  (scuff marks or displaced pebbles). 
    
   
  Survival DC
  Condition  
  Modifier
  Every three creatures in the group being tracked  
  –1
  Size of creature or creatures being tracked:1 
   Fine   
  +8
   Diminutive  
  +4
   Tiny   
  +2
   Small   
  +1
   Medium  
  +0
   Large  
  –1
   Huge  
  –2
   Gargantuan  
  –4
   Colossal  
  –8
  Every 24 hours since the trail was made  
  +1
  Every hour of rain since the trail was made  
  +1
  Fresh snow since the trail was made  
  +10
  Poor visibility:2 
   Overcast or moonless night  
  +6
   Moonlight  
  +3
   Fog or precipitation  
  +3
  Tracked party hides trail (and moves at half speed)  
  +5
  1 For a group of mixed sizes, apply only the modifier for the 
  largest size category.
  2 Apply only the largest modifier from this category.
  Several modifiers may apply to the Survival check, as 
  given on the table above.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703101
  703101
  451025
  451025
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703102
  703102
  451026
  451026
  108
  108
  Action: Varies. A single Survival check may represent 
  activity over the course of hours or a full day. A Survival 
  check made to find tracks is at least a full-round action, 
  and it may take even longer.
  Try Again: Varies. For getting along in the wild or 
  for gaining the Fortitude save bonus noted in the first 
  table on page 107, you make a Survival check once every 
  24 hours. The result of that check applies until the next 
  check is made. To avoid getting lost or avoid natural 
  hazards, you make a Survival check whenever the 
  situation calls for one. Retries to avoid getting lost in 
  a specific situation or to avoid a specific natural hazard 
  are not allowed. For finding tracks, you can retry a failed 
  check after 1 hour (outdoors) or 10 minutes (indoors)  
  of searching.
  Special: If you are trained in Survival, you can 
  automatically determine where true north lies in relation 
  to yourself.
  A ranger gains a bonus on Survival checks when using 
  this skill to find or follow the tracks of a favored enemy.
  If you have the Self-Sufficient feat, you get a bonus on 
  Survival checks (see Chapter 5).
  swim (Str; Armor Check Penalty)
  You know how to swim and can do so even in stormy water.
  Check: Make a Swim check once per round while you 
  are in the water. Success means you may swim at up to half 
  your speed (as a full-round action) or at a quarter of your 
  speed (as a move action). If you fail by 4 or less, you make no 
  progress. If you fail by 5 or more, you go underwater.
  If you are underwater, either because you failed a 
  Swim check or because you are swimming underwater 
  intentionally, you must hold your breath. You can hold 
  your breath for a number of rounds equal to twice your 
  Constitution score, but only if you do nothing other than 
  take move actions or free actions. If you take a standard 
  action or a full-round action (such as making an attack), 
  the remainder of the duration for which you can hold your 
  breath is reduced by 1 round. (Effectively, a character in 
  combat can hold his breath only half as long as normal.) 
  After that period of time, you must make a DC 10 
  Constitution check every round to continue holding your 
  breath. Each round, the DC for that check increases by 1. If 
  you fail the Constitution check, you begin to drown. The 
  DC for the Swim check depends on the water, as given on 
  the table below.
  Water 
  Swim DC
  Calm water  
  10
  Rough water  
  15
  Stormy water  
  20*
  * You can’t take 10 on a Swim check in stormy water, even 
  if you aren’t otherwise being threatened or distracted.
  Each hour that you swim, you must make a DC 20 
  Swim check or take 1d6 points of nonlethal damage 
  from fatigue.
  Action: A successful Swim check allows you to swim a 
  quarter of your speed as a move action or half your speed 
  as a full-round action.
  Special: A creature with a swim speed can move through 
  water at its indicated speed without making Swim checks. 
  It gains a +8 racial bonus on any Swim check to perform a 
  special action or avoid a hazard. The creature can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered when swimming. Such a creature can use the 
  run action while swimming, provided that it swims in a 
  straight line.
  If you have the Athletic feat, you get a bonus on Swim 
  checks (see Chapter 5).
  use mAgiC deviCe 
  (Cha; Trained Only)
  You are skilled at activating magic items, even if you are 
  not otherwise trained in their use.
  Check: You can use this skill to read a spell or to activate 
  a magic item. Use Magic Device lets you use a magic item 
  as if you had the spell ability or class features of another 
  class, as if you were a different race, or as if you were of a 
  different alignment.
  You make a Use Magic Device check each time you 
  activate a device such as a wand. If you are using the check 
  to emulate an alignment or some other quality in an 
  ongoing manner, you need to make the relevant Use Magic 
  Device check once per hour.
  You must consciously choose which requirement to 
  emulate. That is, you must know what you are trying to 
  emulate when you make a Use Magic Device check for that 
  purpose. The DCs for various tasks involving Use Magic 
  Device checks are summarized on the table below.
  Task  
  Use Magic Device DC
  Activate blindly  
  25
  Decipher a written spell  
  25 + spell level
  Use a scroll  
  20 + caster level
  Use a wand  
  20
  Emulate a class feature  
  20
  Emulate an ability score  
  See text
  Emulate a race  
  25
  Emulate an alignment  
  30
  Activate Blindly: Some magic items are activated by special 
  words, thoughts, or actions. You can activate such an item 
  as if you were using the activation word, thought, or action, 
  even when you’re not and even if you don’t know it. You do 
  have to perform some equivalent activity in order to make 
  the check. That is, you must speak, wave the item around, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703102
  703102
  451026
  451026
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703103
  703103
  451027
  451027
  109
  109
  4
  Skills
  Skills
  or otherwise attempt to get it to activate. You get a +2 bonus 
  on your Use Magic Device check if you’ve activated the 
  item in question at least once before. If you fail by 9 or less, 
  you can’t activate the device. If you fail by 10 or more, you 
  suffer a mishap. A mishap means that magical energy gets 
  released but doesn’t do what you wanted it to do. The default 
  mishaps are that the item affects the wrong target or that 
  uncontrolled magical energy is released, dealing 2d6 points 
  of damage to you. This mishap is in addition to the chance 
  for a mishap that you normally risk when you cast a spell 
  from a scroll that you could not otherwise cast yourself.
  Decipher a Written Spell: This usage works just like 
  deciphering a written spell with the Spellcraft skill, except 
  that the DC is 5 points higher. Deciphering a written spell 
  requires 1 minute of concentration.
  Emulate an Ability Score: To cast a spell from a scroll, you need 
  a high score in the appropriate ability (Intelligence for wizard 
  spells, Wisdom for divine spells, or Charisma for sorcerer or 
  bard spells). Your effective ability score (appropriate to the 
  class you’re emulating when you try to cast the spell from the 
  scroll) is your Use Magic Device check result minus 15. If you 
  already have a high enough score in the appropriate ability, 
  you don’t need to make this check.
  Emulate an Alignment: Some magic items have positive 
  or negative effects based on the user’s alignment. Use 
  Magic Device lets you use these items as if you were of 
  an alignment of your choice. You can emulate only one 
  alignment at a time.
  Emulate a Class Feature: Sometimes you need to use a class 
  feature to activate a magic item. In this case, your effective 
  level in the emulated class equals your Use Magic Device 
  check result minus 20.  This skill does not let you actually use 
  the class feature of another class. It just lets you activate items 
  as if you had that class feature. If the class whose feature you 
  are emulating has an alignment requirement, you must meet 
  it, either honestly or by emulating an appropriate alignment 
  with a separate Use Magic Device check (see above).
  Emulate a Race: Some magic items work only for members 
  of certain races, or work better for members of those races. 
  You can use such an item as if you were a member of a race 
  of your choice. You can emulate only one race at a time.
  Use a Scroll: Normally, to cast a spell from a scroll, you 
  must have the scroll’s spell on your class spell list. Use 
  Magic Device allows you to use a scroll as if you had a 
  particular spell on your class spell list. The DC is equal 
  to 20 + the caster level of the spell you are trying to 
  cast from the scroll. In addition, casting a spell from a 
  scroll requires a minimum score (10 + spell level) in the 
  appropriate ability. If you don’t have a sufficient score 
  in that ability, you must emulate the ability score with a 
  separate Use Magic Device check.
  This use of the skill also applies to other spell completion 
  magic items.
  Use a Wand, Staff, or Other Spell Trigger Item: Normally, to 
  use a wand, you must have the wand’s spell on your class 
  spell list. This use of the skill allows you to use a wand as if 
  you had a particular spell on your class spell list.
  Action: None. The Use Magic Device check is made as part 
  of the action (if any) required to activate the magic item.
  Try Again: Yes, but if you ever roll a natural 1 while 
  attempting to activate an item and you fail, then you can’t 
  try to activate that item again for 24 hours.
  Special: You cannot take 10 with this skill. You can’t aid 
  another on Use Magic Device checks. Only the user of the 
  item may attempt such a check.
  If you have the Magical Aptitude feat, you gain a bonus 
  on Use Magic Device checks (see Chapter 5).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703103
  703103
  451027
  451027
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703104
  703104
  451028
  451028
  Feats
  5
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703104
  703104
  451028
  451028
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703105
  703105
  451029
  451029
  H
  arsk glanced upward as 
  he felt something wet 
  spatter across the top of his 
  head. He hadn’t noticed the 
  enormous cobra before—his 
  attention had been focused on 
  the fiend that stood before him, 
  and the stealthy snake had 
  slithered out of the shadows 
  with barely a whisper.  
  “I’ll get to your pets later,” 
  he muttered, as he calmly 
  turned back to the rakshasa 
  priest. At point-blank range 
  like this, he could hardly 
  miss. He raised his crossbow, 
  the blessed bolt loaded and 
  ready, and took careful aim.
  “Now open wide, kitty. 
  Uncle Harsk’s got a tasty 
  treat for you!”
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703105
  703105
  451029
  451029
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703106
  703106
  451030
  451030
  112112
  involves, the various item creation feats all have certain 
  features in common.
  Raw Materials Cost: The cost of creating a magic item 
  equals half the base price of the item.
  Using an item creation feat also requires access to a 
  laboratory or magical workshop, special tools, and so on. 
  A character generally has access to what he needs unless 
  unusual circumstances apply.
  Time: The time to create a magic item depends on the 
  feat and the cost of the item.
  Item Cost: Brew Potion, Craft Staff, Craft Wand, and 
  Scribe Scroll create items that directly reproduce spell 
  e ffects, and the power of these items depends on their 
  caster level—that is, a spell from such an item has the 
  power it would have if cast by a spellcaster of that level. 
  The price of these items (and thus the cost of the raw 
  materials) also depends on the caster level. The caster 
  level must be low enough that the spellcaster creating the 
  item can cast the spell at that level. To find the final price 
  in each case, multiply the caster level by the spell level, 
  then multiply the result by a constant, as shown below:
  Scrolls: Base price = spell level × caster level × 25 gp.
  Potions: Base price = spell level × caster level × 50 gp.
  Wands: Base price = spell level × caster level × 750 gp.
  Staves: The price for staves is calculated using more 
  complex formulas (see Chapter 15).
  A 0-level spell is considered to have a spell level of 1/2 for 
  the purpose of this calculation.
  Extra Costs: Any potion, scroll, or wand that stores 
  a spell with a costly material component also carries a 
  commensurate cost. For potions and scrolls, the creator 
  must expend the material component cost when creating 
  the item. For a wand, the creator must expend 50 units 
  of the m aterial component. Some magic items similarly 
  incur extra costs in m aterial components, as noted in 
  their descriptions.
  Skill Check: Successfully creating a magic item requires 
  a Spellcraft check with a DC equal to 10 + the item’s caster 
  level. Alternatively, you can use an associated Craft or 
  Profession skill to attempt this check instead, depending 
  upon the item being crafted. See pages 550–553 in Chapter 
  15 for more details on which Craft and Profession checks 
  may be substituted in this manner. The DC of this check 
  can increase if the crafter is rushed or does not meet all of 
  the prerequisites. A failed check ruins the materials used, 
  while a check that fails by 5 or more results in a cursed 
  item. See Chapter 15 for more details.
  Metamagic Feats
  As a spellcaster’s knowledge of magic grows, he can learn 
  to cast spells in ways slightly different from the norm. 
  S
  ome abilities are not tied to your race, class, or skill—
  things like particularly quick reflexes that allow you to 
  react to danger more swiftly, the ability to craft magic 
  items, the training to deliver powerful strikes with melee 
  weapons, or the knack for deflecting arrows fired at you. 
  These abilities are represented as feats. While some feats 
  are more useful to certain types of characters than others, 
  and many of them have special prerequisites that must be 
  met before they are selected, as a general rule feats represent 
  abilities outside of the normal scope of your character’s race 
  and class. Many of them alter or enhance class abilities or 
  soften class restrictions, while others might apply bonuses 
  to your statistics or grant you the ability to take actions 
  otherwise prohibited to you. By selecting feats, you can 
  customize and adapt your character to be uniquely yours. 
  prerequisites
  Some feats have prerequisites. Your character must have 
  the indicated ability score, class feature, feat, skill, base 
  attack bonus, or other quality designated in order to select 
  or use that feat. A character can gain a feat at the same level 
  at which he gains the prerequisite.
  A character can’t use a feat if he loses a prerequisite, but 
  he does not lose the feat itself. If, at a later time, he regains 
  the lost prerequisite, he immediately regains full use of 
  the feat that prerequisite enables.
  types OF FeAts
  Some feats are general, meaning that no special rules 
  govern them as a group. Others are item creation feats, 
  which allow characters to create magic items of all sorts. 
  A metamagic feat lets a spellcaster prepare and cast a spell 
  with greater effect, albeit as if the spell were of a higher 
  spell level than it actually is.
  Combat Feats
  Any feat designated as a combat feat can be selected as a 
  fighter’s bonus feat. This designation does not restrict 
  characters of other classes from selecting these feats, 
  a ssuming that they meet the prerequisites.
  Critical Feats
  Critical feats modify the effects of a critical hit by 
  inf licting an additional condition on the victim of the 
  critical hit. Characters without the Critical Mastery 
  feat can only apply the effects of one critical feat to an 
  individual critical hit. Characters with multiple critical 
  feats can decide which feat to apply after the critical hit 
  has been confirmed.
  Item Creation Feats
  An item creation feat lets a character create a magic item 
  of a certain type. Regardless of the type of item each 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703106
  703106
  451030
  451030
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703107
  703107
  451031
  451031
  113113
  Feats
  Feats 5
  Preparing and casting a spell in such a way is harder than 
  normal but, thanks to metamagic feats, is at least possible. 
  Spells modified by a metamagic feat use a spell slot higher 
  than normal. This does not change the level of the spell, so 
  the DC for saving throws against it does not go up.
  Wizards and Divine Spellcasters: Wizards and divine 
  spellcasters must prepare their spells in advance. During 
  preparation, the character chooses which spells to prepare 
  with metamagic feats (and thus which ones take up higher-
  level spell slots than normal).
  Sorcerers and Bards: Sorcerers and bards choose spells 
  as they cast them. They can choose when they cast their 
  spells whether to apply their metamagic feats to improve 
  them. As with other spellcasters, the improved spell uses 
  up a higher-level spell slot. Because the sorcerer or bard has 
  not prepared the spell in a metamagic form in advance, he 
  must apply the metamagic feat on the spot. Therefore, such 
  a character must also take more time to cast a metamagic 
  spell (one enhanced by a metamagic feat) than he does to 
  cast a regular spell. If the spell’s normal casting time is 
  a standard action, casting a metamagic version is a full-
  round action for a sorcerer or bard. (This isn’t the same 
  as a 1-round casting time.) The only exception is for spells 
  modified by the Quicken Spell metamagic feat, which can 
  be cast as normal using the feat.
  For a spell with a longer casting time, it takes an extra 
  full-round action to cast the spell.
  Spontaneous Casting and Metamagic Feats: A cleric 
  spontaneously casting a cure or inflict spell, or a druid 
  spontaneously casting a summon nature’s ally spell, can 
  cast a metamagic version of it instead. Extra time is 
  also required in this case. Casting a standard action 
  metamagic spell spontaneously is a full-round action, 
  and a spell with a longer casting time takes an extra 
  full-round action to cast. The only exception is for spells 
  modified by the Quicken Spell feat, which can be cast as 
  a swift action.
  Effects of Metamagic Feats on a Spell: In all ways, a 
  metamagic spell operates at its original spell level, even 
  though it is prepared and cast as a higher-level spell. 
  Saving throw modifications are not changed unless stated 
  otherwise in the feat description.
  The modifications made by these feats only apply to 
  spells cast directly by the feat user. A spellcaster can’t use 
  a metamagic feat to alter a spell being cast from a wand, 
  scroll, or other device.
  Metamagic feats that eliminate components of a spell 
  don’t eliminate the attack of opportunity provoked by 
  c asting a spell while threatened. Casting a spell m odified by 
  Quicken Spell does not provoke an attack of opportunity.
  Metamagic feats cannot be used with all spells. See the 
  specific feat descriptions for the spells that a particular 
  feat can’t modify.
  Multiple Metamagic Feats on a Spell: A spellcaster can 
  apply multiple metamagic feats to a single spell. Changes 
  to its level are cumulative. You can’t apply the same 
  metamagic feat more than once to a single spell.
  Magic Items and Metamagic Spells: With the right 
  item creation feat, you can store a metamagic version of a 
  spell in a scroll, potion, or wand. Level limits for potions 
  and wands apply to the spell’s higher spell level (after the 
  application of the metamagic feat). A character doesn’t 
  need the metamagic feat to activate an item storing a 
  metamagic version of a spell.
  Counterspelling Metamagic Spells: Whether or not 
  a spell has been enhanced by a metamagic feat does not 
  affect its vulnerability to counterspelling or its ability to 
  counterspell another spell (see Chapter 9).
  FeAt desCriptiONs
  Feats are summarized on Table 5–1 on the pages following. 
  Note that the prerequisites and benefits of the feats on this 
  table are abbreviated for ease of reference. See the feats 
  description for full details.
  The following format is used for all feat descriptions.
  Feat Name: The feat’s name also indicates what subcat-
  egory, if any, the feat belongs to, and is followed by a basic 
  description of what the feat does.
  Prerequisite: A minimum ability score, another feat or 
  feats, a minimum base attack bonus, a minimum number 
  of ranks in one or more skills, or anything else required in 
  order to take the feat. This entry is absent if a feat has no 
  prerequisite. A feat may have more than one prerequisite.
  Benefit: What the feat enables the character (“you” in 
  the feat description) to do. If a character has the same feat 
  more than once, its benefits do not stack unless indicated 
  otherwise in the description.
  Normal: What a character who does not have this feat is 
  limited to or restricted from doing. If not having the feat 
  causes no particular drawback, this entry is absent.
  Special: Additional unusual facts about the feat.
  Acrobatic
  You are skilled at leaping, jumping, and flying.
  Benefit: You get a +2 bonus on all Acrobatics and Fly 
  skill checks. If you have 10 or more ranks in one of these 
  skills, the bonus increases to +4 for that skill.
  Acrobatic Steps
  You can easily move over and through obstacles.
  Prerequisites: Dex 15, Nimble Moves.
  Benefit: Whenever you move, you may move through up 
  to 15 feet of difficult terrain each round as if it were normal 
  terrain. The effects of this feat stack with those provided 
  by Nimble Moves (allowing you to move normally through 
  a total of 20 feet of difficult terrain each round).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703107
  703107
  451031
  451031
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703108
  703108
  451032
  451032
  114114
  Table 5–1: Feats
  Feats 
  Prerequisites 
  Benefits
  Acrobatic 
  — 
  +2 bonus on Acrobatics and Fly checks
  Agile Maneuvers* 
  — 
  Use your Dex bonus when calculating your CMB
  Alertness 
  — 
  +2 bonus on Perception and Sense Motive checks
  Alignment Channel 
  Channel energy class feature 
  Channel energy can heal or harm outsiders
  Animal Affinity 
  — 
  +2 bonus on Handle Animal and Ride checks
  Arcane Armor Training* 
  Armor Proficiency, Light, caster level 3rd 
  Reduce your arcane spell failure chance by 10%
   Arcane Armor Mastery* 
  Arcane Armor Training,  
  Reduce your arcane spell failure chance by 20%
    
  Armor Proficiency, Medium, caster level 7th
  Arcane Strike* 
  Ability to cast arcane spells 
  +1 damage and weapons are considered magic
  Armor Proficiency, Light 
  — 
  No penalties on attack rolls while wearing light armor
   Armor Proficiency, Medium 
  Armor Proficiency, Light 
  No penalties on attack rolls while wearing medium armor
    Armor Proficiency, Heavy 
  Armor Proficiency, Medium 
  No penalties on attack rolls while wearing heavy armor
  Athletic 
  — 
  +2 bonus on Climb and Swim checks
  Augment Summoning 
  Spell Focus (conjuration) 
  Summoned creatures gain +4 Str and Con
  Blind-Fight* 
  — 
  Reroll miss chances for concealment
  Catch Off-Guard* 
  — 
  No penalties for improvised melee weapons
  Channel Smite* 
  Channel energy class feature 
  Channel energy through your attack
  Combat Casting 
  — 
  +4 bonus on concentration checks for defensive casting
  Combat Expertise* 
  Int 13 
  Trade attack bonus for AC bonus
   Improved Disarm* 
  Combat Expertise 
  +2 bonus on disarm attempts, no attack of opportunity
    Greater Disarm* 
  Improved Disarm, base attack bonus +6 
  Disarmed weapons are knocked away from your enemy
   Improved Feint* 
  Combat Expertise 
  Feint as a move action
    Greater Feint* 
  Improved Feint, base attack bonus +6 
  Enemies you feint lose their Dex bonus for 1 round
   Improved Trip* 
  Combat Expertise 
  +2 bonus on trip attempts, no attack of opportunity
    Greater Trip* 
  Improved Trip, base attack bonus +6 
  Enemies you trip provoke attacks of opportunity
   Whirlwind Attack* 
  Dex 13, Combat Expertise, Spring Attack,  
  Make one melee attack against all foes within reach 
     
  base attack bonus +4
  Combat Reflexes* 
  — 
  Make additional attacks of opportunity
   Stand Still* 
  Combat Reflexes 
  Stop enemies from moving past you
  Command Undead 
  Channel negative energy class feature 
  Channel energy can be used to control undead
  Critical Focus* 
  Base attack bonus +9 
  +4 bonus on attack rolls made to confirm critical hits
   Bleeding Critical* 
  Critical Focus, base attack bonus +11 
  Whenever you score a critical hit, the target takes 2d6 bleed
   Blinding Critical* 
  Critical Focus, base attack bonus +15 
  Whenever you score a critical hit, the target is blinded
   Critical Mastery* 
  Any two critical feats, 14th-level fighter 
  Apply two effects to your critical hits
   Deafening Critical* 
  Critical Focus, base attack bonus +13 
  Whenever you score a critical hit, the target is deafened
   Sickening Critical* 
  Critical Focus, base attack bonus +11 
  Whenever you score a critical hit, the target is sickened
   Staggering Critical* 
  Critical Focus, base attack bonus +13 
  Whenever you score a critical hit, the target is staggered
    Stunning Critical* 
  Staggering Critical, base attack bonus +17 
  Whenever you score a critical hit, the target is stunned
   Tiring Critical* 
  Critical Focus, base attack bonus +13 
  Whenever you score a critical hit, the target is fatigued
    Exhausting Critical* 
  Tiring Critical, base attack bonus +15 
  Whenever you score a critical hit, the target is exhausted
  Deadly Aim* 
  Dex 13, base attack bonus +1 
  Trade ranged attack bonus for damage
  Deceitful 
  — 
  +2 bonus on Bluff and Disguise checks
  Defensive Combat Training* 
  — 
  Use your total Hit Dice as your base attack bonus for CMD
  Deft Hands 
  — 
  +2 bonus on Disable Device and Sleight of Hand checks
  Disruptive* 
  6th-level fighter 
  Increases the DC to cast spells adjacent to you
   Spellbreaker* 
  Disruptive, 10th-level fighter 
  Enemies provoke attacks if their spells fail
  Dodge* 
  Dex 13 
  +1 dodge bonus to AC
   Mobility* 
  Dodge 
  +4 AC against attacks of opportunity from movement
    Spring Attack* 
  Mobility, base attack bonus +4 
  Move before and after melee attack
   Wind Stance* 
  Dex 15, Dodge, base attack bonus +6 
  Gain 20% concealment if you move
    Lightning Stance* 
  Dex 17, Wind Stance, base attack bonus +11 Gain 50% concealment if you move
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703108
  703108
  451032
  451032
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703109
  703109
  451033
  451033
  115115
  Feats
  Feats 5
  Feat 
  Prerequisites 
  Benefits
  Elemental Channel 
  Channel energy class feature 
  Channel energy can harm or heal elementals
  Endurance 
  — 
  +4 bonus on checks to avoid nonlethal damage
   Diehard 
  Endurance 
  Automatically stabilize and remain conscious below 0 hp
  Eschew Materials 
  — 
  Cast spells without material components
  Exotic Weapon Proficiency* 
  Base attack bonus +1 
  No penalty on attacks made with one exotic weapon
  Extra Channel 
  Channel energy class feature 
  Channel energy two additional times per day
  Extra Ki 
  Ki pool class feature 
  Increase your ki pool by 2 points
  Extra Lay On Hands 
  Lay on hands class feature 
  Use lay on hands two additional times per day
  Extra Mercy 
  Mercy class feature 
  Your lay on hands benefits from one additional mercy
  Extra Performance 
  Bardic performance class feature 
  Use bardic performance for 6 additional rounds per day
  Extra Rage 
  Rage class feature 
  Use rage for 6 additional rounds per day
  Fleet 
  — 
  Your base speed increases by 5 feet
  Great Fortitude 
  — 
  +2 on Fortitude saves
   Improved Great Fortitude 
  Great Fortitude 
  Once per day, you may reroll a Fortitude save
  Improved Channel 
  Channel energy class feature 
  +2 bonus on channel energy DC
  Improved Counterspell 
  — 
  Counterspell with spell of the same school
  Improved Critical* 
  Proficiency with weapon,  
  Double the threat range of one weapon 
    
  base attack bonus +8 
  Improved Familiar 
  Ability to acquire a familiar, see feat 
  Gain a more powerful familiar
  Improved Initiative* 
  — 
  +4 bonus on initiative checks
  Improved Unarmed Strike* 
  — 
  Always considered armed
   Deflect Arrows* 
  Dex 13, Improved Unarmed Strike 
  Avoid one ranged attack per round
    Snatch Arrows* 
  Dex 15, Deflect Arrows 
  Catch one ranged attack per round
   Improved Grapple* 
  Dex 13, Improved Unarmed Strike 
  +2 bonus on grapple attempts, no attack of opportunity
    Greater Grapple* 
  Improved Grapple, base attack bonus +6 
  Maintain your grapple as a move action
   Scorpion Style* 
  Improved Unarmed Strike 
  Reduce target’s speed to 5 ft.
    Gorgon’s Fist* 
  Scorpion Style, base attack bonus +6 
  Stagger a foe whose speed is reduced
    
  Medusa’s Wrath* 
  Gorgon’s Fist, base attack bonus +11 
  Make 2 extra attacks against a hindered foe
   Stunning Fist* 
  Dex 13, Wis 13, Improved Unarmed Strike, Stun opponent with an unarmed strike 
    
  base attack bonus +8
  Improvised Weapon Mastery* 
  Catch Off-Guard or Throw Anything, 
  Make an improvised weapon deadly 
    
  base attack bonus +8
  Intimidating Prowess* 
  — 
  Add Str to Intimidate in addition to Cha
  Iron Will 
  — 
  +2 bonus on Will saves
   Improved Iron Will 
  Iron Will 
  Once per day, you may reroll a Will save
  Leadership 
  Character level 7th 
  Gain a cohort and followers
  Lightning Reflexes 
  — 
  +2 bonus on Reflex saves
   Improved Lightning Reflexes Lightning Reflexes 
  Once per day, you may reroll a Reflex save
  Lunge* 
  Base attack bonus +6 
  Take a –2 penalty to your AC to attack with reach
  Magical Aptitude 
  — 
  +2 bonus on Spellcraft and Use Magic Device checks
  Martial Weapon Proficiency 
  — 
  No penalty on attacks made with one martial weapon
  Master Craftsman 
  5 ranks in any Craft or Profession skill 
  You can craft magic items without being a spellcaster
  Mounted Combat* 
  Ride 1 rank 
  Avoid attacks on mount with Ride check
   Mounted Archery* 
  Mounted Combat 
  Halve the penalty for ranged attacks while mounted
   Ride-By Attack* 
  Mounted Combat 
  Move before and after a charge attack while mounted
    Spirited Charge* 
  Ride-By Attack 
  Double damage on a mounted charge
   Trample* 
  Mounted Combat 
  Overrun targets while mounted
   Unseat* 
  Improved Bull Rush, Mounted Combat 
  Knock opponents from their mounts
  Natural Spell 
  Wis 13, wild shape class feature 
  Cast spells while using wild shape
  Nimble Moves 
  Dex 13 
  Ignore 5 feet of difficult terrain when you move
   Acrobatic Steps 
  Dex 15, Nimble Moves 
  Ignore 20 feet of difficult terrain when you move
  Persuasive 
  — 
  +2 bonus on Diplomacy and Intimidate checks
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703109
  703109
  451033
  451033
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703110
  703110
  451034
  451034
  116116
  Feat 
  Prerequisites 
  Benefits
  Point-Blank Shot* 
  — 
  +1 attack and damage on targets within 30 feet
   Far Shot* 
  Point-Blank Shot 
  Decrease ranged penalties by half
   Precise Shot* 
  Point-Blank Shot 
  No penalty for shooting into melee
    Improved Precise Shot* 
  Dex 19, Precise Shot, base attack bonus +11 
  No cover or concealment chance on ranged attacks
    
  Pinpoint Targeting* 
  Improved Precise Shot, base attack bonus +16 No armor or shield bonus on one ranged attack
   Shot on the Run* 
  Dex 13, Mobility, Point-Blank Shot,  
  Make ranged attack at any point during movement 
      
  base attack bonus +4 
   Rapid Shot* 
  Dex 13, Point-Blank Shot 
  Make one extra ranged attack
    Manyshot* 
  Dex 17, Rapid Shot, base attack bonus +6 
  Shoot two arrows simultaneously
  Power Attack* 
  Str 13, base attack bonus +1 
  Trade melee attack bonus for damage
   Cleave* 
  Power Attack 
  Make an additional attack if the first one hits
    Great Cleave* 
  Cleave, base attack bonus +4 
  Make an additional attack after each attack hits
   Improved Bull Rush* 
  Power Attack 
  +2 bonus on bull rush attempts, no attack of opportunity
    Greater Bull Rush* 
  Improved Bull Rush, base attack bonus +6 
  Enemies you bull rush provoke attacks of opportunity
   Improved Overrun* 
  Power Attack 
  +2 bonus on overrun attempts, no attack of opportunity
    Greater Overrun* 
  Improved Overrun, base attack bonus +6 
  Enemies you overrun provoke attacks of opportunity
   Improved Sunder* 
  Power Attack 
  +2 bonus on sunder attempts, no attack of opportunity
    Greater Sunder* 
  Improved Sunder, base attack bonus +6 
  Damage from sunder attempts transfers to your enemy
  Quick Draw* 
  Base attack bonus +1 
  Draw weapon as a free action
  Rapid Reload* 
  Weapon proficiency (crossbow) 
  Reload crossbow quickly
  Run 
  — 
  Run at 5 times your normal speed
  Selective Channeling 
  Cha 13, channel energy class feature 
  Choose whom to affect with channel energy
  Self-Sufficient 
  — 
  +2 bonus on Heal and Survival checks
  Shield Proficiency 
  — 
  No penalties on attack rolls when using a shield
   Improved Shield Bash* 
  Shield Proficiency 
  Keep your shield bonus when shield bashing
    Shield Slam* 
  Improved Shield Bash, Two-Weapon Fighting, Free bull rush with a bash attack 
     
  base attack bonus +6
    
  Shield Master* 
  Shield Slam, base attack bonus +11 
  No two-weapon penalties when attacking with a shield
   Shield Focus* 
  Shield Proficiency, base attack bonus +1 
  Gain a +1 bonus to your AC when using a shield
    Greater Shield Focus* 
  Shield Focus, 8th-level fighter 
  Gain a +1 bonus to your AC when using a shield
   Tower Shield Proficiency* 
  Shield Proficiency 
  No penalties on attack rolls when using a tower shield
  Simple Weapon Proficiency 
  — 
  No penalty on attacks made with simple weapons
  Skill Focus 
  — 
  +3 bonus on one skill (+6 at 10 ranks)
  Spell Focus 
  — 
  +1 bonus on save DCs for one school
   Greater Spell Focus 
  Spell Focus 
  +1 bonus on save DCs for one school
  Spell Mastery 
  1st-level Wizard 
  Prepare some spells without a spellbook
  Spell Penetration 
  — 
  +2 bonus on level checks to beat spell resistance
   Greater Spell Penetration 
  Spell Penetration 
  +2 bonus on level checks to beat spell resistance
  Stealthy 
  — 
  +2 bonus on Escape Artist and Stealth checks
  Step Up* 
  Base attack bonus +1 
  Take a 5-foot step as an immediate action
  Strike Back* 
  Base attack bonus +11 
  Attack foes that strike you while using reach
  Throw Anything* 
  — 
  No penalties for improvised ranged weapons
  Toughness 
  — 
  +3 hit points, +1 per Hit Die beyond 3
  Turn Undead 
  Channel positive energy class feature 
  Channel energy can be used to make undead flee
  Two-Weapon Fighting* 
  Dex 15 
  Reduce two-weapon fighting penalties
   Double Slice* 
  Two-Weapon Fighting 
  Add your Str bonus to off-hand damage rolls
   
  Two-Weapon Rend* 
  Double Slice, Improved Two-Weapon 
  Rend a foe hit by both your weapons 
   
   
  Fighting, base attack bonus +11
   Improved Two-Weapon Fighting* Dex 17, Two-Weapon Fighting,  
  Gain additional off-hand attack 
    
  base attack bonus +6
    
  Greater Two-Weapon* 
  Dex 19, Improved Two-Weapon Fighting,  Gain a third off-hand attack  
   
   
   
   Fighting 
  base attack bonus +11
   Two-Weapon Defense* 
  Two-Weapon Fighting 
  Gain +1 shield bonus when fighting with two weapons
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703110
  703110
  451034
  451034
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703111
  703111
  451035
  451035
  117117
  Feats
  Feats 5
  Feat 
  Prerequisites 
  Benefits
  Vital Strike* 
  Base attack bonus +6 
  Deal twice the normal damage on a single attack
   Improved Vital Strike* 
  Vital Strike, base attack bonus +11 
  Deal three times the normal damage on a single attack
    Greater Vital Strike* 
  Improved Vital Strike, base attack bonus +16 Deal four times the normal damage on a single attack
  Weapon Finesse* 
  — 
  Use Dex instead of Str on attack rolls with light weapons
  Weapon Focus* 
  Proficiency with weapon,  
  +1 bonus on attack rolls with one weapon 
      
  base attack bonus +1
   Dazzling Display* 
  Weapon Focus 
  Intimidate all foes within 30 feet
    Shatter Defenses* 
  Dazzling Display, base attack bonus +6 
  Hindered foes are flat-footed
     Deadly Stroke* 
  Greater Weapon Focus, Shatter Defenses,  
  Deal double damage plus 1 Con bleed 
      
  base attack bonus +11 
   Greater Weapon Focus* 
  Weapon Focus, 8th-level fighter 
  +1 bonus on attack rolls with one weapon
   Penetrating Strike* 
  Weapon Focus, 12th-level fighter 
  Your attacks ignore 5 points of damage reduction
    Greater Penetrating Strike* 
  Penetrating Strike, 16th-level fighter 
  Your attacks ignore 10 points of damage reduction
   Weapon Specialization* 
  Weapon Focus, 4th-level fighter 
  +2 bonus on damage rolls with one weapon
    Greater Weapon 
  Weapon Specialization, 12th-level fighter 
  +2 bonus on damage rolls with one weapon 
    Specialization*
  Item Creation Feats 
  Prerequisites 
  Benefits
   
  Brew Potion 
  Caster level 3rd 
  Create magic potions
   
  Craft Magic Arms and Armor 
  Caster level 5th 
  Create magic armors, shields, and weapons
   
  Craft Rod 
  Caster level 9th 
  Create magic rods
   
  Craft Staff 
  Caster level 11th 
  Create magic staves
   
  Craft Wand 
  Caster level 5th 
  Create magic wands
   
  Craft Wondrous Item 
  Caster level 3rd 
  Create magic wondrous items
   
  Forge Ring 
  Caster level 7th 
  Create magic rings
   
  Scribe Scroll 
  Caster level 1st 
  Create magic scrolls
  Metamagic Feats 
  Prerequisites 
  Benefits
  Empower Spell 
  — 
  Increase spell variables by 50%
  Enlarge Spell 
  — 
  Double spell range
  Extend Spell 
  — 
  Double spell duration
  Heighten Spell 
  — 
  Treat spell as a higher level
  Maximize Spell 
  — 
  Maximize spell variables
  Quicken Spell 
  — 
  Cast spell as a swift action
  Silent Spell 
  — 
  Cast spell without verbal components
  Still Spell 
  — 
  Cast spell without somatic components
  Widen Spell 
  — 
  Double spell area
  *  This is a combat feat and can be selected as a fighter bonus feat
  Agile Maneuvers (Combat)
  You’ve learned to use your quickness in place of brute force 
  when performing combat maneuvers.
  Benefit: You add your Dexterity bonus to your base 
  attack bonus and size bonus when determining your 
  Combat Maneuver Bonus (see Chapter 8) instead of your 
  Strength bonus.
  Normal: You add your Strength bonus to your base attack 
  bonus and size bonus when determining your Combat 
  Maneuver Bonus.
  Alertness
  You often notice things that others might miss.
  Benefit: You get a +2 bonus on Perception and Sense 
  Motive skill checks. If you have 10 or more ranks in one of 
  these skills, the bonus increases to +4 for that skill.
  Alignment Channel
  Choose chaos, evil, good, or law. You can channel divine 
  energy to affect outsiders that possess this subtype.
  Prerequisites: Ability to channel energy.
  Benefit: Instead of its normal effect, you can choose to 
  have your ability to channel energy heal or harm outsiders 
  of the chosen alignment subtype. You must make this 
  choice each time you channel energy. If you choose to 
  heal or harm creatures of the chosen alignment subtype, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703111
  703111
  451035
  451035
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703112
  703112
  451036
  451036
  118118
  your channel energy has no effect on other creatures. The 
  amount of damage healed or dealt and the DC to halve the 
  damage is otherwise unchanged.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new alignment subtype. Whenever you channel energy, 
  you must choose which type to effect.
  Animal Affinity
  You are skilled at working with animals and mounts.
  Benefit: You get a +2 bonus on all Handle Animal and 
  Ride skill checks. If you have 10 or more ranks in one of 
  these skills, the bonus increases to +4 for that skill.
  Arcane Armor Mastery (Combat)
  You have mastered the ability to cast spells while 
  w earing armor.
  Prerequisites: Arcane Armor Training, Medium Armor 
  Proficiency, caster level 7th.
  Benefit: As a swift action, reduce the arcane spell failure 
  chance due to the armor you are wearing by 20% for any 
  spells you cast this round. This bonus replaces, and does not 
  stack with, the bonus granted by Arcane Armor Training.
  Arcane Armor Training (Combat)
  You have learned how to cast spells while wearing armor.
  Prerequisites: Light Armor Proficiency, caster level 3rd.
  Benefit: As a swift action, reduce the arcane spell failure 
  chance due to the armor you are wearing by 10% for any 
  spells you cast this round.
  Arcane Strike (Combat)
  You draw upon your arcane power to enhance your weapons 
  with magical energy.
  Prerequisite: Ability to cast arcane spells.
  Benefit: As a swift action, you can imbue your weapons 
  with a fraction of your power. For 1 round, your weapons 
  deal +1 damage and are treated as magic for the purpose of 
  overcoming damage reduction. For every five caster levels 
  you possess, this bonus increases by +1, to a maximum of 
  +5 at 20th level.
  Armor Proficiency, Heavy
  You are skilled at wearing heavy armor.
  Prerequisites: Light Armor Proficiency, Medium 
  Armor Proficiency.
  Benefit: See Armor Proficiency, Light.
  Normal: See Armor Proficiency, Light.
  Special: Fighters and paladins automatically have Heavy 
  Armor Proficiency as a bonus feat. They need not select it.
  Armor Proficiency, Light
  You are skilled at wearing light armor.
  Benefit: When you wear a type of armor with which 
  you are proficient, the armor check penalty for that 
  armor applies only to Dexterity- and Strength-based 
  skill checks.
  Normal: A character who is wearing armor with which 
  he is not proficient applies its armor check penalty to 
  a ttack rolls and to all skill checks that involve moving.
  Special: All characters except monks, sorcerers, and 
  wizards automatically have Light Armor Proficiency as a 
  bonus feat. They need not select it.
  Armor Proficiency, Medium
  You are skilled at wearing medium armor.
  Prerequisite: Light Armor Proficiency.
  Benefit: See Armor Proficiency, Light.
  Normal: See Armor Proficiency, Light.
  Special: Barbarians, clerics, druids, fighters, paladins, 
  and 
  rangers 
  automatically 
  have 
  Medium 
  Armor 
  Proficiency as a bonus feat. They need not select it.
  Athletic
  You possess inherent physical prowess.
  Benefit: You get a +2 bonus on Climb and Swim skill 
  checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill.
  Augment Summoning
  Your summoned creatures are more powerful and robust.
  Prerequisite: Spell Focus (conjuration).
  Benefit: Each creature you conjure with any summon spell 
  gains a +4 enhancement bonus to Strength and Constitution 
  for the duration of the spell that s ummoned it.
  Bleeding Critical (Combat, Critical)
  Your critical hits cause opponents to bleed profusely.
  Prerequisites: Critical Focus, base attack bonus +11.
  Benefit: Whenever you score a critical hit with a slashing 
  or piercing weapon, your opponent takes 2d6 points of bleed 
  damage (see Appendix 2) each round on his turn, in addition 
  to the damage dealt by the critical hit. Bleed damage can be 
  stopped by a DC 15 Heal skill check or through any magical 
  healing. The effects of this feat stack.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Blind-Fight (Combat)
  You are skilled at attacking opponents that you cannot 
  clearly perceive.
  Benefit: In melee, every time you miss because of 
  concealment (see Chapter 8), you can reroll your miss 
  chance percentile roll one time to see if you actually hit.
  An invisible attacker gets no advantages related to h itting 
  you in melee. That is, you don’t lose your Dexterity bonus 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703112
  703112
  451036
  451036
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703113
  703113
  451037
  451037
  119119
  Feats
  Feats 5
  to Armor Class, and the attacker doesn’t get the usual +2 
  bonus for being invisible. The invisible attacker’s bonuses 
  do still apply for ranged attacks, however.
  You do not need to make Acrobatics skill checks to move 
  at full speed while blinded.
  Normal: Regular attack roll modifiers for invisible 
  attackers trying to hit you apply, and you lose your 
  Dexterity bonus to AC. The speed reduction for darkness 
  and poor visibility also applies.
  Special: The Blind-Fight feat is of no use against a 
  character who is the subject of a blink spell.
  Blinding Critical (Combat, Critical)
  Your critical hits blind your opponents.
  Prerequisites: Critical Focus, base attack bonus +15.
  Benefit: Whenever you score a critical hit, your 
  opponent is permanently blinded. A successful Fortitude 
  save reduces this to dazzled for 1d4 rounds. The DC of 
  this Fortitude save is equal to 10 + your base attack bonus. 
  This feat has no effect on creatures that do not rely on 
  eyes for sight or creatures with more than two eyes 
  (although multiple critical hits might cause blindness, 
  at the GM’s discretion). Blindness can be cured by heal, 
  regeneration, remove blindness, or similar abilities.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Brew Potion (Item Creation)
  You can create magic potions.
  Prerequisite: Caster level 3rd.
  Benefit: You can create a potion of any 3rd-level or lower 
  spell that you know and that targets one or more creatures. 
  Brewing a potion takes 2 hours if its base price is 250 gp 
  or less, otherwise brewing a potion takes 1 day for each 
  1,000 gp in its base price. When you create a potion, you 
  set the caster level, which must be sufficient to cast the 
  spell in question and no higher than your own level. To 
  brew a potion, you must use up raw materials costing one 
  half this base price. See the magic item creation rules in 
  Chapter 15 for more information.
  When you create a potion, you make any choices that 
  you would normally make when casting the spell. Whoever 
  drinks the potion is the target of the spell.
  Catch Off-Guard (Combat)
  Foes are surprised by your skilled use of unorthodox and 
  improvised weapons.
  Benefit: You do not suffer any penalties for using an 
  improvised melee weapon. Unarmed opponents are flat-
  footed against any attacks you make with an improvised 
  melee weapon.
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon.
  Channel Smite (Combat)
  You can channel your divine energy through a melee 
  weapon you wield.
  Prerequisite: Channel energy class feature.
  Benefit: Before you make a melee attack roll, you can 
  choose to spend one use of your channel energy ability 
  as a swift action. If you channel positive energy and you 
  hit an undead creature, that creature takes an amount 
  of additional damage equal to the damage dealt by your 
  channel positive energy ability. If you channel negative 
  energy and you hit a living creature, that creature takes an 
  amount of additional damage equal to the damage dealt by 
  your channel negative energy ability. Your target can make 
  a Will save, as normal, to halve this additional damage. 
  If your attack misses, the channel energy ability is still 
  expended with no effect.
  Cleave (Combat)
  You can strike two adjacent foes with a single swing.
  Prerequisites: Str 13, Power Attack, base attack bonus +1.
  Benefit: As a standard action, you can make a single 
  attack at your full base attack bonus against a foe within 
  reach. If you hit, you deal damage normally and can make 
  an additional attack (using your full base attack bonus) 
  against a foe that is adjacent to the first and also within 
  reach. You can only make one additional attack per round 
  with this feat. When you use this feat, you take a –2 penalty 
  to your Armor Class until your next turn.
  Combat Casting
  You are adept at spellcasting when threatened or distracted.
  Benefit: You get a +4 bonus on concentration checks 
  made to cast a spell or use a spell-like ability when casting 
  on the defensive or while grappled.
  Combat Expertise (Combat)
  You can increase your defense at the expense of your accuracy.
  Prerequisite: Int 13.
  Benefit: You can choose to take a –1 penalty on melee 
  attack rolls and combat maneuver checks to gain a +1 
  dodge bonus to your Armor Class. When your base attack 
  bonus reaches +4, and every +4 thereafter, the penalty 
  increases by –1 and the dodge bonus increases by +1. You 
  can only choose to use this feat when you declare that you 
  are making an attack or a full-attack action with a melee 
  weapon. The effects of this feat last until your next turn.
  Combat Reflexes (Combat)
  You can make additional attacks of opportunity.
  Benefit: You may make a number of additional attacks 
  of opportunity per round equal to your Dexterity bonus. 
  With this feat, you may also make attacks of opportunity 
  while flat-footed.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703113
  703113
  451037
  451037
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703114
  703114
  451038
  451038
  120
  120
  Normal: A character without this feat can make only one 
  attack of opportunity per round and can’t make attacks of 
  opportunity while flat-footed.
  Special: The Combat Reflexes feat does not allow a rogue 
  to use her opportunist ability more than once per round.
  Command Undead
  Using foul powers of necromancy, you can command 
  undead creatures, making them into your servants.
  Prerequisites: Channel negative energy class feature.
  Benefit: As a standard action, you can use one of your 
  uses of channel negative energy to enslave undead within 30 
  feet. Undead receive a Will save to negate the effect. The DC 
  for this Will save is equal to 10 + 1/2 your caster level + your 
  Charisma modifier. Undead that fail their saves fall under 
  your control, obeying your commands to the best of their 
  ability, as if under the effects of control undead. Intelligent 
  undead receive a new saving throw each day to resist your 
  command. You can control any number of undead, so long 
  as their total Hit Dice do not exceed your cleric level. If you 
  use channel energy in this way, it has no other effect (it does 
  not heal or harm nearby creatures). If an undead creature 
  is under the control of another creature, you must make an 
  opposed Charisma check whenever your orders conflict.
  Craft Magic Arms and Armor (Item Creation)
  You can create magic armor, shields, and weapons.
  Prerequisite: Caster level 5th.
  Benefit: You can create magic weapons, armor, or shields. 
  Enhancing a weapon, suit of armor, or shield takes 1 day 
  for each 1,000 gp in the price of its magical features. To 
  enhance a weapon, suit of armor, or shield, you must use up 
  raw materials costing half of this total price. See the magic 
  item creation rules in Chapter 15 for more information.
  The weapon, armor, or shield to be enhanced must be a 
  masterwork item that you provide. Its cost is not included 
  in the above cost.
  You can also mend a broken magic weapon, suit of 
  armor, or shield if it is one that you could make. Doing so 
  costs half the raw materials and half the time it would take 
  to craft that item in the first place.
  Craft Rod (Item Creation)
  You can create magic rods.
  Prerequisite: Caster level 9th.
  Benefit: You can create magic rods. Crafting a rod 
  takes 1 day for each 1,000 gp in its base price. To craft a 
  rod, you must use up raw materials costing half of its base 
  price. See the magic item creation rules in Chapter 15 for 
  more information.
  Craft Staff (Item Creation)
  You can create magic staves.
  Prerequisite: Caster level 11th.
  Benefit: You can create any staff whose prerequisites you 
  meet. Crafting a staff takes 1 day for each 1,000 gp in its 
  base price. To craft a staff, you must use up raw materials 
  costing half of its base price. A newly created staff has 10 
  charges. See the magic item creation rules in Chapter 15 
  for more information.
  Craft Wand (Item Creation)
  You can create magic wands.
  Prerequisite: Caster level 5th.
  Benefit: You can create a wand of any 4th-level or lower 
  spell that you know. Crafting a wand takes 1 day for each 
  1,000 gp in its base price. To craft a wand, you must use 
  up raw materials costing half of this base price. A newly 
  created wand has 50 charges. See the magic item creation 
  rules in Chapter 15 for more information.
  Craft Wondrous Item (Item Creation)
  You can create wondrous items, a type of magic item.
  Prerequisite: Caster level 3rd.
  Benefit: You can create a wide variety of magic wondrous 
  items. Crafting a wondrous item takes 1 day for each 1,000 
  gp in its price. To create a wondrous item, you must use up 
  raw materials costing half of its base price. See the magic 
  item creation rules in Chapter 15 for more information.
  You can also mend a broken wondrous item if it is one 
  that you could make. Doing so costs half the raw materials 
  and half the time it would take to craft that item.
  Critical Focus (Combat)
  You are trained in the art of causing pain.
  Prerequisites: Base attack bonus +9.
  Benefit: You receive a +4 circumstance bonus on attack 
  rolls made to confirm critical hits.
  Critical Mastery (Combat)
  Your critical hits cause two additional effects.
  Prerequisites: Critical Focus, any two critical feats, 14th-
  level fighter.
  Benefit: When you score a critical hit, you can apply the 
  effects of two critical feats in addition to the damage dealt.
  Normal: You can only apply the effects of one critical 
  feat to a given critical hit in addition to the damage dealt.
  Dazzling Display (Combat)
  Your skill with your favored weapon can frighten enemies.
  Prerequisite: Weapon Focus, proficiency with the 
  selected weapon.
  Benefit: While wielding the weapon in which you have 
  Weapon Focus, you can perform a bewildering show of 
  prowess as a full-round action. Make an Intimidate check to 
  demoralize all foes within 30 feet who can see your display. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703114
  703114
  451038
  451038
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703115
  703115
  451039
  451039
  121121
  Feats
  Feats 5
  Deadly Aim (Combat)
  You can make exceptionally deadly ranged attacks by 
  pinpointing a foe’s weak spot, at the expense of making 
  the attack less likely to succeed.
  Prerequisites: Dex 13, base attack bonus +1.
  Benefit: You can choose to take a –1 penalty on all 
  ranged attack rolls to gain a +2 bonus on all ranged damage 
  rolls. When your base attack bonus reaches +4, and every 
  +4 thereafter, the penalty increases by –1 and the bonus 
  to damage increases by +2. You must choose to use this 
  feat before making an attack roll and its effects last until 
  your next turn. The bonus damage does not apply to touch 
  attacks or effects that do not deal hit point damage.
  Deadly Stroke (Combat)
  With a well-placed strike, you can bring a swift and painful 
  end to most foes.
  Prerequisites: Dazzling Display, Greater Weapon Focus, 
  Shatter Defenses, Weapon Focus, proficiency with the 
  selected weapon, base attack b onus +11.
  Benefit: As a standard action, make a single attack with 
  the weapon for which you have Greater Weapon Focus 
  against a stunned or flat-footed opponent. If you hit, 
  you deal double the normal damage and the target takes 1 
  point of Constitution bleed (see Appendix 2). The additional 
  damage and bleed is not multiplied on a critical hit.
  Deafening Critical (Combat, Critical)
  Your critical hits cause enemies to lose their hearing.
  Prerequisites: Critical Focus, base attack bonus +13.
  Benefit: Whenever you score a critical hit against 
  an opponent, the victim is permanently deafened. A 
  successful Fortitude save reduces the deafness to 1 round. 
  The DC of this Fortitude save is equal to 10 + your base 
  attack bonus. This feat has no effect on deaf creatures. 
  This deafness can be cured by heal, regeneration, remove 
  deafness, or a similar ability.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Deceitful
  You are skilled at deceiving others, both with the spoken 
  word and with physical disguises.
  Benefit: You get a +2 bonus on all Bluff and Disguise 
  skill checks. If you have 10 or more ranks in one of these 
  skills, the bonus increases to +4 for that skill.
  Defensive Combat Training (Combat)
  You excel at defending yourself from all manner of 
  combat maneuvers.
  Benefit: You treat your total Hit Dice as your 
  base attack bonus when calculating your Combat 
  Maneuver Defense (see Chapter 8). 
  Deflect Arrows (Combat)
  You can knock arrows and other projectiles off course, 
  preventing them from hitting you.
  Prerequisites: Dex 13, Improved Unarmed Strike.
  Benefit: You must have at least one hand free (holding 
  nothing) to use this feat. Once per round when you would 
  normally be hit with an attack from a ranged weapon, you 
  may deflect it so that you take no damage from it. You 
  must be aware of the attack and not flat-footed. Attempting 
  to deflect a ranged attack doesn’t count as an action. 
  Unusually massive ranged weapons (such as boulders or 
  ballista bolts) and ranged attacks generated by natural 
  attacks or spell effects can’t be deflected.
  Deft Hands
  You have exceptional manual dexterity.
  Benefit: You get a +2 bonus on Disable Device and Sleight 
  of Hand skill checks. If you have 10 or more ranks in one of 
  these skills, the bonus increases to +4 for that skill.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703115
  703115
  451039
  451039
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703116
  703116
  451040
  451040
  122122
  Diehard
  You are especially hard to kill. Not only do your wounds 
  automatically stabilize when grievously injured, but you can 
  remain conscious and continue to act even at death’s door.
  Prerequisite: Endurance.
  Benefit: When your hit point total is below 0, but you 
  are not dead, you automatically stabilize. You do not need 
  to make a Constitution check each round to avoid losing 
  additional hit points. You may choose to act as if you were 
  disabled, rather than dying. You must make this decision 
  as soon as you are reduced to negative hit points (even if it 
  isn’t your turn). If you do not choose to act as if you were 
  disabled, you immediately fall unconscious.
  When using this feat, you are staggered. You can take 
  a move action without further injuring yourself, but if 
  you perform any standard action (or any other action 
  deemed as strenuous, including some swift actions, such 
  as casting a quickened spell) you take 1 point of damage 
  after completing the act. If your negative hit points are 
  equal to or greater than your Constitution score, you 
  immediately die.
  Normal: A character without this feat who is reduced to 
  negative hit points is unconscious and dying.
  Disruptive (Combat)
  Your training makes it difficult for enemy spellcasters to 
  safely cast spells near you.
  Prerequisites: 6th-level fighter.
  Benefit: The DC to cast spells defensively increases by 
  +4 for all enemies that are within your threatened area. 
  This increase to casting spells defensively only applies if 
  you are aware of the enemy’s location and are capable of 
  taking an attack of opportunity. If you can only take one 
  attack of opportunity per round and have already used that 
  attack, this increase does not apply.
  Dodge (Combat)
  Your training and reflexes allow you to react swiftly to 
  avoid an opponents’ attacks.
  Prerequisite: Dex 13.
  Benefit: You gain a +1 dodge bonus to your AC. A 
  condition that makes you lose your Dex bonus to AC also 
  makes you lose the benefits of this feat.
  Double Slice (Combat)
  Your off-hand weapon while dual-wielding strikes with 
  greater power.
  Prerequisite: Dex 15, Two-Weapon Fighting.
  Benefit: Add your Strength bonus to damage rolls made 
  with your off-hand weapon.
  Normal: You normally add only half of your Strength 
  modifier to damage rolls made with a weapon wielded in 
  your off-hand.
  Elemental Channel
  Choose one elemental subtype, such as air, earth, fire, or 
  water. You can channel your divine energy to harm or heal 
  outsiders that possess your chosen elemental subtype.
  Prerequisites: Channel energy class feature.
  Benefit: Instead of its normal effect, you can choose to 
  have your ability to channel energy heal or harm outsiders 
  of your chosen elemental subtype. You must make this 
  choice each time you channel energy. If you choose to heal 
  or harm creatures of your elemental subtype, your channel 
  energy has no affect on other creatures. The amount of 
  damage healed or dealt and the DC to halve the damage is 
  otherwise unchanged.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new elemental subtype.
  Empower Spell (Metamagic)
  You can increase the power of your spells, causing them to 
  deal more damage.
  Benefit: All variable, numeric effects of an empowered 
  spell are increased by half.
  Saving throws and opposed rolls are not affected, nor 
  are spells without random variables. An empowered spell 
  uses up a spell slot two levels higher than the spell’s 
  actual level.
  Endurance
  Harsh conditions or long exertions do not easily tire you.
  Benefit: You gain a +4 bonus on the following checks 
  and saves: Swim checks made to resist nonlethal damage 
  from exhaustion; Constitution checks made to continue 
  running; Constitution checks made to avoid nonlethal 
  damage from a forced march; Constitution checks made 
  to hold your breath; Constitution checks made to avoid 
  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 sleep in light or medium armor without 
  becoming fatigued.
  Normal: A character without this feat who sleeps in 
  medium or heavier armor is fatigued the next day.
  Enlarge Spell (Metamagic)
  You can increase the range of your spells.
  Benefit: You can alter a spell with a range of close, 
  medium, or long to increase its range by 100%. An enlarged 
  spell with a range of close now has a range of 50 ft. + 5 ft./
  level, while medium-range spells have a range of 200 ft. + 
  20 ft./level and long-range spells have a range of 800 ft. + 
  80 ft./level. An enlarged spell uses up a spell slot one level 
  higher than the spell’s actual level.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703116
  703116
  451040
  451040
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703117
  703117
  451041
  451041
  123
  123
  Feats
  Feats 5
  Spells whose ranges are not defined by distance, as well 
  as spells whose ranges are not close, medium, or long, do 
  not benefit from this feat.
  Eschew Materials
  You can cast many spells without needing to utilize minor 
  material components.
  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.
  Exhausting Critical (Combat, Critical)
  Your critical hits cause opponents to become exhausted.
  Prerequisites: Critical Focus, Tiring Critical, base attack 
  bonus +15.
  Benefit: When you score a critical hit on a foe, your 
  target immediately becomes exhausted. This feat has no 
  effect on exhausted creatures.
  Special: You can only apply the effects of one critical 
  feat to a given critical hit unless you possess the Critical 
  Mastery feat.
  Exotic Weapon Proficiency (Combat)
  Choose one type of exotic weapon, such as the spiked 
  chain or whip. You understand how to use that type of 
  exotic weapon in combat, and can utilize any special tricks 
  or qualities that exotic weapon might allow.
  Prerequisite: Base attack bonus +1.
  Benefit: You make attack rolls with the weapon normally.
  Normal: A character who uses a weapon with which he is 
  not proficient takes a –4 penalty on attack rolls.
  Special: You can gain Exotic Weapon Proficiency multiple 
  times. Each time you take the feat, it applies to a new type 
  of exotic weapon. 
  Extend Spell (Metamagic)
  You can make your spells last twice as long.
  Benefit: An extended spell lasts twice as long as normal. 
  A spell with a duration of concentration, instantaneous, 
  or permanent is not affected by this feat. An extended 
  spell uses up a spell slot one level higher than the spell’s 
  actual level.
  Extra Channel
  You can channel divine energy more often.
  Prerequisite: Channel energy class feature.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703117
  703117
  451041
  451041
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703118
  703118
  451042
  451042
  124
  124
  Benefit: You can channel energy two additional times 
  per day.
  Special: If a paladin with the ability to channel positive 
  energy takes this feat, she can use lay on hands four 
  additional times a day, but only to channel positive energy.
  Extra Ki
  You can use your ki pool more times per day than most.
  Prerequisite: Ki pool class feature.
  Benefit: Your ki pool increases by 2. 
  Special: You can gain Extra Ki multiple times. Its 
  e ffects stack.
  Extra Lay On Hands
  You can use your lay on hands ability more often.
  Prerequisite: Lay on hands class feature.
  Benefit: You can use your lay on hands ability two 
  additional times per day. 
  Special: You can gain Extra Lay On Hands multiple 
  times. Its effects stack.
  Extra Mercy
  Your lay on hands ability adds an additional mercy.
  Prerequisites: Lay on hands class feature, mercy 
  class feature.
  Benefit: Select one additional mercy for which you 
  qualify. When you use lay on hands to heal damage to one 
  target, it also receives the additional effects of this mercy.
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take this feat, select a new mercy.  
  Extra Performance
  You can use your bardic performance ability more often 
  than normal.
  Prerequisite: Bardic performance class feature.
  Benefit: You can use bardic performance for 6 additional 
  rounds per day.
  Special: You can gain Extra Performance multiple times. 
  Its effects stack.
  Extra Rage
  You can use your rage ability more than normal.
  Prerequisite: Rage class feature.
  Benefit: You can rage for 6 additional rounds per day.
  Special: You can gain Extra Rage multiple times. Its 
  effects stack.
  Far Shot (Combat)
  You are more accurate at longer ranges.
  Prerequisites: Point-Blank Shot.
  Benefit: You only suffer a –1 penalty per full range 
  increment between you and your target when using a 
  ranged weapon.
  Normal: You suffer a –2 penalty per full range i ncrement 
  between you and your target.
  Fleet
  You are faster than most.
  Benefit: While you are wearing light or no armor, your 
  base speed increases by 5 feet. You lose the benefits of this 
  feat if you carry a medium or heavy load.
  Special: You can take this feat multiple times. The 
  effects stack. 
  Forge Ring (Item Creation)
  You can create magic rings.
  Prerequisite: Caster level 7th.
  Benefit: You can create magic rings. Crafting a ring 
  takes 1 day for each 1,000 gp in its base price. To craft a 
  ring, you must use up raw materials costing half of the 
  base price. See the magic item creation rules in Chapter 15 
  for more information.
  You can also mend a broken ring if it is one that you 
  could make. Doing so costs half the raw materials and half 
  the time it would take to forge that ring in the first place.
  Gorgon’s Fist (Combat)
  With one well-placed blow, you leave your target reeling.
  Prerequisites: Improved Unarmed Strike, Scorpion 
  Style, base attack bonus +6.
  Benefit: As a standard action, make a single unarmed 
  melee attack against a foe whose speed is reduced (such as 
  from Scorpion Style). If the attack hits, you deal damage 
  normally and the target is staggered until the end of your 
  next turn unless it makes a Fortitude saving throw (DC 10 
  + 1/2 your character level + your Wis modifier). This feat 
  has no effect on targets that are staggered.
  Great Cleave (Combat)
  You can strike many adjacent foes with a single blow.
  Prerequisites: Str 13, Cleave, Power Attack, base attack 
  bonus +4.
  Benefit: As a standard action, you can make a single attack 
  at your full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the previous foe and also within reach. If you 
  hit, you can continue to make attacks against foes adjacent to 
  the previous foe, so long as they are within your reach. You 
  cannot attack an individual foe more than once during this 
  attack action. When you use this feat, you take a –2 penalty to 
  your Armor Class until your next turn.
  Great Fortitude
  You are resistant to poisons, diseases, and other maladies.
  Benefit: You get a +2 bonus on all Fortitude saving throws.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703118
  703118
  451042
  451042
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703119
  703119
  451043
  451043
  125
  125
  Feats
  Feats 5
  Greater Bull Rush (Combat)
  Your bull rush attacks throw enemies off balance.
  Prerequisites: Improved Bull Rush, Power Attack, base 
  attack bonus +6, Str 13.
  Benefit: You receive a +2 bonus on checks made to bull 
  rush a foe. This bonus stacks with the bonus granted by 
  Improved Bull Rush. Whenever you bull rush an opponent, 
  his movement provokes attacks of opportunity from all of 
  your allies (but not you).
  Normal: Creatures moved by bull rush do not provoke 
  attacks of opportunity.
  Greater Disarm (Combat)
  You can knock weapons far from an enemy’s grasp.
  Prerequisites: Combat Expertise, Improved Disarm, 
  base attack bonus +6, Int 13.
  Benefit: You receive a +2 bonus on checks made to 
  disarm a foe. This bonus stacks with the bonus granted 
  by Improved Disarm. Whenever you successfully disarm 
  an opponent, the weapon lands 15 feet away from its 
  previous wielder, in a random direction.
  Normal: Disarmed weapons and gear land at the feet of 
  the disarmed creature.
  Greater Feint (Combat)
  You are skilled at making foes overreact to your attacks.
  Prerequisites: Combat Expertise, Improved Feint, base 
  attack bonus +6, Int 13.
  Benefit: Whenever you use feint to cause an opponent 
  to lose his Dexterity bonus, he loses that bonus until the 
  beginning of your next turn, in addition to losing his 
  Dexterity bonus against your next attack.
  Normal: A creature you feint loses its Dexterity bonus 
  against your next attack.
  Greater Grapple (Combat)
  Maintaining a grapple is second nature to you.
  Prerequisites: Improved Grapple, Improved Unarmed 
  Strike, base attack bonus +6, Dex 13.
  Benefit: You receive a +2 bonus on checks made to 
  grapple a foe. This bonus stacks with the bonus granted 
  by Improved Grapple. Once you have grappled a creature, 
  maintaining the grapple is a move action. This feat allows 
  you to make two grapple checks each round (to move, 
  harm, or pin your opponent), but you are not required to 
  make two checks. You only need to succeed at one of these 
  checks to maintain the grapple.
  Normal: Maintaining a grapple is a standard action.
  Greater Overrun (Combat)
  Enemies must dive to avoid your dangerous move.
  Prerequisites: Improved Overrun, Power Attack, base 
  attack bonus +6, Str 13.
  Benefit: You receive a +2 bonus on checks made to 
  overrun a foe. This bonus stacks with the bonus granted 
  by Improved Overrun. Whenever you overrun opponents, 
  they provoke attacks of opportunity if they are knocked 
  prone by your overrun.
  Normal: Creatures knocked prone by your overrun do 
  not provoke an attack of opportunity.
  Greater Penetrating Strike (Combat)
  Your attacks penetrate the defenses of most foes. Choose a 
  weapon that you have selected for Penetrating Strike.
  Prerequisites: Penetrating Strike, Weapon Focus, 16th-
  level fighter.
  Benefit: Your attacks with the selected weapon ignore up 
  to 10 points of damage reduction. This amount is reduced 
  to 5 points for damage reduction without a type (such as 
  DR 10/—).
  Greater Shield Focus (Combat)
  You are skilled at deflecting blows with your shield.
  Prerequisites: Shield Focus, Shield Proficiency, base 
  attack bonus +1, 8th-level fighter.
  Benefit: Increase the AC bonus granted by any shield you 
  are using by 1. This bonus stacks with the bonus granted 
  by Shield Focus.
  Greater Spell Focus
  Choose a school of magic to which you have already applied 
  the Spell Focus feat. Any spells you cast of this school are 
  very hard to resist. 
  Prerequisite: Spell Focus.
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells from the school of magic you select. 
  This bonus stacks with the bonus from Spell Focus.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a new school to which you already have applied the 
  Spell Focus feat.
  Greater Spell Penetration
  Your spells break through spell resistance much more 
  e asily than most.
  Prerequisite: Spell Penetration.
  Benefit: You get a +2 bonus on caster level checks (1d20 + 
  caster level) made to overcome a creature’s spell resistance. 
  This bonus stacks with the one from Spell Penetration.
  Greater Sunder (Combat)
  Your devastating strikes cleave through weapons and 
  armor and into their wielders, damaging both item and 
  wielder alike in a single terrific strike.
  Prerequisites: Improved Sunder, Power Attack, base 
  attack bonus +6, Str 13.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703119
  703119
  451043
  451043
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703120
  703120
  451044
  451044
  126
  126
  Benefit: You receive a +2 bonus on checks made to 
  sunder an item. This bonus stacks with the bonus granted 
  by Improved Sunder. Whenever you sunder to destroy 
  a weapon, shield, or suit of armor, any excess damage is 
  applied to the item’s wielder. No damage is transferred if 
  you decide to leave the item with 1 hit point.
  Greater Trip (Combat)
  You can make free attacks on foes that you knock down.
  Prerequisites: Combat Expertise, Improved Trip, base 
  attack bonus +6, Int 13.
  Benefit: You receive a +2 bonus on checks made to trip a 
  foe. This bonus stacks with the bonus granted by Improved 
  Trip. Whenever you successfully trip an opponent, that 
  opponent provokes attacks of opportunity.
  Normal: Creatures do not provoke attacks of opportunity 
  from being tripped.
  Greater Two-Weapon Fighting (Combat)
  You are incredibly skilled at fighting with two weapons at 
  the same time.
  Prerequisites: Dex 19, Improved Two-Weapon Fighting, 
  Two-Weapon Fighting, base attack bonus +11.
  Benefit: You get a third attack with your off-hand 
  weapon, albeit at a –10 penalty.
  Greater Vital Strike (Combat)
  You can make a single attack that deals incredible damage.
  Prerequisites: Improved Vital Strike, Vital Strike, base 
  attack bonus +16.
  Benefit: When you use the attack action, you can 
  make one attack at your highest base attack bonus 
  that deals additional damage. Roll the damage dice 
  for the attack four times and add the results together, 
  but do not multiply damage bonuses from Strength, 
  weapon abilities (such as flaming), or precision-based 
  damage (such as sneak attack). This bonus damage is 
  not multiplied on a critical hit (although other damage 
  bonuses are multiplied normally).
  Greater Weapon Focus (Combat)
  Choose one type of weapon (including u narmed strike or 
  grapple) for which you have already selected Weapon Focus. 
  You are a master at your chosen weapon.
   Prerequisites: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, base attack bonus +1, 
  8th-level fighter.
  Benefit: You gain a +1 bonus on attack rolls you make using 
  the selected weapon. This bonus stacks with other bonuses 
  on attack rolls, including those from Weapon Focus.
  Special: You can gain Greater Weapon Focus multiple 
  times. Its effects do not stack. Each time you take the feat, 
  it applies to a new type of weapon.
  Greater Weapon Specialization (Combat)
  Choose one type of weapon (including u narmed strike or 
  grapple) for which you possess the Weapon Specialization 
  feat. Your attacks with the chosen weapon are more 
  devastating than normal.
   Prerequisites: Proficiency with selected weapon, Greater 
  Weapon Focus with selected weapon, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, 12th-level fighter.
  Benefit: You gain a +2 bonus on all damage rolls you 
  make using the selected weapon. This bonus to damage 
  stacks with other damage roll bonuses, including any you 
  gain from Weapon Specialization.
  Special: You can gain Greater Weapon Specialization 
  multiple times. Its effects do not stack. Each time you take 
  the feat, it applies to a new type of weapon.
  Heighten Spell (Metamagic)
  You can cast spells as if they were a higher level.
  Benefit: A heightened spell has a higher spell level 
  than normal (up to a maximum of 9th level). Unlike 
  other metamagic feats, Heighten Spell actually increases 
  the effective level of the spell that it modifies. All effects 
  dependent on spell level (such as saving throw DCs 
  and ability to penetrate a lesser globe of invulnerability) 
  are calculated according to the heightened level. The 
  heightened spell is as difficult to prepare and cast as a 
  spell of its effective level. 
  Improved Bull Rush (Combat)
  You are skilled at pushing your foes around.
  Prerequisite: Str 13, Power Attack, base attack bonus +1.
  Benefit: You do not provoke an attack of opportunity 
  when performing a bull rush combat maneuver. In 
  addition, you receive a +2 bonus on checks made to bull 
  rush a foe. You also receive a +2 bonus to your Combat 
  Maneuver Defense whenever an opponent tries to bull 
  rush you.
  Normal: You provoke an attack of opportunity when 
  performing a bull rush combat maneuver.
  Improved Channel
  Your channeled energy is harder to resist.
  Prerequisite: Channel energy class feature.
  Benefit: Add 2 to the DC of saving throws made to resist 
  the effects of your channel energy ability. 
  Improved Counterspell
  You are skilled at countering the spells of others using 
  similar spells.
  Benefit: When counterspelling, you may use a spell of 
  the same school that is one or more spell levels higher 
  than the target spell.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703120
  703120
  451044
  451044
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703121
  703121
  451045
  451045
  127127
  Feats
  Feats 5
  Normal: Without this feat, you may counter a spell only 
  with the same spell or with a spell specifically designated 
  as countering the target spell.
  Improved Critical (Combat)
  Attacks made with your chosen weapon are quite deadly.
  Prerequisite: Proficient with weapon, base attack bonus +8.
  Benefit: When using the weapon you selected, your 
  threat range is doubled.
  Special: You can gain Improved Critical multiple times. 
  The effects do not stack. Each time you take the feat, it 
  applies to a new type of weapon. 
  This effect doesn’t stack with any other effect that 
  expands the threat range of a weapon.
  Improved Disarm (Combat)
  You are skilled at knocking weapons from a foe’s grasp.
  Prerequisite: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity 
  when performing a disarm combat maneuver. In addition, 
  you receive a +2 bonus on checks made to disarm a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to disarm you.
  Normal: You provoke an attack of opportunity when 
  performing a disarm combat maneuver.
  Improved Familiar
  This feat allows you to acquire a powerful familiar, but 
  only when you could normally acquire a new familiar.
  Prerequisites: Ability to acquire a new familiar, 
  compatible alignment, sufficiently high level (see below).
  Benefit: When choosing a familiar, the creatures listed 
  below are also available to you (see the Pathfinder RPG Bestiary 
  for statistics on these creatures). You may choose a familiar 
  with an alignment up to one step away on each alignment 
  axis (lawful through chaotic, good through evil).
   
   
  Arcane
   
   
  Spellcaster
  Familiar  
  Alignment  
  Level
  Celestial hawk1 
  Neutral good 
  3rd
  Dire rat 
  Neutral 
  3rd
  Fiendish viper2 
  Neutral evil 
  3rd
  Elemental, Small (any type) 
  Neutral 
  5th
  Stirge  
  Neutral  
  5th
  Homunculus3 
  Any 
  7th
  Imp  
  Lawful evil  
  7th
  Mephit (any type) 
  Neutral 
  7th
  Pseudodragon  
  Neutral good  
  7th
  Quasit  
  Chaotic evil  
  7th
  1 Or other celestial animal from the standard familiar list.
  2 Or other fiendish animal from the standard familiar list.
  3 The master must first create the homunculus.
  Improved familiars otherwise use the rules for regular 
  familiars, with two exceptions: if the creature’s type is 
  something other than animal, its type does not change; 
  and improved familiars do not gain the ability to speak 
  with other creatures of their kind (although many of them 
  already have the ability to communicate).
  Improved Feint (Combat)
  You are skilled at fooling your opponents in combat.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: You can make a Bluff check to feint in combat 
  as a move action.
  Normal: Feinting in combat is a standard action.
  Improved Grapple (Combat)
  You are skilled at grappling opponents.
  Prerequisite: Dex 13, Improved Unarmed Strike.
  Benefit: You do not provoke an attack of opportunity 
  when performing a grapple combat maneuver. In addition, 
  you receive a +2 bonus on checks made to grapple a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to grapple you.
  Normal: You provoke an attack of opportunity when 
  performing a grapple combat maneuver.
  Improved Great Fortitude
  You can draw upon an inner reserve to resist diseases, 
  poisons, and other grievous harm.
  Prerequisites: Great Fortitude.
  Benefit: Once per day, you may reroll a Fortitude save. 
  You must decide to use this ability before the results are 
  revealed. You must take the second roll, even if it is worse.
  Improved Initiative (Combat)
  Your quick reflexes allow you to react rapidly to danger.
  Benefit: You get a +4 bonus on initiative checks.
  Improved Iron Will
  Your clarity of thought allows you to resist mental attacks.
  Prerequisites: Iron Will.
  Benefit: Once per day, you may reroll a Will save. You 
  must decide to use this ability before the results are 
  revealed. You must take the second roll, even if it is worse.
  Improved Lightning Reflexes
  You have a knack for avoiding danger all around you.
  Prerequisites: Lightning Reflexes.
  Benefit: Once per day, you may reroll a Reflex save. 
  You must decide to use this ability before the results are 
  revealed. You must take the second roll, even if it is worse.
  Improved Overrun (Combat)
  You are skilled at running down your foes.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703121
  703121
  451045
  451045
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703122
  703122
  451046
  451046
  128
  128
  Prerequisite: Str 13, Power Attack, base attack bonus +1.
  Benefit: You do not provoke an attack of opportunity when 
  performing an overrun combat maneuver. In addition, you 
  receive a +2 bonus on checks made to overrrun a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to overrun you. Targets of your 
  overrun attempt may not chose to avoid you.
  Normal: You provoke an attack of opportunity when 
  performing an overrun combat maneuver.
  Improved Precise Shot (Combat)
  Your ranged attacks ignore anything but total concealment 
  and cover.
  Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, 
  base attack bonus +11.
  Benefit: Your ranged attacks ignore the AC bonus 
  g ranted to targets by anything less than total cover, and the 
  miss chance granted to targets by anything less than total 
  concealment. Total cover and total c oncealment p rovide 
  their normal benefits against your ranged attacks.
  Normal: See the normal rules on the effects of cover and 
  concealment in Chapter 8. 
  Improved Shield Bash (Combat)
  You can protect yourself with your shield, even if you use 
  it to attack.
  Prerequisite: Shield Proficiency.
  Benefit: When you perform a shield bash, you may still 
  apply the shield’s shield bonus to your AC.
  Normal: Without this feat, a character that performs a 
  shield bash loses the shield’s shield bonus to AC until his 
  next turn (see Chapter 6).
  Improved Sunder (Combat)
  You are skilled at damaging your foes’ weapons and armor.
  Prerequisite: Str 13, Power Attack, base attack bonus +1.
  Benefit: You do not provoke an attack of opportunity 
  when performing a sunder combat maneuver. In 
  addition, you receive a +2 bonus on checks made to 
  sunder an item. You also receive a +2 bonus to your 
  Combat Maneuver Defense whenever an opponent tries 
  to sunder your gear. 
  Normal: You provoke an attack of opportunity when 
  performing a sunder combat maneuver.
  Improved Trip (Combat)
  You are skilled at sending your opponents to the ground.
  Prerequisite: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity when 
  performing a trip combat maneuver. In addition, you receive 
  a +2 bonus on checks made to trip a foe. You also receive a 
  +2 bonus to your Combat Maneuver Defense whenever an 
  opponent tries to trip you. 
  Normal: You provoke an attack of opportunity when 
  performing a trip combat maneuver.
  Improved Two-Weapon Fighting (Combat)
  You are skilled at fighting with two weapons.
  Prerequisites: Dex 17, Two-Weapon Fighting, base attack 
  bonus +6.
  Benefit: In addition to the standard single extra attack 
  you get with an off-hand weapon, you get a second attack 
  with it, albeit at a –5 penalty.
  Normal: Without this feat, you can only get a single 
  extra attack with an off-hand weapon.
  Improved Unarmed Strike (Combat)
  You are skilled at fighting while unarmed.
  Benefit: You are considered to be armed even when 
  unarmed—you do not provoke attacks of opportunity when 
  you attack foes while unarmed. Your unarmed strikes can 
  deal lethal or nonlethal damage, at your choice.
  Normal: Without this feat, you are considered unarmed 
  when attacking with an unarmed strike, and you can deal 
  only nonlethal damage with such an attack.
  Improved Vital Strike (Combat)
  You can make a single attack that deals a large amount 
  of damage.
  Prerequisites: Vital Strike, base attack bonus +11.
  Benefit: When you use the attack action, you can make 
  one attack at your highest base attack bonus that deals 
  additional damage. Roll the damage dice for the attack 
  three times and add the results together, but do not multiply 
  damage bonuses from Strength, weapon abilities (such as 
  flaming), or precision-based damage (such as sneak attack). 
  This bonus damage is not multiplied on a critical hit 
  (although other damage bonuses are multiplied normally).
  Improvised Weapon Mastery (Combat)
  You can turn nearly any object into a deadly weapon, from 
  a razor-sharp chair leg to a sack of flour.
  Prerequisites: Catch Off-Guard or Throw Anything, 
  base attack bonus +8.
  Benefit: You do not suffer any penalties for using an 
  improvised weapon. Increase the amount of damage 
  dealt by the improvised weapon by one step (for 
  example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if 
  the improvised weapon is two-handed). The improvised 
  weapon has a critical threat range of 19–20, with a 
  critical multiplier of ×2.
  Intimidating Prowess (Combat)
  Your physical might is intimidating to others.
  Benefit: Add your Strength modifier to Intimidate skill 
  checks in addition to your Charisma modifier.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703122
  703122
  451046
  451046
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703123
  703123
  451047
  451047
  129
  129
  Feats
  Feats 5
  Iron Will
  You are more resistant to mental effects.
  Benefit: You get a +2 bonus on all Will saving throws.
  Leadership
  You attract followers to your cause and a companion to join 
  you on your adventures.
  Prerequisite: Character level 7th.
  Benefits: This feat enables you to attract a loyal cohort 
  and a number of devoted subordinates who assist you. A 
  cohort is generally an NPC with class levels, while followers 
  are typically lower level NPCs. See Table 5–2 for what level 
  of cohort and how many followers you can recruit.
  Leadership Modifiers: Several factors can affect your 
  Leadership score, causing it to vary from the base score 
  (character level + Cha modifier). Your reputation (from the 
  point of view of the cohort or follower you are trying to 
  attract) raises or lowers your Leadership score:
  Leader’s Reputation  
  Modifier
  Great renown  
  +2
  Fairness and generosity  
  +1
  Special power  
  +1
  Failure  
  –1
  Aloofness  
  –1
  Cruelty  
  –2
  Other modifiers may apply when you try to attract a 
  cohort, as listed below.
  The Leader… 
  Modifier
  Has a familiar, special mount,  
  –2 
  or animal companion  
  Recruits a cohort of a  
  –1 
   different alignment 
  Caused the death of a cohort  
  –2*
  * Cumulative per cohort killed.
  Followers have different priorities from cohorts. When 
  you try to attract a follower, use the following modifiers.
  The Leader…  
  Modifier
  Has a stronghold, base of operations,  
  +2 
   guildhouse, etc. 
  Moves around a lot  
  –1
  Caused the death of other followers  
  –1
  Leadership Score: Your base Leadership score equals your 
  level plus your Charisma modifier. In order to take into 
  account negative Charisma modifiers, this table allows for 
  very low Leadership scores, but you must still be 7th level or 
  higher in order to gain the Leadership feat. Outside factors 
  can affect your Leadership score, as detailed above.
  Cohort Level: You can attract a cohort of up to this level. 
  Regardless of your Leadership score, you can only recruit 
  a cohort who is two or more levels lower than yourself. 
  The cohort should be equipped with gear appropriate 
  for its level (see Chapter 14). A cohort can be of any race 
  or class. The cohort’s alignment may not be opposed to 
  your alignment on either the law/chaos or good/evil axis, 
  and you take a –1 penalty to your Leadership score if you 
  recruit a cohort of an alignment different from your own.
  A cohort does not count as a party member when 
  determining the party’s XP. Instead, divide the cohort’s 
  level by your level. Multiply this result by the total XP 
  awarded to you, then add that number of experience points 
  to the cohort’s total.
  If a cohort gains enough XP to bring it to a level one 
  lower than your level, the cohort does not gain the new 
  level—its new XP total is 1 less than the amount needed to 
  attain the next level. 
  Number of Followers by Level: You can lead up to the 
  indicated number of characters of each level. Followers are 
  similar to cohorts, except they’re generally low-level NPCs. 
  Because they’re usually 5 or more levels behind you, they’re 
  rarely effective in combat.
  Table 5–2: Leadership
  Leadership 
  Cohort 
  Number of Followers by Level
  Score 
  Level 
  1st 2nd 3rd 4th 
  5th 
  6th
  1 or lower 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2  
  1st 
  — 
  — 
  — 
  — 
  — 
  —
  3  
  2nd 
  — 
  — 
  — 
  — 
  — 
  —
  4  
  3rd 
  — 
  — 
  — 
  — 
  — 
  —
  5  
  3rd 
  — 
  — 
  — 
  — 
  — 
  —
  6  
  4th 
  — 
  — 
  — 
  — 
  — 
  —
  7  
  5th 
  — 
  — 
  — 
  — 
  — 
  —
  8  
  5th 
  — 
  — 
  — 
  — 
  — 
  —
  9  
  6th 
  — 
  — 
  — 
  — 
  — 
  —
  10 
  7th 
  5 
  — 
  — 
  — 
  — 
  —
  11  
  7th 
  6 
  — 
  — 
  — 
  — 
  —
  12  
  8th 
  8 
  — 
  — 
  — 
  — 
  —
  13  
  9th 
  10 
  1 
  — 
  — 
  — 
  —
  14 
  10th 
  15 
  1 
  — 
  — 
  — 
  —
  15  
  10th 
  20 
  2 
  1 
  — 
  — 
  —
  16  
  11th 
  25 
  2 
  1 
  — 
  — 
  —
  17  
  12th 
  30 
  3 
  1 
  1 
  — 
  —
  18 
  12th 
  35 
  3 
  1 
  1 
  — 
  —
  19  
  13th 
  40 
  4 
  2 
  1 
  1 
  —
  20 
  14th 
  50 
  5 
  3 
  2 
  1 
  —
  21  
  15th 
  60 
  6 
  3 
  2 
  1 
  1
  22 
  15th 
  75 
  7 
  4 
  2 
  2 
  1
  23  
  16th 
  90 
  9 
  5 
  3 
  2 
  1
  24 
  17th 
  110 11 
  6 
  3 
  2 
  1
  25 or higher 
  17th 
  135 
  13 
  7 
  4 
  2 
  2
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703123
  703123
  451047
  451047
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703124
  703124
  451048
  451048
  130
  130
  Followers don’t earn experience and thus don’t gain 
  levels. When you gain a new level, consult Table 5–2 to 
  determine if you acquire more followers, some of whom 
  may be higher level than the existing followers.  Don’t 
  consult the table to see if your cohort gains levels, however, 
  because cohorts earn experience on their own.
  Lightning Reflexes
  You have faster reflexes than normal.
  Benefit: You get a +2 bonus on all Reflex saving throws.
  Lightning Stance (Combat)
  The speed at which you move makes it nearly impossible 
  for opponents to strike you.
  Prerequisites: Dex 17, Dodge, Wind Stance, base attack 
  bonus +11.
  Benefit: If you take two actions to move or a withdraw 
  action in a turn, you gain 50% concealment for 1 round.
  Lunge (Combat)
  You can strike foes that would normally be out of reach.
  Prerequisites: Base attack bonus +6.
  Benefit: You can increase the reach of your melee attacks 
  by 5 feet until the end of your turn by taking a –2 penalty to 
  your AC until your next turn. You must decide to use this 
  ability before any attacks are made.
  Magical Aptitude
  You are skilled at spellcasting and using magic items.
  Benefit: You get a +2 bonus on all Spellcraft checks and 
  Use Magic Device checks. If you have 10 or more ranks in 
  one of these skills, the bonus increases to +4 for that skill.
  Manyshot (Combat)
  You can fire multiple arrows at a single target.
  Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, 
  base attack bonus +6.
  Benefit: When making a full-attack action with a bow, 
  your first attack fires two arrows. If the attack hits, both 
  arrows hit. Apply precision-based damage (such as sneak 
  attack) and critical hit damage only once for this attack. 
  Damage bonuses from using a composite bow with a high 
  Strength bonus apply to each arrow, as do other damage 
  bonuses, such as a ranger’s favored enemy bonus. Damage 
  reduction and resistances apply separately to each arrow.
  Martial Weapon Proficiency
  Choose a type of martial weapon. You understand how to 
  use that type of martial weapon in combat.
  Benefit: You make attack rolls with the selected weapon 
  normally (without the non-proficient penalty).
  Normal: When using a weapon with which you are not 
  proficient, you take a –4 penalty on attack rolls.
  Special: Barbarians, fighters, paladins, and rangers are 
  proficient with all martial weapons. They need not select 
  this feat.
  You can gain Martial Weapon Proficiency multiple 
  times. Each time you take the feat, it applies to a new type 
  of weapon. 
  Master Craftsman
  Your superior crafting skills allow you to create simple 
  magic items.
  Prerequisites: 5 ranks in any Craft or Profession skill.
  Benefit: Choose one Craft or Profession skill in which 
  you possess at least 5 ranks. You receive a +2 bonus on your 
  chosen Craft or Profession skill. Ranks in your chosen skill 
  count as your caster level for the purposes of qualifying 
  for the Craft Magic Arms and Armor and Craft Wondrous 
  Item feats. You can create magic items using these feats, 
  substituting your ranks in the chosen skill for your total 
  caster level. You must use the chosen skill for the check to 
  create the item. The DC to create the item still increases 
  for any necessary spell requirements (see the magic item 
  creation rules in Chapter 15). You cannot use this feat to 
  create any spell-trigger or spell-activation item.
  Normal: Only spellcasters can qualify for the Craft 
  Magic Arms and Armor and Craft Wondrous Item feats.
  Maximize Spell (Metamagic)
  Your spells have the maximum possible effect.
  Benefit: All variable, numeric effects of a spell modified 
  by this feat are maximized. Saving throws and o pposed 
  rolls are not affected, nor are spells without random 
  v ariables. A maximized spell uses up a spell slot three 
  l evels higher than the spell’s actual level.
  An empowered, maximized spell gains the separate 
  benefits of each feat: the maximum result plus half the 
  normally rolled result.
  Medusa’s Wrath (Combat)
  You can take advantage of your opponent’s confusion, 
  delivering multiple blows.
  Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, 
  Scorpion Style, base attack bonus +11.
  Benefit: Whenever you use the full-attack action and make 
  at least one unarmed strike, you can make two additional 
  unarmed strikes at your highest base attack bonus. These 
  bonus attacks must be made against a dazed, flat-footed, 
  paralyzed, staggered, stunned, or unconscious foe.
  Mobility (Combat)
  You can easily move through a dangerous melee.
  Prerequisites: Dex 13, Dodge.
  Benefit: You get a +4 dodge bonus to Armor Class against 
  attacks of opportunity caused when you move out of or 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703124
  703124
  451048
  451048
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703125
  703125
  451049
  451049
  131131
  Feats
  Feats 5
  within a threatened area. A condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes 
  you lose dodge bonuses.
  Dodge bonuses stack with each other, unlike most types 
  of bonuses.
  Mounted Archery (Combat)
  You are skilled at making ranged attacks while mounted.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: The penalty you take when using a ranged 
  weapon while mounted is halved: –2 instead of –4 if your 
  mount is taking a double move, and –4 instead of –8 if your 
  mount is running.
  Mounted Combat (Combat)
  You are adept at guiding your mount through combat.
  Prerequisite: Ride 1 rank.
  Benefit: Once per round when your mount is hit in 
  combat, you may attempt a Ride check (as an immediate 
  action) to negate the hit. The hit is negated if your Ride 
  check result is greater than the opponent’s attack roll.
  Natural Spell
  You can cast spells even while in a form that cannot 
  normally cast spells.
  Prerequisites: Wis 13, wild shape class feature.
  Benefit: You can complete the verbal and somatic 
  components of spells while using wild shape. You 
  substitute various noises and gestures for the normal 
  verbal and somatic components of a spell.
  You can also use any material components or focuses you 
  possess, even if such items are melded within your current 
  form. This feat does not permit the use of magic items while 
  you are in a form that could not ordinarily use them, and 
  you do not gain the ability to speak while using wild shape.
  Nimble Moves
  You can move across a single obstacle with ease.
  Prerequisites: Dex 13.
  Benefit: Whenever you move, you may move through 
  5 feet of difficult terrain each round as if it were normal 
  terrain. This feat allows you to take a 5-foot step into 
  difficult terrain.
  Penetrating Strike (Combat)
  Your attacks are capable of penetrating the defenses of 
  some creatures. Choose one type of weapon that you have 
  already selected for Weapon Focus.
  Prerequisites: Weapon Focus, base attack bonus +1, 12th-
  level fighter, proficiency with weapon.
  Benefit: Your attacks with the selected weapon ignore up 
  to 5 points of damage reduction. This feat does not apply to 
  damage reduction without a type (such as DR 10/—).
  Persuasive
  You are skilled at swaying attitudes and intimidating 
  others into your way of thinking.
  Benefit: You get a +2 bonus on Diplomacy and Intimidate 
  skill checks. If you have 10 or more ranks in one of these 
  skills, the bonus increases to +4 for that skill.
  Pinpoint Targeting (Combat)
  You can target the weak points in your opponent’s armor.
  Prerequisites: Dex 19, Improved Precise Shot, Point-
  Blank Shot, Precise Shot, base attack bonus +16.
  Benefit: As a standard action, make a single ranged 
  attack. The target does not gain any armor, natural armor, 
  or shield bonuses to its Armor Class. You do not gain the 
  benefit of this feat if you move this round.
  Point-Blank Shot (Combat)
  You are especially accurate when making ranged attacks 
  against close targets.
  Benefit: You get a +1 bonus on attack and damage rolls 
  with ranged weapons at ranges of up to 30 feet.
  Power Attack (Combat)
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength.
  Prerequisites: Str 13, base attack bonus +1.
  Benefit: You can choose to take a –1 penalty on all 
  melee attack rolls and combat maneuver checks to gain 
  a +2 bonus on all melee damage rolls. This bonus to 
  damage is increased by half (+50%) if you are making 
  an attack with a two-handed weapon, a one handed 
  weapon using two hands, or a primary natural weapon 
  that adds 1-1/2 times your Strength modifier on damage 
  rolls. This bonus to damage is halved (–50%) if you are 
  making an attack with an off-hand weapon or secondary 
  natural weapon. When your base attack bonus reaches 
  +4, and every 4 points thereafter, the penalty increases 
  by –1 and the bonus to damage increases by +2. You must 
  choose to use this feat before making an attack roll, and 
  its effects last until your next turn. The bonus damage 
  does not apply to touch attacks or effects that do not deal 
  hit point damage.
  Precise Shot (Combat)
  You are adept at firing ranged attacks into melee.
  Prerequisite: Point-Blank Shot.
  Benefit: You can shoot or throw ranged weapons at an 
  opponent engaged in melee without taking the standard 
  –4 penalty on your attack roll.
  Quick Draw (Combat)
  You can draw weapons faster than most.
  Prerequisite: Base attack bonus +1.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703125
  703125
  451049
  451049
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703126
  703126
  451050
  451050
  132
  132
  Benefit: You can draw a weapon as a free action instead 
  of as a move action. You can draw a hidden weapon (see the 
  Sleight of Hand skill) as a move action.
  A character who has selected this feat may throw weapons 
  at his full normal rate of attacks (much like a character 
  with a bow).
  Alchemical items, potions, scrolls, and wands cannot be 
  drawn quickly using this feat.
  Normal: Without this feat, you may draw a weapon as a 
  move action, or (if your base attack bonus is +1 or higher) 
  as a free action as part of movement. Without this feat, you 
  can draw a hidden weapon as a standard action.
  Quicken Spell (Metamagic)
  You can cast spells in a fraction of the normal time.
  Benefit: Casting a quickened spell is a swift action. 
  You can perform another action, even casting another 
  spell, in the same round as you cast a quickened spell. A 
  spell whose casting time is more than 1 full-round action 
  cannot be quickened.
  A quickened spell uses up a spell slot four levels higher 
  than the spell’s actual level. Casting a quickened spell 
  doesn’t provoke an attack of opportunity.
  Special: You can apply the effects of this feat to a spell 
  cast spontaneously, so long as it has a casting time that is 
  not more than 1 full-round action, without increasing the 
  spell’s casting time.
  Rapid Reload (Combat)
  Choose a type of crossbow (hand, light, or heavy). You can 
  reload such weapons quickly.
  Prerequisite: Weapon Proficiency (crossbow type chosen).
  Benefit: The time required for you to reload your 
  chosen type of crossbow is reduced to a free action (for 
  a hand or light crossbow) or a move action (for a heavy 
  crossbow). Reloading a crossbow still provokes an attack 
  of opportunity.
  If you have selected this feat for hand crossbow or light 
  crossbow, you may fire that weapon as many times in a 
  full-attack action as you could attack if you were using 
  a bow.
  Normal: A character without this feat needs a move 
  action to reload a hand or light crossbow, or a full-round 
  action to reload a heavy crossbow. 
  Special: You can gain Rapid Reload multiple times. Each 
  time you take the feat, it applies to a new type of crossbow.
  Rapid Shot (Combat)
  You can make an additional ranged attack.
  Prerequisites: Dex 13, Point-Blank Shot.
  Benefit: When making a full-attack action with a ranged 
  weapon, you can fire one additional time this round. All of 
  your attack rolls take a –2 penalty when u sing Rapid Shot.
  Ride-By Attack (Combat)
  While mounted and charging, you can move, strike at a 
  foe, and then continue moving.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: When you are mounted and use the charge 
  action, you may move and attack as if with a standard 
  charge and then move again (continuing the straight line 
  of the charge). Your total movement for the round can’t 
  exceed double your mounted speed. You and your mount 
  do not provoke an attack of opportunity from the opponent 
  that you attack.
  Run
  You are swift of foot.
  Benefit: When running, you move five times your 
  normal speed (if wearing medium, light, or no armor and 
  carrying no more than a medium load) or four times your 
  speed (if wearing heavy armor or carrying a heavy load). If 
  you make a jump after a running start (see the Acrobatics 
  skill description), you gain a +4 bonus on your Acrobatics 
  check. While running, you retain your Dexterity bonus to 
  your Armor Class.
  Normal: You move four times your speed while running 
  (if wearing medium, light, or no armor and carrying no 
  more than a medium load) or three times your speed (if 
  wearing heavy armor or carrying a heavy load), and you 
  lose your Dexterity bonus to AC.
  Scorpion Style (Combat)
  You can perform an unarmed strike that greatly hampers 
  your target’s movement.
  Prerequisite: Improved Unarmed Strike.
  Benefit: To use this feat, you must make a single 
  unarmed attack as a standard action. If this unarmed 
  attack hits, you deal damage normally, and the target’s 
  base land speed is reduced to 5 feet for a number of 
  rounds equal to your Wisdom modifier unless it makes a 
  Fortitude saving throw (DC 10 + 1/2 your character level + 
  your Wis modifier).
  Scribe Scroll (Item Creation)
  You can create magic scrolls.
  Prerequisite: Caster level 1st.
  Benefit: You can create a scroll of any spell that you 
  know. Scribing a scroll takes 2 hours if its base price is 250 
  gp or less, otherwise scribing a scroll takes 1 day for each 
  1,000 gp in its base price. To scribe a scroll, you must use up 
  raw materials costing half of this base price. See the magic 
  item creation rules in Chapter 15 for more information.
  Selective Channeling
  You can choose whom to affect when you channel energy.
  Prerequisite: Cha 13, channel energy class feature.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703126
  703126
  451050
  451050
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703127
  703127
  451051
  451051
  133
  133
  Feats
  Feats 5
  Benefit: When you channel energy, you can choose a 
  number of targets in the area up to your Charisma modifier. 
  These targets are not affected by your channeled energy.
  Normal: All targets in a 30-foot burst are affected when 
  you channel energy. You can only choose whether or not 
  you are affected.
  Self-Sufficient
  You know how to get along in the wild and how to effectively 
  treat wounds.
  Benefit: You get a +2 bonus on all Heal checks and 
  Survival checks. If you have 10 or more ranks in one of 
  these skills, the bonus increases to +4 for that skill.
  Shatter Defenses (Combat)
  Your skill with your chosen weapon leaves opponents 
  unable to defend themselves if  you strike them when their 
  defenses are already compromised.
  Prerequisites: Weapon Focus, Dazzling Display, base 
  attack bonus +6, proficiency with weapon.
  Benefit: Any shaken, frightened, or panicked opponent 
  hit by you this round is flat-footed to your attacks until the 
  end of your next turn. This includes any additional attacks 
  you make this round.
  Shield Focus (Combat)
  You are skilled at deflecting blows with your shield.
  Prerequisites: Shield Proficiency, base attack bonus +1.
  Benefit: Increase the AC bonus granted by any shield 
  you are using by 1.
  Shield Master (Combat)
  Your mastery of the shield allows you to fight with it 
  without hindrance.
  Prerequisites: 
  Improved 
  Shield 
  Bash, 
  Shield 
  Proficiency, Shield Slam, Two-Weapon Fighting, base 
  attack bonus +11.
  Benefit: You do not suffer any penalties on attack rolls 
  made with a shield while you are wielding another weapon. 
  Add your shield’s shield bonus to attacks and damage rolls 
  made with the shield as if it was an enhancement bonus.
  Shield Proficiency
  You are trained in how to properly use a shield.
  Benefit: When you use a shield (except a tower 
  shield), the shield’s armor check penalty only applies to 
  Strength- and Dexterity-based skills.
  Normal: When you are using a shield with which you are 
  not proficient, you take the shield’s armor check penalty 
  on attack rolls and on all skill checks that involve moving.
  Special: Barbarians, bards, clerics, druids, fighters, 
  paladins, and rangers all automatically have Shield 
  Proficiency as a bonus feat. They need not select it.
  Shield Slam (Combat)
  In the right position, your shield can be used to send 
  opponents flying.
  Prerequisites: Improved Shield Bash, Shield Proficiency, 
  Two-Weapon Fighting, base attack bonus +6.
  Benefit: Any opponents hit by your shield bash are also 
  hit with a free bull rush attack, substituting your attack 
  roll for the combat maneuver check (see Chapter 8). This 
  bull rush does not provoke an attack of opportunity. 
  Opponents who cannot move back due to a wall or other 
  surface are knocked prone after moving the maximum 
  possible distance. You may choose to move with your target 
  if you are able to take a 5-foot step or to spend an action to 
  move this turn.
  Shot on the Run (Combat)
  You can move, fire a ranged weapon, and move again before 
  your foes can react.
  Prerequisites: Dex 13, Dodge, Mobility, Point-Blank 
  Shot, base attack bonus +4.
  Benefit: As a full-round action, you can move up to your 
  speed and make a single ranged attack at any point during 
  your movement.
  Normal: You cannot move before and after an attack 
  with a ranged weapon.
  Sickening Critical (Combat, Critical)
  Your critical hits cause opponents to become sickened.
  Prerequisites: Critical Focus, base attack bonus +11.
  Benefit: Whenever you score a critical hit, your 
  opponent becomes sickened for 1 minute. The effects of 
  this feat do not stack. Additional hits instead add to the 
  effect’s duration.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Silent Spell (Metamagic)
  You can cast your spells without making any sound.
  Benefit: A silent spell can be cast with no verbal 
  components. Spells without verbal components are not 
  affected. A silent spell uses up a spell slot one level higher 
  than the spell’s actual level.
  Special: Bard spells cannot be enhanced by this feat.
  Simple Weapon Proficiency
  You are trained in the use of basic weapons.
  Benefit: You make attack rolls with simple weapons 
  without penalty.
  Normal: When using a weapon with which you are not 
  proficient, you take a –4 penalty on attack rolls.
  Special: All characters except for druids, monks, and 
  wizards are automatically proficient with all simple 
  weapons. They need not select this feat.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703127
  703127
  451051
  451051
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703128
  703128
  451052
  451052
  134
  134
  Skill Focus
  Choose a skill. You are particularly adept at that skill.
  Benefit: You get a +3 bonus on all checks involving the 
  chosen skill. If you have 10 or more ranks in that skill, this 
  bonus increases to +6.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a 
  new skill.
  Snatch Arrows (Combat)
  Instead of knocking an arrow or ranged attack aside, you 
  can catch it in mid-flight.
  Prerequisites: Dex 15, Deflect Arrows, Improved 
  Unarmed Strike.
  Benefit: When using the Deflect Arrows feat you may 
  choose to catch the weapon instead of just deflecting it. 
  Thrown weapons can immediately be thrown back as an 
  attack against the o riginal attacker (even though it isn’t 
  your turn) or kept for later use.
  You must have at least one hand free (holding nothing) 
  to use this feat.
  Spell Focus
  Choose a school of magic. Any spells you cast of that school 
  are more difficult to resist.
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells from the school of magic you select.
  Special: You can gain this feat multiple times. Its e ffects 
  do not stack. Each time you take the feat, it applies to a new 
  school of magic.
  Spell Mastery
  You have mastered a small handful of spells, and can 
  prepare these spells without referencing your spellbooks 
  at all.
  Prerequisite: 1st-level wizard
  Benefit: Each time you take this feat, choose a n umber 
  of spells that you a lready know equal to your Intelligence 
  modifier. From that point on, you can prepare these spells 
  without referring to a spellbook.
  Normal: Without this feat, you must use a spellbook to 
  prepare all your spells, except read magic.
  Spell Penetration
  Your spells break through spell resistance more easily 
  than most.
  Benefit: You get a +2 bonus on caster level checks (1d20 + 
  caster level) made to overcome a creature’s spell resistance.
  Spellbreaker (Combat)
  You can strike at enemy spellcasters who fail to cast 
  defensively when you threaten them.
  Prerequisites: Disruptive, 10th-level fighter.
  Benefit: Enemies in your threatened area that fail 
  their checks to cast spells defensively provoke attacks of 
  opportunity from you.
  Normal: Enemies that fail to cast spells defensively do 
  not provoke attacks of opportunity.
  Spirited Charge (Combat)
  Your mounted charge attacks deal a tremendous amount 
  of damage.
  Prerequisites: Ride 1 rank, Mounted Combat, Ride-
  By Attack.
  Benefit: When mounted and using the charge action, 
  you deal double damage with a melee weapon (or triple 
  damage with a lance).
  Spring Attack (Combat)
  You can deftly move up to a foe, strike, and withdraw 
  before he can react.
  Prerequisites: Dex 13, Dodge, Mobility, base attack 
  bonus +4.
  Benefit: You can move up to your speed and make a 
  single melee attack without provoking any attacks of 
  opportunity from the target of your attack. You can move 
  both before and after the attack, but you must move at 
  least 10 feet before the attack and the total distance that 
  you move cannot be greater than your speed. You cannot 
  use this ability to attack a foe that is adjacent to you at the 
  start of your turn.
  Normal: You cannot move before and after an attack.
  Staggering Critical (Combat, Critical)
  Your critical hits cause opponents to slow down.
  Prerequisites: Critical Focus, base attack bonus +13.
  Benefit: Whenever you score a critical hit, your opponent 
  becomes staggered for 1d4+1 rounds. A successful Fortitude 
  save reduces the duration to 1 round. The DC of this 
  Fortitude save is equal to 10 + your base attack bonus. The 
  effects of this feat do not stack. Additional hits instead add 
  to the duration.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Stand Still (Combat)
  You can stop foes that try to move past you.
  Prerequisites: Combat Reflexes.
  Benefit: When a foe provokes an attack of opportunity 
  due to moving through your adjacent squares, you can make 
  a combat maneuver check as your attack of opportunity. If 
  successful, the enemy cannot move for the rest of his turn. 
  An enemy can still take the rest of his action, but cannot 
  move. This feat also applies to any creature that attempts to 
  move from a square that is adjacent to you if such movement 
  provokes an attack of opportunity.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703128
  703128
  451052
  451052
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703129
  703129
  451053
  451053
  135
  135
  Feats
  Feats 5
  Stealthy
  You are good at avoiding unwanted attention and slipping 
  out of bonds.
  Benefit: You get a +2 bonus on all Escape Artist and 
  Stealth skill checks. If you have 10 or more ranks in one of 
  these skills, the bonus increases to +4 for that skill.
  Step Up (Combat)
  You can close the distance when a foe tries to move away.
  Prerequisite: Base attack bonus +1.
  Benefit: Whenever an adjacent foe attempts to take a 
  5-foot step away from you, you may also make a 5-foot step 
  as an immediate action so long as you end up adjacent to 
  the foe that triggered this ability. If you take this step, you 
  cannot take a 5-foot step during your next turn. If you take 
  an action to move during your next turn, subtract 5 feet 
  from your total movement.
  Still Spell (Metamagic)
  You can cast spells without moving.
  Benefit: A stilled spell can be cast with no somatic 
  components. Spells without somatic components are not 
  affected. A stilled spell uses up a spell slot one level higher 
  than the spell’s actual level.
  Strike Back (Combat)
  You can strike at foes that attack you using their superior 
  reach, by targeting their limbs or weapons as they come 
  at you.
  Prerequisite: Base attack bonus +11.
  Benefit: You can ready an action to make a melee attack 
  against any foe that attacks you in melee, even if the foe is 
  outside of your reach.
  Stunning Critical (Combat, Critical)
  Your critical hits cause opponents to become stunned.
  Prerequisites: Critical Focus, Staggering Critical, base 
  attack bonus +17.
  Benefit: Whenever you score a critical hit, your opponent 
  becomes stunned for 1d4 rounds. A successful Fortitude 
  save reduces this to staggered for 1d4 rounds. The DC of 
  this Fortitude save is equal to 10 + your base attack bonus. 
  The effects of this feat do not stack. Additional hits instead 
  add to the duration.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Stunning Fist (Combat)
  You know just where to strike to temporarily stun a foe.
  Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, 
  base attack bonus +8.
  Benefit: You must declare that you are using this feat 
  before you make your attack roll (thus, a failed attack roll 
  ruins the attempt). Stunning Fist forces a foe damaged by 
  your unarmed attack to make a Fortitude saving throw 
  (DC 10 + 1/2 your character level + your Wis modifier), in 
  addition to dealing damage normally. A defender who fails 
  this saving throw is stunned for 1 round (until just before 
  your next turn). A stunned character can’t take actions, loses 
  any Dexterity bonus to AC, and takes a –2 penalty to AC. 
  You may attempt a stunning attack once per day for every 
  four levels you have attained (but see Special), and no more 
  than once per round. Constructs, oozes, plants, undead, 
  incorporeal creatures, and creatures immune to critical hits 
  cannot be stunned.
  Special: A monk receives Stunning Fist as a bonus feat 
  at 1st level, even if he does not meet the prerequisites. A 
  monk may attempt a stunning attack a number of times 
  per day equal to his monk level, plus one more time per 
  day for every four levels he has in classes other than 
  monk.
  Throw Anything (Combat)
  You are used to throwing things you have on hand.
  Benefit: You do not suffer any penalties for using an 
  improvised ranged weapon. You receive a +1 circumstance 
  bonus on attack rolls made with thrown splash weapons.
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon.
  Tiring Critical (Combat, Critical)
  Your critical hits cause opponents to become fatigued.
  Prerequisites: Critical Focus, base attack bonus +13.
  Benefit: Whenever you score a critical hit, your opponent 
  becomes fatigued. This feat has no additional effect on a 
  fatigued or exhausted creature.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Toughness
  You have enhanced physical stamina.
  Benefit: You gain +3 hit points. For every Hit Die you 
  possess beyond 3, you gain an additional +1 hit point. If you 
  have more than 3 Hit Dice, you gain +1 hit points whenever 
  you gain a Hit Die (such as when you gain a level).
  Tower Shield Proficiency (Combat)
  You are trained in how to properly use a tower shield.
  Prerequisite: Shield Proficiency.
  Benefit: When you use a tower shield, the shield’s 
  armor check penalty only applies to Strength and 
  Dexterity-based skills.
  Normal: A character using a shield with which he is 
  not proficient takes the shield’s armor check penalty on 
  attack rolls and on all skill checks that involve moving, 
  i ncluding Ride.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703129
  703129
  451053
  451053
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703130
  703130
  451054
  451054
  136
  136
  Special: Fighters automatically have Tower Shield 
  Proficiency as a bonus feat. They need not select it.
  Trample (Combat)
  While mounted, you can ride down opponents and trample 
  them under your mount.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: When you attempt to overrun an opponent 
  while mounted, your target may not choose to avoid you. 
  Your mount may make one hoof attack against any target 
  you knock down, gaining the standard +4 bonus on attack 
  rolls against prone targets.
  Turn Undead
  Calling upon higher powers, you cause undead to flee from 
  the might of your unleashed divine energy.
  Prerequisites: Channel positive energy class feature.
  Benefit: You can, as a standard action, use one of 
  your uses of channel positive energy to cause all undead 
  within 30 feet of you to f lee, as if panicked. Undead 
  receive a Will save to negate the effect. The DC for this 
  Will save is equal to 10 + 1/2 your cleric level + your 
  Charisma modifier. Undead that fail their save f lee for 
  1 minute. Intelligent undead receive a new saving throw 
  each round to end the effect. If you use channel energy 
  in this way, it has no other effect (it does not heal or 
  harm nearby creatures).
  Two-Weapon Defense (Combat)
  You are skilled at defending yourself while dual-wielding.
  Prerequisites: Dex 15, Two-Weapon Fighting.
  Benefit: When wielding a double weapon or two weapons 
  (not including natural weapons or unarmed strikes), you 
  gain a +1 shield bonus to your AC.
  When you are fighting defensively or using the total 
  defense action, this shield bonus increases to +2.
  Two-Weapon Fighting (Combat)
  You can fight with a weapon wielded in each of your 
  hands. You can make one extra attack each round with the 
  secondary weapon.
  Prerequisite: Dex 15.
  Benefit: Your penalties on attack rolls for fighting with 
  two weapons are reduced. The penalty for your primary hand 
  lessens by 2 and the one for your off hand lessens by 6. See 
  Two-Weapon Fighting in Chapter 8.
  Normal: If you wield a second weapon in your off hand, 
  you can get one extra attack per round with that weapon. 
  When fighting in this way you suffer a –6 penalty with 
  your regular attack or attacks with your primary hand and 
  a –10 penalty to the attack with your off hand. If your off-
  hand weapon is light, the penalties are reduced by 2 each. 
  An unarmed strike is always considered light.
  Two-Weapon Rend (Combat)
  Striking with both of your weapons simultaneously, you 
  can use them to deliver devastating wounds.
  Prerequisites: Dex 17, Double Slice, Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, base attack bonus +11. 
  Benefit: If you hit an opponent with both your primary 
  hand and your off-hand weapon, you deal an additional 
  1d10 points of damage plus 1-1/2 times your Strength 
  modifier. You can only deal this additional damage once 
  each round.
  Unseat (Combat)
  You are skilled at unseating your mounted opponents.
  Prerequisites: Str 13, Ride 1 rank, Mounted Combat, 
  Power Attack, Improved Bull Rush, base attack bonus +1.
  Benefits: When charging an opponent while mounted 
  and wielding a lance, resolve the attack as normal. If it 
  hits, you may immediately make a free bull rush attempt 
  in addition to the normal damage. If successful, the 
  target is knocked off his horse and lands prone in a space 
  adjacent to his mount that is directly away from you.
  Vital Strike (Combat)
  You make a single attack that deals significantly more 
  damage than normal.
  Prerequisites: Base attack bonus +6.
  Benefit: When you use the attack action, you can make 
  one attack at your highest base attack bonus that deals 
  additional damage. Roll the damage dice for the attack twice 
  and add the results together, but do not multiply damage 
  bonuses from Strength, weapon abilities (such as flaming), 
  or precision-based damage (such as sneak attack). This 
  bonus damage is not multiplied on a critical hit (although 
  other damage bonuses are multiplied normally).
  Weapon Finesse (Combat)
  You are trained in using your agility in melee combat, as 
  opposed to brute strength.
  Benefit: With a light weapon, rapier, whip, or spiked 
  chain made for a creature of your size category, you may 
  use your Dexterity modifier instead of your Strength 
  modifier on attack rolls. If you carry a shield, its armor 
  check penalty applies to your attack rolls.
  Special: Natural weapons are considered light weapons.
  Weapon Focus (Combat)
  Choose one type of weapon. You can also choose unarmed 
  strike or grapple (or ray, if you are a spellcaster) as your 
  weapon for the purposes of this feat.
  Prerequisites: Proficiency with selected weapon, base 
  attack bonus +1.
  Benefit: You gain a +1 bonus on all attack rolls you make 
  using the selected weapon.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703130
  703130
  451054
  451054
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703131
  703131
  451055
  451055
  137
  137
  Feats
  Feats 5
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  type of weapon.
  Weapon Specialization (Combat)
  You are skilled at dealing damage with one weapon. Choose 
  one type of weapon (including unarmed strike or grapple) 
  for which you have already selected the Weapon Focus feat. 
  You deal extra damage when using this weapon.
  Prerequisites: Proficiency with selected weapon, Weapon 
  Focus with selected weapon, fighter level 4th.
  Benefit: You gain a +2 bonus on all damage rolls you 
  make using the selected weapon.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  type of weapon.
  Whirlwind Attack (Combat)
  You can strike out at every foe w ithin reach.
  Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, 
  Mobility, Spring Attack, base attack bonus +4.
  Benefit: When you use the full-attack action, you can 
  give up your regular attacks and instead make one melee 
  attack at your highest base attack bonus against each 
  opponent within reach. You must make a separate attack 
  roll against each opponent.
  When you use the Whirlwind Attack feat, you also forfeit 
  any bonus or extra attacks granted by other feats, spells, 
  or abilities.
  Widen Spell (Metamagic)
  You can cast your spells so that they occupy a larger space.
  Benefit: You can alter a burst, emanation, line, or 
  spread-shaped spell to increase its area. Any numeric 
  measurements of the spell’s area increase by 100%. A 
  widened spell uses up a spell slot three levels higher than 
  the spell’s actual level.
  Spells that do not have an area of one of these four sorts 
  are not affected by this feat.
  Wind Stance (Combat)
  Your erratic movements make it difficult for enemies to 
  pinpoint your location.
  Prerequisites: Dex 15, Dodge, base attack bonus +6.
  Benefit: If you move more than 5 feet this turn, you gain 
  20% concealment for 1 round against ranged attacks.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703131
  703131
  451055
  451055
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703132
  703132
  451056
  451056
  Equipment
  6
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703132
  703132
  451056
  451056
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703133
  703133
  451057
  451057
  Their plates of strange 
  armor shrieking with 
  each titanic lunge, blades 
  massive enough to cleave 
  mountain peaks hefted high 
  and ready to strike, the 
  giants came like avalanches 
  upon their puny foes. Valeros 
  glanced down at the chipped 
  sword that had long been 
  his companion, its length 
  appearing hopelessly feeble 
  in comparison. Through all 
  his adventures, he’d never 
  been one for talking to his 
  sword, but now, standing 
  before these foes, he whispered 
  gravely, “Come on, old gal, 
  see me through just one more 
  time and I’ll finally give 
  you that polishing I’ve been 
  promising.”
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703133
  703133
  451057
  451057
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703134
  703134
  451058
  451058
  140
  140
  Other Wealth
  Merchants commonly exchange trade goods without 
  using currency. As a means of comparison, some trade 
  goods are detailed on Table 6–3.
  Table 6–3: Trade Goods
  Cost 
  Item
  1 cp 
  One pound of wheat
  2 cp 
  One pound of flour, or one chicken
  1 sp 
  One pound of iron
  5 sp 
  One pound of tobacco or copper
  1 gp 
  One pound of cinnamon, or one goat
  2 gp 
  One pound of ginger or pepper, or one sheep
  3 gp 
  One pig
  4 gp 
  One square yard of linen
  5 gp 
  One pound of salt or silver
  10 gp 
  One square yard of silk, or one cow
  15 gp 
  One pound of saffron or cloves, or one ox
  50 gp 
  One pound of gold
  500 gp 
  One pound of platinum
  Selling Treasure
  In general, a character can sell something for half its listed 
  price, including weapons, armor, gear, and magic items. 
  This also includes character-created items.
  Trade goods are the exception to the half-price rule. A 
  trade good, in this sense, is a valuable good that can be 
  easily exchanged almost as if it were cash itself.
  weApONs
  From the common longsword to the exotic dwarven 
  urgrosh, weapons come in a wide variety of shapes and 
  sizes. 
  All weapons deal hit point damage. This damage is 
  subtracted from the current hit points of any creature 
  struck by the weapon. When the result of the die roll to 
  make an attack is a natural 20 (that is, the die actually 
  shows a 20), this is known as a critical threat (although 
  some weapons can score a critical threat on a roll of less 
  than 20). If a critical threat is scored, another attack roll is 
  made, using the same modifiers as the original attack roll. 
  If this second attack roll exceeds the target’s AC, the hit 
  becomes a critical hit, dealing additional damage.
  Weapons are grouped into several interlocking sets of 
  categories. These categories pertain to what training is 
  needed to become proficient in a weapon’s use (simple, 
  martial, or exotic), the weapon’s usefulness either in close 
  combat (melee) or at a distance (ranged, which includes both 
  thrown and projectile weapons), its relative encumbrance 
  (light, one-handed, or two-handed), and its size (Small, 
  Medium, or Large).
  Simple, Martial, and Exotic Weapons: Anybody but 
  a druid, monk, or wizard is proficient with all simple 
  A 
  well-equipped character can take on nearly any 
  challenge, from surviving in the wilderness to making an 
  impression at the king’s banquet. This chapter presents 
  all manner of mundane and exotic equipment for the PCs 
  to purchase and use, from weapons to armor, alchemical 
  items to masterwork tools, fine wines to trail rations. 
  The equipment presented here should be relatively easy 
  to find and purchase in most towns and cities, although 
  GMs might wish to restrict the availability of some of the 
  more expensive and exotic items. Magic items are much 
  more difficult to purchase (see Chapter 15).
  weALth ANd mONey
  Each character begins play with a number of gold 
  pieces that he can spend on weapons, armor, and other 
  equipment. As a character adventures, he accumulates 
  more wealth that can be spent on better gear and magic 
  items. Table 6–1 lists the starting gold piece values by 
  class. In addition, each character begins play with an 
  outfit worth 10 gp or less. For characters above 1st level, 
  see Table 12–4.
  Table 6–1: Starting Character Wealth
  Class 
  Starting Wealth 
  Average
  Barbarian 
  3d6 × 10 gp 
  105 gp
  Bard 
  3d6 × 10 gp 
  105 gp
  Cleric 
  4d6 × 10 gp 
  140 gp
  Druid 
  2d6 × 10 gp 
  70 gp
  Fighter 
  5d6 x 10 gp 
  175 gp
  Monk 
  1d6 × 10 gp 
  35 gp
  Paladin 
  5d6 × 10 gp 
  175 gp
  Ranger 
  5d6 × 10 gp 
  175 gp
  Rogue 
  4d6 × 10 gp 
  140 gp
  Sorcerer 
  2d6 × 10 gp 
  70 gp
  Wizard 
  2d6 × 10 gp 
  70 gp
  Coins
  The most common coin is the gold piece (gp). A gold piece 
  is worth 10 silver pieces (sp). Each silver piece is worth 10 
  copper pieces (cp). In addition to copper, silver, and gold 
  coins, there are also platinum pieces (pp), which are each 
  worth 10 gp.
  The standard coin weighs about a third of an ounce (50 
  to the pound).
  Table 6–2: Coins
  Exchange Value 
  cp 
  sp 
  gp 
  pp
  Copper piece (cp) 
  1 
  1/10 
  1/100 1/1,000
  Silver piece (sp) 
  10 
  1 
  1/10 
  1/100
  Gold piece (gp) 
  100 
  10 
  1 
  1/10
  Platinum piece (pp) 
  1,000 
  100 
  10 
  1
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703134
  703134
  451058
  451058
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703135
  703135
  451059
  451059
  141141
  6
  Equipment
  Equipment
  weapons. Barbarians, fighters, paladins, and rangers 
  are proficient with all simple and all martial weapons. 
  Characters of other classes are proficient with an 
  assortment of simple weapons and possibly some martial 
  or even exotic weapons. All characters are proficient with 
  unarmed strikes and any natural weapons possessed by 
  their race. A character who uses a weapon with which he is 
  not proficient takes a –4 penalty on attack rolls.
  Melee and Ranged Weapons: Melee weapons are used 
  for making melee attacks, though some of them can be 
  thrown as well. Ranged weapons are thrown weapons or 
  projectile weapons that are not effective in melee.
  Reach Weapons: Glaives, guisarmes, lances, longspears, 
  ranseurs, and whips are reach weapons. A reach weapon is 
  a melee weapon that allows its wielder to strike at targets 
  that aren’t adjacent to him. Most reach weapons double the 
  wielder’s natural reach, meaning that a typical Small or 
  Medium wielder of such a weapon can attack a creature 10 
  feet away, but not a creature in an adjacent square. A typical 
  Large character wielding a reach weapon of the appropriate 
  size can attack a creature 15 or 20 feet away, but not adjacent 
  creatures or creatures up to 10 feet away.
  Double Weapons: Dire flails, dwarven urgroshes, gnome 
  hooked hammers, orc double axes, quarterstaves, and 
  two-bladed swords are double weapons. A c haracter can 
  fight with both ends of a double weapon as if f ighting 
  with two weapons, but he incurs all the normal a ttack 
  penalties associated with two-weapon combat, just 
  as though the character were wielding a one-handed 
  w eapon and a light weapon (see page 202).
  The character can also choose to use a double weapon 
  two-handed, attacking with only one end of it. A creature 
  wielding a double weapon in one hand can’t use it as a 
  double weapon—only one end of the weapon can be used 
  in any given round.
  Thrown Weapons: Daggers, clubs, shortspears, spears, 
  darts, javelins, throwing axes, light hammers, tridents, 
  shuriken, and nets are thrown weapons. The wielder 
  applies his Strength modifier to damage dealt by thrown 
  weapons (except for splash weapons). It is possible to throw 
  a weapon that isn’t designed to be thrown (that is, a melee 
  weapon that doesn’t have a numeric entry in the Range 
  column on Table 6–4), and a character who does so takes 
  a –4 penalty on the attack roll. Throwing a light or one-
  handed weapon is a standard action, while throwing a two-
  handed weapon is a full-round action. Regardless of the 
  type of weapon, such an attack scores a threat only on a 
  natural roll of 20 and deals double damage on a critical hit. 
  Such a weapon has a range increment of 10 feet.
  Projectile Weapons: Blowguns, light crossbows, slings, 
  heavy 
  crossbows, 
  shortbows, 
  composite 
  shortbows, 
  longbows, composite longbows, halfling sling staves, 
  hand crossbows, and repeating crossbows are projectile 
  weapons. Most projectile weapons require two hands to 
  use (see specific weapon descriptions). A character gets no 
  Strength bonus on damage rolls with a projectile weapon 
  unless it’s a specially built composite shortbow or  longbow, 
  or a sling. If the character has a penalty for low Strength, 
  apply it to damage rolls when he uses a bow or a sling.
  Ammunition: Projectile weapons use ammunition: 
  arrows (for bows), bolts (for crossbows), darts (for 
  blowguns), or sling bullets (for slings and halfling 
  sling staves). When using a bow, a character can draw 
  ammunition as a free action; crossbows and slings require 
  an action for reloading (as noted in their descriptions). 
  Generally speaking, ammunition that hits its target is 
  destroyed or rendered useless, while ammunition that 
  misses has a 50% chance of being destroyed or lost.
  Although they are thrown weapons, shuriken are treated 
  as ammunition for the purposes of drawing them, crafting 
  masterwork or otherwise special versions of them (see 
  Masterwork Weapons on page 149), and what happens to 
  them after they are thrown.
  Light, One-Handed, and Two-Handed Melee Weapons: 
  This designation is a measure of how much effort it takes 
  to wield a weapon in combat. It indicates whether a melee 
  weapon, when wielded by a character of the weapon’s 
  size category, is considered a light weapon, a one-handed 
  weapon, or a two-handed weapon.
  Light: A light weapon is used in one hand. It is easier to 
  use in one’s off hand than a one-handed weapon is, and can 
  be used while grappling (see Chapter 8). Add the wielder’s 
  Strength modifier to damage rolls for melee attacks with 
  a light weapon if it’s used in the primary hand, or half the 
  wielder’s Strength bonus if it’s used in the off hand. Using 
  two hands to wield a light weapon gives no advantage on 
  damage; the Strength bonus applies as though the weapon 
  were held in the wielder’s primary hand only.
  An unarmed strike is always considered a light weapon.
  One-Handed: A one-handed weapon can be used in either 
  the primary hand or the off hand. Add the wielder’s Strength 
  bonus to damage rolls for melee attacks with a one-handed 
  weapon if it’s used in the primary hand, or 1/2 his Strength 
  bonus if it’s used in the off hand. If a one-handed weapon 
  is wielded with two hands during melee combat, add 1-1/2 
  times the character’s Strength bonus to damage rolls.
  Two-Handed: Two hands are required to use a two-
  handed melee weapon effectively. Apply 1-1/2 times the 
  character’s Strength bonus to damage rolls for melee 
  attacks with such a weapon. 
  Weapon Size: Every weapon has a size category. This 
  designation indicates the size of the creature for which the 
  weapon was designed.
  A weapon’s size category isn’t the same as its size as an 
  object. Instead, a weapon’s size category is keyed to the size 
  of the intended wielder. In general, a light weapon is an 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703135
  703135
  451059
  451059
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703136
  703136
  451060
  451060
  142
  142
  Table 6–4: Weapons
  Simple Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Unarmed Attacks
   Gauntlet 
  2 gp 
  1d2 
  1d3 
  ×2 
  — 
  1 lb. 
  B 
  —
   Unarmed strike 
  — 
  1d2 
  1d3 
  ×2 
  — 
  — 
  B 
  nonlethal
  Light Melee Weapons
   Dagger 
  2 gp 
  1d3 
  1d4 
  19–20/×2 
  10 ft. 
  1 lb. 
  P or S 
  —
   Dagger, punching 
  2 gp 
  1d3 
  1d4 
  ×3 
  — 
  1 lb. 
  P 
  —
   Gauntlet, spiked 
  5 gp 
  1d3 
  1d4 
  ×2 
  — 
  1 lb. 
  P 
  —
   Mace, light 
  5 gp 
  1d4 
  1d6 
  ×2 
  — 
  4 lbs. 
  B 
  —
   Sickle 
  6 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  S 
  trip
  One-Handed Melee Weapons
   Club 
  — 
  1d4 
  1d6 
  ×2 
  10 ft. 
  3 lbs. 
  B 
  —
   Mace, heavy 
  12 gp 
  1d6 
  1d8 
  ×2 
  — 
  8 lbs. 
  B 
  —
   Morningstar 
  8 gp 
  1d6 
  1d8 
  ×2 
  — 
  6 lbs. 
  B and P 
  —
   Shortspear 
  1 gp 
  1d4 
  1d6 
  ×2 
  20 ft. 
  3 lbs. 
  P 
  —
  Two-Handed Melee Weapons
   Longspear 
  5 gp 
  1d6 
  1d8 
  ×3 
  — 
  9 lbs. 
  P 
  brace, reach
   Quarterstaff 
  — 
  1d4/1d4 
  1d6/1d6 
  ×2 
  — 
  4 lbs. 
  B 
  double, monk
   Spear 
  2 gp 
  1d6 
  1d8 
  ×3 
  20 ft. 
  6 lbs. 
  P 
  brace
  Ranged Weapons
   Blowgun 
  2 gp 
  1 
  1d2 
  ×2 
  20 ft. 
  1 lb. 
  P 
  —
    Darts, blowgun (10) 
  5 sp 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   Crossbow, heavy 
  50 gp 
  1d8 
  1d10 
  19–20/×2 
  120 ft. 
  8 lbs. 
  P 
  —
    Bolts, crossbow (10) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  — 
  —
   Crossbow, light 
  35 gp 
  1d6 
  1d8 
  19–20/×2 
  80 ft. 
  4 lbs. 
  P 
  —
    Bolts, crossbow (10) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  — 
  —
   Dart 
  5 sp 
  1d3 
  1d4 
  ×2 
  20 ft. 
  1/2 lb. 
  P 
  —
   Javelin 
  1 gp 
  1d4 
  1d6 
  ×2 
  30 ft. 
  2 lbs. 
  P 
  —
   Sling 
  — 
  1d3 
  1d4 
  ×2 
  50 ft. 
  — 
  B 
  —
    Bullets, sling (10) 
  1 sp 
  — 
  — 
  — 
  — 
  5 lbs. 
  — 
  —
  Martial Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Light Melee Weapons
   Axe, throwing 
  8 gp 
  1d4 
  1d6 
  ×2 
  10 ft. 
  2 lbs. 
  S 
  —
   Hammer, light 
  1 gp 
  1d3 
  1d4 
  ×2 
  20 ft. 
  2 lbs. 
  B 
  —
   Handaxe 
  6 gp 
  1d4 
  1d6 
  ×3 
  — 
  3 lbs. 
  S 
  —
   Kukri 
  8 gp 
  1d3 
  1d4 
  18–20/×2 
  — 
  2 lbs. 
  S 
  —
   Pick, light 
  4 gp 
  1d3 
  1d4 
  ×4 
  — 
  3 lbs. 
  P 
  —
   Sap  
  1 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  B 
  nonlethal
   Shield, light 
  special 
  1d2 
  1d3 
  ×2 
  — 
  special 
  B 
  —
   Spiked armor 
  special 
  1d4 
  1d6 
  ×2 
  — 
  special 
  P 
  —
   Spiked shield, light 
  special 
  1d3 
  1d4 
  ×2 
  — 
  special 
  P 
  —
   Starknife 
  24 gp 
  1d3 
  1d4 
  ×3 
  20 ft. 
  3 lbs. 
  P 
  —
   Sword, short 
  10 gp 
  1d4 
  1d6 
  19–20/×2 
  — 
  2 lbs. 
  P 
  —
  One-Handed Melee Weapons
   Battleaxe 
  10 gp 
  1d6 
  1d8 
  ×3 
  — 
  6 lbs. 
  S 
  —
   Flail 
  8 gp 
  1d6 
  1d8 
  ×2 
  — 
  5 lbs. 
  B 
  disarm, trip
   Longsword 
  15 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  4 lbs. 
  S 
  —
   Pick, heavy 
  8 gp 
  1d4 
  1d6 
  ×4 
  — 
  6 lbs. 
  P 
  —
   Rapier 
  20 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  2 lbs. 
  P 
  —
   Scimitar 
  15 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  4 lbs. 
  S 
  —
   Shield, heavy 
  special 
  1d3 
  1d4 
  ×2 
  — 
  special 
  B 
  —
   Spiked shield, heavy 
  special 
  1d4 
  1d6 
  ×2 
  — 
  special 
  P 
  —
   Trident 
  15 gp 
  1d6 
  1d8 
  ×2 
  10 ft. 
  4 lbs. 
  P 
  brace
   Warhammer 
  12 gp 
  1d6 
  1d8 
  ×3 
  — 
  5 lbs. 
  B 
  —
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703136
  703136
  451060
  451060
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703137
  703137
  451061
  451061
  143
  143
  6
  Equipment
  Equipment
  Martial Weapons (cont.) 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Two-Handed Melee Weapons
   Falchion 
  75 gp 
  1d6 
  2d4 
  18–20/×2 
  — 
  8 lbs. 
  S 
  —
   Glaive 
  8 gp 
  1d8 
  1d10 
  ×3 
  — 
  10 lbs. 
  S 
  reach
   Greataxe 
  20 gp 
  1d10 
  1d12 
  ×3 
  — 
  12 lbs. 
  S 
  —
   Greatclub 
  5 gp 
  1d8 
  1d10 
  ×2 
  — 
  8 lbs. 
  B 
  —
   Flail, heavy 
  15 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  10 lbs. 
  B 
  disarm, trip
   Greatsword 
  50 gp 
  1d10 
  2d6 
  19–20/×2 
  — 
  8 lbs. 
  S 
  —
   Guisarme 
  9 gp 
  1d6 
  2d4 
  ×3 
  — 
  12 lbs. 
  S 
  reach, trip
   Halberd 
  10 gp 
  1d8 
  1d10 
  ×3 
  — 
  12 lbs. 
  P or S 
  brace, trip
   Lance 
  10 gp 
  1d6 
  1d8 
  ×3 
  — 
  10 lbs. 
  P 
  reach
   Ranseur 
  10 gp 
  1d6 
  2d4 
  ×3 
  — 
  12 lbs. 
  P 
  disarm, reach
   Scythe 
  18 gp 
  1d6 
  2d4 
  ×4 
  — 
  10 lbs. 
  P or S 
  trip
  Ranged Weapons
   Longbow 
  75 gp 
  1d6 
  1d8 
  ×3 
  100 ft. 
  3 lbs. 
  P 
  —
    Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lbs. 
  — 
  —
   Longbow, composite 
  100 gp 
  1d6 
  1d8 
  ×3 
  110 ft. 
  3 lbs. 
  P 
  —
    Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lbs. 
  — 
  —
   Shortbow 
  30 gp 
  1d4 
  1d6 
  ×3 
  60 ft. 
  2 lbs. 
  P 
  —
    Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lbs. 
  — 
  —
   Shortbow, composite 
  75 gp 
  1d4 
  1d6 
  ×3 
  70 ft. 
  2 lbs. 
  P 
  —
    Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lbs. 
  — 
  —
  Exotic Weapons 
  Cost 
  Dmg (S) Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Light Melee Weapons
   Kama 
  2 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  S 
  monk, trip
   Nunchaku 
  2 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  B 
  disarm, monk
   Sai  
  1 gp 
  1d3 
  1d4 
  ×2 
  — 
  1 lb. 
  B 
  disarm, monk
   Siangham 
  3 gp 
  1d4 
  1d6 
  ×2 
  — 
  1 lb. 
  P 
  monk
  One-Handed Melee Weapons
   Sword, bastard 
  35 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  6 lbs. 
  S 
  —
   Waraxe, dwarven 
  30 gp 
  1d8 
  1d10 
  ×3 
  — 
  8 lbs. 
  S 
  —
   Whip 
  1 gp 
  1d2 
  1d3 
  ×2 
  — 
  2 lbs. 
  S disarm, nonlethal, reach, trip
  Two-Handed Melee Weapons
   Axe, orc double 
  60 gp 
  1d6/1d6 
  1d8/1d8 
  ×3 
  — 
  15 lbs. 
  S 
  double
   Chain, spiked 
  25 gp 
  1d6 
  2d4 
  ×2 
  — 
  10 lbs. 
  P 
  disarm, trip
   Curve blade, elven 
  80 gp 
  1d8 
  1d10 
  18–20/×2 
  — 
  7 lbs. 
  S 
  —
   Flail, dire 
  90 gp 
  1d6/1d6 
  1d8/1d8 
  ×2 
  — 
  10 lbs. 
  B 
  disarm, double, trip
   Hammer, gnome hooked 
  20 gp 
  1d6/1d4 
  1d8/1d6 
  ×3/×4 
  — 
  6 lbs. 
  B or P 
  double, trip
   Sword, two-bladed 
  100 gp 
  1d6/1d6 
  1d8/1d8 
  19–20/×2 
  — 
  10 lbs. 
  S 
  double
   Urgrosh, dwarven 
  50 gp 
  1d6/1d4 
  1d8/1d6 
  ×3 
  — 
  12 lbs. 
  P or S 
  brace, double
  Ranged Weapons
   Bolas 
  5 gp 
  1d3 
  1d4 
  ×2 
  10 ft. 
  2 lbs. 
  B 
  nonlethal, trip
   Crossbow, hand 
  100 gp 
  1d3 
  1d4 
  19–20/×2 
  30 ft. 
  2 lbs. 
  P 
  —
    Bolts (10) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  — 
  —
   Crossbow, repeating heavy 
  400 gp 
  1d8 
  1d10 
  19–20/×2 
  120 ft. 
  12 lbs. 
  P 
  —
    Bolts (5) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  — 
  —
   Crossbow, repeating light 
  250 gp 
  1d6 
  1d8 
  19–20/×2 
  80 ft. 
  6 lbs. 
  P 
  —
    Bolts (5) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  — 
  —
   Net  
  20 gp 
  — 
  — 
  — 
  10 ft. 
  6 lbs. 
  — 
  —
   Shuriken (5) 
  1 gp 
  1 
  1d2 
  ×2 
  10 ft. 
  1/2 lb. 
  P 
  monk
   Sling staff, halfling 
  20 gp 
  1d6 
  1d8 
  ×3 
  80 ft. 
  3 lbs. 
  B 
  —
    Bullets, sling (10) 
  1 sp 
  — 
  — 
  — 
  — 
  5 lbs. 
  — 
  —
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder’s choice) if the entry specifies “or.”  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703137
  703137
  451061
  451061
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703138
  703138
  451062
  451062
  144
  144
  object two size categories smaller than the wielder, a one-
  handed weapon is an object one size category smaller than 
  the wielder, and a two-handed weapon is an object of the 
  same size category as the wielder.
  Inappropriately Sized Weapons: A creature can’t make 
  o ptimum use of a weapon that isn’t properly sized for it. A 
  cumulative –2 penalty applies on attack rolls for each size 
  category of difference between the size of its intended wielder 
  and the size of its actual wielder. If the creature isn’t proficient 
  with the weapon, a –4 nonproficiency p enalty also applies.
  The measure of how much effort it takes to use a weapon 
  (whether the weapon is designated as a light, one-handed, 
  or two-handed weapon for a particular wielder) is altered 
  by one step for each size category of difference between 
  the wielder’s size and the size of the creature for which the 
  weapon was designed. For example, a Small creature would 
  wield a Medium one-handed weapon as a two-handed 
  weapon. If a weapon’s designation would be changed to 
  something other than light, one-handed, or two-handed by 
  this alteration, the creature can’t wield the weapon at all.
  Improvised Weapons: Sometimes objects not crafted to 
  be weapons nonetheless see use in combat. Because such 
  objects are not designed for this use, any creature that 
  uses an improvised weapon in combat is c onsidered to be 
  nonproficient with it and takes a –4 penalty on attack rolls 
  made with that object. To determine the size c ategory and 
  a ppropriate damage for an improvised weapon, c ompare 
  its relative size and damage potential to the weapon list to 
  find a r easonable match. An i mprovised weapon scores a 
  threat on a natural roll of 20 and deals double d amage on 
  a critical hit. An improvised thrown weapon has a range 
  i ncrement of 10 feet.
  Weapon Qualities
  Here is the format for weapon entries (given as column 
  headings on Table 6–4).
  Cost: This value is the weapon’s cost in gold pieces (gp) 
  or silver pieces (sp). The cost includes miscellaneous gear 
  that goes with the weapon, such as a scabbard or quiver.
  This cost is the same for a Small or Medium version of 
  the weapon. A Large version costs twice the listed price.
  Dmg: These columns give the damage dealt by the 
  weapon on a successful hit. The column labeled “Dmg (S)” 
  is for Small weapons. The column labeled “Dmg (M)” is for 
  Medium weapons. If two damage ranges are given, then the 
  weapon is a double weapon. Use the second damage f igure 
  given for the double weapon’s extra attack. Table 6–5 gives 
  weapon damage values for Tiny and Large weapons.
  Critical: The entry in this column notes how the weapon 
  is used with the rules for critical hits. When your character 
  scores a critical hit, roll the damage two, three, or four times, 
  as indicated by its critical multiplier (using all applicable 
  modifiers on each roll), and add all the results together.
  Extra damage over and above a weapon’s normal damage 
  is not multiplied when you score a critical hit.
  ×2: The weapon deals double damage on a critical hit.
  ×3: The weapon deals triple damage on a critical hit.
  ×3/×4: One head of this double weapon deals triple 
  damage on a critical hit. The other head deals quadruple 
  damage on a critical hit.
  ×4: The weapon deals quadruple damage on a critical hit.
  19–20/×2: The weapon scores a threat on a natural roll 
  of 19 or 20 (instead of just 20) and deals double damage on 
  a critical hit. 
  18–20/×2: The weapon scores a threat on a natural roll of 
  18, 19, or 20 (instead of just 20) and deals double damage 
  on a critical hit. 
  Range: Any attack at more than this distance is 
  penalized for range. Beyond this range, the attack takes 
  a cumulative –2 penalty for each full range increment (or 
  fraction thereof) of distance to the target. For example, a 
  dagger (with a range of 10 feet) thrown at a target that is 25 
  feet away would incur a –4 penalty. A thrown weapon has 
  a maximum range of five range increments. A projectile 
  weapon can shoot to 10 range increments.
  Weight: This column gives the weight of a Medium version 
  of the weapon. Halve this number for Small weapons and 
  double it for Large weapons. Some weapons have a special 
  weight. See the weapon’s description for details.
  Type: Weapons are classified according to the type of 
  damage they deal: B for bludgeoning, P for piercing, or S 
  for slashing. Some monsters may be resistant or immune 
  to attacks from certain types of weapons.
  Some weapons deal damage of multiple types. If a 
  weapon causes two types of damage, the type it deals is 
  not half one type and half another; all damage caused is of 
  both types. Therefore, a creature would have to be immune 
  to both types of damage to ignore any of the damage caused 
  by such a weapon.
  In other cases, a weapon can deal either of two types 
  of damage. In a situation where the damage type is 
  significant, the wielder can choose which type of damage 
  to deal with such a weapon.
  Special: Some weapons have special features in addition 
  to those noted in their descriptions. 
  Brace: If you use a readied action to set a brace weapon 
  against a charge, you deal double damage on a successful 
  hit against a charging character (see Chapter 8).
  Disarm: When you use a disarm weapon, you get a +2 
  bonus on Combat Maneuver Checks to disarm an enemy.
  Double: You can use a double weapon to fight as if 
  fighting with two weapons, but if you do, you incur all the 
  normal attack penalties associated with fighting with two 
  weapons, just as if you were using a one-handed weapon 
  and a light weapon. A double weapon can be wielded as 
  a one-handed weapon, but it cannot be used as a double 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703138
  703138
  451062
  451062
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703139
  703139
  451063
  451063
  145
  145
  6
  Equipment
  Equipment
  weapon when wielded in this way—only one end of the 
  weapon can be used in any given round.
  Monk: A monk weapon can be used by a monk to perform 
  a flurry of blows (see Chapter 3).
  Nonlethal: These weapons deal nonlethal damage (see 
  Chapter 8).
  Reach: You use a reach weapon to strike opponents 10 
  feet away, but you can’t use it against an adjacent foe.
  Trip: You can use a trip weapon to make trip attacks. If 
  you are tripped during your own trip attempt, you can 
  drop the weapon to avoid being tripped.
  Weapon Descriptions
  Weapons found on Table 6–4  are described below. Splash 
  weapons are described under Special Substances and 
  Items on page 160.
  Arrows: An arrow used as a melee weapon is treated as 
  a light improvised weapon (–4 penalty on attack rolls) and 
  deals damage as a dagger of its size (critical multiplier ×2). 
  Arrows come in a leather quiver that holds 20 arrows.
  Axe, Orc Double: A cruel weapon with blades placed 
  at opposite ends of a long haft, an orc double axe is a 
  double weapon.
  Blowgun: Blowguns are generally used to deliver 
  debilitating (but rarely fatal) poisons from a distance. 
  They are nearly silent when fired. For a list of appropriate 
  poisons, see page 559.
  Bolas: A bolas is a pair of weights, connected by a thin 
  rope or cord. You can use this weapon to make a ranged 
  trip attack against an opponent. You can’t be tripped 
  during your own trip attempt when using a bolas.
  Bolts: A crossbow bolt used as a melee weapon is treated as a 
  light improvised weapon (–4 penalty on attack rolls) and deals 
  damage as a dagger of its size (crit ×2). Bolts come in a case or 
  quiver that holds 10 bolts (or 5, for a repeating crossbow). 
  Bullets, Sling: Bullets are shaped metal balls, designed 
  to be used by a sling or halfling sling staff. Bullets come in 
  a leather pouch that holds 10 bullets.
  Chain, Spiked: A spiked chain is about 4 feet in length, 
  covered in wicked barbs. You can use the Weapon Finesse 
  feat to apply your Dexterity modifier instead of your 
  Strength modifier to attack rolls with a spiked chain sized 
  for you, even though it isn’t a light weapon.
  Crossbow, Hand: You can draw a hand crossbow back 
  by hand. Loading a hand crossbow is a move action that 
  provokes attacks of opportunity.
  You can shoot, but not load, a hand crossbow with one 
  hand at no penalty. You can shoot a hand crossbow with 
  each hand, but you take a penalty on attack rolls as if 
  attacking with two light weapons (see page 202).
  Crossbow, Heavy: You draw a heavy crossbow back by 
  turning a small winch. Loading a heavy crossbow is a full-
  round action that provokes attacks of opportunity.
  Normally, operating a heavy crossbow requires two hands. 
  However, you can shoot, but not load, a heavy crossbow with 
  one hand at a –4 penalty on attack rolls. You can shoot a 
  heavy crossbow with each hand, but you take a penalty on 
  attack rolls as if attacking with two one-handed weapons 
  (see page 202). This penalty is cumulative with the penalty 
  for one-handed firing.
  Crossbow, Light: You draw a light crossbow back by 
  pulling a lever. Loading a light crossbow is a move action 
  that provokes attacks of opportunity.
  Normally, operating a light crossbow requires two hands. 
  However, you can shoot, but not load, a light crossbow with 
  one hand at a –2 penalty on attack rolls. You can shoot a 
  light crossbow with each hand, but you take a penalty on 
  attack rolls as if attacking with two light weapons (see page 
  202). This penalty is cumulative with the penalty for one-
  handed firing.
  Crossbow, Repeating: The repeating crossbow (whether 
  heavy or light) holds 5 crossbow bolts. As long as it holds 
  bolts, you can reload it by pulling the reloading lever (a free 
  action). Loading a new case of 5 bolts is a full-round action 
  that provokes attacks of opportunity.
  You can fire a repeating crossbow with one hand or fire 
  a repeating crossbow in each hand in the same manner as 
  you would a normal crossbow of the same size. However, 
  you must fire the weapon with two hands in order to use 
  the reloading lever, and you must use two hands to load a 
  new case of bolts.
  Curve Blade, Elven: Essentially a longer version of a 
  scimitar, but with a thinner blade, the elven curve blade is 
  exceptionally rare. You receive a +2 circumstance bonus to 
  your Combat Maneuver Defense whenever a foe attempts  
  to sunder your elven curve blade due to its flexible metal.
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with an elven curve blade sized for you, even 
  though it isn’t a light weapon.
  Table 6–5: Tiny and Large Weapon Damage
   Medium Weapon 
  Tiny Weapon 
  Large Weapon
   
  Damage 
  Damage 
  Damage
   
  1d2 
  — 
  1d3
   
  1d3 
  1 
  1d4
   
  1d4 
  1d2 
  1d6
   
  1d6 
  1d3 
  1d8
   
  1d8 
  1d4 
  2d6
   
  1d10 
  1d6 
  2d8
   
  1d12 
  1d8 
  3d6
   
  2d4 
  1d4 
  2d6
   
  2d6 
  1d8 
  3d6
   
  2d8 
  1d10 
  3d8
   
  2d10 
  2d6 
  4d8
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703139
  703139
  451063
  451063
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703140
  703140
  451064
  451064
  146
  146
  Dagger
  Short 
  Sword
  Long- 
  sword
  Rapier
  Bastard 
  Sword
  Morning- 
  star
  Warhammer
  Mace
  Battleaxe
  Nunchaku
  starknife
  Spiked Chain
  Ranseur
  Lance
  Longspear
  Light
  Crossbow
  Dagger: A dagger has a blade that is about 1 foot in 
  length. You get a +2 bonus on Sleight of Hand skill checks 
  made to conceal a dagger on your body (see Chapter 4).
  Dagger, Punching: A punching dagger’s blade is 
  attached to a horizontal handle that projects out from the 
  fist when held.
  Flail: A flail consists of a spiked metal ball, connected to 
  a handle by a sturdy chain.
  Flail, Dire: A dire flail consists of two spheres of spiked 
  iron dangling from chains at opposite ends of a long haft.
  Flail, Heavy: Similar to a flail, a heavy flail has a larger 
  metal ball and a longer handle. 
  Gauntlet: This metal glove lets you deal lethal d amage 
  rather than nonlethal damage with unarmed strikes. A 
  strike with a gauntlet is otherwise considered an u narmed 
  attack. The cost and weight given are for a s ingle g auntlet. 
  Medium and heavy armors (except breastplate) come with 
  gauntlets. Your opponent cannot use a disarm action to 
  disarm you of gauntlets.
  Gauntlet, Spiked: The cost and weight given are for 
  a single gauntlet. An attack with a spiked gauntlet is 
  considered an armed attack. Your opponent cannot use a 
  disarm action to disarm you of spiked gauntlets.
  Glaive: A glaive is a simple blade, mounted to the end of 
  a pole about 7 feet in length.
  Greatsword: This immense two-handed sword is about 
  5 feet in length.
  Guisarme: A guisarme is an 8-foot-long shaft with a 
  blade and a hook mounted at the tip.
  Halberd: A halberd is similar to a 5-foot-long spear, but 
  it also has a small, axe-like head mounted near the tip.
  Hammer, Gnome Hooked: A gnome hooked hammer 
  is a double weapon —an ingenious tool with a hammer 
  head at one end of its haft and a long, curved pick at the 
  other. The hammer’s blunt head is a bludgeoning weapon 
  that deals 1d6 points of damage (crit ×3). Its hook is a 
  piercing weapon that deals 1d4 points of damage (crit ×4). 
  You can use either head as the primary weapon. Gnomes 
  treat hooked hammers as martial weapons.
  Javelin: A javelin is a thin throwing spear . Since it is not 
  designed for melee, you are treated as nonproficient with 
  it and take a –4 penalty on attack rolls if you use a javelin 
  as a melee weapon.
  Kama: Similar to a sickle, a kama is a short, curved blade 
  attached to a simple handle.
  Kukri: A kukri is a curved blade, about 1 foot in length.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703140
  703140
  451064
  451064
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703141
  703141
  451065
  451065
  147
  147
  6
  Equipment
  Equipment
  Crossbow 
  Bolts
  Longbow
  Flail
  Club
  Glaive
  Quarterstaff
  Trident
  Whip
  Bolas
  Scimitar
  Greataxe
  Kukri
  Scythe
  Lance: A lance deals double damage when used from the 
  back of a charging mount. While mounted, you can wield 
  a lance with one hand.
  Longbow: At almost 5 feet in height, a longbow is made 
  up of one solid piece of carefully curved wood. You need 
  two hands to use a bow, regardless of its size. A longbow is 
  too unwieldy to use while you are mounted. If you have a 
  penalty for low Strength, apply it to damage rolls when you 
  use a longbow. If you have a Strength bonus, you can apply 
  it to damage rolls when you use a composite longbow (see 
  below), but not when you use a regular longbow.
  Longbow, Composite: You need at least two hands to use a 
  bow, regardless of its size. You can use a composite longbow 
  while mounted. All composite bows are made with a 
  particular strength rating (that is, each requires a minimum 
  Strength modifier to use with proficiency). If your Strength 
  bonus is less than the strength rating of the composite 
  bow, you can’t effectively use it, so you take a –2 penalty on 
  attacks with it. The default composite longbow requires a 
  Strength modifier of +0 or higher to use with proficiency. A 
  composite longbow can be made with a high strength rating 
  to take advantage of an above-average Strength score; this 
  feature allows you to add your Strength bonus to damage, 
  up to the maximum bonus indicated for the bow. Each point 
  of Strength bonus granted by the bow adds 100 gp to its cost. 
  If you have a penalty for low Strength, apply it to damage 
  rolls when you use a composite longbow.
  For purposes of Weapon Proficiency and similar feats, a 
  composite longbow is treated as if it were a longbow.
  Longspear: A longspear is about 8 feet in length.
  Longsword: This sword is about 3-1/2 feet in length.
  Mace: A mace is made up of an ornate metal head 
  attached to a simple wooden or metal shaft.
  Mace, Heavy: A heavy mace has a larger head and a 
  longer handle than a normal mace.
  Morningstar: A morningstar is a spiked metal ball, 
  affixed to the top of a long handle.
  Net: A net is used to entangle enemies. When you throw 
  a net, you make a ranged touch attack against your target. 
  A net’s maximum range is 10 feet. If you hit, the target is 
  entangled. An entangled creature takes a –2 penalty on 
  attack rolls and a –4 penalty on Dexterity, can move at 
  only half speed, and cannot charge or run. If you control 
  the trailing rope by succeeding on an opposed Strength 
  check while holding it, the entangled creature can 
  move only within the limits that the rope allows. If the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703141
  703141
  451065
  451065
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703142
  703142
  451066
  451066
  148
  148
  entangled creature attempts to cast a spell, it must make a 
  concentration check with a DC of 15 + the spell’s level or be 
  unable to cast the spell.
  An entangled creature can escape with a DC 20 Escape 
  Artist check (a full-round action). The net has 5 hit points 
  and can be burst with a DC 25 Strength check (also a full-
  round action). A net is useful only against creatures within 
  one size category of you.
  A net must be folded to be thrown effectively. The first 
  time you throw your net in a fight, you make a normal 
  ranged touch attack roll. After the net is unfolded, you 
  take a –4 penalty on attack rolls with it. It takes 2 rounds 
  for a proficient user to fold a net and twice that long for a 
  nonproficient one to do so.
  Nunchaku: A nunchaku is made up of two wooden or 
  metal bars connected by a small length of rope or chain.
  Quarterstaff: A quarterstaff is a simple piece of wood, 
  about 5 feet in length.
  Ranseur: Similar in appearance to a trident, a ranseur 
  has a single spear at its tip, flanked by a pair of short, 
  curving blades.
  Rapier: You can use the Weapon Finesse feat to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with a rapier sized for you, even though it 
  isn’t a light weapon. You can’t wield a rapier in two hands in 
  order to apply 1-1/2 times your Strength bonus to damage.
  Sai: A sai is a metal spike flanked by a pair of prongs 
  used to trap an enemy’s weapon. With a sai, you get a +2 
  bonus on Combat Maneuver Checks to sunder an enemy’s 
  weapon. Though pointed, a sai is used primarily to 
  bludgeon foes and to disarm weapons.
  Shield, Heavy or Light: You can bash with a shield instead 
  of using it for defense. See page 152  for details.
  Shortbow: A shortbow is made up of one piece of wood, 
  about 3 feet in length. You need two hands to use a bow, 
  regardless of its size. You can use a shortbow while mounted. 
  If you have a penalty for low Strength, apply it to damage 
  rolls when you use a shortbow. If you have a bonus for high 
  Strength, you can apply it to damage rolls when you use a 
  composite shortbow (see below), but not a regular shortbow.
  Shortbow, Composite: You need at least two hands to 
  use a bow, regardless of its size. You can use a composite 
  shortbow while mounted. All composite bows are made 
  with a particular strength rating (that is, each requires a 
  minimum Strength modifier to use with proficiency). If 
  your Strength bonus is lower than the strength rating of 
  the composite bow, you can’t effectively use it, so you take 
  a –2 penalty on attacks with it. The default composite 
  shortbow requires a Strength modifier of +0 or higher 
  to use with proficiency. A composite shortbow can be 
  made with a high strength rating to take advantage of an 
  above-average Strength score; this feature allows you to 
  add your Strength bonus to damage, up to the maximum 
  bonus indicated for the bow. Each point of Strength 
  bonus granted by the bow adds 75 gp to its cost. If you 
  have a penalty for low Strength, apply it to damage rolls 
  when you use a composite shortbow. 
  For purposes of Weapon Proficiency, Weapon Focus, 
  and similar feats, a composite shortbow is treated as if it 
  were a shortbow.
  Shortspear: A shortspear is about 3 feet in length, 
  making it a suitable thrown weapon.
  Shortsword: This sword is about 2 feet in length.
  Shuriken: A shuriken is a small piece of metal with 
  sharpened edges, designed for throwing. A shuriken can’t 
  be used as a melee weapon. Although they are thrown 
  weapons, shuriken are treated as ammunition for the 
  purposes of drawing them, crafting masterwork or 
  otherwise special versions of them, and what happens to 
  them after they are thrown.
  Siangham: This weapon is a handheld shaft fitted with 
  a pointed tip for stabbing foes.
  Sling: A sling is little more than a leather cup attached 
  to a pair of strings. Your Strength modifier applies 
  to damage rolls when you use a sling, just as it does for 
  thrown weapons. You can fire, but not load, a sling with 
  one hand. Loading a sling is a move action that requires 
  two hands and provokes attacks of opportunity.
  You can hurl ordinary stones with a sling, but stones 
  are not as dense or as round as bullets. Thus, such an 
  attack deals damage as if the weapon were designed for a 
  creature one size category smaller than you and you take a 
  –1 penalty on attack rolls.
  Sling Staff, Halfling: Made from a specially designed 
  sling attached to a short club, a halfling sling staff can 
  be used by a proficient wielder to devastating effect. Your 
  Strength modifier applies to damage rolls when you use 
  a halfling sling staff, just as it does for thrown weapons. 
  You can fire, but not load, a halfling sling staff with one 
  hand. Loading a halfling sling staff is a move action that 
  requires two hands and provokes attacks of opportunity.
   You can hurl ordinary stones with a halfling sling 
  staff, but stones are not as dense or as round as bullets. 
  Thus, such an attack deals damage as if the weapon were 
  designed for a creature one size category smaller than you 
  and you take a –1 penalty on attack rolls.
  A halfling sling staff can be used as a simple weapon that 
  deals bludgeoning damage equal to that of a club of its size. 
  Halflings treat halfling sling staves as martial weapons.
  Spear: A spear is 5 feet in length and can be thrown. 
  Spiked Armor: You can outfit your armor with spikes, 
  which can deal damage in a grapple or as a separate attack. 
  See Armor, below, for details.
  Spiked Shield, Heavy or Light: You can bash with a 
  spiked shield instead of using it for defense. See page 152 
  for details.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703142
  703142
  451066
  451066
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703143
  703143
  451067
  451067
  149
  149
  6
  Equipment
  Equipment
  Starknife: From a central metal ring, four tapering metal 
  blades extend like points on a compass rose. A wielder can 
  stab with the starknife or throw it. 
  Strike, Unarmed: A Medium character deals 1d3 points 
  of nonlethal damage with an unarmed strike. A Small 
  character deals 1d2 points of nonlethal damage. A monk 
  or any character with the Improved Unarmed Strike feat 
  can deal lethal or nonlethal damage with unarmed strikes, 
  at his discretion. The damage from an unarmed strike is 
  considered weapon damage for the purposes of effects that 
  give you a bonus on weapon damage rolls.
  An unarmed strike is always considered a light weapon. 
  Therefore, you can use the Weapon Finesse feat to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with an unarmed strike. Unarmed strikes 
  do not count as natural weapons (see Chapter 8).
  Sword, Bastard: A bastard sword is about 4 feet in length, 
  making it too large to use in one hand without special 
  training; thus, it is an exotic weapon. A character can use a 
  bastard sword two-handed as a martial weapon.
  Sword, Two-Bladed: A two-bladed sword is a double 
  weapon—twin blades extend from either side of a central, 
  short haft, allowing the wielder to attack with graceful but 
  deadly flourishes.
  Trident: A trident has three metal prongs at end of a 
  4-foot-long shaft. This weapon can be thrown.
  Urgrosh, Dwarven: A dwarven urgrosh is a double 
  weapon—an axe head and a spear point on opposite 
  ends of a long haft. The urgrosh’s axe head is a slashing 
  weapon that deals 1d8 points of damage. Its spear head is 
  a piercing weapon that deals 1d6 points of damage. You 
  can use either head as the primary weapon. The other 
  becomes the off-hand weapon. If you use an urgrosh 
  against a charging character, the spear head is the part 
  of the weapon that deals damage. Dwarves treat dwarven 
  urgroshes as martial weapons.
  Waraxe, Dwarven: A dwarven waraxe has a large, ornate 
  head mounted to a thick handle, making it too large to use 
  in one hand without special training; thus, it is an exotic 
  weapon. A Medium character can use a dwarven waraxe 
  two-handed as a martial weapon, or a Large creature 
  can use it one-handed in the same way. A dwarf treats a 
  dwarven waraxe as a martial weapon even when using it in 
  one hand.
  Whip: A whip deals no damage to any creature with an 
  armor bonus of +1 or higher or a natural armor bonus of +3 
  or higher. The whip is treated as a melee weapon with 15-
  foot reach, though you don’t threaten the area into which 
  you can make an attack. In addition, unlike most other 
  weapons with reach, you can use it against foes anywhere 
  within your reach (including adjacent foes).
  Using a whip provokes an attack of opportunity, just as 
  if you had used a ranged weapon.
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a whip sized for you, even though it isn’t 
  a light weapon.
  Masterwork Weapons
  A masterwork weapon is a finely crafted version of a 
  normal weapon. Wielding it provides a +1 enhancement 
  bonus on attack rolls.
  You can’t add the masterwork quality to a weapon after 
  it is created; it must be crafted as a masterwork weapon 
  (see the Craft skill). The masterwork quality adds 300 gp to 
  the cost of a normal weapon (or 6 gp to the cost of a single 
  unit of ammunition). Adding the masterwork quality to a 
  double weapon costs twice the normal increase (+600 gp).
  Masterwork ammunition is damaged (effectively 
  destroyed) when used. The enhancement bonus of 
  masterwork ammunition does not stack with any 
  enhancement bonus of the projectile weapon firing it.
  All magic weapons are automatically considered to be of 
  masterwork quality. The enhancement bonus granted by 
  the masterwork quality doesn’t stack with the enhancement 
  bonus provided by the weapon’s magic.
  Even though some types of armor and shields can be 
  used as weapons, you can’t create a masterwork version 
  of such an item that confers an enhancement bonus on 
  attack rolls. Instead, masterwork armor and shields have 
  lessened armor check penalties.
  ArmOr
  For most, armor is the simplest way to protect oneself in 
  a world of rampant threats and dangers. Many characters 
  can wear only the simplest of armors, and only some can 
  use shields. To wear heavier armor effectively, a character 
  can select the Armor Proficiency feats, but most classes are 
  automatically proficient with the armors that work best 
  for them.
  Here is the format for armor entries (given as column 
  headings on Table 6–6).
  Cost: The cost in gold pieces of the armor for Small or 
  Medium humanoid creatures. See Table 6–8 for armor 
  prices for other creatures.
  Armor/Shield Bonus: Each type of armor grants an 
  armor bonus to AC, while shields grant a shield bonus to 
  AC. The armor bonus from a suit of armor doesn’t stack 
  with other effects or items that grant an armor bonus. 
  Similarly, the shield bonus from a shield doesn’t stack 
  with other effects that grant a shield bonus.
  Maximum Dex Bonus: This number is the maximum 
  Dexterity bonus to AC that this type of armor allows. 
  Dexterity bonuses in excess of this number are reduced to 
  this number for the purposes of determining the wearer’s 
  AC. Heavier armors limit mobility, reducing the wearer’s 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703143
  703143
  451067
  451067
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703144
  703144
  451068
  451068
  150
  150
  ability to dodge blows. This restriction doesn’t affect any 
  other Dexterity-related abilities.
  Even if a character’s Dexterity bonus to AC drops to 0 
  because of armor, this situation does not count as losing 
  his Dexterity bonus to AC. 
  A character’s encumbrance (the amount of gear carried, 
  including armor) may also restrict the maximum Dexterity 
  bonus that can be applied to his Armor Class.
  Shields: Shields do not affect a character’s maximum 
  Dexterity bonus, except for tower shields.
  Armor Check Penalty: Any armor heavier than leather, as 
  well as any shield, hurts a character’s ability to use Dexterity- 
  and Strength-based skills. An armor check penalty applies to 
  all Dexterity- and Strength-based skill checks. A character’s 
  encumbrance may also incur an armor check penalty.
  Shields: If a character is wearing armor and using a 
  shield, both armor check penalties apply.
  Nonproficient with Armor Worn: A character who wears 
  armor and/or uses a shield with which he is not proficient 
  takes the armor’s (and/or shield’s) armor check penalty on 
  attack rolls as well as on all Dexterity- and Strength-based 
  ability and skill checks. The penalty for nonproficiency 
  with armor stacks with the penalty for shields.
  Sleeping in Armor: A character who sleeps in medium or 
  heavy armor is automatically fatigued the next day. He takes 
  a –2 penalty on Strength and Dexterity and can’t charge or 
  run. Sleeping in light armor does not cause fatigue.
  Arcane Spell Failure Chance: Armor interferes with 
  the gestures that a spellcaster must make to cast an 
  arcane spell that has a somatic component. Arcane 
  spellcasters face the possibility of arcane spell failure if 
  they’re wearing armor. Bards can wear light armor and 
  use shields without incurring any arcane spell failure 
  chance for their bard spells.
  Casting an Arcane Spell in Armor: A character who casts an 
  arcane spell while wearing armor must usually make an 
  arcane spell failure check. The number in the Arcane Spell 
  Failure Chance column on Table 6–6 is the percentage 
  chance that the spell fails and is ruined. If the spell lacks a 
  somatic component, however, it can be cast with no chance 
  of arcane spell failure.
  Shields: If a character is wearing armor and using a 
  shield, add the two numbers together to get a single arcane 
  spell failure chance.
  Speed: Medium or heavy armor slows the wearer down. 
  The number on Table 6–6 is the character’s speed while 
  wearing the armor. Humans, elves, half-elves, and half-
  orcs have an unencumbered speed of 30 feet. They use 
  the first column. Dwarves, gnomes, and halflings have 
  an unencumbered speed of 20 feet. They use the second 
  column. Remember, however, that a dwarf’s land speed 
  remains 20 feet even in medium or heavy armor or when 
  carrying a medium or heavy load.
  Shields: Shields do not affect a character’s speed.
  Weight: This column gives the weight of the armor sized 
  for a Medium wearer. Armor fitted for Small characters 
  weighs half as much, and armor for Large characters 
  weighs twice as much.
  Armor Descriptions
  Any special benefits or accessories to the types of armor 
  found on Table 6–6 are described below.
  Armor Spikes: You can have spikes added to your armor, 
  which allow you to deal extra piercing damage (see “spiked 
  armor” on Table 6–4) on a successful grapple attack. The 
  spikes count as a martial weapon. If you are not proficient 
  with them, you take a –4 penalty on grapple checks when 
  you try to use them. You can also make a regular melee 
  attack (or off-hand attack) with the spikes, and they count 
  as a light weapon in this case. (You can’t also make an 
  attack with armor spikes if you have already made an 
  attack with another off-hand weapon, and vice versa.) An 
  enhancement bonus to a suit of armor does not improve 
  the spikes’ effectiveness, but the spikes can be made into 
  magic weapons in their own right.
  Banded Mail: Banded mail is made up of overlapping 
  strips of metal, fastened to a leather backing. The suit 
  includes gauntlets.
  Breastplate: Covering only the torso, a breastplate is 
  made up of a single piece of sculpted metal.
  Buckler: This small metal shield is worn strapped to your 
  forearm. You can use a bow or crossbow without penalty 
  while carrying it. You can also use your shield arm to wield 
  a weapon (whether you are using an off-hand weapon or 
  using your off hand to help wield a two-handed weapon), 
  but you take a –1 penalty on attack rolls while doing so. 
  This penalty stacks with those that may apply for fighting 
  with your off hand and for fighting with two weapons. In 
  any case, if you use a weapon in your off hand, you lose the 
  buckler’s AC bonus until your next turn. You can cast a 
  spell with somatic components using your shield arm, but 
  you lose the buckler’s AC bonus until your next turn. You 
  can’t make a shield bash with a buckler.
  Chain Shirt: Covering the torso, this shirt is made up of 
  thousands of interlocking metal rings.
  Chainmail: Unlike a chain shirt, chainmail covers the 
  legs and arms of the wearer. The suit includes gauntlets.
  Full Plate: This metal suit includes gauntlets, heavy 
  leather boots, a visored helmet, and a thick layer of padding 
  that is worn underneath the armor. Each suit of full 
  plate must be individually fitted to its owner by a master 
  armorsmith, although a captured suit can be resized to fit 
  a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.
  Gauntlet, Locked: This armored gauntlet has small 
  chains and braces that allow the wearer to attach a weapon 
  to the gauntlet so that it cannot be dropped easily. It 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703144
  703144
  451068
  451068
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703145
  703145
  451069
  451069
  151151
  6
  Equipment
  Equipment
  Table 6–6: Armor and Shields
   
   
   
  Armor/Shield 
  Maximum 
  Armor 
  Arcane Spell 
  Speed
  Armor 
  Cost 
  Bonus 
  Dex Bonus 
  Check Penalty 
  Failure Chance 
  30 ft. 
  20 ft. 
  Weight1
  Light armor 
   
   
   
   
   
   
   
   Padded 
  5 gp 
  +1 
  +8 
  0 
  5% 
  30 ft. 
  20 ft. 
  10 lbs.
   Leather 
  10 gp 
  +2 
  +6 
  0 
  10% 
  30 ft. 
  20 ft. 
  15 lbs.
   Studded leather 
  25 gp 
  +3 
  +5 
  –1 
  15% 
  30 ft. 
  20 ft. 
  20 lbs.
   Chain shirt 
  100 gp 
  +4 
  +4 
  –2 
  20% 
  30 ft. 
  20 ft. 
  25 lbs.
  Medium armor 
   
   
   
   
   
   
   
   Hide 
  15 gp 
  +4 
  +4 
  –3 
  20% 
  20 ft. 
  15 ft. 
  25 lbs.
   Scale mail 
  50 gp 
  +5 
  +3 
  –4 
  25% 
  20 ft. 
  15 ft. 
  30 lbs.
   Chainmail 
  150 gp 
  +6 
  +2 
  –5 
  30% 
  20 ft. 
  15 ft. 
  40 lbs.
   Breastplate 
  200 gp 
  +6 
  +3 
  –4 
  25% 
  20 ft. 
  15 ft. 
  30 lbs.
  Heavy armor 
   
   
   
   
   
   
   
   Splint mail 
  200 gp 
  +7 
  +0 
  –7 
  40% 
  20 ft.2 
  15 ft.2 
  45 lbs.
   Banded mail 
  250 gp 
  +7 
  +1 
  –6 
  35% 
  20 ft.2 
  15 ft.2 
  35 lbs.
   Half-plate 
  600 gp 
  +8 
  +0 
  –7 
  40% 
  20 ft.2 
  15 ft.2 
  50 lbs.
   Full plate 
  1,500 gp 
  +9 
  +1 
  –6 
  35% 
  20 ft.2 
  15 ft.2 
  50 lbs.
  Shields 
   
   
   
   
   
   
   
   Buckler 
  15 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  5 lbs.
   Shield, light wooden 
  3 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  5 lbs.
   Shield, light steel 
  9 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  6 lbs.
   Shield, heavy wooden 
  7 gp 
  +2 
  — 
  –2 
  15% 
  — 
  — 
  10 lbs.
   Shield, heavy steel 
  20 gp 
  +2 
  — 
  –2 
  15% 
  — 
  — 
  15 lbs.
   Shield, tower 
  30 gp 
  +43 
  +2 
  –10 
  50% 
  — 
  — 
  45 lbs.
  Extras 
   
   
   
   
   
   
   
   Armor spikes 
  +50 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  +10 lbs.
   Gauntlet, locked 
  8 gp 
  — 
  — 
  special 
  n/a4 
  — 
  — 
  +5 lbs.
   Shield spikes 
  +10 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  +5 lbs.
  1  Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor 
  fitted for Large characters weighs twice as much.
  2  When running in heavy armor, you move only triple your speed, not quadruple.
  3  A tower shield can instead grant you cover. See the description.
  4  Hand not free to cast spells.
  provides a +10 bonus to your Combat Maneuver Defense 
  to keep from being disarmed in combat. Removing a 
  weapon from a locked gauntlet or attaching a weapon 
  to a locked gauntlet is a full-round action that provokes 
  attacks of opportunity.
  The price given is for a single locked gauntlet. The 
  weight given applies only if you’re wearing a breastplate, 
  light armor, or no armor. Otherwise, the locked gauntlet 
  replaces a gauntlet you already have as part of the 
  armor.
  While the gauntlet is locked, you can’t use the hand 
  wearing it for casting spells or employing skills. (You can 
  still cast spells with somatic components, provided that 
  your other hand is free.)
  Like a normal gauntlet, a locked gauntlet lets you deal 
  lethal damage rather than nonlethal damage with an 
  unarmed strike.
  Half-Plate: Combining elements of full plate and 
  chainmail, half-plate includes gauntlets and a helm.
  Hide: Hide armor is made up of the tanned and 
  preserved skin of any thick-hided beast.
  Leather: Leather armor is made up of pieces of hard 
  boiled leather carefully sewn together.
  Padded: Little more than heavy, quilted cloth, this armor 
  provides only the most basic protection.
  Scale Mail: Scale mail is made up of dozens of small 
  overlapping metal plates. The suit includes gauntlets.
  Shield, Heavy; Wooden or Steel: You strap a shield to 
  your forearm and grip it with your hand. A heavy shield is 
  so heavy that you can’t use your shield hand for anything 
  else.
  Wooden or Steel: Wooden and steel shields offer the same 
  basic protection, though they respond differently to spells 
  and effects.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703145
  703145
  451069
  451069
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703146
  703146
  451070
  451070
  152
  152
  Padded Armor
  Hide Armor
  Full Plate
  Leather Armor
  Scale Mail
  Tower Shield
  Buckler
  Splint Mail
  Chainmail
  Chain Shirt
  Breastplate
  Studded Leather
  Half-Plate
  Steel Shield
  Banded Mail
  Shield Bash Attacks: You can bash an opponent with a 
  heavy shield, using it as an off-hand weapon. See “shield, 
  heavy” on Table 6–4 for the damage dealt by a shield bash. 
  Used this way, a heavy shield is a martial bludgeoning 
  weapon. For the purpose of penalties on attack rolls, 
  treat a heavy shield as a one-handed weapon. If you use 
  your shield as a weapon, you lose its AC bonus until your 
  next turn. An enhancement bonus on a shield does not 
  improve the e ffectiveness of a shield bash made with it, 
  but the shield can be made into a magic weapon in its 
  own right.
  Shield, Light; Wooden or Steel: You strap a shield to 
  your forearm and grip it with your hand. A light shield’s 
  weight lets you carry other items in that hand, although 
  you cannot use weapons with it.
  Wooden or Steel: Wooden and steel shields offer the same 
  basic protection, though they respond differently to some 
  spells and effects.
  Shield Bash Attacks: You can bash an opponent with a 
  light shield, using it as an off-hand weapon. See “shield, 
  light” on Table 6–4 for the damage dealt by a shield bash. 
  Used this way, a light shield is a martial bludgeoning 
  weapon. For the purpose of penalties on attack rolls, treat 
  a light shield as a light weapon. If you use your shield 
  as a weapon, you lose its AC bonus until your next turn. 
  An enhancement bonus on a shield does not improve the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703146
  703146
  451070
  451070
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703147
  703147
  451071
  451071
  153
  153
  6
  Equipment
  Equipment
  effectiveness of a shield bash made with it, but the shield 
  can be made into a magic weapon in its own right.
  Shield, Tower: This massive wooden shield is nearly as 
  tall as you are. In most situations, it provides the indicated 
  shield bonus to your AC. As a standard action, however, 
  you can use a tower shield to grant you total cover until the 
  beginning of your next turn. When using a tower shield 
  in this way, you must choose one edge of your space. That 
  edge is treated as a solid wall for attacks targeting you 
  only. You gain total cover for attacks that pass through this 
  edge and no cover for attacks that do not pass through this 
  edge (see Chapter 8). The shield does not, however, provide 
  cover against targeted spells; a spellcaster can cast a spell 
  on you by targeting the shield you are holding. You cannot 
  bash with a tower shield, nor can you use your shield hand 
  for anything else.
  When employing a tower shield in combat, you take a –2 
  penalty on attack rolls because of the shield’s encumbrance.
  Shield Spikes: These spikes turn a shield into a martial 
  piercing weapon and increase the damage dealt by a 
  shield bash as if the shield were designed for a creature 
  one size category larger than you (see “spiked shields” on 
  Table 6–4). You can’t put spikes on a buckler or a tower 
  shield. Otherwise, attacking with a spiked shield is like 
  making a shield bash attack.
  An enhancement bonus on a spiked shield does not 
  improve the effectiveness of a shield bash made with it, 
  but a spiked shield can be made into a magic weapon in 
  its own right.
  Splint Mail: Splint mail is made up of metal strips, like 
  banded mail. The suit includes gauntlets.
  Studded Leather: Similar to leather armor, this suit is 
  reinforced with small metal studs.
  Masterwork Armor
  Just as with weapons, you can purchase or craft 
  masterwork versions of armor or shields. Such a well-
  made item functions like the normal version, except that 
  its armor check penalty is lessened by 1. 
  A masterwork suit of armor or shield costs an extra 150 
  gp over and above the normal cost for that type of armor 
  or shield.
  The masterwork quality of a suit of armor or shield 
  never provides a bonus on attack or damage rolls, even if 
  the armor or shield is used as a weapon.
  All magic armors and shields are automatically 
  considered to be of masterwork quality.
  You can’t add the masterwork quality to armor or a shield 
  after it is created; it must be crafted as a masterwork item.
  Armor for Unusual Creatures
  Armor and shields for unusually big creatures, unusually 
  little creatures, and nonhumanoid creatures (such as 
  horses) have different costs and weights from those given 
  on Table 6–6. Refer to the appropriate line on Table 6–8 
  and apply the multipliers to cost and weight for the armor 
  type in question.
  Getting Into and Out of Armor
  The time required to don armor depends on its type; see 
  Table 6–7.
  Don: This column tells how long it takes a character 
  to put the armor on. (One minute is 10 rounds.) Readying 
  (strapping on) a shield is only a move action.
  Don Hastily: This column tells how long it takes to put 
  the armor on in a hurry. The armor check penalty and 
  armor bonus for hastily donned armor are each 1 point 
  worse than normal. 
  Remove: This column tells how long it takes to get the 
  armor off. Removing a shield from the arm and dropping 
  it is only a move action.
  Table 6–7: Donning Armor
  Armor Type 
  Don 
  Don Hastily 
  Remove
  Shield (any) 
  1 move action 
  n/a 
  1 move action
  Padded, leather, hide, studded leather, or chain shirt 
  1 minute 
  5 rounds 
  1 minute1
  Breastplate, scale mail, chainmail, banded mail, or splint mail 
  4 minutes1 
  1 minute 
  1 minute1
  Half-plate or full plate 
  4 minutes2 
  4 minutes1 
  1d4+1 minutes1
  1  If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two 
  characters can’t help each other don armor at the same time.
  2  The wearer must have help to don this armor. Without help, it can be donned only hastily.
  Table 6–8: Armor for Unusual Creatures
                 
   Humanoid 
  Nonhumanoid
  Size  
  Cost 
   Weight 
  Cost 
   Weight
  Tiny or smaller* 
  ×1/2 
   ×1/10 
  ×1 
   ×1/10
  Small 
  ×1 
   
  ×1/2 
  ×2 
   ×1/2
  Medium 
  ×1 
   
  ×1 
  ×2 
   ×1
  Large 
  ×2 
   
  ×2 
  ×4 
   ×2
  Huge 
  ×4 
   
  ×5 
  ×8 
   ×5
  Gargantuan 
  ×8 
   
  ×8 
  ×16 
   ×8
  Colossal 
  ×16 
   
  ×12 
  ×32 
   ×12
  *Divide armor bonus by 2.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703147
  703147
  451071
  451071
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703148
  703148
  451072
  451072
  154
  154
  speCiAL mAteriALs
  Weapons and armor can be crafted using materials that 
  possess innate special properties. If you make a suit of 
  armor or weapon out of more than one special material, 
  you get the benefit of only the most prevalent material. 
  However, you can build a double weapon with each head 
  made of a different special material. 
  Each of the special materials described below has a 
  definite game effect. Some creatures have damage reduction 
  making them resistant to all but a special type of damage, 
  such as that dealt by evil-aligned weapons or bludgeoning 
  weapons. Others are vulnerable to weapons of a particular 
  material. Characters may choose to carry several different 
  types of weapons, depending upon the types of creatures 
  they most commonly encounter. 
  Adamantine: Mined from rocks that fell from the 
  heavens, this ultrahard metal adds to the quality of 
  a weapon or suit of armor. Weapons fashioned from 
  adamantine have a natural ability to bypass hardness 
  when sundering weapons or attacking objects, ignoring 
  hardness less than 20 (see Chapter 7). Armor made from 
  adamantine grants its wearer damage reduction of 1/— if 
  it’s light armor, 2/— if it’s medium armor, and 3/— if it’s 
  heavy armor. Adamantine is so costly that weapons and 
  armor made from it are always of masterwork quality; the 
  masterwork cost is included in the prices given below. 
  Thus, adamantine weapons and ammunition have a +1 
  enhancement bonus on attack rolls, and the armor check 
  penalty of adamantine armor is lessened by 1 compared 
  to ordinary armor of its type. Items without metal parts 
  cannot be made from adamantine. An arrow could be 
  made of adamantine, but a quarterstaff could not.
  Weapons and armor normally made of steel that are 
  made of adamantine have one-third more hit points 
  than normal. Adamantine has 40 hit points per inch of 
  thickness and hardness 20.
  Type of Adamantine Item 
  Item Cost Modifier
  Ammunition 
  +60 gp per missile
  Light armor 
  +5,000 gp
  Medium armor 
  +10,000 gp
  Heavy armor 
  +15,000 gp
  Weapon 
  +3,000 gp
  Darkwood: This rare magic wood is as hard as normal 
  wood but very light. Any wooden or mostly wooden item 
  (such as a bow or spear) made from darkwood is considered a 
  masterwork item and weighs only half as much as a normal 
  wooden item of that type. Items not normally made of wood 
  or only partially of wood (such as a battleaxe or a mace) either 
  cannot be made from darkwood or do not gain any special 
  benefit from being made of darkwood. The armor check 
  penalty of a darkwood shield is lessened by 2 compared to 
  an ordinary shield of its type. To determine the price of a 
  darkwood item, use the original weight but add 10 gp per 
  pound to the price of a masterwork version of that item.
  Darkwood has 10 hit points per inch of thickness and 
  hardness 5.
  Dragonhide: Armorsmiths can work with the hides 
  of dragons to produce armor or shields of masterwork 
  quality. One dragon produces enough hide for a single 
  suit of masterwork hide armor for a creature one size 
  category smaller than the dragon. By selecting only choice 
  scales and bits of hide, an armorsmith can produce one 
  suit of masterwork banded mail for a creature two sizes 
  smaller, one suit of masterwork half-plate for a creature 
  three sizes smaller, or one masterwork breastplate or 
  suit of full plate for a creature four sizes smaller. In each 
  case, enough hide is available to produce a light or heavy 
  masterwork shield in addition to the armor, provided 
  that the dragon is Large or larger. If the dragonhide 
  comes from a dragon that had immunity to an energy 
  type, the armor is also immune to that energy type, 
  although this does not confer any protection to the 
  wearer. If the armor or shield is later given the ability to 
  protect the wearer against that energy type, the cost to 
  add such protection is reduced by 25%.
  Because dragonhide armor isn’t made of metal, druids 
  can wear it without penalty.
  Dragonhide armor costs twice as much as masterwork 
  armor of that type, but it takes no longer to make than 
  ordinary armor of that type (double all Craft results).
  Dragonhide has 10 hit points per inch of thickness and 
  hardness 10. The hide of a dragon is typically between 1/2 
  inch and 1 inch thick.
  Iron, Cold: This iron, mined deep underground and 
  known for its effectiveness against demons and fey 
  creatures, is forged at a lower temperature to preserve its 
  delicate properties. Weapons made of cold iron cost twice as 
  much to make as their normal counterparts. Also, adding 
  any magical enhancements to a cold iron weapon increases 
  its price by 2,000 gp. This increase is applied the first time 
  the item is enhanced, not once per ability added.
  Items without metal parts cannot be made from 
  cold iron. An arrow could be made of cold iron, but a 
  quarterstaff could not. A double weapon with one cold 
  iron half costs 50% more than normal.
  Cold iron has 30 hit points per inch of thickness and 
  hardness 10.
  Mithral: Mithral is a very rare silvery, glistening metal 
  that is lighter than steel but just as hard. When worked 
  like steel, it becomes a wonderful material from which 
  to create armor, and is occasionally used for other items 
  as well. Most mithral armors are one category lighter 
  than normal for purposes of movement and other 
  limitations. Heavy armors are treated as medium, and 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703148
  703148
  451072
  451072
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703149
  703149
  451073
  451073
  155
  155
  6
  Equipment
  Equipment
  medium armors are treated as light, but light armors 
  are still treated as light. This decrease does not apply to 
  proficiency in wearing the armor. A character wearing 
  mithral full plate must be proficient in wearing heavy 
  armor to avoid adding the armor’s check penalty to all 
  his attack rolls and skill checks that involve moving. 
  Spell failure chances for armors and shields made from 
  mithral are decreased by 10%, maximum Dexterity 
  bonuses are increased by 2, and armor check penalties 
  are decreased by 3 (to a minimum of 0).
  An item made from mithral weighs half as much as 
  the same item made from other metals. In the case of 
  weapons, this lighter weight does not change a weapon’s 
  size category or the ease with which it can be wielded 
  (whether it is light, one-handed, or two-handed). Items 
  not primarily of metal are not meaningfully affected by 
  being partially made of mithral. (A longsword can be a 
  mithral weapon, while a quarterstaff cannot.) Mithral 
  weapons count as silver for the purpose of overcoming 
  damage reduction.
  Weapons or armors fashioned from mithral are always 
  masterwork items as well; the masterwork cost is included 
  in the prices given below.
  Mithral has 30 hit points per inch of thickness and 
  hardness 15.
  Type of Mithral Item 
  Item Cost Modifier
  Light armor 
  +1,000 gp
  Medium armor 
  +4,000 gp
  Heavy armor 
  +9,000 gp
  Shield 
  +1,000 gp
  Other items 
  +500 gp/lb.
  Silver, Alchemical: A complex process involving 
  metallurgy and alchemy can bond silver to a weapon 
  made of steel so that it bypasses the damage reduction of 
  creatures such as lycanthropes.
  On a successful attack with a silvered slashing or 
  piercing weapon, the wielder takes a –1 penalty on the 
  damage roll (with a minimum of 1 point of damage). 
  The alchemical silvering process can’t be applied to 
  nonmetal items, and it doesn’t work on rare metals such 
  as adamantine, cold iron, and mithral.
  Alchemical silver has 10 hit points per inch of thickness 
  and hardness 8.
  Type of Alchemical Silver Item 
  Item Cost Modifier
  Ammunition 
  +2 gp
  Light weapon 
  +20 gp
  One-handed weapon, or one head of a  
  +90 gp 
  double weapon 
  Two-handed weapon, or both heads of a  +180 gp 
  double weapon 
  gOOds ANd serviCes
  Beyond armor and weapons, a character can carry a 
  whole variety of gear, from rations (to sustain him 
  on long travels), to rope (which is useful in countless 
  circumstances). Most of the common gear carried by 
  adventurers is summarized on Table 6–9.
  Adventuring Gear
  Some of the pieces of adventuring gear found on Table 6–9 
  are described below, along with any special benefits they 
  confer on the user (“you”).
  Caltrops: A caltrop is a four-pronged metal spike crafted 
  so that one prong faces up no matter how the caltrop comes 
  to rest. You scatter caltrops on the ground in the hope that 
  your enemies step on them or are at least forced to slow 
  down to avoid them. One 2-pound bag of caltrops covers 
  an area 5 feet square.
  Each time a creature moves into an area covered by 
  caltrops (or spends a round fighting while standing in 
  such an area), it runs the risk of stepping on one. Make an 
  attack roll for the caltrops (base attack bonus +0) against the 
  creature. For this attack, the creature’s shield, armor, and 
  deflection bonuses do not count. If the creature is wearing 
  shoes or other footwear, it gets a +2 armor bonus to AC. If 
  the attack succeeds, the creature has stepped on a caltrop. 
  The caltrop deals 1 point of damage, and the creature’s 
  speed is reduced by half because its foot is wounded. This 
  movement penalty lasts for 24 hours, until the creature is 
  successfully treated with a DC 15 Heal check, or until it 
  receives at least 1 point of magical healing. A charging or 
  running creature must immediately stop if it steps on a 
  caltrop. Any creature moving at half speed or slower can 
  pick its way through a bed of caltrops with no trouble.
  Caltrops may not work against unusual opponents.
  Candle: A candle dimly illuminates a small area, 
  increasing the light level (see page 172) in a 5-foot radius 
  by one step (darkness becomes dim light and dim light 
  becomes normal light). A candle cannot increase the light 
  level above normal light. A candle burns for 1 hour.
  Chain: Chain has hardness 10 and 5 hit points. It can be 
  burst with a DC 26 Strength check.
  Crowbar: A crowbar grants a +2 circumstance bonus on 
  Strength checks made to force open a door or chest. If used 
  in combat, treat a crowbar as a one-handed improvised 
  weapon that deals bludgeoning damage equal to that of a 
  club of its size.
  Flint and Steel: Lighting a torch with flint and steel is 
  a full-round action, and lighting any other fire with them 
  takes at least that long.
  Grappling Hook: Throwing a grappling hook requires 
  a ranged attack roll, treating the hook as a thrown weapon 
  with a range increment of 10 feet. Objects with ample 
  places to catch the hook are AC 5.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703149
  703149
  451073
  451073
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703150
  703150
  451074
  451074
  156
  156
  Trail 
  Rations
  Backpack
  Bedroll
  Block and 
  Tackle
  Crowbar
  Waterskin
  Manacles
  Wizard’s 
  Spellbook
  Hooded 
  Lantern
  Hemp Rope
  Musical 
  Instrument
  Bucket
  Caltrops
  Tindertwigs
  Torch
  Spyglass
  Hammer: If a hammer is used in combat, treat it as a 
  one-handed improvised weapon that deals bludgeoning 
  damage equal to that of a spiked gauntlet of its size.
  Ink: Ink in colors other than black costs twice as much.
  Jug, Clay: This basic jug is fitted with a stopper and 
  holds 1 gallon of liquid.
  Lamp, Common: A lamp illuminates a small area, 
  providing normal light in a 15-foot radius and increasing 
  the light level (see page 172) by one step for an additional 
  15 feet beyond that area (darkness becomes dim light 
  and dim light becomes normal light). A lamp does not 
  increase the light level in normal light or bright light. A 
  lamp burns for 6 hours on one pint of oil. You can carry 
  a lamp in one hand.
   Lantern, Bullseye: A bullseye lantern provides normal 
  light in a 60-foot cone and increases the light level (see 
  page 172) by one step in the area beyond that, out to a 
  120-foot cone (darkness becomes dim light and dim 
  light becomes normal light). A bullseye lantern does not 
  increase the light level in normal light or bright light. A 
  lantern burns for 6 hours on one pint of oil. You can carry 
  a lantern in one hand.
  Lantern, Hooded: A hooded lantern sheds normal 
  light in a 30-foot radius and increases the light level (see 
  page 172) by one step for an additional 30 feet beyond that 
  area (darkness becomes dim light and dim light becomes 
  normal light). A hooded lantern does not increase the 
  light level in normal light or bright light. A lantern burns 
  for 6 hours on one pint of oil. You can carry a lantern in 
  one hand.
  Lock: The DC to open a lock with the Disable Device 
  skill depends on the lock’s quality: simple (DC 20), average 
  (DC 25), good (DC 30), or superior (DC 40).
  Manacles, Standard and Masterwork: Manacles can 
  bind a Medium creature. A manacled creature can use 
  the Escape Artist skill to slip free (DC 30, or DC 35 for 
  masterwork manacles). Breaking the manacles requires a 
  Strength check (DC 26, or DC 28 for masterwork manacles). 
  Manacles have hardness 10 and 10 hit points.
  Most manacles have locks; add the cost of the lock you 
  want to the cost of the manacles.
  For the same cost, you can buy manacles for a Small creature. 
  For a Large creature, manacles cost 10 times the indicated 
  amount, and for a Huge creature, 100 times the indicated 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703150
  703150
  451074
  451074
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703151
  703151
  451075
  451075
  157
  157
  6
  Equipment
  Equipment
  Shovel
  Miner’s Pick
  Belt Pouch
  Grappling 
  Hook
  Sunrod
  Ink & Inkpen
  Merchant’s
  Scale
  Hourglass
  Lock
  Chain
  Tankard
  Thieves’ 
  Tools
  Alchemist’s 
  Lab
  amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine 
  creatures can be held only by specially made manacles, which 
  cost at least 100 times the indicated amount.
  Oil: A pint of oil burns for 6 hours in a lantern or lamp. 
  You can also use a flask of oil as a splash weapon. Use the 
  rules for alchemist’s fire (see Special Substances and Items 
  on Table 6–9), except that it takes a full-round action to 
  prepare a flask with a fuse. Once it is thrown, there is a 
  50% chance of the flask igniting successfully.
  You can pour a pint of oil on the ground to cover an 
  area 5 feet square, provided that the surface is smooth. If 
  lit, the oil burns for 2 rounds and deals 1d3 points of fire 
  damage to each creature in the area.
  Pick, Miner’s: If a miner’s pick is used in combat, treat 
  it as a two-handed improvised weapon that deals piercing 
  damage equal to that of a heavy pick of its size. 
  Ram, Portable: This iron-shod wooden beam gives 
  you a +2 circumstance bonus on Strength checks made 
  to break open a door and allows a second person to help, 
  automatically increasing your bonus by 2.
  Rope, Hemp: This rope has 2 hit points and can be burst 
  with a DC 23 Strength check.
  Rope, Silk: This rope has 4 hit points and can be burst 
  with a DC 24 Strength check.
  Shovel: If a shovel is used in combat, treat it as a one-
  handed improvised weapon that deals bludgeoning 
  damage equal to that of a club of its size.
  Spyglass: Objects viewed through a spyglass are 
  magnified to twice their size. Characters using a spyglass 
  take a –1 penalty on Perception skill checks per 20 feet of 
  distance to the target, if the target is visible.
  Torch: A torch burns for 1 hour, shedding normal light 
  in a 20-foot radius and increasing the light level by one 
  step for an additional 20 feet beyond that area (darkness 
  becomes dim light and dim light becomes normal light). 
  A torch does not increase the light level in normal light 
  or bright light. If a torch is used in combat, treat it as a 
  one-handed improvised weapon that deals bludgeoning 
  damage equal to that of a gauntlet of its size, plus 1 point 
  of fire damage.
  Vial: A vial is made out of glass or steel and holds 1 
  ounce of liquid.
  Water Clock: This large, bulky contrivance gives the 
  time accurately to within half an hour per day since it 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703151
  703151
  451075
  451075
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703152
  703152
  451076
  451076
  158
  158
  Table 6–9: Goods and Services 
   
  Adventuring Gear  
   Item 
  Cost 
  Weight
   Backpack (empty) 
  2 gp 
  2 lbs.1
   Barrel (empty) 
  2 gp 
  30 lbs.
   Basket (empty) 
  4 sp 
  1 lb.
   Bedroll 
  1 sp 
  5 lbs.1
   Bell 
  1 gp 
  —
   Blanket, winter 
  5 sp 
  3 lbs.1
   Block and tackle 
  5 gp 
  5 lbs.
   Bottle, glass 
  2 gp 
  1 lb.
   Bucket (empty) 
  5 sp 
  2 lbs.
   Caltrops 
  1 gp 
  2 lbs.
   Candle 
  1 cp 
  —
   Canvas (sq. yd.) 
  1 sp 
  1 lb.
   Case, map or scroll 
  1 gp 
  1/2 lb.
   Chain (10 ft.) 
  30 gp 
  2 lbs.
   Chalk, 1 piece 
  1 cp 
  —
   Chest (empty) 
  2 gp 
  25 lbs.
   Crowbar 
  2 gp 
  5 lbs.
   Firewood (per day) 
  1 cp 
  20 lbs.
   Fishhook 
  1 sp 
  —
   Fishing net, 25 sq. ft. 
  4 gp 
  5 lbs.
   Flask (empty) 
  3 cp 
  1-1/2 lbs.
   Flint and steel 
  1 gp 
  —
   Grappling hook 
  1 gp 
  4 lbs.
   Hammer 
  5 sp 
  2 lbs.
   Hourglass 
  25 gp 
  1 lb.
   Ink (1 oz. vial) 
  8 gp 
  —
   Inkpen 
  1 sp 
  —
   Jug, clay 
  3 cp 
  9 lbs.
   Ladder, 10-foot 
  2 sp 
  20 lbs.
   Lamp, common 
  1 sp 
  1 lb.
   Lantern, bullseye 
  12 gp 
  3 lbs.
   Lantern, hooded 
  7 gp 
  2 lbs.
   Lock 
    
    Simple 
  20 gp 
  1 lb.
    Average 
  40 gp 
  1 lb.
    Good 
  80 gp 
  1 lb.
    Superior 
  150 gp 
  1 lb.
   Manacles 
  15 gp 
  2 lbs.
   Manacles, masterwork 
  50 gp 
  2 lbs.
   Mirror, small steel 
  10 gp 
  1/2 lb.
   Mug/Tankard, clay 
  2 cp 
  1 lbs.
   Oil (1-pint flask) 
  1 sp 
  1 lbs.
   Paper (sheet) 
  4 sp 
  —
   Parchment (sheet) 
  2 sp 
  —
   Pick, miner’s 
  3 gp 
  10 lbs.
   Pitcher, clay 
  2 cp 
  5 lbs.
   Piton 
  1 sp 
  1/2 lb.
   Pole, 10-foot 
  5 cp 
  8 lbs.
   Pot, iron 
  8 sp 
  4 lbs.
   Pouch, belt (empty) 
  1 gp 
  1/2 lb.1
   Ram, portable 
  10 gp 
  20 lbs.
   Rations, trail (per day) 
  5 sp 
  1 lb.1
   Rope, hemp (50 ft.) 
  1 gp 
  10 lbs.
   Rope, silk (50 ft.) 
  10 gp 
  5 lbs.
   Sack (empty) 
  1 sp 
  1/2 lb.1
   Sealing wax 
  1 gp 
  1 lbs.
   Sewing needle 
  5 sp 
  —
   Shovel or spade 
  2 gp 
  8 lbs.
   Signal whistle 
  8 sp 
  —
   Signet ring 
  5 gp 
  —
   Sledge 
  1 gp 
  10 lbs.
   Soap (per lb.) 
  5 sp 
  1 lb.
   Spyglass 
  1,000 gp 
  1 lb.
   Tent 
  10 gp 
  20 lbs.1
   Torch 
  1 cp 
  1 lb.
   Vial, ink or potion 
  1 gp 
  —
   Water clock 
  1,000 gp 
  200 lbs.
   Waterskin 
  1 gp 
  4 lbs.1
   Whetstone 
  2 cp 
  1 lbs.
  Special Substances and Items 
   
   Item 
  Cost 
  Weight
   Acid (flask) 
  10 gp 
  1 lb.
   Alchemist’s fire (flask) 
  20 gp 
  1 lb.
   Antitoxin (vial) 
  50 gp 
  —
   Everburning torch 
  110 gp 
  1 lb.
   Holy water (flask) 
  25 gp 
  1 lb.
   Smokestick 
  20 gp 
  1/2 lb.
   Sunrod 
  2 gp 
  1 lb.
   Tanglefoot bag 
  50 gp 
  4 lbs.
   Thunderstone 
  30 gp 
  1 lb.
   Tindertwig 
  1 gp 
  —
  Tools and Skill Kits 
   
   Item 
  Cost 
  Weight
   Alchemist’s lab 
  200 gp 
  40 lbs.
   Artisan’s tools 
  5 gp 
  5 lbs.
   Artisan’s tools, masterwork 
  55 gp 
  5 lbs.
   Climber’s kit 
  80 gp 
  5 lbs.1
   Disguise kit 
  50 gp 
  8 lbs.1
   Healer’s kit 
  50 gp 
  1 lb.
   Holly and mistletoe 
  — 
  —
   Holy symbol, wooden 
  1 gp 
  —
   Holy symbol, silver 
  25 gp 
  1 lb.
   Magnifying glass 
  100 gp 
  —
   Musical instrument, common 
  5 gp 
  3 lbs.1
   Musical instrument, masterwork 100 gp 
  3 lbs.1
   Scale, merchant’s 
  2 gp 
  1 lb.
   Spell component pouch 
  5 gp 
  2 lbs.
   Spellbook, wizard’s (blank) 
  15 gp 
  3 lbs.
   Thieves’ tools 
  30 gp 
  1 lb.
   Thieves’ tools, masterwork 
  100 gp 
  2 lbs.
   Tool, masterwork 
  50 gp 
  1 lb.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703152
  703152
  451076
  451076
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703153
  703153
  451077
  451077
  159
  159
  6
  Equipment
  Equipment
  Clothing 
   
   
   Item 
  Cost 
  Weight
   Artisan’s outfit 
  1 gp 
  4 lbs.1
   Cleric’s vestments 
  5 gp 
  6 lbs.1
   Cold-weather outfit 
  8 gp 
  7 lbs.1
   Courtier’s outfit 
  30 gp 
  6 lbs.1
   Entertainer’s outfit 
  3 gp 
  4 lbs.1
   Explorer’s outfit 
  10 gp 
  8 lbs.1
   Monk’s outfit 
  5 gp 
  2 lbs.1
   Noble’s outfit 
  75 gp 
  10 lbs.1
   Peasant’s outfit 
  1 sp 
  2 lbs.1
   Royal outfit 
  200 gp 
  15 lbs.1
   Scholar’s outfit 
  5 gp 
  6 lbs.1
   Traveler’s outfit 
  1 gp 
  5 lbs.1
  Food, Drink, and Lodging 
   
   Item 
  Cost 
  Weight
   Ale  
    Gallon 
  2 sp 
  8 lbs.
    Mug 
  4 cp 
  1 lb.
   Banquet (per person) 
  10 gp 
  —
   Bread, loaf of 
  2 cp 
  1/2 lb.
   Cheese, hunk of 
  1 sp 
  1/2 lb.
   Inn stay (per day) 
   
    Good 
  2 gp 
  —
    Common 
  5 sp 
  —
    Poor 
  2 sp 
  —
   Meals (per day) 
   
    Good 
  5 sp 
  —
    Common 
  3 sp 
  —
    Poor 
  1 sp 
  —
   Meat, chunk of 
  3 sp 
  1/2 lb.
   Wine 
   
    Common (pitcher) 
  2 sp 
  6 lbs.
    Fine (bottle) 
  10 gp 
  1-1/2 lbs.
  Mounts and Related Gear 
   
   Item 
  Cost 
  Weight
   Barding 
   
    Medium creature 
  ×22 
  ×12
    Large creature 
  ×42 
  ×22
   Bit and bridle 
  2 gp 
  1 lb.
   Dog, guard 
  25 gp 
  —
   Dog, riding 
  150 gp 
  —
   Donkey or mule 
  8 gp 
  —
   Feed (per day) 
  5 cp 
  10 lbs.
   Horse 
   
    Horse, heavy 
  200 gp 
  —
    Horse, heavy (combat trained) 300 gp 
  —
    Horse, light 
  75 gp 
  —
    Horse, light (combat trained) 
  110 gp 
  —
    Pony 
  30 gp 
  —
    Pony (combat trained) 
  45 gp 
  —
   Saddle 
   
    Military 
  20 gp 
  30 lbs.
    Pack 
  5 gp 
  15 lbs.
    Riding 
  10 gp 
  25 lbs.
   Saddle, Exotic 
   
    Military 
  60 gp 
  40 lbs.
    Pack 
  15 gp 
  20 lbs.
    Riding 
  30 gp 
  30 lbs.
   Saddlebags 
  4 gp 
  8 lbs.
   Stabling (per day) 
  5 sp 
  —
  Transport 
   
   Item 
  Cost 
  Weight
   Carriage 
  100 gp 
  600 lbs.
   Cart 
  15 gp 
  200 lbs.
   Galley 
  30,000 gp 
  —
   Keelboat 
  3,000 gp 
  —
   Longship 
  10,000 gp 
  —
   Rowboat 
  50 gp 
  100 lbs.
   Oar 
  2 gp 
  10 lbs.
   Sailing ship 
  10,000 gp 
  —
   Sled 
  20 gp 
  300 lbs.
   Wagon 
  35 gp 
  400 lbs.
   Warship 
  25,000 gp 
  —
  Spellcasting and Services 
   
   Service 
  Cost
   Coach cab 
  3 cp per mile
   Hireling, trained 
  3 sp per day
   Hireling, untrained 
  1 sp per day
   Messenger 
  2 cp per mile
   Road or gate toll 
  1 cp
   Ship’s passage 
  1 sp per mile
   Spellcasting 
  Caster level × spell level × 10 gp3
  — No weight, or no weight worth noting.
  1 These items weigh one-quarter this amount when made 
  for Small characters. Containers for Small characters also 
  carry one-quarter the normal amount.
  2 Relative to similar armor made for a Medium humanoid.
  3 See spell description for additional costs. If the 
  additional costs put the spell’s total cost above 3,000 gp, 
  that spell is not generally available. Use a spell level of 
  1/2 for 0-level spells to calculate the cost.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703153
  703153
  451077
  451077
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703154
  703154
  451078
  451078
  160
  160
  was last set. It requires a source of water, and it must be 
  kept still because it marks time by the regulated flow of 
  droplets of water.
  Special Substances and Items
  Any of these substances except for the everburning torch 
  and holy water can be made by a character with the Craft 
  (alchemy) skill.
  Acid: You can throw a flask of acid as a splash weapon (see 
  page 202). Treat this attack as a ranged touch attack with a 
  range increment of 10 feet. A direct hit deals 1d6 points of 
  acid damage. Every creature within 5 feet of the point where 
  the acid hits takes 1 point of acid damage from the splash.
  Alchemist’s Fire: You can throw a flask of alchemist’s 
  fire as a splash weapon (see page 202). Treat this attack as a 
  ranged touch attack with a range increment of 10 feet.
  A direct hit deals 1d6 points of fire damage. Every creature 
  within 5 feet of the point where the flask hits takes 1 point of 
  fire damage from the splash. On the round following a direct 
  hit, the target takes an additional 1d6 points of damage. If 
  desired, the target can use a full-round action to attempt 
  to extinguish the flames before taking this additional 
  damage. Extinguishing the flames requires a DC 15 Reflex 
  save. Rolling on the ground provides the target a +2 bonus 
  on the save. Leaping into a lake or magically extinguishing 
  the flames automatically smothers the fire.
  Antitoxin: If you drink a vial of antitoxin, you get a 
  +5 alchemical bonus on Fortitude saving throws against 
  poison for 1 hour.
  Everburning Torch: This otherwise normal torch has a 
  continual flame spell cast on it. This causes it to shed light 
  like an ordinary torch, but it does not emit heat or deal fire 
  damage if used as a weapon. 
  Holy Water: Holy water damages undead creatures and 
  evil outsiders almost as if it were acid. A flask of holy water 
  can be thrown as a splash weapon.
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet. A flask breaks if thrown against 
  the body of a corporeal creature, but to use it against an 
  incorporeal creature, you must open the flask and pour 
  the holy water out onto the target. Thus, you can douse 
  an incorporeal creature with holy water only if you are 
  adjacent to it. Doing so is a ranged touch attack that does 
  not provoke attacks of opportunity.
  A direct hit by a flask of holy water deals 2d4 points of 
  damage to an undead creature or an evil outsider. Each 
  such creature within 5 feet of the point where the flask hits 
  takes 1 point of damage from the splash.
  Temples to good deities sell holy water at cost (making 
  no profit). Holy water is made using the bless water spell.
  Smokestick: This alchemically t reated wooden stick 
  instantly creates thick, opaque smoke when burned. The 
  smoke fills a 10-foot cube (treat the effect as a fog cloud 
  spell, except that a moderate or stronger wind dissipates 
  the smoke in 1 round). The stick is consumed after 1 round, 
  and the smoke dissipates naturally after 1 minute.
  Sunrod: This 1-foot-long, gold-tipped, iron rod glows 
  brightly when struck as a standard action. It sheds normal 
  light in a 30-foot radius and increases the light level by one 
  step for an additional 30 feet beyond that area (darkness 
  becomes dim light and dim light becomes normal light). A 
  sunrod does not increase the light level in normal light or 
  bright light. It glows for 6 hours, after which the gold tip is 
  burned out and worthless.
  Tanglefoot Bag: A tanglefoot bag is a small sack filled 
  with tar, resin, and other sticky substances. When you throw 
  a tanglefoot bag at a creature (as a ranged touch attack with 
  a range increment of 10 feet), the bag comes apart and goo 
  bursts out, entangling the target and then becoming tough 
  and resilient upon exposure to air. An entangled creature 
  takes a –2 penalty on attack rolls and a –4 penalty to Dexterity 
  and must make a DC 15 Reflex save or be glued to the floor, 
  unable to move. Even on a successful save, it can move only 
  at half speed. Huge or larger creatures are unaffected by a 
  tanglefoot bag. A flying creature is not stuck to the floor, 
  but it must make a DC 15 Reflex save or be unable to fly 
  (assuming it uses its wings to fly) and fall to the ground. A 
  tanglefoot bag does not function underwater.
  A creature that is glued to the floor (or unable to fly) can 
  break free by making a DC 17 Strength check or by dealing 
  15 points of damage to the goo with a slashing weapon. A 
  creature trying to scrape goo off itself, or another creature 
  assisting, does not need to make an attack roll; hitting the 
  goo is automatic, after which the creature that hit makes 
  a damage roll to see how much of the goo was scraped off. 
  Once free, the creature can move (including flying) at half 
  speed. If the entangled creature attempts to cast a spell, it 
  must make concentration check with a DC of 15 + the spell’s 
  level or be unable to cast the spell. The goo becomes brittle 
  and fragile after 2d4 rounds, cracking apart and losing its 
  effectiveness. An application of universal solvent to a stuck 
  creature dissolves the alchemical goo immediately.
  Thunderstone: You can throw this stone as a ranged 
  attack with a range increment of 20 feet. When it strikes a 
  hard surface (or is struck hard), it creates a deafening bang 
  that is treated as a sonic attack. Each creature within a 
  10-foot-radius spread must make a DC 15 Fortitude save or 
  be deafened for 1 hour. A deafened creature, in addition to 
  the obvious effects, takes a –4 penalty on initiative and has 
  a 20% chance to miscast and lose any spell with a verbal 
  component that it tries to cast.
  Since you don’t need to hit a specific target, you can 
  simply aim at a particular 5-foot square. Treat the target 
  square as AC 5.
  Tindertwig: The alchemical substance on the end of this 
  small, wooden stick ignites when struck against a rough 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703154
  703154
  451078
  451078
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703155
  703155
  451079
  451079
  161161
  6
  Equipment
  Equipment
  surface. Creating a flame with a tindertwig is much faster 
  than creating a flame with flint and steel (or a magnifying 
  glass) and tinder. Lighting a torch with a tindertwig is a 
  standard action (rather than a full-round action), and lighting 
  any other fire with one is at least a standard action.
  Tools and Skill Kits
  These items are particularly useful to characters with 
  certain skills and class abilities.
  Alchemist’s Lab: This lab is used for making alchemical 
  items, and provides a +2 circumstance bonus on Craft 
  (alchemy) checks. It has no bearing on the costs related to 
  the Craft (alchemy) skill. Without this lab, a character with 
  the Craft (alchemy) skill is assumed to have enough tools 
  to use the skill but not enough to get the +2 bonus that the 
  lab provides.
  Artisan’s Tools: These special tools include the items 
  needed to pursue any craft. Without them, you have to 
  use improvised tools (–2 penalty on Craft checks), if you 
  can do the job at all.
  Artisan’s Tools, Masterwork: These tools serve 
  the same purpose as artisan’s tools, but masterwork 
  artisan’s tools are the perfect tools for the job, so  
  you get a +2 circumstance bonus on Craft checks made 
  with them.
  Climber’s Kit: These crampons, pitons, ropes, and 
  tools give you a +2 circumstance bonus on Climb checks.
  Disguise Kit: The kit is the perfect tool for disguise and 
  provides a +2 circumstance bonus on Disguise checks. A 
  disguise kit is exhausted after 10 uses.
  Healer’s Kit: This collection of bandages and herbs 
  provides a +2 circumstance bonus on Heal checks. A 
  healer’s kit is exhausted after 10 uses.
  Holly and Mistletoe: Druids commonly use these plants 
  as divine focuses when casting spells.
  Holy Symbol, Silver or Wooden: A holy symbol focuses 
  positive energy and is used by good clerics and paladins (or 
  by neutral clerics who want to cast good spells or channel 
  positive energy). Each religion has its own holy symbol.
  Unholy Symbols: An unholy symbol is like a holy symbol 
  except that it focuses negative energy and is used by evil 
  clerics (or by neutral clerics who want to cast evil spells or 
  channel negative energy).
  Magnifying Glass: This simple lens allows a closer look 
  at small objects. It is also useful as a substitute for flint and 
  steel when starting fires. Lighting a fire with a magnifying 
  glass requires bright light, such as sunlight to focus, tinder 
  to ignite, and at least a full-round a ction. A magnifying 
  glass grants a +2 circumstance bonus on Appraise checks 
  involving any item that is small or h ighly detailed.
  Musical Instrument, Common or Masterwork: A 
  masterwork instrument grants a +2 circumstance bonus 
  on Perform checks involving its use.
  Scale, Merchant’s: A merchant’s scale grants a +2 
  circumstance bonus on Appraise checks involving items 
  that are valued by weight, including anything made of 
  precious metals.
  Spell Component Pouch: A spellcaster with a spell 
  component pouch is assumed to have all the material 
  components and focuses needed for spellcasting, except 
  for those components that have a specific cost, divine 
  focuses, and focuses that wouldn’t fit in a pouch.
  Spellbook, Wizard’s: A spellbook has 100 pages of 
  parchment, and each spell takes up one page per spell 
  level (one page each for 0-level spells).
  Thieves’ Tools: This kit contains lockpicks and other 
  tools you need to use the Disable Device skill. Without 
  these tools, you must use improvised tools, and you take a 
  –2 circumstance penalty on Disable Device checks.
  Thieves’ Tools, Masterwork: This kit contains 
  extra tools and tools of better make, which grant a +2 
  circumstance bonus on Disable Device checks.
  Tool, Masterwork: This well-made item is the perfect 
  tool for the job. It grants a +2 circumstance bonus on a 
  related skill check (if any). Bonuses provided by multiple 
  masterwork items do not stack.
  Clothing
  All characters begin play with one outfit, valued at 10 gp 
  or less. Additional outfits can be purchased normally.
  Artisan’s Outfit: This outfit includes a shirt with 
  buttons, a skirt or pants with a drawstring, shoes, and 
  perhaps a cap or hat. It may also include a belt or a leather 
  or cloth apron for carrying tools.
  Cleric’s Vestments: These clothes are for performing 
  priestly functions, not for adventuring. Cleric’s vestments 
  typically include a cassock, stole, and surplice. 
  Cold-Weather Outfit: This outfit includes a wool 
  coat, linen shirt, wool cap, heavy cloak, thick pants or 
  skirt, and boots. This outfit grants a +5 circumstance 
  bonus on Fortitude s aving throws against exposure to 
  cold weather.
  Courtier’s Outfit: This outfit includes fancy, tailored 
  clothes in whatever fashion happens to be the current 
  style in the courts of the nobles. Anyone trying to 
  influence nobles or courtiers while wearing street dress 
  will have a hard time of it (–2 penalty on Charisma-based 
  skill checks to influence such individuals). If you wear 
  this outfit without jewelry (costing an additional 50 gp), 
  you look like an out-of-place commoner.
  Entertainer’s Outfit: This set of flashy—perhaps even 
  gaudy—clothes is for entertaining. While the outfit looks 
  whimsical, its practical design lets you tumble, dance, 
  walk a tightrope, or just run (if the audience turns ugly).
  Explorer’s Outfit: This set of clothes is for someone 
  who never knows what to expect. It includes sturdy boots, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703155
  703155
  451079
  451079
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703156
  703156
  451080
  451080
  162
  162
  leather breeches or a skirt, a belt, a shirt (perhaps with a 
  vest or jacket), gloves, and a cloak. Rather than a leather 
  skirt, a leather overtunic may be worn over a cloth skirt. 
  The clothes have plenty of pockets (especially the cloak). 
  The outfit also includes any extra accessories you might 
  need, such as a scarf or a wide-brimmed hat.
  Monk’s Outfit: This simple outfit includes sandals, 
  loose breeches, and a loose shirt, and is bound together 
  with sashes. The outfit is designed to give you maximum 
  mobility, and it’s made of high-quality fabric. You can 
  conceal small weapons in pockets hidden in the folds, and 
  the sashes are strong enough to serve as short ropes.
  Noble’s Outfit: These clothes are designed specifically to 
  be expensive and gaudy. Precious metals and gems are worked 
  into the clothing. A would-be noble also needs a signet ring 
  and jewelry (worth at least 100 gp) to accessorize this outfit.
  Peasant’s Outfit: This set of clothes consists of a loose 
  shirt and baggy breeches, or a loose shirt and skirt or 
  overdress. Cloth wrappings are used for shoes.
  Royal Outfit: This is just the clothing, not the royal 
  scepter, crown, ring, and other accoutrements. Royal 
  clothes are ostentatious, with gems, gold, silk, and fur 
  in abundance.
  Scholar’s Outfit: Perfect for a scholar, this outfit includes 
  a robe, a belt, a cap, soft shoes, and possibly a cloak.
  Traveler’s Outfit: This set of clothes consists of boots, 
  a wool skirt or breeches, a sturdy belt, a shirt (perhaps 
  with a vest or jacket), and an ample cloak with a hood.
  Food, Drink, and Lodging
  These prices are for meals and accommodations at 
  establishments in an average city.
  Inn: Poor accommodations at an inn amount to a place 
  on the floor near the hearth. Common accommodations 
  consist of a place on a raised, heated floor and the use of 
  a blanket and a pillow. Good accommodations consist of 
  a small, private room with one bed, some amenities, and 
  a covered chamber pot in the corner.
  Meals: Poor meals might be composed of bread, baked 
  turnips, onions, and water. Common meals might consist 
  of bread, chicken stew, carrots, and watered-down ale 
  or wine. Good meals might be composed of bread and 
  pastries, beef, peas, and ale or wine.
  Mounts and Related Gear
  These are the common mounts available in most cities. 
  Some markets might have additional creatures available, 
  such as camels or even griffons, depending on the 
  terrain. Such additional choices are up to GM discretion, 
  and rules for the creatures can be found in the Pathfinder 
  RPG Bestiary.
  Barding, Medium Creature and Large Creature: Barding 
  is a type of armor that covers the head, neck, chest, body, 
  and possibly legs of a horse or other mount. Barding made 
  of medium or heavy armor provides better protection than 
  light barding, but at the expense of speed. Barding can be 
  made of any of the armor types found on Table 6–6.
  Armor for a horse (a Large nonhumanoid creature) costs 
  four times as much as human armor (a Medium humanoid 
  creature) and also weighs twice as much (see Table 6–8). If 
  the barding is for a pony or other Medium mount, the cost 
  is only double, and the weight is the same as for Medium 
  armor worn by a humanoid. Medium or heavy barding 
  slows a mount that wears it, as shown on the table below.
  Flying mounts can’t fly in medium or heavy barding.
  Removing and fitting barding takes five times as 
  long as the figures given on Table 6–7. A barded animal 
  cannot be used to carry any load other than a rider and 
  normal saddlebags.
   
  Base Speed
  Barding 
  (40 ft.) 
  (50 ft.) 
  (60 ft.)
  Medium 
  30 ft. 
  35 ft. 
  40 ft.
  Heavy 
  30 ft.* 
  35 ft.* 
  40 ft.*
  * A mount wearing heavy armor moves at only triple its 
  normal speed when running instead of quadruple.
  Dog, Riding: This Medium dog is specially trained to 
  carry a Small humanoid rider. It is brave in combat like a 
  war-trained horse. Due to its smaller stature, you take no 
  damage when you fall from a r iding dog.
  Donkey or Mule: Donkeys and mules are stolid in the 
  face of danger, hardy, surefooted, and capable of carrying 
  heavy loads over vast distances. Unlike a horse, a donkey 
  or a mule is willing (though not eager) to enter dungeons 
  and other strange or threatening places.
  Feed: Horses, donkeys, mules, and ponies can graze to 
  sustain themselves, but providing feed for them is better. 
  If you have a riding dog, you have to feed it meat.
  Horse: A horse is suitable as a mount for a human, dwarf, 
  elf, half-elf, or half-orc. A pony is smaller than a horse and 
  is a suitable mount for a gnome or halfling.
  A combat-trained horse can be ridden into combat 
  without danger. See the Handle Animal skill for a list of 
  tricks known by horses and ponies with combat training.
  Saddle, Exotic: An exotic saddle is designed for an 
  unusual mount. Exotic saddles come in military, pack, and 
  riding styles.
  Saddle, Military: This saddle braces the rider, providing 
  a +2 circumstance bonus on Ride checks related to staying 
  in the saddle. If you’re knocked unconscious while in a 
  military saddle, you have a 75% chance to stay in the saddle.
  Saddle, Pack: A pack saddle holds gear and supplies, but 
  not a rider. It holds as much gear as the mount can carry.
  Saddle, Riding: If you are knocked unconscious while in 
  a riding saddle, you have a 50% chance to stay in the saddle.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703156
  703156
  451080
  451080
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703157
  703157
  451081
  451081
  163
  163
  6
  Equipment
  Equipment
  Transport
  The prices listed are to purchase the vehicle. These prices 
  generally exclude crew or animals.
  Carriage: This four-wheeled vehicle can transport as 
  many as four people within an enclosed cab, plus two drivers. 
  In general, two horses (or other beasts of burden) draw it. A 
  carriage comes with the harness needed to pull it.
  Cart: This two-wheeled vehicle can be drawn by a single 
  horse (or other beast of burden). It comes with a harness.
  Galley: This three-masted ship has 70 oars on either side 
  and requires a total crew of 200. A galley is 130 feet long and 
  20 feet wide, and can carry 150 tons of cargo or 250 soldiers. 
  For 8,000 gp more, it can be fitted with a ram and castles 
  with firing platforms fore, aft, and amidships. This ship 
  cannot make sea voyages and sticks to the coast. It moves 
  about 4 miles per hour when being rowed or under sail.
  Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet 
  wide and has a few oars to supplement its single mast with 
  a square sail. It has a crew of 8 to 15 and can carry 40 to 50 
  tons of cargo or 100 soldiers. It can make sea voyages, as 
  well as sail down rivers (thanks to its flat bottom). It moves 
  about 1 mile per hour.
  Longship: This 75-foot-long ship with 40 oars requires a 
  total crew of 50. It has a single mast and a square sail, and 
  it can carry 50 tons of cargo or 120 soldiers. A longship can 
  make sea voyages. It moves about 3 miles per hour when 
  being rowed or under sail.
  Rowboat: This 8- to 12-foot-long boat with two oars 
  holds two or three Medium passengers. It moves about 
  1-1/2 miles per hour.
  Sailing Ship: This large, seaworthy ship is 75 to 90 feet 
  long and 20 feet wide, and has a crew of 20. It can carry 150 
  tons of cargo. It has square sails on its two masts and can 
  make sea voyages. It moves about 2 miles per hour.
  Sled: This is a wagon on runners for snow and ice travel. 
  In general, two horses (or other beasts of burden) draw it. A 
  sled comes with the harness needed to pull it.
  Wagon: A four-wheeled, open vehicle for transporting 
  heavy loads. Two horses (or other beasts of burden) must 
  draw it. A wagon comes with the harness needed to pull it.
  Warship: This 100-foot-long ship has a single mast, 
  although oars can also propel it. It has a crew of 60 to 80 
  rowers. This ship can carry 160 soldiers, but not for long 
  distances, since there isn’t room for supplies to support that 
  many people. The warship cannot make sea voyages and 
  sticks to the coast. It is not used for cargo. It moves about 
  2-1/2 miles per hour when being rowed or under sail.
  Spellcasting and Services
  Sometimes the best solution to a problem is to hire 
  someone else to take care of it.
  Coach Cab: The price given is for a ride in a coach that 
  transports people (and light cargo) between towns. For a 
  ride in a cab that transports passengers within a city, 1 
  copper piece usually takes you anywhere you need to go.
  Hireling, Trained: The amount given is the typical 
  daily wage for mercenary warriors, masons, craftsmen, 
  cooks, scribes, teamsters, and other trained hirelings. 
  This value represents a minimum wage; many such 
  hirelings require significantly higher pay.
  Hireling, Untrained: The amount shown is the typical 
  daily wage for laborers, maids, and other menial workers.
  Messenger: This includes horse-riding messengers 
  and runners. Those willing to carry a message to a 
  place they were going anyway may ask for only half the 
  indicated amount.
  Road or Gate Toll: A toll is sometimes charged to cross a 
  well-kept and well-guarded road to pay for patrols on it and 
  for its upkeep. Occasionally, a large, walled city charges a 
  toll to enter or exit (or sometimes just to enter).
  Ship’s Passage: Most ships do not specialize in 
  passengers, but many have the capability to take a few 
  along when transporting cargo. Double the given cost 
  for creatures larger than Medium or creatures that are 
  otherwise difficult to bring aboard a ship.
  Spellcasting: The indicated amount is how much 
  it costs to get a spellcaster to cast a spell for you. This 
  cost assumes that you can go to the spellcaster and have 
  the spell cast at his convenience (generally at least 24 
  hours later, so that the spellcaster has time to prepare 
  the spell in question). If you want to bring the spellcaster 
  somewhere to cast a spell you need to negotiate with him, 
  and the default answer is no.
  The cost given is for any spell that does not require a 
  costly material component. If the spell includes a material 
  component, add the cost of that component to the cost of 
  the spell. If the spell has a focus component (other than a 
  divine focus), add 1/10 the cost of that focus to the cost of 
  the spell.
  Furthermore, if a spell has dangerous consequences, 
  the spellcaster will certainly require proof that you can 
  and will pay for dealing with any such consequences 
  (that is, assuming that the spellcaster even agrees to cast 
  such a spell, which isn’t certain). In the case of spells that 
  transport the caster and characters over a distance, you 
  will likely have to pay for two castings of the spell, even if 
  you aren’t returning with the caster.
  In addition, not every town or village has a spellcaster 
  of sufficient level to cast any spell. In general, you must 
  travel to a small town (or larger settlement) to be reasonably 
  assured of finding a spellcaster capable of casting 1st-level 
  spells, a large town for 2nd-level spells, a small city for 
  3rd- or 4th-level spells, a large city for 5th- or 6th-level 
  spells, and a metropolis for 7th- or 8th-level spells. Even a 
  metropolis isn’t guaranteed to have a local spellcaster able 
  to cast 9th-level spells.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703157
  703157
  451081
  451081
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703158
  703158
  451082
  451082
  Additional Rules
  7
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703158
  703158
  451082
  451082
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703159
  703159
  451083
  451083
  M
  erisiel cursed as she 
  flung a dagger at yet 
  another cat-sized cockroach. 
  Ahead, Valeros was plowing 
  steadfastly through the hip-
  deep water—Merisiel didn’t 
  want to think about what was 
  under that water, or what was 
  seeping into her boots as she 
  slogged along behind him. 
  Judging from the smell of the 
  place, there were more than 
  derelict ships rotting in the 
  filthy morass.
  “Tell me again why we’re 
  doing this, Val?” she asked. 
  “What’s the problem, 
  Merisiel?” Valeros replied as 
  a trio of wererats skittered 
  into view. “Afraid of getting a 
  reputation as a do-gooder?” 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703159
  703159
  451083
  451083
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703160
  703160
  451084
  451084
  166
  166
  lawful behavior creates a society in which people can 
  depend on each other and make the right decisions in full 
  confidence that others will act as they should.
  Chaos implies freedom, adaptability, and f lexibility. 
  On the downside, chaos can include recklessness, 
  resentment toward legitimate authority, arbitrary 
  actions, and irresponsibility. Those who promote chaotic 
  behavior say that only unfettered personal freedom 
  allows people to express themselves fully and lets 
  society benefit from the potential that its individuals 
  have within them.
  Someone who is neutral with respect to law and chaos has 
  some respect for authority and feels neither a compulsion to 
  obey nor a compulsion to rebel. She is generally honest, but 
  can be tempted into lying or deceiving others.
  Alignment Steps
  Occasionally the rules refer to “steps” when dealing with 
  alignment. In this case, “steps” refers to the number of 
  alignment shifts between the two alignments, as shown on 
  the following diagram. Note that diagonal “steps” count as 
  two steps. For example, a lawful neutral character is one 
  step away from a lawful good alignment, and three steps 
  away from a chaotic evil alignment. A cleric’s alignment 
  must be within one step of the alignment of her deity. 
  Lawful
  Neutral
  Chaotic
  Good
  Lawful
  Good
  Neutral
  Good
  Chaotic
  Good
  Neutral
  Lawful
  Neutral
  Neutral
  Chaotic
  Neutral
  Evil
  Lawful
  Evil
  Neutral
  Evil
  Chaotic
  Evil
  The Nine Alignments
  Nine distinct alignments define the possible combinations 
  of the lawful-chaotic axis with the good-evil axis. Each 
  description below depicts a typical character of that 
  alignment. Remember that individuals vary from this 
  norm, and that a given character may act more or less 
  in accord with his alignment from day to day. Use these 
  descriptions as guidelines, not as scripts.
  The first six alignments, lawful good through chaotic 
  neutral, are standard alignments for player characters. 
  The three evil alignments are usually for monsters and 
  villains. With the GM’s permission, a player may assign 
  an evil alignment to his PC, but such characters are 
  often a source of disruption and conflict with good and 
  neutral party members. GMs are encouraged to carefully 
  consider how evil PCs might affect the campaign before 
  allowing them.
  T
  his chapter presents rules for many miscellaneous 
  parts of the game, such as alignment, character age, 
  and encumbrance. This chapter also covers the rules 
  for exploration, including overland travel, light sources, 
  and breaking objects.
  ALigNmeNt
  A creature’s general moral and personal attitudes are 
  represented by its alignment: lawful good, neutral good, 
  chaotic good, lawful neutral, neutral, chaotic neutral, 
  lawful evil, neutral evil, or chaotic evil.
  Alignment is a tool for developing your character’s 
  identity—it is not a straitjacket for restricting your character. 
  Each alignment represents a broad range of personality 
  types or personal philosophies, so two characters of the 
  same alignment can still be quite different from each 
  other. In addition, few people are completely consistent.
  All creatures have an alignment. Alignment determines 
  the effectiveness of some spells and magic items.
  Animals and other creatures incapable of moral action 
  are neutral. Even deadly vipers and tigers that eat people 
  are neutral because they lack the capacity for morally right 
  or wrong behavior. Dogs may be obedient and cats free-
  spirited, but they do not have the moral capacity to be truly 
  lawful or chaotic.
  Good Versus Evil
  Good characters and creatures protect innocent life. Evil 
  characters and creatures debase or destroy innocent life, 
  whether for fun or profit.
  Good implies altruism, respect for life, and a concern 
  for the dignity of sentient beings. Good characters make 
  personal sacrifices to help others.
  Evil implies hurting, oppressing, and killing others. 
  Some evil creatures simply have no compassion for others 
  and kill without qualms if doing so is convenient. Others 
  actively pursue evil, killing for sport or out of duty to some 
  evil deity or master. 
  People who are neutral with respect to good and evil have 
  compunctions against killing the innocent, but may lack the 
  commitment to make sacrifices to protect or help others. 
  Law Versus Chaos
  Lawful characters tell the truth, keep their word, respect 
  authority, honor tradition, and judge those who fall short 
  of their duties. Chaotic characters follow their consciences, 
  resent being told what to do, favor new ideas over tradition, 
  and do what they promise if they feel like it.
  Law implies honor, trustworthiness, obedience to 
  authority, and reliability. On the downside, lawfulness 
  can include closed-mindedness, reactionary adherence 
  to tradition, self-righteousness, and a lack of adaptability. 
  Those who consciously promote lawfulness say that only 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703160
  703160
  451084
  451084
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703161
  703161
  451085
  451085
  167
  167
  7
  Additional Rules
  Additional Rules
  Lawful Good: A lawful good character acts as a good 
  person is expected or required to act. She combines a 
  commitment to oppose evil with the discipline to fight 
  relentlessly. She tells the truth, keeps her word, helps 
  those in need, and speaks out against injustice. A lawful 
  good character hates to see the guilty go unpunished.
  Lawful good combines honor with compassion.
  Neutral Good: A neutral good character does the best 
  that a good person can do. He is devoted to helping others. 
  He works with kings and magistrates but does not feel 
  beholden to them.
  Neutral good means doing what is good and right without 
  bias for or against order.
  Chaotic Good: A chaotic good character acts as his 
  conscience directs him with little regard for what others 
  expect of him. He makes his own way, but he’s kind and 
  benevolent. He believes in goodness and right but has 
  little use for laws and regulations. He hates it when 
  people try to intimidate others and tell them what 
  to do. He follows his own moral compass, which, 
  although good, may not agree with that of society.
  Chaotic good combines a good heart with a free 
  spirit.
  Lawful Neutral: A lawful neutral character acts as 
  law, tradition, or a personal code directs her. Order and 
  organization are paramount. She may believe in personal 
  order and live by a code or standard, or she may believe in 
  order for all and favor a strong, organized government.
  Lawful neutral means you are reliable and honorable 
  without being a zealot.
  Neutral: A neutral character does what seems to be a 
  good idea. She doesn’t feel strongly one way or the other 
  when it comes to good vs. evil or law vs. chaos (and thus 
  neutral is sometimes called “true neutral”). Most neutral 
  characters exhibit a lack of conviction or bias rather than 
  a commitment to neutrality. Such a character probably 
  thinks of good as better than evil—after all, she would 
  rather have good neighbors and rulers than evil ones. Still, 
  she’s not personally committed to upholding good in any 
  abstract or universal way.
  Some neutral characters, on the other hand, commit 
  themselves philosophically to neutrality. They see good, 
  evil, law, and chaos as prejudices and dangerous extremes. 
  They advocate the middle way of neutrality as the best, 
  most balanced road in the long run.
  Neutral means you act naturally in any situation, 
  without prejudice or compulsion.
  Chaotic Neutral: A chaotic neutral character follows his 
  whims. He is an individualist first and last. He values his 
  own liberty but doesn’t strive to protect others’ freedom. 
  He avoids authority, resents restrictions, and 
  challenges traditions. A chaotic neutral character 
  does not intentionally disrupt organizations as 
  part of a campaign of anarchy. To do so, he would have to 
  be motivated either by good (and a desire to liberate others) 
  or evil (and a desire to make those others suffer). A chaotic 
  neutral character may be unpredictable, but his behavior is 
  not totally random. He is not as likely to jump off a bridge 
  as he is to cross it.
  Chaotic neutral represents freedom from both society’s 
  restrictions and a do-gooder’s zeal.
  Lawful Evil: A lawful evil villain methodically takes 
  what he wants within the limits of his code of conduct 
  without regard for whom it hurts. He cares about tradition, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703161
  703161
  451085
  451085
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703162
  703162
  451086
  451086
  168
  168
  loyalty, and order, but not about freedom, dignity, or life. 
  He plays by the rules but without mercy or compassion. He 
  is comfortable in a hierarchy and would like to rule, but 
  is willing to serve. He condemns others not according to 
  their actions but according to race, religion, homeland, or 
  social rank. He is loath to break laws or promises.
  This reluctance comes partly from his nature and 
  partly because he depends on order to protect himself 
  from those who oppose him on moral grounds. Some 
  lawful evil villains have particular taboos, such as not 
  killing in cold blood (but having underlings do it) or 
  not letting children come to harm (if it can be helped). 
  They imagine that these compunctions put them above 
  unprincipled villains.
  Some lawful evil people and creatures commit 
  themselves to evil with a zeal like that of a crusader 
  committed to good. Beyond being willing to hurt others 
  for their own ends, they take pleasure in spreading evil as 
  an end unto itself. They may also see doing evil as part of a 
  duty to an evil deity or master.
  Lawful evil represents methodical, intentional, and 
  organized evil.
  Neutral Evil: A neutral evil villain does whatever she 
  can get away with. She is out for herself, pure and simple. 
  She sheds no tears for those she kills, whether for profit, 
  sport, or convenience. She has no love of order and holds 
  no illusions that following laws, traditions, or codes would 
  make her any better or more noble. On the other hand, she 
  doesn’t have the restless nature or love of conflict that a 
  chaotic evil villain has.
  Some neutral evil villains hold up evil as an ideal, 
  committing evil for its own sake. Most often, such villains 
  are devoted to evil deities or secret societies.
  Neutral evil represents pure evil without honor and 
  without variation.
  Chaotic Evil: A chaotic evil character does what his 
  greed, hatred, and lust for destruction drive him to do. He 
  is vicious, arbitrarily violent, and unpredictable. If he is 
  simply out for whatever he can get, he is ruthless and brutal. 
  If he is committed to the spread of evil and chaos, he is 
  even worse. Thankfully, his plans are haphazard, and any 
  groups he joins or forms are likely to be poorly organized. 
  Typically, chaotic evil people can be made to work together 
  only by force, and their leader lasts only as long as he can 
  thwart attempts to topple or assassinate him.
  Chaotic evil represents the destruction not only of 
  beauty and life, but also of the order on which beauty and 
  life depend.
  Changing Alignments
  Alignment is a tool, a convenient shorthand you can use to 
  summarize the general attitude of an NPC, region, religion, 
  organization, monster, or even magic item. 
  Certain character classes in Chapter 3 list repercussions 
  for those who don’t adhere to a specific alignment, 
  and some spells and magic items have different effects 
  on targets depending on alignment, but beyond that 
  it’s generally not necessary to worry too much about 
  whether someone is behaving differently from his stated 
  alignment. In the end, the Game Master is the one who 
  gets to decide if something’s in accordance with its 
  indicated alignment, based on the descriptions given 
  previously and his own opinion and interpretation—the 
  only thing the GM needs to strive for is to be consistent 
  as to what constitutes the difference between alignments 
  like chaotic neutral and chaotic evil. There’s no hard and 
  fast mechanic by which you can measure alignment—
  unlike hit points or skill ranks or Armor Class, alignment 
  is solely a label the GM controls.
  It’s best to let players play their characters as they want. 
  If a player is roleplaying in a way that you, as the GM, 
  think doesn’t fit his alignment, let him know that he’s 
  acting out of alignment and tell him why—but do so in 
  a friendly manner. If a character wants to change his 
  alignment, let him—in most cases, this should amount 
  to little more than a change of personality, or in some 
  cases, no change at all if the alignment change was more 
  of an adjustment to more accurately summarize how a 
  player, in your opinion, is portraying his character. In 
  some cases, changing alignments can impact a character’s 
  abilities—see the class write-ups in Chapter 3 for details. 
  An atonement spell may be necessary to repair damage 
  done by alignment changes arising from involuntary 
  sources or momentary lapses in personality.
  Players who frequently have their characters change 
  alignment should in all likelihood be playing chaotic 
  neutral characters.
  vitAL stAtistiCs
  The following section determines a character’s starting 
  age, height, and weight. The character’s race and class 
  influence these statistics. Consult your GM before making 
  a character that does not conform to these statistics.
  Age
  You can choose or randomly generate your character’s age. 
  If you choose it, it must be at least the minimum age for 
  the character’s race and class (see Table 7–1). Alternatively, 
  roll the dice indicated for your class on Table 7–1 and add 
  the result to the minimum age of adulthood for your race 
  to determine how old your character is.
  With age, a character’s physical ability scores decrease 
  and his mental ability scores increase (see Table 7–2). The 
  effects of each aging step are cumulative. However, none 
  of a character’s ability scores can be reduced below 1 in 
  this way.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703162
  703162
  451086
  451086
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703163
  703163
  451087
  451087
  169
  169
  7
  Additional Rules
  Additional Rules
  When a character reaches venerable age, secretly roll 
  his maximum age (on Table 7–2) and record the result, 
  which the player does not know. A character who reaches 
  his maximum age dies of old age sometime during the 
  following year.
  The maximum ages are for player characters. Most 
  people in the world at large die from pestilence, accidents, 
  infections, or violence before getting to venerable age.
  Height and Weight
  To determine a character’s height, roll the modifier dice 
  indicated on Table 7–3 and add the result, in inches, to 
  the base height for your character’s race and gender. To 
  determine a character’s weight, multiply the result of the 
  modifier dice by the weight multiplier and add the result to 
  the base weight for your character’s race and gender.
  Carrying Capacity
  These carrying capacity rules determine how much a 
  character’s equipment slows him down. Encumbrance 
  comes in two parts: encumbrance by armor and 
  encumbrance by total weight.
  Encumbrance by Armor: A character’s armor determines 
  his maximum Dexterity bonus to AC, armor check penalty, 
  speed, and running speed (see Table 6–6). Unless your 
  character is weak or carrying a lot of gear, that’s all you 
  need to know; the extra gear your character carries won’t 
  slow him down any more than the armor already does.
  If your character is weak or carrying a lot of gear, 
  however, then you’ll need to calculate encumbrance by 
  weight. Doing so is most important when your character 
  is trying to carry some heavy object.
  Encumbrance by Weight: If you want to determine 
  whether your character’s gear is heavy enough to slow 
  him down more than his armor already does, total the 
  weight of all the character’s items, including armor, 
  weapons, and gear (see appropriate tables in Chapter 6). 
  Compare this total to the character’s Strength on Table 
  7–4. Depending on the character’s carrying capacity, he or 
  she may be carrying a light, medium, or heavy load. Like 
  armor, a character’s load affects his maximum Dexterity 
  bonus to AC, carries a check penalty (which works like 
  an armor check penalty), reduces the character’s speed, 
  and affects how fast the character can run, as shown on 
  Table 7–5. A medium or heavy load counts as medium 
  or heavy armor for the purpose of abilities or skills that 
  are restricted by armor. Carrying a light load does not 
  encumber a character.
  If your character is wearing armor, use the worse figure 
  (from armor or from load) for each category. Do not stack 
  the penalties.
  Lifting and Dragging: A character can lift as much as 
  his maximum load over his head. A character’s maximum 
  load is the highest amount of weight listed for a character’s 
  Strength in the heavy load column of Table 7–4.
  A character can lift as much as double his maximum 
  load off the ground, but he or she can only stagger around 
  with it. While overloaded in this way, the character loses 
  any Dexterity bonus to AC and can move only 5 feet per 
  round (as a full-round action).
  A character can generally push or drag along the 
  ground as much as five times his maximum load. 
  Favorable conditions can double these numbers, and bad 
  circumstances can reduce them by half or more.
  Table 7–2: Aging Effects
  Race  
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Human 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Dwarf 
  125 years 
  188 years 
  250 years 
  250 + 2d% years
  Elf 
  175 years 
  263 years 
  350 years 
  350 + 4d% years
  Gnome 
  100 years 
  150 years 
  200 years 
  200 + 3d% years
  Half-elf 
  62 years 
  93 years 
  125 years 
  125 + 3d20 years
  Half-orc 
  30 years 
  45 years 
  60 years 
  60 + 2d10 years
  Halfling 
  50 years 
  75 years 
  100 years 
  100 + 5d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  Table 7–1: Random Starting Ages
    
   
   
  Bard, 
  Cleric,
    
   
  Barbarian, 
  Fighter, 
  Druid,
    
   
  Rogue, 
  Paladin, 
  Monk,
  Race 
  Adulthood 
  Sorcerer 
  Ranger 
  Wizard
  Human 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Dwarf 
  40 years 
  +3d6 
  +5d6 
  +7d6
  Elf 
  110 years 
  +4d6 
  +6d6 
  +10d6
  Gnome 
  40 years 
  +4d6 
  +6d6 
  +9d6
  Half-elf 
  20 years 
  +1d6 
  +2d6 
  +3d6
  Half-orc 
  14 years 
  +1d4 
  +1d6 
  +2d6
  Halfling 
  20 years 
  +2d4 
  +3d6 
  +4d6
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703163
  703163
  451087
  451087
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703164
  703164
  451088
  451088
  170
  170
  Bigger and Smaller Creatures: The figures on Table 7–4 
  are for Medium bipedal creatures. A larger bipedal creature 
  can carry more weight depending on its size category, as 
  follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. 
  A smaller creature can carry less weight depending on its 
  size category, as follows: Small ×3/4, Tiny ×1/2, Diminutive 
  ×1/4, Fine ×1/8.
  Quadrupeds can carry heavier loads than bipeds 
  can. Multiply the values corresponding to the creature’s 
  Strength score from Table 7–4 by the appropriate modifier, 
  as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small 
  ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, 
  Colossal ×24.
  Tremendous Strength: For Strength scores not shown 
  on Table 7–4, find the Strength score between 20 and 
  29 that has the same number in the “ones” digit as the 
  creature’s Strength score does and multiply the numbers 
  in that row by 4 for every 10 points the creature’s Strength 
  is above the score for that row.
  Armor and Encumbrance for Other Base Speeds
  The table below provides reduced speed figures for all base 
  speeds from 5 feet to 120 feet (in 5-foot increments).
   
  Base 
  Reduced 
  Base 
  Reduced
   Speed 
  Speed 
  Speed 
  Speed
   
  5 ft. 
  5 ft. 
  65 ft. 
  45 ft.
   10 ft.–15 ft. 
  10 ft. 
  70 ft.–75 ft. 
  50 ft.
   20 ft. 
  15 ft. 
  80 ft. 
  55 ft.
   25 ft.–30 ft. 
  20 ft. 
  85 ft.–90 ft. 
  60 ft.
   
  35 ft. 
  25 ft. 
  95 ft. 
  65 ft.
   40 ft.–45 ft. 
  30 ft. 
  100 ft.–105 ft. 
  70 ft.
   50 ft. 
  35 ft. 
  110 ft. 
  75 ft.
   55 ft.–60 ft. 
  40 ft. 
  115 ft.–120 ft. 
  80 ft.
  mOvemeNt
  There are three movement scales, as follows:
  •  Tactical, for combat, measured in feet (or 5-foot squares) 
  per round.
  •  Local, for exploring an area, measured in feet per minute.
  •  Overland, for getting from place to place, measured in 
  miles per hour or miles per day.
  Modes of Movement: While moving at the different 
  movement scales, creatures generally walk, hustle, or run.
  Walk: A walk represents unhurried but purposeful 
  movement (3 miles per hour for an unencumbered adult 
  human).
  Hustle: A hustle is a jog (about 6 miles per hour for an 
  unencumbered human). A character moving his speed 
  twice in a single round, or moving that speed in the 
  same round that he or she performs a standard action or 
  another move action, is hustling when he or she moves.
  Run (×3): Moving three times speed is a running pace for 
  a character in heavy armor (about 7 miles per hour for a 
  human in full plate).
  Run (×4): Moving four times speed is a running pace for 
  a character in light, medium, or no armor ( about 12 miles 
  per hour for an unencumbered human, or 9 miles per hour 
  for a human in chainmail) See Table 7–6 for details.
  Tactical Movement
  Tactical movement is used for combat. Characters 
  generally don’t walk during combat, for obvious reasons—
  they hustle or run instead. A character who moves his 
  speed and takes some action is hustling for about half the 
  round and doing something else the other half.
  Hampered Movement: Difficult terrain, obstacles, and 
  poor visibility can hamper movement (see Table 7–7 for 
  details). When movement is hampered, each square moved 
  into usually counts as two squares, effectively reducing 
  the distance that a character can cover in a move. 
  If more than one hampering condition applies, multiply 
  all additional costs that apply. This is a specific exception 
  to the normal rule for doubling. 
  In some situations, your movement may be so hampered 
  that you don’t have sufficient speed even to move 5 feet (1 
  square). In such a case, you may use a full-round action 
  to move 5 feet (1 square) in any direction, even diagonally. 
  Even though this looks like a 5-foot step, it’s not, and thus 
  it provokes attacks of opportunity normally. (You can’t take 
  advantage of this rule to move through impassable terrain 
  or to move when all movement is prohibited to you.)
  You can’t run or charge through any square that would 
  hamper your movement.
  Local Movement
  Characters exploring an area use local movement, 
  measured in feet per minute.
  Table 7–3: Random Height and Weight
    
  Base 
  Base 
   
  Weight
  Race 
  Height 
  Weight Modifier Multiplier
  Human, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  × 5 lbs.
  Human, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  × 5 lbs.
  Dwarf, male 
  3 ft. 9 in. 
  150 lbs. 
  2d4 
  × 7 lbs.
  Dwarf, female 
  3 ft. 7 in. 
  120 lbs. 
  2d4 
  × 7 lbs.
  Elf, male 
  5 ft. 4 in. 
  100 lbs. 
  2d8 
  × 3 lbs.
  Elf, female 
  5 ft. 4 in. 
  90 lbs. 
  2d6 
  × 3 lbs.
  Gnome, male 
  3 ft. 0 in. 
  35 lbs. 
  2d4 
  × 1 lb.
  Gnome, female 
  2 ft. 10 in. 
  30 lbs. 
  2d4 
  × 1 lb.
  Half-elf, male 
  5 ft. 2 in. 
  110 lbs. 
  2d8 
  × 5 lbs.
  Half-elf, female 
  5 ft. 0 in. 
  90 lbs. 
  2d8 
  × 5 lbs.
  Half-orc, male 
  4 ft. 10 in. 150 lbs. 
  2d12 
  × 7 lbs.
  Half-orc, female 4 ft. 5 in. 
  110 lbs. 
  2d12 
  × 7 lbs.
  Halfling, male 
  2 ft. 8 in. 
  30 lbs. 
  2d4 
  × 1 lb.
  Halfling, female 
  2 ft. 6 in. 
  25 lbs. 
  2d4 
  × 1 lb.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703164
  703164
  451088
  451088
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703165
  703165
  451089
  451089
  171171
  7
  Additional Rules
  Additional Rules
  Walk: A character can walk without a problem on the 
  local scale.
  Hustle: A character can hustle without a problem on the 
  local scale. See Overland Movement, below, for movement 
  measured in miles per hour.
  Run: A character can run for a number of rounds 
  equal to his Constitution score on the local scale without 
  needing to rest. See Chapter 8 for rules covering extended 
  periods of running.
  Overland Movement
  Characters covering long distances cross-country use 
  overland movement. Overland movement is measured 
  in miles per hour or miles per day. A day represents 8 
  hours of actual travel time. For rowed watercraft, a day 
  represents 10 hours of rowing. For a sailing ship, it 
  represents 24 hours.
  Walk: A character can walk 8 hours in a day of travel 
  without a problem. Walking for longer than that can wear 
  him out (see Forced March, below).
  Hustle: A character can hustle for 1 hour without a 
  problem. Hustling for a second hour in between sleep 
  cycles deals 1 point of nonlethal damage, and each 
  additional hour deals twice the damage taken during 
  the previous hour of hustling. A character who takes any 
  nonlethal damage from hustling becomes fatigued.
  A fatigued character can’t run or charge and takes a 
  penalty of –2 to Strength and Dexterity. Eliminating the 
  nonlethal damage also eliminates the fatigue.
  Run: A character can’t run for an extended period of 
  time. Attempts to run and rest in cycles effectively work 
  out to a hustle.
  Terrain: The terrain through which a character travels 
  affects the distance he can cover in an hour or a day (see Table 
  7–8). A highway is a straight, major, paved road. A road is 
  typically a dirt track. A trail is like a road, except that it allows 
  only single-file travel and does not benefit a party traveling 
  with vehicles. Trackless terrain is a wild area with no paths.
  Forced March: In a day of normal walking, a character 
  walks for 8 hours. The rest of the daylight time is spent 
  making and breaking camp, resting, and eating.
  A character can walk for more than 8 hours in a day 
  by making a forced march. For each hour of marching 
  beyond 8 hours, a Constitution check (DC 10, +2 per extra 
  hour) is required. If the check fails, the character takes 1d6 
  points of nonlethal damage. A character who takes any 
  nonlethal damage from a forced march becomes fatigued. 
  Eliminating the nonlethal damage also eliminates 
  the fatigue. It’s possible for a character to march into 
  unconsciousness by pushing himself too hard.
  Mounted Movement: A mount bearing a rider can move 
  at a hustle. The damage it takes when doing so, however, 
  is lethal damage, not nonlethal damage. The creature 
  can also be ridden in a forced march, but its Constitution 
  checks automatically fail, and the damage it takes is lethal 
  damage. Mounts also become fatigued when they take any 
  damage from hustling or forced marches.
  See Table 7–9: Mounts and Vehicles for mounted speeds 
  and speeds for vehicles pulled by draft animals.
  Waterborne Movement: See Table 7–9: Mounts and 
  Vehicles for speeds for water vehicles.
  Evasion and Pursuit
  In round-by-round movement, when simply counting off 
  squares, it’s impossible for a slow character to get away 
  Table 7–4: Carrying Capacity
  Strength 
  Light 
  Medium 
  Heavy
  Score 
  Load 
  Load 
  Load
  1 
  3 lbs. or less 
  4–6 lbs. 
  7–10 lbs.
  2 
  6 lbs. or less 
  7–13 lbs. 
  14–20 lbs.
  3 
  10 lbs. or less 
  11–20 lbs. 
  21–30 lbs.
  4 
  13 lbs. or less 
  14–26 lbs. 
  27–40 lbs.
  5 
  16 lbs. or less 
  17–33 lbs. 
  34–50 lbs.
  6 
  20 lbs. or less 
  21–40 lbs. 
  41–60 lbs.
  7 
  23 lbs. or less 
  24–46 lbs. 
  47–70 lbs.
  8 
  26 lbs. or less 
  27–53 lbs. 
  54–80 lbs.
  9 
  30 lbs. or less 
  31–60 lbs. 
  61–90 lbs.
  10 
  33 lbs. or less 
  34–66 lbs. 
  67–100 lbs.
  11 
  38 lbs. or less 
  39–76 lbs. 
  77–115 lbs.
  12 
  43 lbs. or less 
  44–86 lbs. 
  87–130 lbs.
  13 
  50 lbs. or less 
  51–100 lbs. 
  101–150 lbs.
  14 
  58 lbs. or less 
  59–116 lbs. 
  117–175 lbs.
  15 
  66 lbs. or less 
  67–133 lbs. 
  134–200 lbs.
  16 
  76 lbs. or less 
  77–153 lbs. 
  154–230 lbs.
  17 
  86 lbs. or less 
  87–173 lbs. 
  174–260 lbs.
  18 
  100 lbs. or less 
  101–200 lbs. 
  201–300 lbs.
  19 
  116 lbs. or less 
  117–233 lbs. 
  234–350 lbs.
  20 
  133 lbs. or less 
  134–266 lbs. 
  267–400 lbs.
  21 
  153 lbs. or less 
  154–306 lbs. 
  307–460 lbs.
  22 
  173 lbs. or less 
  174–346 lbs. 
  347–520 lbs.
  23 
  200 lbs. or less 
  201–400 lbs. 
  401–600 lbs.
  24 
  233 lbs. or less 
  234–466 lbs. 
  467–700 lbs.
  25 
  266 lbs. or less 
  267–533 lbs. 
  534–800 lbs.
  26 
  306 lbs. or less 
  307–613 lbs. 
  614–920 lbs.
  27 
  346 lbs. or less 
  347–693 lbs. 
  694–1,040 lbs.
  28 
  400 lbs. or less 
  401–800 lbs. 
  801–1,200 lbs.
  29 
  466 lbs. or less 
  467–933 lbs. 
  934–1,400 lbs.
  +10 
  ×4 
  ×4 
  ×4
  Table 7–5: Encumbrance Effects
   
   
   
   Speed
  Load 
  Max Dex 
  Check Penalty 
  (30 ft.) (20 ft.) Run
  Medium 
  +3 
  –3 
  20 ft. 
  15 ft. 
  ×4
  Heavy 
  +1 
  –6 
  20 ft. 
  15 ft. 
  ×3
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703165
  703165
  451089
  451089
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703166
  703166
  451090
  451090
  172172
  from a determined fast character without mitigating 
  circumstances. Likewise, it’s no problem for a fast character 
  to get away from a slower one. 
  When the speeds of the two concerned characters 
  are equal, there’s a simple way to resolve a chase: If one 
  creature is pursuing another, both are moving at the 
  same speed, and the chase continues for at least a few 
  Table 7–6: Movement and Distance
   Speed 
  15 feet 
  20 feet 
  30 feet 
  40 feet
  One Round (Tactical)* 
   
   
   
   Walk 
  15 ft. 
  20 ft. 
  30 ft. 
  40 ft.
   Hustle 
  30 ft. 
  40 ft. 
  60 ft. 
  80 ft.
   Run (×3) 
  45 ft. 
  60 ft. 
  90 ft. 
  120 ft.
   Run (×4) 
  60 ft. 
  80 ft. 
  120 ft. 
  160 ft.
  One Minute (Local)  
   
   
   Walk 
  150 ft. 
  200 ft. 
  300 ft. 
  400 ft.
   Hustle 
  300 ft. 
  400 ft. 
  600 ft. 
  800 ft.
   Run (×3) 
  450 ft. 
  600 ft. 
  900 ft. 1,200 ft.
   Run (×4) 
  600 ft. 
  800 ft. 
  1,200 ft. 1,600 ft.
  One Hour (Overland) 
   
   
   
   Walk 
  1-1/2 miles 
  2 miles 
  3 miles 
  4 miles
   Hustle 
  3 miles 
  4 miles 
  6 miles 
  8 miles
   Run 
  — 
  — 
  — 
  —
  One Day (Overland)  
   
   
   Walk 
  12 miles 
  16 miles 24 miles 32 miles
   Hustle 
  — 
  — 
  — 
  —
   Run 
  — 
  — 
  — 
  —
  *  Tactical movement is often measured in squares on the 
  battle grid (1 square = 5 feet) rather than feet.
  Table 7–7: Hampered Movement
  Condition 
  Additional Movement Cost
  Difficult terrain 
  ×2
  Obstacle* 
  ×2
  Poor visibility 
  ×2
  Impassable 
  —
  * May require a skill check
  Table 7–8: Terrain and Overland Movement
  Terrain  
  Highway 
  Road or Trail 
  Trackless
  Desert, sandy 
  ×1 
  ×1/2 
  ×1/2
  Forest 
  ×1 
  ×1 
  ×1/2
  Hills 
  ×1 
  ×3/4 
  ×1/2
  Jungle 
  ×1 
  ×3/4 
  ×1/4
  Moor 
  ×1 
  ×1 
  ×3/4
  Mountains 
  ×3/4 
  ×3/4 
  ×1/2
  Plains 
  ×1 
  ×1 
  ×3/4
  Swamp 
  ×1 
  ×3/4 
  ×1/2
  Tundra, frozen 
  ×1 
  ×3/4 
  ×3/4
  rounds, have them make opposed Dexterity checks to see 
  who is the faster over those rounds. If the creature being 
  chased wins, it escapes. If the pursuer wins, it catches the 
  f leeing creature. 
  Sometimes a chase occurs overland and could last all 
  day, with the two sides only occasionally getting glimpses 
  of each other at a distance. In the case of a long chase, an 
  opposed Constitution check made by all parties determines 
  which can keep pace the longest. If the creature being 
  chased rolls the highest, it gets away. If not, the chaser 
  runs down its prey, outlasting it with stamina.
  expLOrAtiON
  Few rules are as vital to the success of adventurers than 
  those pertaining to vision, lighting, and how to break 
  things. Rules for each of these are explained below.
  Vision and Light
  Dwarves and half-orcs have darkvision, but the other races 
  presented in Chapter 2 need light to see by. See Table 7–10 
  for the radius that a light source illuminates and how long 
  it lasts. The increased entry indicates an area outside the 
  lit radius in which the light level is increased by one step 
  (from darkness to dim light, for example).
  In an area of bright light, all characters can see clearly. 
  Some creatures, such as those with light sensitivity and 
  light blindness, take penalties while in areas of bright 
  light. A creature can’t use Stealth in an area of bright light 
  unless it is invisible or has cover. Areas of bright light 
  include outside in direct sunshine and inside the area of 
  a daylight spell.
  Normal light functions just like bright light, but 
  characters with light sensitivity and light blindness do not 
  take penalties. Areas of normal light include underneath a 
  forest canopy during the day, within 20 feet of a torch, and 
  inside the area of a light spell.
  In an area of dim light, a character can see somewhat. 
  Creatures within this area have concealment (20% miss 
  chance in combat) from those without darkvision or the 
  ability to see in darkness. A creature within an area of 
  dim light can make a Stealth check to conceal itself. Areas 
  of dim light include outside at night with a moon in the 
  sky, bright starlight, and the area between 20 and 40 feet 
  from a torch.
  In areas of darkness, creatures without darkvision are 
  effectively blinded. In addition to the obvious effects, a 
  blinded creature has a 50% miss chance in combat (all 
  opponents have total concealment), loses any Dexterity 
  bonus to AC, takes a –2 penalty to AC, and takes a –4 
  penalty on Perception checks that rely on sight and 
  most Strength- and Dexterity-based skill checks. Areas 
  of darkness include an unlit dungeon chamber, most 
  caverns, and outside on a cloudy, moonless night.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703166
  703166
  451090
  451090
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703167
  703167
  451091
  451091
  173
  173
  7
  Additional Rules
  Additional Rules
  Characters with low-light vision (elves, gnomes, and 
  half-elves) can see objects twice as far away as the given 
  radius. Double the effective radius of bright light, normal 
  light, and dim light for such characters.
  Characters with darkvision (dwarves and half-orcs) can 
  see lit areas normally as well as dark areas within 60 feet. 
  A creature can’t hide within 60 feet of a character with 
  darkvision unless it is invisible or has cover.
  Breaking and Entering
  When attempting to break an object, you have two choices: 
  smash it with a weapon or break it with sheer strength.
  Smashing an Object
  Smashing a weapon or shield with a slashing or 
  bludgeoning weapon is accomplished with the sunder 
  combat maneuver (see Chapter 8). Smashing an object is 
  like sundering a weapon or shield, except that your combat 
  maneuver check is opposed by the object’s AC. Generally, 
  you can smash an object only with a bludgeoning or 
  slashing weapon.
  Armor Class: Objects are easier to hit than creatures because 
  they don’t usually move, but many are tough enough to shrug 
  off some damage from each blow. An object’s Armor Class is 
  equal to 10 + its size modifier (see Table 7–11) + its Dexterity 
  modifier. An inanimate object has not only a Dexterity of 0 
  (–5 penalty to AC), but also an additional –2 penalty to its AC. 
  Furthermore, if you take a full-round action to line up a shot, 
  you get an automatic hit with a melee weapon and a +5 bonus 
  on attack rolls with a ranged weapon.
  Hardness: Each object has hardness—a number that 
  represents how well it resists damage. When an object is 
  damaged, subtract its hardness from the damage. Only 
  damage in excess of its hardness is deducted from the object’s 
  hit points (see Table 7–12, Table 7–13, and Table 7–14).
  Hit Points: An object’s hit point total depends on what 
  it is made of and how big it is (see Table 7–12, Table 7–13, 
  and Table 7–14). Objects that take damage equal to or greater 
  than half their total hit points gain the broken condition (see 
  Appendix 2). When an object’s hit points reach 0, it’s ruined.
  Very large objects have separate hit point totals for 
  different sections.
  Energy Attacks: Energy attacks deal half damage to 
  most objects. Divide the damage by 2 before applying the 
  object’s hardness. Some energy types might be particularly 
  effective against certain objects, subject to GM discretion. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703167
  703167
  451091
  451091
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703168
  703168
  451092
  451092
  174
  174
  For example, fire might do full damage against parchment, 
  cloth, and other objects that burn easily. Sonic might do 
  full damage against glass and crystal objects.
  Ranged Weapon Damage: Objects take half damage from 
  ranged weapons (unless the weapon is a siege engine or 
  something similar —see page 434). Divide the damage 
  dealt by 2 before applying the object’s hardness.
  Ineffective Weapons: Certain weapons just can’t effectively 
  deal damage to certain objects. For example, a bludgeoning 
  weapon cannot be used to damage a rope. Likewise, most 
  melee weapons have little effect on stone walls and doors, 
  unless they are designed for breaking up stone, such as a 
  pick or hammer.
  Immunities: Objects are immune to nonlethal damage 
  and to critical hits. Even animated objects, which are 
  otherwise considered creatures, have these immunities.
  Magic Armor, Shields, and Weapons: Each +1 of enhancement 
  bonus adds 2 to the hardness of armor, a weapon, or a 
  shield, and +10 to the item’s hit points.
  Table 7–11: Size and Armor Class of Objects
  Size 
  AC Modifier
  Colossal 
  –8
  Gargantuan 
  –4
  Huge 
  –2
  Large 
  –1
  Medium 
  +0
  Small 
  +1
  Tiny 
  +2
  Diminutive 
  +4
  Fine 
  +8
  Table 7–10: Light Sources and Illumination
  Object 
  Normal 
  Increased 
  Duration
   Candle 
  n/a1 
  5 ft. 
  1 hr.
   Everburning torch 
  20 ft. 
  40 ft. 
  Permanent
   Lamp, common 
  15 ft. 
  30 ft. 
  6 hr./pint
   Lantern, bullseye 
  60-ft. 
  120-ft.  
  6 hr./pint 
     
    
  cone 
  cone
   Lantern, hooded 
  30 ft. 
  60 ft. 
  6 hr./pint
   Sunrod 
  30 ft. 
  60 ft. 
  6 hr.
   Torch 
  20 ft. 
  40 ft. 
  1 hr.
  Spell   
  Normal 
  Increase 
  Duration
   Continual flame 
  20 ft. 
  40 ft. 
  Permanent
   Dancing lights 
  20 ft.  
  40 ft.  
  1 min. 
    (torches) 
  (each) 
  (each)
   Daylight 
  60 ft.2 
  120 ft. 
  30 min.
   Light 
  20 ft. 
  40 ft. 
  10 min.
  1  A candle does not provide normal illumination, only 
   
  dim illumination.
  2 The light for a daylight spell is bright light.
  Vulnerability to Certain Attacks: Certain attacks are 
  especially successful against some objects. In such cases, 
  attacks deal double their normal damage and may ignore 
  the object’s hardness.
  Damaged Objects: A damaged object remains functional 
  with the broken condition until the item’s hit points are 
  reduced to 0, at which point it is destroyed.
  Damaged (but not destroyed) objects can be repaired 
  with the Craft skill and a number of spells.
  Saving Throws: Nonmagical, unattended items never 
  make saving throws. They are considered to have failed 
  their saving throws, so they are always fully affected by 
  spells and other attacks that allow saving throws to resist 
  or negate. An item attended by a character (being grasped, 
  touched, or worn) makes saving throws as the character 
  (that is, using the character’s saving throw bonus).
  Magic items always get saving throws. A magic item’s 
  Fortitude, Reflex, and Will save bonuses are equal to 2 + 
  half its caster level. An attended magic item either makes 
  Table 7–9: Mounts and Vehicles
  Mount/Vehicle 
  Per Hour 
  Per Day
  Mount (carrying load) 
   
   Light horse 
  6 miles 
  48 miles
   Light horse (175–525 lbs.)1 
  4 miles 
  32 miles
   Heavy horse 
  5 miles 
  40 miles
   Heavy horse (229–690 lbs.)1 
  3-1/2 miles 
  28 miles
   Pony 
  4 miles 
  32 miles
   Pony (151–450 lbs.)1 
  3 miles 
  24 miles
   Dog, riding 
  4 miles 
  32 miles
   Dog, riding (101–300 lbs.)1 
  3 miles 
  24 miles
   Cart or wagon 
  2 miles 
  16 miles
  Ship 
   
   Raft or barge (poled or towed)2 
  1/2 mile 
  5 miles
   Keelboat (rowed)2 
  1 mile 
  10 miles
   Rowboat (rowed)2 
  1-1/2 miles 
  15 miles
   Sailing ship (sailed) 
  2 miles 
  48 miles
   Warship (sailed and rowed) 
  2-1/2 miles 
  60 miles
   Longship (sailed and rowed) 
  3 miles 
  72 miles
   Galley (rowed and sailed) 
  4 miles 
  96 miles
  1  Quadrupeds, such as horses, can carry heavier loads than 
  characters can. See Carrying Capacity on page 171 for 
  more information.
  2  Rafts, barges, keelboats, and rowboats are most often 
  used on lakes and rivers. If going downstream, add the 
  speed of the current (typically 3 miles per hour) to the 
  speed of the vehicle. In addition to 10 hours of being 
  rowed, the vehicle can also float an additional 14 hours, 
  if someone can guide it, adding an additional 42 miles to 
  the daily distance traveled. These vehicles can’t be rowed 
  against any significant current, but they can be pulled 
  upstream by draft animals on the shores.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703168
  703168
  451092
  451092
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703169
  703169
  451093
  451093
  175
  175
  7
  Additional Rules
  Additional Rules
  Table 7–13: Substance Hardness  
  and Hit Points
  Substance 
  Hardness 
  Hit Points
  Glass 
  1 
  1/in. of thickness
  Paper or cloth 
  0 
  2/in. of thickness
  Rope 
  0 
  2/in. of thickness
  Ice 
  0 
  3/in. of thickness
  Leather or hide 
  2 
  5/in. of thickness
  Wood 
  5 
  10/in. of thickness
  Stone 
  8 
  15/in. of thickness
  Iron or steel 
  10 
  30/in. of thickness
  Mithral 
  15 
  30/in. of thickness
  Adamantine 
  20 
  40/in. of thickness
  Table 7–14: Object Hardness and Hit Points
   
   
   
  Break
  Object 
  Hardness 
  Hit Points 
  DC
  Rope (1 in. diameter) 
  0 
  2 
  23
  Simple wooden door 
  5 
  10 
  13
  Small chest 
  5 
  1 
  17
  Good wooden door 
  5 
  15 
  18
  Treasure chest 
  5 
  15 
  23
  Strong wooden door 
  5 
  20 
  23
  Masonry wall (1 ft. thick) 
  8 
  90 
  35
  Hewn stone (3 ft. thick) 
  8 
  540 
  50
  Chain 
  10 
  5 
  26
  Manacles 
  10 
  10 
  26
  Masterwork manacles 
  10 
  10 
  28
  Iron door (2 in. thick) 
  10 
  60 
  28
  Table 7–15: DCs to Break or Burst Items
  Strength Check to: 
  DC
  Break down simple door 
  13
  Break down good door 
  18
  Break down strong door 
  23
  Burst rope bonds 
  23
  Bend iron bars 
  24
  Break down barred door 
  25
  Burst chain bonds 
  26
  Break down iron door 
  28
  Condition 
  DC Adjustment*
  Hold portal 
  +5
  Arcane lock 
  +10
  * If both apply, use the larger number.
  Table 7–12: Common Armor, Weapon, and 
  Shield Hardness and Hit Points
  Weapon or Shield 
  Hardness1 
  Hit Points2, 3
  Light blade 
  10 
  2
  One-handed blade 
  10 
  5
  Two-handed blade 
  10 
  10
  Light metal-hafted weapon 
  10 
  10
  One-handed metal-hafted weapon 
  10 
  20
  Light hafted weapon 
  5 
  2
  One-handed hafted weapon 
  5 
  5
  Two-handed hafted weapon 
  5 
  10
  Projectile weapon 
  5 
  5
  Armor  
  special4 
  armor bonus × 5
  Buckler 
  10 
  5
  Light wooden shield 
  5 
  7
  Heavy wooden shield 
  5 
  15
  Light steel shield 
  10 
  10
  Heavy steel shield 
  10 
  20
  Tower shield 
  5 
  20
  1 
  Add +2 for each +1 enhancement bonus of magic items.
  2  The hp value given is for Medium armor, weapons, and 
  shields. Divide by 2 for each size category of the item 
  smaller than Medium, or multiply it by 2 for each size 
  category larger than Medium.
  3 
  Add 10 hp for each +1 enhancement bonus of magic items.
  4  Varies by material; see Table 7–13: Substance Hardness 
  and Hit Points.
  saving throws as its owner or uses its own saving throw 
  bonus, whichever is better.
  Animated Objects: Animated objects count as creatures 
  for purposes of determining their Armor Class (do not 
  treat them as inanimate objects).
  Breaking Items
  When a character tries to break or burst something with 
  sudden force rather than by dealing damage, use a Strength 
  check (rather than an attack roll and damage roll, as with 
  the sunder special attack) to determine whether he succeeds. 
  Since hardness doesn’t affect an object’s Break DC, this 
  value depends more on the construction of the item than on 
  the material the item is made of. Consult Table 7–15 for a list 
  of common Break DCs.
  If an item has lost half or more of its hit points, the item 
  gains the broken condition (see Appendix 2) and the DC to 
  break it drops by 2.
  Larger and smaller creatures get size bonuses and 
  size penalties on Strength checks to break open doors as 
  follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large 
  +4, Huge +8, Gargantuan +12, Colossal +16.
  A crowbar or portable ram improves a character’s chance 
  of breaking open a door (see Chapter 6).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703169
  703169
  451093
  451093
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703170
  703170
  451094
  451094
  176
  176
  Combat
  8
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703170
  703170
  451094
  451094
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703171
  703171
  451095
  451095
  177
  177
  8
  Combat
  Combat
  C 
  rashing down the 
  ancient stairs in a 
  shower of weathered stone, 
  the onyx-scaled dragon and 
  its crimson-cloaked rider 
  exulted in their impending 
  triumph, ready to finally 
  bring an end to the upstarts 
  who had long vexed their 
  mistress. 
  Their resources and resolve 
  already stretched to the limit, 
  Seelah, Ezren, Harsk, and 
  Lem readied sword and spell 
  once more. They had bested 
  countless foes and endured 
  seemingly impossible trials 
  thus far, but never had they 
  faced so fearsome a challenge 
  as a true dragon. Yet in that 
  moment, each of them knew 
  they faced a simple choice: 
  victory or death.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703171
  703171
  451095
  451095
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703172
  703172
  451096
  451096
  178
  178
  Flat-Footed: At the start of a battle, before you have had a 
  chance to act (specifically, before your first regular turn in 
  the initiative order), you are flat-footed. You can’t use your 
  Dexterity bonus to AC (if any) while flat-footed. Barbarians 
  and rogues of high enough level have the uncanny dodge 
  extraordinary ability, which means that they cannot be 
  caught flat-footed. Characters with uncanny dodge retain 
  their Dexterity bonus to their AC and can make attacks 
  of opportunity before they have acted in the first round 
  of combat. A flat-footed character can’t make attacks of 
  opportunity, unless he has the Combat Reflexes feat.
  Inaction: Even if you can’t take actions, you retain your 
  initiative score for the duration of the encounter.
  Surprise
  When a combat starts, if you are not aware of your 
  opponents and they are aware of you, you’re surprised.
  Sometimes all the combatants on a side are aware of their 
  opponents, sometimes none are, and sometimes only some 
  of them are. Sometimes a few combatants on each side are 
  aware and the other combatants on each side are unaware.
  Determining awareness may call for Perception checks 
  or other checks.
  The Surprise Round: If some but not all of the combatants 
  are aware of their opponents, a surprise round happens 
  before regular rounds begin. In initiative order (highest 
  to lowest), combatants who started the battle aware of their 
  opponents each take a standard or move action during 
  the surprise round. You can also take free actions during 
  the surprise round. If no one or everyone is surprised, no 
  surprise round occurs.
  Unaware Combatants: Combatants who are unaware at 
  the start of battle don’t get to act in the surprise round. 
  Unaware combatants are flat-footed because they have not 
  acted yet, so they lose any Dexterity bonus to AC.
  COmBAt stAtistiCs
  This section summarizes the statistics that determine 
  success in combat, then details how to use them.
  Attack Roll
  An attack roll represents your attempt to strike your 
  opponent on your turn in a round. When you make an 
  attack roll, you roll a d20 and add your attack bonus. (Other 
  modifiers may also apply to this roll.) If your r esult equals 
  or beats the target’s Armor Class, you hit and deal damage.
  Automatic Misses and Hits: A natural 1 (the d20 comes 
  up 1) on an attack roll is always a miss. A natural 20 (the d20 
  comes up 20) is always a hit. A natural 20 is also a threat—a 
  possible critical hit (see the attack action on page 182).
  Attack Bonus
  Your attack bonus with a melee weapon is the following:
  I
  n the wild parts of the world where monsters hold 
  dominion, a sharp sword and sturdy shield are a far more 
  effective means of communication than words. Combat 
  is a common part of the Pathfinder Roleplaying Game, and 
  the following rules explain this crucial process.
  hOw COmBAt wOrks
  Combat is cyclical; everybody acts in turn in a regular cycle 
  of rounds. Combat follows this sequence:
  1. When combat begins, all combatants roll initiative.
  2. Determine which characters are aware of their 
  opponents. These characters can act during a surprise 
  round. If all the characters are aware of their opponents, 
  proceed with normal rounds. See the surprise section 
  for more information.
  3. After the surprise round (if any), all combatants are 
  ready to being the first normal round of combat.
  4. Combatants act in initiative order (highest to lowest).
  5. When everyone has had a turn, the next round begins 
  with the combatant with the highest initiative, and steps 
  3 and 4 repeat until combat ends.
  The Combat Round
  Each round represents 6 seconds in the game world; there 
  are 10 rounds in a minute of combat. A round normally 
  allows each character involved in a combat situation to act. 
  Each round’s activity begins with the character with the 
  highest initiative result and then proceeds in order. When 
  a character’s turn comes up in the initiative sequence, that 
  character performs his entire round’s worth of actions. 
  (For exceptions, see Attacks of Opportunity on page 180 
  and Special Initiative Actions on page 202.)
  When the rules refer to a “full round”, they usually 
  mean a span of time from a particular initiative count in 
  one round to the same initiative count in the next round. 
  Effects that last a certain number of rounds end just 
  before the same initiative count that they began on.
  Initiative
  At the start of a battle, each combatant makes an initiative 
  check. An initiative check is a Dexterity check. Each 
  character applies his or her Dexterity modifier to the roll, 
  as well as other modifiers from feats, spells, and other 
  effects. Characters act in order, counting down from the 
  highest result to the lowest. In every round that follows, 
  the characters act in the same order (unless a character 
  takes an action that results in his or her initiative 
  changing; see Special Initiative Actions on page 202).
  If two or more combatants have the same initiative 
  check result, the combatants who are tied act in order of 
  total initiative modifier (highest first). If there is still a tie, 
  the tied characters should roll to determine which one of 
  them goes before the other.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703172
  703172
  451096
  451096
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703173
  703173
  451097
  451097
  179
  179
  8
  Combat
  Combat
  Base attack bonus + Strength modifier + size modifier
  With a ranged weapon, your attack bonus is the following:
  Base attack bonus + Dexterity modifier  
  + size modifier + range penalty
  Armor Class
  Your Armor Class (AC) represents how hard it is for 
  opponents to land a solid, damaging blow on you. It’s the 
  attack roll result that an opponent needs to achieve to hit 
  you. Your AC is equal to the following: 
  10 + armor bonus + shield bonus + Dexterity modifier + 
  other modifiers
  Note that armor limits your Dexterity bonus, so if you’re 
  wearing armor, you might not be able to apply your whole 
  Dexterity bonus to your AC (see Table 6–6).
  Sometimes you can’t use your Dexterity bonus (if you 
  have one). If you can’t react to a blow, you can’t use your 
  Dexterity bonus to AC. If you don’t have a Dexterity bonus, 
  your AC does not change.
  Other Modifiers: Many other factors modify your AC.
  Enhancement Bonuses: Enhancement bonuses apply to 
  your armor to increase the armor bonus it provides.
  Deflection Bonus: Magical deflection effects ward off 
  attacks and improve your AC.
  Natural Armor: If your race has a tough hide, scales, or 
  thick skin you receive a bonus to your AC.
  Dodge Bonuses: Dodge bonuses represent actively 
  avoiding blows. Any situation that denies you your 
  Dexterity bonus also denies you dodge bonuses. (Wearing 
  armor, however, does not limit these bonuses the way it 
  limits a Dexterity bonus to AC.) Unlike most sorts of 
  bonuses, dodge bonuses stack with each other.
  Size Modifier: You receive a bonus or penalty to your AC 
  based on your size. See Table 8–1.
  Touch Attacks: Some attacks completely disregard 
  armor, including shields and natural armor—the 
  aggressor need only touch a foe for such an attack to 
  take full effect. In these cases, the attacker makes a 
  touch attack roll (either ranged or melee). When you are 
  the target of a touch attack, your AC doesn’t include any 
  armor bonus, shield bonus, or natural armor bonus. All 
  other modifiers, such as your size modifier, Dexterity 
  modifier, and deflection bonus (if any) apply normally. 
  Some creatures have the ability to make incorporeal 
  touch attacks. These attacks bypass solid objects, such as 
  armor and shields, by passing through them. Incorporeal 
  touch attacks work similarly to normal touch attacks 
  except that they also ignore cover bonuses. Incorporeal 
  touch attacks do not ignore armor bonuses granted by 
  force effects, such as mage armor and bracers of armor.
  Damage
  If your attack succeeds, you deal damage. The type of 
  weapon used determines the amount of damage you deal. 
  Damage reduces a target’s current hit points.
  Minimum Damage: If penalties reduce the damage 
  result to less than 1, a hit still deals 1 point of nonlethal 
  damage (see page 191).
  Strength Bonus: When you hit with a melee or thrown 
  weapon, including a sling, add your Strength modifier to 
  the damage result. A Strength penalty, but not a b onus, 
  applies on damage rolls made with a bow that is not a 
  c omposite bow.
  Off-Hand Weapon: When you deal damage with a weapon 
  in your off hand, you add only 1/2 your Strength bonus. If 
  you have a Strength penalty, the entire penalty applies.
  Wielding a Weapon Two-Handed: When you deal damage 
  with a weapon that you are wielding two-handed, you add 
  1-1/2 times your Strength bonus (Strength penalties are 
  not multiplied). You don’t get this higher Strength bonus, 
  however, when using a light weapon with two hands.
  Multiplying 
  Damage: 
  Sometimes 
  you 
  multiply 
  damage by some factor, such as on a critical hit. Roll 
  the damage (with all modifiers) multiple times and total 
  the results. 
  Note: When you multiply damage more than once, each 
  multiplier works off the original, unmultiplied damage. 
  So if you are asked to double the damage twice, the end 
  result is three times the normal damage.
  Exception: Extra damage dice over and above a weapon’s 
  normal damage are never multiplied.
  Ability Damage: Certain creatures and magical effects 
  can cause temporary or permanent ability damage (a 
  reduction to an ability score). Rules covering ability 
  damage are found on page 554.
  Hit Points
  When your hit point total reaches 0, you’re disabled. When 
  it reaches –1, you’re dying. When it gets to a negative 
  amount equal to your Constitution score, you’re dead. See 
  Injury and Death (page 189), for more information.
  Table 8–1: Size Modifiers
  Size 
  Size Modifier
  Colossal 
  –8
  Gargantuan 
  –4
  Huge 
  –2
  Large 
  –1
  Medium 
  +0
  Small 
  +1
  Tiny 
  +2
  Diminutive 
  +4
  Fine 
  +8
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703173
  703173
  451097
  451097
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703174
  703174
  451098
  451098
  180
  180
  Attacks of Opportunity
  Sometimes a combatant in a melee lets her guard down or 
  takes a reckless action. In this case, combatants near her 
  can take advantage of her lapse in defense to attack her for 
  free. These free attacks are called attacks of opportunity. 
  See the Attacks of Opportunity diagram for an example of 
  how they work.
  Threatened Squares: You threaten all squares into which 
  you can make a melee attack, even when it is not your turn. 
  Generally, that means everything in all squares adjacent 
  to your space (including diagonally). An enemy that takes 
  certain actions while in a threatened square provokes an 
  attack of opportunity from you. If you’re unarmed, you 
  don’t normally threaten any squares and thus can’t make 
  attacks of opportunity.
  Reach Weapons: Most creatures of Medium or smaller 
  size have a reach of only 5 feet. This means that they can 
  make melee attacks only against creatures up to 5 feet (1 
  square) away. However, Small and Medium creatures 
  wielding reach weapons threaten more squares than a 
  typical creature. In addition, most creatures larger than 
  Medium have a natural reach of 10 feet or more.
  Provoking an Attack of Opportunity: Two kinds of 
  actions can provoke attacks of opportunity: moving out 
  of a threatened square and performing certain actions 
  within a threatened square.
  Moving: Moving out of a threatened square usually 
  provokes attacks of opportunity from threatening 
  opponents. There are two common methods of avoiding 
  such an attack—the 5-foot step and the withdraw action.
  Performing a Distracting Act: Some actions, when performed 
  in a threatened square, provoke attacks of opportunity as 
  you divert your attention from the battle. Table 8–2 notes 
  many of the actions that provoke attacks of opportunity.
  Remember that even actions that normally provoke 
  attacks of opportunity may have exceptions to this rule.
  Making an Attack of Opportunity: An attack of 
  opportunity is a single melee attack, and most characters 
  can only make one per round. You don’t have to make an 
  attack of opportunity if you don’t want to. You make your 
  attack of opportunity at your normal attack bonus, even if 
  you’ve already attacked in the round.
  An attack of opportunity “interrupts” the normal flow 
  of actions in the round. If an attack of opportunity is 
  p rovoked, immediately resolve the attack of o pportunity, 
  then continue with the next character’s turn (or c omplete 
  the current turn, if the attack of opportunity was p rovoked 
  in the midst of a character’s turn).
  Combat Reflexes and Additional Attacks of Opportunity: 
  If you have the Combat Reflexes feat, you can add your 
  Dexterity modifier to the number of attacks of o pportunity 
  you can make in a round. This feat does not let you make 
  more than one attack for a given o pportunity, but if the 
  same opponent provokes two attacks of o pportunity from 
  you, you could make two s eparate attacks of o pportunity 
  (since each one represents a d ifferent opportunity). 
  Moving out of more than one square threatened by the 
  same opponent in the same round doesn’t count as more 
  than one opportunity for that opponent. All these attacks 
  are at your full normal attack bonus.
  Speed
  Your speed tells you how far you can move in a round and 
  still do something, such as attack or cast a spell. Your 
  speed depends mostly on your size and your armor.
  Dwarves, gnomes, and halflings have a speed of 20 feet 
  (4 squares), or 15 feet (3 squares) when wearing medium 
  or heavy armor (except for dwarves, who move 20 feet in 
  any armor).
  Humans, elves, half-elves, half-orcs, and most 
  humanoid monsters have a speed of 30 feet (6 squares), or 
  20 feet (4 squares) in medium or heavy armor.
  If you use two move actions in a round (sometimes 
  called a “double move” action), you can move up to double 
  your speed. If you spend the entire round running, you 
  can move up to quadruple your speed (or triple if you are 
  in heavy armor). 
  Saving Throws
  Generally, when you are subject to an unusual or magical 
  attack, you get a saving throw to avoid or reduce the effect. 
  Like an attack roll, a saving throw is a d20 roll plus a 
  bonus based on your class and level (see Chapter 3), and an 
  associated ability score. Your saving throw modifier is:
  Base save bonus + ability modifier
  Saving Throw Types: The three different kinds of s aving 
  throws are Fortitude, Reflex, and Will:
  Fortitude: These saves measure your ability to stand up 
  to physical punishment or attacks against your vitality and 
  health. Apply your Constitution modifier to your Fortitude 
  saving throws. 
  Reflex: These saves test your ability to dodge area attacks 
  and unexpected situations. Apply your Dexterity modifier to 
  your Reflex s aving throws. 
  Will: These saves reflect your resistance to mental 
  influence as well as many magical effects. Apply your 
  Wisdom modifier to your Will saving throws.
  Saving Throw Difficulty Class: The DC for a save is 
  determined by the attack itself.
  Automatic Failures and Successes: A natural 1 (the d20 
  comes up 1) on a saving throw is always a failure (and may 
  cause damage to exposed items; see Items Surviving after 
  a Saving Throw on page 217). A natural 20 (the d20 comes 
  up 20) is always a success.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703174
  703174
  451098
  451098
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703175
  703175
  451099
  451099
  181181
  8
  Combat
  Combat
  ACtiONs iN COmBAt
  During one turn, there are a wide variety of actions that 
  your character can perform, from swinging a sword to 
  casting a spell.
  Action Types
  An action’s type essentially tells you how long the action 
  takes to perform (within the framework of the 6-second 
  combat round) and how movement is treated. There are 
  six types of actions: standard actions, move actions, 
  full-round actions, swift actions, immediate actions, 
  and free actions.
  In a normal round, you can perform a standard action 
  and a move action, or you can perform a full-round action. 
  You can also perform one swift action and one or more 
  free actions. You can always take a move action in place of 
  a standard action.
  In some situations (such as in a surprise round), you 
  may be limited to taking only a single move action or 
  standard action.
  Standard Action: A standard action allows you to do 
  something, most commonly to make an attack or cast a 
  spell. See Table 8–2 for other standard actions.
  Move Action: A move action allows you to move up to 
  your speed or perform an action that takes a similar 
  amount of time. See Table 8–2 for other move actions.
  You can take a move action in place of a standard action. 
  If you move no actual distance in a round (commonly 
  because you have swapped your move action for one or 
  more equivalent actions), you can take one 5-foot step 
  either before, during, or after the action.
  Full-Round Action: A full-round action consumes all 
  your effort during a round. The only movement you can 
  take during a full-round action is a 5-foot step before, 
  during, or after the action. You can also perform free 
  a ctions and swift actions (see below). See Table 8–2 for a 
  list of full-round actions.
  Some full-round actions do not allow you to take a 
  5-foot step.
  Some full-round actions can be taken as standard actions, 
  but only in situations when you are limited to performing 
  only a standard action during your round. The descriptions 
  of specific actions detail which actions allow this option.
  Free Action: Free actions consume a very small amount of 
  time and effort. You can perform one or more free actions 
  while taking another action normally. However, there are 
  Attacks of Opportunity
  In this combat, Valeros and Seoni 
  fight an ogre and his goblin buddy.
  #1: Valeros can safely approach 
  this way without provoking an 
  attack of opportunity, as he 
  does not pass through a square 
  threatened by the ogre (who has 10 
  feet of reach) or the goblin.
  #2: If Valeros approaches this 
  way, he provokes two attacks of 
  opportunity since he passes through 
  a square both creatures threaten.
  #3: Seoni moves away using a 
  withdraw action. The first square 
  she leaves is not threatened as a 
  result, and she can thus move away 
  from the goblin safely, but when 
  she leaves the second square, she 
  provokes an attack of opportunity 
  from the ogre (who has 10 feet of 
  reach). She could instead limit her 
  movement to a 5-foot step, as a 
  free action, and not provoke any 
  attacks of opportunity.
  Attacks of 
  Opportunity
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703175
  703175
  451099
  451099
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703176
  703176
  451100
  451100
  182
  182
  reasonable limits on what you can really do for free, as 
  decided by the GM.
  Swift Action: A swift action consumes a very small 
  amount of time, but represents a larger expenditure of 
  effort and energy than a free action. You can perform only 
  a single swift action per turn.
  Immediate Action: An immediate action is very similar 
  to a swift action, but can be performed at any time—even 
  if it’s not your turn.
  Not an Action: Some activities are so minor that they are 
  not even considered free actions. They literally don’t take 
  any time at all to do and are considered an inherent part of 
  doing something else, such as nocking an arrow as part of 
  an attack with a bow.
  Restricted Activity: In some situations, you may be 
  unable to take a full round’s worth of actions. In such 
  cases, you are restricted to taking only a single standard 
  action or a single move action (plus free and swift actions 
  as normal). You can’t take a full-round action (though 
  you can start or complete a full-round action by using a 
  standard action; see below).
  Standard Actions
  Most of the common actions characters take, aside from 
  movement, fall into the realm of standard actions.
  Attack
  Making an attack is a standard action.
  Melee Attacks: With a normal melee weapon, you can 
  strike any opponent within 5 feet. (Opponents within 5 feet 
  are considered adjacent to you.) Some melee weapons have 
  reach, as indicated in their descriptions. With a typical 
  reach weapon, you can strike opponents 10 feet away, but 
  you can’t strike adjacent foes (those within 5 feet).
  Unarmed Attacks: Striking for damage with punches, 
  kicks, and head butts is much like attacking with a melee 
  weapon, except for the following:
  Attacks of Opportunity: Attacking unarmed provokes 
  an attack of opportunity from the character you attack, 
  provided she is armed. The attack of opportunity comes 
  before your attack. An unarmed attack does not provoke 
  attacks of opportunity from other foes, nor does it provoke 
  an attack of opportunity from an unarmed foe.
  An unarmed character can’t take attacks of opportunity 
  (but see “Armed” Unarmed Attacks, below).
  “Armed” Unarmed Attacks: Sometimes a character’s or 
  creature’s unarmed attack counts as an armed attack. A 
  monk, a character with the Improved Unarmed Strike feat, 
  a spellcaster delivering a touch attack spell, and a creature 
  with natural physical weapons all count as being armed 
  (see natural attacks).
  Note that being armed counts for both offense and 
  defense (the character can make attacks of opportunity).
  Unarmed Strike Damage: An unarmed strike from a 
  Medium character deals 1d3 points of bludgeoning damage 
  (plus your Strength modifier, as normal). A Small character’s 
  unarmed strike deals 1d2 points of bludgeoning damage, 
  while a Large character’s unarmed strike deals 1d4 points of 
  bludgeoning damage. All damage from unarmed strikes is 
  nonlethal damage. Unarmed strikes count as light weapons 
  (for purposes of two-weapon attack penalties and so on).
  Dealing Lethal Damage: You can specify that your 
  unarmed strike will deal lethal damage before you make 
  your attack roll, but you take a –4 penalty on your attack 
  roll. If you have the Improved Unarmed Strike feat, you 
  can deal lethal damage with an unarmed strike without 
  taking a penalty on the attack roll.
  Ranged Attacks: With a ranged weapon, you can 
  shoot or throw at any target that is within the weapon’s 
  m aximum range and in line of sight. The maximum 
  range for a thrown weapon is five range increments. 
  For projectile weapons, it is 10 range increments. Some 
  ranged weapons have shorter maximum ranges, as 
  s pecified in their descriptions.
  Natural Attacks: Attacks made with natural weapons, 
  such as claws and bites, are melee attacks that can be made 
  against any creature within your reach (usually 5 feet). 
  These attacks are made using your full attack bonus and 
  deal an amount of damage that depends on their type (plus 
  your Strength modifier, as normal). You do not receive 
  additional natural attacks for a high base attack bonus. 
  Instead, you receive additional attack rolls for multiple 
  limb and body parts capable of making the attack (as noted 
  by the race or ability that grants the attacks). If you possess 
  only one natural attack (such as a bite—two claw attacks do 
  not qualify), you add 1–1/2 times your Strength bonus on 
  damage rolls made with that attack.
  Some natural attacks are denoted as secondary natural 
  attacks, such as tails and wings. Attacks with secondary 
  natural attacks are made using your base attack bonus 
  minus 5. These attacks deal an amount of damage 
  depending on their type, but you only add half your 
  Strength modifier on damage rolls.
   You can make attacks with natural weapons in 
  combination with attacks made with a melee weapon and 
  unarmed strikes, so long as a different limb is used for 
  each attack. For example, you cannot make a claw attack 
  and also use that hand to make attacks with a longsword. 
  When you make additional attacks in this way, all of your 
  natural attacks are treated as secondary natural attacks, 
  using your base attack bonus minus 5 and adding only 1/2 
  of your Strength modifier on damage rolls. In addition, 
  all of your attacks made with melee weapons and unarmed 
  strikes are made as if you were two-weapon fighting. Your 
  natural attacks are treated as light, off-hand weapons for 
  determining the penalty to your other attacks. Feats such 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703176
  703176
  451100
  451100
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703177
  703177
  451101
  451101
  183
  183
  8
  Combat
  Combat
  Table 8–2: Actions in Combat
    
  Attack of  
  Standard Action 
  Opportunity1
  Attack (melee) 
  No
  Attack (ranged) 
  Yes
  Attack (unarmed) 
  Yes
  Activate a magic item other than a potion or oil 
  No
  Aid another 
  Maybe2
  Cast a spell (1 standard action casting time) 
  Yes
  Channel energy 
  No
  Concentrate to maintain an active spell 
  No
  Dismiss a spell 
  No
  Draw a hidden weapon (see Sleight of Hand skill) 
  No
  Drink a potion or apply an oil 
  Yes
  Escape a grapple 
  No
  Feint 
  No
  Light a torch with a tindertwig 
  Yes
  Lower spell resistance 
  No
  Read a scroll 
  Yes
  Ready (triggers a standard action) 
  No
  Stabilize a dying friend (see Heal skill) 
  Yes
  Total defense 
  No
  Use extraordinary ability 
  No
  Use skill that takes 1 action 
  Usually
  Use spell-like ability 
  Yes
  Use supernatural ability 
  No
    
  Attack of  
  Move Action 
  Opportunity1
  Move 
  Yes
  Control a frightened mount 
  Yes
  Direct or redirect an active spell 
  No
  Draw a weapon3 
  No
  Load a hand crossbow or light crossbow 
  Yes
  Open or close a door 
  No
  Mount/dismount a steed 
  No
  Move a heavy object 
  Yes
  Pick up an item 
  Yes
  Sheathe a weapon 
  Yes
  Stand up from prone 
  Yes
  Ready or drop a shield3 
  No
  Retrieve a stored item 
  Yes
    
  Attack of  
  Full-Round Action 
  Opportunity1
  Full attack 
  No
  Charge4 
  No
  Deliver coup de grace 
  Yes
  Escape from a net 
  Yes
  Extinguish flames 
  No
  Light a torch 
  Yes
  Load a heavy or repeating crossbow 
  Yes
  Lock or unlock weapon in locked gauntlet 
  Yes
  Prepare to throw splash weapon 
  Yes
  Run 
  Yes
  Use skill that takes 1 round 
  Usually
  Use a touch spell on up to six friends 
  Yes
  Withdraw4 
  No
    
  Attack of  
  Free Action 
  Opportunity1
  Cease concentration on a spell 
  No
  Drop an item 
  No
  Drop to the floor 
  No
  Prepare spell components to cast a spell5 
  No
  Speak 
  No
    
  Attack of  
  Swift Action 
  Opportunity1
  Cast a quickened spell 
  No
    
  Attack of  
  Immediate Action 
  Opportunity1
  Cast feather fall 
  No
    
  Attack of  
  No Action 
  Opportunity1
  Delay 
  No
  5-foot step 
  No
    
  Attack of  
  Action Type Varies 
  Opportunity1
  Perform a combat maneuver6 
  Yes
  Use feat7 
  Varies
  1 Regardless of the action, if you move out of a threatened 
  square, you usually provoke an attack of opportunity. This 
  column indicates whether the action itself, not moving, 
  provokes an attack of opportunity.
  2 If you aid someone performing an action that would 
  normally provoke an attack of opportunity, then the act of 
  aiding another provokes an attack of opportunity as well.
  3 If you have a base attack bonus of +1 or higher, you can 
  combine one of these actions with a regular move. If you 
  have the Two-Weapon Fighting feat, you can draw two light 
  or one-handed weapons in the time it would normally take 
  you to draw one.
  4 May be taken as a standard action if you are limited to 
  taking only a single action in a round.
  5  Unless the component is an extremely large or awkward item.
  6  Some combat maneuvers substitute for a melee attack, not 
  an action. As melee attacks, they can be used once in an 
  attack or charge action, one or more times in a full-attack 
  action, or even as an attack of opportunity. Others are used 
  as a separate action.
  7 The description of a feat defines its effect.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703177
  703177
  451101
  451101
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703178
  703178
  451102
  451102
  184
  184
  as Two-Weapon Fighting and Multiattack (see the Pathfinder 
  RPG Bestiary) can reduce these penalties.
  Multiple Attacks: A character who can make more than 
  one attack per round must use the full-attack a ction (see 
  Full-Round Actions) in order to get more than one attack.
  Shooting or Throwing into a Melee: If you shoot or 
  throw a ranged weapon at a target engaged in melee with a 
  friendly character, you take a –4 penalty on your attack roll. 
  Two characters are engaged in melee if they are enemies of 
  each other and either threatens the other. (An unconscious 
  or otherwise immobilized character is not considered 
  engaged unless he is actually being attacked.)
  If your target (or the part of your target you’re aiming at, 
  if it’s a big target) is at least 10 feet away from the nearest 
  friendly character, you can avoid the –4 penalty, even if 
  the creature you’re aiming at is engaged in melee with a 
  friendly character. 
  If your target is two size categories larger than the 
  friendly characters it is engaged with, this penalty is 
  reduced to –2. There is no penalty for firing at a creature 
  that is three size categories larger than the friendly 
  characters it is engaged with.
  Precise Shot: If you have the Precise Shot feat, you don’t 
  take this penalty.
  Fighting Defensively as a Standard Action: You can 
  choose to fight defensively when attacking. If you do so, 
  you take a –4 penalty on all attacks in a round to gain a +2  
  to AC for the same round.
  Critical Hits: When you make an attack roll and get a 
  natural 20 (the d20 shows 20), you hit regardless of your 
  target’s Armor Class, and you have scored a “threat,” 
  meaning the hit might be a critical hit (or “crit”). To find 
  out if it’s a critical hit, you immediately make an attempt 
  to “confirm” the critical hit—another attack roll with all 
  the same modifiers as the attack roll you just made. If the 
  confirmation roll also results in a hit against the target’s 
  AC, your original hit is a critical hit. (The critical roll just 
  needs to hit to give you a crit, it doesn’t need to come up 
  20 again.) If the confirmation roll is a miss, then your hit 
  is just a regular hit.
  A critical hit means that you roll your damage more 
  than once, with all your usual bonuses, and add the rolls 
  together. Unless otherwise specified, the threat range for a 
  critical hit on an attack roll is 20, and the multiplier is ×2.
  Exception: Precision damage (such as from a rogue’s 
  sneak attack class feature) and additional damage dice 
  from special weapon qualities (such as flaming) are not 
  multiplied when you score a critical hit.
  Increased Threat Range: Sometimes your threat range is 
  greater than 20. That is, you can score a threat on a lower 
  number. In such cases, a roll of lower than 20 is not an 
  automatic hit. Any attack roll that doesn’t result in a hit is 
  not a threat.
  Increased Critical Multiplier: Some weapons deal better 
  than double damage on a critical hit (see Chapter 6).
  Spells and Critical Hits: A spell that requires an attack 
  roll can score a critical hit. A spell attack that requires 
  no attack roll cannot score a critical hit. If a spell causes 
  ability damage or drain (see Appendix 1), the damage or 
  drain is doubled on a critical hit.
  Activate Magic Item
  Many magic items don’t need to be activated. Certain 
  magic items, however, do need to be activated, e specially 
  potions, scrolls, wands, rods, and staffs. Unless otherwise 
  noted, activating a magic item is a standard action.
  Spell Completion Items: Activating a spell completion 
  item (see page 458) is the equivalent of casting a spell. It 
  requires concentration and provokes attacks of opportunity. 
  You lose the spell if your concentration is broken, and you 
  can attempt to activate the item while on the defensive, as 
  with casting a spell.
  Spell Trigger, Command Word, or Use-Activated Items: 
  Activating any of these kinds of items does not require 
  concentration and does not provoke attacks of opportunity.
  Cast a Spell
  Most spells require 1 standard action to cast. You can cast 
  such a spell either before or after you take a move action. 
  Note: You retain your Dexterity bonus to AC while casting.
  Spell Components: To cast a spell with a verbal (V) 
  component, your character must speak in a firm voice. 
  If you’re gagged or in the area of a silence spell, you can’t 
  cast such a spell. A spellcaster who has been deafened has 
  a 20% chance to spoil any spell he tries to cast if that spell 
  has a verbal component.
  To cast a spell with a somatic (S) component, you must 
  gesture freely with at least one hand. You can’t cast a spell 
  of this type while bound, grappling, or with both your 
  hands full or occupied.
  To cast a spell with a material (M), focus (F), or divine focus 
  (DF) component, you have to have the proper materials, 
  as described by the spell. Unless these components are 
  elaborate, preparing them is a free action. For material 
  components and focuses whose costs are not listed in the 
  spell description, you can assume that you have them if 
  you have your spell component pouch.
  Concentration: You must concentrate to cast a spell. 
  If you can’t concentrate, you can’t cast a spell. If you 
  start casting a spell but something interferes with your 
  c oncentration, you must make a concentration check or lose 
  the spell. The check’s DC depends on what is t hreatening 
  your concentration (see Chapter 9). If you fail, the spell 
  fizzles with no effect. If you prepare spells, it is lost from 
  preparation. If you cast at will, it counts against your daily 
  limit of spells even though you did not cast it successfully.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703178
  703178
  451102
  451102
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703179
  703179
  451103
  451103
  185
  185
  8
  Combat
  Combat
  Concentrating to Maintain a Spell: Some spells 
  r equire continued concentration to keep them going. 
  Concentrating to maintain a spell is a standard action that 
  doesn’t provoke an attack of opportunity. Anything that 
  could break your concentration when casting a spell can 
  keep you from concentrating to maintain a spell. If your 
  concentration breaks, the spell ends.
  Casting Time: Most spells have a casting time of 1 
  standard action. A spell cast in this manner immediately 
  takes effect.
  Attacks of Opportunity: Generally, if you cast a spell, 
  you provoke attacks of opportunity from threatening 
  enemies. If you take damage from an attack of 
  opportunity, you must make a concentration check (DC 
  10 + points of damage taken + the spell’s level) or lose the 
  spell. Spells that require only a free action to cast don’t 
  provoke attacks of opportunity.
  Casting on the Defensive: Casting a spell while on the 
  defensive does not provoke an attack of opportunity. It does, 
  however, require a concentration check (DC 15 + double the 
  spell’s level) to successfully cast the spell. Failure means 
  that you lose the spell.
  Touch Spells in Combat: Many spells have a range of 
  touch. To use these spells, you cast the spell and then touch 
  the subject. In the same round that you cast the spell, you 
  may also touch (or attempt to touch) as a free action. You 
  may take your move before casting the spell, after touching 
  the target, or between casting the spell and touching the 
  target. You can automatically touch one friend or use the 
  spell on yourself, but to touch an opponent, you must 
  succeed on an attack roll.
  Touch Attacks: Touching an opponent with a touch spell 
  is considered to be an armed attack and therefore does 
  not provoke attacks of opportunity. The act of casting a 
  spell, however, does provoke an attack of opportunity. 
  Touch attacks come in two types: melee touch attacks 
  and ranged touch attacks. You can score critical hits with 
  either type of attack as long as the spell deals damage. Your 
  opponent’s AC against a touch attack does not include any 
  armor bonus, shield bonus, or natural armor bonus. His 
  size modifier, Dexterity modifier, and deflection bonus (if 
  any) all apply normally.
  Holding the Charge: If you don’t discharge the spell 
  in the round when you cast the spell, you can hold the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703179
  703179
  451103
  451103
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703180
  703180
  451104
  451104
  186
  186
  charge indefinitely. You can continue to make touch 
  attacks round after round. If you touch anything or 
  anyone while holding a charge, even unintentionally, the 
  spell discharges. If you cast another spell, the touch spell 
  dissipates. You can touch one friend as a standard action 
  or up to six friends as a full-round action. Alternatively, 
  you may make a normal unarmed attack (or an attack with 
  a natural weapon) while holding a charge. In this case, 
  you aren’t considered armed and you provoke attacks of 
  opportunity as normal for the attack. If your unarmed 
  attack or natural weapon attack normally doesn’t provoke 
  attacks of opportunity, neither does this attack. If the 
  attack hits, you deal normal damage for your unarmed 
  attack or natural weapon and the spell discharges. If the 
  attack misses, you are still holding the charge.
  Ranged Touch Spells in Combat: Some spells allow 
  you to make a ranged touch attack as part of the casting 
  of the spell. These attacks are made as part of the spell 
  and do not require a separate action. Ranged touch 
  attacks provoke an attack of opportunity, even if the 
  spell that causes the attacks was cast defensively. Unless 
  otherwise noted, ranged touch attacks cannot be held 
  until a later turn. 
  Dismiss a Spell: Dismissing an active spell is a standard 
  action that doesn’t provoke attacks of opportunity.
  Start/Complete Full-Round Action
  The “start full-round action” standard action lets you start 
  undertaking a full-round action, which you can complete 
  in the following round by using another standard action. 
  You can’t use this action to start or complete a full attack, 
  charge, run, or withdraw.
  Total Defense
  You can defend yourself as a standard action. You get a +4 
  dodge bonus to your AC for 1 round. Your AC improves at 
  the start of this action. You can’t combine total defense 
  with fighting defensively or with the benefit of the Combat 
  Expertise feat. You can’t make attacks of opportunity while 
  using total defense.
  Use Special Ability
  Using a special ability is usually a standard action, but 
  whether it is a standard action, a full-round action, or not 
  an action at all is defined by the ability.
  Spell-Like Abilities (Sp): Using a spell-like ability 
  works like casting a spell in that it requires concentration 
  and provokes attacks of opportunity. Spell-like abilities 
  can be disrupted. If your concentration is broken, the 
  attempt to use the ability fails, but the attempt counts as 
  if you had used the ability. The casting time of a spell-like 
  ability is 1 standard action, unless the ability description 
  notes otherwise.
  Using a Spell-Like Ability on the Defensive: You may attempt 
  to use a spell-like ability on the defensive, just as with 
  casting a spell. If the concentration check (DC 15 + double 
  the spell’s level) fails, you can’t use the ability, but the 
  attempt counts as if you had used the ability.
  Supernatural Abilities (Su): Using a supernatural 
  ability is usually a standard action (unless defined 
  otherwise by the ability’s description). Its use cannot be 
  disrupted, does not require concentration, and does not 
  provoke attacks of opportunity.
  Extraordinary Abilities (Ex): Using an extraordinary 
  ability is usually not an action because most extraordinary 
  abilities automatically happen in a reactive fashion. 
  Those extraordinary abilities that are actions are 
  usually standard actions that cannot be disrupted, do 
  not require concentration, and do not provoke attacks of 
  opportunity.
  Move Actions
  With the exception of specific movement-related skills, 
  most move actions don’t require a check.
  Move
  The simplest move action is moving your speed. If you 
  take this kind of move action during your turn, you can’t 
  also take a 5-foot step.
  Many nonstandard modes of movement are covered 
  under this category, including climbing (up to one-
  quarter of your speed) and swimming (up to one-quarter 
  of your speed).
  Accelerated Climbing: You can climb at half your 
  speed as a move action by accepting a –5 penalty on your 
  Climb check.
  Crawling: You can crawl 5 feet as a move action. 
  Crawling incurs attacks of opportunity from any attackers 
  who threaten you at any point of your crawl. A c rawling 
  character is considered prone and must take a move action 
  to stand up, provoking an attack of opportunity.
  Direct or Redirect a Spell
  Some spells allow you to redirect the effect to new targets 
  or areas after you cast the spell. Redirecting a spell requires 
  a move action and does not provoke attacks of opportunity 
  or require concentration.
  Draw or Sheathe a Weapon
  Drawing a weapon so that you can use it in combat, or 
  putting it away so that you have a free hand, requires a 
  move action. This action also applies to weapon-like 
  objects carried in easy reach, such as wands. If your 
  weapon or weapon-like object is stored in a pack or 
  otherwise out of easy reach, treat this action as retrieving 
  a stored item.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703180
  703180
  451104
  451104
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703181
  703181
  451105
  451105
  187
  187
  8
  Combat
  Combat
  If you have a base attack bonus of +1 or higher, you may 
  draw a weapon as a free action combined with a regular 
  move. If you have the Two-Weapon Fighting feat, you can 
  draw two light or one-handed weapons in the time it would 
  normally take you to draw one.
  Drawing ammunition for use with a ranged weapon (such 
  as arrows, bolts, sling bullets, or shuriken) is a free action.
  Manipulate an Item
  Moving or manipulating an item is usually a move action.
  This includes retrieving or putting away a stored item, 
  picking up an item, moving a heavy object, and opening 
  a door. Examples of this kind of action, along with 
  whether they incur an attack of opportunity, are given 
  in Table 8–2.
  Mount/Dismount a Steed
  Mounting or dismounting a steed requires a move action.
  Fast Mount or Dismount: You can mount or dismount 
  as a free action with a DC 20 Ride check. If you fail the 
  check, mounting or dismounting is a move action instead. 
  You can’t attempt a fast mount or fast dismount unless you 
  can perform the mount or dismount as a move action in 
  the current round.
  Ready or Drop a Shield
  Strapping a shield to your arm to gain its shield bonus to 
  your AC, or unstrapping and dropping a shield so you can 
  use your shield hand for another purpose, requires a move 
  action. If you have a base attack bonus of +1 or higher, you 
  can ready or drop a shield as a free action combined with 
  a regular move.
  Dropping a carried (but not worn) shield is a free action.
  Stand Up
  Standing up from a prone position requires a move action 
  and provokes attacks of opportunity.
  Full-Round Actions
  A full-round action requires an entire round to complete. 
  Thus, it can’t be coupled with a standard or a move a ction, 
  though if it does not involve moving any distance, you can 
  take a 5-foot step.
  Full Attack
  If you get more than one attack per round because your 
  base attack bonus is high enough (see Base Attack Bonus 
  in Chapter 3), because you fight with two weapons or a 
  double weapon, or for some s pecial reason, you must use 
  a full-round action to get your a dditional attacks. You do 
  not need to specify the targets of your attacks ahead of 
  time. You can see how the earlier attacks turn out before 
  assigning the later ones.
  The only movement you can take during a full attack is a 
  5-foot step. You may take the step before, after, or between 
  your attacks.
  If you get multiple attacks because your base attack 
  bonus is high enough, you must make the attacks in 
  order from highest bonus to lowest. If you are using two 
  weapons, you can strike with either weapon first. If you 
  are using a double weapon, you can strike with either part 
  of the weapon first.
  Deciding between an Attack or a Full Attack: After 
  your first attack, you can decide to take a move action 
  instead of making your remaining attacks, depending 
  on how the first attack turns out and assuming you have 
  not already taken a move action this round. If you’ve 
  already taken a 5-foot step, you can’t use your move action 
  to move any distance, but you could still use a different 
  kind of move action.
  Fighting Defensively as a Full-Round Action: You can 
  choose to fight defensively when taking a full-attack 
  action. If you do so, you take a –4 penalty on all attacks in a 
  round to gain a +2 dodge bonus to AC for the same round.
  Cast a Spell
  A spell that takes one round to cast is a full-round action. 
  It comes into effect just before the beginning of your turn 
  in the round after you began casting the spell. You then act 
  normally after the spell is completed.
  A spell that takes 1 minute to cast comes into effect just 
  before your turn 1 minute later (and for each of those 10 
  rounds, you are casting a spell as a full-round action). 
  These actions must be consecutive and uninterrupted, or 
  the spell automatically fails.
  When you begin a spell that takes 1 round or longer 
  to cast, you must continue the invocations, gestures, and 
  concentration from 1 round to just before your turn in the 
  next round (at least). If you lose concentration after starting 
  the spell and before it is complete, you lose the spell.
  You only provoke attacks of opportunity when you begin 
  casting a spell, even though you might continue casting 
  for at least 1 full round. While casting a spell, you don’t 
  threaten any squares around you.
  This action is otherwise identical to the cast a spell 
  action described under Standard Actions.
  Casting a Metamagic Spell: Sorcerers and bards must 
  take more time to cast a metamagic spell (one enhanced by 
  a metamagic feat) than a regular spell. If a spell’s normal 
  casting time is 1 standard action, casting a metamagic 
  version of the spell is a full-round action for a sorcerer or 
  bard (except for spells modified by the Quicken Spell feat, 
  which take 1 swift action to cast). Note that this isn’t the 
  same as a spell with a 1-round casting time. Spells that take 
  a full-round action to cast take effect in the same round that 
  you begin casting, and you are not required to continue the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703181
  703181
  451105
  451105
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703182
  703182
  451106
  451106
  188
  188
  invocations, gestures, and concentration until your next 
  turn. For spells with a longer casting time, it takes an extra 
  full-round action to cast the metamagic spell.
  Clerics and druids must take more time to spontaneously 
  cast a metamagic version of a cure, inflict, or summon spell. 
  Spontaneously casting a metamagic version of a spell with a 
  casting time of 1 standard action is a full-round action, and 
  spells with longer casting times take an extra full-round 
  action to cast.
  Move 5 Feet through Difficult Terrain
  In some situations, your movement may be so hampered 
  that you don’t have sufficient speed even to move 5 feet (a 
  single square). In such a case, you may spend a full-round 
  action to move 5 feet (1 square) in any direction, even 
  diagonally. Even though this looks like a 5-foot step, it’s 
  not, and thus it provokes attacks of opportunity normally.
  Run
  You can run as a full-round action. If you do, you do not 
  also get a 5-foot step. When you run, you can move up to 
  four times your speed in a straight line (or three times 
  your speed if you’re in heavy armor). You lose any Dexterity 
  bonus to AC unless you have the Run feat. 
  You can run for a number of rounds equal to your 
  Constitution score, but after that you must make a DC 
  10 Constitution check to continue running. You must 
  check again each round in which you continue to run, 
  and the DC of this check increases by 1 for each check 
  you have made. When you fail this check, you must stop 
  running. A character who has run to his limit must rest 
  for 1 minute (10 rounds) before running again. During a 
  rest period, a character can move no faster than a normal 
  move action.
  You can’t run across difficult terrain or if you can’t see 
  where you’re going.
  A run represents a speed of about 13 miles per hour for 
  an unencumbered human.
  Use Special Ability
  Using a special ability is usually a standard action, but 
  some may be full-round actions, as defined by the ability.
  Withdraw
  Withdrawing from melee combat is a full-round a ction. 
  When you withdraw, you can move up to double your speed. 
  The square you start out in is not considered threatened by 
  any opponent you can see, and t herefore visible enemies 
  do not get attacks of opportunity against you when you 
  move from that square. Invisible enemies still get attacks 
  of opportunity against you, and you can’t withdraw from 
  combat if you’re blinded. You can’t take a 5-foot step during 
  the same round in which you withdraw.
  If, during the process of withdrawing, you move out of 
  a threatened square (other than the one you started in), 
  enemies get attacks of opportunity as normal.
  You may not withdraw using a form of movement for 
  which you don’t have a listed speed. 
  Note that despite the name of this action, you don’t 
  actually have to leave combat entirely.
  Restricted Withdraw: If you are limited to taking only a 
  standard action each round you can withdraw as a standard 
  action. In this case, you may move up to your speed.
  Free Actions
  Free actions don’t take any time at all, though there may 
  be limits to the number of free actions you can perform 
  in a turn. Free actions rarely incur attacks of opportunity. 
  Some common free actions are described below.
  Cease Concentration on Spell
  You can stop concentrating on a spell as a free action.
  Drop an Item
  Dropping an item in your space or into an adjacent square 
  is a free action.
  Drop Prone
  Dropping to a prone position in your space is a free action.
  Speak
  In general, speaking is a free action that you can perform 
  even when it isn’t your turn. Speaking more than a few 
  sentences is generally beyond the limit of a free action.
  Swift Actions
  A swift action consumes a very small amount of time, 
  but represents a larger expenditure of effort than a 
  free action. You can perform one swift action per turn 
  without affecting your ability to perform other actions. 
  In that regard, a swift action is like a free action. You 
  can, however, perform only one single swift action per 
  turn, regardless of what other actions you take. You 
  can take a swift action anytime you would normally 
  be allowed to take a free action. Swift actions usually 
  involve spellcasting, activating a feat, or the activation 
  of magic items.
  Cast a Quickened Spell
  You can cast a quickened spell (see the Quicken Spell 
  feat), or any spell whose casting time is designated as 
  a free or swift action, as a swift action. Only one such 
  spell can be cast in any round, and such spells don’t 
  count toward your normal limit of one spell per round. 
  Casting a spell as a swift action doesn’t incur an attack 
  of opportunity.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703182
  703182
  451106
  451106
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703183
  703183
  451107
  451107
  189
  189
  8
  Combat
  Combat
  Immediate Actions
  Much like a swift action, an immediate action consumes 
  a very small amount of time but represents a larger 
  expenditure of effort and energy than a free action. 
  However, unlike a swift action, an immediate action can 
  be performed at any time—even if it’s not your turn. 
  Casting feather fall is an immediate action, since the spell 
  can be cast at any time.
  Using an immediate action on your turn is the same as 
  using a swift action and counts as your swift action for 
  that turn. You cannot use another immediate a ction or 
  a swift action until after your next turn if you have used 
  an immediate action when it is not currently your turn 
  (effectively, using an immediate action before your turn 
  is equivalent to using your swift action for the coming 
  turn). You also cannot use an immediate action if you are 
  flat-footed.
  Miscellaneous Actions
  The following actions take a variable amount of time to 
  accomplish or otherwise work differently than other 
  actions.
  Take 5-Foot Step
  You can move 5 feet in any round when you don’t perform 
  any other kind of movement. Taking this 5-foot step never 
  provokes an attack of opportunity. You can’t take more 
  than one 5-foot step in a round, and you can’t take a 5-foot 
  step in the same round that you move any distance.
  You can take a 5-foot step before, during, or after your 
  other actions in the round. 
  You can only take a 5-foot-step if your movement isn’t 
  hampered by difficult terrain or darkness. Any creature 
  with a speed of 5 feet or less can’t take a 5-foot step, since 
  moving even 5 feet requires a move action for such a 
  slow creature.
  You may not take a 5-foot step using a form of movement 
  for which you do not have a listed speed. 
  Use Feat
  Certain feats let you take special actions in combat. Other 
  feats do not require actions themselves, but they give you 
  a bonus when attempting something you can already do. 
  Some feats are not meant to be used within the framework 
  of combat. The individual feat descriptions tell you what 
  you need to know about them.
  Use Skill
  Most skill uses are standard actions, but some might 
  be move actions, full-round actions, free actions, or 
  something else entirely.
  The individual skill descriptions in Chapter 4 tell you 
  what sorts of actions are required to perform skills.
  iNjury ANd deAth
  Your hit points measure how hard you are to kill. No matter 
  how many hit points you lose, your character isn’t hindered 
  in any way until your hit points drop to 0 or lower.
  Loss of Hit Points
  The most common way that your character gets hurt is to 
  take lethal damage and lose hit points.
  What Hit Points Represent: Hit points mean two things 
  in the game world: the ability to take physical punishment 
  and keep going, and the ability to turn a serious blow into 
  a less serious one.
  Effects of Hit Point Damage: Damage doesn’t slow you 
  down until your current hit points reach 0 or lower. At 0 
  hit points, you’re disabled.
  If your hit point total is negative, but not equal to or 
  greater than your Constitution score, you are unconscious 
  and dying.
  When your negative hit point total is equal to your 
  Constitution, you’re dead.
  Massive Damage (Optional Rule): If you ever sustain 
  a single attack that deals an amount of damage equal 
  to half your total hit points (minimum 50 points of 
  damage) or more and it doesn’t kill you outright, you 
  must make a DC 15 Fortitude save. If this saving throw 
  fails, you die regardless of your current hit points. If you 
  take half your total hit points or more in damage from 
  multiple attacks, no one of which dealt more than half 
  your total hit points (minimum 50), the massive damage 
  rule does not apply.
  Disabled (0 Hit Points)
  When your current hit point total drops to exactly 0, you 
  are disabled.
  You gain the staggered condition and can only take a 
  single move or standard action each turn (but not both, nor 
  can you take full-round actions). You can take move actions 
  without further injuring yourself, but if you perform any 
  standard action (or any other strenuous action) you take 
  1 point of damage after completing the act. Unless your 
  activity increased your hit points, you are now at –1 hit 
  points and dying.
  Healing that raises your hit points above 0 makes you 
  fully functional again, just as if you’d never been reduced 
  to 0 or fewer hit points.
  You can also become disabled when recovering from 
  dying. In this case, it’s a step toward recovery, and you 
  can have fewer than 0 hit points (see Stable Characters 
  and Recovery).
  Dying (Negative Hit Points)
  If your hit point total is negative, but not equal to or greater 
  than your Constitution score, you’re dying.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703183
  703183
  451107
  451107
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703184
  703184
  451108
  451108
  190
  190
  A dying character immediately falls unconscious and 
  can take no actions.
  A dying character loses 1 hit point every round. This 
  continues until the character dies or becomes stable.
  Dead
  When your character’s current hit points drop to a 
  negative amount equal to his Constitution score or 
  lower, or if he succumbs to massive damage, he’s dead. 
  A character can also die from taking ability damage or 
  suffering an ability drain that reduces his Constitution 
  score to 0 (see Appendix 1).
  Certain types of powerful magic, such as raise dead 
  and resurrection, can restore life to a dead character. See 
  Chapter 9 for more information.
  Stable Characters and Recovery
  On the character’s next turn, after being reduced to 
  negative hit points (but not dead), and on all subsequent 
  turns, the character must make a DC 10 Constitution 
  check to become stable. The character takes a penalty on 
  this roll equal to his negative hit point total. A character 
  that is stable does not need to make this check. A 
  natural 20 on this check is an automatic success. If 
  the character fails this check, he loses 1 hit point. An 
  unconscious or dying character cannot use any special 
  action that changes the initiative count on which his 
  action occurs.
  Characters taking continuous damage, such as from an 
  acid arrow or a bleed effect, automatically fail all Constitution 
  checks made to stabilize. Such characters lose 1 hit point 
  per round in addition to the continuous damage. 
  You can keep a dying character from losing any more hit 
  points and make him stable with a DC 15 Heal check.
  If any sort of healing cures the dying character of even 
  1 point of damage, he becomes stable and stops losing 
  hit points.
  Healing that raises the dying character’s hit points to 0 
  makes him conscious and disabled. Healing that raises his 
  hit points to 1 or more makes him fully functional again, 
  just as if he’d never been reduced to 0 or lower. A spellcaster 
  retains the spellcasting capability she had before dropping 
  below 0 hit points.
  A stable character who has been tended by a healer 
  or who has been magically healed eventually regains 
  consciousness and recovers hit points naturally. If the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703184
  703184
  451108
  451108
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703185
  703185
  451109
  451109
  191191
  8
  Combat
  Combat
  character has no one to tend him, however, his life is still 
  in danger, and he may yet slip away.
  Recovering with Help: One hour after a tended, dying 
  character becomes stable, the character must make a 
  DC 10 Constitution check to become conscious. The 
  character takes a penalty on this roll equal to his negative 
  hit point total. Conscious characters with negative hit 
  point totals are treated as disabled characters (see page 
  189). If the character remains unconscious, he receives 
  another check every hour to regain consciousness. A 
  natural 20 on this check is an automatic success. Even if 
  unconscious, the character recovers hit points naturally. 
  He automatically regains consciousness when his hit 
  points rise to 1 or higher.
  Recovering without Help: A severely wounded character 
  left alone usually dies. He has a small chance of recovering 
  on his own. Treat such characters as those attempting 
  to recover with help, but every failed Constitution 
  check to regain consciousness results in the loss of 1 hit 
  point. An unaided character does not recover hit points 
  naturally. Once conscious, the character can make a 
  DC 10 Constitution check once per day, after resting for 
  8 hours, to begin recovering hit points naturally. The 
  character takes a penalty on this roll equal to his negative 
  hit point total. Failing this check causes the character to 
  lose 1 hit point, but this does not cause the character to 
  become unconscious. Once a character makes this check, 
  he continues to heal naturally and is no longer in danger 
  of losing hit points naturally.
  Healing
  After taking damage, you can recover hit points through 
  natural healing or through magical healing. In any case, you 
  can’t regain hit points past your full normal hit point total.
  Natural Healing: With a full night’s rest (8 hours of 
  sleep or more), you recover 1 hit point per character level. 
  Any significant interruption during your rest prevents 
  you from healing that night.
  If you undergo complete bed rest for an entire day and 
  night, you recover twice your character level in hit points. 
  Magical Healing: Various abilities and spells can restore 
  hit points.
  Healing Limits: You can never recover more hit points 
  than you lost. Magical healing won’t raise your current hit 
  points higher than your full normal hit point total.
  Healing Ability Damage: Temporary ability damage 
  returns at the rate of 1 point per night of rest (8 hours) for 
  each affected ability score. Complete bed rest restores 2 
  points per day (24 hours) for each affected ability score.
  Temporary Hit Points
  Certain effects give a character temporary hit points. 
  These hit points are in addition to the character’s current 
  hit point total and any damage taken by the character is 
  subtracted from these hit points first. Any damage in 
  excess of a character’s temporary hit points is applied 
  to his current hit points as normal. If the effect that 
  grants the temporary hit points ends or is dispelled, any 
  remaining temporary hit points go away. The damage 
  they sustained is not transferred to the character’s 
  current hit points.
  When temporary hit points are lost, they cannot be 
  restored as real hit points can be, even by magic.
  Increases in Constitution Score and Current Hit 
  Points: An increase in a character’s Constitution score, 
  even a temporary one, can give her more hit points (an 
  effective hit point increase), but these are not temporary 
  hit points. They can be restored, and they are not lost first 
  as temporary hit points are.
  Nonlethal Damage
  Nonlethal damage represents harm to a character that is 
  not life-threatening. Unlike normal damage, nonlethal 
  damage is healed quickly with rest.
  Dealing Nonlethal Damage: Certain attacks deal 
  nonlethal damage. Other effects, such as heat or being 
  exhausted, also deal nonlethal damage. When you take 
  nonlethal damage, keep a running total of how much 
  you’ve accumulated. Do not deduct the nonlethal 
  damage number from your current hit points. It is not 
  “real” damage. Instead, when your nonlethal damage 
  equals your current hit points, you’re staggered (see 
  below), and when it exceeds your current hit points, you 
  fall unconscious.
  Nonlethal Damage with a Weapon that Deals Lethal Damage: 
  You can use a melee weapon that deals lethal damage to 
  deal nonlethal damage instead, but you take a –4 penalty 
  on your attack roll.
  Lethal Damage with a Weapon that Deals Nonlethal Damage: 
  You can use a weapon that deals nonlethal damage, 
  including an unarmed strike, to deal lethal damage 
  instead, but you take a –4 penalty on your attack roll.
  Staggered and Unconscious: When your nonlethal 
  damage equals your current hit points, you’re staggered. 
  You can only take a standard action or a move action in 
  each round (in addition to free, immediate, and swift 
  actions). You cease being staggered when your current hit 
  points once again exceed your nonlethal damage.
  When your nonlethal damage exceeds your current 
  hit points, you fall unconscious. While unconscious, 
  you are helpless (see page 567).
  Spellcasters who fall unconscious retain any spellcasting 
  ability they had before going unconscious.
  If a creature’s nonlethal damage is equal to his total 
  maximum hit points (not his current hit points), all further 
  nonlethal damage is treated as lethal damage. This does 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703185
  703185
  451109
  451109
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703186
  703186
  451110
  451110
  192
  192
  not apply to creatures with regeneration. Such creatures 
  simply accrue additional nonlethal damage, increasing 
  the amount of time they remain unconscious.
  Healing Nonlethal Damage: You heal nonlethal damage 
  at the rate of 1 hit point per hour per character level. When 
  a spell or ability cures hit point damage, it also removes an 
  equal amount of nonlethal damage.
  mOvemeNt, pOsitiON,  
  ANd distANCe
  Miniatures are on the 30mm scale—a miniature of a 6-foot-
  tall man is approximately 30mm tall. A square on the battle 
  grid is 1 inch across, representing a 5-foot-by-5-foot area.
  Tactical Movement
  Your speed is determined by your race and your armor 
  (see Table 8–3). Your speed while unarmored is your base 
  land speed.
  Encumbrance: A character encumbered by carrying 
  treasure. a large amount of gear,  or fallen comrades may 
  move slower than normal (see Chapter 7).
  Hampered Movement: Difficult terrain, obstacles, or 
  poor visibility can hamper movement.
  Movement in Combat: Generally, you can move your 
  speed in a round and still do something (take a move 
  action and a standard action).
  If you do nothing but move (that is, if you use both of 
  your actions in a round to move your speed), you can move 
  double your speed.
  If you spend the entire round running, you can move 
  quadruple your speed (or three times your speed in heavy 
  armor). If you do something that requires a full round, you 
  can only take a 5-foot step.
  Bonuses to Speed: A barbarian has a +10-foot bonus to 
  his speed (unless she’s wearing heavy armor). Experienced 
  monks also have higher speed (unless they’re wearing 
  armor of any sort). In addition, many spells and magic 
  items can affect a character’s speed. Always apply any 
  modifiers to a character’s speed before adjusting the 
  character’s speed based on armor or encumbrance, and 
  remember that multiple bonuses of the same type to a 
  character’s speed don’t stack.
  Measuring Distance
  As a general rule, distance is measured assuming that 1 
  square equals 5 feet.
  Tactical Movement
  Valeros’s first move costs 
  him 5 feet (or 1 square). His 
  next costs 5 feet also, but 
  his third (his 2nd diagonal) 
  costs 10 feet. Next he 
  moves into difficult terrain, 
  also costing him 10 feet. At 
  this point (#6), Valeros has 
  moved 30 feet—one move 
  action. The last square is a 
  diagonal move in difficult 
  terrain, which costs 15 feet; 
  he must spend his turn’s 
  standard action to move 
  this far.
  The Large ogre’s move 
  costs a total of 20 feet 
  worth of movement (or 4 
  squares). The ogre cannot 
  cut across the corner to 
  get to that location, and 
  must fully move around it, 
  as indicated.
  Tactical 
  Movement
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703186
  703186
  451110
  451110
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703187
  703187
  451111
  451111
  193
  193
  8
  Combat
  Combat
  Diagonals: When measuring distance, the first diagonal 
  counts as 1 square, the second counts as 2 squares, the third 
  counts as 1, the fourth as 2, and so on.
  You can’t move diagonally past a corner (even by taking a 
  5-foot step). You can move diagonally past a creature, even 
  an opponent.
  You can also move diagonally past other impassable 
  obstacles, such as pits.
  Closest Creature: When it’s important to determine the 
  closest square or creature to a location, if two squares or 
  creatures are equally close, randomly determine which 
  one counts as closest by rolling a die.
  Moving Through a Square
  You can move through an unoccupied square without 
  difficulty in most circumstances. Difficult terrain and 
  a number of spell effects might hamper your movement 
  through open spaces.
  Friend: You can move through a square occupied by a 
  friendly character, unless you are charging. When you move 
  through a square occupied by a friendly character, that 
  character doesn’t provide you with cover (see page 195).
  Opponent: You can’t move through a square occupied by 
  an opponent unless the opponent is helpless. You can move 
  through a square occupied by a helpless opponent without 
  penalty. Some creatures, particularly very large ones, may 
  present an obstacle even when helpless. In such cases, each 
  square you move through counts as 2 squares.
  Ending Your Movement: You can’t end your movement in 
  the same square as another creature unless it is helpless.
  Overrun: During your movement, you can attempt 
  to move through a square occupied by an opponent (see 
  page 201).
  Tumbling: A trained character can attempt to use 
  Acrobatics to move through a square occupied by an 
  opponent (see the Acrobatics skill).
  Very Small Creature: A Fine, Diminutive, or Tiny creature 
  can move into or through an occupied square. The creature 
  provokes attacks of opportunity when doing so.
  Square Occupied by Creature Three Sizes Larger or 
  Smaller: Any creature can move through a square occupied 
  by a creature three size categories larger than itself.
  A big creature can move through a square occupied by a 
  creature three size categories smaller than it is. Creatures 
  moving through squares occupied by other creatures 
  provoke attacks of opportunity from those creatures.
  Designated Exceptions: Some creatures break the 
  above rules. A creature that completely fills the squares it 
  occupies cannot be moved past, even with the Acrobatics 
  skill or similar special abilities.
  Terrain and Obstacles
  From tangled plants to broken stone, there are a number of 
  terrain features that can affect your movement.
  Difficult Terrain: Difficult terrain, such as heavy 
  undergrowth, broken ground, or steep stairs, hampers 
  movement. Each square of difficult terrain counts as 2 
  squares of movement. Each diagonal move into a difficult 
  terrain square counts as 3 squares. You can’t run or charge 
  across difficult terrain.
  If you occupy squares with different kinds of terrain, 
  you can move only as fast as the most difficult terrain you 
  occupy will allow.
  Flying and incorporeal creatures are not hampered by 
  difficult terrain.
  Obstacles: Like difficult terrain, obstacles can hamper 
  movement. If an obstacle hampers movement but doesn’t 
  completely block it, each obstructed square or obstacle 
  between squares counts as 2 squares of movement. You 
  must pay this cost to cross the obstacle, in addition to the 
  cost to move into the square on the other side. If you don’t 
  have sufficient movement to cross the obstacle and move 
  into the square on the other side, you can’t cross it. Some 
  obstacles may also require a skill check to cross.
  On the other hand, some obstacles block movement 
  entirely. A character can’t move through a blocking obstacle.
  Flying and incorporeal creatures are able to avoid 
  most obstacles.
  Squeezing: In some cases, you may have to squeeze 
  into or through an area that isn’t as wide as the space you 
  take up. You can squeeze through or into a space that is at 
  least half as wide as your normal space. Each move into or 
  through a narrow space counts as if it were 2 squares, and 
  while squeezed in a narrow space, you take a –4 penalty on 
  attack rolls and a –4 penalty to AC.
  When a Large creature (which normally takes up 4 
  squares) squeezes into a space that’s 1 square wide, the 
  creature’s miniature figure occupies 2 squares, centered 
  on the line between the 2 squares. For a bigger creature, 
  center the creature likewise in the area it squeezes into.
  A creature can squeeze past a creature while moving but 
  it can’t end its movement in an occupied square.
  Table 8–3: Tactical Speed 
  Race  
  No Armor or Light Armor 
  Medium or Heavy Armor
  Human, elf, half-elf, half-orc 
  30 ft. (6 squares) 
  20 ft. (4 squares)
  Dwarf 
  20 ft. (4 squares) 
  20 ft. (4 squares)
  Halfling, gnome 
  20 ft. (4 squares) 
  15 ft. (3 squares)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703187
  703187
  451111
  451111
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703188
  703188
  451112
  451112
  194
  194
  To squeeze through or into a space less than half your 
  space’s width, you must use the Escape Artist skill. You 
  can’t attack while using Escape Artist to squeeze through 
  or into a narrow space, you take a –4 penalty to AC, and you 
  lose any Dexterity bonus to AC.
  Special Movement Rules
  These rules cover special movement situations.
  Accidentally Ending Movement in an Illegal Space: 
  Sometimes a character ends its movement while moving 
  through a space where it’s not allowed to stop. When that 
  happens, put your miniature in the last legal position you 
  occupied, or the closest legal position, if there’s a legal 
  position that’s closer.
  Double Movement Cost: When your movement is 
  hampered in some way, your movement usually costs 
  double. For example, each square of movement through 
  difficult terrain counts as 2 squares, and each diagonal 
  move through such terrain counts as 3 squares (just as two 
  diagonal moves normally do).
  If movement cost is doubled twice, then each square 
  counts as 4 squares (or as 6 squares if moving diagonally). 
  If movement cost is doubled three times, then each square 
  counts as 8 squares (12 if diagonal) and so on. This is 
  an exception to the general rule that two doublings are 
  equivalent to a tripling.
  Minimum Movement: Despite whatever penalties to 
  movement you might have, you can take a full-round 
  action to move 5 feet (1 square) in any direction, even 
  diagonally. This rule doesn’t allow you to move through 
  impassable terrain or to move when all movement 
  is prohibited. Such movement provokes attacks of 
  opportunity as normal (despite the distance covered, this 
  move isn’t a 5-foot step).
  Big ANd LittLe CreAtures  
  iN COmBAt
  Creatures smaller than Small or larger than Medium have 
  special rules relating to position. 
  Tiny, Diminutive, and Fine Creatures: Very small 
  creatures take up less than 1 square of space. This means 
  that more than one such creature can fit into a single 
  square. A Tiny creature typically occupies a space only 
  2-1/2 feet across, so four can fit into a single square. 25 
  Diminutive creatures or 100 Fine creatures can fit into 
  a single square. Creatures that take up less than 1 square 
  Cover
  #1: Valeros is adjacent to the 
  ogre, and nothing blocks him 
  from reaching it. The ogre does 
  not have cover against Valeros.
  #2: Merisiel is adjacent to the 
  ogre, but lines from the corners 
  of her square to the corners of 
  the ogre’s square cross through 
  a wall. The ogre has melee cover 
  from her, but if it attacks her, 
  Merisiel does not have cover 
  from it, as the ogre has reach (so 
  it figures attacks as if attacking 
  with a ranged weapon).
  #3: Kyra attacks at range, and 
  must pick one of the corners 
  of her square to determine 
  cover. Some of these lines 
  pass through a solid surface, 
  meaning that the ogre has cover.
  #4: Seoni attacks at range 
  as well, but her lines reveal that 
  she can clearly see more than 
  half of the ogre. This gives the 
  ogre partial cover.
  Cover
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703188
  703188
  451112
  451112
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703189
  703189
  451113
  451113
  195
  195
  8
  Combat
  Combat
  of space typically have a natural reach of 0 feet, meaning 
  they can’t reach into adjacent squares. They must enter 
  an opponent’s square to attack in melee. This provokes an 
  attack of opportunity from the opponent. You can attack 
  into your own square if you need to, so you can attack 
  such creatures normally. Since they have no natural 
  reach, they do not threaten the squares around them. 
  You can move past them without provoking attacks of 
  opportunity. They also can’t flank an enemy.
  Large, Huge, Gargantuan, and Colossal Creatures: Very 
  large creatures take up more than 1 square.
  Creatures that take up more than 1 square typically have 
  a natural reach of 10 feet or more, meaning that they can 
  reach targets even if they aren’t in adjacent squares.
  Unlike when someone uses a reach weapon, a creature 
  with greater than normal natural reach (more than 5 
  feet) still threatens squares adjacent to it. A creature with 
  greater than normal natural reach usually gets an attack 
  of opportunity against you if you approach it, because 
  you must enter and move within the range of its reach 
  before you can attack it. This attack of opportunity is not 
  provoked if you take a 5-foot step.
  Large or larger creatures using reach weapons can strike 
  up to double their natural reach but can’t strike at their 
  natural reach or less. 
  COmBAt mOdiFiers
  A number of factors and conditions can influence an attack 
  roll. Many of these situations grant a bonus or penalty on 
  attack rolls or to a defender’s Armor Class.
  Cover
  To determine whether your target has cover from your 
  ranged attack, choose a corner of your square. If any line 
  from this corner to any corner of the target’s square passes 
  through a square or border that blocks line of effect or 
  provides cover, or through a square occupied by a creature, 
  the target has cover (+4 to AC).
  When making a melee attack against an adjacent target, 
  your target has cover if any line from any corner of your 
  square to the target’s square goes through a wall (including 
  a low wall). When making a melee attack against a target 
  that isn’t adjacent to you (such as with a reach weapon), use 
  the rules for determining cover from ranged attacks.
  Low Obstacles and Cover: A low obstacle (such as a wall 
  no higher than half your height) provides cover, but only to 
  creatures within 30 feet (6 squares) of it. The attacker can 
  ignore the cover if he’s closer to the obstacle than his target.
  Cover and Attacks of Opportunity: You can’t execute 
  an attack of opportunity against an opponent with cover 
  relative to you.
  Cover and Reflex Saves: Cover grants you a +2 bonus 
  on Reflex saves against attacks that originate or burst out 
  Table 8–6: Armor Class Modifiers
  Defender is... 
  Melee 
  Ranged
  Behind cover 
  +4 
  +4
  Blinded 
  –21 
  –21
  Concealed or invisible 
  See Concealment
  Cowering 
  –21 
  –21
  Entangled 
  +02 
  +02
  Flat-footed  
  +01 
  +01
  Grappling (but attacker is not) 
  +01 
  +01
  Helpless 
  –43 
  +03
  Kneeling or sitting 
  –2 
  +2
  Pinned 
  –43 
  +03
  Prone 
  –4 
  +4
  Squeezing through a space 
  –4 
  –4
  Stunned 
  –21 
  –21
  1  The defender loses any Dexterity bonus to AC.
  2  An entangled character takes a –4 penalty to Dexterity.
  3  The defender is flat-footed and cannot add his Dexterity
   bonus to his Armor Class.
  Table 8–4: Creature Size and Scale
  Creature Size 
  Space* 
  Natural Reach*
  Fine 
  1/2 ft. 
  0
  Diminutive 
  1 ft. 
  0
  Tiny 
  2-1/2 ft. 
  0
  Small 
  5 ft. 
  5 ft.
  Medium 
  5 ft. 
  5 ft.
  Large (tall) 
  10 ft. 
  10 ft.
  Large (long) 
  10 ft. 
  5 ft.
  Huge (tall) 
  15 ft. 
  15 ft.
  Huge (long) 
  15 ft. 
  10 ft.
  Gargantuan (tall) 
  20 ft. 
  20 ft.
  Gargantuan (long) 
  20 ft. 
  15 ft.
  Colossal (tall) 
  30 ft. 
  30 ft.
  Colossal (long) 
  30 ft. 
  20 ft.
  *  These values are typical for creatures of the indicated size. 
  Some exceptions exist.
  Table 8–5: Attack Roll Modifiers 
  Attacker is... 
  Melee 
  Ranged
  Dazzled 
  –1 
  –1
  Entangled 
  –21 
  –21
  Flanking defender 
  +2 
  —
  Invisible 
  +22 
  +22
  On higher ground 
  +1 
  +0
  Prone 
  –4 
  —3
  Shaken or frightened 
  –2 
  –2
  Squeezing through a space 
  –4 
  –4
  1  An entangled character also takes a –4 penalty to Dexterity, 
  which may affect his attack roll.
  2  The defender loses any Dexterity bonus to AC.
  3  Most ranged weapons can’t be used while the attacker 
  is prone, but you can use a crossbow or shuriken while 
  prone at no penalty.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703189
  703189
  451113
  451113
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703190
  703190
  451114
  451114
  196
  196
  from a point on the other side of the cover from you. Note 
  that spread effects can extend around corners and thus 
  negate this cover bonus.
  Cover and Stealth Checks: You can use cover to make a 
  Stealth check. Without cover, you usually need concealment 
  (see below) to make a Stealth check.
  Soft Cover: Creatures, even your enemies, can provide 
  you with cover against ranged attacks, giving you a +4 
  bonus to AC. However, such soft cover provides no bonus 
  on Reflex saves, nor does soft cover allow you to make a 
  Stealth check.
  Big Creatures and Cover: Any creature with a space 
  larger than 5 feet (1 square) determines cover against 
  melee attacks slightly differently than smaller creatures 
  do. Such a creature can choose any square that it occupies 
  to determine if an opponent has cover against its melee 
  attacks. Similarly, when making a melee attack against 
  such a creature, you can pick any of the squares it occupies 
  to determine if it has cover against you.
  Partial Cover: If a creature has cover, but more than half 
  the creature is visible, its cover bonus is reduced to a +2 to 
  AC and a +1 bonus on Reflex saving throws. This partial 
  cover is subject to the GM’s discretion.
  Total Cover: If you don’t have line of effect to your target 
  (that is, you cannot draw any line from your square to 
  your target’s square without crossing a solid barrier), he is 
  considered to have total cover from you. You can’t make an 
  attack against a target that has total cover.
  Improved Cover: In some cases, such as attacking a 
  target hiding behind an arrowslit, cover may provide a 
  greater bonus to AC and Reflex saves. In such situations, the 
  normal cover bonuses to AC and Reflex saves can be doubled 
  (to +8 and +4, respectively). A creature with this improved 
  cover effectively gains improved evasion against any attack 
  to which the Reflex save bonus applies. Furthermore, 
  improved cover provides a +10 bonus on Stealth checks.
  Concealment
  To determine whether your target has concealment from 
  your ranged attack, choose a corner of your square. If 
  any line from this corner to any corner of the target’s 
  square passes through a square or border that provides 
  concealment, the target has concealment.
  When making a melee attack against an adjacent target, 
  your target has concealment if his space is entirely within 
  an effect that grants concealment. When making a melee 
  Flanking
  #1: Valeros and Kyra are flanking the 
  ogre because they can draw a line 
  to each other that passes through 
  opposite sides of the ogre. Both 
  Valeros and Kyra receive a +2 bonus 
  on attack rolls made against the ogre.
  #2: Merisiel is not flanking the 
  ogre because she cannot draw a 
  line to Valeros or Kyra that passes 
  through opposite sides of the 
  ogre. Merisiel cannot draw a line 
  to Seoni because Seoni is not 
  adjacent to the ogre and does not 
  threaten it.
  #3: The goblin and the ogre 
  flank Seoni, as they can draw a line 
  between them that passes through 
  opposite sides of Seoni’s square. 
  If the ogre didn’t have reach to 
  Seoni, though, he and the goblin 
  would not be flanking her.
  Flanking
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703190
  703190
  451114
  451114
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703191
  703191
  451115
  451115
  197
  197
  8
  Combat
  Combat
  attack against a target that isn’t adjacent to you, use the 
  rules for determining concealment from ranged attacks.
  In addition, some magical effects provide concealment 
  against all attacks, regardless of whether any intervening 
  concealment exists.
  Concealment Miss Chance: Concealment gives the 
  subject of a successful attack a 20% chance that the 
  attacker missed because of the concealment. Make the 
  attack normally—if the attacker hits, the defender must 
  make a miss chance d% roll to avoid being struck. Multiple 
  concealment conditions do not stack.
  Concealment and Stealth Checks: You can use 
  concealment to make a Stealth check. Without concealment, 
  you usually need cover to make a Stealth check.
  Total Concealment: If you have line of effect to a 
  target but not line of sight, he is considered to have total 
  concealment from you. You can’t attack an opponent that 
  has total concealment, though you can attack into a square 
  that you think he occupies. A successful attack into a 
  square occupied by an enemy with total concealment has a 
  50% miss chance (instead of the normal 20% miss chance 
  for an opponent with concealment).
  You can’t execute an attack of opportunity against an 
  opponent with total concealment, even if you know what 
  square or squares the opponent occupies.
  Ignoring 
  Concealment: 
  Concealment 
  isn’t 
  always 
  effective. An area of dim lighting or darkness doesn’t provide 
  any concealment against an opponent with darkvision. 
  Characters with low-light vision can see clearly for a greater 
  distance than other characters with the same light source. 
  Although invisibility provides total concealment, sighted 
  opponents may still make Perception checks to notice the 
  location of an invisible character. An invisible character 
  gains a +20 bonus on Stealth checks if moving, or a +40 
  bonus on Stealth checks when not m oving (even though 
  opponents can’t see you, they might be able to figure out 
  where you are from other visual or auditory clues).
  Varying Degrees of Concealment: Certain situations 
  may provide more or less than typical concealment, and 
  modify the miss chance accordingly.
  Flanking
  When making a melee attack, you get a +2 flanking bonus 
  if your opponent is threatened by another enemy character 
  or creature on its opposite border or opposite corner.
  When in doubt about whether two characters flank an 
  opponent in the middle, trace an imaginary line between 
  the two attackers’ centers. If the line passes through opposite 
  borders of the opponent’s space (including corners of those 
  borders), then the opponent is flanked.
  Exception: If a flanker takes up more than 1 square, it 
  gets the flanking bonus if any square it occupies counts 
  for flanking.
  Only a creature or character that threatens the defender 
  can help an attacker get a flanking bonus.
  Creatures with a reach of 0 feet can’t flank an opponent.
  Helpless Defenders
  A helpless opponent is someone who is bound, sleeping, 
  paralyzed, unconscious, or otherwise at your mercy.
  Regular Attack: A helpless character takes a –4 penalty to 
  AC against melee attacks. In addition, a helpless character 
  is treated as having a Dexterity of 0, giving him a –5 
  penalty to AC against both melee and ranged attacks (for a 
  total of –9 against melee and –5 against ranged). A helpless 
  character is also flat-footed.
  Coup de Grace: As a full-round action, you can use a 
  melee weapon to deliver a coup de grace (pronounced “coo 
  day grahs”) to a helpless opponent. You can also use a bow 
  or crossbow, provided you are adjacent to the target. 
  You automatically hit and score a critical hit. If the 
  defender survives the damage, he must make a Fortitude 
  save (DC 10 + damage dealt) or die. A rogue also gets her 
  extra sneak attack damage against a helpless opponent 
  when delivering a coup de grace.
  Delivering a coup de grace provokes attacks of 
  opportunity from threatening opponents.
  You can’t deliver a coup de grace against a creature that 
  is immune to critical hits. You can deliver a coup de grace 
  against a creature with total concealment, but doing this 
  requires two consecutive full-round actions (one to “find” 
  the creature once you’ve determined what square it’s in, 
  and one to deliver the coup de grace).
  speCiAL AttACks
  This section discusses all of the various standard maneuvers 
  you can perform during combat other than normal attacks, 
  casting spells, or using other class abilities. Some of these 
  special attacks can be made as part of another action (such 
  as an attack) or as a attack of opportunity.
  Aid Another
  In melee combat, you can help a friend attack or defend 
  by distracting or interfering with an opponent. If you’re 
  in position to make a melee attack on an opponent that is 
  engaging a friend in melee combat, you can attempt to aid 
  your friend as a standard action. You make an attack roll 
  against AC 10. If you succeed, your friend gains either a 
  +2 bonus on his next attack roll against that opponent or 
  a +2 bonus to AC against that opponent’s next attack (your 
  choice), as long as that attack comes before the beginning 
  of your next turn. Multiple characters can aid the same 
  friend, and similar bonuses stack.
  You can also use this standard action to help a friend 
  in other ways, such as when he is affected by a spell, or to 
  assist another character’s skill check.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703191
  703191
  451115
  451115
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703192
  703192
  451116
  451116
  198
  198
  Charge
  Charging is a special full-round action that allows you to 
  move up to twice your speed and attack during the action. 
  Charging, however, carries tight restrictions on how you 
  can move.
  Movement During a Charge: You must move before your 
  attack, not after. You must move at least 10 feet (2 squares) 
  and may move up to double your speed directly toward the 
  designated opponent. If you move a distance equal to your 
  speed or less, you can also draw a weapon during a charge 
  attack if your base attack bonus is at least +1.
  You must have a clear path toward the opponent, and 
  nothing can hinder your movement (such as difficult 
  terrain or obstacles). You must move to the closest space 
  from which you can attack the opponent. If this space is 
  occupied or otherwise blocked, you can’t charge. If any 
  line from your starting space to the ending space passes 
  through a square that blocks movement, slows movement, 
  or contains a creature (even an ally), you can’t charge. 
  Helpless creatures don’t stop a charge.
  If you don’t have line of sight to the opponent at the start 
  of your turn, you can’t charge that opponent.
  You can’t take a 5-foot step in the same round as a charge.
  If you are able to take only a standard action on your turn, 
  you can still charge, but you are only allowed to move up 
  to your speed (instead of up to double your speed) and you 
  cannot draw a weapon unless you possess the Quick Draw 
  feat. You can’t use this option unless you are restricted to 
  taking only a standard action on your turn.
  Attacking on a Charge: After moving, you may make a 
  single melee attack. You get a +2 bonus on the attack roll and 
  take a –2 penalty to your AC until the start of your next turn.
  A charging character gets a +2 bonus on combat maneuver 
  attack rolls made to bull rush an opponent (see Bull Rush on 
  page 199).
  Even if you have extra attacks, such as from having a 
  high enough base attack bonus or from using multiple 
  weapons, you only get to make one attack during a charge.
  Lances and Charge Attacks: A lance deals double damage 
  if employed by a mounted character in a charge.
  Weapons Readied against a Charge: Spears, tridents, and 
  other weapons with the brace feature deal double damage 
  when readied (set) and used against a charging character.
  Combat Maneuvers 
  During combat, you can attempt to perform a number 
  of maneuvers that can hinder or even cripple your foe, 
  including bull rush, disarm, grapple, overrun, sunder, and 
  trip. Although these maneuvers have vastly different results, 
  they all use a similar mechanic to determine success.
  Combat Maneuver Bonus: Each character and creature 
  has a Combat Maneuver Bonus (or CMB) that represents 
  its skill at performing combat maneuvers. A creature’s 
  CMB is determined using the following formula:
  CMB = Base attack bonus + Strength modifier  
  + special size modifier
  Creatures that are size Tiny or smaller use their 
  Dexterity modifier in place of their Strength modifier 
  to determine their CMB. The special size modifier for 
  a creature’s Combat Maneuver Bonus is as follows: Fine 
  –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large 
  +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and 
  abilities grant a bonus to your CMB when performing 
  specific maneuvers.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703192
  703192
  451116
  451116
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703193
  703193
  451117
  451117
  199
  199
  8
  Combat
  Combat
  Performing a Combat Maneuver: When performing a 
  combat maneuver, you must use an action appropriate to 
  the maneuver you are attempting to perform. While many 
  combat maneuvers can be performed as part of an attack 
  action, full-attack action, or attack of opportunity (in 
  place of a melee attack), others require a specific action. 
  Unless otherwise noted, performing a combat maneuver 
  provokes an attack of opportunity from the target of 
  the maneuver. If you are hit by the target, you take the 
  damage normally and apply that amount as a penalty to 
  the attack roll to perform the maneuver. If your target 
  is immobilized, unconscious, or otherwise incapacitated, 
  your maneuver automatically succeeds (treat as if you 
  rolled a natural 20 on the attack roll). If your target is 
  stunned, you receive a +4 bonus on your attack roll to 
  perform a combat maneuver against it. 
  When you attempt to perform a combat maneuver, 
  make an attack roll and add your CMB in place of your 
  normal attack bonus. Add any bonuses you currently have 
  on attack rolls due to spells, feats, and other effects. These 
  bonuses must be applicable to the weapon or attack used to 
  perform the maneuver. The DC of this maneuver is your 
  target’s Combat Maneuver Defense. Combat maneuvers 
  are attack rolls, so you must roll for concealment and 
  take any other penalties that would normally apply to an 
  attack roll.
  Combat Maneuver Defense: Each character and creature 
  has a Combat Maneuver Defense (or CMD) that represents 
  its ability to resist combat maneuvers. A creature’s CMD is 
  determined using the following formula:
  CMD = 10 + Base attack bonus + Strength modifier  
  + Dexterity modifier + special size modifier
  The special size modifier for a creature’s Combat 
  Maneuver Defense is as follows: Fine –8, Diminutive 
  –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, 
  Gargantuan +4, Colossal +8. Some feats and abilities 
  grant a bonus to your CMD when resisting specific 
  maneuvers. A creature can also add any circumstance, 
  deflection, dodge, insight, morale, profane, and sacred 
  bonuses to AC to its CMD. Any penalties to a creature’s 
  AC also apply to its CMD. A flat-footed creature does not 
  add its Dexterity bonus to its CMD.
  Determine Success: If your attack roll equals or 
  exceeds the CMD of the target, your maneuver is a 
  success and has the listed effect. Some maneuvers, such 
  as bull rush, have varying levels of success depending 
  on how much your attack roll exceeds the target’s 
  CMD. Rolling a natural 20 while attempting a combat 
  maneuver is always a success (except when attempting 
  to escape from bonds), while rolling a natural 1 is always 
  a failure.
  Bull Rush
  You can make a bull rush as a standard action or as part of a 
  charge, in place of the melee attack. You can only bull rush an 
  opponent who is no more than on size category larger than 
  you. A bull rush attempts to push an opponent straight back 
  without doing any harm. If you do not have the Improved Bull 
  Rush feat, or a similar ability, initiating a bull rush provokes 
  an attack of opportunity from the target of your maneuver.
  If your attack is successful, your target is pushed 
  back 5 feet. For every 5 by which your attack exceeds 
  your opponent’s CMD you can push the target back an 
  additional 5 feet. You can move with the target if you wish 
  but you must have the available movement to do so. If your 
  attack fails, your movement ends in front of the target.
  An enemy being moved by a bull rush does not provoke 
  an attack of opportunity because of the movement unless 
  you possess the Greater Bull Rush feat. You cannot bull 
  rush a creature into a square that is occupied by a solid 
  object or obstacle. If there is another creature in the way 
  of your bull rush, you must immediately make a combat 
  maneuver check to bull rush that creature. You take a 
  –4 penalty on this check for each creature being pushed 
  beyond the first. If you are successful, you can continue 
  to push the creatures a distance equal to the lesser result. 
  For example, if a fighter bull rushes a goblin for a total of 
  15 feet, but there is another goblin 5 feet behind the first, 
  he must make another combat maneuver check against 
  the second goblin after having pushed the first 5 feet. 
  If his check reveals that he can push the second goblin 
  a total of 20 feet, he can continue to push both goblins 
  another 10 feet (since the first goblin will have moved a 
  total of 15 feet).
  Disarm
  You can attempt to disarm your opponent in place of a 
  melee attack. If you do not have the Improved Disarm feat, 
  or a similar ability, attempting to disarm a foe provokes an 
  attack of opportunity from the target of your maneuver. 
  Attempting to disarm a foe while unarmed imposes a –4 
  penalty on the attack.
  If your attack is successful, your target drops one item it 
  is carrying of your choice (even if the item is wielded with 
  two hands). If your attack exceeds the CMD of the target by 
  10 or more, the target drops the items it is carrying in both 
  hands (maximum two items if the target has more than 
  two hands). If your attack fails by 10 or more, you drop 
  the weapon that you were using to attempt the disarm. If 
  you successfully disarm your opponent without using a 
  weapon, you may automatically pick up the item dropped.
  Grapple
  As a standard action, you can attempt to grapple a foe, 
  hindering his combat options. If you do not have Improved 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703193
  703193
  451117
  451117
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703194
  703194
  451118
  451118
  200
  200
  Grapple, grab, or a similar ability, attempting to grapple 
  a foe provokes an attack of opportunity from the target 
  of your maneuver. Humanoid creatures without two free 
  hands attempting to grapple a foe take a –4 penalty on the 
  combat maneuver roll. If successful, both you and the target 
  gain the grappled condition (see the Appendices). If you 
  successfully grapple a creature that is not adjacent to you, 
  move that creature to an adjacent open space (if no space 
  is available, your grapple fails). Although both creatures 
  have the grappled condition, you can, as the creature that 
  initiated the grapple, release the grapple as a free action, 
  removing the condition from both you and the target. If 
  you do not release the grapple, you must continue to make 
  a check each round, as a standard action, to maintain the 
  hold. If your target does not break the grapple, you get a +5 
  circumstance bonus on grapple checks made against the 
  same target in subsequent rounds. Once you are grappling 
  an opponent, a successful check allows you to continue 
  grappling the foe, and also allows you to perform one of 
  the following actions (as part of the standard action spent 
  to maintain the grapple).
  Move: You can move both yourself and your target up to 
  half your speed. At the end of your movement, you can place 
  your target in any square adjacent to you. If you attempt to 
  place your foe in a hazardous location, such as in a wall of 
  fire or over a pit, the target receives a free attempt to break 
  your grapple with a +4 bonus.
  Damage: You can inflict damage to your target equal to 
  your unarmed strike, a natural attack, or an attack made 
  with armor spikes or a light or one-handed weapon. This 
  damage can be either lethal or nonlethal.
  Pin: You can give your opponent the pinned condition 
  (see Appendix 2). Despite pinning your opponent, you 
  still only have the grappled condition, but you lose your 
  Dexterity bonus to AC.
  Tie Up: If you have your target pinned, otherwise 
  restrained, or unconscious, you can use rope to tie him up. 
  This works like a pin effect, but the DC to escape the bonds 
  is equal to 20 + your Combat Maneuver Bonus (instead 
  of your CMD). The ropes do not need to make a check 
  every round to maintain the pin. If you are grappling the 
  target, you can attempt to tie him up in ropes, but doing 
  so requires a combat maneuver check at a –10 penalty.  If 
  the DC to escape from these bindings is higher than 20 + 
  the target’s CMB, the target cannot escape from the bonds, 
  even with a natural 20 on the check.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703194
  703194
  451118
  451118
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703195
  703195
  451119
  451119
  201
  201
  8
  Combat
  Combat
  If You Are Grappled: If you are grappled, you can attempt 
  to break the grapple as a standard action by making a 
  combat maneuver check (DC equal to your opponent’s CMD; 
  this does not provoke an attack of opportunity) or Escape 
  Artist check (with a DC equal to your opponent’s CMD). If 
  you succeed, you break the grapple and can act normally. 
  Alternatively, if you succeed, you can become the grappler, 
  grappling the other creature (meaning that the other creature 
  cannot freely release the grapple without making a combat 
  maneuver check, while you can). Instead of attempting to 
  break or reverse the grapple, you can take any action that 
  requires only one hand to perform, such as cast a spell or 
  make an attack with a light or one-handed weapon against 
  any creature within your reach, including the creature that 
  is grappling you. See the grappled condition for additional 
  details. If you are pinned, your actions are very limited. See 
  the pinned condition in Appendix 2 for additional details.
  Multiple Creatures: Multiple creatures can attempt to 
  grapple one target. The creature that first initiates the 
  grapple is the only one that makes a check, with a +2 bonus 
  for each creature that assists in the grapple (using the Aid 
  Another action). Multiple creatures can also assist another 
  creature in breaking free from a grapple, with each creature 
  that assists (using the Aid Another action) granting a +2 
  bonus on the grappled creature’s combat maneuver check.
  Overrun
  As a standard action, taken during your move or as part of 
  a charge, you can attempt to overrun your target, moving 
  through its square. You can only overrun an opponent who 
  is no more than one size category larger than you. If you 
  do not have the Improved Overrun feat, or a similar ability, 
  initiating an overrun provokes an attack of opportunity 
  from the target of your maneuver. If your overrun attempt 
  fails, you stop in the space directly in front of the opponent, 
  or the nearest open space in front of the creature if there are 
  other creatures occupying that space.
  When you attempt to overrun a target, it can choose to 
  avoid you, allowing you to pass through its square without 
  requiring an attack. If your target does not avoid you, make 
  a combat maneuver check as normal. If your maneuver is 
  successful, you move through the target’s space. If your 
  attack exceeds your opponent’s CMD by 5 or more, you move 
  through the target’s space and the target is knocked prone. 
  If the target has more than two legs, add +2 to the DC of the 
  combat maneuver attack roll for each additional leg it has.
  Sunder
  You can attempt to sunder an item held or worn by your 
  opponent as part of an attack action in place of a melee 
  attack. If you do not have the Improved Sunder feat, or a 
  similar ability, attempting to sunder an item provokes an 
  attack of opportunity from the target of your maneuver. 
  If your attack is successful, you deal damage to the item 
  normally. Damage that exceeds the object’s Hardness is 
  subtracted from its hit points. If an object has equal to or less 
  than half its total hit points remaining, it gains the broken 
  condition (see Appendix 2). If the damage you deal would 
  reduce the object to less than 0 hit points, you can choose to 
  destroy it. If you do not choose to destroy it, the object is left 
  with only 1 hit point and the broken condition.
  Trip
  You can attempt to trip your opponent in place of a melee 
  attack. You can only trip an opponent who is no more 
  than one size category larger than you. If you do not have 
  the Improved Trip feat, or a similar ability, initiating a 
  trip provokes an attack of opportunity from the target of 
  your maneuver.
  If your attack exceeds the target’s CMD, the target is 
  knocked prone. If your attack fails by 10 or more, you are 
  knocked prone instead. If the target has more than two legs, 
  add +2 to the DC of the combat maneuver attack roll for each 
  additional leg it has. Some creatures—such as oozes, creatures 
  without legs, and flying creatures—cannot be tripped.
  Feint
  Feinting is a standard action. To feint, make a Bluff skill 
  check. The DC of this check is equal to 10 + your opponent’s 
  base attack bonus + your opponent’s Wisdom modifier. If 
  your opponent is trained in Sense Motive, the DC is instead 
  equal to 10 + your opponent’s Sense Motive bonus, if higher. 
  If successful, the next melee attack you make against the 
  target does not allow him to use his Dexterity bonus to AC (if 
  any). This attack must be made on or before your next turn.
  When feinting against a nonhumanoid you take a –4 
  penalty. Against a creature of animal Intelligence (1 or 2), you 
  take a –8 penalty. Against a creature lacking an Intelligence 
  score, it’s impossible. Feinting in combat does not provoke 
  attacks of opportunity.
  Feinting as a Move Action: With the Improved Feint 
  feat, you can attempt a feint as a move action.
  Mounted Combat
  These rules cover being mounted on a horse in combat 
  but can also be applied to more unusual steeds, such as a 
  griffon or dragon.
  Mounts in Combat: Horses, ponies, and riding dogs 
  can serve readily as combat steeds. Mounts that do not 
  possess combat training (see the Handle Animal skill) 
  are frightened by combat. If you don’t dismount, you must 
  make a DC 20 Ride check each round as a move action 
  to control such a mount. If you succeed, you can perform 
  a standard action after the move action. If you fail, the 
  move action becomes a full-round action, and you can’t do 
  anything else until your next turn.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703195
  703195
  451119
  451119
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703196
  703196
  451120
  451120
  202
  202
  Your mount acts on your initiative count as you direct it. 
  You move at its speed, but the mount uses its action to move.
  A horse (not a pony) is a Large creature and thus takes up 
  a space 10 feet (2 squares) across. For simplicity, assume that 
  you share your mount’s space during combat.
  Combat while Mounted: With a DC 5 Ride check, you can 
  guide your mount with your knees so as to use both hands to 
  attack or defend yourself. This is a free action.
  When you attack a creature smaller than your mount that 
  is on foot, you get the +1 bonus on melee attacks for being on 
  higher ground. If your mount moves more than 5 feet, you 
  can only make a single melee attack. Essentially, you have to 
  wait until the mount gets to your enemy before attacking, so 
  you can’t make a full attack. Even at your mount’s full speed, 
  you don’t take any penalty on melee attacks while mounted.
  If your mount charges, you also take the AC penalty 
  associated with a charge. If you make an attack at the end of 
  the charge, you receive the bonus gained from the charge. 
  When charging on horseback, you deal double damage with 
  a lance (see Charge).
  You can use ranged weapons while your mount is taking a 
  double move, but at a –4 penalty on the attack roll. You can 
  use ranged weapons while your mount is running (quadruple 
  speed) at a –8 penalty. In either case, you make the attack roll 
  when your mount has completed half its movement. You can 
  make a full attack with a ranged weapon while your mount is 
  moving. Likewise, you can take move actions normally.
  Casting Spells While Mounted: You can cast a spell 
  normally if your mount moves up to a normal move (its 
  speed) either before or after you cast. If you have your mount 
  move both before and after you cast a spell, then you’re 
  casting the spell while the mount is moving, and you have 
  to make a concentration check due to the vigorous motion 
  (DC 10 + spell level) or lose the spell. If the mount is running 
  (quadruple speed), you can cast a spell when your mount has 
  moved up to twice its speed, but your concentration check is 
  more difficult due to the violent motion (DC 15 + spell level).
  If Your Mount Falls in Battle: If your mount falls, you have 
  to succeed on a DC 15 Ride check to make a soft fall and take 
  no damage. If the check fails, you take 1d6 points of damage.
  If You Are Dropped: If you are knocked unconscious, you 
  have a 50% chance to stay in the saddle (75% if you’re in a 
  military saddle). Otherwise you fall and take 1d6 points of 
  damage. Without you to guide it, your mount avoids combat.
  Throw Splash Weapon
  A splash weapon is a ranged weapon that breaks on 
  impact, splashing or scattering its contents over its target 
  and nearby creatures or objects. To attack with a splash 
  weapon, make a ranged touch attack against the target. 
  Thrown splash weapons require no weapon proficiency, 
  so you don’t take the –4 nonproficiency penalty. A hit 
  deals direct hit damage to the target, and splash damage 
  to all creatures within 5 feet of the target. Splash weapons 
  cannot deal precision-based damage (such as the damage 
  from the rogue’s sneak attack class feature).
  You can instead target a specific grid intersection. Treat 
  this as a ranged attack against AC 5. However, if you target 
  a grid intersection, creatures in all adjacent squares are 
  dealt the splash damage, and the direct hit damage is not 
  dealt to any creature. You can’t target a grid intersection 
  occupied by a creature, such as a Large or larger creature; 
  in this case, you’re aiming at the creature.
  If you miss the target (whether aiming at a creature or a 
  grid intersection), roll 1d8. This determines the misdirection 
  of the throw, with 1 falling short (off-target in a straight line 
  toward the thrower), and 2 through 8 rotating around the target 
  creature or grid intersection in a clockwise direction. Then, 
  count a number of squares in the indicated direction equal to 
  the range increment of the throw. After you determine where 
  the weapon landed, it deals splash damage to all creatures 
  in that square and in all adjacent squares.
  Two-Weapon Fighting
  If you wield a second weapon in your off hand, you can get 
  one extra attack per round with that weapon. You suffer a –6 
  penalty with your regular attack or attacks with your primary 
  hand and a –10 penalty to the attack with your off hand when 
  you fight this way. You can reduce these penalties in two 
  ways. First, if your off-hand weapon is light, the penalties are 
  reduced by 2 each. An u narmed strike is always considered 
  light. Second, the Two-Weapon Fighting feat lessens the 
  primary hand penalty by 2, and the off-hand penalty by 6.
  Table 8–7 summarizes the interaction of all these factors.
  Double Weapons: You can use a double weapon to make 
  an extra attack with the off-hand end of the weapon as if 
  you were fighting with two weapons. The penalties apply 
  as if the off-hand end of the weapon was a light weapon.
  Thrown Weapons: The same rules apply when you throw 
  a weapon from each hand. Treat a dart or shuriken as a 
  light weapon when used in this manner, and treat a bolas, 
  javelin, net, or sling as a one-handed weapon.
  Table 8–7: Two-Weapon Fighting Penalties
  Circumstances 
  Primary Hand 
  Off Hand
  Normal penalties 
  –6 
  –10
  Off-hand weapon is light 
  –4 
  –8
  Two-Weapon Fighting feat 
  –4 
  –4
  Off-hand weapon is light and 
  –2 
  –2
  Two-Weapon Fighting feat
  speCiAL iNitiAtive ACtiONs
  Here are ways to change when you act during combat by 
  altering your place in the initiative order.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703196
  703196
  451120
  451120
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703197
  703197
  451121
  451121
  203
  203
  8
  Combat
  Combat
  Delay
  By choosing to delay, you take no action and then act 
  normally on whatever initiative count you decide to act. 
  When you delay, you voluntarily reduce your own initiative 
  result for the rest of the combat. When your new, lower 
  initiative count comes up later in the same round, you can 
  act normally. You can specify this new initiative result or 
  just wait until some time later in the round and act then, 
  thus fixing your new initiative count at that point.
  You never get back the time you spend waiting to see 
  what’s going to happen. You also can’t interrupt anyone 
  else’s action (as you can with a readied action).
  Initiative Consequences of Delaying: Your initiative 
  result becomes the count on which you took the delayed 
  action. If you come to your next action and have not yet 
  performed an action, you don’t get to take a delayed action 
  (though you can delay again).
  If you take a delayed action in the next round, before 
  your regular turn comes up, your initiative count rises to 
  that new point in the order of battle, and you do not get 
  your regular action that round.
  Ready
  The ready action lets you prepare to take an action later, 
  after your turn is over but before your next one has begun. 
  Readying is a standard action. It does not provoke an attack of 
  opportunity (though the action that you ready might do so).
  Readying an Action: You can ready a standard action, 
  a move action, a swift action, or a free action. To do so, 
  specify the action you will take and the conditions under 
  which you will take it. Then, anytime before your next 
  action, you may take the readied action in response to 
  that condition. The action occurs just before the action 
  that triggers it. If the triggered action is part of another 
  character’s activities, you interrupt the other character. 
  Assuming he is still capable of doing so, he continues 
  his actions once you complete your readied action. Your 
  initiative result changes. For the rest of the encounter, your 
  initiative result is the count on which you took the readied 
  action, and you act immediately ahead of the character 
  whose action triggered your readied action.
  You can take a 5-foot step as part of your readied action, 
  but only if you don’t otherwise move any distance during 
  the round. 
  Initiative Consequences of Readying: Your 
  initiative result becomes the count on which you 
  took the readied action. If you come to your 
  next action and have not yet performed your 
  readied action, you don’t get to take the 
  readied action (though you can ready the 
  same action again). If you take your readied 
  action in the next round, before your regular turn comes 
  up, your initiative count rises to that new point in the 
  order of battle, and you do not get your regular action 
  that round.
  Distracting Spellcasters: You can ready an attack against 
  a spellcaster with the trigger “if she starts casting a spell.” 
  If you damage the spellcaster, she may lose the spell she was 
  trying to cast (as determined by her Spellcraft check result).
  Readying to Counterspell: You may ready a counterspell 
  against a spellcaster (often with the trigger “if she starts 
  casting a spell”). In this case, when the spellcaster starts a 
  spell, you get a chance to identify it with a Spellcraft check 
  (DC 15 + spell level). If you do, and if you can cast that same 
  spell (and are able to cast it and have it prepared, if you 
  prepare spells), you can cast the spell as a counterspell and 
  automatically ruin the other spellcaster’s 
  spell. Counterspelling works even if one 
  spell is divine and the other arcane.
  A spellcaster can use dispel magic to 
  counterspell another spellcaster, but it 
  doesn’t always work.
  Readying a Weapon against a 
  Charge: You can ready weapons 
  with the brace feature, setting 
  them to receive charges. A 
  readied weapon of this type 
  deals double damage if 
  you score a hit with it 
  against a charging 
  character.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703197
  703197
  451121
  451121
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703198
  703198
  451122
  451122
  Magic
  9
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703198
  703198
  451122
  451122
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703199
  703199
  451123
  451123
  S
  eelah stood defiantly 
  before the vampiric 
  minions, and as the first 
  undead leapt at her, she cut 
  it in two with a single blow. 
  Yet there were two more to 
  replace their fallen kin. Worse, 
  she could sense more of their 
  sinister auras all around them.
  “Hope you’ve got something 
  left, Ezren,” she muttered. 
  Behind her, the elderly 
  wizard finished his spell, 
  and suddenly a blast of heat 
  engulfed the creatures. Their 
  shrieks carried a satisfying 
  note of pain, and as the 
  vampires frantically sought 
  escape from the cleansing 
  fires, Ezren snorted.
  “That do the trick for you?”
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703199
  703199
  451123
  451123
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703200
  703200
  451124
  451124
  206
  206
  Finally, wizards add their Intelligence modifier. The 
  more distracting the interruption and the higher the level 
  of the spell you are trying to cast, the higher the DC (see 
  Table 9–1). If you fail the check, you lose the spell just as if 
  you had cast it to no effect.
  Injury: If you take damage while trying to cast a spell, 
  you must make a concentration check with a DC equal 
  to 10 + the damage taken + the level of the spell you’re 
  casting. If you fail the check, you lose the spell without 
  effect. The interrupting event strikes during spellcasting 
  if it comes between the time you started and the time you 
  complete a spell (for a spell with a casting time of 1 full 
  round or more) or if it comes in response to your casting 
  the spell (such as an attack of opportunity provoked by the 
  spell or a contingent attack, such as a readied action).
  If you are taking continuous damage, such as from an 
  acid arrow or by standing in a lake of lava, half the damage 
  is considered to take place while you are casting a spell. 
  You must make a concentration check with a DC equal to 
  10 + 1/2 the damage that the continuous source last dealt 
  + the level of the spell you’re casting. If the last damage 
  dealt was the last damage that the effect could deal, then 
  the damage is over and does not distract you.
  Spell: If you are affected by a spell while attempting to 
  cast a spell of your own, you must make a concentration 
  check or lose the spell you are casting. If the spell 
  affecting you deals damage, the DC is 10 + the damage 
  taken + the level of the spell you’re casting.
  If the spell interferes with you or distracts you in some 
  other way, the DC is the spell’s saving throw DC + the level 
  of the spell you’re casting. For a spell with no saving throw, 
  it’s the DC that the spell’s saving throw would have if a save 
  were allowed (10 + spell level + caster’s ability score).
  Grappling or Pinned: The only spells you can cast 
  while grappling or pinned are those without somatic 
  components and whose material components (if any) you 
  have in hand. Even so, you must make a concentration 
  check (DC 10 + the grappler’s CMB + the level of the spell 
  you’re casting) or lose the spell.
  Vigorous Motion: If you are riding on a moving 
  mount, taking a bouncy ride in a wagon, on a small boat 
  in rough water, belowdecks in a storm-tossed ship, or 
  simply being jostled in a similar fashion, you must make 
  a concentration check (DC 10 + the level of the spell you’re 
  casting) or lose the spell. 
  Violent Motion: If you are on a galloping horse, t aking 
  a very rough ride in a wagon, on a small boat in rapids 
  or in a storm, on deck in a storm-tossed ship, or being 
  pitched roughly about in a similar fashion, you must 
  make a concentration check (DC 15 + the level of the spell 
  you’re c asting) or lose the spell. If the motion is extremely 
  violent, such as that caused by an earthquake, the DC is 
  equal to 20 + the level of the spell you’re casting.
  F
  rom creating a wisp of light to causing the ground 
  itself to shatter and break, spells are a source of 
  immense power. A spell is a one-time magical effect. 
  Spells come in two types: arcane (cast by bards, sorcerers, 
  and wizards) and divine (cast by clerics, druids, and 
  experienced paladins and rangers). Some spellcasters 
  select their spells from a limited list of spells known, while 
  others have access to a wide variety of options.
  Most spellcasters prepare spells in advance—whether 
  from a spellbook or through prayers—while some cast spells 
  spontaneously without preparation. Despite these different 
  ways characters use to learn or prepare their spells, when it 
  comes to casting them, the spells are very much alike.
  CAstiNg speLLs
  Whether a spell is arcane or divine, and whether a character 
  prepares spells in advance or chooses them on the spot, 
  casting a spell works the same way.
  Choosing a Spell
  First you must choose which spell to cast. If you’re a 
  c leric, druid, experienced paladin, experienced ranger, or 
  wizard, you select from among spells prepared earlier in 
  the day and not yet cast (see Preparing Wizard Spells and 
  Preparing Divine Spells).
  If you’re a bard or sorcerer, you can select any spell you 
  know, provided you are capable of casting spells of that level 
  or higher.
  To cast a spell, you must be able to speak (if the spell 
  has a verbal component), gesture (if it has a somatic 
  component), and manipulate the material components or 
  focus (if any). Additionally, you must concentrate to cast 
  a spell. 
  If a spell has multiple versions, you choose which 
  version to use when you cast it. You don’t have to prepare 
  (or learn, in the case of a bard or sorcerer) a specific 
  version of the spell.
  Once you’ve cast a prepared spell, you can’t cast it again 
  until you prepare it again. (If you’ve prepared multiple 
  copies of a single spell, you can cast each copy once.) If 
  you’re a bard or sorcerer, casting a spell counts against your 
  daily limit for spells of that spell level, but you can cast the 
  same spell again if you haven’t reached your limit.
  Concentration
  To cast a spell, you must concentrate. If something 
  interrupts your concentration while you’re casting, 
  you must make a concentration check or lose the spell. 
  When you make a concentration check, you roll d20 and 
  add your caster level and the ability score modifier used 
  to determine bonus spells of the same type. Clerics, 
  druids, and rangers add their Wisdom modifier. Bards, 
  paladins, and sorcerers add their Charisma modifier. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703200
  703200
  451124
  451124
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703201
  703201
  451125
  451125
  207
  207
  9
  Magic
  Magic
  Violent Weather: You must make a concentration 
  check if you try to cast a spell in violent weather. If you 
  are in a high wind carrying blinding rain or sleet, the 
  DC is 5 + the level of the spell you’re casting. If you are in 
  wind-driven hail, dust, or debris, the DC is 10 + the level 
  of the spell you’re casting. In either case, you lose the 
  spell if you fail the concentration check. If the weather 
  is caused by a spell, use the rules as described in the 
  spell’s description.
  Casting Defensively: If you want to cast a spell w ithout 
  provoking any attacks of opportunity, you must make a 
  concentration check (DC 15 + double the level of the spell 
  you’re c asting) to succeed. You lose the spell if you fail.
  Entangled: If you want to cast a spell while entangled 
  in a net or by a tanglefoot bag or while you’re affected by a 
  spell with similar effects, you must make a concentration 
  check to cast the spell (DC 15 + the level of the spell you’re 
  casting). You lose the spell if you fail.
  Counterspells
  It is possible to cast any spell as a counterspell. By doing 
  so, you are using the spell’s energy to disrupt the casting 
  of the same spell by another character. Counterspelling 
  works even if one spell is divine and the other arcane.
  How Counterspells Work: To use a counterspell, 
  you must select an opponent as the target of the 
  counterspell. You do this by choosing to ready an 
  action (see Combat on page 203). In doing so, you 
  elect to wait to complete your action until your 
  opponent tries to cast a spell. You may still move at 
  your normal speed, since ready is a standard action.
  If the target of your counterspell tries to cast a spell, 
  make a Spellcraft check (DC 15 + the spell’s level). This 
  check is a free action. If the check succeeds, you correctly 
  identify the opponent’s spell and can attempt to counter it. 
  If the check fails, you can’t do either of these things.
  To complete the action, you must then cast an 
  appropriate spell. As a general rule, a spell can only 
  counter itself. If you are able to cast the same spell and 
  you have it prepared (or have a slot of the appropriate 
  level available), you cast it, creating a counterspell effect. 
  If the target is within range, both spells automatically 
  negate each other with no other results.
  Counterspelling Metamagic Spells: Metamagic feats are 
  not taken into account when determining whether a spell 
  can be countered.
  Table 9–1: Concentration Check DCs
  Situation 
  Concentration Check DC
  Cast defensively 
  15 + double spell level
  Injured while casting 
  10 + damage dealt
    
  + spell level
  Continuous damage while casting 
  10 + 1/2 damage dealt 
    
  + spell level
  Affected by a non-damaging spell 
  DC of the spell
  while casting 
  + spell level
  Grappled or pinned while casting 
  10 + grappler’s CMB
    
  + spell level
  Vigorous motion while casting 
  10 + spell level
  Violent motion while casting 
  15 + spell level
  Extremely violent motion while casting 
  20 + spell level
  Wind with rain or sleet while casting 
  5 + spell level
  Wind with hail and debris while casting 
  10 + spell level
  Weather caused by spell 
  see spell
  Entangled while casting 
  15 + spell level
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703201
  703201
  451125
  451125
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703202
  703202
  451126
  451126
  208
  208
  Specific Exceptions: Some spells can counter other specific 
  spells, often those with diametrically opposed effects.
  Dispel Magic as a Counterspell: You can usually use d ispel 
  magic to counterspell another spell being cast without 
  needing to identify the spell being cast. Dispel magic doesn’t 
  always work as a counterspell (see the spell description).
  Caster Level
  A spell’s power often depends on its caster level, which 
  for most spellcasting characters is equal to her class 
  level in the class she’s using to cast the spell. 
  You can cast a spell at a lower caster level than normal, 
  but the caster level you choose must be high enough for 
  you to cast the spell in question, and all level-dependent 
  features must be based on the same caster level. 
  In the event that a class feature or other special 
  ability provides an adjustment to your caster level, that 
  adjustment applies not only to effects based on caster 
  level (such as range, duration, and damage dealt), but 
  also to your caster level check to overcome your target’s 
  spell resistance and to the caster level used in dispel 
  checks (both the dispel check and the DC of the check). 
  Spell Failure
  If you ever try to cast a spell in conditions where the 
  characteristics of the spell cannot be made to conform, the 
  casting fails and the spell is wasted.
  Spells also fail if your concentration is broken and 
  might fail if you’re wearing armor while casting a spell 
  with s omatic components.
  The Spell’s Result
  Once you know which creatures (or objects or areas) are 
  a ffected, and whether those creatures have made successful 
  saving throws (if any were allowed), you can apply whatever 
  results a spell entails.
  Special Spell Effects
  Many special spell effects are handled according to the 
  school of the spells in question. Certain other special 
  spell features are found across spell schools.
  Attacks: Some spell descriptions refer to attacking. All 
  offensive combat actions, even those that don’t damage 
  opponents, are considered attacks. Attempts to channel 
  energy count as attacks if it would harm any creatures 
  in the area. All spells that opponents resist with saving 
  throws, that deal damage, or that otherwise harm or 
  hamper subjects are attacks. Spells that summon monsters 
  or other allies are not attacks because the spells themselves 
  don’t harm anyone.
  Bonus Types: Usually, a bonus has a type that indicates 
  how the spell grants the bonus. The important aspect of 
  bonus types is that two bonuses of the same type don’t 
  generally stack. With the exception of dodge bonuses, 
  most circumstance bonuses, and racial bonuses, only the 
  better bonus of a given type works (see Combining Magical 
  Effects). The same principle applies to penalties—a 
  character taking two or more penalties of the same type 
  applies only the worst one, although most penalties have 
  no type and thus always stack. Bonuses without a type 
  always stack, unless they are from the same source.
  Bringing Back the Dead: Several spells have the power 
  to restore slain characters to life.
  When a living creature dies, its soul departs its body, 
  leaves the Material Plane, travels through the Astral 
  Plane, and goes to abide on the plane where the creature’s 
  deity resides. If the creature did not worship a deity, its 
  soul departs to the plane corresponding to its alignment. 
  Bringing someone back from the dead involves magically 
  retrieving his soul and returning it to his body. For more 
  information on the planes, see Chapter 13.
  Negative Levels: Any creature brought back to life usually 
  gains one or more permanent negative levels (see Appendix 
  1). These levels apply a penalty to most rolls until removed 
  through spells such as restoration.  If the character was 1st 
  level at the time of death, he loses 2 points of Constitution 
  instead of gaining a negative level.
  Preventing Revivification: Enemies can take steps to make 
  it more difficult for a character to be returned from the 
  dead. Keeping the body prevents others from using raise 
  dead or resurrection to restore the slain character to life. 
  Casting trap the soul prevents any sort of revivification 
  u nless the soul is first released.
  Revivification against One’s Will: A soul can’t be r eturned to 
  life if it doesn’t wish to be. A soul knows the name, alignment, 
  and patron deity (if any) of the character attempting to revive 
  it and may refuse to return on that basis.
  Combining Magic Effects
  Spells or magical effects usually work as described, no 
  matter how many other spells or magical effects happen 
  to be operating in the same area or on the same r ecipient. 
  Except in special cases, a spell does not affect the way 
  another spell operates. Whenever a spell has a specific 
  effect on other spells, the spell description explains that 
  effect. Several other general rules apply when spells or 
  magical effects operate in the same place:
  Stacking Effects: Spells that provide bonuses or 
  p enalties on attack rolls, damage rolls, saving throws, 
  and other attributes usually do not stack with themselves. 
  More generally, two bonuses of the same type don’t stack 
  even if they come from different spells (or from effects 
  other than spells; see Bonus Types, above). 
  Different Bonus Types: The bonuses or penalties from two 
  different spells stack if the modifiers are of different types. 
  A bonus that doesn’t have a type stacks with any bonus.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703202
  703202
  451126
  451126
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703203
  703203
  451127
  451127
  209
  209
  9
  Magic
  Magic
  Same Effect More than Once in Different Strengths: In 
  cases when two or more identical spells are operating 
  in the same area or on the same target, but at different 
  strengths, only the one with the highest strength 
  applies.
  Same Effect with Differing Results: The same spell can 
  sometimes produce varying effects if applied to the same 
  recipient more than once. Usually the last spell in the 
  series trumps the others. None of the previous spells are 
  actually removed or dispelled, but their effects become 
  irrelevant while the final spell in the series lasts.
  One Effect Makes Another Irrelevant: Sometimes, one 
  spell can render a later spell irrelevant. Both spells are 
  still active, but one has rendered the other useless in 
  some fashion.
  Multiple Mental Control Effects: Sometimes magical 
  e ffects that establish mental control render each o ther 
  irrelevant, such as spells that remove the subject’s 
  ability to act. Mental controls that don’t remove the 
  r ecipient’s ability to act usually do not interfere with 
  each other. If a creature is under the mental control of 
  two or more creatures, it tends to obey each to the best 
  of its ability, and to the extent of the control each effect 
  allows. If the controlled creature receives conf licting 
  orders simultaneously, the competing controllers must 
  make opposed Charisma checks to determine which one 
  the creature obeys.
  Spells with Opposite Effects: Spells with opposite 
  effects apply normally, with all bonuses, penalties, or 
  changes accruing in the order that they apply. Some 
  spells negate or counter each other. This is a special 
  effect that is noted in a spell’s description. 
  Instantaneous Effects: Two or more spells with 
  instantaneous durations work cumulatively when they 
  affect the same target.
  speLL desCriptiONs
  The description of each spell is presented in a standard 
  format. Each category of information is explained and 
  defined below.
  Name
  The first line of every spell description gives the name by 
  which the spell is generally known.
  School (Subschool)
  Beneath the spell name is a line giving the school of magic 
  (and the subschool, if any) to which the spell belongs.
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that 
  work in similar ways. A small number of spells (arcane 
  mark, limited wish, permanency, prestidigitation, and wish) are 
  universal, belonging to no school.
  Abjuration
  Abjurations are protective spells. They create physical 
  or magical barriers, negate magical or physical abilities, 
  harm trespassers, or even banish the subject of the spell to 
  another plane of existence. 
  If one abjuration spell is active within 10 feet of a nother 
  for 24 hours or more, the magical fields interfere with 
  each other and create barely visible energy fluctuations. 
  The DC to find such spells with the Perception skill 
  drops by 4.
  If an abjuration creates a barrier that keeps certain 
  types of creatures at bay, that barrier cannot be used 
  to push away those creatures. If you force the barrier 
  against such a creature, you feel a discernible pressure 
  against the b arrier. If you continue to apply pressure, 
  you end the spell.
  Conjuration
  Each conjuration spell belongs to one of five subschools. 
  Conjurations transport creatures from another plane of 
  existence to your plane (calling); create objects or effects on 
  the spot (creation); heal (healing); bring manifestations of 
  objects, creatures, or forms of energy to you (summoning); 
  or transport creatures or objects over great distances 
  (teleportation). Creatures you conjure usually—but not 
  always—obey your commands.
  A creature or object brought into being or transported to 
  your location by a conjuration spell cannot appear inside 
  another creature or object, nor can it appear floating in 
  an empty space. It must arrive in an open location on a 
  surface capable of supporting it.
  The creature or object must appear within the spell’s 
  range, but it does not have to remain within the range.
  Calling: A calling spell transports a creature from 
  a nother plane to the plane you are on. The spell grants 
  the creature the one-time ability to return to its plane of 
  o rigin, although the spell may limit the circumstances 
  under which this is possible. Creatures who are called 
  a ctually die when they are killed; they do not disappear 
  and reform, as do those brought by a summoning spell (see 
  below). The duration of a calling spell is instantaneous, 
  which means that the called creature can’t be dispelled.
  Creation: A creation spell manipulates matter to create 
  an object or creature in the place the spellcaster designates. 
  If the spell has a duration other than instantaneous, 
  magic holds the creation together, and when the spell 
  ends, the conjured creature or object vanishes without 
  a trace. If the spell has an instantaneous duration, the 
  created object or creature is merely assembled through 
  magic. It lasts indefinitely and does not depend on magic 
  for its existence.
  Healing: Certain divine conjurations heal creatures or 
  even bring them back to life.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703203
  703203
  451127
  451127
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703204
  703204
  451128
  451128
  210
  210
  Summoning: A summoning spell instantly brings a 
  creature or object to a place you designate. When the spell 
  ends or is dispelled, a summoned creature is instantly 
  sent back to where it came from, but a summoned object 
  is not sent back unless the spell description specifically 
  indicates this. A summoned creature also goes away if it 
  is killed or if its hit points drop to 0 or lower, but it is not 
  really dead. It takes 24 hours for the creature to reform, 
  during which time it can’t be summoned again.
  When the spell that summoned a creature ends and 
  the creature disappears, all the spells it has cast expire. 
  A summoned creature cannot use any innate summoning 
  abilities it may have.
  Teleportation: A teleportation spell transports one 
  or more creatures or objects a great distance. The most 
  powerful of these spells can cross planar boundaries. 
  Unlike summoning spells, the transportation is (unless 
  otherwise noted) one-way and not dispellable.
  Teleportation is instantaneous travel through the 
  Astral Plane. Anything that blocks astral travel also 
  blocks teleportation.
  Divination
  Divination spells enable you to learn secrets long 
  f orgotten, predict the future, find hidden things, and foil 
  d eceptive spells.
  Many divination spells have cone-shaped areas. These 
  move with you and extend in the direction you choose. The 
  cone defines the area that you can sweep each round. If 
  you study the same area for multiple rounds, you can often 
  gain additional information, as noted in the descriptive 
  text for the spell.
  Scrying: A scrying spell creates an invisible m agical 
  s ensor that sends you information. Unless noted o therwise, 
  the sensor has the same powers of sensory a cuity that you 
  possess. This level of acuity includes any spells or effects 
  that target you, but not spells or effects that e manate 
  from you. The sensor, however, is treated as a separate, 
  i ndependent sensory organ of yours, and thus functions 
  normally even if you have been blinded or d eafened, or 
  o therwise suffered sensory impairment.
  A creature can notice the sensor by making a Perception 
  check with a DC 20 + the spell level. The sensor can be 
  dispelled as if it were an a ctive spell.
  Lead sheeting or magical protection blocks a scrying 
  spell, and you sense that the spell is blocked.
  Enchantment
  Enchantment spells affect the minds of others, influencing 
  or controlling their behavior.
  All enchantments are mind-affecting spells. Two 
  subschools of enchantment spells grant you inf luence 
  over a subject creature.
  Charm: A charm spell changes how the subject views 
  you, typically making it see you as a good friend.
  Compulsion: A compulsion spell forces the subject to act 
  in some manner or changes the way its mind works. Some 
  compulsion spells determine the subject’s actions or the 
  effects on the subject, others allow you to determine the 
  subject’s actions when you cast the spell, and still others 
  give you ongoing control over the subject.
  Evocation
  Evocation spells manipulate magical energy or tap 
  an unseen source of power to produce a desired end. 
  In effect, an evocation draws upon magic to create 
  something out of nothing. Many of these spells produce 
  spectacular effects, and evocation spells can deal large 
  amounts of damage.
  Illusion
  Illusion spells deceive the senses or minds of others. They 
  cause people to see things that are not there, not see things 
  that are there, hear phantom noises, or remember things 
  that never happened.
  Figment: A figment spell creates a false sensation. 
  Those who perceive the figment perceive the same thing, 
  not their own slightly different versions of the figment. It 
  is not a personalized mental i mpression. Figments c annot 
  make something seem to be s omething else. A figment 
  that includes audible effects cannot d uplicate i ntelligible 
  speech unless the spell d escription s pecifically says it can. 
  If intelligible speech is p ossible, it must be in a language 
  you can speak. If you try to d uplicate a language you cannot 
  speak, the figment p roduces gibberish. Likewise, you 
  cannot make a visual copy of something unless you know 
  what it looks like (or copy another sense exactly unless you 
  have experienced it).
  Because figments and glamers are unreal, they cannot 
  produce real effects the way that other types of illusions 
  can. Figments and glamers cannot cause damage to objects 
  or creatures, support weight, provide nutrition, or provide 
  protection from the elements. Consequently, these spells 
  are useful for confounding foes, but useless for attacking 
  them directly. 
  A figment’s AC is equal to 10 + its size modifier.
  Glamer: A glamer spell changes a subject’s sensory 
  qualities, making it look, feel, taste, smell, or sound like 
  something else, or even seem to disappear.
  Pattern: Like a figment, a pattern spell creates an 
  image that others can see, but a pattern also affects the 
  minds of those who see it or are caught in it. All patterns 
  are mind-affecting spells.
  Phantasm: A phantasm spell creates a mental image 
  that usually only the caster and the subject (or subjects) 
  of the spell can perceive. This impression is totally in 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703204
  703204
  451128
  451128
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703205
  703205
  451129
  451129
  211211
  9
  Magic
  Magic
  the minds of the subjects. It is a personalized mental 
  impression, all in their heads and not a fake picture or 
  something that they actually see. Third parties viewing 
  or studying the scene don’t notice the phantasm. All 
  phantasms are mind-affecting spells.
  Shadow: A shadow spell creates something that is 
  partially real from extradimensional energy. Such 
  illusions can have real effects. Damage dealt by a shadow 
  illusion is real.
  Saving Throws and Illusions (Disbelief ): Creatures 
  encountering an illusion usually do not receive saving 
  throws to recognize it as illusory until they study it 
  carefully or interact with it in some fashion.
  A successful saving throw against an illusion reveals 
  it to be false, but a figment or phantasm remains as a 
  translucent outline.
  A failed saving throw indicates that a character fails 
  to notice something is amiss. A character faced with 
  proof that an illusion isn’t real needs no saving throw. 
  If any viewer successfully disbelieves an illusion and 
  communicates this fact to others, each such viewer gains a 
  saving throw with a +4 bonus.
  Necromancy
  Necromancy spells manipulate the power of death, unlife, 
  and the life force. Spells involving undead creatures make 
  up a large part of this school. 
  Transmutation
  Transmutation spells change the properties of some 
  creature, thing, or condition. 
  Polymorph: A polymorph spell transforms your physical 
  body to take on the shape of another creature. While 
  these spells make you appear to be the creature, granting 
  you a +20 bonus on Disguise skill checks, they do not 
  grant you all of the abilities and powers of the creature. 
  Each polymorph spell allows you to assume the form of 
  a creature of a specific type, granting you a number of 
  bonuses to your ability scores and a bonus to your natural 
  armor. In addition, each polymorph spell can grant you 
  a number of other benefits, including movement types, 
  resistances, and senses. If the form you choose grants 
  these benefits, or a greater ability of the same type, you 
  gain the listed benefit. If the form grants a lesser ability 
  of the same type, you gain the lesser ability instead. Your 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703205
  703205
  451129
  451129
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703206
  703206
  451130
  451130
  212212
  base speed changes to match that of the form you assume. 
  If the form grants a swim or burrow speed, you maintain 
  the ability to breathe if you are swimming or burrowing. 
  The DC for any of these abilities equals your DC for the 
  polymorph spell used to change you into that form. 
  In addition to these benefits, you gain any of the 
  natural attacks of the base creature, including proficiency 
  in those attacks. These attacks are based on your base 
  attack bonus, modified by your Strength or Dexterity 
  as appropriate, and use your Strength modifier for 
  determining damage bonuses.
  If a polymorph spell causes you to change size, apply the 
  size modifiers appropriately, changing your armor class, 
  attack bonus, Combat Maneuver Bonus, and Stealth skill 
  modifiers. Your ability scores are not modified by this 
  change unless noted by the spell.
  Unless otherwise noted, polymorph spells cannot be used 
  to change into specific individuals. Although many of the 
  fine details can be controlled, your appearance is always 
  that of a generic member of that creature’s type. Polymorph 
  spells cannot be used to assume the form  of a creature with a 
  template or an advanced version of a creature.
  When you cast a polymorph spell that changes you 
  into a creature of the animal, dragon, elemental, magical 
  beast, plant, or vermin type, all of your gear melds into 
  your body. Items that provide constant b onuses and do not 
  need to be activated continue to function while melded in 
  this way (with the exception of armor b onuses, which cease 
  to function). Items that require a ctivation cannot be used 
  while you maintain that form. While in such a form, you 
  cannot cast any spells that require m aterial components 
  (unless you have the Eschew Materials or Natural Spell 
  feat), and can only cast spells with s omatic or verbal 
  components if the form you choose has the c apability to 
  make such movements or speak, such as a dragon. Other 
  polymorph spells might be subject to this restriction as 
  well, if they change you into a form that is unlike your 
  original form (subject to GM d iscretion). If your new form 
  does not cause your e quipment to meld into your form, the 
  equipment resizes to match your new size. 
  While under the effects of a polymorph spell, you lose all 
  extraordinary and supernatural abilities that depend on your 
  original form (such as keen senses, scent, and darkvision), as 
  well as any natural attacks and movement types possessed 
  by your original form. You also lose any class features that 
  depend upon form, but those that allow you to add features 
  (such as sorcerers that can grow claws) still function. While 
  most of these should be obvious, the GM is the final arbiter of 
  what abilities depend on form and are lost when a new form 
  is assumed. Your new form might restore a number of these 
  abilities if they are possessed by the new form.
  You can only be affected by one polymorph spell at 
  a time. If a new polymorph spell is cast on you (or you 
  activate a polymorph effect, such as wild shape), you can 
  decide whether or not to allow it to affect you, taking the 
  place of the old spell. In addition, other spells that change 
  your size have no effect on you while you are under the 
  effects of a polymorph spell.
  If a polymorph spell is cast on a creature that is 
  smaller than Small or larger than Medium, first adjust 
  its ability scores to one of these two sizes using the 
  following table before applying the b onuses granted by 
  the polymorph spell.
  Creature’s 
   
   
   
  Adjusted
  Original Size 
  Str 
  Dex 
  Con 
  Size
  Fine 
  +6 
  –6 
  — 
  Small
  Diminutive 
  +6 
  –4 
  — 
  Small
  Tiny 
  +4 
  –2 
  — 
  Small
  Large 
  –4 
  +2 
  –2 
  Medium
  Huge 
  –8 
  +4 
  –4 
  Medium
  Gargantuan 
  –12 
  +4 
  –6 
  Medium
  Colossal 
  –16 
  +4 
  –8 
  Medium
  [Descriptor]
  Appearing on the same line as the school and 
  subschool, when applicable, is a descriptor that 
  further categorizes the spell in some way. Some spells 
  have more than one descriptor.
  The descriptors are acid, air, chaotic, cold, d arkness, 
  death, earth, electricity, evil, fear, fire, force, good, 
  language-dependent, 
  lawful, 
  light, 
  mind-affecting, 
  sonic, and water.
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts 
  with other spells, with special abilities, with unusual 
  c reatures, with alignment, and so on.
  A language-dependent spell uses intelligible l anguage 
  as a medium for communication. If the target cannot 
  understand or cannot hear what the caster of a l anguage-
  dependant spell says, the spell fails.
  A mind-affecting spell works only against creatures 
  with an Intelligence score of 1 or higher.
  Level
  The next line of a spell description gives the spell’s level, 
  a number between 0 and 9 that defines the spell’s r elative 
  power. This number is preceded by a list of classes whose 
  m embers can cast the spell. A spell’s level affects the DC 
  for any save allowed against its effects.
  Components
  A spell’s components explain what you must do or 
  possess to cast the spell. The components entry in a spell 
  description i ncludes abbreviations that tell you what type 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703206
  703206
  451130
  451130
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703207
  703207
  451131
  451131
  213
  213
  9
  Magic
  Magic
  of components it requires. Specifics for material and 
  focus components are given at the end of the descriptive 
  text. Usually you don’t need to worry about components, 
  but when you can’t use a component for some reason or 
  when a material or focus component is expensive, then 
  the components are important.
  Verbal (V): A verbal component is a spoken i ncantation. 
  To provide a verbal component, you must be able to 
  speak in a strong voice. A silence spell or a gag spoils the 
  i ncantation (and thus the spell). A spellcaster who has been 
  deafened has a 20% chance of spoiling any spell with a 
   verbal c omponent that he tries to cast.
  Somatic (S): A somatic component is a measured and 
  precise movement of the hand. You must have at least one 
  hand free to provide a somatic component.
  Material (M): A material component consists of one or 
  more p hysical substances or objects that are annihilated 
  by the spell energies in the casting process. Unless a cost 
  is g iven for a material component, the cost is negligible. 
  Don’t bother to keep track of material components with 
  n egligible cost. Assume you have all you need as long as 
  you have your spell component pouch.
  Focus (F): A focus component is a prop of some sort. 
  Unlike a material component, a focus is not consumed 
  when the spell is cast and can be reused. As with 
  material components, the cost for a focus is negligible 
  unless a price is given. Assume that focus components of 
  negligible cost are in your spell component pouch.
  Divine Focus (DF): A divine focus component is an 
  item of spiritual significance. The divine focus for a 
  cleric or a paladin is a holy symbol appropriate to the 
  character’s faith. The divine focus for a druid or a ranger 
  is a sprig of holly, or some other sacred plant.
  If the Components line includes F/DF or M/DF, the 
  a rcane version of the spell has a focus component or a 
  m aterial component (the abbreviation before the slash) 
  and the divine version has a divine focus component (the 
  abbreviation after the slash).
  Casting Time
  Most spells have a casting time of 1 standard action. 
  Others take 1 round or more, while a few require only a 
  swift action.
  A spell that takes 1 round to cast is a full-round action. 
  It comes into effect just before the beginning of your turn 
  in the round after you began casting the spell. You then act 
  normally after the spell is completed.
  A spell that takes 1 minute to cast comes into effect just 
  before your turn 1 minute later (and for each of those 10 
  rounds, you are casting a spell as a full-round action, just 
  as noted above for 1-round casting times). These a ctions 
  must be consecutive and uninterrupted, or the spell 
  a utomatically fails.
  When you begin a spell that takes 1 round or longer to 
  cast, you must continue the concentration from the c urrent 
  round to just before your turn in the next round (at least). 
  If you lose concentration before the casting is complete, 
  you lose the spell.
  A spell with a casting time of 1 swift action doesn’t count 
  against your normal limit of one spell per round. However, 
  you may cast such a spell only once per round. Casting a 
  spell with a casting time of 1 swift action doesn’t provoke 
  attacks of opportunity.
  You make all pertinent decisions about a spell (range, 
  target, area, effect, version, and so forth) when the spell 
  comes into effect.
  Range
  A spell’s range indicates how far from you it can reach, as 
  defined in the range entry of the spell description. A spell’s 
  range is the maximum distance from you that the spell’s 
  effect can occur, as well as the maximum distance at which 
  you can designate the spell’s point of origin. If any portion 
  of the spell’s area would extend beyond this range, that 
  area is wasted. Standard ranges include the following.
  Personal: The spell affects only you.
  Touch: You must touch a creature or object to affect it. 
  A touch spell that deals damage can score a critical hit 
  just as a weapon can. A touch spell threatens a c ritical 
  hit on a natural roll of 20 and deals double damage on 
  a s uccessful critical hit. Some touch spells allow you to 
  touch multiple targets. You can touch up to 6 willing 
  targets as part of the casting, but all targets of the spell 
  must be touched in the same round that you finish 
  casting the spell. If the spell allows you to touch targets 
  over multiple rounds, touching 6 creatures is a full-
  round action.
  Close: The spell reaches as far as 25 feet away from you. 
  The maximum range increases by 5 feet for every two full 
  caster levels.
  Medium: The spell reaches as far as 100 feet + 10 feet per 
  caster level.
  Long: The spell reaches as far as 400 feet + 40 feet per 
  caster level.
  Unlimited: The spell reaches anywhere on the same 
  plane of existence.
  Range Expressed in Feet: Some spells have no standard 
  range category, just a range expressed in feet.
  Aiming a Spell
  You must make choices about whom a spell is to affect or 
  where an effect is to originate, depending on a spell’s type. 
  The next entry in a spell description d efines the spell’s 
  target (or targets), its effect, or its area, as appropriate.
  Target or Targets: Some spells have a target or targets. 
  You cast these spells on creatures or objects, as defined 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703207
  703207
  451131
  451131
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703208
  703208
  451132
  451132
  214
  214
  Area: Some spells affect an area. Sometimes a spell 
  d escription specifies a specially defined area, but usually 
  an area falls into one of the categories defined below.
  Regardless of the shape of the area, you select the point 
  where the spell originates, but otherwise you don’t c ontrol 
  which creatures or objects the spell affects. The point 
  of origin of a spell is always a grid intersection. When 
  d etermining whether a given creature is within the area 
  of a spell, count out the distance from the point of o rigin 
  in squares just as you do when moving a character or 
  when determining the range for a ranged attack. The only 
  d ifference is that instead of counting from the c enter of one 
  square to the center of the next, you count from i ntersection 
  to intersection.
  You can count diagonally across a square, but 
  r emember that every second diagonal counts as 2 
  squares of d istance. If the far edge of a square is within 
  the spell’s area, a nything within that square is within 
  the spell’s area. If the spell’s area only touches the near 
  edge of a square, however, a nything within that square 
  is u naffected by the spell.
  Burst, Emanation, or Spread: Most spells that affect an 
  area function as a burst, an emanation, or a spread. In each 
  case, you select the spell’s point of origin and measure its 
  effect from that point.
  A burst spell affects whatever it catches in its area, 
  including creatures that you can’t see. It can’t affect 
  c reatures with total cover from its point of origin (in other 
  words, its effects don’t extend around corners). The default 
  shape for a burst effect is a sphere, but some burst spells are 
  specifically described as cone-shaped. A burst’s area defines 
  how far from the point of origin the spell’s effect extends.
  An emanation spell functions like a burst spell, except 
  that the effect continues to radiate from the point of origin 
  for the duration of the spell. Most emanations are cones 
  or spheres.
  A spread spell extends out like a burst but can turn 
  c orners. You select the point of origin, and the spell 
  spreads out a given distance in all directions. Figure the 
  area the spell effect fills by taking into account any turns 
  the spell effect takes.
  Cone, Cylinder, Line, or Sphere: Most spells that affect an 
  area have a particular shape.
  A cone-shaped spell shoots away from you in a q uarter-
  circle in the direction you designate. It starts from any 
  corner of your square and widens out as it goes. Most cones 
  are either bursts or emanations (see above), and thus won’t 
  go around corners.
  When casting a cylinder-shaped spell, you select 
  the spell’s point of origin. This point is the center of a 
  h orizontal circle, and the spell shoots down from the 
  c ircle, filling a cylinder. A cylinder-shaped spell ignores 
  any obstructions within its area.
  by the spell itself. You must be able to see or touch the 
  target, and you must specifically choose that target. You 
  do not have to select your target until you finish casting 
  the spell.
  If the target of a spell is yourself (the Target line of 
  the spell description includes “You”), you do not receive 
  a saving throw, and spell resistance does not apply. The 
  saving throw and spell resistance lines are omitted from 
  such spells.
  Some spells restrict you to willing targets only. 
  Declaring yourself as a willing target is something that 
  can be done at any time (even if you’re flat-footed or it 
  isn’t your turn). Unconscious creatures are a utomatically 
  c onsidered w illing, but a character who is conscious 
  but immobile or h elpless (such as one who is bound, 
  c owering, g rappling, paralyzed, pinned, or stunned) is not 
  a utomatically willing.
  Some spells allow you to redirect the effect to new t argets 
  or areas after you cast the spell. Redirecting a spell is a 
  move action that does not provoke attacks of opportunity.
  Effect: Some spells create or summon things rather 
  than affecting things that are already present.
  You must designate the location where these things 
  are to appear, either by seeing it or defining it. Range 
  d etermines how far away an effect can appear, but if the 
  effect is mobile, after it appears it can move regardless of 
  the spell’s range.
  Ray: Some effects are rays. You aim a ray as if using a 
  ranged weapon, though typically you make a ranged 
  touch attack rather than a normal ranged attack. As with a 
  ranged weapon, you can fire into the dark or at an invisible 
  creature and hope you hit something. You don’t have to see 
  the creature you’re trying to hit, as you do with a targeted 
  spell. Intervening creatures and obstacles, however, can 
  block your line of sight or provide cover for the creature at 
  which you’re aiming.
  If a ray spell has a duration, it’s the duration of the 
  e ffect that the ray causes, not the length of time the ray 
  itself persists.
  If a ray spell deals damage, you can score a critical hit 
  just as if it were a weapon. A ray spell threatens a critical 
  hit on a natural roll of 20 and deals double damage on a 
  successful critical hit.
  Spread: Some effects, notably clouds and fogs, spread out 
  from a point of origin, which must be a grid intersection. 
  The effect can extend around corners and into areas that 
  you can’t see. Figure distance by actual distance traveled, 
  taking into account turns the spell effect takes. When 
  d etermining distance for spread effects, count around 
  walls, not through them. As with movement, do not trace 
  diagonals across corners. You must designate the point 
  of origin for such an effect, but you need not have line of 
  e ffect (see below) to all portions of the effect.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703208
  703208
  451132
  451132
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703209
  703209
  451133
  451133
  215
  215
  9
  Magic
  Magic
  A line-shaped spell shoots away from you in a line in the 
  direction you designate. It starts from any corner of your 
  square and extends to the limit of its range or until it strikes 
  a barrier that blocks line of effect. A line-shaped spell affects 
  all creatures in squares through which the line passes.
  A sphere-shaped spell expands from its point of origin 
  to fill a spherical area. Spheres may be bursts, emanations, 
  or spreads.
  Creatures: A spell with this kind of area affects creatures 
  directly (like a targeted spell), but it affects all creatures in 
  an area of some kind rather than individual creatures you 
  select. The area might be a spherical burst, a cone-shaped 
  burst, or some other shape.
  Many spells affect “living creatures,” which means all 
  creatures other than constructs and undead. Creatures in 
  the spell’s area that are not of the appropriate type do not 
  count against the creatures affected.
  Objects: A spell with this kind of area affects objects 
  within an area you select (as Creatures, but affecting 
  o bjects instead).
  Other: A spell can have a unique area, as defined in its 
  description.
  (S) Shapeable: If an area or effect entry ends with “(S),” 
  you can shape the spell. A shaped effect or area can have no 
  dimension smaller than 10 feet. Many effects or areas are 
  given as cubes to make it easy to model irregular shapes. 
  Three-dimensional volumes are most often needed to 
  d efine aerial or underwater effects and areas.
  Line of Effect: A line of effect is a straight, unblocked 
  path that indicates what a spell can affect. A line of effect is 
  canceled by a solid barrier. It’s like line of sight for ranged 
  weapons, except that it’s not blocked by fog, darkness, and 
  other factors that limit normal sight.
  You must have a clear line of effect to any target that you 
  cast a spell on or to any space in which you wish to create 
  an effect. You must have a clear line of effect to the point of 
  origin of any spell you cast.
  A burst, cone, cylinder, or emanation spell affects only 
  an area, creature, or object to which it has line of effect 
  from its origin (a spherical burst’s center point, a cone-
  shaped burst’s starting point, a cylinder’s circle, or an 
  emanation’s point of origin).
  An otherwise solid barrier with a hole of at least 1 
  square foot through it does not block a spell’s line of 
  effect. Such an opening means that the 5-foot length of 
  wall c ontaining the hole is no longer considered a barrier 
  for purposes of a spell’s line of effect.
  Duration
  A spell’s duration entry tells you how long the magical 
  e nergy of the spell lasts.
  Timed Durations: Many durations are measured in 
  rounds, minutes, hours, or other increments. When the 
  Spell Areas
  Spell Origin
  15-Foot Cones
  30-Foot Cones
  5-foot Radius
  10-Foot Radius
  30-Foot Lines
  20-foot Radius
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703209
  703209
  451133
  451133
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703210
  703210
  451134
  451134
  216
  216
  time is up, the magic goes away and the spell ends. If a 
  spell’s duration is variable, the duration is rolled secretly 
  so the caster doesn’t know how long the spell will last. 
  Instantaneous: The spell energy comes and goes the 
  instant the spell is cast, though the consequences might 
  be long-lasting.
  Permanent: The energy remains as long as the effect 
  does. This means the spell is vulnerable to dispel magic. 
  Concentration: The spell lasts as long as you concentrate 
  on it. Concentrating to maintain a spell is a standard 
  action that does not provoke attacks of opportunity. 
  Anything that could break your concentration when 
  casting a spell can also break your concentration while 
  you’re maintaining one, causing the spell to end. See 
  concentration on page 206.
  You can’t cast a spell while concentrating on another 
  one. Some spells last for a short time after you cease 
  concentrating.
  Subjects, Effects, and Areas: If the spell affects creatures 
  directly, the result travels with the subjects for the spell’s 
  duration. If the spell creates an effect, the effect lasts for 
  the duration. The effect might move or remain still. Such 
  an effect can be destroyed prior to when its duration ends. 
  If the spell affects an area, then the spell stays with that 
  area for its duration. 
  Creatures become subject to the spell when they enter 
  the area and are no longer subject to it when they leave.
  Touch Spells and Holding the Charge: In most cases, 
  if you don’t discharge a touch spell on the round you cast 
  it, you can hold the charge (postpone the discharge of the 
  spell) indefinitely. You can make touch attacks round after 
  round until the spell is discharged. If you cast another 
  spell, the touch spell dissipates.
  Some touch spells allow you to touch multiple targets as 
  part of the spell. You can’t hold the charge of such a spell; 
  you must touch all targets of the spell in the same round 
  that you finish casting the spell.
  Discharge: Occasionally a spells lasts for a set duration 
  or until triggered or discharged.
  (D) Dismissible: If the duration line ends with “(D),” 
  you can dismiss the spell at will. You must be within 
  range of the spell’s effect and must speak words of 
  d ismissal, which are usually a modified form of the 
  spell’s verbal c omponent. If the spell has no verbal 
  component, you can dismiss the effect with a gesture. 
  Dismissing a spell is a standard action that does not 
  provoke attacks of opportunity.
  A spell that depends on concentration is dismissible 
  by its very nature, and dismissing it does not take an 
  a ction, since all you have to do to end the spell is to stop 
  c oncentrating on your turn.
  Saving Throw
  Usually a harmful spell allows a target to make a saving 
  throw to avoid some or all of the effect. The saving throw 
  entry in a spell description defines which type of saving 
  throw the spell allows and describes how saving throws 
  against the spell work.
  Negates: The spell has no effect on a subject that makes 
  a successful saving throw.
  Partial: The spell has an effect on its subject. A s uccessful 
  saving throw means that some lesser effect occurs.
  Half: The spell deals damage, and a successful saving 
  throw halves the damage taken (round down).
  None: No saving throw is allowed.
  Disbelief: A successful save lets the subject ignore the 
  spell’s effect. 
  (object): The spell can be cast on objects, which r eceive 
  saving throws only if they are magical or if they are a ttended 
  (held, worn, grasped, or the like) by a creature resisting the 
  spell, in which case the object uses the c reature’s saving 
  throw bonus unless its own bonus is greater. This n otation 
  does not mean that a spell can be cast only on objects. 
  Some spells of this sort can be cast on creatures or objects. 
  A magic item’s saving throw bonuses are each equal to 2 + 
  1/2 the item’s caster level. 
  (harmless): The spell is usually beneficial, not 
  harmful, but a targeted creature can attempt a saving 
  throw if it desires.
  Saving Throw Difficulty Class: A saving throw 
  against your spell has a DC of 10 + the level of the spell 
  + your bonus for the relevant ability (Intelligence for 
  a w izard, Charisma for a bard, paladin, or sorcerer, or 
  Wisdom for a cleric, druid, or ranger). A spell’s level can 
  vary d epending on your class. Always use the spell level 
  applicable to your class.
  Succeeding on a Saving Throw: A creature that 
  s uccessfully saves against a spell that has no o bvious 
  p hysical effects feels a hostile force or a tingle, but 
  c annot deduce the exact nature of the attack. Likewise, 
  Table 9–2: Items Affected by Magical Attacks
  Order* 
  Item
  1st 
  Shield
  2nd 
  Armor
  3rd 
  Magic helmet, hat, or headband
  4th 
  Item in hand  
    
  (including weapon, wand, or the like)
  5th 
  Magic cloak
  6th 
  Stowed or sheathed weapon
  7th 
  Magic bracers
  8th 
  Magic clothing
  9th 
  Magic jewelry (including rings)
  10th 
  Anything else
  * In order of most likely to least likely to be affected.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703210
  703210
  451134
  451134
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703211
  703211
  451135
  451135
  217217
  9
  Magic
  Magic
  if a c reature’s saving throw succeeds against a targeted 
  spell, you sense that the spell has failed. You do not 
  sense when creatures succeed on saves against effect 
  and area spells.
  Automatic Failures and Successes: A natural 1 (the d20 
  comes up 1) on a saving throw is always a failure, and 
  the spell may cause damage to exposed items (see Items 
  Surviving after a Saving Throw, below). A natural 20 (the 
  d20 comes up 20) is always a success.
  Voluntarily Giving up a Saving Throw: A creature can 
  voluntarily forego a saving throw and willingly accept a 
  spell’s result. Even a character with a special resistance to 
  magic can suppress this quality.
  Items Surviving after a Saving Throw: Unless the 
  d escriptive text for the spell specifies otherwise, all 
  items carried or worn by a creature are assumed to 
  s urvive a m agical attack. If a creature rolls a natural 
  1 on its s aving throw against the effect, however, an 
  exposed item is harmed (if the attack can harm objects). 
  Refer to Table 9–2: Items Affected by Magical Attacks. 
  Determine which four objects carried or worn by the 
  creature are most likely to be affected and roll randomly 
  among them. The randomly determined item must 
  make a saving throw against the attack form and take 
  whatever damage the attack dealt.
  If the selected item is not carried or worn and is not 
  magical, it does not get a saving throw. It simply is dealt 
  the appropriate damage.
  Spell Resistance
  Spell resistance is a special defensive ability. If your spell is 
  being resisted by a creature with spell resistance, you must 
  make a caster level check (1d20 + caster level) at least equal 
  to the creature’s spell resistance for the spell to affect that 
  creature. The defender’s spell resistance is like an Armor 
  Class against magical attacks. Include any adjustments to 
  your caster level to this caster level check.
  The Spell Resistance entry and the descriptive text of a 
  spell description tell you whether spell resistance protects 
  creatures from the spell. In many cases, spell resistance 
  applies only when a resistant creature is targeted by the 
  spell, not when a resistant creature encounters a spell that 
  is already in place.
  The terms “object” and “harmless” mean the same thing 
  for spell resistance as they do for saving throws. A creature 
  with spell resistance must voluntarily lower the resistance 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703211
  703211
  451135
  451135
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703212
  703212
  451136
  451136
  218
  218
  (a standard action) in order to be affected by such spells 
  without forcing the caster to make a caster level check.
  Descriptive Text
  This portion of a spell description details what the spell 
  does and how it works. If one of the previous entries in 
  the description includes “see text,” this is where the 
  e xplanation is found. 
  ArCANe speLLs
  Wizards, sorcerers, and bards cast arcane spells. Compared 
  to divine spells, arcane spells are more likely to produce 
  dramatic results.
  Spell Slots: The various character class tables show 
  how many spells of each level a character can cast per day. 
  These openings for daily spells are called spell slots. A 
  spellcaster always has the option to fill a higher-level spell 
  slot with a lower-level spell. A spellcaster who lacks a high 
  enough ability score to cast spells that would otherwise be 
  his due still gets the slots but must fill them with spells of 
  lower levels.
  Preparing Wizard Spells
  A wizard’s level limits the number of spells he can 
  prepare and cast. His high Intelligence score might 
  allow him to prepare a few extra spells. He can prepare 
  the same spell more than once, but each preparation 
  counts as one spell toward his daily limit. To prepare 
  a spell, the wizard must have an Intelligence score of at 
  least 10 + the spell’s level.
  Rest: To prepare his daily spells, a wizard must first 
  sleep for 8 hours. The wizard does not have to slumber 
  for every minute of the time, but he must refrain from 
  m ovement, combat, spellcasting, skill use, conversation, or 
  any other fairly demanding physical or mental task d uring 
  the rest period. If his rest is interrupted, each i nterruption 
  adds 1 hour to the total amount of time he has to rest in 
  order to clear his mind, and he must have at least 1 hour 
  of uninterrupted rest immediately prior to preparing his 
  spells. If the character does not need to sleep for some 
  r eason, he still must have 8 hours of restful calm before 
  preparing any spells. 
  Recent Casting Limit/Rest Interruptions: If a wizard 
  has cast spells recently, the drain on his resources r educes 
  his capacity to prepare new spells. When he prepares spells 
  for the coming day, all the spells he has cast within the last 
  8 hours count against his daily limit.
  Preparation Environment: To prepare any spell, a w izard 
  must have enough peace, quiet, and comfort to a llow for 
  proper concentration. The wizard’s s urroundings need 
  not be luxurious, but they must be free from d istractions. 
  Exposure to inclement weather p revents the necessary 
  concentration, as does any injury or failed s aving throw 
  the character might experience while s tudying. Wizards 
  also must have access to their spellbooks to study from 
  and sufficient light to read them. There is one major 
  e xception: a wizard can prepare a read magic spell even 
  without a spellbook. 
  Spell Preparation Time: After resting, a wizard must 
  study his spellbook to prepare any spells that day. If he 
  wants to prepare all his spells, the process takes 1 hour. 
  Preparing some smaller portion of his daily capacity takes 
  a proportionally smaller amount of time, but always at 
  least 15 minutes, the minimum time required to achieve 
  the proper mental state.
  Spell Selection and Preparation: Until he prepares spells 
  from his spellbook, the only spells a wizard has available 
  to cast are the ones that he already had prepared from 
  the previous day and has not yet used. During the study 
  period, he chooses which spells to prepare. If a w izard 
  already has spells prepared (from the previous day) that he 
  has not cast, she can abandon some or all of them to make 
  room for new spells.
  When preparing spells for the day, a wizard can leave 
  some of these spell slots open. Later during that day, he 
  can repeat the preparation process as often as he likes, 
  time and circumstances permitting. During these extra 
  sessions of preparation, the wizard can fill these unused 
  spell slots. He cannot, however, abandon a previously 
  prepared spell to replace it with another one or fill a slot 
  that is empty because he has cast a spell in the meantime. 
  That sort of preparation requires a mind fresh from rest. 
  Like the first session of the day, this preparation takes at 
  least 15 minutes, and it takes longer if the wizard prepares 
  more than one-quarter of his spells.
  Prepared Spell Retention: Once a wizard prepares a 
  spell, it remains in his mind as a nearly cast spell until he 
  uses the prescribed components to complete and trigger it 
  or until he abandons it. Certain other events, such as the 
  effects of magic items or special attacks from monsters, 
  can wipe a prepared spell from a character’s mind.
  Death and Prepared Spell Retention: If a spellcaster 
  dies, all prepared spells stored in his mind are wiped 
  away. Potent magic (such as raise dead, resurrection, or true 
  r esurrection) can recover the lost energy when it recovers the 
  character.
  Arcane Magical Writings
  To record an arcane spell in written form, a character 
  uses complex notation that describes the magical forces 
  i nvolved in the spell. The writer uses the same system 
  no matter what her native language or culture. However, 
  each character uses the system in his own way. Another 
  p erson’s magical writing remains incomprehensible to 
  even the most powerful wizard until he takes time to study 
  and decipher it.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703212
  703212
  451136
  451136
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703213
  703213
  451137
  451137
  219
  219
  9
  Magic
  Magic
  To decipher an arcane magical writing (such as a single 
  spell in another’s spellbook or on a scroll), a character 
  must make a Spellcraft check (DC 20 + the spell’s level). If 
  the skill check fails, the character cannot attempt to read 
  that particular spell again until the next day. A read magic 
  spell automatically deciphers magical writing without a 
  skill check. If the person who created the magical writing 
  is on hand to help the reader, success is also automatic.
  Once a character deciphers a particular piece of 
  m agical w riting, he does not need to decipher it again. 
  Deciphering magical writing allows the reader to i dentify 
  the spell and gives some idea of its effects (as e xplained 
  in the spell description). If the m agical w riting is a scroll 
  and the reader can cast arcane spells, he can attempt to 
  use the scroll.
  Wizard Spells and Borrowed Spellbooks
  A wizard can use a borrowed spellbook to prepare a spell 
  he already knows and has recorded in his own s pellbook, 
  but preparation success is not assured. First, the w izard 
  must decipher the writing in the book (see Arcane 
  Magical Writings, above). Once a spell from a nother 
  spellcaster’s book is deciphered, the reader must make 
  a Spellcraft check (DC 15 + spell’s level) to prepare the 
  spell. If the check succeeds, the wizard can prepare the 
  spell. He must repeat the check to prepare the spell 
  again, no matter how many times he has prepared it 
  b efore. If the check fails, he cannot try to prepare the 
  spell from the same source again until the next day. 
  However, as explained above, he does not need to repeat 
  a check to d ecipher the writing.
  Adding Spells to a Wizard’s Spellbook
  Wizards can add new spells to their spellbooks through 
  several methods. A wizard can only learn new spells that 
  belong to the wizard spell lists.
  Spells Gained at a New Level: Wizards perform a certain 
  amount of spell research between adventures. Each time a 
  character attains a new wizard level, he gains two spells of 
  his choice to add to his spellbook. The two free spells must 
  be of spell levels he can cast. If he has chosen to specialize 
  in a school of magic, one of the two free spells must be 
  from his specialty school.
  Spells Copied from Another’s Spellbook or a Scroll: 
  A wizard can also add a spell to his book whenever 
  he e ncounters one on a magic scroll or in another 
  wizard’s spellbook. No matter what the spell’s source, 
  the w izard must first decipher the magical writing (see 
  Arcane Magical Writings). Next, he must spend 1 hour 
  s tudying the spell. At the end of the hour, he must make 
  a Spellcraft check (DC 15 + spell’s level). A wizard who 
  has specialized in a school of spells gains a +2 bonus on 
  the Spellcraft check if the new spell is from his specialty 
  school. If the check succeeds, the wizard understands 
  the spell and can copy it into his spellbook (see Writing 
  a New Spell into a Spellbook). The process leaves a 
  spellbook that was c opied from unharmed, but a spell 
  successfully copied from a magic scroll disappears from 
  the parchment.
  If the check fails, the wizard cannot understand or copy 
  the spell. He cannot attempt to learn or copy that spell 
  again until he gains another rank in Spellcraft. If the spell 
  was from a scroll, a failed Spellcraft check does not cause 
  the spell to vanish.
  In most cases, wizards charge a fee for the privilege of 
  copying spells from their spellbooks. This fee is usually 
  equal to half the cost to write the spell into a spellbook (see 
  Writing a New Spell into a Spellbook). Rare and unique 
  spells might cost significantly more.
  Independent Research: A wizard can also research a spell 
  independently, duplicating an existing spell or c reating an 
  entirely new one. The cost to research a new spell, and the 
  time required, are left up to GM discretion, but it should 
  probably take at least 1 week and cost at least 1,000 gp per 
  level of the spell to be researched. This should also require 
  a number of Spellcraft and Knowledge (arcana) checks.
  Writing a New Spell into a Spellbook
  Once a wizard understands a new spell, he can record it 
  into his spellbook.
  Time: The process takes 1 hour per spell level. Cantrips 
  (0 levels spells) take 30 minutes to record.
  Space in the Spellbook: A spell takes up one page of the 
  spellbook per spell level. Even a 0-level spell (cantrip) takes 
  one page. A spellbook has 100 pages.
  Materials and Costs: The cost for writing a new spell 
  into a spellbook depends on the level of the spell, as noted 
  on the following table. Note that a wizard does not have to 
  pay these costs in time or gold for spells he gains for free 
  at each new level.
   
  Spell 
  Writing 
  Spell 
  Writing
   
  Level 
  Cost 
  Level 
  Cost
   
  0 
  5 gp 
  5 
  250 gp
   
  1 
  10 gp 
  6 
  360 gp
   
  2 
  40 gp 
  7 
  490 gp
   
  3 
  90 gp 
  8 
  640 gp
   
  4 
  160 gp 
  9 
  810 gp
  Replacing and Copying Spellbooks
  A wizard can use the procedure for learning a spell to 
  r econstruct a lost spellbook. If he already has a p articular 
  spell prepared, he can write it directly into a new book at 
  the same cost required to write a spell into a spellbook. 
  The process wipes the prepared spell from his mind, just 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703213
  703213
  451137
  451137
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703214
  703214
  451138
  451138
  220
  220
  as casting it would. If he does not have the spell prepared, 
  he can prepare it from a borrowed spellbook and then 
  write it into a new book.
  Duplicating an existing spellbook uses the same 
  procedure as replacing it, but the task is much easier. The 
  time requirement and cost per page are halved.
  Selling a Spellbook
  Captured spellbooks can be sold for an amount equal to half 
  the cost of purchasing and inscribing the spells within.
  Sorcerers and Bards
  Sorcerers and bards cast arcane spells, but they do not use 
  spellbooks or prepare spells. Their class level limits the 
  number of spells she can cast (see these class descriptions). 
  Her high Charisma score might allow her to cast a few extra 
  spells. A member of either class must have a Charisma 
  score of at least 10 + the spell’s level to cast the spell.
  Daily Readying of Spells: Each day, sorcerers and 
  bards must focus their minds on the task of casting 
  their spells. A sorcerer or bard needs 8 hours of rest 
  (just like a wizard), after which she spends 15 minutes 
  concentrating. (A bard must sing, recite, or play an 
  instrument of some kind while concentrating.) During 
  this period, the sorcerer or bard readies her mind to cast 
  her daily allotment of spells. Without such a period to 
  refresh herself, the character does not regain the spell 
  slots she used up the day before.
  Recent Casting Limit: Any spells cast within the last 8 
  hours count against the sorcerer’s or bard’s daily limit.
  Adding Spells to a Sorcerer’s or Bard’s Repertoire: A 
  sorcerer or bard gains spells each time she attains a new 
  level in her class and never gains spells any other way. 
  When your sorcerer or bard gains a new level, consult 
  Table 3–4 or Table 3–15 to learn how many spells from the 
  appropriate spell list she now knows. With permission 
  from the GM, sorcerers and bards can also select the 
  spells they gain from new and unusual spells that they 
  come across while adventuring.
  diviNe speLLs
  Clerics, druids, experienced paladins, and experienced 
  rangers can cast divine spells. Unlike arcane spells, d ivine 
  spells draw power from a divine source. Clerics gain spell 
  power from deities or from divine forces. The divine force 
  of nature powers druid and ranger spells, and the divine 
  f orces of law and good power paladin spells. Divine spells 
  tend to focus on healing and protection and are less flashy, 
  destructive, and disruptive than arcane spells.
  Preparing Divine Spells
  Divine spellcasters prepare their spells in largely the same 
  manner as wizards do, but with a few d ifferences. The 
  r elevant ability for most divine spells is Wisdom (Charisma 
  for paladins). To p repare a divine spell, a character must have 
  a Wisdom score (or Charisma score for paladins) of 10 + the 
  spell’s level. Likewise, bonus spells are based on Wisdom.
  Time of Day: A divine spellcaster chooses and p repares 
  spells ahead of time, but unlike a wizard, does not require 
  a period of rest to prepare spells. Instead, the character 
  chooses a particular time of day to pray and receive spells. 
  The time is usually a ssociated with some daily event. If 
  some event prevents a character from praying at the proper 
  time, she must do so as soon as possible. If the character 
  does not stop to pray for spells at the first opportunity, she 
  must wait until the next day to prepare spells.
  Spell Selection and Preparation: A divine s pellcaster 
  s elects and prepares spells ahead of time through prayer and 
  meditation at a particular time of day. The time r equired to 
  prepare spells is the same as it is for a w izard (1 hour), as is 
  the requirement for a relatively peaceful e nvironment. When 
  preparing spells for the day, a cleric can leave some of her 
  spell slots open. Later during that day, she can repeat the 
  preparation process as often as she likes. During these extra 
  sessions of preparation, she can fill these unused spell slots. 
  She cannot, however, abandon a previously prepared spell to 
  replace it with another one or fill a slot that is empty because 
  she has cast a spell in the meantime. Like the first session of 
  the day, this preparation takes at least 15 minutes, and it takes 
  longer if she prepares more than one-quarter of his spells.
  Divine spellcasters do not require spellbooks. However, 
  a divine spellcaster’s spell selection is limited to the 
  spells on the list for her class. Clerics, druids, paladins, 
  and rangers have separate spell lists. A cleric also has 
  access to two domains determined during character 
  creation. Each domain gives her access to a number of 
  special abilities and bonus spells.
  Spell Slots: The character class tables show how many 
  spells of each level each can cast per day. These openings 
  for daily spells are called spell slots. A spellcaster always has 
  the option to fill a higher-level spell slot with a lower-level 
  spell. A spellcaster who lacks a high enough ability score 
  to cast spells that would otherwise be her due still gets the 
  slots but must fill them with spells of lower levels. 
  Recent Casting Limit: As with arcane spells, at the time 
  of preparation any spells cast within the previous 8 hours 
  count against the number of spells that can be prepared.
  Spontaneous Casting of Cure and Inflict Spells: A good 
  cleric (or a cleric of a good deity) can spontaneously cast a 
  cure spell in place of a prepared spell of the same level or 
  higher, but not in place of a bonus domain spell. An evil 
  cleric (or a cleric of an evil deity) can spontaneously cast 
  an inflict spell in place of a prepared spell (that is not a 
  d omain spell) of the same level or higher. Each n eutral 
  cleric of a neutral deity spontaneously casts either cure 
  spells like a good cleric or inflict spells like an evil one, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703214
  703214
  451138
  451138
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703215
  703215
  451139
  451139
  221221
  9
  Magic
  Magic
  d epending on which option the player chooses when 
  c reating the character. The divine energy of the spell 
  that the cure or inflict spell substitutes for is converted 
  into the cure or inflict spell as if that spell had been 
  prepared all along.
  Spontaneous Casting of Summon Nature’s Ally Spells: A 
  druid can spontaneously cast summon nature’s ally in place 
  of a prepared spell of the same level or higher. The divine 
  energy of the spell that the summon spell substitutes for 
  is converted as if that spell had been prepared all along.
  Divine Magical Writings
  Divine spells can be written and deciphered like arcane 
  spells (see Arcane Magical Writings). A Spellcraft check 
  can d ecipher divine magical writing and identify it. Only 
  characters who have the spell (in its divine form) on their 
  class spell list can cast a divine spell from a scroll.
  New Divine Spells
  Divine spellcasters gain new spells as follows.
  Spells Gained at a New Level: Characters who can 
  cast divine spells undertake a certain amount of 
  study b etween adventures. Each time such a character 
  receives a new level of divine spells, she learns all of 
  the spells from that level automatically.
  Independent Research: A divine spellcaster can  also 
  r esearch a spell independently, much as an arcane 
  s pellcaster can. Only the creator of such a spell can p repare 
  and cast it, unless she decides to share it with others.
  speCiAL ABiLities
  A number of classes and creatures gain the use of special 
  abilities, many of which function like spells.
  Spell-Like Abilities: Usually, a spell-like ability works 
  just like the spell of that name. A spell-like ability has 
  no verbal, somatic, or material component, nor does it 
  require a focus. The user a ctivates it mentally. Armor 
  never affects a spell-like ability’s use, even if the ability 
  resembles an arcane spell with a s omatic component.
  A spell-like ability has a casting time of 1 standard a ction 
  unless noted otherwise in the ability or spell d escription. In 
  all other ways, a spell-like ability f unctions just like a spell.
  Spell-like abilities are subject to spell resistance and 
  dispel magic. They do not function in areas where magic is 
  suppressed or negated. Spell-like abilities cannot be used 
  to counterspell, nor can they be counterspelled.
  Some creatures actually cast arcane spells as sorcerers 
  do, using components when required. Some creatures have 
  both spell-like abilities and actual spellcasting power.
  Supernatural Abilities: These can’t be d isrupted in 
  combat and generally don’t provoke attacks of opportunity. 
  They aren’t subject to spell resistance, counterspells, or 
  dispel magic, and don’t function in antimagic areas.
  Extraordinary Abilities: These abilities cannot be 
  d isrupted in combat, as spells can, and they g enerally do not 
  provoke attacks of opportunity. Effects or areas that n egate 
  or disrupt magic have no effect on e xtraordinary a bilities. 
  They are not subject to dispelling, and they f unction 
  n ormally in an antimagic field. Indeed, e xtraordinary 
  a bilities do not qualify as magical, though they may break 
  the laws of physics.
  Natural Abilities: This category includes abilities a 
  c reature has because of its physical nature. Natural a bilities 
  are those not otherwise designated as e xtraordinary, 
  s upernatural, or spell-like.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703215
  703215
  451139
  451139
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703216
  703216
  451140
  451140
  Spells
  10
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703216
  703216
  451140
  451140
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703217
  703217
  451141
  451141
  E
  erie in their silence, 
  another wave of the 
  dead-eyed, tentacle-faced 
  hounds charged, barely kept at 
  bay by Kyra’s lethal scimitar. 
  The otherworldly things had 
  already quieted cocky Valeros, 
  dragging him away for some 
  terrible purpose amid a litany 
  of colorful curses.
  Her mind racing, Seoni 
  grasped for clues as to what 
  these horrors were, where 
  they had come from, and 
  what they could possibly 
  want. Yet for all her 
  questions, the sorceress took 
  comfort in the one thing she 
  knew for certain: like every 
  other foe she had ever faced, 
  these things still knew how 
  to burn.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703217
  703217
  451141
  451141
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703218
  703218
  451142
  451142
  224
  224
  T
  here are hundreds of spells available to spellcasters in the 
  Pathfinder Roleplaying Game—this chapter begins with 
  the spell lists for all of the game’s spellcasting classes. An 
  M or F appearing at the end of a spell’s name in the spell lists 
  denotes a spell with a material or focus component, respectively, 
  that is not normally included in a spell component pouch.
  Order of Presentation: In the spell lists and the short 
  descriptions that follow them, the spells are presented in 
  alphabetical order by name except for those belonging to 
  certain spell chains. When a spell’s name begins with “lesser,” 
  “greater,” or “mass,” the spell is alphabetized under the second 
  word of the spell name instead.
  Hit Dice: The term “Hit Dice” is used synonymously with 
  “character levels” for effects that affect a specific number of 
  Hit Dice of creatures. Creatures with Hit Dice only from their 
  race, not from classes, still have character levels equal to their 
  Hit Dice.
  Caster Level: A spell’s power often depends on caster level, 
  which is defined as the caster’s class level for the purpose of 
  casting a particular spell. A creature with no classes has a 
  caster level equal to its Hit Dice unless otherwise specified. 
  The word “level” in the short descriptions that follow always 
  refers to caster level.
  Creatures and Characters: The words “creature” and 
  “character” are used synonymously in the short descriptions.
  BArd speLLs
  0-Level Bard Spells
  Dancing Lights: Creates torches or other lights.
  Daze: Humanoid creature of 4 HD or less loses next action.
  Detect Magic: Detects spells and magic items within 60 ft.
  Flare: Dazzles one creature (–1 on attack rolls).
  Ghost Sound: Figment sounds.
  Know Direction: You discern north.
  Light: Object shines like a torch.
  Lullaby: Makes subject drowsy: –5 on Perception checks, –2 
  on Will saves against sleep.
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  Message: Whisper conversation at distance.
  Open/Close: Opens or closes small or light things.
  Prestidigitation: Performs minor tricks.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Summon Instrument: Summons one musical instrument.
  1st-Level Bard Spells
  Alarm: Wards an area for 2 hours/level.
  Animate Rope: Makes a rope move at your command.
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  Charm Person: Makes one person your friend.
  Comprehend Languages: You understand all languages.
  Confusion, Lesser: One creature is confused for 1 round.
  Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Disguise Self: Changes your appearance.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your base land speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Grease: Makes 10-ft. square or one object slippery.
  Hideous Laughter: Subject loses actions for 1 round/ level.
  Hypnotism: Fascinates 2d4 HD of creatures.
  Identify: Gives +10 bonus to identify magic items.
  Magic Aura: Alters object’s magic aura.
  Magic MouthM: Objects speaks once when triggered.
  Obscure Object: Masks object against scrying.
  Remove Fear: Suppresses fear or gives +4 on saves against fear 
  for one subject + one per four levels.
  Silent Image: Creates minor illusion of your design.
  Sleep: Puts 4 HD of creatures into magical slumber.
  Summon Monster I: Summons extraplanar creature to fight 
  for you.
  Undetectable Alignment: Conceals alignment for 24 hours.
  Unseen Servant: Invisible force obeys your commands.
  Ventriloquism: Throws voice for 1 min./level.
  2nd-Level Bard Spells
  Alter Self: Assume form of a Small or Medium humanoid.
  Animal Messenger: Sends a Tiny animal to a specific place.
  Animal Trance: Fascinates 2d6 HD of animals.
  Blindness/Deafness: Makes subject blind or deaf.
  Blur: Attacks miss subject 20% of the time.
  Calm Emotions: Calms creatures, negating emotion effects.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
  Darkness: 20-ft. radius of supernatural shadow.
  Daze Monster: Living creature of 6 HD or less loses next action.
  Delay Poison: Stops poison from harming target for 1 hour/level.
  Detect Thoughts: Allows “listening” to surface thoughts.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Heroism: Gives +2 on attack rolls, saves, skill checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until it attacks.
  Locate Object: Senses direction toward object (specific or type).
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you (1d4 + 1 per 
  three levels, max 8).
  Misdirection: Misleads divinations for one creature or object.
  Pyrotechnics: Turns fire into blinding light or choking smoke.
  Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703218
  703218
  451142
  451142
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703219
  703219
  451143
  451143
  225
  225
  10
  Spells
  Spells
  Scare: Panics creatures of less than 6 HD.
  Shatter: Sonic vibration damages objects or crystalline creatures.
  Silence: Negates sound in 20-ft. radius.
  Sound Burst: Deals 1d8 sonic damage and may stun subjects.
  Suggestion: Compels subject to follow stated course of action.
  Summon Monster II: Summons extraplanar creature to fight 
  for you.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Tongues: Speak and understand any language.
  Whispering Wind: Sends a short message 1 mile/level.
  3rd-Level Bard Spells
  Blink: You randomly vanish and reappear for 1 round/level.
  Charm Monster: Makes monster believe it is your ally.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  Confusion: Subjects behave oddly for 1 round/level.
  Crushing Despair: Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks.
  Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  Daylight: 60-ft. radius of bright light.
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Dispel Magic: Cancels one magical spell or effect.
  Displacement: Attacks miss subject 50% of the time.
  Fear: Subjects within cone flee for 1 round/level.
  Gaseous Form: Subject becomes insubstantial and can  
  fly slowly.
  Geas, Lesser: Commands subject of 7 HD or less.
  Glibness: You gain +20 bonus on Bluff checks, and your lies 
  can escape magical discernment.
  Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  Haste: One creature/level moves faster, receives +1 on attack 
  rolls, AC, and Reflex saves.
  Illusory ScriptM: Only select creatures can read text.
  Invisibility Sphere: Makes everyone within 10 feet invisible.
  Major Image: As silent image, plus sound, smell, and 
  thermal effects.
  Phantom Steed: Magic horse appears for 1 hour/level.
  Remove Curse: Frees object or person from curse.
  ScryingF: Spies on subject from a distance.
  Sculpt Sound: Creates new sounds or changes existing ones 
  into new sounds.
  Secret Page: Changes one page to hide its real content.
  See Invisibility: Reveals invisible creatures or objects.
  Sepia Snake SigilM: Creates a snake-shaped text symbol that 
  immobilizes reader.
  Slow: One subject/level takes only one action/round, –1 to AC, 
  Reflex saves, and attack rolls.
  Speak with Animals: You can communicate with animals.
  Summon Monster III: Summons extraplanar creature to 
  fight for you.
  Tiny Hut: Creates shelter for 10 creatures.
  4th-Level Bard Spells
  Break Enchantment: Frees subjects from enchantments, 
  transmutations, and curses.
  Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
  Detect Scrying: Alerts you to magical eavesdropping.
  Dimension Door: Teleports you a short distance.
  Dominate Person: Controls humanoid telepathically.
  Freedom of Movement: Subject moves normally despite 
  impediments to restrict movement.
  Hallucinatory Terrain: Makes one type of terrain appear like 
  another (field as forest, or the like).
  Hold Monster: As hold person, but any creature.
  Invisibility, Greater: As invisibility, but subject can attack and 
  stay invisible.
  Legend LoreMF: Lets you learn tales about a person, place,  
  or thing.
  Locate Creature: Indicates direction to known creature.
  Modify Memory: Changes 5 minutes of subject’s memories.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Rainbow Pattern: Lights fascinate 24 HD of creatures.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  Secure Shelter: Creates sturdy cottage.
  Shadow Conjuration: Mimics conjuration below 4th level, but 
  only 20% real.
  Shout: Deafens all within cone and deals 5d6 sonic damage.
  Speak with Plants: You can talk to plants and plant creatures.
  Summon Monster IV: Summons extraplanar creature to 
  fight for you.
  Zone of Silence: Keeps eavesdroppers from overhearing you.
  5th-Level Bard Spells
  Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, 
  affects 1 subject/level.
  Dispel Magic, Greater: Works as dispel magic, but can affect 
  multiple targets.
  Dream: Sends message to anyone sleeping.
  False VisionM: Fools scrying with an illusion.
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill 
  checks; immunity to fear; temporary hp.
  Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  Mislead: Turns you invisible and creates illusory double.
  Nightmare: Sends vision dealing 1d10 damage, fatigue.
  Persistent Image: As major image, but no concentration required.
  Seeming: Changes appearance of one person per two levels.
  Shadow Evocation: Mimics evocation of lower than 5th level, 
  but only 20% real.
  Shadow Walk: Step into shadow to travel rapidly.
  Song of Discord: Forces targets to attack each other.
  Suggestion, Mass: As suggestion, affects subject/level.
  Summon Monster V: Summons extraplanar creature to fight 
  for you.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703219
  703219
  451143
  451143
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703220
  703220
  451144
  451144
  226
  226
  6th-Level Bard Spells
  Analyze DweomerF: Reveals magical aspects of subject.
  Animate Objects: Objects attack your foes.
  Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
  Charm Monster, Mass: As charm monster, but all within 30 ft.
  Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, 
  affects 1 subject/level.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
  Eyebite: Target becomes panicked, sickened, and/or comatose.
  Find the Path: Shows most direct way to a location.
  Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/level.
  Geas/Quest: As lesser geas, but affects any creature.
  Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  Irresistible Dance: Forces subject to dance.
  Permanent Image: Permanent illusion, includes sight, 
  sound, smell, and thermal effects.
  Programmed ImageM: As major image, plus triggered by event.
  Project ImageM: Illusory double can talk and cast spells.
  Scrying, Greater: As scrying, but faster and longer.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; 
  stuns creatures.
  Summon Monster VI: Summons extraplanar creature to 
  fight for you.
  Sympathetic Vibration: Deals 2d10 damage/round to 
  freestanding structure.
  Veil: Changes appearance of group of creatures.
  CLeriC speLLs
  0-Level Cleric Spells (Orisons)
  Bleed: Cause a stabilized creature to resume dying.
  Create Water: Creates 2 gallons/level of pure water.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or object.
  Guidance: +1 on one attack roll, saving throw, or skill check.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Stabilize: Cause a dying creature to stabilize.
  Virtue: Subject gains 1 temporary hp.
  1st-Level Cleric Spells
  Bane: Enemies take –1 on attack rolls and saves against fear.
  Bless: Allies gain +1 on attack rolls and saves against fear.
  Bless WaterM: Makes holy water.
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  Command: One subject obeys selected command for 1 round.
  Comprehend Languages: You understand all spoken and 
  written languages.
  Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  Curse WaterM: Makes unholy water.
  Deathwatch: Reveals how near death subjects within 30 ft. are.
  Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or 
  objects of selected alignment.
  Detect Undead: Reveals undead within 60 ft.
  Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  Endure Elements: Exist comfortably in hot or cold regions.
  Entropic Shield: Ranged attacks against you have 20% 
  miss chance.
  Hide from Undead: Undead can’t perceive one subject/level.
  Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
  Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  Magic Weapon: Weapon gains +1 bonus.
  Obscuring Mist: Fog surrounds you.
  Protection from Chaos/Evil/Good/Law: +2 to AC and saves, 
  plus additional protection against selected alignment.
  Remove Fear: Suppresses fear or gives +4 on saves against fear 
  for one subject + one per four levels.
  Sanctuary: Opponents can’t attack you, and you can’t attack.
  Shield of Faith: Aura grants +2 or higher deflection bonus.
  Summon Monster I: Summons extraplanar creature to fight 
  for you.
  2nd-Level Cleric Spells
  Aid: +1 on attack rolls and saves against fear, 1d8 temporary 
  hp +1/level (max +10).
  Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
  AuguryMF: Learns whether an action will be good or bad.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Calm Emotions: Calms creatures, negating emotion effects.
  ConsecrateM: Fills area with positive energy, weakening undead.
  Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
  Darkness: 20-ft. radius of supernatural shadow.
  Death Knell: Kills dying creature; you gain 1d8 temporary 
  hp, +2 to Str, and +1 caster level.
  Delay Poison: Stops poison from harming target for 1 hour/level.
  DesecrateM: Fills area with negative energy, making 
  undead stronger.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Find Traps: Notice traps as a rogue does.
  Gentle Repose: Preserves one corpse.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level 
  (max +10).
  Make Whole: Repairs an object.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees creatures from paralysis or slow effect.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703220
  703220
  451144
  451144
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703221
  703221
  451145
  451145
  227
  227
  10
  Spells
  Spells
  Resist Energy: Ignores 10 (or more) points of damage/attack 
  from specified energy type.
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Shield OtherF: You take half of subject’s damage.
  Silence: Negates sound in 20-ft. radius.
  Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  Spiritual Weapon: Magic weapon attacks on its own.
  Status: Monitors condition, position of allies.
  Summon Monster II: Summons extraplanar creature to 
  fight for you.
  Undetectable Alignment: Conceals alignment for 24 hours.
  Zone of Truth: Subjects within range cannot lie.
  3rd-Level Cleric Spells
  Animate DeadM: Creates undead skeletons and zombies.
  Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, 
  and checks; or 50% chance of losing each action.
  Blindness/Deafness: Makes subject blinded or deafened.
  Contagion: Infects subject with chosen disease.
  Continual FlameM: Makes a permanent, heatless light.
  Create Food and Water: Feeds three humans (or one 
  horse)/level.
  Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  Daylight: 60-ft. radius of bright light.
  Deeper Darkness: Object sheds supernatural shadow in 
  60-ft. radius.
  Dispel Magic: Cancels one magical spell or effect.
  Glyph of WardingM: Inscription harms those who pass it.
  Helping Hand: Ghostly hand leads subject to you.
  Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level 
  (max +15).
  Invisibility Purge: Dispels invisibility within 5 ft./level.
  Locate Object: Senses direction toward object (specific or type).
  Magic Circle against Chaos/Evil/Good/Law: As protection 
  spells, but 10-ft. radius and 10 min./level.
  Magic Vestment: Armor or shield gains +1 enhancement per 
  four levels.
  Meld into Stone: You and your gear merge with stone.
  Obscure Object: Masks object against scrying.
  Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
  Protection from Energy: Absorb 12 points/level of damage 
  from one kind of energy.
  Remove Blindness/Deafness: Cures normal or magical 
  blindness or deafness.
  Remove Curse: Frees object or person from curse.
  Remove Disease: Cures all diseases affecting subject.
  Searing Light: Ray deals 1d8/two levels damage (more 
  against undead).
  Speak with Dead: Corpse answers one question/two levels.
  Stone Shape: Sculpts stone into any shape.
  Summon Monster III: Summons extraplanar creature to 
  fight for you.
  Water Breathing: Subjects can breathe underwater.
  Water Walk: Subject treads on water as if solid.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  4th-Level Cleric Spells
  Air Walk: Subject treads on air as if solid (climb or descend at 
  45-degree angle).
  Chaos Hammer: Harms and slows lawful creatures (1d8 
  damage/2 levels).
  Control Water: Raises or lowers bodies of water.
  Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
  Death Ward: Grants bonuses against death spells and 
  negative energy.
  Dimensional Anchor: Bars extradimensional movement.
  Discern Lies: Reveals deliberate falsehoods.
  Dismissal: Forces a creature to return to native plane.
  DivinationM: Provides useful advice for specific proposed actions.
  Divine Power: You gain attack bonuses and 1 hp/level.
  Freedom of Movement: Subject moves normally despite 
  impediments to movement.
  Giant Vermin: Turns centipedes, scorpions, or spiders into 
  giant vermin.
  Holy Smite: Harms and possibly blinds evil creatures (1d8 
  damage/2 levels).
  Imbue with Spell Ability: Transfer spells to subject.
  Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level 
  (max +20).
  Magic Weapon, Greater: Weapon gains +1 bonus/four levels 
  (max +5).
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Order’s Wrath: Harms and dazes chaotic creatures (1d8 
  damage/2 levels).
  Planar Ally, LesserM: Exchange services with a 6 HD 
  extraplanar creature.
  Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  RestorationM: Restores level and ability score drains.
  Sending: Delivers short message anywhere, instantly.
  Spell Immunity: Subject is immune to one spell per 4 levels.
  Summon Monster IV: Summons extraplanar creature to 
  fight for you.
  Tongues: Speak and understand any language.
  Unholy Blight: Harms and sickens good creatures (1d8 
  damage/2 levels).
  5th-Level Cleric Spells
  AtonementFM: Removes burden of misdeeds from subject and 
  reverses magical alignment change.
  Break Enchantment: Frees subjects from enchantments, 
  transmutations, and curses.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703221
  703221
  451145
  451145
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703222
  703222
  451146
  451146
  228
  228
  Breath of Life: Cures 5d8 damage + 1/level and restores life to 
  recently slain creatures.
  Command, Greater: As command, but affects one subject/level.
  CommuneM: Deity answers one yes-or-no question/level.
  Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, 
  affects 1 subject/level.
  Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
  Disrupting Weapon: Melee weapon destroys undead.
  Flame Strike: Smites foes with divine fire (1d6/level damage).
  HallowM: Designates location as holy.
  Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, 
  affects 1 subject/level.
  Insect Plague: Wasp swarms attack creatures.
  Mark of Justice: Designates action that triggers curse on subject.
  Plane ShiftF: As many as 8 subjects travel to another plane.
  Raise DeadM: Restores life to subject who died as long as one 
  day/level ago.
  Righteous Might: Your size increases, and you gain bonuses 
  in combat.
  ScryingF: Spies on subject from a distance.
  Slay Living: Touch attack deals 12d6 + 1 per level.
  Spell Resistance: Subject gains SR 12 + level.
  Summon Monster V: Summons extraplanar creature to fight 
  for you.
  Symbol of PainM: Triggered rune wracks nearby creatures 
  with pain.
  Symbol of SleepM: Triggered rune puts nearby creatures into 
  catatonic slumber.
  True SeeingM: Lets you see all things as they really are.
  UnhallowM: Designates location as unholy.
  Wall of Stone: Creates a stone wall that can be shaped.
  6th-Level Cleric Spells
  Animate Objects: Objects attack your foes.
  Antilife Shell: 10-ft.-radius field hedges out living creatures.
  Banishment: Banishes 2 HD/level of extraplanar creatures.
  Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
  Blade Barrier: Wall of blades deals 1d6/level damage.
  Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
  Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
  Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, 
  affects 1 subject/level.
  Dispel Magic, Greater: As dispel magic, but with multiple targets.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
  Find the Path: Shows most direct way to a location.
  ForbiddanceM: Blocks planar travel, damages creatures of 
  different alignment.
  Geas/Quest: As lesser geas, but affects any creature.
  Glyph of Warding, GreaterM: As glyph of warding, but up to 
  10d8 damage or 6th-level spell.
  Harm: Deals 10 points/level damage to target.
  Heal: Cures 10 points/level damage, all diseases and 
  mental conditions.
  Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, 
  affects 1 subject/level.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
  Planar AllyM: As lesser planar ally, but up to 12 HD.
  Summon Monster VI: Summons extraplanar creature to 
  fight for you.
  Symbol of FearM: Triggered rune panics nearby creatures.
  Symbol of PersuasionM: Triggered rune charms nearby creatures.
  Undeath to DeathM: Destroys 1d4 HD/level undead (max. 20d4).
  Wind Walk: You and your allies turn vaporous and travel fast.
  Word of Recall: Teleports you back to designated place.
  7th–Level Cleric Spells
  Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  Control Weather: Changes weather in local area.
  Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, 
  affects 1 subject/level.
  DestructionF: Kills subject and destroys remains.
  Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
  Ethereal Jaunt: You become ethereal for 1 round/level.
  Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, 
  affects 1 subject/level.
  RefugeM: Alters item to transport its possessor to you.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  Repulsion: Creatures can’t approach you.
  Restoration, GreaterM: As restoration, plus restores all levels 
  and ability scores.
  ResurrectionM: Fully restore dead subject.
  Scrying, Greater: As scrying, but faster and longer.
  Summon Monster VII: Summons extraplanar creature to 
  fight for you.
  Symbol of StunningM: Triggered rune stuns nearby creatures.
  Symbol of WeaknessM: Triggered rune weakens nearby creatures.
  Word of Chaos: Kills, confuses, stuns, or deafens 
  nonchaotic subjects.
  8th-Level Cleric Spells
  Antimagic Field: Negates magic within 10 ft.
  Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against 
  lawful spells.
  Create Greater UndeadM: Create shadows, wraiths, spectres, 
  or devourers.
  Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for 
  many creatures.
  Dimensional Lock: Teleportation and interplanar travel 
  blocked for 1 day/level.
  Discern Location: Reveals exact location of creature or object.
  Earthquake: Intense tremor shakes 80-ft. radius.
  Fire Storm: Deals 1d6/level fire damage.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703222
  703222
  451146
  451146
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703223
  703223
  451147
  451147
  229
  229
  10
  Spells
  Spells
  Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
  Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, 
  affects 1 subject/level.
  Planar Ally, GreaterM: As lesser planar ally, but up to 18 HD.
  Shield of LawF: +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells.
  Spell Immunity, Greater: As spell immunity, but up to 8th-level 
  spells.
  Summon Monster VIII: Summons extraplanar creature to 
  fight for you.
  Symbol of DeathM: Triggered rune kills nearby creatures.
  Symbol of InsanityM: Triggered rune renders nearby 
  creatures insane.
  Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against 
  good spells.
  9th-Level Cleric Spells
  Astral ProjectionM: Projects you and others onto Astral Plane.
  Energy Drain: Subject gains 2d4 negative levels.
  Etherealness: Travel to Ethereal Plane with companions.
  GateM: Connects two planes for travel or summoning.
  Heal, Mass: As heal, but affects 1 subject/level.
  Implosion: Inflict 10 damage/level to one creature/round.
  MiracleM: Requests a deity’s intercession.
  Soul BindF: Traps newly dead soul to prevent resurrection.
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  Summon Monster IX: Summons extraplanar creature to 
  fight for you.
  True ResurrectionM: As resurrection, plus remains aren’t needed.
  druid speLLs
  0-Level Druid Spells (Orisons)
  Create Water: Creates 2 gallons/level of pure water.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or object.
  Flare: Dazzles one creature (–1 penalty on attack rolls).
  Guidance: +1 on one attack roll, saving throw, or skill check.
  Know Direction: You discern north.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 bonus on saving throws.
  Stabilize: Cause a dying creature to stabilize.
  Virtue: Subject gains 1 temporary hp.
  1st-Level Druid Spells
  Calm Animals: Calms 2d4 + level HD of animals.
  Charm Animal: Makes one animal your friend.
  Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  Detect Animals or Plants: Detects kinds of animals or plants.
  Detect Snares and Pits: Reveals natural or primitive traps.
  Endure Elements: Exist comfortably in hot or cold regions.
  Entangle: Plants entangle everyone in 40-ft. radius.
  Faerie Fire: Outlines subjects with light, canceling blur, 
  concealment, and the like.
  Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  Hide from Animals: Animals can’t perceive one subject/level.
  Jump: Subject gets bonus on Acrobatics checks.
  Longstrider: Your speed increases by 10 ft.
  Magic Fang: One natural weapon of subject creature gets +1 
  on attack and damage rolls.
  Magic Stone: Three stones gain +1 on attack rolls, deal 
  1d6+1 damage.
  Obscuring Mist: Fog surrounds you.
  Pass without Trace: One subject/level leaves no tracks.
  Produce Flame: 1d6 damage + 1/level, touch or thrown.
  Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 
  damage) for 1 min./level.
  Speak with Animals: You can communicate with animals.
  Summon Nature’s Ally I: Summons creature to fight.
  2nd-Level Druid Spells
  Animal Messenger: Sends a Tiny animal to a specific place.
  Animal Trance: Fascinates 2d6 HD of animals.
  Barkskin: Grants +2 (or higher) enhancement to natural 
  armor.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Chill Metal: Cold metal damages those who touch it.
  Delay Poison: Stops poison from harming subject for 1 
  hour/level.
  Fire TrapM: Opened object deals 1d4 + 1/level damage.
  Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
  Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
  Fog Cloud: Fog obscures vision.
  Gust of Wind: Blows away or knocks down smaller creatures.
  Heat Metal: Makes metal so hot it damages those who touch it.
  Hold Animal: Paralyzes one animal for 1 round/level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Reduce Animal: Shrinks one willing animal.
  Resist Energy: Ignores 10 or more points of damage per 
  attack from specified energy type.
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Soften Earth and Stone: Turns stone to clay, or dirt to sand 
  or mud.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Summon Nature’s Ally II: Summons creature to fight.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Tree Shape: You look exactly like a tree for 1 hour/level.
  Warp Wood: Bends wood.
  Wood Shape: Reshapes wooden objects to suit you.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703223
  703223
  451147
  451147
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703224
  703224
  451148
  451148
  230
  230
  3rd-Level Druid Spells
  Call Lightning: Calls down lightning bolts (3d6 per bolt) 
  from sky.
  Contagion: Infects subject with chosen disease.
  Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
  Daylight: 60-ft. radius of bright light.
  Diminish Plants: Reduces size or blights the growth of 
  normal plants.
  Dominate Animal: One animal obeys your silent mental 
  commands and orders.
  Magic Fang, Greater: One natural weapon gets + 1/four levels 
  (max +5).
  Meld into Stone: You and your gear merge with stone.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Plant Growth: Grows vegetation, improves crops.
  Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
  Protection from Energy: Absorbs 12 points/level of damage 
  from one kind of energy.
  Quench: Extinguishes fires.
  Remove Disease: Cures all diseases affecting subject.
  Sleet Storm: Hampers vision and movement.
  Snare: Creates a magic booby trap.
  Speak with Plants: You can talk to plants and plant creatures.
  Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  Stone Shape: Sculpts stone into any shape.
  Summon Nature’s Ally III: Summons creature to fight.
  Water Breathing: Subjects can breathe underwater.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  4th-Level Druid Spells
  Air Walk: Subject treads on air as if solid (climb or descend at 
  45-degree angle).
  Antiplant Shell: Keeps animated plants at bay.
  Blight: Withers one plant or deals 1d6/level damage to 
  plant creature.
  Command Plants: Sways the actions of plant creatures.
  Control Water: Raises or lowers bodies of water.
  Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  Dispel Magic: Cancels one magical spell or effect.
  Flame Strike: Smites foes with divine fire (1d6/level damage).
  Freedom of Movement: Subject moves normally despite 
  impediments to movement.
  Giant Vermin: Turns centipedes, scorpions, or spiders into 
  giant vermin.
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Reincarnate: Brings dead subject back in a random body.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  Rusting Grasp: Your touch corrodes iron and alloys.
  ScryingF: Spies on subject from a distance.
  Spike Stones: Creatures in area take 1d8 damage, may also 
  be slowed.
  Summon Nature’s Ally IV: Summons creature to fight.
  5th-Level Druid Spells
  Animal Growth: One animal doubles in size.
  AtonementFM: Removes burden of misdeeds from subject.
  AwakenM: Animal or tree gains human intellect.
  Baleful Polymorph: Transforms subject into harmless animal.
  Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  Commune with Nature: Learn about terrain for 1 mile/level.
  Control Winds: Changes wind direction and speed.
  Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
  Death Ward: Grants bonuses against death spells and 
  negative energy.
  HallowM: Designates location as holy.
  Insect Plague: Wasp swarms attack creatures.
  StoneskinM: Grants DR 10/adamantine.
  Summon Nature’s Ally V: Summons creature to fight.
  Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
  Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
  Tree Stride: Step from one tree to another far away.
  UnhallowM: Designates location as unholy.
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out 
  to 20 ft. Passing through wall deals 2d6 damage +1/level.
  Wall of Thorns: Thorns damage anyone who tries to pass.
  6th-Level Druid Spells
  Antilife Shell: 10-ft.-radius field hedges out living creatures.
  Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
  Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
  Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, 
  affects 1 subject/level.
  Dispel Magic, Greater: As dispel magic, but with multiple targets.
  Find the Path: Shows most direct way to a location.
  Fire Seeds: Acorns and berries become grenades and bombs.
  Ironwood: Magic wood is as strong as steel.
  Liveoak: Oak becomes treant guardian.
  Move Earth: Digs trenches and builds hills.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
  Repel Wood: Pushes away wooden objects.
  Spellstaff: Stores one spell in wooden quarterstaff.
  Stone Tell: Talk to natural or worked stone.
  Summon Nature’s Ally VI: Summons creature to fight.
  Transport via Plants: Move instantly from one plant to 
  another of the same kind.
  Wall of Stone: Creates a stone wall that can be shaped.
  7th-Level Druid Spells
  Animate Plants: One or more plants animate and fight for you.
  Changestaff: Your staff becomes a treant on command.
  Control Weather: Changes weather in local area.
  Creeping Doom: Swarms of centipedes attack at your command.
  Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, 
  affects 1 subject/level.
  Fire Storm: Deals 1d6/level fire damage.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703224
  703224
  451148
  451148
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703225
  703225
  451149
  451149
  231
  231
  10
  Spells
  Spells
  Heal: Cures 10 points/level damage, all diseases and 
  mental conditions.
  Scrying, Greater: As scrying, but faster and longer.
  Summon Nature’s Ally VII: Summons creature to fight.
  Sunbeam: Beam blinds and deals 4d6 damage.
  Transmute Metal to Wood: Metal within 40 ft. becomes wood.
  True SeeingM: Lets you see all things as they really are.
  Wind Walk: You and your allies turn vaporous and travel fast.
  8th-Level Druid Spells
  Animal Shapes: One ally/level polymorphs into chosen animal.
  Control Plants: Controls actions of one or more plant 
  creatures.
  Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, 
  affects 1 subject/level.
  Earthquake: Intense tremor shakes 80-ft.-radius.
  Finger of Death: Deals 10 damage/level to one subject.
  Repel Metal or Stone: Pushes away metal and stone.
  Reverse Gravity: Objects and creatures fall upward.
  Summon Nature’s Ally VIII: Summons creature to fight.
  Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  Whirlwind: Cyclone deals damage and can pick up creatures.
  Word of Recall: Teleports you back to designated place.
  9th-Level Druid Spells
  Antipathy: Object or location affected by spell repels 
  certain creatures.
  Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for 
  many creatures.
  Elemental Swarm: Summons multiple elementals.
  Foresight: “Sixth sense” warns of impending danger.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  Shambler: Creates 1d4+2 shambling mounds to fight for you.
  ShapechangeF: Transforms you into certain creatures, and 
  you can change forms once per round.
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  Summon Nature’s Ally IX: Summons creature to fight.
  SympathyM: Object or location attracts certain creatures.
  pALAdiN speLLs
  1st-Level Paladin Spells
  Bless: Allies gain +1 on attack rolls and saves against fear.
  Bless WaterM: Makes holy water.
  Bless Weapon: Weapon strikes true against evil foes.
  Create Water: Creates 2 gallons/level of pure water.
  Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  Detect Poison: Detects poison in one creature or small object.
  Detect Undead: Reveals undead within 60 ft.
  Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  Endure Elements: Exist comfortably in hot or cold regions.
  Magic Weapon: Weapon gains +1 bonus.
  Protection from Chaos/Evil: +2 to AC and saves, plus 
  additional protection against selected alignment.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Virtue: Subject gains 1 temporary hp.
  2nd-Level Paladin Spells
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Delay Poison: Stops poison from harming subject for 1 
  hour/level.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees one or more creatures from paralysis 
  or slow effect.
  Resist Energy: Ignores 10 or more points of damage per 
  attack from specified energy type.
  Shield OtherF: You take half of subject’s damage.
  Undetectable Alignment: Conceals alignment from magical 
  detection for 24 hours.
  Zone of Truth: Subjects within range cannot lie.
  3rd-Level Paladin Spells
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
  Daylight: 60-ft. radius of bright light.
  Discern Lies: Reveals deliberate falsehoods.
  Dispel Magic: Cancels one magical spell or effect.
  Heal Mount: As heal on horse or other special mount.
  Magic Circle against Chaos/Evil: As protection from chaos, but 
  10-ft. radius and 10 min./level.
  Magic Weapon, Greater: Weapon gains +1 bonus/four levels 
  (max +5).
  Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
  Remove Blindness/Deafness: Cures normal or magical 
  blindness or deafness.
  Remove Curse: Frees object or person from curse.
  4th-Level Paladin Spells
  Break Enchantment: Frees subjects from enchantments, 
  transmutations, and curses.
  Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  Death Ward: Grants bonuses against death spells and 
  negative energy.
  Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  Dispel Evil: +4 bonus against attacks by evil creatures.
  Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
  Mark of Justice: Designates action that triggers curse on subject.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  RestorationM: Restores level and ability score drains.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703225
  703225
  451149
  451149
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703226
  703226
  451150
  451150
  232
  232
  rANger speLLs
  1st-Level Ranger Spells
  Alarm: Wards an area for 2 hours/level.
  Animal Messenger: Sends a Tiny animal to a specific place.
  Calm Animals: Calms 2d4 + level HD of animals.
  Charm Animal: Makes one animal your friend.
  Delay Poison: Stops poison from harming subject for 1 
  hour/level.
  Detect Animals or Plants: Detects kinds of animals or plants.
  Detect Poison: Detects poison in one creature or object.
  Detect Snares and Pits: Reveals natural or primitive traps.
  Endure Elements: Exist comfortably in hot or cold regions.
  Entangle: Plants entangle everyone in 40-ft. radius.
  Hide from Animals: Animals can’t perceive one subject/level.
  Jump: Subject gets bonus on Acrobatics checks.
  Longstrider: Your base speed increases by 10 ft.
  Magic Fang: One natural weapon of subject creature gets +1 
  on attack and damage rolls.
  Pass without Trace: One subject/level leaves no tracks.
  Read Magic: Read scrolls and spellbooks.
  Resist Energy: Ignores 10 (or more) points of damage/attack 
  from specified energy type.
  Speak with Animals: You can communicate with animals.
  Summon Nature’s Ally I: Summons creature to fight for you.
  2nd-Level Ranger Spells
  Barkskin: Grants +2 (or higher) enhancement to natural armor.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  Hold Animal: Paralyzes one animal for 1 round/level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Protection from Energy: Absorbs 12 points/level of damage 
  from one kind of energy.
  Snare: Creates a magic booby trap.
  Speak with Plants: You can talk to plants and plant creatures.
  Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  Summon Nature’s Ally II: Summons creature to fight for you.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  3rd-Level Ranger Spells
  Command Plants: Sway the actions of plant creatures.
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
  Darkvision: See 60 ft. in total darkness.
  Diminish Plants: Reduces size or blights growth of 
  normal plants.
  Magic Fang, Greater: One natural weapon gets + 1/four levels 
  (max. +5).
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Plant Growth: Grows vegetation, improves crops.
  Reduce Animal: Shrinks one willing animal.
  Remove Disease: Cures all diseases affecting subject.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  Summon Nature’s Ally III: Summons creature to fight for you.
  Tree Shape: You look exactly like a tree for 1 hour/level.
  Water Walk: Subject treads on water as if solid.
  4th-Level Ranger Spells
  Animal Growth: One animal doubles in size.
  Commune with Nature: Learn about terrain for 1 mile/level.
  Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  Freedom of Movement: Subject moves normally despite 
  impediments to movement.
  NondetectionM: Hides subject from divination, scrying.
  Summon Nature’s Ally IV: Summons creature to fight for you.
  Tree Stride: Step from one tree to another far away.
  sOrCerer/wizArd speLLs
  0-Level Sorcerer/Wizard Spells (Cantrips)
  Abjuration
  Resistance: Subject gains +1 on saving throws.
  Conjuration
  Acid Splash: Orb deals 1d3 acid damage.
  Divination
  Detect Magic: Detects all spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or small object.
  Read Magic: Read scrolls and spellbooks.
  Enchantment
  Daze: A single humanoid creature with 4 HD or less loses its 
  next action.
  Evocation
  Dancing Lights: Creates torches or other lights.
  Flare: Dazzles one creature (–1 on attack rolls).
  Light: Object shines like a torch.
  Ray of Frost: Ray deals 1d3 cold damage.
  Illusion
  Ghost Sound: Figment sounds.
  Necromancy
  Bleed: Cause a stabilized creature to resume dying.
  Disrupt Undead: Deals 1d6 damage to one undead.
  Touch of Fatigue: Touch attack fatigues target.
  Transmutation
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703226
  703226
  451150
  451150
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703227
  703227
  451151
  451151
  233
  233
  10
  Spells
  Spells
  Message: Whisper conversation at distance.
  Open/Close: Opens or closes small or light things.
  Universal
  Arcane Mark: Inscribes a personal rune on an object or 
  creature (visible or invisible).
  Prestidigitation: Performs minor tricks.
  1st-Level Sorcerer/Wizard Spells
  Abjuration
  Alarm: Wards an area for 2 hours/level.
  Endure Elements: Exist comfortably in hot or cold regions.
  Hold Portal: Holds door shut.
  Protection from Chaos/Evil/Good/Law: +2 to AC and saves, 
  plus additional protection against selected alignment.
  Shield: Invisible disc gives +4 to AC, blocks magic missiles.
  Conjuration
  Grease: Makes 10-ft. square or one object slippery.
  Mage Armor: Gives subject +4 armor bonus.
  Mount: Summons riding horse for 2 hours/level.
  Obscuring Mist: Fog surrounds you.
  Summon Monster I: Summons extraplanar creature to fight 
  for you.
  Unseen Servant: Invisible force obeys your commands.
  Divination
  Comprehend Languages: You understand all spoken and 
  written languages.
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Detect Undead: Reveals undead within 60 ft.
  Identify: Gives +10 bonus to identify magic items.
  True Strike: +20 on your next attack roll.
  Enchantment
  Charm Person: Makes one person your friend.
  Hypnotism: Fascinates 2d4 HD of creatures.
  Sleep: Puts 4 HD of creatures into magical slumber.
  Evocation
  Burning Hands: 1d4/level fire damage (max 5d4).
  Floating Disk: Creates 3-ft.-diameter horizontal disk that 
  holds 100 lbs./level.
  Magic Missile: 1d4+1 damage; +1 missile per two levels 
  above 1st (max 5).
  Shocking Grasp: Touch delivers 1d6/level electricity 
  damage (max 5d6).
  Illusion
  Color Spray: Knocks unconscious, blinds, and/or stuns 
  weak creatures.
  Disguise Self: Changes your appearance.
  Magic Aura: Alters object’s magic aura.
  Silent Image: Creates minor illusion of your design.
  Ventriloquism: Throws voice for 1 min./level.
  Necromancy
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  Chill Touch: One touch/level deals 1d6 damage and 
  possibly 1 Str damage.
  Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 
  levels.
  Transmutation
  Animate Rope: Makes a rope move at your command.
  Enlarge Person: Humanoid creature doubles in size.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your base speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Jump: Subject gets bonus on Acrobatics checks.
  Magic Weapon: Weapon gains +1 bonus.
  Reduce Person: Humanoid creature halves in size.
  2nd-Level Sorcerer/Wizard Spells
  Abjuration
  Arcane LockM: Magically locks a portal or chest.
  Obscure Object: Masks object against scrying.
  Protection from Arrows: Subject gains DR 10/magic 
  against ranged attacks.
  Resist Energy: Ignores first 10 (or more) points of damage 
  per attack from specified energy type.
  Conjuration
  Acid Arrow: Ranged touch attack; 2d4 damage for 1 round 
  + 1 round/three levels.
  Fog Cloud: Fog obscures vision.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Summon Monster II: Summons extraplanar creature to 
  fight for you.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Web: Fills 20-ft.-radius spread with sticky spiderwebs that 
  can grapple foes and impair movement.
  Divination
  Detect Thoughts: Allows “listening” to surface thoughts.
  Locate Object: Senses direction toward object (specific or type).
  See Invisibility: Reveals invisible creatures or objects.
  Enchantment
  Daze Monster: Living creature of 6 HD or less loses its 
  next action.
  Hideous Laughter: Subject loses actions for 1 round/level.
  Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, 
  and Cha.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703227
  703227
  451151
  451151
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703228
  703228
  451152
  451152
  234
  234
  Evocation
  Continual FlameM: Makes a permanent, heatless light.
  Darkness: 20-ft. radius of supernatural shadow.
  Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
  Gust of Wind: Blows away or knocks down smaller creatures.
  Scorching Ray: Ranged touch attack deals 4d6 fire damage, 
  + 1 ray/four levels (max 3).
  Shatter: Sonic energy damages objects or crystalline creatures.
  Illusion
  Blur: Attacks miss subject 20% of the time.
  Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until 
  it attacks.
  Magic MouthM: Object speaks once when triggered.
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you.
  Misdirection: Misleads divinations for 1 creature or object.
  Phantom TrapM: Makes item seem trapped.
  Necromancy
  Blindness/Deafness: Makes subject blinded or deafened.
  Command Undead: Undead creature obeys your commands.
  False Life: Gain 1d10 temporary hp + 1/level (max +10).
  Ghoul Touch: Paralyzes one subject, which exudes stench 
  that makes those nearby sickened.
  Scare: Frightens creatures of less than 6 HD.
  Spectral Hand: Creates disembodied glowing hand to 
  deliver touch attacks.
  Transmutation
  Alter Self: Assume form of a Small or Medium humanoid.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./
  level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Darkvision: See 60 ft. in total darkness.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
  Knock: Opens locked or magically sealed door.
  Levitate: Subject moves up and down at your direction.
  Make Whole: Repairs an object.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Pyrotechnics: Turns fire into blinding light or thick smoke.
  Rope Trick: As many as eight creatures hide in 
  extradimensional space.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Whispering Wind: Sends a short message 1 mile/level.
  3rd-Level Sorcerer/Wizard Spells
  Abjuration
  Dispel Magic: Cancels one magical spell or effect.
  Explosive Runes: Deals 6d6 damage when read.
  Magic Circle against Chaos/Evil/Good/Law: As protection 
  spells, but 10-ft. radius and 10 min./level.
  NondetectionM: Hides subject from divination, scrying.
  Protection from Energy: Absorbs 12 points/level of damage 
  from one kind of energy.
  Conjuration
  Phantom Steed: Magic horse appears for 1 hour/level.
  Sepia Snake SigilM: Creates text symbol that 
  immobilizes reader.
  Sleet Storm: Hampers vision and movement.
  Stinking Cloud: Nauseating vapors, 1 round/level.
  Summon Monster III: Summons extraplanar creature to 
  fight for you.
  Divination
  Arcane Sight: Magical auras become visible to you.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  Tongues: Speak and understand any language.
  Enchantment
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Heroism: Gives +2 bonus on attack rolls, saves, skill 
  checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  Suggestion: Compels a subject to follow stated course 
  of action.
  Evocation
  Daylight: 60-ft. radius of bright light.
  Fireball: 1d6 damage per level, 20-ft. radius.
  Lightning Bolt: Electricity deals 1d6/level damage.
  Tiny Hut: Creates shelter for 10 creatures.
  Wind Wall: Def lects arrows, smaller creatures, and 
  gases.
  Illusion
  Displacement: Attacks miss subject 50% of the time.
  Illusory ScriptM: Only select creatures can read text.
  Invisibility Sphere: Makes everyone within 10 ft. 
  invisible.
  Major Image: As silent image, plus sound, smell and thermal 
  effects.
  Necromancy
  Gentle Repose: Preserves one corpse.
  Halt Undead: Immobilizes undead for 1 round/level.
  Ray of Exhaustion: Ray makes subject exhausted.
  Vampiric Touch: Touch deals 1d6 damage per two levels; 
  caster gains damage as temporary hp.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703228
  703228
  451152
  451152
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703229
  703229
  451153
  451153
  235
  235
  10
  Spells
  Spells
  Transmutation
  Beast Shape I: You take the form and some of the powers 
  of a Small or Medium animal.
  Blink: You randomly vanish and reappear for 1 round per 
  level.
  Flame Arrow: Arrows deal +1d6 fire damage.
  Fly: Subject flies at speed of 60 ft.
  Gaseous Form: Subject becomes insubstantial and can fly 
  slowly.
  Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reflex saves.
  Keen Edge: Doubles normal weapon’s threat range.
  Magic Weapon, Greater: Weapon gains +1 bonus/four 
  levels (max +5).
  Secret Page: Changes one page to hide its real content.
  Shrink Item: Object shrinks to one-sixteenth size.
  Slow: One subject/level takes only one action/round, –1 to 
  AC, Reflex saves, and attack rolls.
  Water Breathing: Subjects can breathe underwater.
  4th-Level Sorcerer/Wizard Spells
  Abjuration
  Dimensional Anchor: Bars extradimensional movement.
  Fire TrapM: Opened object deals 1d4 damage + 1/level.
  Globe of Invulnerability, Lesser: Stops 1st- through 3rd-
  level spell effects.
  Remove Curse: Frees object or person from curse.
  StoneskinM: Grants DR 10/adamantine.
  Conjuration
  Black Tentacles: Tentacles grapple all creatures within a 
  20-ft. spread.
  Dimension Door: Teleports you a short distance.
  Minor Creation: Creates one cloth or wood object.
  Secure Shelter: Creates sturdy cottage.
  Solid Fog: Blocks vision and slows movement.
  Summon Monster IV: Summons extraplanar creature to 
  fight for you.
  Divination
  Arcane Eye: Invisible floating eye moves 30 ft./round.
  Detect Scrying: Alerts you to magical eavesdropping
  Locate Creature: Indicates direction to familiar 
  creature.
  ScryingF: Spies on subject from a distance.
  Enchantment
  Charm Monster: Makes monster believe it is your ally.
  Confusion: Subjects behave oddly for 1 round/level.
  Crushing Despair: Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks.
  Geas, Lesser: Commands subject of 7 HD or less.
  Evocation
  Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Resilient Sphere: Force globe protects but traps one subject.
  Shout: Deafens all within cone and deals 5d6 sonic damage.
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 
  out to 20 ft. Passing through wall deals 2d6 damage 
  + 1/level.
  Wall of Ice: Ice plane creates wall or hemisphere creates dome.
  Illusion
  Hallucinatory Terrain: Makes one type of terrain appear 
  like another (field as forest, or the like).
  Illusory Wall: Wall, floor, or ceiling looks real, but 
  anything can pass through.
  Invisibility, Greater: As invisibility, but subject can attack 
  and stay invisible.
  Phantasmal Killer: Fearsome illusion kills subject or deals 
  3d6 damage.
  Rainbow Pattern: Lights fascinate 24 HD of creatures.
  Shadow Conjuration: Mimics conjuration below 4th level, 
  but only 20% real.
  Necromancy
  Animate DeadM: Creates undead skeletons and zombies out 
  of corpses.
  Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  Contagion: Infects subject with chosen disease.
  Enervation: Subject gains 1d4 negative levels.
  Fear: Subjects within cone flee for 1 round/level.
  Transmutation
  Beast Shape II: You take the form and some of the powers 
  of a Tiny or Large animal.
  Elemental Body I: Turns you into a Small elemental.
  Enlarge Person, Mass: 1 humanoid creature/level doubles 
  in size.
  Mnemonic EnhancerF: Wizard only. Prepare extra spells or 
  retain one just cast.
  Reduce Person, Mass: As reduce person, but affects 1 
  humanoid creature/level.
  Stone Shape: Sculpts stone into any shape.
  5th-Level Sorcerer/Wizard Spells
  Abjuration
  Break Enchantment: Frees subjects from enchantments, 
  transmutations, and curses.
  Dismissal: Forces a creature to return to its native plane.
  Mage’s Private Sanctum: Prevents anyone from viewing or 
  scrying an area for 24 hours.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703229
  703229
  451153
  451153
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703230
  703230
  451154
  451154
  236
  236
  Conjuration
  Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD 
  take Con damage.
  Mage’s Faithful Hound: Phantom dog can guard a location 
  and attack intruders.
  Major Creation: As minor creation, plus stone and metal.
  Planar Binding, Lesser: Traps extraplanar creature of 6 
  HD or less until it performs a task.
  Secret ChestF: Hides expensive chest on Ethereal Plane; 
  you retrieve it at will.
  Summon Monster V: Summons extraplanar creature to 
  fight for you.
  Teleport: Instantly transports you as far as 100 miles per 
  level.
  Wall of Stone: Creates a stone wall that can be shaped.
  Divination
  Contact Other Plane: Lets you ask question of 
  extraplanar entity.
  Prying Eyes: 1d4 + 1/level floating eyes scout for you.
  Telepathic Bond: Link lets allies communicate.
  Enchantment
  Dominate Person: Controls humanoid telepathically.
  Feeblemind: Subject’s Int and Cha drop to 1.
  Hold Monster: As hold person, but any creature.
  Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  Symbol of SleepM: Triggered rune puts nearby creatures 
  into catatonic slumber.
  Evocation
  Cone of Cold: 1d6/level cold damage.
  Interposing Hand: Hand provides cover against 1 opponent.
  Sending: Delivers short message anywhere, instantly.
  Wall of Force: Wall is immune to damage.
  Illusion
  Dream: Sends message to anyone sleeping.
  False VisionM: Fools scrying with an illusion.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  Nightmare: Sends vision dealing 1d10 damage, fatigue.
  Persistent Image: As major image, but with no 
  concentration required.
  Seeming: Changes appearance of 1 person per 2 levels.
  Shadow Evocation: Mimics evocation below 5th level, but 
  only 20% real.
  Necromancy
  Blight: Withers one plant or deals 1d6/level damage to 
  plant creature.
  Magic JarF: Enables possession of another creature.
  Symbol of PainM: Triggered rune wracks creatures with pain.
  Waves of Fatigue: Several targets become fatigued.
  Transmutation
  Animal Growth: One animal doubles in size.
  Baleful Polymorph: Turns subject into harmless animal.
  Beast Shape III: You take the form of a Diminutive or 
  Huge animal, or Small or Medium magical beast.
  Elemental Body II: Turns you into a Medium elemental.
  FabricateM: Transforms raw materials into finished 
  items.
  Overland Flight: You fly at a speed of 40 ft. and can hustle 
  over long distances.
  Passwall: Creates passage through wood or stone wall.
  Plant Shape I: Turns you into a Small or Medium plant.
  Polymorph: Gives one willing subject a new form.
  Telekinesis: Moves object, attacks creature, or hurls object 
  or creature.
  Transmute Mud to Rock: Transforms two 10-ft. cubes 
  per level.
  Transmute Rock to Mud: Transforms two 10-ft. cubes 
  per level.
  Universal
  PermanencyM: Makes certain spells permanent.
  6th-Level Sorcerer/Wizard Spells
  Abjuration
  Antimagic Field: Negates magic within 10 ft.
  Dispel Magic, Greater: As dispel magic, but with 
  multiple targets.
  Globe of Invulnerability: As lesser globe of invulnerability, 
  plus 4th-level spell effects.
  Guards and Wards: Array of magic effects protect area.
  RepulsionF: Creatures can’t approach you.
  Conjuration
  Acid Fog: Fog deals acid damage.
  Planar Binding: As lesser planar binding, but up to 12 HD.
  Summon Monster VI: Summons extraplanar creature to 
  fight for you.
  Wall of IronM: 30 hp/four levels; can topple onto foes.
  Divination
  Analyze DweomerF: Reveals magical aspects of subject.
  Legend LoreMF: Lets you learn tales about a person, place, 
  or thing.
  True SeeingM: Lets you see all things as they really are.
  Enchantment
  Geas/Quest: As lesser geas, but affects any creature.
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, 
  skill checks; immunity to fear; temporary hp.
  Suggestion, Mass: As suggestion, affects 1 subject/level.
  Symbol of PersuasionM: Triggered rune charms creatures.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703230
  703230
  451154
  451154
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703231
  703231
  451155
  451155
  237
  237
  10
  Spells
  Spells
  Evocation
  Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
  ContingencyF: Sets trigger condition for another spell.
  Forceful Hand: Hand pushes creatures away.
  Freezing Sphere: Freezes water or deals cold damage.
  Illusion
  Mislead: Turns you invisible and creates illusory double.
  Permanent Image: Permanent illusion, includes sight, 
  sound, smell, and thermal effects.
  Programmed ImageM: As major image, but triggered by event.
  Shadow Walk: Step into shadow to travel rapidly.
  Veil: Changes appearance of a group of creatures.
  Necromancy
  Circle of DeathM: Kills 1d4/level HD of creatures.
  Create UndeadM: Raises ghouls, ghasts, mummies, or 
  mohrgs from physical remains.
  Eyebite: Target becomes panicked, sickened, and comatose.
  Symbol of FearM: Triggered rune panics nearby creatures.
  Undeath to DeathM: Destroys 1d4/level HD of undead (max. 
  20d4).
  Transmutation
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/level.
  Beast Shape IV: You take the form of a Diminutive to Huge 
  animal or a Tiny to Large magical beast.
  Bull’s Strength, Mass: As bull’s strength, affects 1 subject per 
  level.
  Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
  Control Water: Raises or lowers bodies of water.
  Disintegrate: Reduces one creature or object to dust.
  Eagle’s Splendor, Mass: As eagle’s splendor, 1 subject/level.
  Elemental Body III: Turns you into a Large elemental.
  Flesh to Stone: Turns subject creature into statue.
  Form of the Dragon I: Turns you into a Medium dragon.
  Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/ level.
  Mage’s Lucubration: Wizard only. Recalls spell of 5th level 
  or lower.
  Move Earth: Digs trenches and builds hills.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
  Plant Shape II: Turns you into a Large plant creature.
  Stone to Flesh: Restores petrified creature.
  TransformationM: You gain combat bonuses.
  7th-Level Sorcerer/Wizard Spells
  Abjuration
  Banishment: Banishes 2 HD/level of extraplanar creatures.
  Sequester: Subject is invisible to sight and scrying; renders 
  creature comatose.
  Spell TurningM: Reflect 1d4+6 spell levels back at caster.
  Conjuration
  Instant SummonsM: Prepared object appears in your hand.
  Mage’s Magnificent MansionF: Door leads to 
  extradimensional mansion.
  Phase Door: Creates an invisible passage through a barrier.
  Plane ShiftF: As many as eight subjects travel to 
  another plane.
  Summon Monster VII: Summons extraplanar creature to 
  fight for you.
  Teleport, Greater: As teleport, but no range limit and no 
  off-target arrival.
  Teleport Object: As teleport, but affects a touched object.
  Divination
  Arcane Sight, Greater: As arcane sight, but also reveals 
  magic effects on creatures and objects.
  Scrying, Greater: As scrying, but faster and longer.
  VisionM: As legend lore, but quicker.
  Enchantment
  Hold Person, Mass: As hold person, but all within 30 ft.
  Insanity: Subject suffers continuous confusion.
  Power Word Blind: Blinds creature with 200 hp or less.
  Symbol of StunningM: Triggered rune stuns creatures.
  Evocation
  Delayed Blast Fireball: 1d6/level fire damage; you can 
  postpone blast for up to 5 rounds.
  ForcecageM: Cube or cage of force imprisons all inside.
  Grasping Hand: Hand provides cover, pushes, or grapples.
  Mage’s SwordF: Floating magic blade strikes opponents.
  Prismatic Spray: Rays hit subjects with variety of effects.
  Illusion
  Invisibility, Mass: As invisibility, but affects all in range.
  Project Image: Illusory double can talk and cast spells.
  Shadow Conjuration, Greater: As shadow conjuration, but up 
  to 6th level and 60% real.
  SimulacrumM: Creates partially real double of a creature.
  Necromancy
  Control Undead: Undead don’t attack you while under your 
  command.
  Finger of Death: Deals 10 damage/level to one subject.
  Symbol of WeaknessM: Triggered rune weakens creatures.
  Waves of Exhaustion: Several targets become exhausted.
  Transmutation
  Control Weather: Changes weather in local area.
  Elemental Body IV: Turns you into a Huge elemental.
  Ethereal Jaunt: You become ethereal for 1 round/level.
  Form of the Dragon II: Turns you into a Large dragon.
  Giant Form I: Turns you into a Large giant.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703231
  703231
  451155
  451155
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703232
  703232
  451156
  451156
  238
  238
  Plant Shape III: Turns you into a Huge plant.
  Polymorph, Greater: Gives one willing subject a new, more 
  powerful form.
  Reverse Gravity: Objects and creatures fall upward.
  Statue: Subject can become a statue at will.
  Universal
  Limited WishM: Alters reality (within limits).
  8th-Level Sorcerer/Wizard Spells
  Abjuration
  Dimensional Lock: Teleportation and interplanar travel 
  blocked for 1 day/level.
  Mind Blank: Subject is protected from mental/emotional 
  magic and scrying.
  Prismatic Wall: Wall’s colors have array of effects.
  Protection from SpellsMF: Confers +8 resistance bonus.
  Conjuration
  Incendiary Cloud: Cloud deals 6d6 fire damage/round.
  Maze: Traps subject in extradimensional maze.
  Planar Binding, Greater: As lesser planar binding, but up to 
  18 HD.
  Summon Monster VIII: Summons extraplanar creature to 
  fight for you.
  Trap the SoulM: Imprisons subject within gem.
  Divination
  Discern Location: Reveals exact location of creature or object.
  Moment of Prescience: You gain +1/level insight bonus on 
  single attack roll, check, or save.
  Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
  Enchantment
  Antipathy: Object or location affected by spell repels 
  certain creatures.
  BindingM: Utilizes an array of techniques to imprison a 
  creature.
  Charm Monster, Mass: As charm monster, but all within 30 ft.
  Demand: As sending, plus you can send suggestion.
  Irresistible Dance: Forces subject to dance.
  Power Word Stun: Stuns creature with 150 hp or less.
  Symbol of InsanityM: Triggered rune renders nearby 
  creatures insane.
  SympathyM: Object or location attracts certain creatures.
  Evocation
  Clenched Fist: Large hand provides cover, pushes, or 
  attacks your foes.
  Polar Ray: Ranged touch attack deals 1d6/level cold damage 
  and 1d4 points of Dexterity drain.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; 
  stuns creatures.
  Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  Telekinetic Sphere: As resilient sphere, but you move the 
  sphere telekinetically.
  Illusion
  Scintillating Pattern: Twisting colors confuse, stun, or 
  render unconscious.
  Screen: Illusion hides area from vision and scrying.
  Shadow Evocation, Greater: As shadow evocation, but up to 
  7th level and 60% real.
  Necromancy
  CloneMF: Duplicate awakens when original dies.
  Create Greater UndeadM: Creates shadows, wraiths, 
  spectres, or devourers.
  Horrid Wilting: Deals 1d6/level damage within 30 ft.
  Symbol of DeathM: Triggered rune kills nearby creatures.
  Transmutation
  Form of the Dragon III: Turns you into a Huge dragon.
  Giant Form II: Turns you into a Huge giant.
  Iron Body: Your body becomes living iron.
  Polymorph Any Object: Changes a subject into anything else.
  Temporal StasisM: Puts subject into suspended animation.
  9th-Level Sorcerer/Wizard Spells
  Abjuration
  Freedom: Releases creature from imprisonment.
  Imprisonment: Entombs subject beneath the earth.
  Mage’s Disjunction: Dispels magic, disenchants magic items.
  Prismatic Sphere: As prismatic wall, but surrounds on all sides.
  Conjuration
  GateM: Connects two planes for travel or summoning.
  RefugeM: Alters item to transport its possessor to your abode.
  Summon Monster IX: Summons extraplanar creature to 
  fight for you.
  Teleportation CircleM: Teleports creatures inside circle.
  Divination
  Foresight: “Sixth sense” warns of impending danger.
  Enchantment
  Dominate Monster: As dominate person, but any creature.
  Hold Monster, Mass: As hold monster, but all within 30 ft.
  Power Word Kill: Kills one creature with 100 hp or less.
  Evocation
  Crushing Hand: Large hand provides cover, pushes, or 
  crushes your foes.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703232
  703232
  451156
  451156
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703233
  703233
  451157
  451157
  239
  239
  10
  Spells
  Spells
  Meteor Swarm: Four exploding spheres each deal 6d6 
  fire damage.
  Illusion
  Shades: As shadow conjuration, but up to 8th level and 80% real.
  Weird: As phantasmal killer, but affects all within 30 ft.
  Necromancy
  Astral ProjectionM: Projects you and companions onto 
  Astral Plane.
  Energy Drain: Subject gains 2d4 negative levels.
  Soul BindF: Traps newly dead soul to prevent resurrection.
  Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
  Transmutation
  Etherealness: Travel to Ethereal Plane with companions.
  ShapechangeF: Transforms you into certain creatures, and 
  lets you change forms once per round.
  Time Stop: You act freely for 1d4+1 rounds.
  Universal
  WishM: As limited wish, but with fewer limits.
  speLLs
  The following spells are presented in alphabetical order, with 
  the exception of those whose names begin with “greater,” 
  “lesser,” or “mass” (see Order of Presentation on page 224).
  ACID ARROW
  School conjuration (creation) [acid]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (rhubarb leaf and an adder’s stomach),  
  F (a dart)
  Range long (400 ft. + 40 ft./level)
  Effect one arrow of acid
  Duration 1 round + 1 round per three levels
  Saving Throw none; Spell Resistance no
  An arrow of acid springs from your hand and speeds to its target. 
  You must succeed on a ranged touch attack to hit your target. The 
  arrow deals 2d4 points of acid damage with no splash damage. For 
  every three caster levels you possess, the acid, unless neutralized, 
  lasts for another round (to a maximum of 6 additional rounds at 
  18th level), dealing another 2d4 points of damage in each round.
  ACID FOG
  School conjuration (creation) [acid]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (powdered peas and an animal hoof)
  Range medium (100 ft. + 10 ft./level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Acid fog creates a billowing mass of misty vapors like the solid fog 
  spell. In addition to slowing down creatures and obscuring sight, 
  this spell’s vapors are highly acidic. Each round on your turn, 
  starting when you cast the spell, the fog deals 2d6 points of acid 
  damage to each creature and object within it.
  ACID SPLASH
  School conjuration (creation) [acid]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one missile of acid
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You fire a small orb of acid at the target. You must succeed on a 
  ranged touch attack to hit your target. The orb deals 1d3 points of 
  acid damage. This acid disappears after 1 round.
  AID
  School enchantment (compulsion) [mind-affecting]; Level cleric 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (harmless) 
  Aid grants the target a +1 morale bonus on attack rolls and saves 
  against fear effects, plus temporary hit points equal to 1d8 + caster level 
  (to a maximum of 1d8+10 temporary hit points at caster level 10th).
  AIR WALK
  School transmutation [air]; Level cleric 4, druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature (Gargantuan or smaller) touched
  Duration 10 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  The subject can tread on air as if walking on solid ground. Moving 
  upward is similar to walking up a hill. The maximum upward or 
  downward angle possible is 45 degrees, at a rate equal to half the 
  air walker’s normal speed.
  A strong wind (21+ miles per hour) can push the subject along or 
  hold it back. At the end of a creature’s turn each round, the wind 
  blows the air walker 5 feet for each 5 miles per hour of wind speed. 
  The creature may be subject to additional penalties in exceptionally 
  strong or turbulent winds, such as loss of control over movement or 
  physical damage from being buffeted about.
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly. The subject floats downward 60 feet per round 
  for 1d6 rounds. If it reaches the ground in that amount of time, it 
  lands safely. If not, it falls the rest of the distance, taking 1d6 points 
  of damage per 10 feet of fall. Since dispelling a spell effectively 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703233
  703233
  451157
  451157
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703234
  703234
  451158
  451158
  240
  240
  ends it, the subject also descends in this way if the air walk spell is 
  dispelled, but not if it is negated by an antimagic field.
  You can cast air walk on a specially trained mount so it can be 
  ridden through the air. You can train a mount to move with the aid 
  of air walk (counts as a trick; see Handle Animal skill) with 1 week of 
  work and a DC 25 Handle Animal check.
  ALARM
  School abjuration; Level bard 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F/DF (a tiny bell and a piece of very fine silver wire)
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation centered on a point in space
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  Alarm creates a subtle ward on an area you select. Once the spell 
  effect is in place, it thereafter sounds a mental or audible alarm 
  each time a creature of Tiny or larger size enters the warded area 
  or touches it. A creature that speaks the password (determined 
  by you at the time of casting) does not set off the alarm. You 
  decide at the time of casting whether the alarm will be mental or 
  audible in nature.
  Mental Alarm: A mental alarm alerts you (and only you) so long as 
  you remain within 1 mile of the warded area. You note a single mental 
  “ping” that awakens you from normal sleep but does not otherwise 
  disturb concentration. A silence spell has no effect on a mental alarm.
  Audible Alarm: An audible alarm produces the sound of a hand 
  bell, and anyone within 60 feet of the warded area can hear it 
  clearly. Reduce the distance by 10 feet for each interposing closed 
  door and by 20 feet for each substantial interposing wall.
  In quiet conditions, the ringing can be heard faintly as far as 180 
  feet away. The sound lasts for 1 round. Creatures within a silence 
  spell cannot hear the ringing. 
  Ethereal or astral creatures do not trigger the alarm.
  Alarm can be made permanent with a permanency spell.
  ALIGN WEAPON
  School transmutation [see text]; Level cleric 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target weapon touched or 50 projectiles (all of which must be 
  together at the time of casting)
  Duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  Align weapon makes a weapon chaotic, evil, good, or lawful, as 
  you choose. A weapon that is aligned can bypass the damage 
  reduction of certain creatures. This spell has no effect on a 
  weapon that already has an alignment. 
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike. When you make a weapon chaotic, evil, good, or lawful, align 
  weapon is a chaotic, evil, good, or lawful spell, respectively.
  ALTER SELF
  School transmutation (polymorph); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you plan 
  to assume)
  Range personal
  Target you
  Duration 1 min./level (D)
  When you cast this spell, you can assume the form of any  
  Small or Medium creature of the humanoid type. If the form 
  you assume has any of the following abilities, you gain the 
  listed ability: darkvision 60 feet, low-light vision, scent, and 
  swim 30 feet.
  Small creature: If the form you take is that of a Small humanoid, 
  you gain a +2 size bonus to your Dexterity.
  Medium creature: If the form you take is that of a Medium 
  humanoid, you gain a +2 size bonus to your Strength.
  ANALyzE DWEOMER
  School divination; Level bard 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, F (a ruby and gold lens worth 1,500 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one object or creature per caster level
  Duration 1 round/level (D)
  Saving Throw none or Will negates, see text; Spell Resistance no
  You can observe magical auras. Each round, you may examine a 
  single creature or object that you can see as a free action. In the 
  case of a magic item, you learn its functions (including any curse 
  effects), how to activate its functions (if appropriate), and how 
  many charges are left (if it uses charges). In the case of an object 
  or creature with active spells cast upon it, you learn each spell, its 
  effect, and its caster level.
  An attended object may attempt a Will save to resist this effect if 
  its holder so desires. If the save succeeds, you learn nothing about 
  the object except what you can discern by looking at it. An object 
  that makes its save cannot be affected by any other analyze dweomer 
  spells for 24 hours.
  Analyze dweomer does not function when used on an artifact.
  ANIMAL GROWTH
  School transmutation; Level druid 5, ranger 4, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one animal (Gargantuan or smaller)
  Duration 1 min./level
  Saving Throw Fortitude negates; Spell Resistance yes
  The target animal grows to twice its normal size and eight 
  times its normal weight. This alteration changes the animal’s 
  size category to the next largest, grants it a +8 size bonus to 
  Strength and a +4 size bonus to Constitution (and thus an extra 
  2 hit points per HD), and imposes a –2 size penalty to Dexterity. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703234
  703234
  451158
  451158
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703235
  703235
  451159
  451159
  241
  241
  10
  Spells
  Spells
  The creature’s existing natural armor bonus increases by 2. The 
  size change also affects the animal’s modifier to AC, attack rolls, 
  and its base damage. The animal’s space and reach change as 
  appropriate to the new size, but its speed does not change. If 
  insufficient room is available for the desired growth, the creature 
  attains the maximum possible size and may make a Strength 
  check (using its increased Strength) to burst any enclosures in the 
  process. If it fails, it is constrained without harm by the materials 
  enclosing it—the spell cannot be used to crush a creature by 
  increasing its size.
  All equipment worn or carried by the animal is similarly enlarged 
  by the spell, though this change has no effect on the magical 
  properties of any such equipment.
  Any enlarged item that leaves the enlarged creature’s possession 
  instantly returns to its normal size.
  The spell gives no means of command over an enlarged animal.
  Multiple magical effects that increase size do not stack.
  ANIMAL MESSENGER
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  druid 2, ranger 1
  Casting Time 1 minute
  Components V, S, M (a morsel of food the animal likes)
  Range close (25 ft. + 5 ft./2 levels)
  Target one Tiny animal
  Duration 1 day/level
  Saving Throw none; see text; Spell Resistance yes
  You compel a Tiny animal to go to a spot you designate. The most 
  common use for this spell is to get an animal to carry a message to 
  your allies. The animal cannot be one tamed or trained by someone 
  else, including such creatures as familiars and animal companions.
  Using some type of food desirable to the animal as a lure, you 
  call the animal to you. It advances and awaits your bidding. You 
  can mentally impress on the animal a certain place well known 
  to you or an obvious landmark. The directions must be simple, 
  because the animal depends on your knowledge and can’t find a 
  destination on its own. You can attach a small item or note to the 
  messenger. The animal then goes to the designated location and 
  waits there until the duration of the spell expires, whereupon it 
  resumes its normal activities.
  During this period of waiting, the messenger allows others to 
  approach it and remove any scroll or token it carries. The intended 
  recipient gains no special ability to communicate with the animal or 
  read any attached message (if it’s written in a language he doesn’t 
  know, for example).
  ANIMAL SHAPES
  School transmutation (polymorph); Level druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to one willing creature per level, all within 30 ft. of 
  each other.
  Duration 1 hour/level (D)
  Saving Throw none, see text; Spell Resistance yes (harmless)
  As beast shape III, except you change the form of up to one willing 
  creature per caster level into an animal of your choice; the spell 
  has no effect on unwilling creatures. All creatures must take the 
  same kind of animal form. Recipients remain in the animal form 
  until the spell expires or until you dismiss it for all recipients. In 
  addition, an individual subject may choose to resume its normal 
  form as a full-round action; doing so ends the spell for that 
  subject alone.
  ANIMAL TRANCE
  School enchantment (compulsion) [mind-affecting, sonic]; Level 
  bard 2, druid 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets animals or magical beasts with Intelligence 1 or 2
  Duration concentration
  Saving Throw Will negates; Spell Resistance yes
  Your swaying motions and music (or singing, or chanting) compel 
  animals and magical beasts to do nothing but watch you. Only a 
  creature with an Intelligence score of 1 or 2 can be fascinated by 
  this spell. Roll 2d6 to determine the total number of HD worth of 
  creatures that you fascinate. The closest targets are selected first 
  until no more targets within range can be affected.
  ANIMATE DEAD
  School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (an onyx gem worth at least 25 gp per Hit 
  Die of the undead)
  Range touch
  Targets one or more corpses touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell turns corpses into undead skeletons or zombies (see the 
  Pathfinder RPG Bestiary) that obey your spoken commands.
  The undead can be made to follow you, or they can be made to 
  remain in an area and attack any creature (or just a specific kind of 
  creature) entering the place. They remain animated until they are 
  destroyed. A destroyed skeleton or zombie can’t be animated again.
  Regardless of the type of undead you create with this spell, you 
  can’t create more HD of undead than twice your caster level with a 
  single casting of animate dead. The desecrate spell doubles this limit.
  The undead you create remain under your control indefinitely. 
  No matter how many times you use this spell, however, you can 
  control only 4 HD worth of undead creatures per caster level. If you 
  exceed this number, all the newly created creatures fall under your 
  control, and any excess undead from previous castings become 
  uncontrolled. You choose which creatures are released. Undead you 
  control through the Command Undead feat do not count toward 
  this limit.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703235
  703235
  451159
  451159
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703236
  703236
  451160
  451160
  242
  242
  Skeletons: A skeleton can be created only from a mostly intact 
  corpse or skeleton. The corpse must have bones. If a skeleton is 
  made from a corpse, the flesh falls off the bones. 
  Zombies: A zombie can be created only from a mostly intact corpse. 
  The corpse must be that of a creature with a physical anatomy.
  ANIMATE OBJECTS
  School transmutation; Level bard 6, cleric 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets one Small object per caster level; see text
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You imbue inanimate objects with mobility and a semblance 
  of life. Each such animated object then immediately attacks 
  whomever or whatever you initially designate.
  An animated object can be of any nonmagical material. You may 
  animate one Small or smaller object or a corresponding number 
  of larger objects as follows: A Medium object counts as two Small 
  or smaller objects, a Large object as four, a Huge object as eight, 
  a Gargantuan object as 16, and a Colossal object as 32. You can 
  change the designated target or targets as a move action, as if 
  directing an active spell. See the Pathfinder RPG Bestiary for the 
  statistics of animated objects.
  This spell cannot affect objects carried or worn by a creature.
  Animate objects can be made permanent with a permanency spell.
  ANIMATE PLANTS
  School transmutation; Level druid 7
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Targets one Large plant per three caster levels or all plants within 
  range; see text
  Duration 1 round/level or 1 hour/level; see text
  Saving Throw none; Spell Resistance no
  You imbue inanimate plants with mobility and a semblance of 
  life. Each animated plant then immediately attacks whomever or 
  whatever you initially designate as though it were an animated 
  object of the appropriate size category. You may animate one 
  Large or smaller plant, or a number of larger plants as follows: a 
  Huge plant counts as two Large or smaller plants, a Gargantuan 
  plant as four, and a Colossal plant as eight. You can change the 
  designated target or targets as a move action, as if directing an 
  active spell.
  Use the statistics for animated objects (see Pathfinder RPG 
  Bestiary), except that plants smaller than Large don’t have hardness.
  Animate plants cannot affect plant creatures, nor does it affect 
  nonliving vegetable material.
  Entangle: Alternatively, you may imbue all plants within range 
  with a degree of mobility, which allows them to entwine around 
  creatures in the area. This usage of the spell duplicates the effect 
  of an entangle spell. Spell resistance does not keep creatures from 
  being entangled. This effect lasts 1 hour per caster level.
  ANIMATE ROPE
  School transmutation; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You can animate a nonliving rope-like object. The maximum length 
  assumes a rope with a 1-inch diameter. Reduce the maximum 
  length by 50% for every additional inch of thickness, and increase it 
  by 50% for each reduction of the rope’s diameter by half.
  The possible commands are “coil” (form a neat, coiled stack), “coil 
  and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites 
  of all of the above (“uncoil,” and so forth). You can give one command 
  each round as a move action, as if directing an active spell.
  The rope can enwrap only a creature or an object within 1 foot 
  of it—it does not snake outward—so it must be thrown near the 
  intended target. Doing so requires a successful ranged touch attack 
  roll (range increment 10 feet). A typical 1-inch-diameter hemp rope 
  has 2 hit points, AC 10, and requires a DC 23 Strength check to burst 
  it. The rope does not deal damage, but it can be used as a trip line 
  or to cause a single opponent that fails a Reflex saving throw to 
  become entangled. A creature capable of spellcasting that is bound 
  by this spell must make a concentration check with a DC of 15 + the 
  spell’s level to cast a spell. An entangled creature can slip free with a 
  DC 20 Escape Artist check.
  The rope itself and any knots tied in it are not magical.
  The spell cannot affect objects carried or worn by a creature.
  ANTILIFE SHELL
  School abjuration; Level cleric 6, druid 6
  Components V, S, DF
  Casting Time 1 round
  Range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  You bring into being a mobile, hemispherical energy field that 
  prevents the entrance of most types of living creatures.
  The effect hedges out animals, aberrations, dragons, fey, giants, 
  humanoids, magical beasts, monstrous humanoids, oozes, plants, 
  and vermin, but not constructs, elementals, outsiders, or undead.
  This spell may be used only defensively, not aggressively. Forcing 
  an abjuration barrier against creatures that the spell keeps at bay 
  collapses the barrier.
  ANTIMAGIC FIELD
  School abjuration; Level cleric 8, sorcerer/wizard 6
  Casting Time 1 standard action
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703236
  703236
  451160
  451160
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703237
  703237
  451161
  451161
  243
  243
  10
  Spells
  Spells
  Components V, S, M/DF (pinch of powdered iron or iron filings)
  Range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance see text
  An invisible barrier surrounds you and moves with you. The 
  space within this barrier is impervious to most magical effects, 
  including spells, spell-like abilities, and supernatural abilities. 
  Likewise, it prevents the functioning of any magic items or spells 
  within its confines.
  An antimagic field suppresses any spell or magical effect used 
  within, brought into, or cast into the area, but does not dispel it. 
  Time spent within an antimagic field counts against the suppressed 
  spell’s duration.
  Summoned creatures of any type and incorporeal undead wink 
  out if they enter an antimagic field. They reappear in the same 
  spot once the field goes away. Time spent winked out counts 
  normally against the duration of the conjuration that is maintaining 
  the creature. If you cast antimagic field in an area occupied by a 
  summoned creature that has spell resistance, you must make a 
  caster level check (1d20 + caster level) against the creature’s spell 
  resistance to make it wink out. (The effects of instantaneous 
  conjurations are not affected by an antimagic field because the 
  conjuration itself is no longer in effect, only its result.)
  A normal creature can enter the area, as can normal missiles. 
  Furthermore, while a magic sword does not function magically within 
  the area, it is still a sword (and a masterwork sword at that). The spell 
  has no effect on golems and other constructs that are imbued with 
  magic during their creation process and are thereafter self-supporting 
  (unless they have been summoned, in which case they are treated like 
  any other summoned creatures). Elementals, corporeal undead, and 
  outsiders are likewise unaffected unless summoned. These creatures’ 
  spell-like or supernatural abilities may be temporarily nullified by the 
  field. Dispel magic does not remove the field.
  Two or more antimagic fields sharing any of the same space have 
  no effect on each other. Certain spells, such as wall of force, prismatic 
  sphere, and prismatic wall, remain unaffected by antimagic field. 
  Artifacts and deities are unaffected by mortal magic such as this. 
  Should a creature be larger than the area enclosed by the barrier, 
  any part of it that lies outside the barrier is unaffected by the field.
  ANTIPATHy
  School enchantment (compulsion) [mind-affecting]; Level druid 9, 
  sorcerer/wizard 8
  Casting Time 1 hour
  Components V, S, M/DF (a lump of alum soaked in vinegar)
  Range close (25 ft. + 5 ft./2 levels)
  Target one location (up to a 10-ft. cube/level) or one object
  Duration 2 hours/level (D)
  Saving Throw Will partial; Spell Resistance yes
  You cause an object or location to emanate magical vibrations that 
  repel either a specific kind of intelligent creature or creatures of 
  a particular alignment, as defined by you. The kind of creature to 
  be affected must be named specifically. A creature subtype is not 
  specific enough. Likewise, the specific alignment to be repelled 
  must be named.
  Creatures of the designated kind or alignment feel an urge to 
  leave the area or to avoid the affected item.
  A compulsion forces them to abandon the area or item, shunning 
  it and never willingly returning to it while the spell is in effect. A 
  creature that makes a successful saving throw can stay in the area 
  or touch the item but feels uncomfortable doing so. This distracting 
  discomfort reduces the creature’s Dexterity score by 4 points.
  Antipathy counters and dispels sympathy.
  ANTIPLANT SHELL
  School abjuration; Level druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  The antiplant shell spell creates an invisible, mobile barrier that 
  keeps all creatures within the shell protected from attacks by plant 
  creatures or animated plants. As with many abjuration spells, 
  forcing the barrier against creatures that the spell keeps at bay 
  strains and collapses the field.
  ARCANE EyE
  School divination (scrying); Level sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (a bit of bat fur)
  Range unlimited
  Effect magical sensor
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  You create an invisible magical sensor that sends you visual 
  information. You can create the arcane eye at any point you can 
  see, but it can then travel outside your line of sight without 
  hindrance. An arcane eye travels at 30 feet per round (300 feet 
  per minute) if viewing an area ahead as a human would (primarily 
  looking at the floor) or 10 feet per round (100 feet per minute) if 
  examining the ceiling and walls as well as the floor ahead. It sees 
  exactly as you would see if you were there.
  The eye can travel in any direction as long as the spell lasts. Solid 
  barriers block its passage, but it can pass through a hole or space 
  as small as 1 inch in diameter. The eye can’t enter another plane of 
  existence, even through a gate or similar magical portal.
  You must concentrate to use an arcane eye. If you do not 
  concentrate, the eye is inert until you again concentrate.
  ARCANE LOCK
  School abjuration; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (gold dust worth 25 gp)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703237
  703237
  451161
  451161
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703238
  703238
  451162
  451162
  244
  244
  Range touch
  Target door, chest, or portal touched, up to 30 sq. ft./level in size
  Duration permanent
  Saving Throw none; Spell Resistance no
  An arcane lock spell cast upon a door, chest, or portal magically 
  locks it. You can freely pass your own arcane lock without affecting 
  it. If the locked object has a lock, the DC to open that lock increases 
  by 10 while it remains attached to the object. If the object does not 
  have a lock, this spell creates one that can only be opened with a 
  DC 20 Disable Device skill check. A door or object secured with this 
  spell can be opened only by breaking in or with a successful dispel 
  magic or knock spell. Add 10 to the normal DC to break open a door 
  or portal affected by this spell. A knock spell does not remove an 
  arcane lock; it only suppresses the effect for 10 minutes.
  ARCANE MARK
  School universal; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Effect one personal rune or mark, all of which must fit within 1 
  sq. ft.
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell allows you to inscribe your personal rune or mark, which 
  can consist of no more than six characters. The writing can be 
  visible or invisible. An arcane mark spell enables you to etch the 
  rune upon any substance without harm to the material upon which 
  it is placed. If an invisible mark is made, a detect magic spell causes 
  it to glow and be visible, though not necessarily understandable.
  See invisibility, true seeing, a gem of seeing, or a robe of eyes 
  likewise allows the user to see an invisible arcane mark. A read 
  magic spell reveals the words, if any. The mark cannot be 
  dispelled, but it can be removed by the caster or by an erase spell.
  If an arcane mark is placed on a living being, the effect 
  gradually fades in about a month.
  Arcane mark must be cast on an object prior to casting instant 
  summons on the same object (see that spell description for details).
  ARCANE SIGHT
  School divination; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  This spell makes your eyes glow blue and allows you to see 
  magical auras within 120 feet of you. The effect is similar to 
  that of a detect magic spell, but arcane sight does not require 
  concentration and discerns aura location and power more quickly.
  You know the location and power of all magical auras within 
  your sight. An aura’s power depends on a spell’s functioning level 
  or an item’s caster level, as noted in the description of the detect 
  magic spell. If the items or creatures bearing the auras are in line of 
  sight, you can make Spellcraft skill checks to determine the school 
  of magic involved in each. (Make one check per aura; DC 15 + spell 
  level, or 15 + half caster level for a nonspell effect.)
  If you concentrate on a specific creature within 120 feet of you as 
  a standard action, you can determine whether it has any spellcasting 
  or spell-like abilities, whether these are arcane or divine (spell-like 
  abilities register as arcane), and the strength of the most powerful 
  spell or spell-like ability the creature currently has available for use.
  As with detect magic, you can use this spell to identify the 
  properties of magic items, but not artifacts.
  Arcane sight can be made permanent with a permanency spell.
  ARCANE SIGHT, GREATER
  School divination; Level sorcerer/wizard 7
  This spell functions like arcane sight, except that you automatically 
  know which spells or magical effects are active upon any 
  individual or object you see.
  Unlike arcane sight, this spell cannot be made permanent with a 
  permanency spell.
  ASTRAL PROJECTION
  School necromancy; Level cleric 9, sorcerer/wizard 9
  Casting Time 30 minutes
  Components V, S, M (1,000 gp jacinth)
  Range touch
  Targets you plus one additional willing creature touched per two 
  caster levels
  Duration see text
  Saving Throw none; Spell Resistance yes
  By freeing your spirit from your physical body, this spell allows 
  you to project an astral body onto another plane altogether. 
  You can bring the astral forms of other willing creatures with 
  you, provided that these subjects are linked in a circle with you 
  at the time of the casting. These fellow travelers are dependent 
  upon you and must accompany you at all times. If something 
  happens to you during the journey, your companions are stranded 
  wherever you left them.
  You project your astral self onto the Astral Plane, leaving your 
  physical body behind on the Material Plane in a state of suspended 
  animation. The spell projects an astral copy of you and all you wear 
  or carry onto the Astral Plane. Since the Astral Plane touches upon 
  other planes, you can travel astrally to any of these other planes as 
  you will. To enter one, you leave the Astral Plane, forming a new 
  physical body (and equipment) on the plane of existence you have 
  chosen to enter.
  While you are on the Astral Plane, your astral body is connected 
  at all times to your physical body by an incorporeal silver cord. If the 
  cord is broken, you are killed, astrally and physically. Luckily, very 
  few things can destroy a silver cord. When a second body is formed 
  on a different plane, the silver cord remains invisibly attached to the 
  new body. If the second body or the astral form is slain, the cord 
  simply returns to your body where it rests on the Material Plane, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703238
  703238
  451162
  451162
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703239
  703239
  451163
  451163
  245
  245
  10
  Spells
  Spells
  thereby reviving it from its state of suspended animation. This is 
  a traumatic affair, however, and you gain two permanent negative 
  levels if your second body or astral form is slain. Although astral 
  projections are able to function on the Astral Plane, their actions 
  affect only creatures existing on the Astral Plane; a physical body 
  must be materialized on other planes.
  You and your companions may travel through the Astral Plane 
  indefinitely. Your bodies simply wait behind in a state of suspended 
  animation until you choose to return your spirits to them. The spell 
  lasts until you desire to end it, or until it is terminated by some 
  outside means, such as dispel magic cast upon either the physical 
  body or the astral form, the breaking of the silver cord, or the 
  destruction of your body back on the Material Plane (which kills you).
  When this spell ends, your astral body and all of its gear, vanishes.
  ATONEMENT
  School abjuration; Level cleric 5, druid 5
  Casting Time 1 hour
  Components V, S, M (burning incense), F (a set of prayer beads or 
  other prayer device worth at least 500 gp), DF
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell removes the burden of misdeeds from the subject. The 
  creature seeking atonement must be truly repentant and desirous 
  of setting right its misdeeds. If the atoning creature committed 
  the evil act unwittingly or under some form of compulsion, 
  atonement operates normally at no cost to you. However, in the 
  case of a creature atoning for deliberate misdeeds, you must 
  intercede with your deity (requiring you to expend 2,500 gp in 
  rare incense and offerings). Atonement may be cast for one of 
  several purposes, depending on the version selected.
  Reverse Magical Alignment Change: If a creature has had its 
  alignment magically changed, atonement returns its alignment to its 
  original status at no additional cost.
  Restore Class: A paladin, or other class, who has lost her class 
  features due to violating the alignment restrictions of her class may 
  have her class features restored by this spell. 
  Restore Cleric or Druid Spell Powers: A cleric or druid who has 
  lost the ability to cast spells by incurring the anger of her deity may 
  regain that ability by seeking atonement from another cleric of the 
  same deity or another druid. If the transgression was intentional, 
  the casting cleric must expend 2,500 gp in rare incense and 
  offerings for her god’s intercession.
  Redemption or Temptation: You may cast this spell upon a creature 
  of an opposing alignment in order to offer it a chance to change its 
  alignment to match yours. The prospective subject must be present 
  for the entire casting process. Upon completion of the spell, the 
  subject freely chooses whether it retains its original alignment or 
  acquiesces to your offer and changes to your alignment. No duress, 
  compulsion, or magical influence can force the subject to take 
  advantage of the opportunity offered if it is unwilling to abandon its 
  old alignment. This use of the spell does not work on outsiders or 
  any creature incapable of changing its alignment naturally.
  Though the spell description refers to evil acts, atonement 
  can be used on any creature that has performed acts against its 
  alignment, regardless of the actual alignment in question.
  Note: Normally, changing alignment is up to the player. This use 
  of atonement offers a method for a character to change his or her 
  alignment drastically, suddenly, and definitively.
  AUGURy
  School divination; Level cleric 2
  Casting Time 1 minute
  Components V, S, M (incense worth at least 25 gp), F (a set of 
  marked sticks or bones worth at least 25 gp)
  Range personal
  Target you
  Duration instantaneous
  An augury can tell you whether a particular action will bring good 
  or bad results for you in the immediate future.
  The base chance for receiving a meaningful reply is 70% + 1% 
  per caster level, to a maximum of 90%; this roll is made secretly. 
  A question may be so straightforward that a successful result is 
  automatic, or so vague as to have no chance of success. If the augury 
  succeeds, you get one of four results:
  •	 Weal	(if	the	action	will	probably	bring	good	results).
  •	 Woe	(for	bad	results).
  •	 Weal	and	woe	(for	both).
  •	 Nothing (for actions that don’t have especially good or  
  bad results).
  If the spell fails, you get the “nothing” result. A cleric who 
  gets the “nothing” result has no way to tell whether it was the 
  consequence of a failed or successful augury.
  The augury can see into the future only about half an hour, 
  so anything that might happen after that does not affect the 
  result. Thus, the result might not take into account the long-term 
  consequences of a contemplated action. All auguries cast by the 
  same person about the same topic use the same die result as the 
  first casting.
  AWAKEN
  School transmutation; Level druid 5
  Casting Time 24 hours
  Components V, S, M (herbs and oils worth 2,000 gp), DF
  Range touch
  Target animal or tree touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You awaken a tree or animal to human-like sentience. To succeed, 
  you must make a Will save (DC 10 + the animal’s current HD, or 
  the HD the tree will have once awakened). The awakened animal 
  or tree is friendly toward you. You have no special empathy or 
  connection with a creature you awaken, although it serves you in 
  specific tasks or endeavors if you communicate your desires to 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703239
  703239
  451163
  451163
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703240
  703240
  451164
  451164
  246
  246
  it. If you cast awaken again, any previously awakened creatures 
  remain friendly to you, but they no longer undertake tasks for you 
  unless it is in their best interests.
  An awakened tree has characteristics as if it were an animated 
  object (see the Pathfinder RPG Bestiary), except that it gains the plant 
  type and its Intelligence, Wisdom, and Charisma scores are each 3d6. 
  An awakened plant gains the ability to move its limbs, roots, vines, 
  creepers, and so forth, and it has senses similar to a human’s.
  An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 
  HD. Its type becomes magical beast (augmented animal). An awakened 
  animal can’t serve as an animal companion, familiar, or special mount. 
  An awakened tree or animal can speak one language that you 
  know, plus one additional language that you know per point of 
  Intelligence bonus (if any). This spell does not function on an animal 
  or plant with an Intelligence greater than 2.
  BALEFUL POLyMORPH
  School transmutation (polymorph); Level druid 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration permanent
  Saving Throw: Fortitude negates, Will partial, see text; Spell 
  Resistance: yes
  As beast shape III, except that you change the subject into a Small 
  or smaller animal of no more than 1 HD. If the new form would 
  prove fatal to the creature, such as an aquatic creature not in 
  water, the subject gets a +4 bonus on the save.
  If the spell succeeds, the subject must also make a Will save. If this 
  second save fails, the creature loses its extraordinary, supernatural, 
  and spell-like abilities, loses its ability to cast spells (if it had the 
  ability), and gains the alignment, special abilities, and Intelligence, 
  Wisdom, and Charisma scores of its new form in place of its own. It 
  still retains its class and level (or HD), as well as all benefits deriving 
  therefrom (such as base attack bonus, base save bonuses, and hit 
  points). It retains any class features (other than spellcasting) that 
  aren’t extraordinary, supernatural, or spell-like abilities.
  Any polymorph effects on the target are automatically dispelled 
  when a target fails to resist the effects of baleful polymorph, and as 
  long as baleful polymorph remains in effect, the target cannot use 
  other polymorph spells or effects to assume a new form. Incorporeal 
  or gaseous creatures are immune to baleful polymorph, and a 
  creature with the shapechanger subtype can revert to its natural 
  form as a standard action.
  BANE
  School enchantment (compulsion) [fear, mind-affecting]; Level 
  cleric 1
  Casting Time 1 standard action
  Components V, S, DF
  Range 50 ft.
  Area 50-ft.-radius burst, centered on you
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  Bane fills your enemies with fear and doubt. Each affected 
  creature takes a –1 penalty on attack rolls and a –1 penalty on 
  saving throws against fear effects. Bane counters and dispels bless.
  BANISHMENT
  School abjuration; Level cleric 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (see text)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more extraplanar creatures, no two of which can 
  be more than 30 ft. apart
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  A banishment spell is a more powerful version of the dismissal spell. 
  It enables you to force extraplanar creatures out of your home plane. 
  As many as 2 Hit Dice of creatures per caster level can be banished.
  You can improve the spell’s chance of success by presenting 
  at least one object or substance that the target hates, fears, or 
  otherwise opposes. For each such object or substance, you gain a 
  +1 bonus on your caster level check to overcome the target’s spell 
  resistance (if any), and the saving throw DC increases by 2. 
  Certain rare items might work twice as well as a normal item for 
  the purpose of the bonuses (each providing a +2 bonus on the caster 
  level check against spell resistance and increasing the save DC by 4).
  BARKSKIN
  School transmutation; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration 10 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  Barkskin toughens a creature’s skin. The effect grants a +2 
  enhancement bonus to the creature’s existing natural armor 
  bonus. This enhancement bonus increases by 1 for every three 
  caster levels above 3rd, to a maximum of +5 at 12th level.
  The enhancement bonus provided by barkskin stacks with the 
  target’s natural armor bonus, but not with other enhancement 
  bonuses to natural armor. A creature without natural armor has an 
  effective natural armor bonus of +0.
  BEAR’S ENDURANCE
  School transmutation; Level cleric 2, druid 2, ranger 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703240
  703240
  451164
  451164
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703241
  703241
  451165
  451165
  247
  247
  10
  Spells
  Spells
  The affected creature gains greater vitality and stamina. The spell 
  grants the subject a +4 enhancement bonus to Constitution, which 
  adds the usual benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth. Hit points gained by a temporary increase in 
  Constitution score are not temporary hit points. They go away when 
  the subject’s Constitution drops back to normal. They are not lost 
  first as temporary hit points are.
  BEAR’S ENDURANCE, MASS
  School transmutation; Level cleric 6, druid 6, sorcerer/wizard 6
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  Mass bear’s endurance works like bear’s endurance, except that it 
  affects multiple creatures.
  BEAST SHAPE I
  School transmutation (polymorph); Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you plan 
  to assume)
  Range personal
  Target you
  Duration 1 min./level (D)
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the animal type. If the form you assume has 
  any of the following abilities, you gain the listed ability: climb 30 
  feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 
  60 feet, low-light vision, and scent.
  Small animal: If the form you take is that of a Small animal, you 
  gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
  Medium animal: If the form you take is that of a Medium animal, you 
  gain a +2 size bonus to your Strength and a +2 natural armor bonus.
  BEAST SHAPE II
  School transmutation (polymorph); Level sorcerer/wizard 4
  This spell functions as beast shape I, except that it also allows you 
  to assume the form of a Tiny or Large creature of the animal type. 
  If the form you assume has any of the following abilities, you gain 
  the listed ability: climb 60 feet, fly 60 feet (good maneuverability), 
  swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, 
  pounce, and trip.
  Tiny animal: If the form you take is that of a Tiny animal, you gain 
  a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and 
  a +1 natural armor bonus.
  Large animal: If the form you take is that of a Large animal, you 
  gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, 
  and a +4 natural armor bonus.
  BEAST SHAPE III
  School transmutation (polymorph); Level sorcerer/wizard 5
  This spell functions as beast shape II, except that it also allows 
  you to assume the form of a Diminutive or Huge creature of 
  the animal type. This spell also allows you to take on the form 
  of a Small or Medium creature of the magical beast type. If the 
  form you assume has any of the following abilities, you gain the 
  listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good 
  maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 
  feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, 
  pounce, rake, trample, trip, and web.
  Diminutive animal: If the form you take is that of a Diminutive 
  animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to 
  your Strength, and a +1 natural armor bonus.
  Huge animal: If the form you take is that of a Huge animal, you 
  gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, 
  and a +6 natural armor bonus.
  Small magical beast: If the form you take is that of a Small 
  magical beast, you gain a +4 size bonus to your Dexterity, and a +2 
  natural armor bonus.
  Medium magical beast: If the form you take is that of a Medium 
  magical beast, you gain a +4 size bonus to your Strength, and a +4 
  natural armor bonus.
  BEAST SHAPE IV
  School transmutation (polymorph); Level sorcerer/wizard 6
  This spell functions as beast shape III except that it also allows you 
  to assume the form of a Tiny or Large creature of the magical beast 
  type. If the form you assume has any of the following abilities, you 
  gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet 
  (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 
  90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, 
  constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, 
  trample, trip, and web. If the creature has immunity or resistance 
  to any elements, you gain resistance 20 to those elements. If the 
  creature has vulnerability to an element, you gain that vulnerability.
  Tiny magical beast: If the form you take is that of a Tiny magical 
  beast, you gain a –2 penalty to your Strength, a +8 size bonus to 
  your Dexterity, and a +3 natural armor bonus.
  Large magical beast: If the form you take is that of a Large 
  magical beast, you gain a +6 size bonus to your Strength, a –2 
  penalty on your Dexterity, a +2 size bonus to your Constitution, and 
  a +6 natural armor bonus.
  BESTOW CURSE
  School necromancy; Level cleric 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You place a curse on the subject. Choose one of the following.
  •	 –6	decrease	to	an	ability	score	(minimum	1).
  •	 –4	penalty	on	attack	rolls,	saves,	ability	checks,	and	skill	checks.
  •	 Each	turn,	the	target	has	a	50%	chance	to	act	normally;	
  otherwise, it takes no action.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703241
  703241
  451165
  451165
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703242
  703242
  451166
  451166
  248
  248
  You may also invent your own curse, but it should be no more 
  powerful than those described above.
  The curse bestowed by this spell cannot be dispelled, but it can 
  be removed with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell.
  Bestow curse counters remove curse.
  BINDING
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 8
  Casting Time 1 minute
  Components V, S, M (opals worth 500 gp per HD of the target 
  creature, plus other components as specified below)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration see text (D)
  Saving Throw Will negates; see text; Spell Resistance yes
  A binding spell creates a magical restraint to hold a creature. The 
  target gets an initial saving throw only if its Hit Dice equal at least 
  half your caster level.
  You may have as many as six assistants help you with the spell. 
  For each assistant who casts suggestion, your caster level for this 
  casting of binding increases by 1. For each assistant who casts 
  dominate animal, dominate person, or dominate monster, your caster 
  level for this casting of binding increases by a number equal to 
  a third of that assistant’s level, provided that the spell’s target is 
  appropriate for a binding spell. Since the assistants’ spells are cast 
  simply to improve your caster level for the purpose of the binding 
  spell, saving throws and spell resistance against the assistants’ 
  spells are irrelevant. Your caster level determines whether the target 
  gets an initial Will saving throw and how long the binding lasts. All 
  binding spells are dismissible.
  Regardless of the version of binding you cast, you can specify 
  triggering conditions that end the spell and release the creature 
  whenever they occur. These triggers can be as simple or elaborate 
  as you desire, but the condition must be reasonable and have a 
  likelihood of coming to pass. The conditions can be based on a 
  creature’s name, identity, or alignment, but otherwise must be based 
  on observable actions or qualities. Intangibles such as level, class, Hit 
  Dice, or hit points don’t qualify. Once the spell is cast, its triggering 
  conditions cannot be changed. Setting a release condition increases 
  the save DC (assuming a saving throw is allowed) by 2.
  If you cast any of the first three versions of binding (those with 
  limited durations), you may cast additional binding spells to prolong 
  the effect, overlapping the durations. If you do so, the target gets 
  a saving throw at the end of the first spell’s duration, even if your 
  caster level was high enough to disallow an initial saving throw. If the 
  creature’s save succeeds, all binding spells it has received are broken.
  The binding spell has six versions. Choose one of the following 
  versions when you cast the spell.
  Chaining: The subject is confined by restraints that generate an 
  antipathy spell affecting all creatures who approach the subject, 
  except you. The duration is 1 year per caster level. The subject of this 
  form of binding is confined to the spot it occupied when it received 
  the spell. Casting this version requires a chain that is long enough 
  to wrap around the creature three times.
  Slumber: This version causes the subject to become comatose for 
  as long as 1 year per caster level. The subject does not need to eat 
  or drink while slumbering, nor does it age. This form of binding is 
  slightly easier to resist. Reduce the spell’s save DC by 1. Casting this 
  version requires a jar of sand or rose petals. This is a sleep effect.
  Bound Slumber: This combination of chaining and slumber lasts 
  for as long as 1 month per caster level. Reduce the save DC by 2. 
  Casting this version requires both a long chain and a jar of sand or 
  rose petals. This is a sleep effect.
  Hedged Prison: The subject is transported to or otherwise brought 
  within a confined area from which it cannot wander by any means. 
  This effect is permanent. Reduce the save DC by 3. Casting this 
  version requires a tiny golden cage worth 100 gp that is consumed 
  when the spell is cast.
  Metamorphosis: The subject assumes gaseous form, except 
  for its head or face. It is held harmless in a jar or other container, 
  which may be transparent if you so choose. The creature remains 
  aware of its surroundings and can speak, but it cannot leave the 
  container, attack, or use any of its powers or abilities. The binding 
  is permanent. The subject does not need to breathe, eat, or drink 
  while metamorphosed, nor does it age. Reduce the save DC by 4.
  Minimus Containment: The subject is shrunk to a height of 1 inch 
  or less and held within some gem, jar, or similar object. The binding 
  is permanent. The subject does not need to breathe, eat, or drink 
  while contained, nor does it age. Reduce the save DC by 4.
  You can’t dispel a binding spell with dispel magic or a similar 
  effect, though an antimagic field or mage’s disjunction affects it 
  normally. A bound extraplanar creature cannot be sent back to its 
  home plane by dismissal, banishment, or a similar effect.
  BLACK TENTACLES
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (octopus or squid tentacle)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread
  Duration 1 round/level (D)
  Saving Throw: none; Spell Resistance: no
  This spell causes a field of rubbery black tentacles to appear, 
  burrowing up from the floor and reaching for any creature in 
  the area. 
  Every creature within the area of the spell is the target of a combat 
  maneuver check made to grapple each round at the beginning of your 
  turn, including the round that black tentacles is cast. Creatures that 
  enter the area of effect are also automatically attacked. The tentacles 
  do not provoke attacks of opportunity. When determining the 
  tentacles’ CMB, the tentacles use your caster level as their base attack 
  bonus and receive a +4 bonus due to their Strength and a +1 size 
  bonus. Roll only once for the entire spell effect each round and apply 
  the result to all creatures in the area of effect.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703242
  703242
  451166
  451166
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703243
  703243
  451167
  451167
  249
  249
  10
  Spells
  Spells
  If the tentacles succeed in grappling a foe, that foe takes 1d6+4 
  points of damage and gains the grappled condition. Grappled 
  opponents cannot move without first breaking the grapple. All 
  other movement is prohibited unless the creature breaks the 
  grapple first. The black tentacles spell receives a +5 bonus on 
  grapple checks made against opponents it is already grappling, 
  but cannot move foes or pin foes. Each round that black tentacles 
  succeeds on a grapple check, it deals an additional 1d6+4 points of 
  damage. The CMD of black tentacles, for the purposes of escaping 
  the grapple, is equal to 10 + its CMB.
  The tentacles created by this spell cannot be damaged, but they 
  can be dispelled as normal. The entire area of effect is considered 
  difficult terrain while the tentacles last.
  BLADE BARRIER
  School evocation [force]; Level cleric 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect wall of whirling blades up to 20 ft. long/level, or a ringed 
  wall of whirling blades with a radius of up to 5 ft. per two levels; 
  either form is 20 ft. high
  Duration 1 min./level (D)
  Saving Throw Reflex half or Reflex negates; see text; Spell 
  Resistance yes
  An immobile, vertical curtain of whirling blades shaped of pure 
  force springs into existence. Any creature passing through the 
  wall takes 1d6 points of damage per caster level (maximum 15d6), 
  with a Reflex save for half damage.
  If you evoke the barrier so that it appears where creatures  
  are, each creature takes damage as if passing through the wall. 
  Each such creature can avoid the wall (ending up on the side of  
  its choice) and thus take no damage by making a successful  
  Reflex save.
  A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex 
  saves) against attacks made through it.
  BLASPHEMy
  School evocation [evil, sonic]; Level cleric 7
  Casting Time 1 standard action
  Components V
  Range 40 ft.
  Area nonevil creatures in a 40-ft.-radius spread centered on you
  Duration instantaneous
  Saving Throw Will partial; Spell Resistance yes
  Any nonevil creature within the area of a blasphemy spell suffers 
  the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Dazed
  Up to caster level –1 
  Weakened, dazed
  Up to caster level –5 
  Paralyzed, weakened, dazed
  Up to caster level –10 
  Killed, paralyzed, weakened, dazed
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Dazed: The creature can take no actions for 1 round, though it 
  defends itself normally. Save negates.
  Weakened: The creature’s Strength score decreases by 2d6 points 
  for 2d4 rounds. Save for half.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nonevil extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place regardless of 
  whether the creatures hear the blasphemy or not. The banishment 
  effect allows a Will save (at a –4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are unaffected 
  by blasphemy.
  BLEED
  School necromancy; Level cleric 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw: Will negates; Spell Resistance: yes
  You cause a living creature that is below 0 hit points but stabilized 
  to resume dying. Upon casting this spell, you target a living 
  creature that has –1 or fewer hit points. That creature begins 
  dying, taking 1 point of damage per round. The creature can be 
  stabilized later normally. This spell causes a creature that is dying 
  to take 1 point of damage.
  BLESS
  School enchantment (compulsion) [mind-affecting]; Level cleric 1, 
  paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range 50 ft.
  Area The caster and all allies within a 50-ft. burst, centered  
  on the caster
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  Bless fills your allies with courage. Each ally gains a +1 morale 
  bonus on attack rolls and on saving throws against fear effects.
  Bless counters and dispels bane.
  BLESS WATER
  School transmutation [good]; Level cleric 1, paladin 1
  Casting Time 1 minute
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703243
  703243
  451167
  451167
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703244
  703244
  451168
  451168
  250
  250
  Components V, S, M (5 pounds of powdered silver worth 25 gp)
  Range touch
  Target flask of water touched
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This transmutation imbues a flask (1 pint) of water with positive 
  energy, turning it into holy water (see page 160).
  BLESS WEAPON
  School transmutation; Level paladin 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target weapon touched
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  This transmutation makes a weapon strike true against evil foes. 
  The weapon is treated as having a +1 enhancement bonus for 
  the purpose of bypassing the DR of evil creatures or striking evil 
  incorporeal creatures (though the spell doesn’t grant an actual 
  enhancement bonus). The weapon also becomes good-aligned, 
  which means it can bypass the DR of certain creatures. (This effect 
  overrides and suppresses any other alignment the weapon might 
  have.) Individual arrows or bolts can be transmuted, but affected 
  projectile weapons (such as bows) don’t confer the benefit to the 
  projectiles they shoot.
  In addition, all critical hit rolls against evil foes are automatically 
  successful, so every threat is a critical hit. This last effect does not 
  apply to any weapon that already has a magical effect related to 
  critical hits, such as a keen weapon or a vorpal sword.
  BLINDNESS/DEAFNESS
  School necromancy; Level bard 2, cleric 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration permanent (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You call upon the powers of unlife to render the subject blinded or 
  deafened, as you choose.
  BLINK
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  You “blink” quickly back and forth between the Material Plane and 
  the Ethereal Plane and look as though you’re winking in and out 
  of reality at random. Blink has several effects, as follows.
  Physical attacks against you have a 50% miss chance, and the 
  Blind-Fight feat doesn’t help opponents, since you’re ethereal and 
  not merely invisible. If the attack is capable of striking ethereal 
  creatures, the miss chance is only 20% (for concealment).
  If the attacker can see invisible creatures, the miss chance is also 
  only 20%. (For an attacker who can both see and strike ethereal 
  creatures, there is no miss chance.) Likewise, your own attacks have 
  a 20% miss chance, since you sometimes go ethereal just as you are 
  about to strike.
  Any individually targeted spell has a 50% chance to fail against 
  you while you’re blinking unless your attacker can target invisible, 
  ethereal creatures. Your own spells have a 20% chance to activate 
  just as you go ethereal, in which case they typically do not affect the 
  Material Plane (but they might affect targets on the Ethereal Plane).
  While blinking, you take only half damage from area attacks 
  (but full damage from those that extend onto the Ethereal Plane). 
  Although you are only partially visible, you are not considered 
  invisible and targets retain their Dexterity bonus to AC against your 
  attacks. You do receive a +2 bonus on attack rolls made against 
  enemies that cannot see invisible creatures.
  You take only half damage from falling, since you fall only while 
  you are material.
  While blinking, you can step through (but not see through) 
  solid objects. For each 5 feet of solid material you walk through, 
  there is a 50% chance that you become material. If this occurs, you 
  are shunted off to the nearest open space and take 1d6 points of 
  damage per 5 feet so traveled.
  Since you spend about half your time on the Ethereal Plane, you 
  can see and even attack ethereal creatures. You interact with ethereal 
  creatures roughly the same way you interact with material ones.
  An ethereal creature is invisible, incorporeal, and capable of 
  moving in any direction, even up or down. As an incorporeal creature, 
  you can move through solid objects, including living creatures.
  An ethereal creature can see and hear the Material Plane, but 
  everything looks gray and insubstantial. Sight and hearing on the 
  Material Plane are limited to 60 feet.
  Force effects and abjurations affect you normally. Their effects 
  extend onto the Ethereal Plane from the Material Plane, but not 
  vice versa. An ethereal creature can’t attack material creatures, 
  and spells you cast while ethereal affect only other ethereal things. 
  Certain material creatures or objects have attacks or effects that 
  work on the Ethereal Plane. Treat other ethereal creatures and 
  objects as material.
  BLIGHT
  School necromancy; Level druid 4, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Duration instantaneous
  Saving Throw Fortitude half; see text; Spell Resistance yes
  This spell withers a single plant of any size. An affected plant 
  creature takes 1d6 points of damage per level (maximum 15d6) 
  and may attempt a Fortitude saving throw for half damage. A 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703244
  703244
  451168
  451168
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703245
  703245
  451169
  451169
  251
  251
  10
  Spells
  Spells
  plant that isn’t a creature doesn’t receive a save and immediately 
  withers and dies.
  This spell has no effect on the soil or surrounding plant life.
  BLUR
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject’s outline appears blurred, shifting, and wavering. This 
  distortion grants the subject concealment (20% miss chance).
  A see invisibility spell does not counteract the blur effect, but a 
  true seeing spell does.
  Opponents that cannot see the subject ignore the spell’s effect 
  (though fighting an unseen opponent carries penalties of its own).
  BREAK ENCHANTMENT
  School abjuration; Level bard 4, cleric 5, paladin 4, sorcerer/
  wizard 5
  Casting Time 1 minute
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to one creature per level, all within 30 ft. of each other
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  This spell frees victims from enchantments, transmutations, and 
  curses. Break enchantment can reverse even an instantaneous 
  effect. For each such effect, you make a caster level check (1d20 
  + caster level, maximum +15) against a DC of 11 + caster level of 
  the effect. Success means that the creature is free of the spell, 
  curse, or effect. For a cursed magic item, the DC is equal to the 
  DC of the curse.
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 5th level or lower. 
  If the effect comes from a permanent magic item, break 
  enchantment does not remove the curse from the item, but it does 
  free the victim from the item’s effects. 
  BREATH OF LIFE
  School conjuration (healing); Level cleric 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless) or Will half, see text; Spell 
  Resistance yes (harmless) or yes, see text
  This spell cures 5d8 points of damage + 1 point per caster level 
  (maximum +25). 
  Unlike other spells that heal damage, breath of life can bring 
  recently slain creatures back to life. If cast upon a creature that 
  has died within 1 round, apply the healing from this spell to the 
  creature. If the healed creature’s hit point total is at a negative 
  amount less than its Constitution score, it comes back to life and 
  stabilizes at its new hit point total. If the creature’s hit point total is 
  at a negative amount equal to or greater than its Constitution score, 
  the creature remains dead. Creatures brought back to life through 
  breath of life gain a temporary negative level that lasts for 1 day.
  Creatures slain by death effects cannot be saved by breath of life.
  Like cure spells, breath of life deals damage to undead creatures 
  rather than curing them, and cannot bring them back to life.
  BULL’S STRENGTH
  School transmutation; Level cleric 2, druid 2, paladin 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (a few hairs, or a pinch of dung, from 
  a bull)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject becomes stronger. The spell grants a +4 
  enhancement bonus to Strength, adding the usual benefits to 
  melee attack rolls, melee damage rolls, and other uses of the 
  Strength modifier.
  BULL’S STRENGTH, MASS
  School transmutation; Level cleric 6, druid 6, sorcerer/wizard 6
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  This spell functions like bull’s strength, except that it affects 
  multiple creatures.
  BURNING HANDS
  School evocation [fire]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 15 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A cone of searing flame shoots from your fingertips. Any 
  creature in the area of the flames takes 1d4 points of fire damage 
  per caster level (maximum 5d4). Flammable materials burn if the 
  flames touch them. A character can extinguish burning items as 
  a full-round action.
  CALL LIGHTNING
  School evocation [electricity]; Level druid 3
  Casting Time 1 round
  Components V, S
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703245
  703245
  451169
  451169
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703246
  703246
  451170
  451170
  252
  252
  Range medium (100 ft. + 10 ft./level)
  Effect one or more 30-ft.-long vertical lines of lightning
  Duration 1 min./level
  Saving Throw Reflex half; Spell Resistance yes
  Immediately upon completion of the spell, and once per round 
  thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical 
  bolt of lightning that deals 3d6 points of electricity damage. The 
  bolt of lightning flashes down in a vertical stroke at whatever 
  target point you choose within the spell’s range (measured from 
  your position at the time). Any creature in the target square or in 
  the path of the bolt is affected.
  You need not call a bolt of lightning immediately; other actions, 
  even spellcasting, can be performed first. Each round after the first 
  you may use a standard action (concentrating on the spell) to call a 
  bolt. You may call a total number of bolts equal to your caster level 
  (maximum 10 bolts).
  If you are outdoors and in a stormy area—a rain shower, clouds 
  and wind, hot and cloudy conditions, or even a tornado (including 
  a whirlwind formed by a djinni or an air elemental of at least Large 
  size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
  This spell functions indoors or underground but not underwater.
  CALL LIGHTNING STORM
  School evocation [electricity]; Level druid 5
  Range long (400 ft. + 40 ft./level)
  This spell functions like call lightning, except that each bolt deals 
  5d6 points of electricity damage (or 5d10 if created outdoors in a 
  stormy area), and you may call a maximum of 15 bolts.
  CALM ANIMALS
  School enchantment (compulsion) [mind-affecting]; Level druid 
  1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets animals within 30 ft. of each other
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  This spell soothes and quiets animals, rendering them docile and 
  harmless. Only ordinary animals (those with Intelligence scores 
  of 1 or 2) can be affected by this spell. All the subjects must be of 
  the same kind, and no two may be more than 30 feet apart. The 
  maximum number of HD of animals you can affect is equal to 2d4 
  + caster level. 
  The affected creatures remain where they are and do not attack 
  or flee. They are not helpless and defend themselves normally if 
  attacked. Any threat breaks the spell on the threatened creatures.
  CALM EMOTIONS
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  cleric 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area creatures in a 20-ft.-radius spread
  Duration concentration, up to 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell calms agitated creatures. You have no control over the 
  affected creatures, but calm emotions can stop raging creatures 
  from fighting or joyous ones from reveling. Creatures so affected 
  cannot take violent actions (although they can defend themselves) 
  or do anything destructive. Any aggressive action against or 
  damage dealt to a calmed creature immediately breaks the spell 
  on all calmed creatures.
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, and 
  rage, and also negates a bard’s ability to inspire courage or a 
  barbarian’s rage ability. It also suppresses any fear effects and 
  removes the confused condition from all targets. While the spell 
  lasts, a suppressed spell, condition, or effect has no effect. When 
  the calm emotions spell ends, the original spell or effect takes hold 
  of the creature again, provided that its duration has not expired in 
  the meantime.
  CAT’S GRACE
  School transmutation; Level bard 2, druid 2, ranger 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (pinch of cat fur)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  The transmuted creature becomes more graceful, agile, and 
  coordinated. The spell grants a +4 enhancement bonus to 
  Dexterity, adding the usual benefits to AC, Reflex saves, and other 
  uses of the Dexterity modifier.
  CAT’S GRACE, MASS
  School transmutation; Level bard 6, druid 6, sorcerer/wizard 6
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  This spell functions like cat’s grace, except that it affects 
  multiple creatures.
  CAUSE FEAR
  School necromancy [fear, mind-affecting]; Level bard 1, cleric 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature with 5 or fewer HD
  Duration 1d4 rounds or 1 round; see text
  Saving Throw Will partial; Spell Resistance yes
  The affected creature becomes frightened. If the subject succeeds on 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703246
  703246
  451170
  451170
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703247
  703247
  451171
  451171
  253
  253
  10
  Spells
  Spells
  a Will save, it is shaken for 1 round. Creatures with 6 or more HD are 
  immune to this effect. Cause fear counters and dispels remove fear.
  CHAIN LIGHTNING
  School evocation [electricity]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, F (a bit of fur; a piece of amber, glass, or a 
  crystal rod; plus one silver pin per caster level)
  Range long (400 ft. + 40 ft./level)
  Targets one primary target, plus one secondary target/level (each 
  of which must be within 30 ft. of the primary target)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates an electrical discharge that begins as a single 
  stroke commencing from your fingertips. Unlike lightning bolt, 
  chain lightning strikes one object or creature initially, then arcs to 
  other targets.
  The bolt deals 1d6 points of electricity damage per caster level 
  (maximum 20d6) to the primary target. After it strikes, lightning 
  can arc to a number of secondary targets equal to your caster level 
  (maximum 20). The secondary bolts each strike one target and deal 
  as much damage as the primary bolt.
  Each target can attempt a Reflex saving throw for half damage. 
  The Reflex DC to halve the damage of the secondary bolts is 2 lower 
  than the DC to halve the damage of the primary bolt. You choose 
  secondary targets as you like, but they must all be within 30 feet of 
  the primary target, and no target can be struck more than once. You 
  can choose to affect fewer secondary targets than the maximum.
  CHANGESTAFF
  School transmutation; Level druid 7
  Casting Time 1 round
  Components V, S, F (a quarterstaff that has been carved and 
  polished for 28 days)
  Range touch
  Target your touched staff
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You change a specially prepared quarterstaff into a Huge treant-
  like creature (see the Pathfinder RPG Bestiary), about 24 feet tall. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703247
  703247
  451171
  451171
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703248
  703248
  451172
  451172
  254
  254
  When you plant the end of the staff in the ground and speak 
  a special command to conclude the casting of the spell, your 
  staff turns into a creature that looks and fights just like a treant. 
  The staff-treant defends you and obeys any spoken commands. 
  However, it is by no means a true treant; it cannot converse with 
  actual treants or control trees. If the staff-treant is reduced to 0 or 
  fewer hit points, it crumbles to powder and the staff is destroyed. 
  Otherwise, the staff returns to its normal form when the spell 
  duration expires (or when the spell is dismissed), and it can be 
  used as the focus for another casting of the spell. The staff-treant 
  is always at full strength when created, despite any wounds it may 
  have incurred the last time it appeared.
  CHAOS HAMMER
  School evocation [chaotic]; Level cleric 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  Duration instantaneous (1d6 rounds); see text
  Saving Throw Will partial; see text; Spell Resistance yes
  You unleash chaotic power to smite your enemies. The power 
  takes the form of a multicolored explosion of leaping, ricocheting 
  energy. Only lawful and neutral (not chaotic) creatures are harmed 
  by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to lawful creatures (or 1d6 points of damage per 
  caster level, maximum 10d6, to lawful outsiders) and slows them for 
  1d6 rounds (see the slow spell). A successful Will save reduces the 
  damage by half and negates the slow effect.
  The spell deals only half damage against creatures who are 
  neither lawful nor chaotic, and they are not slowed. Such a 
  creature can reduce the damage by half again (down to one-
  quarter) with a successful Will save.
  CHARM ANIMAL
  School enchantment (charm) [mind-affecting]; Level druid 1, 
  ranger 1
  Target one animal
  This spell functions like charm person, except that it affects a 
  creature of the animal type.
  CHARM MONSTER
  School enchantment (charm) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 4
  Target one living creature
  Duration 1 day/level
  This spell functions like charm person, except that the effect is not 
  restricted by creature type or size.
  CHARM MONSTER, MASS
  School enchantment (charm) [mind-affecting]; Level bard 6, 
  sorcerer/wizard 8
  Components V
  Targets One or more creatures, no two of which can be more 
  than 30 ft. apart
  Duration 1 day/level
  This spell functions like charm monster, except that mass charm monster 
  affects a number of creatures whose combined HD do not exceed 
  twice your level, or at least one creature regardless of HD. If there are 
  more potential targets than you can affect, you choose them one at a 
  time until you must choose a creature with too many HD to affect.
  CHARM PERSON
  School enchantment (charm) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  This charm makes a humanoid creature regard you as its trusted 
  friend and ally (treat the target’s attitude as friendly). If the 
  creature is currently being threatened or attacked by you or your 
  allies, however, it receives a +5 bonus on its saving throw.
  The spell does not enable you to control the charmed person as if 
  it were an automaton, but it perceives your words and actions in the 
  most favorable way. You can try to give the subject orders, but you 
  must win an opposed Charisma check to convince it to do anything 
  it wouldn’t ordinarily do. (Retries are not allowed.) An affected 
  creature never obeys suicidal or obviously harmful orders, but it 
  might be convinced that something very dangerous is worth doing.  
  Any act by you or your apparent allies that threatens the charmed 
  person breaks the spell. You must speak the person’s language to 
  communicate your commands, or else be good at pantomiming.
  CHILL METAL
  School transmutation [cold]; Level druid 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target metal equipment of one creature per two levels, no two of 
  which can be more than 30 ft. apart; or 25 lbs. of metal/level, 
  none of which can be more than 30 ft. away from any of the rest
  Duration 7 rounds
  Saving Throw Will negates (object); Spell Resistance yes (object)
  Chill metal makes metal extremely cold. Unattended, nonmagical 
  metal gets no saving throw. Magical metal is allowed a saving 
  throw against the spell. An item in a creature’s possession uses 
  the creature’s saving throw bonus unless its own is higher.
  A creature takes cold damage if its equipment is chilled. It takes 
  full damage if its armor, shield, or weapon is affected. The creature 
  takes minimum damage (1 point or 2 points; see the table) if it’s not 
  wearing or wielding such an item.
  On the first round of the spell, the metal becomes chilly and 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703248
  703248
  451172
  451172
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703249
  703249
  451173
  451173
  255
  255
  10
  Spells
  Spells
  uncomfortable to touch but deals no damage. The same effect also 
  occurs on the last round of the spell’s duration. During the second 
  (and also the next-to-last) round, icy coldness causes pain and 
  damage. In the third, fourth, and fifth rounds, the metal is freezing 
  cold, and causes more damage, as shown on the table below.
  Round 
  Metal Temperature 
  Damage
  1  
  Cold 
  None
  2  
  Icy 
  1d4 points
  3–5 
  Freezing 
  2d4 points
  6  
  Icy 
  1d4 points
  7  
  Cold 
  None
  Any heat intense enough to damage the creature negates cold 
  damage from the spell (and vice versa) on a point-for-point basis. 
  Underwater, chill metal deals no damage, but ice immediately forms 
  around the affected metal, making it float if unattended.
  Chill metal counters and dispels heat metal.
  CHILL TOUCH
  School necromancy; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets creature or creatures touched (up to one/level)
  Duration instantaneous
  Saving Throw Fortitude partial or Will negates; see text; Spell 
  Resistance yes
  A touch from your hand, which glows with blue energy, disrupts 
  the life force of living creatures. Each touch channels negative 
  energy that deals 1d6 points of damage. The touched creature 
  also takes 1 point of Strength damage unless it makes a successful 
  Fortitude saving throw. You can use this melee touch attack up to 
  one time per level.
  An undead creature you touch takes no damage of either sort, 
  but it must make a successful Will saving throw or flee as if panicked 
  for 1d4 rounds + 1 round per caster level.
  CIRCLE OF DEATH
  School necromancy [death]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a crushed black pearl worth 500 gp)
  Range medium (100 ft. + 10 ft./level)
  Area several living creatures within a 40-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  Circle of death snuffs out the life force of living creatures, killing 
  them instantly. The spell slays 1d4 HD worth of living creatures 
  per caster level (maximum 20d4). Creatures with the fewest HD 
  are affected first; among creatures with equal HD, those who are 
  closest to the burst’s point of origin are affected first. No creature 
  of 9 or more HD can be affected, and HD that are not sufficient to 
  affect a creature are wasted.
  CLAIRAUDIENCE/CLAIRVOyANCE
  School divination (scrying); Level bard 3, sorcerer/wizard 3
  Casting Time 10 minutes
  Components V, S, F/DF (a small horn or a glass eye)
  Range long (400 ft. + 40 ft./level)
  Effect magical sensor
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  Clairaudience/clairvoyance creates an invisible magical sensor at 
  a specific location that enables you to hear or see (your choice) 
  almost as if you were there. You don’t need line of sight or line 
  of effect, but the locale must be known—a place familiar to 
  you, or an obvious one. Once you have selected the locale, the 
  sensor doesn’t move, but you can rotate it in all directions to 
  view the area as desired. Unlike other scrying spells, this spell 
  does not allow magically or supernaturally enhanced senses to 
  work through it. If the chosen locale is magically dark, you see 
  nothing. If it is naturally pitch black, you can see in a 10-foot 
  radius around the center of the spell’s effect. Clairaudience/
  clairvoyance functions only on the plane of existence you are 
  currently occupying.
  CLENCHED FIST
  School evocation [force]; Level sorcerer/wizard 8
  Components V, S, F/DF (a leather glove)
  This spell functions like interposing hand, except that the hand 
  can also push or strike one opponent that you select. The floating 
  hand can move as far as 60 feet and can attack in the same round. 
  Since this hand is directed by you, its ability to notice or attack 
  invisible or concealed creatures is no better than yours.
  The hand attacks once per round, and its attack bonus equals 
  your caster level + your Intelligence, Wisdom, or Charisma modifier 
  (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand’s 
  Strength score (33), – 1 for being Large. The hand deals 1d8+11 
  points of damage on each attack, and any creature struck must 
  make a Fortitude save (against this spell’s save DC) or be stunned for 
  1 round. Directing the spell to a new target is a move action.
  The clenched fist can also interpose itself as interposing hand does, 
  or it can bull rush an opponent as forceful hand does. Its CMB for 
  bull rush checks uses your caster level in place of its base attack 
  bonus, with a +11 bonus for its Strength score and a +1 bonus for 
  being Large.
  CLOAK OF CHAOS
  School abjuration [chaotic]; Level cleric 8
  Casting Time 1 standard action
  Components V, S, F (a tiny reliquary worth 500 gp)
  Range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes (harmless)
  A random pattern of color surrounds the subjects, protecting 
  them from attacks, granting them resistance to spells cast by 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703249
  703249
  451173
  451173
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703250
  703250
  451174
  451174
  256
  256
  lawful creatures, and causing lawful creatures that strike the 
  subjects to become confused. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves. Unlike protection from law, 
  the benefit of this spell applies against all attacks, not just against 
  attacks by lawful creatures.
  Second, each warded creature gains spell resistance 25 against 
  lawful spells and spells cast by lawful creatures.
  Third, the abjuration protects from possession and mental 
  influence, just as protection from law does.
  Finally, if a lawful creature succeeds on a melee attack against a 
  warded creature, the offending attacker is confused for 1 round (Will 
  save negates, as with the confusion spell, but against the save DC of 
  cloak of chaos).
  CLONE
  School necromancy; Level sorcerer/wizard 8
  Casting Time 10 minutes
  Components V, S, M (laboratory supplies worth 1,000 gp), F 
  (special laboratory equipment costing 500 gp)
  Range 0 ft.
  Effect one clone
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell makes an inert duplicate of a creature. If the original 
  individual has been slain, its soul immediately transfers to 
  the clone, creating a replacement (provided that the soul is 
  free and willing to return). The original’s physical remains, 
  should they still exist, become inert and cannot thereafter be 
  restored to life. If the original creature has reached the end of 
  its natural life span (that is, it has died of natural causes), any 
  cloning attempt fails.
  To create the duplicate, you must have a piece of flesh (not 
  hair, nails, scales, or the like) with a volume of at least 1 cubic 
  inch that was taken from the original creature’s living body. 
  The piece of flesh need not be fresh, but it must be kept from 
  rotting. Once the spell is cast, the duplicate must be grown in a 
  laboratory for 2d4 months.
  When the clone is completed, the original’s soul enters it 
  immediately, if that creature is already dead. The clone is physically 
  identical to the original and possesses the same personality and 
  memories as the original. In other respects, treat the clone as if 
  it were the original character raised from the dead, including its 
  gaining of two permanent negative levels, just as if it had been hit 
  by an energy-draining creature. If the subject is 1st level, it takes 
  2 points of Constitution drain instead (if this would reduce its 
  Con to 0 or less, it can’t be cloned). If the original creature gained 
  permanent negative levels since the flesh sample was taken, the 
  clone gains these negative levels as well.
  The spell duplicates only the original’s body and mind, not its 
  equipment. A duplicate can be grown while the original still lives, 
  or when the original soul is unavailable, but the resulting body is 
  merely a soulless bit of inert flesh which rots if not preserved.
  CLOUDKILL
  School conjuration (creation); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 min./level
  Saving Throw Fortitude partial; see text; Spell Resistance no
  This spell generates a bank of fog, similar to a fog cloud, except 
  that its vapors are yellowish green and poisonous. These vapors 
  automatically kill any living creature with 3 or fewer HD (no save). 
  A living creature with 4 to 6 HD is slain unless it succeeds on a 
  Fortitude save (in which case it takes 1d4 points of Constitution 
  damage on your turn each round while in the cloud).
  A living creature with 6 or more HD takes 1d4 points of 
  Constitution damage on your turn each round while in the 
  cloud (a successful Fortitude save halves this damage). Holding 
  one’s breath doesn’t help, but creatures immune to poison are 
  unaffected by the spell.
  Unlike a fog cloud, the cloudkill moves away from you at 10 feet 
  per round, rolling along the surface of the ground.
  Figure out the cloud’s new spread each round based on its new 
  point of origin, which is 10 feet farther away from the point of origin 
  where you cast the spell.
  Because the vapors are heavier than air, they sink to the lowest 
  level of the land, even pouring down den or sinkhole openings. It 
  cannot penetrate liquids, nor can it be cast underwater.
  COLOR SPRAy
  School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (red, yellow, and blue powder or colored sand)
  Range 15 ft.
  Area cone-shaped burst
  Duration instantaneous; see text
  Saving Throw Will negates; Spell Resistance yes
  A vivid cone of clashing colors springs forth from your hand, 
  causing creatures to become stunned, perhaps also blinded, and 
  possibly knocking them unconscious. Each creature within the 
  cone is affected according to its HD.
  2 HD or less: The creature is unconscious, blinded, and stunned 
  for 2d4 rounds, then blinded and stunned for 1d4 rounds, and 
  then stunned for 1 round. (Only living creatures are knocked 
  unconscious.)
  3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, 
  then stunned for 1 round.
  5 or more HD: The creature is stunned for 1 round.
  Sightless creatures are not affected by color spray.
  COMMAND
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level cleric 1
  Casting Time 1 standard action
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703250
  703250
  451174
  451174
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703251
  703251
  451175
  451175
  257
  257
  10
  Spells
  Spells
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  You give the subject a single command, which it obeys to the best 
  of its ability at its earliest opportunity. You may select from the 
  following options.
  Approach: On its turn, the subject moves toward you as quickly 
  and directly as possible for 1 round. The creature may do nothing 
  but move during its turn, and it provokes attacks of opportunity 
  for this movement as normal.
  Drop: On its turn, the subject drops whatever it is holding. It 
  can’t pick up any dropped item until its next turn.
  Fall: On its turn, the subject falls to the ground and remains 
  prone for 1 round. It may act normally while prone but takes any 
  appropriate penalties.
  Flee: On its turn, the subject moves away from you as quickly as 
  possible for 1 round. It may do nothing but move during its turn, and 
  it provokes attacks of opportunity for this movement as normal.
  Halt: The subject stands in place for 1 round. It may not take 
  any actions but is not considered helpless.
  If the subject can’t carry out your command on its next turn, 
  the spell automatically fails.
  COMMAND, GREATER
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level cleric 5 
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  Duration 1 round/level
  This spell functions like command, except that up to one creature 
  per level may be affected, and the activities continue beyond 1 
  round. At the start of each commanded creature’s action after the 
  first, it gets another Will save to attempt to break free from the 
  spell. Each creature must receive the same command.
  COMMAND PLANTS
  School transmutation; Level druid 4, ranger 3
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to 2 HD/level of plant creatures, no two of which can 
  be more than 30 ft. apart
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  This spell allows you some degree of control over one or more 
  plant creatures. Affected plant creatures can understand you, 
  and they perceive your words and actions in the most favorable 
  way (treat their attitude as friendly). They will not attack you 
  while the spell lasts. You can try to give a subject orders, 
  but you must win an opposed Charisma check to convince 
  it to do anything it wouldn’t ordinarily do. (Retries are not 
  allowed.) A commanded plant never obeys suicidal or obviously 
  harmful orders, but it might be convinced that something very 
  dangerous is worth doing.
  You can affect a number of plant creatures whose combined level 
  or HD do not exceed twice your level.
  COMMAND UNDEAD
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a shred of raw meat and a splinter of bone)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one undead creature
  Duration 1 day/level
  Saving Throw Will negates; see text; Spell Resistance yes
  This spell allows you a degree of control over an undead creature. 
  If the subject is intelligent, it perceives your words and actions 
  favorably (treat its attitude as friendly). It will not attack you while 
  the spell lasts. You can give the subject orders, but you must win an 
  opposed Charisma check to convince it to do anything it wouldn’t 
  ordinarily do. Retries are not allowed. An intelligent commanded 
  undead never obeys suicidal or obviously harmful orders, but it 
  might be convinced that something very dangerous is worth doing.
  A nonintelligent undead creature gets no saving throw 
  against this spell. When you control a mindless being, you can 
  communicate only basic commands, such as “come here,” “go 
  there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t 
  resist suicidal or obviously harmful orders.
  Any act by you or your apparent allies that threatens the 
  commanded undead (regardless of its Intelligence) breaks the spell.
  Your commands are not telepathic. The undead creature must be 
  able to hear you.
  COMMUNE
  School divination; Level cleric 5
  Casting Time 10 minutes
  Components V, S, M (holy or unholy water and incense worth 500 
  gp), DF
  Range personal
  Target you
  Duration 1 round/level
  You contact your deity—or agents thereof—and ask questions 
  that can be answered by a simple yes or no. (A cleric of no 
  particular deity contacts a philosophically allied deity.) You are 
  allowed one such question per caster level. The answers given are 
  correct within the limits of the entity’s knowledge. “Unclear” is a 
  legitimate answer, because powerful beings of the Outer Planes 
  are not necessarily omniscient. In cases where a one-word answer 
  would be misleading or contrary to the deity’s interests, a short 
  phrase (five words or less) may be given as an answer instead.
  The spell, at best, provides information to aid character 
  decisions. The entities contacted structure their answers to further 
  their own purposes. If you lag, discuss the answers, or go off to do 
  anything else, the spell ends.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703251
  703251
  451175
  451175
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703252
  703252
  451176
  451176
  258
  258
  COMMUNE WITH NATURE
  School divination; Level druid 5, ranger 4
  Casting Time 10 minutes
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  You become one with nature, attaining knowledge of the 
  surrounding territory. You instantly gain knowledge of as many 
  as three facts from among the following subjects: the ground 
  or terrain, plants, minerals, bodies of water, people, general 
  animal population, presence of woodland creatures, presence of 
  powerful unnatural creatures, or even the general state of the 
  natural setting.
  In outdoor settings, the spell operates in a radius of 1 mile per 
  caster level. In natural underground settings—caves, caverns, and 
  the like—the spell is less powerful, and its radius is limited to 100 
  feet per caster level. The spell does not function where nature has 
  been replaced by construction or settlement, such as in dungeons 
  and towns.
  COMPREHEND LANGUAGES
  School divination; Level bard 1, cleric 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (pinch of soot and salt)
  Range personal
  Target you
  Duration 10 min./level
  You can understand the spoken words of creatures or read 
  otherwise incomprehensible written messages. The ability to read 
  does not necessarily impart insight into the material, merely its 
  literal meaning. The spell enables you to understand or read an 
  unknown language, not speak or write it.
  Written material can be read at the rate of one page (250 
  words) per minute. Magical writing cannot be read, though the 
  spell reveals that it is magical. This spell can be foiled by certain 
  warding magic (such as the secret page and illusory script spells). 
  It does not decipher codes or reveal messages concealed in 
  otherwise normal text.
  Comprehend languages can be made permanent with a 
  permanency spell.
  CONE OF COLD
  School evocation [cold]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a small crystal or glass cone)
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Cone of cold creates an area of extreme cold, originating at your 
  hand and extending outward in a cone. It drains heat, dealing 1d6 
  points of cold damage per caster level (maximum 15d6).
  CONFUSION
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M/DF (three nutshells)
  Range medium (100 ft. + 10 ft./level)
  Targets all creatures in a 15-ft.-radius burst
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell causes confusion in the targets, making them unable to 
  determine their actions. Roll on the following table at the start of 
  each subject’s turn each round to see what it does in that round.
  d% 
  Behavior
  01–25 
  Act normally
  26–50 
  Do nothing but babble incoherently
  51–75 
  Deal 1d8 points of damage + Str modifier to self  
    
  with item in hand
  76–100 
  Attack nearest creature (for this purpose, a  
    
  familiar counts as part of the subject’s self)
  A confused character who can’t carry out the indicated action 
  does nothing but babble incoherently. Attackers are not at any 
  special advantage when attacking a confused character. Any 
  confused character who is attacked automatically attacks its 
  attackers on its next turn, as long as it is still confused when its 
  turn comes. Note that a confused character will not make attacks 
  of opportunity against any creature that it is not already devoted to 
  attacking (either because of its most recent action or because it has 
  just been attacked).
  CONFUSION, LESSER
  School enchantment (compulsion) [mind-affecting]; Level bard 1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  This spell causes a single creature to become confused for 1 round. 
  CONSECRATE
  School evocation [good]; Level cleric 2
  Casting Time 1 standard action
  Components V, S, M (a vial of holy water and 25 gp worth of silver 
  dust), DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration 2 hours/level
  Saving Throw none; Spell Resistance no
  This spell blesses an area with positive energy. The DC to resist 
  positive channeled energy within this area gains a +3 sacred 
  bonus. Every undead creature entering a consecrated area suffers 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703252
  703252
  451176
  451176
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703253
  703253
  451177
  451177
  259
  259
  10
  Spells
  Spells
  minor disruption, suffering a –1 penalty on attack rolls, damage 
  rolls, and saves. Undead cannot be created within or summoned 
  into a consecrated area. If the consecrated area contains an 
  altar, shrine, or other permanent fixture dedicated to your deity, 
  pantheon, or aligned higher power, the modifiers given above are 
  doubled (+6 sacred bonus to positive channeled energy DCs, –2 
  penalties for undead in the area).
  You cannot consecrate an area with a similar fixture of a deity 
  other than your own patron. Instead, the consecrate spell curses the 
  area, cutting off its connection with the associated deity or power. 
  This secondary function, if used, does not also grant the bonuses 
  and penalties relating to undead, as given above.
  Consecrate counters and dispels desecrate.
  CONTACT OTHER PLANE
  School divination; Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V
  Range personal
  Target you
  Duration concentration
  You send your mind to another plane of existence (an Elemental 
  Plane or some plane farther removed) in order to receive advice 
  and information from powers there. See the accompanying table 
  for possible consequences and results of the attempt. The powers 
  reply in a language you understand, but they resent such contact 
  and give only brief answers to your questions. All questions are 
  answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some 
  other one-word answer.
  You must concentrate on maintaining the spell (a standard 
  action) in order to ask questions at the rate of one per round. A 
  question is answered by the power during the same round. You 
  may ask one question for every two caster levels.
  Contact with minds far removed from your home plane 
  increases the probability that you will incur a decrease in 
  Intelligence and Charisma due to your brain being overwhelmed, 
  but also increases the chance of the power knowing the answer 
  and answering correctly. Once the Outer Planes are reached, the 
  power of the deity contacted determines the effects. (Random 
  results obtained from the table are subject to the personalities 
  of individual deities.) On rare occasions, this divination may be 
  blocked by an act of certain deities or forces.
  Avoid Int/Cha Decrease: You must succeed on an Intelligence check 
  against this DC to avoid a decrease in Intelligence and Charisma. If 
  the check fails, your Intelligence and Charisma scores each fall to 8 
  for the stated duration, and you become unable to cast arcane spells. 
  If you lose Intelligence and Charisma, the effect strikes as soon as 
  the first question is asked, and no answer is received. If a successful 
  contact is made, roll d% to determine the type of answer you gain.
  True Answer: You get a true, one-word answer. Questions that 
  cannot be answered in this way are answered randomly.
  Don’t Know: The entity tells you that it doesn’t know.
  Lie: The entity intentionally lies to you.
  Random Answer: The entity tries to lie but doesn’t know the 
  answer, so it makes one up.
  CONTAGION
  School necromancy [evil]; Level cleric 3, druid 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  The subject contracts one of the following diseases: blinding 
  sickness, bubonic plague, cackle fever, filth fever, leprosy, 
  mindfire, red ache, shakes, or slimy doom. The disease is 
  contracted immediately (the onset period does not apply). Use 
  the disease’s listed frequency and save DC to determine further 
  effects. For more information on these diseases, see page 557. 
  CONTINGENCy
  School evocation; Level sorcerer/wizard 6
  Casting Time at least 10 minutes; see text
  Components V, S, M (quicksilver and an eyelash of a spell-using 
  creature), F (ivory statuette of you worth 1,500 gp)
  Range personal
  Target you
  Duration 1 day/level (D) or until discharged
  You can place another spell upon your person so that it comes 
  Contact Other Plane
  Plane  
  Avoid Int/ 
  True 
  Don’t 
   
  Random
  Contacted 
  Cha Decrease 
  Answer 
  Know 
  Lie 
  Answer
  Elemental Plane 
  DC 7/1 week 
  01–34 
  35–62 
  63–83 
  84–100
  Positive/Negative Energy Plane 
  DC 8/1 week 
  01–39 
  40–65 
  66–86 
  87–100
  Astral Plane 
  DC 9/1 week 
  01–44 
  45–67 
  68–88 
  89–100
  Outer Plane, demigod 
  DC 10/2 weeks 
  01–49 
  50–70 
  71–91 
  92–100
  Outer Plane, lesser deity 
  DC 12/3 weeks 
  01–60 
  61–75 
  76–95 
  96–100
  Outer Plane, intermediate deity* 
  DC 14/4 weeks 
  01–73 
  74–81 
  82–98 
  99–100
  Outer Plane, greater deity 
  DC 16/5 weeks 
  01–88 
  89–90 
  91–99 
  100
  * When contacting the Outer Planes of the Pathfinder Chronicles setting, refer to the intermediate deity line of this table
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703253
  703253
  451177
  451177
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703254
  703254
  451178
  451178
  260
  260
  into effect under some condition you dictate when casting 
  contingency. The contingency spell and the companion spell 
  are cast at the same time. The 10-minute casting time is the 
  minimum total for both castings; if the companion spell has 
  a casting time longer than 10 minutes, use that instead. You 
  must pay any costs associated with the companion spell when 
  you cast contingency.
  The spell to be brought into effect by the contingency must be 
  one that affects your person and be of a spell level no higher than 
  one-third your caster level (rounded down, maximum 6th level).
  The conditions needed to bring the spell into effect must be 
  clear, although they can be general. In all cases, the contingency 
  immediately brings into effect the companion spell, the latter being 
  “cast” instantaneously when the prescribed circumstances occur. 
  If complicated or convoluted conditions are prescribed, the whole 
  spell combination (contingency and the companion magic) may fail 
  when triggered. The companion spell occurs based solely on the 
  stated conditions, regardless of whether you want it to.
  You can use only one contingency spell at a time; if a second is 
  cast, the first one (if still active) is dispelled.
  CONTINUAL FLAME
  School evocation [light]; Level cleric 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (ruby dust worth 50 gp)
  Range touch
  Target object touched
  Effect magical, heatless flame
  Duration permanent
  Saving Throw none; Spell Resistance no
  A flame, equivalent in brightness to a torch, springs forth from an 
  object that you touch. The effect looks like a regular flame, but it 
  creates no heat and doesn’t use oxygen. A continual flame can be 
  covered and hidden but not smothered or quenched.
  Light spells counter and dispel darkness spells of an equal or 
  lower level.
  CONTROL PLANTS
  School transmutation; Level druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to 2 HD/level of plant creatures, no two of which can 
  be more than 30 ft. apart
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance no
  This spell enables you to control the actions of one or more plant 
  creatures for a short period of time. You command the creatures 
  by voice and they understand you, no matter what language you 
  speak. Even if vocal communication is impossible, the controlled 
  plants do not attack you. At the end of the spell, the subjects revert 
  to their normal behavior.
  Suicidal or self-destructive commands are simply ignored.
  CONTROL UNDEAD
  School necromancy; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a piece of bone and a piece of raw meat)
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to 2 HD/level of undead creatures, no two of which 
  can be more than 30 ft. apart
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  This spell enables you to control undead creatures for a 
  short period of time. You command them by voice and they 
  understand you, no matter what language you speak. Even if 
  vocal communication is impossible, the controlled undead do 
  not attack you. At the end of the spell, the subjects revert to their 
  normal behavior.
  Intelligent undead creatures remember that you controlled them, 
  and they may seek revenge after the spell’s effects end.
  CONTROL WATER
  School transmutation [water]; Level cleric 4, druid 4, sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of dust for lower water or a drop 
  of water for raise water)
  Range long (400 ft. + 40 ft./level)
  Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
  Duration 10 min./level (D)
  Saving Throw none; see text; Spell Resistance no
  This spell has two different applications, both of which control 
  water in different ways. The first version of this spell causes 
  water in the area to swiftly evaporate or to sink into the ground 
  below, lowering the water’s depth. The second version causes the 
  water to surge and rise, increasing its overall depth and possibly 
  flooding nearby areas.
  Lower Water: This causes water or similar liquid to reduce its 
  depth by as much as 2 feet per caster level (to a minimum depth 
  of 1 inch). The water is lowered within a squarish depression 
  whose sides are up to caster level × 10 feet long. In extremely 
  large and deep bodies of water, such as a deep ocean, the 
  spell creates a whirlpool that sweeps ships and similar craft 
  downward, putting them at risk and rendering them unable to 
  leave by normal movement for the duration of the spell. When 
  cast on water elementals and other water-based creatures, this 
  spell acts as a slow spell (Will negates). The spell has no effect on 
  other creatures.
  Raise Water: This causes water or similar liquid to rise in height, 
  just as the lower water version causes it to lower. Boats raised in this 
  way slide down the sides of the hump that the spell creates. If the 
  area affected by the spell includes riverbanks, a beach, or other land 
  nearby, the water can spill over onto dry land.
  With either version of this spell, you may reduce one horizontal 
  dimension by half and double the other horizontal dimension to 
  change the overall area of effect.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703254
  703254
  451178
  451178
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703255
  703255
  451179
  451179
  261
  261
  10
  Spells
  Spells
  CONTROL WEATHER
  School transmutation; Level cleric 7, druid 7, sorcerer/wizard 7
  Casting Time 10 minutes; see text
  Components V, S
  Range 2 miles
  Area 2-mile-radius circle, centered on you; see text
  Duration 4d12 hours; see text
  Saving Throw none; Spell Resistance no
  You change the weather in the local area. It takes 10 minutes 
  to cast the spell and an additional 10 minutes for the effects to 
  manifest. You can call forth weather appropriate to the climate 
  and season of the area you are in. You can also use this spell to 
  cause the weather in the area to become calm and normal for 
  the season.
  Season 
  Possible Weather
  Spring 
  Tornado, thunderstorm, sleet storm,  
    
  or hot weather
  Summer 
  Torrential rain, heat wave, or hailstorm
  Autumn 
  Hot or cold weather, fog, or sleet
  Winter 
  Frigid cold, blizzard, or thaw
  Late winter 
  Hurricane-force winds 
   
  or early spring
  You control the general tendencies of the weather, such as 
  the direction and intensity of the wind. You cannot control 
  specific applications of the weather—where lightning strikes, for 
  example, or the exact path of a tornado. The weather continues 
  as you left it for the duration, or until you use a standard action 
  to designate a new kind of weather (which fully manifests itself 
  10 minutes later). Contradictory conditions are not possible 
  simultaneously.
  Control weather can do away with atmospheric phenomena 
  (naturally occurring or otherwise) as well as create them.
  A druid casting this spell doubles the duration and affects a circle 
  with a 3-mile radius.
  CONTROL WINDS
  School transmutation [air]; Level druid 5
  Casting Time 1 standard action
  Components V, S
  Range 40 ft./level
  Area 40 ft./level radius cylinder 40 ft. high
  Duration 10 min./level
  Saving Throw Fortitude negates; Spell Resistance no
  You alter wind force in the area surrounding you. You can make 
  the wind blow in a certain direction or manner, increase its 
  strength, or decrease its strength. The new wind direction and 
  strength persist until the spell ends or until you choose to alter 
  your handiwork, which requires concentration. You may create 
  an “eye” of calm air up to 80 feet in diameter at the center of the 
  area if you so desire, and you may choose to limit the area to any 
  cylindrical area less than your full limit.
  Wind Direction: You may choose one of four basic wind patterns 
  to function over the spell’s area.
  •		 A	downdraft	blows	from	the	center	outward	in	equal	strength	in	
  all directions.
  •		 An	updraft	blows	from	the	outer	edges	in	toward	the	center	
  in equal strength from all directions, veering upward before 
  impinging on the eye in the center.
  •		 Rotation	causes	the	winds	to	circle	the	center	in	clockwise	or	
  counterclockwise fashion.
  •		 A	blast	simply	causes	the	winds	to	blow	in	one	direction	across	
  the entire area from one side to the other.
  Wind Strength: For every three caster levels, you can increase or 
  decrease wind strength by one level. Each round on your turn, a 
  creature in the wind must make a Fortitude save or suffer the effect of 
  being in the windy area. See Chapter 13 for more details.
  Strong winds (21+ mph) make sailing difficult.
  A severe wind (31+ mph) causes minor ship and building damage.
  A windstorm (51+ mph) drives most flying creatures from the 
  skies, uproots small trees, knocks down light wooden structures, 
  tears off roofs, and endangers ships.
  Hurricane force winds (75+ mph) destroy wooden buildings, 
  uproot large trees, and cause most ships to founder.
  A tornado (175+ mph) destroys all nonfortified buildings and often 
  uproots large trees.
  CREATE FOOD AND WATER
  School conjuration (creation); Level cleric 3
  Casting Time 10 minutes
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect food and water to sustain three humans or one horse/level 
  for 24 hours
  Duration 24 hours; see text
  Saving Throw none; Spell Resistance no
  The food that this spell creates is simple fare of your choice—
  highly nourishing, if rather bland. Food so created decays and 
  becomes inedible after 24 hours, although it can be kept fresh 
  for another 24 hours by casting a purify food and water spell on it. 
  The water created by this spell is just like clean rain water, and it 
  doesn’t go bad as the food does.
  CREATE GREATER UNDEAD
  School necromancy [evil]; Level cleric 8, sorcerer/wizard 8
  This spell functions like create undead, except that you can create 
  more powerful and intelligent sorts of undead: shadows, wraiths, 
  spectres, and devourers (see the Pathfinder RPG Bestiary). The type or 
  types of undead created is based on caster level, as shown below.
  Caster Level 
  Undead Created
  15th or lower 
  Shadow
  16th–17th 
  Wraith
  18th–19th 
  Spectre
  20th or higher 
  Devourer
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703255
  703255
  451179
  451179
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703256
  703256
  451180
  451180
  262
  262
  CREATE UNDEAD
  School necromancy [evil]; Level cleric 6, sorcerer/wizard 6
  Casting Time 1 hour
  Components V, S, M (a clay pot filled with grave dirt and an onyx 
  gem worth at least 50 gp per HD of the undead to be created)
  Range close (25 ft. + 5 ft./2 levels)
  Target one corpse
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  A much more potent spell than animate dead, this evil spell allows you 
  to infuse a dead body with negative energy to create more powerful 
  sorts of undead: ghouls, ghasts, mummies, and mohrgs (see the 
  Pathfinder RPG Bestiary). The type or types of undead you can create 
  are based on your caster level, as shown on the table below.
  Caster Level 
  Undead Created
  11th or lower 
  Ghoul
  12th–14th 
  Ghast
  15th–17th 
  Mummy
  18th or higher 
  Mohrg
  You may create less powerful undead than your level would allow 
  if you choose. Created undead are not automatically under the 
  control of their animator. If you are capable of commanding undead, 
  you may attempt to command the undead creature as it forms.
  This spell must be cast at night.
  CREATE WATER
  School conjuration (creation) [water]; Level cleric 0, druid 0, paladin 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect up to 2 gallons of water/level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell generates wholesome, drinkable water, just like clean 
  rain water. Water can be created in an area as small as will actually 
  contain the liquid, or in an area three times as large—possibly 
  creating a downpour or filling many small receptacles. This water 
  disappears after 1 day if not consumed.
  Note: Conjuration spells can’t create substances or objects 
  within a creature. Water weighs about 8 pounds per gallon. One 
  cubic foot of water contains roughly 8 gallons and weighs about 
  60 pounds.
  CREEPING DOOM
  School conjuration (summoning); Level druid 7
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text
  Effect four swarms of insects
  Duration 1 round/level
  Saving Throw Fortitude partial, see text; Spell Resistance no
  This spell summons four massive swarms of biting and stinging 
  insects. These swarms appear adjacent to one another, but 
  can be directed to move independently. Treat these swarms as 
  centipede swarms (see the Pathfinder RPG Bestiary) with the 
  following adjustments. The swarms have 60 hit points each and 
  deal 4d6 points of damage with their swarm attack. The save to 
  resist their poison and distraction effects is equal to the save 
  DC of this spell. Creatures caught in multiple swarms only take 
  damage and make saves once.
  You may summon the swarms so that they share the area of 
  other creatures. As a standard action, you can command any 
  number of the swarms to move toward any target within 100 feet 
  of you. You cannot command any swarm to move more than 100 
  feet away from you, and if you move more than 100 feet from any 
  swarm, that swarm remains stationary, attacking any creatures in 
  its area (but can be commanded again if you move within 100 feet).
  CRUSHING DESPAIR
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M
  Range 30 ft.
  Area cone-shaped burst
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  An invisible cone of despair causes great sadness in the subjects. 
  Each affected creature takes a –2 penalty on attack rolls, saving 
  throws, ability checks, skill checks, and weapon damage rolls.
  Crushing despair counters and dispels good hope.
  CRUSHING HAND
  School evocation [force]; Level sorcerer/wizard 9
  This spell functions as interposing hand, except that it can also 
  grapple one opponent as grasping hand. Its CMB and CMD for 
  grapple checks use your caster level in place of its base attack 
  bonus, with a +12 bonus for its Strength score (35) and a +1 bonus 
  for being Large (its Dexterity is 10, granting no bonus to the CMD). 
  A crushing hand deals 2d6+12 points of damage on each successful 
  grapple check against an opponent. The crushing hand can instead 
  be directed to bull rush a target (as forceful hand), using the same 
  bonuses outlined above, or it can be directed to interpose itself, as 
  interposing hand does.
  CURE CRITICAL WOUNDS
  School conjuration (healing); Level bard 4, cleric 4, druid 5
  This spell functions like cure light wounds, except that it cures 4d8 
  points of damage + 1 point per caster level (maximum +20).
  CURE CRITICAL WOUNDS, MASS
  School conjuration (healing); Level cleric 8, druid 9
  This spell functions like mass cure light wounds, except that it cures 
  4d8 points of damage + 1 point per caster level (maximum +40).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703256
  703256
  451180
  451180
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703257
  703257
  451181
  451181
  263
  263
  10
  Spells
  Spells
  CURE LIGHT WOUNDS
  School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 
  1, ranger 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will half (harmless); see text; Spell Resistance yes 
  (harmless); see text
  When laying your hand upon a living creature, you channel 
  positive energy that cures 1d8 points of damage + 1 point per 
  caster level (maximum +5). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  CURE LIGHT WOUNDS, MASS
  School conjuration (healing); Level bard 5, cleric 5, druid 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than 30 
  ft. apart
  Duration instantaneous
  Saving Throw Will half (harmless) or Will half; see text; Spell 
  Resistance yes (harmless) or yes; see text
  You channel positive energy to cure 1d8 points of damage + 1 
  point per caster level (maximum +25) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  CURE MODERATE WOUNDS
  School conjuration (healing); Level bard 2, cleric 2, druid 3, 
  paladin 3, ranger 3
  This spell functions like cure light wounds, except that it cures 2d8 
  points of damage + 1 point per caster level (maximum +10).
  CURE MODERATE WOUNDS, MASS
  School conjuration (healing); Level bard 6, cleric 6, druid 7
  This spell functions like mass cure light wounds, except that 
  it cures 2d8 points of damage + 1 point per caster level 
  (maximum +30).
  CURE SERIOUS WOUNDS
  School conjuration (healing); Level bard 3, cleric 3, druid 4, 
  paladin 4, ranger 4
  This spell functions like cure light wounds, except that it cures 3d8 
  points of damage + 1 point per caster level (maximum +15).
  CURE SERIOUS WOUNDS, MASS
  School conjuration (healing); Level cleric 7, druid 8
  This spell functions like mass cure light wounds, except that it cures 
  3d8 points of damage + 1 point per caster level (maximum +35).
  CURSE WATER
  School necromancy [evil];Level cleric 1
  Casting Time 1 minute
  Components V, S, M (5 lbs. of powdered silver worth 25 gp)
  Range touch
  Target flask of water touched
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell imbues a flask (1 pint) of water with negative energy, 
  turning it into unholy water (see Chapter 6). Unholy water 
  damages good outsiders the way holy water damages undead and 
  evil outsiders.
  DANCING LIGHTS
  School evocation [light]; Level bard 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect Up to four lights, all within a 10-ft.-radius area
  Duration 1 minute (D)
  Saving Throw none; Spell Resistance no
  Depending on the version selected, you create up to four lights 
  that resemble lanterns or torches (and cast that amount of light), 
  or up to four glowing spheres of light (which look like will-o’-
  wisps), or one faintly glowing, vaguely humanoid shape. The 
  dancing lights must stay within a 10-foot-radius area in relation 
  to each other but otherwise move as you desire (no concentration 
  required): forward or back, up or down, straight or turning 
  corners, or the like. The lights can move up to 100 feet per round. 
  A light winks out if the distance between you and it exceeds the 
  spell’s range.
  You can only have one dancing lights spell active at any one 
  time. If you cast this spell while another casting is still in effect, the 
  previous casting is dispelled. If you make this spell permanent, it 
  does not count against this limit.
  Dancing lights can be made permanent with a permanency spell.
  DARKNESS
  School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, M/DF (bat fur and a piece of coal)
  Range touch
  Target object touched
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell causes an object to radiate darkness out to a 20-foot 
  radius. This darkness causes the illumination level in the area to 
  drop one step, from bright light to normal light, from normal 
  light to dim light, or from dim light to darkness. This spell has 
  no effect in an area that is already dark. Creatures with light 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703257
  703257
  451181
  451181
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703258
  703258
  451182
  451182
  264
  264
  vulnerability or sensitivity take no penalties in normal light. All 
  creatures gain concealment (20% miss chance) in dim light. All 
  creatures gain total concealment (50% miss chance) in darkness. 
  Creatures with darkvision can see in an area of dim light or 
  darkness without penalty. Nonmagical sources of light, such as 
  torches and lanterns, do not increase the light level in an area of 
  darkness. Magical light sources only increase the light level in an 
  area if they are of a higher spell level than darkness. 
  If darkness is cast on a small object that is then placed inside or 
  under a lightproof covering, the spell’s effect is blocked until the 
  covering is removed.
  This spell does not stack with itself. Darkness can be used to 
  counter or dispel any light spell of equal or lower spell level. 
  DARKVISION
  School transmutation; Level ranger 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (either a pinch of dried carrot or an agate)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject gains the ability to see 60 feet even in total 
  darkness. Darkvision is black and white only but otherwise like 
  normal sight.
  Darkvision can be made permanent with a permanency spell.
  DAyLIGHT
  School evocation [light]; Level bard 3, cleric 3, druid 3, paladin 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target object touched
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You touch an object when you cast this spell, causing the object to 
  shed bright light in a 60-foot radius. This illumination increases 
  the light level for an additional 60 feet by one step (darkness 
  becomes dim light, dim light becomes normal light, and normal 
  light becomes bright light). Creatures that take penalties in bright 
  light take them while within the 60-foot radius of this magical 
  light. Despite its name, this spell is not the equivalent of daylight 
  for the purposes of creatures that are damaged or destroyed by 
  such light.
  If daylight is cast on a small object that is then placed inside or 
  under a light-proof covering, the spell’s effects are blocked until the 
  covering is removed.
  Daylight brought into an area of magical darkness (or vice versa) 
  is temporarily negated, so that the otherwise prevailing light 
  conditions exist in the overlapping areas of effect.
  Daylight counters or dispels any darkness spell of equal or lower 
  level, such as darkness.
  DAzE
  School enchantment (compulsion) [mind-affecting]; Level bard 0, 
  sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, M (a pinch of wool or similar substance)
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature of 4 HD or less
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  This spell clouds the mind of a humanoid creature with 4 or fewer 
  Hit Dice so that it takes no actions. Humanoids of 5 or more HD 
  are not affected. A dazed subject is not stunned, so attackers get no 
  special advantage against it. After a creature has been dazed by this 
  spell, it is immune to the effects of this spell for 1 minute.
  DAzE MONSTER
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 2
  Range medium (100 ft. + 10 ft./level)
  Target one living creature of 6 HD or less
  This spell functions like daze, but it can affect any one living 
  creature of any type. Creatures of 7 or more HD are not affected.
  DEATH KNELL
  School necromancy [death, evil]; Level cleric 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous/10 minutes per HD of subject; see text
  Saving Throw Will negates; Spell Resistance yes
  You draw forth the ebbing life force of a creature and use it to 
  fuel your own power. Upon casting this spell, you touch a living 
  creature that has –1 or fewer hit points. If the subject fails its 
  saving throw, it dies, and you gain 1d8 temporary hit points and 
  a +2 enhancement bonus to Strength. Additionally, your effective 
  caster level goes up by +1, improving spell effects dependent on 
  caster level. This increase in effective caster level does not grant 
  you access to more spells. These effects last for 10 minutes per 
  HD of the subject creature.
  DEATH WARD
  School necromancy; Level cleric 4, druid 5, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
   (harmless)
  The subject gains a +4 morale bonus on saves against all death 
  spells and magical death effects. The subject is granted a save 
  to negate such effects even if one is not normally allowed. The 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703258
  703258
  451182
  451182
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703259
  703259
  451183
  451183
  265
  265
  10
  Spells
  Spells
  subject is immune to energy drain and any negative energy 
  effects, including channeled negative energy.
  This spell does not remove negative levels that the subject has 
  already gained, but it does remove the penalties from negative 
  levels for the duration of its effect.
  Death ward does not protect against other sorts of attacks, even 
  if those attacks might be lethal.
  DEATHWATCH
  School necromancy; Level cleric 1
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area cone-shaped emanation
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  Using the powers of necromancy, you can determine the 
  condition of creatures near death within the spell’s range. You 
  instantly know whether each creature within the area is dead, 
  fragile (alive and wounded, with 3 or fewer hit points left), fighting 
  off death (alive with 4 or more hit points), healthy, undead, or 
  neither alive nor dead (such as a construct). Deathwatch sees 
  through any spell or ability that allows creatures to feign death.
  DEEP SLUMBER
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 3
  Range close (25 ft. + 5 ft./2 levels)
  This spell functions like sleep, except that it affects 10 HD of targets.
  DEEPER DARKNESS
  School evocation [darkness]; Level cleric 3
  Duration 10 min./level (D)
  This spell functions as darkness, except that objects radiate 
  darkness in a 60-foot radius and the light level is lowered by two 
  steps. Bright light becomes dim light and normal light becomes 
  darkness. Areas of dim light and darkness become supernaturally 
  dark. This functions like darkness, but even creatures with 
  darkvision cannot see within the spell’s confines. 
  This spell does not stack with itself. Deeper darkness can be used 
  to counter or dispel any light spell of equal or lower spell level.
  DELAy POISON
  School conjuration (healing); Level bard 2, cleric 2, druid 2, 
  paladin 2, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The subject becomes temporarily immune to poison. Any 
  poison in its system or any poison to which it is exposed during 
  the spell’s duration does not affect the subject until the spell’s 
  duration has expired. Delay poison does not cure any damage that 
  poison may have already done.
  DELAyED BLAST FIREBALL
  School evocation [fire]; Level sorcerer/wizard 7
  Duration 5 rounds or less; see text
  This spell functions like fireball, except that it is more powerful 
  and can detonate up to 5 rounds after the spell is cast. The burst of 
  flame deals 1d6 points of fire damage per caster level (maximum 
  20d6). The glowing bead created by delayed blast fireball can detonate 
  immediately if you desire, or you can choose to delay the burst for as 
  many as 5 rounds. You select the amount of delay upon completing 
  the spell, and that time cannot change once it has been set unless 
  someone touches the bead. If you choose a delay, the glowing bead 
  sits at its destination until it detonates. A creature can pick up and 
  hurl the bead as a thrown weapon (range increment 10 feet). If a 
  creature handles and moves the bead within 1 round of its detonation, 
  there is a 25% chance that the bead detonates while being handled.
  DEMAND
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 8
  Saving Throw Will partial; Spell Resistance yes
  This spell functions like sending, but the message can also contain a 
  suggestion (see the suggestion spell), which the subject does its best 
  to carry out. A successful Will save negates the suggestion effect 
  but not the contact itself. The demand, if received, is understood 
  even if the subject’s Intelligence score is as low as 1. If the message 
  is impossible or meaningless according to the circumstances that 
  exist for the subject at the time the demand is issued, the message 
  is understood but the suggestion is ineffective.
  The demand’s message to the creature must be 25 words or 
  less, including the suggestion. The creature can also give a short 
  reply immediately.
  DESECRATE
  School evocation [evil]; Level cleric 2
  Casting Time 1 standard action
  Component V, S, M (a vial of unholy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled around 
  the area), DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration 2 hours/level
  Saving Throw none; Spell Resistance yes
  This spell imbues an area with negative energy. The DC to resist 
  negative channeled energy within this area gains a +3 profane 
  bonus. Every undead creature entering a desecrated area gains a +1 
  profane bonus on all attack rolls, damage rolls, and saving throws. 
  An undead creature created within or summoned into such an 
  area gains +1 hit points per HD.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703259
  703259
  451183
  451183
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703260
  703260
  451184
  451184
  266
  266
  If the desecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity or aligned higher power, 
  the modifiers given above are doubled (+6 profane bonus to 
  negative channeled energy DCs, +2 profane bonus and +2 hit points 
  per HD for undead created in the area).
  Furthermore, anyone who casts animate dead within this area 
  may create as many as double the normal amount of undead (that is, 
  4 HD per caster level rather than 2 HD per caster level).
  If the area contains an altar, shrine, or other permanent fixture 
  of a deity, pantheon, or higher power other than your patron, the 
  desecrate spell instead curses the area, cutting off its connection 
  with the associated deity or power. This secondary function, if used, 
  does not also grant the bonuses and penalties relating to undead, as 
  given above.
  Desecrate counters and dispels consecrate.
  DESTRUCTION
  School necromancy [death]; Level cleric 7
  Casting Time 1 standard action
  Components V, S, F (holy or unholy symbol costing 500 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  This spell instantly delivers 10 points of damage per caster level. 
  If the spell slays the target, it consumes the remains utterly in 
  holy (or unholy) fire (but not its equipment or possessions). If the 
  target’s Fortitude saving throw succeeds, it instead takes 10d6 
  points of damage. The only way to restore life to a character who 
  has failed to save against this spell (and was slain) is to use true 
  resurrection, a carefully worded wish spell followed by resurrection, 
  or miracle.
  DETECT ANIMALS OR PLANTS
  School divination; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area cone-shaped emanation
  Duration concentration, up to 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You can detect a particular kind of animal or plant in a cone 
  emanating out from you in whatever direction you face. You must 
  think of a kind of animal or plant when using the spell, but you 
  can change the animal or plant kind each round. The amount of 
  information revealed depends on how long you search a particular 
  area or focus on a specific kind of animal or plant.
  1st Round: Presence or absence of that kind of animal or plant in 
  the area.
  2nd Round: Number of individuals of the specified kind in the 
  area and the condition of the healthiest specimen.
  3rd Round: The condition (see below) and location of each 
  individual present. If an animal or a plant is outside your line of 
  sight, then you discern its direction but not its exact location.
  Conditions: For purposes of this spell, the categories of condition 
  are as follows:
  Normal: Has at least 90% of full normal hit points, free of disease.
  Fair: 30% to 90% of full normal hit points remaining.
  Poor: Less than 30% of full normal hit points remaining, afflicted 
  with a disease, or suffering from a debilitating injury.
  Weak: 0 or fewer hit points remaining, afflicted with a disease 
  that has reduced an ability score to 5 or less, or crippled.
  If a creature falls into more than one category, the spell indicates 
  the weaker of the two.
  Each round you can turn to detect a kind of animal or plant in 
  a new area. The spell can penetrate barriers, but 1 foot of stone, 1 
  inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt 
  blocks it.
  DETECT CHAOS
  School divination; Level cleric 1
  This spell functions like detect evil, except that it detects the auras 
  of chaotic creatures, clerics of chaotic deities, chaotic spells, and 
  chaotic magic items, and you are vulnerable to an overwhelming 
  chaotic aura if you are lawful.
  DETECT EVIL
  School divination; Level cleric 1
  Casting Time 1 standard action
  Component V, S, DF
  Range 60 ft.
  Area cone-shaped emanation
  Detect Chaos/Evil/Good/Law
   
  Aura Power
  Creature/Object 
  None 
  Faint 
  Moderate 
  Strong 
  Overwhelming
  Aligned creature1 (HD) 
  5 or lower 
  5–10 
  11–25 
  26–50 
  51 or higher
  Aligned Undead (HD) 
  — 
  2 or lower 
  3–8 
  9–20 
  21 or higher
  Aligned outsider (HD) 
  — 
  1 or lower 
  2–4 
  5–10 
  11 or higher
  Cleric or paladin of an aligned deity2 (class levels) — 
  1 
  2–4 
  5–10 
  11 or higher
  Aligned magic item or spell (caster level) 
  5th or lower 
  6th–10th 
  11th–15th 
  16th–20th 
  21st or higher
  1 Except for undead and outsiders, which have their own entries on the table.
  2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703260
  703260
  451184
  451184
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703261
  703261
  451185
  451185
  267
  267
  10
  Spells
  Spells
  Duration concentration, up to 10 min./ level (D)
  Saving Throw none; Spell Resistance no
  You can sense the presence of evil. The amount of information 
  revealed depends on how long you study a particular area or subject.
  1st Round: Presence or absence of evil.
  2nd Round: Number of evil auras (creatures, objects, or spells) in 
  the area and the power of the most potent evil aura present.
  If you are of good alignment, and the strongest evil aura’s power 
  is overwhelming (see below), and the HD or level of the aura’s 
  source is at least twice your character level, you are stunned for 1 
  round and the spell ends.
  3rd Round: The power and location of each aura. If an aura is 
  outside your line of sight, then you discern its direction but not its 
  exact location.
  Aura Power: An evil aura’s power depends on the type of evil 
  creature or object that you’re detecting and its HD, caster level, 
  or (in the case of a cleric) class level; see the table on the previous 
  page. If an aura falls into more than one strength category, the spell 
  indicates the stronger of the two.
  Lingering Aura: An evil aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a 
  creature or magic item). If detect evil is cast and directed at such a 
  location, the spell indicates an aura strength of dim (even weaker 
  than a faint aura). How long the aura lingers at this dim level 
  depends on its original power:
  Original Strength 
  Duration of Lingering Aura
  Faint 
  1d6 rounds
  Moderate  
  1d6 minutes
  Strong 
  1d6 × 10 minutes
  Overwhelming 
  1d6 days
  Animals, traps, poisons, and other potential perils are not evil, 
  and as such this spell does not detect them. Creatures with actively 
  evil intents count as evil creatures for the purpose of this spell.
  Each round, you can turn to detect evil in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common metal, 
  a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  DETECT GOOD
  School divination; Level cleric 1
  This spell functions like detect evil, except that it detects the 
  auras of good creatures, clerics or paladins of good deities, 
  good spells, and good magic items, and you are vulnerable to an 
  overwhelming good aura if you are evil.
  DETECT LAW
  School divination; Level cleric 1
  This spell functions like detect evil, except that it detects the auras 
  of lawful creatures, clerics of lawful deities, lawful spells, and 
  lawful magic items, and you are vulnerable to an overwhelming 
  lawful aura if you are chaotic.
  DETECT MAGIC
  School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Component: V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw none; Spell Resistance no
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject.
  1st Round: Presence or absence of magical auras.
  2nd Round: Number of different magical auras and the power of 
  the most potent aura.
  3rd Round: The strength and location of each aura. If the items 
  or creatures bearing the auras are in line of sight, you can make 
  Knowledge (arcana) skill checks to determine the school of magic 
  involved in each. (Make one check per aura: DC 15 + spell level, 
  or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates 
  from a magic item, you can attempt to identify its properties  
  (see Spellcraft).
  Magical areas, multiple types of magic, or strong local magical 
  emanations may distort or conceal weaker auras.
  Aura Strength: An aura’s power depends on a spell’s functioning 
  spell level or an item’s caster level; see the accompanying table. If 
  an aura falls into more than one category, detect magic indicates the 
  stronger of the two.
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a 
  magic item). If detect magic is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a 
  faint aura). How long the aura lingers at this dim level depends on 
  its original power:
  Original Strength 
  Duration of Lingering Aura
  Faint 
  1d6 rounds
  Moderate 
  1d6 minutes
  Strong 
  1d6 × 10 minutes
  Overwhelming 
  1d6 days
  Detect Magic 
   
   
  Aura Power
  Spell or Object 
  Faint 
  Moderate 
  Strong 
  Overwhelming
  Functioning spell (spell level) 
  3rd or lower 
  4th–6th 
  7th–9th 
  10th+ (deity-level)
  Magic item (caster level) 
  5th or lower 
  6th–11th 
  12th–20th 
  21st+ (artifact)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703261
  703261
  451185
  451185
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703262
  703262
  451186
  451186
  268
  268
  Outsiders and elementals are not magical in themselves, but if 
  they are summoned, the conjuration spell registers. Each round, 
  you can turn to detect magic in a new area. The spell can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood or dirt blocks it.
  Detect magic can be made permanent with a permanency spell.
  DETECT POISON
  School divination; Level cleric 0, druid 0, paladin 1, ranger 1, 
  sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target or Area one creature, one object, or a 5-ft. cube
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You determine whether a creature, object, or area has been 
  poisoned or is poisonous. You can determine the exact type 
  of poison with a DC 20 Wisdom check. A character with the 
  Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the 
  Wisdom check fails, or may try the Craft (alchemy) check prior to 
  the Wisdom check. The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt blocks it.
  DETECT SCRyING
  School divination; Level bard 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a piece of mirror and a miniature brass 
  hearing trumpet)
  Range 40 ft.
  Area 40-ft.-radius emanation centered on you
  Duration 24 hours
  Saving Throw none; Spell Resistance no
  You immediately become aware of any attempt to observe you 
  by means of a divination (scrying) spell or effect. The spell’s area 
  radiates from you and moves as you move. You know the location 
  of every magical sensor within the spell’s area.
  If the scrying attempt originates within the area, you also know 
  its location; otherwise, you and the scrier immediately make 
  opposed caster level checks (1d20 + caster level). If you at least 
  match the scrier’s result, you get a visual image of the scrier and 
  an accurate sense of his direction and distance from you.
  DETECT SECRET DOORS
  School divination; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw none; Spell Resistance no
  You can detect secret doors, compartments, caches, and so forth. 
  Only passages, doors, or openings that have been specifically 
  constructed to escape detection are detected by this spell. The 
  amount of information revealed depends on how long you study a 
  particular area or subject.
  1st Round: Presence or absence of secret doors.
  2nd Round: Number of secret doors and the location of each. If 
  an aura is outside your line of sight, then you discern its direction 
  but not its exact location.
  Each Additional Round: The mechanism or trigger for one 
  particular secret portal closely examined by you. Each round, 
  you can turn to detect secret doors in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it.
  DETECT SNARES AND PITS
  School divination; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You can detect simple pits, deadfalls, and snares as well as 
  mechanical traps constructed of natural materials. The spell does 
  not detect complex traps, including trapdoor traps.
  Detect snares and pits does detect certain natural hazards—
  quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock 
  (a deadfall). It does not reveal other potentially dangerous conditions. 
  The spell does not detect magic traps (except those that operate 
  by pit, deadfall, or snaring; see the spell snare), nor mechanically 
  complex ones, nor those that have been rendered safe or inactive.
  The amount of information revealed depends on how long you 
  study a particular area.
  1st Round: Presence or absence of hazards.
  2nd Round: Number of hazards and the location of each. If a 
  hazard is outside your line of sight, then you discern its direction 
  but not its exact location.
  Each Additional Round: The general type and trigger for one 
  particular hazard closely examined by you.
  Each round, you can turn to examine a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it.
  DETECT THOUGHTS
  School divination [mind-affecting]; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F/DF (a copper piece)
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw Will negates; see text; Spell Resistance no
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703262
  703262
  451186
  451186
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703263
  703263
  451187
  451187
  269
  269
  10
  Spells
  Spells
  1st Round: Presence or absence of thoughts (from conscious 
  creatures with Intelligence scores of 1 or higher).
  2nd Round: Number of thinking minds and the Intelligence score 
  of each. If the highest Intelligence is 26 or higher (and at least 10 
  points higher than your own Intelligence score), you are stunned for 
  1 round and the spell ends. This spell does not let you determine the 
  location of the thinking minds if you can’t see the creatures whose 
  thoughts you are detecting.
  3rd Round: Surface thoughts of any mind in the area. A target’s 
  Will save prevents you from reading its thoughts, and you must cast 
  detect thoughts again to have another chance. Creatures of animal 
  intelligence (Int 1 or 2) have simple, instinctual thoughts.
  Each round, you can turn to detect thoughts in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  DETECT UNDEAD
  School divination; Level cleric 1, paladin 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (earth from a grave)
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 minute/ level (D)
  Saving Throw none; Spell Resistance no
  You can detect the aura that surrounds undead creatures. The 
  amount of information revealed depends on how long you study a 
  particular area.
  1st Round: Presence or absence of undead auras.
  2nd Round: Number of undead auras in the area and the strength 
  of the strongest undead aura present. If you are of good alignment, 
  and the strongest undead aura’s strength is overwhelming (see 
  below), and the creature has HD of at least twice your character 
  level, you are stunned for 1 round and the spell ends.
  3rd Round: The strength and location of each undead aura. If an 
  aura is outside your line of sight, then you discern its direction but 
  not its exact location.
  Aura Strength: The strength of an undead aura is determined by 
  the HD of the undead creature, as given on the table below.
  Lingering Aura: An undead aura lingers after its original source is 
  destroyed. If detect undead is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a faint 
  aura). How long the aura lingers at this dim level depends on its 
  original power, as given on the table below.
    
   
  HD 
  Strength 
  Lingering Aura Duration
  1 or lower 
  Faint 
  1d6 rounds
  2–4 
  Moderate 
  1d6 minutes
  5–10 
  Strong 
  1d6 × 10 minutes
  11 or higher 
  Overwhelming 
  1d6 days
  Each round, you can turn to detect undead in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  DICTUM
  School evocation [lawful, sonic]; Level cleric 7
  Casting Time 1 standard action
  Components V
  Range 40 ft.
  Area nonlawful creatures in a 40-ft.-radius spread centered on you
  Duration instantaneous
  Saving Throw none or Will negates; see text; Spell Resistance yes
  Any nonlawful creature within the area of a dictum spell suffers 
  the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Deafened
  Up to caster level –1 
  Staggered, deafened
  Up to caster level –5 
  Paralyzed, staggered, deafened
  Up to caster level –10 
  Killed, paralyzed, staggered,  
    
  deafened
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save negates.
  Staggered: The creature is staggered for 2d4 rounds. Save reduces 
  the staggered effect to 1d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nonlawful extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place regardless of 
  whether the creatures hear the dictum or not. The banishment effect 
  allows a Will save (at a –4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are unaffected 
  by dictum.
  DIMENSION DOOR
  School conjuration (teleportation); Level bard 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V
  Range long (400 ft. + 40 ft./level)
  Target you and touched objects or other touched willing creatures
  Duration instantaneous
  Saving Throw none and Will negates (object); Spell Resistance no 
  and yes (object)
  You instantly transfer yourself from your current location to any 
  other spot within range. You always arrive at exactly the spot 
  desired—whether by simply visualizing the area or by stating 
  direction. After using this spell, you can’t take any other actions 
  until your next turn. You can bring along objects as long as their 
  weight doesn’t exceed your maximum load. You may also bring 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703263
  703263
  451187
  451187
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703264
  703264
  451188
  451188
  270
  270
  one additional willing Medium or smaller creature (carrying gear 
  or objects up to its maximum load) or its equivalent per three 
  caster levels. A Large creature counts as two Medium creatures, 
  a Huge creature counts as two Large creatures, and so forth. All 
  creatures to be transported must be in contact with one another, 
  and at least one of those creatures must be in contact with you.
  If you arrive in a place that is already occupied by a solid body, 
  you and each creature traveling with you take 1d6 points of damage 
  and are shunted to a random open space on a suitable surface 
  within 100 feet of the intended location.
  If there is no free space within 100 feet, you and each creature 
  traveling with you take an additional 2d6 points of damage and are 
  shunted to a free space within 1,000 feet. If there is no free space 
  within 1,000 feet, you and each creature travelling with you take an 
  additional 4d6 points of damage and the spell simply fails.
  DIMENSIONAL ANCHOR
  School abjuration; Level cleric 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (object)
  A green ray springs from your hand. You must make a ranged 
  touch attack to hit the target. Any creature or object struck 
  by the ray is covered with a shimmering emerald field that 
  completely blocks extradimensional travel. Forms of movement 
  barred by a dimensional anchor include astral projection, blink, 
  dimension door, ethereal jaunt, etherealness, gate, maze, plane 
  shift, shadow walk, teleport, and similar spell-like abilities. The 
  spell also prevents the use of a gate or teleportation circle for the 
  duration of the spell.
  A dimensional anchor does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, 
  nor does it block extradimensional perception or attack forms. Also, 
  dimensional anchor does not prevent summoned creatures from 
  disappearing at the end of a summoning spell.
  DIMENSIONAL LOCK
  School abjuration; Level cleric 8, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius emanation centered on a point in space
  Duration 1 day/level
  Saving Throw none; Spell Resistance yes
  You create a shimmering emerald barrier that completely blocks 
  extradimensional travel. Forms of movement barred include 
  astral projection, blink, dimension door, ethereal jaunt, etherealness, 
  gate, maze, plane shift, shadow walk, teleport, and similar spell-like 
  abilities. Once dimensional lock is in place, extradimensional travel 
  into or out of the area is not possible.
  A dimensional lock does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, 
  nor does it block extradimensional perception or attack forms. Also, 
  the spell does not prevent summoned creatures from disappearing 
  at the end of a summoning spell.
  DIMINISH PLANTS
  School transmutation; Level druid 3, ranger 3
  Casting Time 1 standard action
  Components V, S, DF
  Range see text
  Target or Area see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell has two versions.
  Prune Growth: This version of the spell causes normal vegetation 
  within long range (400 feet + 40 feet per level) to shrink to about 
  one-third normal size, becoming untangled and less bushy. The 
  affected vegetation appears to have been carefully pruned and 
  trimmed. This version of diminish plants automatically dispels any 
  spells or effects that enhance plants, such as entangle, plant growth, 
  and wall of thorns.
  At your option, the area can be a 100-foot-radius circle, a 
  150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You 
  may also designate portions of the area that are not affected.
  Stunt Growth: This version of the spell targets all normal plants 
  within a range of 1/2 mile, reducing their potential productivity over 
  the course of the following year to half normal. 
  This spell has no effect on plant creatures.
  DISCERN LIES
  School divination; Level cleric 4, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than  
  30 ft. apart
  Duration concentration, up to 1 round/level
  Saving Throw Will negates; Spell Resistance no
  Each round, you concentrate on one target, who must be within 
  range. You know if the target deliberately and knowingly speaks a 
  lie by discerning disturbances in its aura caused by lying. The spell 
  does not reveal the truth, uncover unintentional inaccuracies, or 
  necessarily reveal evasions.
  Each round, you may concentrate on a different target.
  DISCERN LOCATION
  School divination; Level cleric 8, sorcerer/wizard 8
  Casting Time 10 minutes
  Components V, S, DF
  Range unlimited
  Target one creature or object
  Duration instantaneous
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703264
  703264
  451188
  451188
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703265
  703265
  451189
  451189
  271271
  10
  Spells
  Spells
  Saving Throw none; Spell Resistance no
  A discern location spell is among the most powerful means of 
  locating creatures or objects. Nothing short of a mind blank spell 
  or the direct intervention of a deity keeps you from learning the 
  exact location of a single individual or object. Discern location 
  circumvents normal means of protection from scrying or 
  location. The spell reveals the name of the creature or object’s 
  location (place, name, business name, building name, or the 
  like), community, county (or similar political division), country, 
  continent, and the plane of existence where the target lies.
  To find a creature with the spell, you must have seen the creature 
  or have some item that once belonged to it. To find an object, you 
  must have touched it at least once.
  DISGUISE SELF
  School illusion (glamer); Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level (D)
  You make yourself—including clothing, armor, weapons, and 
  equipment—look different. You can seem 1 foot shorter or taller, 
  thin, fat, or in between. You cannot change your creature type 
  (although you can appear as another subtype). Otherwise, the 
  extent of the apparent change is up to you. You could add or 
  obscure a minor feature or look like an entirely different person 
  or gender.
  The spell does not provide the abilities or mannerisms of the 
  chosen form, nor does it alter the perceived tactile (touch) or audible 
  (sound) properties of you or your equipment. If you use this spell 
  to create a disguise, you get a +10 bonus on the Disguise check. A 
  creature that interacts with the glamer gets a Will save to recognize 
  it as an illusion.
  DISINTEGRATE
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M/DF (a lodestone and a pinch of dust)
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration instantaneous
  Saving Throw Fortitude partial (object); Spell Resistance yes
  A thin, green ray springs from your pointing finger. You must 
  make a successful ranged touch attack to hit. Any creature 
  struck by the ray takes 2d6 points of damage per caster level 
  (to a maximum of 40d6). Any creature reduced to 0 or fewer 
  hit points by this spell is entirely disintegrated, leaving behind 
  only a trace of fine dust. A disintegrated creature’s equipment 
  is unaffected.
  When used against an object, the ray simply disintegrates 
  as much as a 10-foot cube of nonliving matter. Thus, the spell 
  disintegrates only part of any very large object or structure targeted. 
  The ray affects even objects constructed entirely of force, such as 
  forceful hand or a wall of force, but not magical effects such as a globe 
  of invulnerability or an antimagic field.
  A creature or object that makes a successful Fortitude save 
  is partially affected, taking only 5d6 points of damage. If this 
  damage reduces the creature or object to 0 or fewer hit points, it 
  is entirely disintegrated.
  Only the first creature or object struck can be affected; that is, 
  the ray affects only one target per casting.
  DISMISSAL
  School abjuration; Level cleric 4, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one extraplanar creature
  Duration instantaneous
  Saving Throw Will negates; see text; Spell Resistance yes
  This spell forces an extraplanar creature back to its proper plane if 
  it fails a Will save. If the spell is successful, the creature is instantly 
  whisked away, but there is a 20% chance of actually sending the 
  subject to a plane other than its own.
  DISPEL CHAOS
  School abjuration [lawful]; Level cleric 5, paladin 4
  This spell functions like dispel evil, except that you are surrounded 
  by constant, blue lawful energy, and the spell affects chaotic 
  creatures and spells rather than evil ones.
  DISPEL EVIL
  School abjuration [good]; Level cleric 5, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target or Targets you and a touched evil creature from another 
  plane, or you and an enchantment or evil spell on a touched 
  creature or object
  Duration 1 round/level or until discharged, whichever comes first 
  Saving Throw see text; Spell Resistance see text
  Shimmering, white holy energy surrounds you. This energy has 
  three effects.
  First, you gain a +4 deflection bonus to AC against attacks by evil 
  creatures.
  Second, on making a successful melee touch attack against 
  an evil creature from another plane, you can choose to drive that 
  creature back to its home plane. The creature can negate the 
  effects with a successful Will save (spell resistance applies). This use 
  discharges and ends the spell.
  Third, with a touch you can automatically dispel any one 
  enchantment spell cast by an evil creature or any one evil spell. 
  Spells that can’t be dispelled by dispel magic also can’t be dispelled 
  by dispel evil. Saving throws and spell resistance do not apply to this 
  effect. This use discharges and ends the spell.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703265
  703265
  451189
  451189
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703266
  703266
  451190
  451190
  272
  272
  DISPEL GOOD
  School abjuration [evil]; Level cleric 5
  This spell functions like dispel evil, except that you are surrounded 
  by dark, wavering unholy energy, and the spell affects good 
  creatures and spells rather than evil ones.
  DISPEL LAW
  School abjuration [chaotic]; Level cleric 5
  This spell functions like dispel evil, except that you are surrounded 
  by flickering, yellow chaotic energy, and the spell affects lawful 
  creatures and spells rather than evil ones.
  DISPEL MAGIC
  School abjuration; Level bard 3, cleric 3, druid 4, paladin 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target or Area one spellcaster, creature, or object
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You can use dispel magic to end one ongoing spell that has 
  been cast on a creature or object, to temporarily suppress 
  the magical abilities of a magic item, or to counter another 
  spellcaster’s spell. A dispelled spell ends as if its duration had 
  expired. Some spells, as detailed in their descriptions, can’t 
  be defeated by dispel magic. Dispel magic can dispel (but not 
  counter) spell-like effects just as it does spells. The effect 
  of a spell with an instantaneous duration can’t be dispelled, 
  because the magical effect is already over before the dispel 
  magic can take effect. 
  You choose to use dispel magic in one of two ways: a targeted 
  dispel or a counterspell.
  Targeted Dispel: One object, creature, or spell is the target of 
  the dispel magic spell. You make one dispel check (1d20 + your 
  caster level) and compare that to the spell with highest caster level 
  (DC = 11 + the spell’s caster level). If successful, that spell ends. 
  If not, compare the same result to the spell with the next highest 
  caster level. Repeat this process until you have dispelled one spell 
  affecting the target, or you have failed to dispel every spell.
   For example, a 7th-level caster casts dispel magic, targeting a 
  creature affected by stoneskin (caster level 12th) and fly (caster level 
  6th). The caster level check results in a 19. This check is not high 
  enough to end the stoneskin (which would have required a 23 or 
  higher), but it is high enough to end the fly (which only required 
  a 17). Had the dispel check resulted in a 23 or higher, the stoneskin 
  would have been dispelled, leaving the fly intact. Had the dispel 
  check been a 16 or less, no spells would have been affected.
  You can also use a targeted dispel to specifically end one spell 
  affecting the target or one spell affecting an area (such as a wall of 
  fire). You must name the specific spell effect to be targeted in this 
  way. If your caster level check is equal to or higher than the DC of that 
  spell, it ends. No other spells or effects on the target are dispelled if 
  your check is not high enough to end the targeted effect.
  If you target an object or creature that is the effect of an 
  ongoing spell (such as a monster summoned by summon monster), 
  you make a dispel check to end the spell that conjured the object 
  or creature.
  If the object that you target is a magic item, you make a 
  dispel check against the item’s caster level (DC = 11 + the item’s 
  caster level). If you succeed, all the item’s magical properties 
  are suppressed for 1d4 rounds, after which the item recovers its 
  magical properties. A suppressed item becomes nonmagical for 
  the duration of the effect. An interdimensional opening (such as 
  a bag of holding) is temporarily closed. A magic item’s physical 
  properties are unchanged: A suppressed magic sword is still a sword 
  (a masterwork sword, in fact). Artifacts and deities are unaffected by 
  mortal magic such as this.
  You automatically succeed on your dispel check against any spell 
  that you cast yourself.
  Counterspell: When dispel magic is used in this way, the spell 
  targets a spellcaster and is cast as a counterspell. Unlike a true 
  counterspell, however, dispel magic may not work; you must make a 
  dispel check to counter the other spellcaster’s spell.
  DISPEL MAGIC, GREATER
  School abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6
  Target or Area one spellcaster, creature, or object; or a 20-ft.-
  radius burst
  This spell functions like dispel magic, except that it can end 
  more than one spell on a target and it can be used to target 
  multiple creatures. 
  You choose to use greater dispel magic in one of three ways: a 
  targeted dispel, area dispel, or a counterspell:
  Targeted Dispel: This functions as a targeted dispel magic, but it 
  can dispel one spell for every four caster levels you possess, starting 
  with the highest level spells and proceeding to lower level spells.
  Additionally, greater dispel magic has a chance to dispel any effect 
  that remove curse can remove, even if dispel magic can’t dispel that 
  effect. The DC of this check is equal to the curse’s DC.
  Area Dispel: When greater dispel magic is used in this way, the 
  spell affects everything within a 20-foot-radius burst. Roll one 
  dispel check and apply that check to each creature in the area, as 
  if targeted by dispel magic. For each object within the area that is 
  the target of one or more spells, apply the dispel check as with 
  creatures. Magic items are not affected by an area dispel.
  For each ongoing area or effect spell whose point of origin is 
  within the area of the greater dispel magic spell, apply the dispel 
  check to dispel the spell. For each ongoing spell whose area overlaps 
  that of the greater dispel magic spell, apply the dispel check to end 
  the effect, but only within the overlapping area.
  If an object or creature that is the effect of an ongoing spell 
  (such as a monster summoned by summon monster) is in the area, 
  apply the dispel check to end the spell that conjured that object or 
  creature (returning it whence it came) in addition to attempting to 
  dispel one spell targeting the creature or object.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703266
  703266
  451190
  451190
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703267
  703267
  451191
  451191
  273
  273
  10
  Spells
  Spells
  You may choose to automatically succeed on dispel checks 
  against any spell that you have cast.
  Counterspell: This functions as dispel magic, but you receive a +4 
  bonus on your dispel check to counter the other spellcaster’s spell.
  DISPLACEMENT
  School illusion (glamer); Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, M (a small loop of leather)
  Range touch
  Target creature touched
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject of this spell appears to be about 2 feet away from 
  its true location. The creature benefits from a 50% miss chance 
  as if it had total concealment. Unlike actual total concealment, 
  displacement does not prevent enemies from targeting the 
  creature normally. True seeing reveals its true location and negates 
  the miss chance.
  DISRUPT UNDEAD
  School necromancy; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You direct a ray of positive energy. You must make a ranged touch 
  attack to hit, and if the ray hits an undead creature, it deals 1d6 
  points of damage to it.
  DISRUPTING WEAPON
  School transmutation; Level cleric 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets one melee weapon
  Duration 1 round/level
  Saving Throw Will negates (harmless, object); see text; Spell 
  Resistance yes (harmless, object)
  This spell makes a melee weapon deadly to undead. Any undead 
  creature with HD equal to or less than your caster level must 
  succeed on a Will save or be destroyed utterly if struck in combat 
  with this weapon. Spell resistance does not apply against the 
  destruction effect.
  DIVINATION
  School divination; Level cleric 4
  Casting Time 10 minutes
  Components V, S, M (incense and an appropriate offering worth 
  25 gp)
  Range personal
  Target you
  Duration instantaneous 
  Similar to augury but more powerful, a divination spell can 
  provide you with a useful piece of advice in reply to a question 
  concerning a specific goal, event, or activity that is to occur 
  within 1 week. The advice granted by the spell can be as simple 
  as a short phrase, or it might take the form of a cryptic rhyme 
  or omen. If your party doesn’t act on the information, the 
  conditions may change so that the information is no longer 
  useful. The base chance for a correct divination is 70% + 1% 
  per caster level, to a maximum of 90%. If the die roll fails, 
  you know the spell failed, unless specific magic yielding false 
  information is at work.
  As with augury, multiple divinations about the same topic by the 
  same caster use the same dice result as the first divination spell and 
  yield the same answer each time.
  DIVINE FAVOR
  School evocation; Level cleric 1, paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 minute
  Calling upon the strength and wisdom of a deity, you gain a +1 
  luck bonus on attack and weapon damage rolls for every three 
  caster levels you have (at least +1, maximum +3). The bonus 
  doesn’t apply to spell damage.
  DIVINE POWER
  School evocation; Level cleric 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Calling upon the divine power of your patron, you imbue 
  yourself with strength and skill in combat. You gain a +1 luck 
  bonus on attack rolls, weapon damage rolls, Strength checks, 
  and Strength-based skill checks for every three caster levels you 
  have (maximum +6). You also gain 1 temporary hit point per 
  caster level. Whenever you make a full-attack action, you can 
  make an additional attack at your full base attack bonus, plus any 
  appropriate modifiers. This additional attack is not cumulative 
  with similar effects, such as haste or weapons with the speed 
  special ability.
  DOMINATE ANIMAL
  School enchantment (compulsion) [mind-affecting]; Level druid 3
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one animal
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703267
  703267
  451191
  451191
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703268
  703268
  451192
  451192
  274
  274
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell allows you to enchant the targeted animal and direct 
  it with simple commands such as “Attack,” “Run,” and “Fetch.” 
  Suicidal or self-destructive commands (including an order to attack 
  a creature two or more size categories larger than the dominated 
  animal) are simply ignored.
  Dominate animal establishes a mental link between you and 
  the subject creature. The animal can be directed by silent mental 
  command as long as it remains in range. You need not see the 
  creature to control it. You do not receive direct sensory input from 
  the creature, but you know what it is experiencing. Because you are 
  directing the animal with your own intelligence, it may be able to 
  undertake actions normally beyond its own comprehension. You need 
  not concentrate exclusively on controlling the creature unless you are 
  trying to direct it to do something it normally couldn’t do. Changing 
  your instructions or giving a dominated creature a new command is 
  the equivalent of redirecting a spell, so it is a move action.
  DOMINATE MONSTER
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 9
  Target one creature
  This spell functions like dominate person, except that the spell is 
  not restricted by creature type.
  DOMINATE PERSON
  School enchantment (compulsion) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 5
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind.
  If you and the subject have a common language, you can 
  generally force the subject to perform as you desire, within the 
  limits of its abilities. If no common language exists, you can 
  communicate only basic commands, such as “Come here,” “Go 
  there,” “Fight,” and “Stand still.” You know what the subject is 
  experiencing, but you do not receive direct sensory input from it, 
  nor can it communicate with you telepathically.
  Once you have given a dominated creature a command, it 
  continues to attempt to carry out that command to the exclusion 
  of all other activities except those necessary for day-to-day survival 
  (such as sleeping, eating, and so forth). Because of this limited 
  range of activity, a Sense Motive check against DC 15 (rather than 
  DC 25) can determine that the subject’s behavior is being influenced 
  by an enchantment effect (see the Sense Motive skill description).
  Changing your orders or giving a dominated creature a new 
  command is a move action.
  By concentrating fully on the spell (a standard action), you 
  can receive full sensory input as interpreted by the mind of the 
  subject, though it still can’t communicate with you. You can’t 
  actually see through the subject’s eyes, so it’s not as good as 
  being there yourself, but you still get a good idea of what’s 
  going on.
  Subjects resist this control, and any subject forced to take 
  actions against its nature receives a new saving throw with a 
  +2 bonus. Obviously self-destructive orders are not carried 
  out. Once control is established, the range at which it can be 
  exercised is unlimited, as long as you and the subject are on 
  the same plane. You need not see the subject to control it.
  If you don’t spend at least 1 round concentrating on the spell 
  each day, the subject receives a new saving throw to throw off 
  the domination.
  Protection from evil or a similar spell can prevent you from 
  exercising control or using the telepathic link while the subject is 
  so warded, but such an effect does not automatically dispel it.
  DOOM
  School necromancy [fear, mind-affecting]; Level cleric 1
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  This spell fills a single subject with a feeling of horrible dread that 
  causes it to become shaken.
  DREAM
  School illusion (phantasm) [mind-affecting]; Level bard 5, 
  sorcerer/wizard 5
  Casting Time 1 minute
  Components V, S
  Range unlimited
  Target one living creature touched
  Duration see text
  Saving Throw none; Spell Resistance yes
  You, or a messenger you touch, send a message to others in the 
  form of a dream. At the beginning of the spell, you must name 
  the recipient or identify him or her by some title that leaves 
  no doubt as to identity. The messenger then enters a trance, 
  appears in the intended recipient’s dream, and delivers the 
  message. The message can be of any length, and the recipient 
  remembers it perfectly upon waking. The communication 
  is one-way. The recipient cannot ask questions or offer 
  information, nor can the messenger gain any information by 
  observing the dreams of the recipient.
  Once the message is delivered, the messenger’s mind returns 
  instantly to its body. The duration of the spell is the time 
  required for the messenger to enter the recipient’s dream and 
  deliver the message.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703268
  703268
  451192
  451192
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703269
  703269
  451193
  451193
  275
  275
  10
  Spells
  Spells
  If the recipient is awake when the spell begins, the messenger 
  can choose to wake up (ending the spell) or remain in the trance. 
  The messenger can remain in the trance until the recipient goes 
  to sleep, then enter the recipient’s dream and deliver the message 
  as normal. A messenger that is disturbed during the trance comes 
  awake, ending the spell.
  Creatures who don’t sleep or don’t dream cannot be contacted 
  by this spell.
  The messenger is unaware of its own surroundings or of the 
  activities around it while in the trance. It is defenseless both 
  physically and mentally (always failing any saving throw) while 
  in the trance.
  EAGLE’S SPLENDOR
  School transmutation; Level bard 2, cleric 2, paladin 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (feathers or droppings from an eagle)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus 
  to Charisma, adding the usual benefits to Charisma-based skill 
  checks and other uses of the Charisma modifier. Bards, paladins, 
  and sorcerers (and other spellcasters who rely on Charisma) 
  affected by this spell do not gain any additional bonus spells for 
  the increased Charisma, but the save DCs for spells they cast while 
  under this spell’s effect do increase.
  EAGLE’S SPLENDOR, MASS
  School transmutation; Level bard 6, cleric 6, sorcerer/wizard 6
  Range close (25 ft. + 5 ft./2 levels)
  Target One creature/level, no two of which can be more than 30 
  ft. apart
  This spell functions like eagle’s splendor, except that it affects 
  multiple creatures.
  EARTHQUAKE
  School evocation [earth]; Level cleric 8, druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area 80-ft.-radius spread (S)
  Duration 1 round
  Saving Throw see text; Spell Resistance no
  When you cast earthquake, an intense but highly localized tremor 
  rips the ground. The powerful shockwave created by this spell 
  knocks creatures down, collapses structures, opens cracks in the 
  ground, and more. The effect lasts for 1 round, during which time 
  creatures on the ground can’t move or attack. A spellcaster on the 
  ground must make a Concentration check (DC 20 + spell level) 
  or lose any spell he or she tries to cast. The earthquake affects 
  all terrain, vegetation, structures, and creatures in the area. The 
  specific effect of an earthquake spell depends on the nature of the 
  terrain where it is cast.
  Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points 
  of damage to any creature caught under the cave-in (Reflex DC 15 
  half) and pinning that creature beneath the rubble (see below). An 
  earthquake cast on the roof of a very large cavern could also endanger 
  those outside the actual area but below the falling debris and rubble.
  Cliffs: Earthquake causes a cliff to crumble, creating a landslide 
  that travels horizontally as far as it falls vertically. Any creature in the 
  path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) 
  and is pinned beneath the rubble (see below).
  Open Ground: Each creature standing in the area must make a 
  DC 15 Reflex save or fall down. Fissures open in the earth, and every 
  creature on the ground has a 25% chance to fall into one (Reflex 
  DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end 
  of the spell, all fissures grind shut. Treat all trapped creatures as if 
  they were in the bury zone of an avalanche, trapped without air (see 
  Chapter 13 for more details).
  Structure: Any structure standing on open ground takes 100 
  points of damage, enough to collapse a typical wooden or masonry 
  building, but not a structure built of stone or reinforced masonry. 
  Hardness does not reduce this damage, nor is it halved as damage 
  dealt to objects normally is. Any creature caught inside a collapsing 
  structure takes 8d6 points of bludgeoning damage (Reflex DC 15 
  half) and is pinned beneath the rubble (see below).
  River, Lake, or Marsh: Fissures open under the water, draining away 
  the water from that area and forming muddy ground. Soggy marsh or 
  swampland becomes quicksand for the duration of the spell, sucking 
  down creatures and structures. Each creature in the area must make 
  a DC 15 Reflex save or sink down in the mud and quicksand. At the 
  end of the spell, the rest of the body of water rushes in to replace the 
  drained water, possibly drowning those caught in the mud.
  Pinned Beneath Rubble: Any creature pinned beneath rubble 
  takes 1d6 points of nonlethal damage per minute while pinned. If 
  a pinned character falls unconscious, he or she must make a DC 15 
  Constitution check or take 1d6 points of lethal damage each minute 
  thereafter until freed or dead.
  ELEMENTAL BODy I
  School transmutation (polymorph); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (the element you plan to assume)
  Range personal
  Target you
  Duration 1 min/level (D)
  When you cast this spell, you can assume the form of a Small air, 
  earth, fire, or water elemental (see the Pathfinder RPG Bestiary). 
  The abilities you gain depend upon the type of elemental into 
  which you change. Elemental abilities based on size, such as burn, 
  vortex, and whirlwind, use the size of the elemental you transform 
  into to determine their effect.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703269
  703269
  451193
  451193
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703270
  703270
  451194
  451194
  276
  276
  Air elemental: If the form you take is that of a Small air elemental, 
  you gain a +2 size bonus to your Dexterity and a +2 natural armor 
  bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the 
  ability to create a whirlwind.
  Earth elemental: If the form you take is that of a Small earth 
  elemental, you gain a +2 size bonus to your Strength and a +4 
  natural armor bonus. You also gain darkvision 60 feet, the push 
  ability, and the ability to earth glide.
  Fire elemental: If the form you take is that of a Small fire 
  elemental, you gain a +2 size bonus to your Dexterity and a +2 
  natural armor bonus. You gain darkvision 60 feet, resist fire 20, 
  vulnerability to cold, and the burn ability.
  Water elemental: If the form you take is that of a Small  
  water elemental, you gain a +2 size bonus to your Constitution 
  and a +4 natural armor bonus. You also gain swim 60 feet, 
  darkvision 60 feet, the ability to create a vortex, and the ability to 
  breathe water.
  ELEMENTAL BODy II
  School transmutation (polymorph); Level sorcerer/wizard 5
  This spell functions as elemental body I, except that it also allows 
  you to assume the form of a Medium air, earth, fire, or water 
  elemental. The abilities you gain depend upon the elemental.
  Air elemental: As elemental body I except that you gain a +4 size 
  bonus to your Dexterity and a +3 natural armor bonus. 
  Earth elemental: As elemental body I except that you gain a +4 size 
  bonus to your Strength and a +5 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +4 size 
  bonus to your Dexterity and a +3 natural armor bonus.
  Water elemental: As elemental body I except that you gain a +4 size 
  bonus to your Constitution and a +5 natural armor bonus. 
  ELEMENTAL BODy III
  School transmutation (polymorph); Level sorcerer/wizard 6
  This spell functions as elemental body II, except that it also 
  allows you to assume the form of a Large air, earth, fire, or 
  water elemental. The abilities you gain depend upon the type of 
  elemental into which you change. You are also immune to critical 
  hits and sneak attacks while in elemental form.
  Air elemental: As elemental body I except that you gain a +2 size 
  bonus to your Strength, +4 size bonus to your Dexterity, and a +4 
  natural armor bonus. 
  Earth elemental: As elemental body I except that you gain a +6 size 
  bonus to your Strength, a –2 penalty on your Dexterity, a +2 size 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703270
  703270
  451194
  451194
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703271
  703271
  451195
  451195
  277
  277
  10
  Spells
  Spells
  bonus to your Constitution, and a +6 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +4 size 
  bonus to your Dexterity, a +2 size bonus to your Constitution, and a 
  +4 natural armor bonus.
  Water elemental: As elemental body I except that you gain a +2 size 
  bonus to your Strength, a –2 penalty on your Dexterity, a +6 size 
  bonus to your Constitution, and a +6 natural armor bonus. 
  ELEMENTAL BODy IV
  School transmutation (polymorph); Level sorcerer/wizard 7
  This spell functions as elemental body III, except that it also 
  allows you to assume the form of a Huge air, earth, fire, or 
  water elemental. The abilities you gain depend upon the type of 
  elemental into which you change. You are also immune to critical 
  hits and sneak attacks while in elemental form and gain DR 5/—.
  Air elemental: As elemental body I except that you gain a +4 size 
  bonus to your Strength, +6 size bonus to your Dexterity, and a +4 
  natural armor bonus. You also gain fly 120 feet (perfect).
  Earth elemental: As elemental body I except that you gain a +8 size 
  bonus to your Strength, a –2 penalty on your Dexterity, a +4 size 
  bonus to your Constitution, and a +6 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +6 size 
  bonus to your Dexterity, a +4 size bonus to your Constitution, and a 
  +4 natural armor bonus.
  Water elemental: As elemental body I except that you gain a +4 size 
  bonus to your Strength, a –2 penalty on your Dexterity, a +8 size 
  bonus to your Constitution, and a +6 natural armor bonus. You also 
  gain swim 120 feet.
  ELEMENTAL SWARM
  School conjuration (summoning) [see text]; Level druid 9
  Casting Time 10 minutes
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect two or more summoned creatures, no two of which can be 
  more than 30 ft. apart
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell opens a portal to an Elemental Plane and summons 
  elementals from it. A druid can choose any plane (Air, Earth, Fire, 
  or Water); a cleric opens a portal to the plane matching  
  his domain.
  When the spell is complete, 2d4 Large elementals appear. Ten 
  minutes later, 1d4 Huge elementals appear. Ten minutes after that, 
  one greater elemental appears. Each elemental has maximum hit 
  points per HD. Once these creatures appear, they serve you for the 
  duration of the spell.
  The elementals obey you explicitly and never attack you, even if 
  someone else manages to gain control over them. You do not need 
  to concentrate to maintain control over the elementals. You can 
  dismiss them singly or in groups at any time.
  When you use a summoning spell to summon an air, earth, fire, 
  or water creature, it is a spell of that type.
  ENDURE ELEMENTS
  School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 24 hours
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  A creature protected by endure elements suffers no harm from 
  being in a hot or cold environment. It can exist comfortably in 
  conditions between –50 and 140 degrees Fahrenheit without 
  having to make Fortitude saves. The creature’s equipment is 
  likewise protected.
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards 
  such as smoke, lack of air, and so forth.
  ENERGy DRAIN
  School necromancy; Level cleric 9, sorcerer/wizard 9
  Saving Throw Fortitude partial; see text for enervation
  This spell functions like enervation, except that the creature 
  struck gains 2d4 temporary negative levels. Twenty-four hours 
  after gaining them, the subject must make a Fortitude saving throw 
  (DC = energy drain spell’s save DC) for each negative level. If the save 
  succeeds, that negative level is removed. If it fails, that negative level 
  becomes permanent.
  An undead creature struck by the ray gains 2d4 × 5 temporary hit 
  points for 1 hour.
  ENERVATION
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray of negative energy
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You point your finger and fire a black ray of negative energy that 
  suppresses the life force of any living creature it strikes. You 
  must make a ranged touch attack to hit. If you hit, the subject 
  gains 1d4 temporary negative levels (see Appendix 1). Negative 
  levels stack.
  Assuming the subject survives, it regains lost levels after a 
  number of hours equal to your caster level (maximum 15 hours). 
  Usually, negative levels have a chance of becoming permanent, but 
  the negative levels from enervation don’t last long enough to do so.
  An undead creature struck by the ray gains 1d4 × 5 temporary hit 
  points for 1 hour.
  ENLARGE PERSON
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 round
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703271
  703271
  451195
  451195
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703272
  703272
  451196
  451196
  278
  278
  Components V, S, M (powdered iron)
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  Duration 1 min./level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell causes instant growth of a humanoid creature, doubling 
  its height and multiplying its weight by 8. This increase changes 
  the creature’s size category to the next larger one. The target 
  gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to 
  a minimum of 1), and a –1 penalty on attack rolls and AC due to its 
  increased size.
  A humanoid creature whose size increases to Large has a space of 
  10 feet and a natural reach of 10 feet. This spell does not change the 
  target’s speed.
  If insufficient room is available for the desired growth, the 
  creature attains the maximum possible size and may make a 
  Strength check (using its increased Strength) to burst any enclosures 
  in the process. If it fails, it is constrained without harm by the 
  materials enclosing it—the spell cannot be used to crush a creature 
  by increasing its size.
  All equipment worn or carried by a creature is similarly enlarged 
  by the spell. Melee weapons affected by this spell deal more 
  damage (see page 145). Other magical properties are not affected 
  by this spell. Any enlarged item that leaves an enlarged creature’s 
  possession (including a projectile or thrown weapon) instantly 
  returns to its normal size. This means that thrown and projectile 
  weapons deal their normal damage. Magical properties of enlarged 
  items are not increased by this spell.
  Multiple magical effects that increase size do not stack.
  Enlarge person counters and dispels reduce person.
  Enlarge person can be made permanent with a permanency spell.
  ENLARGE PERSON, MASS
  School transmutation; Level sorcerer/wizard 4
  Target One humanoid creature/level, no two of which can be 
  more than 30 ft. apart
  This spell functions like enlarge person, except that it affects 
  multiple creatures.
  ENTANGLE
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area plants in a 40-ft.-radius spread
  Duration 1 min./level (D)
  Saving Throw: Reflex partial; see text; Spell Resistance: no
  This spell causes tall grass, weeds, and other plants to wrap around 
  foes in the area of effect or those that enter the area. Creatures that 
  fail their save gain the entangled condition. Creatures that make 
  their save can move as normal, but those that remain in the area 
  must save again at the end of your turn. Creatures that move into 
  the area must save immediately. Those that fail must end their 
  movement and gain the entangled condition. Entangled creatures 
  can attempt to break free as a move action, making a Strength or 
  Escape Artist check. The DC for this check is equal to the DC of the 
  spell. The entire area of effect is considered difficult terrain while 
  the effect lasts.
  If the plants in the area are covered in thorns, those in the area 
  take 1 point of damage each time they fail a save against the entangle 
  or fail a check made to break free. Other effects, depending on the 
  local plants, might be possible at GM discretion.
  ENTHRALL
  School enchantment (charm) [language dependent, mind-
  affecting, sonic]; Level bard 2, cleric 2
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets any number of creatures
  Duration 1 hour or less
  Saving Throw Will negates; see text; Spell Resistance yes
  If you have the attention of a group of creatures, you can use 
  this spell to hold them enthralled. To cast the spell, you must 
  speak or sing without interruption for 1 full round. Thereafter, 
  those affected give you their undivided attention, ignoring their 
  surroundings. They are considered to have an attitude of friendly 
  while under the effect of the spell. Any potentially affected 
  creature of a race or religion unfriendly to yours gets a +4 bonus 
  on the saving throw.
  A target with 4 or more HD or with a Wisdom score of 16 or higher 
  remains aware of its surroundings and has an attitude of indifferent. 
  It gains a new saving throw if it witnesses actions that it opposes.
  The effect lasts as long as you speak or sing, to a maximum of 1 
  hour. Those enthralled by your words take no action while you speak 
  or sing and for 1d3 rounds thereafter while they discuss the topic 
  or performance. Those entering the area during the performance 
  must also successfully save or become enthralled. The speech ends 
  (but the 1d3-round delay still applies) if you lose concentration or do 
  anything other than speak or sing.
  If those not enthralled have unfriendly or hostile attitudes toward 
  you, they can collectively make a Charisma check to try to end the 
  spell by jeering and heckling. For this check, use the Charisma 
  bonus of the creature with the highest Charisma in the group; 
  others may make Charisma checks to assist. The heckling ends the 
  spell if this check result beats your Charisma check result. Only one 
  such challenge is allowed per use of the spell.
  If any member of the audience is attacked or subjected to some 
  other overtly hostile act, the spell ends and the previously enthralled 
  members become immediately unfriendly toward you. Each 
  creature with 4 or more HD or with a Wisdom score of 16 or higher 
  becomes hostile.
  ENTROPIC SHIELD
  School abjuration; Level cleric 1
  Casting Time 1 standard action
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703272
  703272
  451196
  451196
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703273
  703273
  451197
  451197
  279
  279
  10
  Spells
  Spells
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  A magical field appears around you, glowing with a chaotic blast 
  of multicolored hues. This field deflects incoming arrows, rays, 
  and other ranged attacks. Each ranged attack directed at you 
  for which the attacker must make an attack roll has a 20% miss 
  chance (similar to the effects of concealment). Other attacks that 
  simply work at a distance are not affected.
  ERASE
  School transmutation; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one scroll or two pages
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  Erase removes writings of either magical or mundane nature from 
  a scroll or from one or two pages of paper, parchment, or similar 
  surfaces. With this spell, you can remove explosive runes, a glyph of 
  warding, a sepia snake sigil, or an arcane mark, but not illusory script 
  or a symbol spell. Nonmagical writing is automatically erased if 
  you touch it and no one else is holding it. Otherwise, the chance 
  of erasing nonmagical writing is 90%.
  Magic writing must be touched to be erased, and you also must 
  succeed on a caster level check (1d20 + caster level) against DC 15. A 
  natural 1 is always a failure on this check. If you fail to erase explosive 
  runes, a glyph of warding, or a sepia snake sigil, you accidentally 
  activate that writing instead.
  ETHEREAL JAUNT
  School transmutation; Level cleric 7, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  You become ethereal, along with your equipment. For the duration 
  of the spell, you are in the Ethereal Plane, which overlaps the Material 
  Plane. When the spell expires, you return to material existence.
  An ethereal creature is invisible, insubstantial, and capable of 
  moving in any direction, even up or down, albeit at half normal 
  speed. As an insubstantial creature, you can move through solid 
  objects, including living creatures. An ethereal creature can see 
  and hear on the Material Plane, but everything looks gray and 
  ephemeral. Sight and hearing onto the Material Plane are limited to 
  60 feet.
  Force effects and abjurations affect an ethereal creature normally. 
  Their effects extend onto the Ethereal Plane from the Material 
  Plane, but not vice versa. An ethereal creature can’t attack material 
  creatures, and spells you cast while ethereal affect only other 
  ethereal things. Certain material creatures or objects have attacks or 
  effects that work on the Ethereal Plane.
  Treat other ethereal creatures and ethereal objects as if they 
  were material. 
  If you end the spell and become material while inside a material 
  object (such as a solid wall), you are shunted off to the nearest open 
  space and take 1d6 points of damage per 5 feet that you so travel.
  ETHEREALNESS
  School transmutation; Level cleric 9, sorcerer/wizard 9
  Range touch; see text
  Targets you and one other touched creature per three levels
  Duration 1 min./level (D)
  Spell Resistance yes
  This spell functions like ethereal jaunt, except that you and 
  other willing creatures joined by linked hands (along with their 
  equipment) become ethereal. Besides yourself, you can bring 
  one creature per three caster levels to the Ethereal Plane. Once 
  ethereal, the subjects need not stay together.
  When the spell expires, all affected creatures on the Ethereal 
  Plane return to material existence.
  ExPEDITIOUS RETREAT
  School transmutation; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  This spell increases your base land speed by 30 feet. This 
  adjustment is treated as an enhancement bonus. There is no 
  effect on other modes of movement, such as burrow, climb, fly, 
  or swim. As with any effect that increases your speed, this spell 
  affects your jumping distance (see the Acrobatics skill).
  ExPLOSIVE RUNES
  School abjuration [force]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one touched object weighing no more than 10 lbs.
  Duration permanent until discharged (D)
  Saving Throw see text; Spell Resistance yes
  You trace mystic runes upon a book, map, scroll, or similar object 
  bearing written information. The explosive runes detonate when 
  read, dealing 6d6 points of force damage. Anyone next to the 
  explosive runes (close enough to read them) takes the full damage 
  with no saving throw; any other creature within 10 feet of the 
  explosive runes is entitled to a Reflex save for half damage. The 
  object on which the explosive runes were written also takes full 
  damage (no saving throw).
  You and any characters you specifically instruct can read the 
  protected writing without triggering the explosive runes. Likewise, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703273
  703273
  451197
  451197
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703274
  703274
  451198
  451198
  280
  280
  you can remove the explosive runes whenever desired. Another 
  creature can remove them with a successful dispel magic or erase 
  spell, but attempting to dispel or erase the explosive runes and failing 
  to do so triggers the explosion.
  Magic traps such as explosive runes are hard to detect and 
  disable. A character with the trapfinding class feature (only) can 
  use Disable Device to thwart explosive runes. The DC to find magic 
  traps using Perception and to disable them is 25 + spell level, or 28 
  for explosive runes.
  EyEBITE
  School necromancy; Level bard 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw: Fortitude negates; Spell Resistance: yes
  Each round, you can target a single living creature, striking it with 
  waves of power. Depending on the target’s HD, this attack has as 
  many as three effects.
  HD 
  Effect
  10 or more 
  Sickened
  5–9 
  Panicked, sickened
  4 or less 
  Comatose, panicked, sickened
  The effects are cumulative and concurrent.
  Sickened: Sudden pain and fever sweeps over the subject’s body. 
  A creature affected by this spell remains sickened for 10 minutes per 
  caster level. The effects cannot be negated by a remove disease or 
  heal spell, but a remove curse is effective.
  Panicked: The subject becomes panicked for 1d4 rounds. Even 
  after the panic ends, the creature remains shaken for 10 minutes per 
  caster level, and it automatically becomes panicked again if it comes 
  within sight of you during that time. This is a fear effect.
  Comatose: The subject falls into a catatonic coma for 10 minutes 
  per caster level. During this time, it cannot be awakened by any 
  means short of dispelling the effect. This is not a sleep effect, and 
  thus elves are not immune to it.
  You must spend a swift action each round after the first to target 
  a foe.
  FABRICATE
  School transmutation; Level sorcerer/wizard 5
  Casting Time see text
  Components V, S, M (the original material, which costs the 
  same amount as the raw materials required to craft the item 
  to be created)
  Range close (25 ft. + 5 ft./2 levels)
  Target up to 10 cu. ft./level; see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You convert material of one sort into a product that is of the 
  same material. Creatures or magic items cannot be created or 
  transmuted by the fabricate spell. The quality of items made by 
  this spell is commensurate with the quality of material used as 
  the basis for the new fabrication. If you work with a mineral, the 
  target is reduced to 1 cubic foot per level instead of 10 cubic feet.
  You must make an appropriate Craft check to fabricate articles 
  requiring a high degree of craftsmanship.
  Casting requires 1 round per 10 cubic feet of material to be 
  affected by the spell.
  FAERIE FIRE
  School evocation [light]; Level druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area creatures and objects within a 5-ft.-radius burst
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  A pale glow surrounds and outlines the subjects. Outlined subjects 
  shed light as candles. Creatures outlined by faerie fire take a –20 
  penalty on all Stealth checks. Outlined creatures do not benefit 
  from the concealment normally provided by darkness (though a 
  2nd-level or higher magical darkness effect functions normally), 
  blur, displacement, invisibility, or similar effects. The light is too dim 
  to have any special effect on undead or dark-dwelling creatures 
  vulnerable to light. The faerie fire can be blue, green, or violet, 
  according to your choice at the time of casting. The faerie fire does 
  not cause any harm to the objects or creatures thus outlined.
  FALSE LIFE
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a drop of blood)
  Range personal
  Target you
  Duration 1 hour/level or until discharged; see text
  You harness the power of unlife to grant yourself a limited ability 
  to avoid death. While this spell is in effect, you gain temporary hit 
  points equal to 1d10 + 1 per caster level (maximum +10).
  FALSE VISION
  School illusion (glamer); Level bard 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (crushed jade worth 250 gp)
  Range touch
  Area 40-ft.-radius emanation
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell creates a subtle illusion, causing any divination (scrying) 
  spell used to view anything within the area of this spell to instead 
  receive a false image (as the major image spell), as defined by 
  you at the time of casting. As long as the duration lasts, you can 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703274
  703274
  451198
  451198
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703275
  703275
  451199
  451199
  281
  281
  10
  Spells
  Spells
  concentrate to change the image as desired. While you aren’t 
  concentrating, the image remains static.
  FEAR
  School necromancy [fear, mind-affecting]; Level bard 3, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, M (the heart of a hen or a white feather)
  Range 30 ft.
  Area cone-shaped burst
  Duration 1 round/level or 1 round; see text
  Saving Throw Will partial; Spell Resistance yes
  An invisible cone of terror causes each living creature in the area 
  to become panicked unless it succeeds on a Will save. If cornered, 
  a panicked creature begins cowering. If the Will save succeeds, the 
  creature is shaken for 1 round.
  FEATHER FALL
  School transmutation; Level bard 1, sorcerer/wizard 1
  Casting Time 1 immediate action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Targets one Medium or smaller freefalling object or creature/
  level, no two of which may be more than 20 ft. apart
  Duration until landing or 1 round/level
  Saving Throw Will negates (harmless) or Will negates (object); 
  Spell Resistance yes (object)
  The affected creatures or objects fall slowly. Feather fall 
  instantly changes the rate at which the targets fall to a mere 60 
  feet per round (equivalent to the end of a fall from a few feet), 
  and the subjects take no damage upon landing while the spell 
  is in effect. When the spell duration expires, a normal rate of 
  falling resumes.
  The spell affects one or more Medium or smaller creatures 
  (including gear and carried objects up to each creature’s maximum 
  load) or objects, or the equivalent in larger creatures: a Large 
  creature or object counts as two Medium creatures or objects, 
  a Huge creature or object counts as four Medium creatures or 
  objects, and so forth.
  This spell has no special effect on ranged weapons unless they 
  are falling quite a distance. If the spell is cast on a falling item, the 
  object does half normal damage based on its weight, with no bonus 
  for the height of the drop.
  Feather fall works only upon free-falling objects. It does not affect 
  a sword blow or a charging or flying creature.
  FEEBLEMIND
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a handful of clay, crystal, or glass spheres)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw Will negates; see text; Spell Resistance yes
  Target creature’s Intelligence and Charisma scores each drop to 1. 
  The affected creature is unable to use Intelligence- or Charisma-
  based skills, cast spells, understand language, or communicate 
  coherently. Still, it knows who its friends are and can follow them 
  and even protect them. The subject remains in this state until a 
  heal, limited wish, miracle, or wish spell is used to cancel the effect 
  of the feeblemind. A creature that can cast arcane spells, such as a 
  sorcerer or a wizard, takes a –4 penalty on its saving throw.
  FIND THE PATH
  School divination; Level bard 6, cleric 6, druid 6
  Casting Time 3 rounds
  Components V, S, F (a set of divination counters)
  Range personal or touch
  Target you or creature touched
  Duration 10 min./level
  Saving Throw none or Will negates (harmless); Spell Resistance 
  no or yes (harmless)
  The recipient of this spell can find the shortest, most direct 
  physical route to a prominent specified destination, such as 
  a city, keep, lake, or dungeon. The locale can be outdoors or 
  underground, as long as it is prominent. For example, a hunter’s 
  cabin is not prominent enough, but a logging camp is. Find the 
  path works with respect to locations, not objects or creatures at a 
  locale. The location must be on the same plane as the subject at 
  the time of casting.
  The spell enables the subject to sense the correct direction that 
  will eventually lead it to its destination, indicating at appropriate 
  times the exact path to follow or physical actions to take. For 
  example, the spell enables the subject to sense what cavern 
  corridor to take when a choice presents itself. The spell ends when 
  the destination is reached or the duration expires, whichever 
  comes first. Find the path can be used to remove the subject and 
  its companions from the effect of a maze spell in a single round, 
  specifying the destination as “outside the maze.” This divination is 
  keyed to the recipient, not its companions, and its effect does not 
  predict or allow for the actions of creatures (including guardians) 
  who might take action to oppose the caster as he follows the path 
  revealed by this spell.
  FIND TRAPS
  School divination; Level cleric 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level
  You gain intuitive insight into the workings of traps. You gain an 
  insight bonus equal to 1/2 your caster level (maximum +10) on 
  Perception checks made to find traps while the spell is in effect. 
  You receive a check to notice traps within 10 feet of you, even if 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703275
  703275
  451199
  451199
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703276
  703276
  451200
  451200
  282
  282
  you are not actively searching for them. Note that find traps grants 
  no ability to disable the traps that you may find.
  FINGER OF DEATH
  School necromancy [death]; Level druid 8, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  This spell instantly delivers 10 points of damage per caster level. If 
  the target’s Fortitude saving throw succeeds, it instead takes 3d6 
  points of damage + 1 point per caster level. The subject might die 
  from damage even if it succeeds on its saving throw.
  FIRE SHIELD
  School evocation [fire or cold]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (phosphorus for the warm shield; a firefly or 
  glowworm for the chill shield)
  Range personal
  Target you
  Duration 1 round/level (D)
  This spell wreathes you in flame and causes damage to each 
  creature that attacks you in melee. The flames also protect you 
  from either cold-based or fire-based attacks, depending on if you 
  choose cool or warm flames for your fire shield.
  Any creature striking you with its body or a handheld weapon 
  deals normal damage, but at the same time the attacker takes 
  1d6 points of damage + 1 point per caster level (maximum +15). 
  This damage is either cold damage (if you choose a chill shield) 
  or fire damage (if you choose a warm shield). If the attacker has 
  spell resistance, it applies to this effect. Creatures wielding melee 
  weapons with reach are not subject to this damage if they attack you.
  When casting this spell, you appear to immolate yourself, but the 
  flames are thin and wispy, increasing the light level within 10 feet by 
  one step, up to normal light. The color of the flames is blue or green 
  if the chill shield is cast, violet or red if the warm shield is employed. 
  The special powers of each version are as follows.
  Chill Shield: The flames are cool to the touch. You take 
  only half damage from fire-based attacks. If such an attack 
  allows a Reflex save for half damage, you take no damage on a 
  successful saving throw.
  Warm Shield: The flames are warm to the touch. You take only 
  half damage from cold-based attacks. If such an attack allows a 
  Reflex save for half damage, you take no damage on a successful 
  saving throw.
  FIRE SEEDS
  School conjuration (creation) [fire]; Level druid 6
  Casting Time 1 standard action
  Components V, S, M (acorns or holly berries)
  Range touch
  Targets up to four acorns or up to eight holly berries
  Duration 10 min./level or until used
  Saving Throw none or Reflex half; see text; Spell Resistance no
  Depending on the version of fire seeds you choose, you turn acorns 
  into splash weapons that you or another character can throw, or you 
  turn holly berries into bombs that you can detonate on command.
  Acorn Grenades: As many as four acorns turn into special 
  thrown splash weapons. An acorn grenade has a range increment 
  of 20 feet. A ranged touch attack roll is required to strike the 
  intended target. Together, the acorns are capable of dealing 1d4 
  points of fire damage per caster level (maximum 20d4) divided 
  among the acorns as you wish. No acorn can deal more than 
  10d4 points of damage.
  Each acorn grenade explodes upon striking any hard surface. 
  In addition to its regular fire damage, all creatures adjacent to 
  the explosion take 1 point of fire damage per die of the explosion. 
  This explosion of fire ignites any combustible materials adjacent 
  to the target.
  Holly Berry Bombs: You turn as many as eight holly berries into 
  special bombs. The holly berries are usually placed by hand, since 
  they are too light to make effective thrown weapons (they can be 
  tossed only 5 feet). If you are within 200 feet and speak a word 
  of command, each berry instantly bursts into flame, causing 1d8 
  points of fire damage + 1 point per caster level to every creature 
  in a 5-foot-radius burst and igniting any combustible materials 
  within 5 feet. A creature in the area that makes a successful Reflex 
  saving throw takes only half damage.
  FIRE STORM
  School evocation [fire]; Level cleric 8, druid 7
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area two 10-ft. cubes per level (S)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  When a fire storm spell is cast, the whole area is shot through with 
  sheets of roaring flame. The raging flames do not harm natural 
  vegetation, ground cover, or any plant creatures in the area that 
  you wish to exclude from damage. Any other creature within the 
  area takes 1d6 points of fire damage per caster level (maximum 
  20d6). Creatures that fail their Reflex save catch on fire, taking 
  4d6 points of fire damage each round until the flames are 
  extinguished. Extinguishing the flames is a full-round action that 
  requires a DC 20 Reflex save.
  FIRE TRAP
  School abjuration [fire]; Level druid 2, sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (gold dust worth 25 gp)
  Range touch
  Target object touched
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703276
  703276
  451200
  451200
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703277
  703277
  451201
  451201
  283
  283
  10
  Spells
  Spells
  Duration permanent until discharged (D)
  Saving Throw Reflex half; see text; Spell Resistance yes
  Fire trap creates a fiery explosion when an intruder opens the item 
  that the trap protects. A fire trap spell can ward any object that can 
  be opened and closed.
  When casting fire trap, you select a point on the object as the 
  spell’s center. When someone other than you opens the object, a 
  fiery explosion fills the area within a 5-foot radius around the spell’s 
  center. The flames deal 1d4 points of fire damage + 1 point per 
  caster level (maximum +20). The item protected by the trap is not 
  harmed by this explosion.
  A fire-trapped item cannot have a second closure or warding 
  spell placed on it. A knock spell does not bypass a fire trap. An 
  unsuccessful dispel magic spell does not detonate the spell. 
  Underwater, this ward deals half damage and creates a large cloud 
  of steam.
  You can use the fire-trapped object without discharging it, as can 
  any individual to whom the object was specifically attuned when 
  cast. Attuning a fire-trapped object to an individual usually involves 
  setting a password that you can share with friends.
  Magic traps such as fire trap are hard to detect and disable. 
  A rogue (only) can use the Perception skill to find a fire trap and 
  Disable Device to thwart it. The DC in each case is 25 + spell level 
  (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
  FIREBALL
  School evocation [fire]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a ball of bat guano and sulfur)
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius spread
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A fireball spell generates a searing explosion of flame that 
  detonates with a low roar and deals 1d6 points of fire damage per 
  caster level (maximum 10d6) to every creature within the area. 
  Unattended objects also take this damage. The explosion creates 
  almost no pressure.
  You point your finger and determine the range (distance and 
  height) at which the fireball is to burst. A glowing, pea-sized bead 
  streaks from the pointing digit and, unless it impacts upon a 
  material body or solid barrier prior to attaining the prescribed 
  range, blossoms into the fireball at that point. An early impact 
  results in an early detonation. If you attempt to send the bead 
  through a narrow passage, such as through an arrow slit, you 
  must “hit” the opening with a ranged touch attack, or else the 
  bead strikes the barrier and detonates prematurely.
  The fireball sets fire to combustibles and damages objects 
  in the area. It can melt metals with low melting points, such as 
  lead, gold, copper, silver, and bronze. If the damage caused to an 
  interposing barrier shatters or breaks through it, the fireball may 
  continue beyond the barrier if the area permits; otherwise it stops 
  at the barrier just as any other spell effect does.
  FLAME ARROW
  School transmutation [fire]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a drop of oil and a small piece of flint)
  Range close (25 ft. + 5 ft./2 levels)
  Target fifty projectiles, all of which must be together at the time 
  of casting
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  This spell allows you to turn ammunition (such as arrows, 
  crossbow bolts, shuriken, and sling stones) into fiery 
  projectiles. Each piece of ammunition deals an extra 1d6 points 
  of fire damage to any target it hits. A flaming projectile can 
  easily ignite a flammable object or structure, but it won’t ignite 
  a creature it strikes.
  FLAME BLADE
  School evocation [fire]; Level druid 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 0 ft.
  Effect sword-like beam
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  A 3-foot-long, blazing beam of red-hot fire springs forth 
  from your hand. You wield this blade-like beam as if it were a 
  scimitar. Attacks with the flame blade are melee touch attacks. 
  The blade deals 1d8 points of fire damage + 1 point per two 
  caster levels (maximum +10). Since the blade is immaterial, 
  your Strength modifier does not apply to the damage. A flame 
  blade can ignite combustible materials such as parchment, 
  straw, dry sticks, and cloth.
  FLAME STRIKE
  School evocation [fire]; Level cleric 5, druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (10-ft. radius, 40-ft. high)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A flame strike evokes a vertical column of divine fire. The spell 
  deals 1d6 points of damage per caster level (maximum 15d6). Half 
  the damage is fire damage, but the other half results directly from 
  divine power and is therefore not subject to being reduced by 
  resistance to fire-based attacks.
  FLAMING SPHERE
  School evocation [fire]; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (tallow, brimstone, and powdered iron)
  Range medium (100 ft. + 10 ft./level)
  Effect 5-ft.-diameter sphere
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703277
  703277
  451201
  451201
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703278
  703278
  451202
  451202
  284
  284
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance yes
  A burning globe of fire rolls in whichever direction you point 
  and burns those it strikes. It moves 30 feet per round. As part 
  of this movement, it can ascend or jump up to 30 feet to strike 
  a target. If it enters a space with a creature, it stops moving for 
  the round and deals 3d6 points of fire damage to that creature, 
  though a successful Reflex save negates that damage. A 
  flaming sphere rolls over barriers less than 4 feet tall. It ignites 
  flammable substances it touches and illuminates the same area 
  as a torch would.
  The sphere moves as long as you actively direct it (a move action 
  for you); otherwise, it merely stays at rest and burns. It can be 
  extinguished by any means that would put out a normal fire of its 
  size. The surface of the sphere has a spongy, yielding consistency 
  and so does not cause damage except by its flame. It cannot push 
  aside unwilling creatures or batter down large obstacles. A flaming 
  sphere winks out if it exceeds the spell’s range.
  FLARE
  School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Effect burst of light
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  This cantrip creates a burst of light. If you cause the light to burst 
  in front of a single creature, that creature is dazzled for 1 minute 
  unless it makes a successful Fortitude save. Sightless creatures, as 
  well as creatures already dazzled, are not affected by flare.
  FLESH TO STONE
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (lime, water, and earth)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  The subject, along with all its carried gear, turns into a 
  mindless, inert statue. If the statue resulting from this spell is 
  broken or damaged, the subject (if ever returned to its original 
  state) has similar damage or deformities. The creature is not 
  dead, but it does not seem to be alive either when viewed with 
  spells such as deathwatch.
  Only creatures made of flesh are affected by this spell.
  FLOATING DISK
  School evocation [force]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a drop of mercury)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 3-ft.-diameter disk of force
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You create a slightly concave, circular plane of force that 
  follows you about and carries loads for you. The disk is 3 feet in 
  diameter and 1 inch deep at its center. It can hold 100 pounds of 
  weight per caster level. If used to transport a liquid, its capacity 
  is 2 gallons. The disk floats approximately 3 feet above the 
  ground at all times and remains level. It floats along horizontally 
  within spell range and will accompany you at a rate of no more 
  than your normal speed each round. If not otherwise directed, 
  it maintains a constant interval of 5 feet between itself and you. 
  The disk winks out of existence when the spell duration expires. 
  The disk also winks out if you move beyond its range or try to 
  take the disk more than 3 feet away from the surface beneath it. 
  When the disk winks out, whatever it was supporting falls to the 
  surface beneath it.
  FLy
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, F (a wing feather)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject can fly at a speed of 60 feet (or 40 feet if it wears 
  medium or heavy armor, or if it carries a medium or heavy load). 
  It can ascend at half speed and descend at double speed, and its 
  maneuverability is good. Using a fly spell requires only as much 
  concentration as walking, so the subject can attack or cast spells 
  normally. The subject of a fly spell can charge but not run, and it 
  cannot carry aloft more weight than its maximum load, plus any 
  armor it wears. The subject gains a bonus on Fly skill checks equal 
  to 1/2 your caster level.
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly. The subject floats downward 60 feet per round 
  for 1d6 rounds. If it reaches the ground in that amount of time, it 
  lands safely. If not, it falls the rest of the distance, taking 1d6 points 
  of damage per 10 feet of fall. Since dispelling a spell effectively 
  ends it, the subject also descends safely in this way if the fly spell is 
  dispelled, but not if it is negated by an antimagic field.
  FOG CLOUD
  School conjuration (creation); Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft. level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  A bank of fog billows out from the point you designate. The fog 
  obscures all sight, including darkvision, beyond 5 feet. A creature 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703278
  703278
  451202
  451202
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703279
  703279
  451203
  451203
  285
  285
  10
  Spells
  Spells
  This spell creates an immobile, invisible cubical prison composed 
  of either bars of force or solid walls of force (your choice).
  Creatures within the area are caught and contained unless they 
  are too big to fit inside, in which case the spell automatically fails. 
  Teleportation and other forms of astral travel provide a means of 
  escape, but the force walls or bars extend into the Ethereal Plane, 
  blocking ethereal travel.
  Like a wall of force, a forcecage resists dispel magic, although 
  a mage’s disjunction still functions. The walls of a forcecage can 
  be damaged by spells as normal, except for disintegrate, which 
  automatically destroys it. The walls of a forcecage can be damaged 
  by weapons and supernatural abilities, but they have a Hardness of 
  30 and a number of hit points equal to 20 per caster level. Contact 
  with a sphere of annihilation or rod of cancellation instantly destroys 
  a forcecage.
  Barred Cage: This version of the spell produces a 20-foot cube 
  made of bands of force (similar to a wall of force spell) for bars. The 
  bands are a half-inch wide, with half-inch gaps between them. Any 
  creature capable of passing through such a small space can escape; 
  others are confined within the barred cage. You can’t attack a 
  creature in a barred cage with a weapon unless the weapon can fit 
  between the gaps. Even against such weapons (including arrows and 
  similar ranged attacks), a creature in the barred cage has cover. All 
  spells and breath weapons can pass through the gaps in the bars.
  Windowless Cell: This version of the spell produces a 10-foot cube 
  with no way in and no way out. Solid walls of force form its six sides.
  FORCEFUL HAND
  School evocation [force]; Level sorcerer/wizard 6
  This spell functions as interposing hand, except that it can also 
  pursue and bull rush one opponent you select. The forceful hand 
  gets one bull rush attack per round. This attack does not provoke 
  an attack of opportunity. Its CMB for bull rush checks uses your 
  caster level in place of its base attack bonus, with a +8 bonus 
  for its Strength score (27), and a +1 bonus for being Large. The 
  hand always moves with the opponent to push them back as far 
  as possible. It has no movement limit for this purpose. Directing 
  the spell to a new target is a move action. Forceful hand prevents 
  the opponent from moving closer to you without first succeeding 
  on a bull rush attack, moving both the forceful hand and the 
  target closer to you. The forceful hand can instead be directed to 
  interpose itself, as interposing hand does.
  FORESIGHT
  School divination; Level druid 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M/DF (a hummingbird’s feather)
  Range personal or touch
  Target see text
  Duration 10 min./level
  Saving Throw none or Will negates (harmless); Spell Resistance 
  no or yes (harmless)
  This spell grants you a powerful sixth sense in relation to yourself 
  within 5 feet has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss chance, 
  and the attacker can’t use sight to locate the target).
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round.
  The spell does not function underwater.
  FORBIDDANCE
  School abjuration; Level cleric 6
  Casting Time 6 rounds
  Components V, S, M (holy water and incense worth 1,500 gp, plus 
  1,500 gp per 60-foot cube), DF
  Range medium (100 ft. + 10 ft./level)
  Area 60-ft. cube/level (S)
  Duration permanent
  Saving Throw see text; Spell Resistance yes
  Forbiddance seals an area against all planar travel into or within 
  it. This includes all teleportation spells (such as dimension door 
  and teleport), plane shifting, astral travel, ethereal travel, and all 
  summoning spells. Such effects simply fail automatically.
  In addition, it damages entering creatures whose alignments 
  are different from yours. The effect on those attempting to enter 
  the warded area is based on their alignment relative to yours (see 
  below). A creature inside the area when the spell is cast takes no 
  damage unless it exits the area and attempts to reenter, at which 
  time it is affected as normal.
  Alignments identical: No effect. The creature may enter the area 
  freely (although not by planar travel).
  Alignments different with respect to either law/chaos or good/evil: 
  The creature takes 6d6 points of damage. A successful Will save 
  halves the damage, and spell resistance applies.
  Alignments different with respect to both law/chaos and good/evil: 
  The creature takes 12d6 points of damage. A successful Will save 
  halves the damage, and spell resistance applies.
  At your option, the abjuration can include a password, in which 
  case creatures of alignments different from yours can avoid the 
  damage by speaking the password as they enter the area. You must 
  select this option (and the password) at the time of casting. Adding 
  a password requires the burning of additional rare incenses worth at 
  least 1,000 gp, plus 1,000 gp per 60-foot cube.
  Dispel magic does not dispel a forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level.
  You can’t have multiple overlapping forbiddance effects. In such a 
  case, the more recent effect stops at the boundary of the older effect.
  FORCECAGE
  School evocation [force]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (ruby dust worth 500 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Area barred cage (20-ft. cube) or windowless cell (10-ft. cube)
  Duration 1 round/level (D)
  Saving Throw Reflex negates; Spell Resistance no
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703279
  703279
  451203
  451203
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703280
  703280
  451204
  451204
  286
  286
  or another. Once foresight is cast, you receive instantaneous 
  warnings of impending danger or harm to the subject of the 
  spell. You are never surprised or flat-footed. In addition, the spell 
  gives you a general idea of what action you might take to best 
  protect yourself and gives you a +2 insight bonus to AC and on 
  Reflex saves. This insight bonus is lost whenever you would lose a 
  Dexterity bonus to AC.
  When another creature is the subject of the spell, you receive 
  warnings about that creature. You must communicate what you 
  learn to the other creature for the warning to be useful, and the 
  creature can be caught unprepared in the absence of such a 
  warning. Shouting a warning, yanking a person back, and even 
  telepathically communicating (via an appropriate spell) can all be 
  accomplished before some danger befalls the subject, provided you 
  act on the warning without delay. The subject, however, does not 
  gain the insight bonus to AC and Reflex saves.
  FORM OF THE DRAGON I
  School transmutation (polymorph); Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a scale of the dragon type you plan to 
  assume)
  Range personal
  Target you
  Duration 1 min./level (D)
  Save see below; SR no
  You become a Medium chromatic or metallic dragon (see the 
  Pathfinder RPG Bestiary). You gain a +4 size bonus to Strength, a 
  +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 
  feet (poor), darkvision 60 feet, a breath weapon, and resistance 
  to one element. You also gain one bite (1d8), two claws (1d6), 
  and two wing attacks (1d4). Your breath weapon and resistance 
  depend on the type of dragon. You can only use the breath 
  weapon once per casting of this spell. All breath weapons deal 
  6d8 points of damage and allow a Reflex save for half damage. In 
  addition, some of the dragon types grant additional abilities, as 
  noted below.
  Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
  Blue dragon: 60-foot line of electricity, resist electricity 20, 
  burrow 20 feet
  Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
  Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
  White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, 
  vulnerability to fire
  Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, 
  vulnerability to cold
  Bronze dragon: 60-foot line of electricity, resist electricity 20, 
  swim 60 feet
  Copper dragon: 60-foot line of acid, resist acid 20, spider climb 
  (always active)
  Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
  Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability 
  to fire
  FORM OF THE DRAGON II
  School transmutation (polymorph); Level sorcerer/wizard 7
  This spell functions as form of the dragon I except that it also allows 
  you to assume the form of a Large chromatic or metallic dragon. 
  You gain the following abilities: a +6 size bonus to Strength, a 
  +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 
  feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and 
  resistance to one element. You also gain one bite (2d6), two claws 
  (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can 
  only use the breath weapon twice per casting of this spell, and you 
  must wait 1d4 rounds between uses. All breath weapons deal 8d8 
  points of damage and allow a Reflex save for half damage. Line 
  breath weapons increase to 80-foot lines and cones increase to 
  40-foot cones.
  FORM OF THE DRAGON III
  School transmutation (polymorph); Level sorcerer/wizard 8
  This spell functions as form of the dragon II save that it also 
  allows you to take the form of a Huge chromatic or metallic 
  dragon. You gain the following abilities: a +10 size bonus to 
  Strength, a +8 size bonus to Constitution, a +8 natural armor 
  bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 
  feet, a breath weapon, DR 10/magic, frightful presence (DC 
  equal to the DC for this spell), and immunity to one element 
  (of the same type form of the dragon I grants resistance to). 
  You also gain one bite (2d8), two claws (2d6), two wing attacks 
  (1d8), and one tail slap attack (2d6). You can use the breath 
  weapon as often as you like, but you must wait 1d4 rounds 
  between uses. All breath weapons deal 12d8 points of  
  damage and allow a Reflex save for half damage. Line breath 
  weapons increase to 100-foot lines and cones increase to 
  50-foot cones.
  FOx’S CUNNING
  School transmutation; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (hairs or dung from a fox)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  The target becomes smarter. The spell grants a +4 enhancement 
  bonus to Intelligence, adding the usual benefits to Intelligence-
  based skill checks and other uses of the Intelligence modifier. 
  Wizards (and other spellcasters who rely on Intelligence) affected 
  by this spell do not gain any additional bonus spells for the 
  increased Intelligence, but the save DCs for spells they cast while 
  under this spell’s effect do increase. This spell doesn’t grant extra 
  skill ranks.
  FOx’S CUNNING, MASS
  School transmutation; Level bard 6, sorcerer/wizard 6
  Range close (25 ft. + 5 ft./2 levels)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703280
  703280
  451204
  451204
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703281
  703281
  451205
  451205
  287
  287
  10
  Spells
  Spells
  Target one creature/level, no two of which can be more than 30 
  ft. apart
  This spell functions like fox’s cunning, except that it affects 
  multiple creatures.
  FREEDOM
  School abjuration; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels) or see text
  Target one creature
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject is freed from spells and effects that restrict 
  movement, including binding, entangle, grappling, imprisonment, 
  maze, paralysis, petrification, pinning, sleep, slow, stunning, 
  temporal stasis, and web. To free a creature from imprisonment or 
  maze, you must know its name and background, and you must 
  cast this spell at the spot where it was entombed or banished 
  into the maze.
  FREEDOM OF MOVEMENT
  School abjuration; Level bard 4, cleric 4, druid 4, ranger 4
  Casting Time 1 standard action
  Components V, S, M (a leather strip bound to the target), DF
  Range personal or touch
  Target you or creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow, and web. All combat maneuver checks made to grapple the 
  target automatically fail. The subject automatically succeeds on 
  any combat maneuver checks and Escape Artist checks made to 
  escape a grapple or a pin.
  The spell also allows the subject to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, and 
  maces, provided that the weapon is wielded in the hand rather than 
  hurled. The freedom of movement spell does not, however, grant 
  water breathing.
  FREEzING SPHERE
  School evocation [cold]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, F (a small crystal sphere)
  Range long (400 ft. + 40 ft./level)
  Target, Effect, or Area see text
  Duration instantaneous or 1 round/level; see text
  Saving Throw Reflex half; see text; Spell Resistance yes
  Freezing sphere creates a frigid globe of cold energy that streaks 
  from your fingertips to the location you select, where it explodes 
  in a 40-foot-radius burst, dealing 1d6 points of cold damage per 
  caster level (maximum 15d6) to each creature in the area. A creature 
  of the water subtype instead takes 1d8 points of cold damage per 
  caster level (maximum 15d8) and is staggered for 1d4 rounds.
  If the freezing sphere strikes a body of water or a liquid that is 
  principally water (not including water-based creatures), it freezes the 
  liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 
  round per caster level. Creatures that were swimming on the surface 
  of a targeted body of water become trapped in the ice. Attempting to 
  break free is a full-round action. A trapped creature must make a DC 
  25 Strength check or a DC 25 Escape Artist check to do so.
  You can refrain from firing the globe after completing the spell, 
  if you wish. Treat this as a touch spell for which you are holding the 
  charge. You can hold the charge for as long as 1 round per level, at 
  the end of which time the freezing sphere bursts centered on you 
  (and you receive no saving throw to resist its effect). Firing the globe 
  in a later round is a standard action.
  GASEOUS FORM
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components S, M/DF (a bit of gauze and a wisp of smoke)
  Range touch
  Target willing corporeal creature touched
  Duration 2 min./level (D)
  Saving Throw none; Spell Resistance no
  The subject and all its gear become insubstantial, misty, and 
  translucent. Its material armor (including natural armor) becomes 
  worthless, though its size, Dexterity, deflection bonuses, and armor 
  bonuses from force effects still apply. The subject gains DR 10/
  magic and becomes immune to poison, sneak attacks, and critical 
  hits. It can’t attack or cast spells with verbal, somatic, material, or 
  focus components while in gaseous form. This does not rule out 
  the use of certain spells that the subject may have prepared using 
  the feats Silent Spell, Still Spell, and Eschew Materials. The subject 
  also loses supernatural abilities while in gaseous form. If it has a 
  touch spell ready to use, that spell is discharged harmlessly when 
  the gaseous form spell takes effect.
  A gaseous creature can’t run, but it can fly at a speed of 10 feet 
  and automatically succeeds on all Fly skill checks. It can pass through 
  small holes or narrow openings, even mere cracks, with all it was 
  wearing or holding in its hands, as long as the spell persists. The 
  creature is subject to the effects of wind, and it can’t enter water or 
  other liquid. It also can’t manipulate objects or activate items, even 
  those carried along with its gaseous form. Continuously active items 
  remain active, though in some cases their effects may be moot.
  GATE
  School conjuration (creation or calling); Level cleric 9, sorcerer/
  wizard 9
  Casting Time 1 standard action
  Components V, S, M (see text)
  Range medium (100 ft. + 10 ft./level)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703281
  703281
  451205
  451205
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703282
  703282
  451206
  451206
  288
  288
  Effect see text
  Duration instantaneous or concentration (up to 1 round/level); 
  see text
  Saving Throw none; Spell Resistance no
  Casting a gate spell has two effects. First, it creates an 
  interdimensional connection between your plane of existence and 
  a plane you specify, allowing travel between those two planes in 
  either direction.
  Second, you may then call a particular individual or kind of being 
  through the gate.
  The gate itself is a circular hoop or disk from 5 to 20 feet in 
  diameter (caster’s choice) oriented in the direction you desire when 
  it comes into existence (typically vertical and facing you). It is a 
  two-dimensional window looking into the plane you specified when 
  casting the spell, and anyone or anything that moves through is 
  shunted instantly to the other side.
  A gate has a front and a back. Creatures moving through the gate 
  from the front are transported to the other plane; creatures moving 
  through it from the back are not.
  Planar Travel: As a mode of planar travel, a gate spell functions 
  much like a plane shift spell, except that the gate opens precisely 
  at the point you desire (a creation effect). Deities and other beings 
  who rule a planar realm can prevent a gate from opening in their 
  presence or personal demesnes if they so desire. Travelers need 
  not join hands with you—anyone who chooses to step through the 
  portal is transported. A gate cannot be opened to another point on 
  the same plane; the spell works only for interplanar travel.
  You may hold the gate open only for a brief time (no more than 
  1 round per caster level), and you must concentrate on doing so, or 
  else the interplanar connection is severed.
  Calling Creatures: The second effect of the gate spell is to call 
  an extraplanar creature to your aid (a calling effect). By naming a 
  particular being or kind of being as you cast the spell, you cause 
  the gate to open in the immediate vicinity of the desired creature 
  and pull the subject through, willing or unwilling. Deities and 
  unique beings are under no compulsion to come through the gate, 
  although they may choose to do so of their own accord. This use 
  of the spell creates a gate that remains open just long enough to 
  transport the called creatures. This use of the spell has a material 
  cost of 10,000 gp in rare incense and offerings. This cost is in 
  addition to any cost that must be paid to the called creatures.
  If you choose to call a kind of creature instead of a known 
  individual, you may call either a single creature or several creatures. 
  In either case, their total HD cannot exceed twice your caster 
  level. In the case of a single creature, you can control it if its HD 
  does not exceed your caster level. A creature with more HD than 
  your caster level can’t be controlled. Deities and unique beings 
  cannot be controlled in any event. An uncontrolled being acts as it 
  pleases, making the calling of such creatures rather dangerous. An 
  uncontrolled being may return to its home plane at any time.
  If you choose to exact a longer or more involved form of service 
  from a called creature, you must offer some fair trade in return for 
  that service. The service exacted must be reasonable with respect 
  to the promised favor or reward; see the lesser planar ally spell for 
  appropriate rewards. Some creatures may want their payment in 
  “livestock” rather than in coin, which could involve complications. 
  Immediately upon completion of the service, the being is 
  transported to your vicinity, and you must then and there turn over 
  the promised reward. After this is done, the creature is instantly 
  freed to return to its own plane.
  Failure to fulfill the promise to the letter results in your being 
  subjected to service by the creature or by its liege and master, at the 
  very least. At worst, the creature or its kin may attack you.
  Note: When you use a calling spell such as gate to call an air, 
  chaotic, earth, evil, fire, good, lawful, or water creature, it becomes 
  a spell of that type.
  GEAS/QUEST
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 6, cleric 6, sorcerer/wizard 6
  Casting Time 10 minutes
  Target one living creature
  Saving Throw none; Spell Resistance yes
  This spell functions similarly to lesser geas, except that it affects a 
  creature of any HD and allows no saving throw.
  If the subject is prevented from obeying the geas/quest for 24 
  hours, it takes a –3 penalty to each of its ability scores. Each day, 
  another –3 penalty accumulates, up to a total of –12. No ability 
  score can be reduced to less than 1 by this effect. The ability score 
  penalties are removed 24 hours after the subject resumes obeying 
  the geas/quest.
  A remove curse spell ends a geas/quest spell only if its caster level 
  is at least two higher than your caster level. Break enchantment does 
  not end a geas/quest, but limited wish, miracle, and wish do.
  Bards, sorcerers, and wizards usually refer to this spell as geas, 
  while clerics call the same spell quest.
  GEAS, LESSER
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 3, sorcerer/wizard 4
  Casting Time 1 round
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature with 7 HD or less
  Duration 1 day/level or until discharged (D)
  Saving Throw Will negates; Spell Resistance yes
  A lesser geas places a magical command on a creature to carry out 
  some service or to refrain from some action or course of activity, 
  as desired by you. The creature must have 7 or fewer HD and be 
  able to understand you. While a geas cannot compel a creature to 
  kill itself or perform acts that would result in certain death, it can 
  cause almost any other course of activity.
  The geased creature must follow the given instructions until the 
  geas is completed, no matter how long it takes.
  If the instructions involve some open-ended task that the 
  recipient cannot complete through his own actions, the spell 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703282
  703282
  451206
  451206
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703283
  703283
  451207
  451207
  289
  289
  10
  Spells
  Spells
  remains in effect for a maximum of 1 day per caster level. A clever 
  recipient can subvert some instructions.
  If the subject is prevented from obeying the lesser geas for 24 
  hours, it takes a –2 penalty to each of its ability scores. Each day, 
  another –2 penalty accumulates, up to a total of –8. No ability 
  score can be reduced to less than 1 by this effect. The ability score 
  penalties are removed 24 hours after the subject resumes obeying 
  the lesser geas.
  A lesser geas (and all ability score penalties) can be ended by break 
  enchantment, limited wish, remove curse, miracle, or wish. Dispel magic 
  does not affect a lesser geas.
  GENTLE REPOSE
  School necromancy; Level cleric 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (salt and a copper piece for each of the 
  corpse’s eyes)
  Range touch
  Target corpse touched
  Duration 1 day/level
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You preserve the remains of a dead creature so that they do not 
  decay. Doing so effectively extends the time limit on raising 
  that creature from the dead (see raise dead). Days spent under 
  the influence of this spell don’t count against the time limit. 
  Additionally, this spell makes transporting a slain (and thus 
  decaying) comrade less unpleasant.
  The spell also works on severed body parts and the like.
  GHOST SOUND
  School illusion (figment); Level bard 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, M (a bit of wool or a small lump of wax)
  Range close (25 ft. + 5 ft./2 levels)
  Effect illusory sounds
  Duration 1 round/level (D)
  Saving Throw Will disbelief; Spell Resistance no
  Ghost sound allows you to create a volume of sound that rises, 
  recedes, approaches, or remains at a fixed place. You choose what 
  type of sound ghost sound creates when casting it and cannot 
  thereafter change the sound’s basic character.
  The volume of sound created depends on your level. You can 
  produce as much noise as four normal humans per caster level 
  (maximum 40 humans). Thus, talking, singing, shouting, walking, 
  marching, or running sounds can be created. The noise a ghost 
  sound spell produces can be virtually any type of sound within the 
  volume limit. A horde of rats running and squeaking is about the 
  same volume as eight humans running and shouting. A roaring 
  lion is equal to the noise from 16 humans, while a roaring dragon is 
  equal to the noise from 32 humans. Anyone who hears a ghost sound 
  receives a Will save to disbelieve.
  Ghost sound can enhance the effectiveness of a silent image spell.
  Ghost sound can be made permanent with a permanency spell.
  GHOUL TOUCH
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (cloth from a ghoul or earth from a 
  ghoul’s lair)
  Range touch
  Target living humanoid touched
  Duration 1d6+2 rounds
  Saving Throw Fortitude negates; Spell Resistance yes
  Imbuing you with negative energy, this spell allows you to 
  paralyze a single living humanoid for the duration of the spell with 
  a successful melee touch attack.
  A paralyzed subject exudes a carrion stench that causes all living 
  creatures (except you) in a 10-foot-radius spread to become sickened 
  (Fortitude negates). A neutralize poison spell removes the effect from 
  a sickened creature, and creatures immune to poison are unaffected 
  by the stench.
  GIANT FORM I
  School transmutation (polymorph); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you plan 
  to assume)
  Range personal
  Target you
  Duration 1 min./level (D)
  When you cast this spell you can assume the form of any Large 
  humanoid creature of the giant subtype (see the Pathfinder 
  RPG Bestiary). Once you assume your new form, you gain the 
  following abilities: a +6 size bonus to Strength, a –2 penalty to 
  Dexterity, a +4 size bonus to Constitution, a +4 natural armor 
  bonus, and low-light vision. If the form you assume has any 
  of the following abilities, you gain the listed ability: darkvision 
  60 feet, rend (2d6 damage), regeneration 5, rock catching, and 
  rock throwing (range 60 feet, 2d6 damage). If the creature has 
  immunity or resistance to any elements, you gain resistance 
  20 to those elements. If the creature has vulnerability to an 
  element, you gain that vulnerability.
  GIANT FORM II
  School Transmutation (polymorph); Level sorcerer/wizard 8
  This spell functions as giant form I except that it also allows you 
  to assume the form of any Huge creature of the giant type. You 
  gain the following abilities: a +8 size bonus to Strength, a –2 
  penalty to Dexterity, a +6 size bonus to Constitution, a +6 natural 
  armor bonus, low-light vision, and a +10 foot enhancement bonus 
  to your speed. If the form you assume has any of the following 
  abilities, you gain the listed ability: swim 60 feet, darkvision 
  60 feet, rend (2d8 damage), regeneration 5, rock catching, and 
  rock throwing (range 120 feet, 2d10 damage). If the creature has 
  immunity or resistance to one element, you gain that immunity 
  or resistance. If the creature has vulnerability to an element, you 
  gain that vulnerability.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703283
  703283
  451207
  451207
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703284
  703284
  451208
  451208
  290
  290
  GIANT VERMIN
  School transmutation; Level cleric 4, druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets 1 or more vermin, no two of which can be more than 30 
  ft. apart
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes
  You turn a number of normal-sized centipedes, scorpions, or 
  spiders into their giant counterparts (see the Pathfinder RPG 
  Bestiary). Only one type of vermin can be transmuted (so a single 
  casting cannot affect both a centipede and a spider). The number 
  of vermin which can be affected by this spell depends on your 
  caster level, as noted on the table below.
  Giant vermin created by this spell do not attempt to harm you, 
  but your control of such creatures is limited to simple commands 
  (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain 
  creature when it appears or guard against a particular occurrence are 
  too complex for the vermin to understand. Unless commanded to do 
  otherwise, the giant vermin attack whomever or whatever is near them.
  Caster Level 
  Centipedes 
  Scorpions 
  Spiders
  9th or lower 
  3 
  1 
  2
  10th–13th 
  4 
  2 
  3
  14th–17th 
  6 
  3 
  4
  18th–19th 
  8 
  4 
  5
  20th or higher 
  12 
  6 
  8
  GLIBNESS
  School transmutation; Level bard 3
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Duration 10 min./level (D)
  Your speech becomes fluent and more believable, causing those 
  who hear you to believe every word you say. You gain a +20 
  bonus on Bluff checks made to convince another of the truth of 
  your words. This bonus doesn’t apply to other uses of the Bluff 
  skill, such as feinting in combat, creating a diversion to hide, or 
  communicating a hidden message via innuendo.
  If a magical effect is used against you that would detect your lies 
  or force you to speak the truth, the user of the effect must succeed 
  on a caster level check (1d20 + caster level) against a DC of 15 + your 
  caster level to succeed. Failure means the effect does not detect 
  your lies or force you to speak only the truth.
  GLITTERDUST
  School conjuration (creation); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (ground mica)
  Range medium (100 ft. + 10 ft./level)
  Area creatures and objects within 10-ft.-radius spread
  Duration 1 round/level
  Save Will negates (blinding only); SR no
  A cloud of golden particles covers everyone and everything 
  in the area, causing creatures to become blinded and visibly 
  outlining invisible things for the duration of the spell. All within 
  the area are covered by the dust, which cannot be removed and 
  continues to sparkle until it fades. Each round at the end of their 
  turn blinded creatures may attempt new saving throws to end 
  the blindness effect.
  Any creature covered by the dust takes a –40 penalty on  
  Stealth checks.
  GLOBE OF INVULNERABILITy
  School abjuration; Level sorcerer/wizard 6
  This spell functions like lesser globe of invulnerability, except that it 
  also excludes 4th-level spells and spell-like effects.
  GLOBE OF INVULNERABILITy, LESSER
  School abjuration; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a glass or crystal bead)
  Range 10 ft.
  Area 10-ft.-radius spherical emanation, centered on you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  An immobile, faintly shimmering magical sphere surrounds 
  you and excludes all spell effects of 3rd level or lower. The area 
  or effect of any such spells does not include the area of the 
  lesser globe of invulnerability. Such spells fail to affect any target 
  located within the globe. Excluded effects include spell-like 
  abilities and spells or spell-like effects from items. Any type of 
  spell, however, can be cast through or out of the magical globe. 
  Spells of 4th level and higher are not affected by the globe, nor 
  are spells already in effect when the globe is cast. The globe 
  can be brought down by a dispel magic spell. You can leave and 
  return to the globe without penalty.
  Note that spell effects are not disrupted unless their effects enter 
  the globe, and even then they are merely suppressed, not dispelled. 
  If a given spell has more than one level depending on which 
  character class is casting it, use the level appropriate to the caster 
  to determine whether lesser globe of invulnerability stops it.
  GLyPH OF WARDING
  School abjuration; Level cleric 3
  Casting Time 10 minutes
  Components V, S, M (powdered diamond worth 200 gp)
  Range touch
  Target or Area object touched or up to 5 sq. ft./level
  Duration permanent until discharged (D)
  Saving Throw see text; Spell Resistance no (object) and yes; see text
  This powerful inscription harms those who enter, pass, or open 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703284
  703284
  451208
  451208
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703285
  703285
  451209
  451209
  291
  291
  10
  Spells
  Spells
  the warded area or object. A glyph of warding can guard a bridge 
  or passage, ward a portal, trap a chest or box, and so on.
  You set all of the conditions of the ward. Typically, any creature 
  entering the warded area or opening the warded object without 
  speaking a password (which you set when casting the spell) is subject 
  to the magic it stores. Alternatively or in addition to a password 
  trigger, glyphs can be set according to physical characteristics (such 
  as height or weight) or creature type, subtype, or kind. Glyphs can 
  also be set with respect to good, evil, law, or chaos, or to pass those 
  of your religion. They cannot be set according to class, HD, or level. 
  Glyphs respond to invisible creatures normally but are not triggered 
  by those who travel past them ethereally. Multiple glyphs cannot 
  be cast on the same area. However, if a cabinet has three different 
  drawers, each can be separately warded.
  When casting the spell, you weave a tracery of faintly glowing lines 
  around the warding sigil. A glyph can be placed to conform to any 
  shape up to the limitations of your total square footage. When the 
  spell is completed, the glyph and tracery become nearly invisible.
  Glyphs cannot be affected or bypassed by such means as 
  physical or magical probing, though they can be dispelled. Mislead, 
  polymorph, and nondetection (and similar magical effects) can fool a 
  glyph, though nonmagical disguises and the like can’t. Read magic 
  allows you to identify a glyph of warding with a DC 13 Knowledge 
  (arcana) check. Identifying the glyph does not discharge it and 
  allows you to know the basic nature of the glyph (version, type of 
  damage caused, what spell is stored).
  Note: Magic traps such as glyph of warding are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find the glyph 
  and Disable Device to thwart it. The DC in each case is 25 + spell 
  level, or 28 for glyph of warding.
  Depending on the version selected, a glyph either blasts the 
  intruder or activates a spell.
  Blast Glyph: A blast glyph deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to the intruder and to all within 5 feet 
  of him or her. This damage is acid, cold, fire, electricity, or sonic 
  (caster’s choice, made at time of casting). Each creature affected can 
  attempt a Reflex save to take half damage. Spell resistance applies 
  against this effect.
  Spell Glyph: You can store any harmful spell of 3rd level or lower that 
  you know. All level-dependent features of the spell are based on your 
  caster level at the time of casting the glyph. If the spell has a target, it 
  targets the intruder. If the spell has an area or an amorphous effect, 
  the area or effect is centered on the intruder. If the spell summons 
  creatures, they appear as close as possible to the intruder and attack. 
  Saving throws and spell resistance operate as normal, except that the 
  DC is based on the level of the spell stored in the glyph.
  GLyPH OF WARDING, GREATER
  School abjuration; Level cleric 6
  This spell functions like glyph of warding, except that a greater blast 
  glyph deals up to 10d8 points of damage, and a greater spell glyph 
  can store a spell of 6th level or lower.
  Read magic allows you to identify a greater glyph of warding with a 
  DC 16 Spellcraft check.
  Material Component: You trace the glyph with incense, which must 
  first be sprinkled with powdered diamond worth at least 400 gp.
  GOODBERRy
  School transmutation; Level druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets 2d4 fresh berries touched
  Duration 1 day/level
  Saving Throw none; Spell Resistance yes
  Casting goodberry makes 2d4 freshly picked berries magical. You 
  (as well as any other druid of 3rd or higher level) can immediately 
  discern which berries are affected. Each transmuted berry provides 
  nourishment as if it were a normal meal for a Medium creature. 
  The berry also cures 1 point of damage when eaten, subject to a 
  maximum of 8 points of such curing in any 24-hour period.
  GOOD HOPE
  School enchantment (compulsion) [mind-affecting]; Level bard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets one living creature/level, no two of which may be more 
  than 30 ft. apart
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell instills powerful hope in the subjects. Each affected 
  creature gains a +2 morale bonus on saving throws, attack rolls, 
  ability checks, skill checks, and weapon damage rolls.
  Good hope counters and dispels crushing despair.
  GRASPING HAND
  School evocation [force]; Level sorcerer/wizard 7
  This spell functions as interposing hand, except that it can also 
  grapple one opponent you select. The grasping hand gets one 
  grapple attack per round. This attack does not provoke an attack 
  of opportunity. Its CMB and CMD for grapple checks use your 
  caster level in place of its base attack bonus, with a +10 bonus for 
  its Strength (31) score and a +1 bonus for being Large (its Dexterity 
  is 10, granting no bonus on the Combat Maneuver Defense). 
  The hand holds but does not harm creatures that it grapples. 
  Directing the spell to a new target is a move action. The grasping 
  hand can instead be directed to bull rush a target, using the same 
  bonuses outlined above, or it can be directed to interpose itself, 
  as interposing hand does.
  GREASE
  School conjuration (creation); Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (butter)
  Range close (25 ft. + 5 ft./2 levels)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703285
  703285
  451209
  451209
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703286
  703286
  451210
  451210
  292
  292
  Target one object or 10-ft. square
  Duration 1 min./level (D)
  Save see text; SR no
  A grease spell covers a solid surface with a layer of slippery 
  grease. Any creature in the area when the spell is cast must 
  make a successful Reflex save or fall. A creature can walk within 
  or through the area of grease at half normal speed with a DC 10 
  Acrobatics check. Failure means it can’t move that round (and 
  must then make a Reflex save or fall), while failure by 5 or more 
  means it falls (see the Acrobatics skill for details). Creatures that 
  do not move on their turn do not need to make this check and are 
  not considered flat-footed.
  The spell can also be used to create a greasy coating on an item. 
  Material objects not in use are always affected by this spell, while 
  an object wielded or employed by a creature requires its bearer to 
  make a Reflex saving throw to avoid the effect. If the initial saving 
  throw fails, the creature immediately drops the item. A saving throw 
  must be made in each round that the creature attempts to pick 
  up or use the greased item. A creature wearing greased armor or 
  clothing gains a +10 circumstance bonus on Escape Artist checks 
  and combat maneuver checks made to escape a grapple, and to 
  their CMD to avoid being grappled.
  GREATER (SPELL NAME)
  Any spell whose name begins with greater is alphabetized in this 
  chapter according to the spell name. Thus, the description of a 
  greater spell appears near the description of the spell on which 
  it is based. Spell chains that have greater spells in them include 
  those based on the spells arcane sight, command, dispel magic, 
  glyph of warding, invisibility, magic fang, magic weapon, planar ally, 
  planar binding, polymorph, prying eyes, restoration, scrying, shadow 
  conjuration, shadow evocation, shout, and teleport.
  GUARDS AND WARDS
  School abjuration; Level sorcerer/wizard 6
  Casting Time 30 minutes
  Components V, S, M (burning incense, a small measure of 
  brimstone and oil, a knotted string, and a small amount of 
  blood), F (a small silver rod)
  Range anywhere within the area to be warded
  Area up to 200 sq. ft./level (S)
  Duration 2 hours/level (D)
  Saving Throw see text; Spell Resistance see text
  This powerful spell is primarily used to defend a stronghold or 
  fortress by creating a number of magical wards and effects. The 
  ward protects 200 square feet per caster level. The warded area 
  can be as much as 20 feet high, and shaped as you desire. You can 
  ward several stories of a stronghold by dividing the area among 
  them; you must be somewhere within the area to be warded to 
  cast the spell. The spell creates the following magical effects 
  within the warded area.
  Fog: Fog fills all corridors, obscuring all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet has concealment 
  (attacks have a 20% miss chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker cannot use sight to 
  locate the target). Saving Throw: none. Spell Resistance: no.
  Arcane Locks: All doors in the warded area are arcane locked. 
  Saving Throw: none. Spell Resistance: no.
  Webs: Webs fill all stairs from top to bottom. These strands 
  are identical with those created by the web spell, except that they 
  regrow in 10 minutes if they are burned or torn away while the 
  guards and wards spell lasts. Saving Throw: Reflex negates; see text 
  for web. Spell Resistance: no.
  Confusion: Where there are choices in direction—such as a 
  corridor intersection or side passage—a minor confusion-type 
  effect functions so as to make it 50% probable that intruders believe 
  they are going in the opposite direction from the one they actually 
  chose. This is a mind-affecting effect. Saving Throw: none. Spell 
  Resistance: yes.
  Lost Doors: One door per caster level is covered by a silent image 
  to appear as if it were a plain wall. Saving Throw: Will disbelief (if 
  interacted with). Spell Resistance: no.
  In addition, you can place your choice of one of the following five 
  magical effects.
  1.  Dancing lights in four corridors. You can designate a simple 
  program that causes the lights to repeat as long as the guards and 
  wards spell lasts. Saving Throw: none. Spell Resistance: no.
  2.  A magic mouth in two places. Saving Throw: none. Spell 
  Resistance: no.
  3.  A stinking cloud in two places. The vapors appear in the places you 
  designate; they return within 10 minutes if dispersed by wind 
  while the guards and wards spell lasts. Saving Throw: Fortitude 
  negates; see text for stinking cloud. Spell Resistance: no.
  4.  A gust of wind in one corridor or room. Saving Throw: Fortitude 
  negates. Spell Resistance: yes.
  5.  A suggestion in one place. You select an area of up to 5 feet 
  square, and any creature who enters or passes through the area 
  receives the suggestion mentally. Saving Throw: Will negates. 
  Spell Resistance: yes.
  The whole warded area radiates strong magic of the abjuration 
  school. A dispel magic cast on a specific effect, if successful, removes 
  only that effect. A successful mage’s disjunction destroys the entire 
  guards and wards effect.
  GUIDANCE
  School divination; Level cleric 0, druid 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes
  This spell imbues the subject with a touch of divine guidance. 
  The creature gets a +1 competence bonus on a single attack roll, 
  saving throw, or skill check. It must choose to use the bonus 
  before making the roll to which it applies.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703286
  703286
  451210
  451210
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703287
  703287
  451211
  451211
  293
  293
  10
  Spells
  Spells
  GUST OF WIND
  School evocation [air]; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Effect line-shaped gust of severe wind emanating out from you to 
  the extreme of the range
  Duration 1 round
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell creates a severe blast of air (approximately 50 mph) that 
  originates from you, affecting all creatures in its path. All flying 
  creatures in this area take a –4 penalty on Fly skill checks. Tiny or 
  smaller flying creatures must make a DC 25 Fly skill check or be 
  blown back 2d6 × 10 feet and take 2d6 points of damage. Small 
  or smaller flying creatures must make a DC 20 Fly skill check to 
  move against the force of the wind.
  A Tiny or smaller creature on the ground is knocked down and rolled 
  1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
  Small creatures are knocked prone by the force of the wind.
  Medium or smaller creatures are unable to move forward against 
  the force of the wind unless they succeed at a DC 15 Strength check.
  Large or larger creatures may move normally within a gust of 
  wind effect.
  This spell can’t move a creature beyond the limit of it’s range.
  Any creature, regardless of size, takes a –4 penalty on ranged 
  attacks and Perception checks in the area of a gust of wind.
  The force of the gust automatically extinguishes candles, torches, 
  and similar unprotected flames. It causes protected flames, such 
  as those in lanterns, to dance wildly and has a 50% chance to 
  extinguish those lights.
  In addition to the effects noted, a gust of wind can do anything 
  that a sudden blast of wind would be expected to do. It can create 
  a stinging spray of sand or dust, fan a large fire, overturn delicate 
  awnings or hangings, heel over a small boat, and blow gases or 
  vapors to the edge of its range.
  Gust of wind can be made permanent with a permanency spell.
  HALLOW
  School evocation [good]; Level cleric 5, druid 5
  Casting Time 24 hours
  Components V, S, M (herbs, oils, and incense worth at least 1,000 
  gp, plus 1,000 gp per level of the spell to be included in the 
  hallowed area), DF
  Range touch
  Area 40-ft. radius emanating from the touched point
  Duration instantaneous
  Saving Throw see text; Spell Resistance see text
  Hallow makes a particular site, building, or structure a holy site. 
  This has four major effects.
  First, the site is warded by a magic circle against evil effect.
  Second, the DC to resist positive channeled energy within this 
  area gains a +4 sacred bonus and the DC to resist negative energy 
  is reduced by 4. Spell resistance does not apply to this effect. This 
  provision does not apply to the druid version of the spell.
  Third, any dead body interred in a hallowed site cannot be turned 
  into an undead creature.
  Finally, you can fix a single spell effect to the hallowed site. 
  The spell effect lasts for 1 year and functions throughout the 
  entire site, regardless of the normal duration and area or effect. 
  You may designate whether the effect applies to all creatures, 
  creatures who share your faith or alignment, or creatures who 
  adhere to another faith or alignment. At the end of the year, the 
  chosen effect lapses, but it can be renewed or replaced simply by 
  casting hallow again.
  Spell effects that may be tied to a hallowed site include aid, 
  bane, bless, cause fear, darkness, daylight, death ward, deeper 
  darkness, detect evil, detect magic, dimensional anchor, discern lies, 
  dispel magic, endure elements, freedom of movement, invisibility 
  purge, protection from energy, remove fear, resist energy, silence, 
  tongues, and zone of truth. Saving throws and spell resistance 
  might apply to these spells’ effects. (See the individual spell 
  descriptions for details.)
  An area can receive only one hallow spell (and its associated spell 
  effect) at a time. Hallow counters but does not dispel unhallow.
  HALLUCINATORy TERRAIN
  School illusion (glamer); Level bard 4, sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (a stone, a twig, and a green leaf)
  Range long (400 ft. + 40 ft./level)
  Area one 30-ft. cube/level (S)
  Duration 2 hours/level (D)
  Saving Throw Will disbelief (if interacted with); Spell Resistance no
  You make natural terrain look, sound, and smell like some other 
  sort of natural terrain. Structures, equipment, and creatures 
  within the area are not hidden or changed in appearance.
  HALT UNDEAD
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a pinch of sulfur and powdered garlic)
  Range medium (100 ft. + 10 ft./level)
  Targets up to three undead creatures, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates (see text); Spell Resistance yes
  This spell renders as many as three undead creatures immobile. A 
  nonintelligent undead creature gets no saving throw; an intelligent 
  undead creature does. If the spell is successful, it renders the 
  undead creature immobile for the duration of the spell (similar to 
  the effect of hold person on a living creature). The effect is broken if 
  the halted creatures are attacked or take damage.
  HARM
  School necromancy; Level cleric 6
  Casting Time 1 standard action
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703287
  703287
  451211
  451211
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703288
  703288
  451212
  451212
  294
  294
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will half; see text; Spell Resistance yes
  Harm charges a subject with negative energy that deals 10 points 
  of damage per caster level (to a maximum of 150 points at 15th 
  level). If the creature successfully saves, harm deals half this 
  amount. Harm cannot reduce the target’s hit points to less than 1.
  If used on an undead creature, harm acts like heal.
  HASTE
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a shaving of licorice root)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than  
  30 ft. apart
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless); Spell Resistance  
  yes (harmless)
  The transmuted creatures move and act more quickly than 
  normal. This extra speed has several effects.
  When making a full attack action, a hasted creature may make 
  one extra attack with any weapon he is holding. The attack is made 
  using the creature’s full base attack bonus, plus any modifiers 
  appropriate to the situation. (This effect is not cumulative with 
  similar effects, such as that provided by a speed weapon, nor does 
  it actually grant an extra action, so you can’t use it to cast a second 
  spell or otherwise take an extra action in the round.)
  A hasted creature gains a +1 bonus on attack rolls and a +1 dodge 
  bonus to AC and Reflex saves. Any condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses.
  All of the hasted creature’s modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase by 30 feet, to a 
  maximum of twice the subject’s normal speed using that form of 
  movement. This increase counts as an enhancement bonus, and 
  it affects the creature’s jumping distance as normal for increased 
  speed. Multiple haste effects don’t stack. Haste dispels and 
  counters slow.
  HEAL
  School conjuration (healing); Level cleric 6, druid 7
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  Heal enables you to channel positive energy into a creature to 
  wipe away injury and afflictions. It immediately ends any and all 
  of the following adverse conditions affecting the target: ability 
  damage, blinded, confused, dazed, dazzled, deafened, diseased, 
  exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, 
  sickened, and stunned. It also cures 10 hit points of damage per 
  level of the caster, to a maximum of 150 points at 15th level.
  Heal does not remove negative levels or restore permanently 
  drained ability score points.
  If used against an undead creature, heal instead acts like harm.
  HEAL, MASS
  School conjuration (healing); Level cleric 9
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more creatures, no two of which can be more than 
  30 ft. apart
  This spell functions like heal, except as noted above. The 
  maximum number of hit points restored to each creature is 250.
  HEAL MOUNT
  School conjuration (healing); Level paladin 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target your mount touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell functions like heal, but it affects only the paladin’s 
  special mount (typically a horse).
  HEAT METAL
  School transmutation [fire]; Level druid 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target metal equipment of one creature per two levels, no two of 
  which can be more than 30 ft. apart; or 25 lbs. of metal/level, all 
  of which must be within a 30-ft. circle
  Duration 7 rounds 
  Saving Throw Will negates (object); Spell Resistance yes (object)
  Heat metal causes metal objects to become red-hot. 
  Unattended, nonmagical metal gets no saving throw. Magical 
  metal is allowed a saving throw against the spell. An item in a 
  creature’s possession uses the creature’s saving throw bonus 
  unless its own is higher.
  A creature takes fire damage if its equipment is heated. It takes 
  full damage if its armor, shield, or weapon is affected. The creature 
  takes minimum damage (1 point or 2 points; see the table) if it’s not 
  wearing or wielding such an item.
  On the first round of the spell, the metal becomes warm and 
  uncomfortable to touch but deals no damage. The same effect also 
  occurs on the last round of the spell’s duration. During the second 
  (and also the next-to-last) round, intense heat causes pain and 
  damage. In the third, fourth, and fifth rounds, the metal is searing 
  hot, and causes more damage, as shown on the table presented on 
  the following page.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703288
  703288
  451212
  451212
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703289
  703289
  451213
  451213
  295
  295
  10
  Spells
  Spells
  Round 
  Metal Temperature 
  Damage
  1  
  Warm 
  None
  2  
  Hot 
  1d4 points
  3–5 
  Searing 
  2d4 points
  6  
  Hot 
  1d4 points
  7  
  Warm 
  None
  Any cold intense enough to damage the creature negates fire 
  damage from the spell (and vice versa) on a point-for-point basis. 
  If cast underwater, heat metal deals half damage and boils the 
  surrounding water.
  Heat metal counters and dispels chill metal.
  HELPING HAND
  School evocation; Level cleric 3
  Casting Time 1 standard action
  Components V, S, DF
  Range 5 miles
  Effect ghostly hand
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You create the ghostly image of a hand, which you can send to 
  find a creature within 5 miles. The hand then beckons to that 
  creature and leads it to you if the creature is willing to follow.
  When the spell is cast, you specify a person (or any creature) 
  by physical description, which can include race, gender, and 
  appearance but not ambiguous factors such as level, alignment, or 
  class. When the description is done, the hand streaks off in search 
  of a subject that fits the description. The amount of time it takes to 
  find the subject depends on how far away he is, as detailed on the 
  following table.
  Distance 
  Time to Locate
  100 ft. or less 
  1 round
  1,000 ft. 
  1 minute
  1 mile 
  10 minutes
  2 miles 
  1 hour
  3 miles 
  2 hours
  4 miles 
  3 hours
  5 miles 
  4 hours
  Once the hand locates the subject, it beckons the creature to 
  follow it. If the subject does so, the hand points in your direction, 
  indicating the most direct, feasible route. The hand hovers 10 feet 
  in front of the subject, moving before it at a speed of as much as 
  240 feet per round. Once the hand leads the subject back to you, it 
  disappears.
  The subject is not compelled to follow the hand or act in any 
  particular way toward you. If the subject chooses not to follow, 
  the hand continues to beckon for the duration of the spell, then 
  disappears. If the spell expires while the subject is en route to you, 
  the hand disappears; the subject must then rely on its own devices 
  to locate you.
  If more than one subject in a 5-mile radius meets the description, 
  the hand locates the closest creature. If that creature refuses to 
  follow the hand, the hand does not seek out a second subject.
  If, at the end of 4 hours of searching, the hand has found no 
  subject that matches the description within 5 miles, it returns to 
  you, displays an outstretched palm (indicating that no such creature 
  was found), and disappears.
  The ghostly hand has no physical form. It is invisible to anyone 
  except you and a potential subject. It cannot engage in combat or 
  execute any other task aside from locating a subject and leading it 
  back to you. The hand can’t pass through solid objects but can ooze 
  through small cracks and slits. The hand cannot travel more than 5 
  miles from the spot it appeared when you cast the spell.
  HEROES’ FEAST
  School conjuration [creation]; Level bard 6, cleric 6
  Casting Time 10 minutes
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect feast for one creature/level
  Duration 1 hour plus 12 hours; see text
  Saving Throw none; Spell Resistance no
  You bring forth a great feast, including a magnificent table, 
  chairs, service, and food and drink. The feast takes 1 hour to 
  consume, and the beneficial effects do not set in until this hour is 
  over. Every creature partaking of the feast is cured of all sickness 
  and nausea, receives the benefits of both neutralize poison and 
  remove disease, and gains 1d8 temporary hit points + 1 point per 
  two caster levels (maximum +10) after imbibing the nectar-like 
  beverage that is part of the feast. The ambrosial food grants each 
  creature that partakes a +1 morale bonus on attack rolls and Will 
  saves and a +4 morale bonus on saving throws against poison and 
  fear effects for 12 hours.
  If the feast is interrupted for any reason, the spell is ruined and 
  all effects of the spell are negated.
  HEROISM
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell imbues a single creature with great bravery and morale 
  in battle. The target gains a +2 morale bonus on attack rolls, 
  saves, and skill checks.
  HEROISM, GREATER
  School enchantment (compulsion) [mind-affecting]; Level bard 5, 
  sorcerer/wizard 6
  Duration 1 min./level
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703289
  703289
  451213
  451213
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703290
  703290
  451214
  451214
  296
  296
  This spell functions like heroism, except the creature gains a +4 
  morale bonus on attack rolls, saves, and skill checks, immunity 
  to fear effects, and temporary hit points equal to your caster level 
  (maximum 20).
  HIDE FROM ANIMALS
  School abjuration; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components S, DF
  Range touch
  Targets one creature touched/level
  Duration 10 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  Animals cannot sense the warded creatures. Even extraordinary or 
  supernatural sensory capabilities, such as blindsense, blindsight, 
  scent, and tremorsense, cannot detect or locate warded creatures. 
  Animals simply act as though the warded creatures are not there. 
  If a warded character touches an animal or attacks any creature, 
  even with a spell, the spell ends for all recipients.
  HIDE FROM UNDEAD
  School abjuration; Level cleric 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets one touched creature/level
  Duration 10 min./level (D)
  Saving Throw Will negates (harmless); see text; Spell Resistance yes
  Undead cannot see, hear, or smell creatures warded by this spell. 
  Even extraordinary or supernatural sensory capabilities, such as 
  blindsense, blindsight, scent, and tremorsense, cannot detect or 
  locate warded creatures. Nonintelligent undead creatures (such as 
  skeletons or zombies) are automatically affected and act as though 
  the warded creatures are not there. An intelligent undead creature 
  gets a single Will saving throw. If it fails, the subject can’t see any of 
  the warded creatures. If it has reason to believe unseen opponents 
  are present, however, it can attempt to find or strike them. If a 
  warded creature attempts to channel positive energy, turn or 
  command undead, touches an undead creature, or attacks any 
  creature (even with a spell), the spell ends for all recipients.
  HIDEOUS LAUGHTER
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (tiny fruit tarts and a feather)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell afflicts the subject with uncontrollable laughter. It 
  collapses into gales of manic laughter, falling prone. The subject 
  can take no actions while laughing, but is not considered helpless. 
  After the spell ends, it can act normally. On the creature’s next 
  turn, it may attempt a new saving throw to end the effect. This is 
  a full round action that does not provoke attacks of opportunity. 
  If this save is successful, the effect ends. If not, the creature 
  continues laughing for the entire duration.
  A creature with an Intelligence score of 2 or lower is not affected. 
  A creature whose type is different from the caster’s receives a +4 
  bonus on its saving throw, because humor doesn’t “translate” well.
  HOLD ANIMAL
  School enchantment (compulsion) [mind-affecting]; Level druid 
  2, ranger 2
  Components: V, S
  Target one animal
  This spell functions like hold person, except that it affects an 
  animal instead of a humanoid.
  HOLD MONSTER
  School enchantment (compulsion) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 5
  Components: V, S, M/DF (one hard metal bar or rod, which can 
  be as small as a three-penny nail)
  Target one living creature
  This spell functions like hold person, except that it affects any living 
  creature that fails its Will save.
  HOLD MONSTER, MASS
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 9
  Targets one or more creatures, no two of which can be more than 
  30 ft. apart
  This spell functions like hold person, except that it affects multiple 
  creatures and holds any living creature that fails its Will save.
  HOLD PERSON
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  cleric 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, F/DF (a small, straight piece of iron)
  Range medium (100 ft. + 10 ft./level)
  Target one humanoid creature
  Duration 1 round/level (D); see text
  Saving Throw Will negates; see text; Spell Resistance yes
  The subject becomes paralyzed and freezes in place. It is aware and 
  breathes normally but cannot take any actions, even speech. Each 
  round on its turn, the subject may attempt a new saving throw to 
  end the effect. This is a full-round action that does not provoke 
  attacks of opportunity. A winged creature who is paralyzed cannot 
  flap its wings and falls. A swimmer can’t swim and may drown.
  HOLD PERSON, MASS
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 7
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703290
  703290
  451214
  451214
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703291
  703291
  451215
  451215
  297
  297
  10
  Spells
  Spells
  Targets one or more humanoid creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like hold person, except as noted above.
  HOLD PORTAL
  School abjuration; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Component V
  Range medium (100 ft. + 10 ft./level)
  Target one portal, up to 20 sq. ft./level
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell magically holds shut a door, gate, window, or shutter 
  of wood, metal, or stone. The magic affects the portal just as if 
  it were securely closed and normally locked. A knock spell or a 
  successful dispel magic spell can negate a hold portal spell.
  Add 5 to the normal DC for forcing open a portal affected by 
  this spell.
  HOLy AURA
  School abjuration [good]; Level cleric 8
  Casting Time 1 standard action
  Components V, S, F (a tiny reliquary worth 500 gp)
  Range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes (harmless)
  A brilliant divine radiance surrounds the subjects, protecting 
  them from attacks, granting them resistance to spells cast by evil 
  creatures, and causing evil creatures to become blinded when 
  they strike the subjects. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves. Unlike protection from evil, 
  this benefit applies against all attacks, not just against attacks by 
  evil creatures.
  Second, each warded creature gains spell resistance 25 against 
  evil spells and spells cast by evil creatures.
  Third, the abjuration protects the recipient from possession 
  and mental influence, just as protection from evil does.
  Finally, if an evil creature succeeds on a melee attack against a 
  creature warded by a holy aura, the offending attacker is blinded 
  (Fortitude save negates, as blindness/deafness, but against holy 
  aura’s save DC).
  HOLy SMITE
  School evocation [good]; Level cleric 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  Duration instantaneous (1 round); see text
  Saving Throw Will partial; see text; Spell Resistance yes
  You draw down holy power to smite your enemies. Only evil 
  and neutral creatures are harmed by the spell; good creatures 
  are unaffected.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to each evil creature in the area (or 1d6 points of 
  damage per caster level, maximum 10d6, to an evil outsider) and 
  causes it to become blinded for 1 round. A successful Will saving 
  throw reduces damage to half and negates the blinded effect.
  The spell deals only half damage to creatures who are neither 
  good nor evil, and they are not blinded. Such a creature can 
  reduce that damage by half (down to one-quarter of the roll) with 
  a successful Will save.
  HOLy SWORD
  School evocation [good]; Level paladin 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target melee weapon touched
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  This spell allows you to channel holy power into your sword, or 
  any other melee weapon you choose. The weapon acts as a +5 
  holy weapon (+5 enhancement bonus on attack and damage rolls, 
  extra 2d6 damage against evil opponents). It also emits a magic 
  circle against evil effect (as the spell). If the magic circle ends, the 
  sword creates a new one on your turn as a free action. The spell is 
  automatically canceled 1 round after the weapon leaves your hand. 
  You cannot have more than one holy sword at a time.
  If this spell is cast on a magic weapon, the powers of the spell 
  supercede any that the weapon normally has, rendering the normal 
  enhancement bonus and powers of the weapon inoperative for the 
  duration of the spell. This spell is not cumulative with bless weapon 
  or any other spell that might modify the weapon in any way. This 
  spell does not work on artifacts. A masterwork weapon’s bonus to 
  attack does not stack with an enhancement bonus to attack.
  HOLy WORD
  School evocation [good, sonic]; Level cleric 7
  Casting Time 1 standard action
  Components V
  Range 40 ft.
  Area nongood creatures in a 40-ft.-radius spread centered on you
  Duration instantaneous
  Saving Throw Will partial; Spell Resistance yes
  Any nongood creature within the area of a holy word spell suffers 
  the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Deafened
  Up to caster level –1 
  Blinded, deafened
  Up to caster level –5 
  Paralyzed, blinded, deafened
  Up to caster level –10 
  Killed, paralyzed, blinded,  
    
  deafened
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703291
  703291
  451215
  451215
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703292
  703292
  451216
  451216
  298
  298
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save negates.
  Blinded: The creature is blinded for 2d4 rounds. Save reduces the 
  blinded effect to 1d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast this 
  spell, nongood extraplanar creatures within the area are instantly 
  banished back to their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place regardless of 
  whether the creatures hear the holy word or not. The banishment 
  effect allows a Will save (at a –4 penalty) to negate.
  Creatures whose HD exceed your caster level are unaffected by 
  holy word.
  HORRID WILTING
  School necromancy; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M/DF (a bit of sponge)
  Range long (400 ft. + 40 ft./level)
  Targets living creatures, no two of which can be more than  
  60 ft. apart
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  This spell evaporates moisture from the body of each subject 
  living creature, causing flesh to wither and crack and crumble to 
  dust. This deals 1d6 points of damage per caster level (maximum 
  20d6). This spell is especially devastating to water elementals 
  and plant creatures, which instead take 1d8 points of damage per 
  caster level (maximum 20d8).
  HyPNOTIC PATTERN
  School illusion (pattern) [mind-affecting]; Level bard 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V (bard only), S, M (a stick of incense or a crystal 
  rod); see text
  Range medium (100 ft. + 10 ft./level)
  Effect colorful lights in a 10-ft.-radius spread
  Duration Concentration + 2 rounds
  Saving Throw Will negates; Spell Resistance yes
  A twisting pattern of subtle, shifting colors weaves through the 
  air, fascinating creatures within it. Roll 2d4 and add your caster 
  level (maximum 10) to determine the total number of HD of 
  creatures affected. Creatures with the fewest HD are affected 
  first; and, among creatures with equal HD, those who are closest 
  to the spell’s point of origin are affected first. HD that are not 
  sufficient to affect a creature are wasted. Affected creatures 
  become fascinated by the pattern of colors. Sightless creatures are 
  not affected.
  A wizard or sorcerer need not utter a sound to cast this spell, but 
  a bard must perform as a verbal component.
  HyPNOTISM
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 1
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area several living creatures, no two of which may be more than 
  30 ft. apart
  Duration 2d4 rounds (D)
  Saving Throw Will negates; Spell Resistance yes
  Your gestures and droning incantation fascinate nearby 
  creatures, causing them to stop and stare blankly at you. 
  In addition, you can use their rapt attention to make your 
  suggestions and requests seem more plausible. Roll 2d4 to see 
  how many total HD of creatures you affect. Creatures with fewer 
  HD are affected before creatures with more HD. Only creatures 
  that can see or hear you are affected, but they do not need to 
  understand you to be fascinated.
  If you use this spell in combat, each target gains a +2 bonus on its 
  saving throw. If the spell affects only a single creature not in combat 
  at the time, the saving throw has a penalty of –2.
  While the subject is fascinated by this spell, it reacts as 
  though it were two steps more friendly in attitude. This allows 
  you to make a single request of the affected creature (provided 
  you can communicate with it). The request must be brief and 
  reasonable. Even after the spell ends, the creature retains 
  its new attitude toward you, but only with respect to that 
  particular request.
  A creature that fails its saving throw does not remember that you 
  enspelled it.
  ICE STORM
  School evocation [cold]; Level druid 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M/DF (dust and water)
  Range long (400 ft. + 40 ft./level)
  Area cylinder (20-ft. radius, 40 ft. high)
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  Great magical hailstones pound down upon casting this spell, 
  dealing 3d6 points of bludgeoning damage and 2d6 points of cold 
  damage to every creature in the area. This damage only occurs 
  once, when the spell is cast. For the remaining duration of the 
  spell, heavy snow and sleet rains down in the area. Creatures 
  inside this area take a –4 penalty on Perception skill checks and 
  the entire area is treated as difficult terrain. At the end of the 
  duration, the snow and hail disappear, leaving no aftereffects 
  (other than the damage dealt).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703292
  703292
  451216
  451216
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703293
  703293
  451217
  451217
  299
  299
  10
  Spells
  Spells
  IDENTIFy
  School divination; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (wine stirred with an owl’s feather)
  Range 60 ft.
  Area cone-shaped emanation
  Duration 3 rounds/level (D)
  Saving Throw: none; Spell Resistance: no
  This spell functions as detect magic, except that it gives you a 
  +10 enhancement bonus on Spellcraft checks made to identify 
  the properties and command words of magic items in your 
  possession. This spell does not allow you to identify artifacts.
  ILLUSORy SCRIPT
  School illusion (phantasm) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 3
  Casting Time 1 minute per page
  Components V, S, M (lead-based ink worth 50 gp)
  Range touch
  Target one touched object weighing no more than 10 lbs.
  Duration one day/level (D)
  Saving Throw Will negates; see text; Spell Resistance yes
  You write instructions or other information on parchment, paper, 
  or any suitable writing material. The illusory script appears to be 
  some form of foreign or magical writing. Only the person (or 
  people) designated by you at the time of the casting can read the 
  writing; it’s unintelligible to any other character.
  Any unauthorized creature attempting to read the script triggers 
  a potent illusory effect and must make a saving throw. A successful 
  saving throw means the creature can look away with only a mild 
  sense of disorientation. Failure means the creature is subject to 
  a suggestion implanted in the script by you at the time the illusory 
  script spell was cast. The suggestion lasts only 30 minutes. Typical 
  suggestions include “Close the book and leave,” “Forget the 
  existence of this note,” and so forth. If successfully dispelled by 
  dispel magic, the illusory script and its secret message disappear. 
  The hidden message can be read by a combination of the true seeing 
  spell with the read magic or comprehend languages spell.
  ILLUSORy WALL
  School illusion (figment); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect image 1 ft. by 10 ft. by 10 ft.
  Duration permanent
  Saving Throw Will disbelief (if interacted with); Spell Resistance no
  This spell creates the illusion of a wall, floor, ceiling, or similar 
  surface. It appears absolutely real when viewed, but physical 
  objects can pass through it without difficulty. When the spell 
  is used to hide pits, traps, or normal doors, any detection 
  abilities that do not require sight work normally. Touch or a 
  probing search reveals the true nature of the surface, though 
  such measures do not cause the illusion to disappear. Although 
  the caster can see through his illusory wall, other creatures 
  cannot, even if they succeed at their will save (but they do learn 
  that it is not real).
  IMBUE WITH SPELL ABILITy
  School evocation; Level cleric 4
  Casting Time 10 minutes
  Components V, S, DF
  Range touch
  Target creature touched; see text
  Duration permanent until discharged (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  You transfer some of your currently prepared spells, and the 
  ability to cast them, to another creature. Only a creature with 
  an Intelligence score of at least 5 and a Wisdom score of at least 
  9 can receive this boon. Only cleric spells from the schools 
  of abjuration, divination, and conjuration (healing) can be 
  transferred. The number and level of spells that the subject can be 
  granted depends on its Hit Dice; even multiple castings of imbue 
  with spell ability can’t exceed this limit.
  HD of Recipient 
  Spells Imbued
  2 or lower 
  One 1st-level spell
  3–4 
  One or two 1st-level spells
  5 or higher 
  One or two 1st-level spells and  
    
  one 2nd-level spell
  The transferred spell’s variable characteristics (range, duration, 
  area, and the like) function according to your level, not the level of 
  the recipient.
  Once you cast imbue with spell ability, you cannot prepare 
  a new 4th-level spell to replace it until the recipient uses the 
  imbued spells or is slain, or until you dismiss the imbue with spell 
  ability spell. In the meantime, you remain responsible to your 
  deity or your principles for the use to which the spell is put. If 
  the number of 4th-level spells you can cast decreases, and that 
  number drops below your current number of active imbue with 
  spell ability spells, the more recently cast imbued spells  
  are dispelled.
  To cast a spell with a verbal component, the subject must be able 
  to speak. To cast a spell with a somatic component, it must be able 
  to move freely. To cast a spell with a material component or focus, it 
  must have the materials or focus.
  IMPLOSION
  School evocation; Level cleric 9
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one corporeal creature/round
  Duration concentration (up to 1 round per 2 levels)
  Saving Throw Fortitude negates; Spell Resistance yes
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703293
  703293
  451217
  451217
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703294
  703294
  451218
  451218
  300
  300
  This spell causes a destructive resonance in a corporeal 
  creature’s body. Each round you concentrate (including the 
  first), you can cause one creature to collapse in on itself, 
  inflicting 10 points of damage per caster level. If you break 
  concentration, the spell immediately ends, though any 
  implosions that have already happened remain in effect. You 
  can target a particular creature only once with each casting of 
  the spell. Implosion has no effect on creatures in gaseous form 
  or on incorporeal creatures.
  IMPRISONMENT
  School abjuration; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates; see text; Spell Resistance yes
  When you cast imprisonment and touch a creature, it is 
  entombed in a state of suspended animation (see the temporal 
  stasis spell) in a small sphere far beneath the surface of the 
  ground. The subject remains there unless a freedom spell is cast 
  at the locale where the imprisonment took place. Magical search 
  by a crystal ball, a locate object spell, or some other similar 
  divination does not reveal the fact that a creature is imprisoned, 
  but discern location does. A wish or miracle spell will not free the 
  recipient, but will reveal where it is entombed. If you know the 
  target’s name and some facts about its life, the target takes a –4 
  penalty on its save.
  INCENDIARy CLOUD
  School conjuration (creation) [fire]; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level (D)
  Saving Throw: Reflex half, see text; Spell Resistance: no
  An incendiary cloud spell creates a cloud of roiling smoke shot 
  through with white-hot embers. The smoke obscures all sight as a 
  fog cloud does. In addition, the white-hot embers within the cloud 
  deal 6d6 points of fire damage to everything within the cloud 
  on your turn each round. All targets can make Reflex saves each 
  round to take half damage.
  As with a cloudkill spell, the smoke moves away from you at 10 
  feet per round. Figure out the smoke’s new spread each round 
  based on its new point of origin, which is 10 feet farther away from 
  where you were when you cast the spell. By concentrating, you can 
  make the cloud move as much as 60 feet each round. Any portion 
  of the cloud that would extend beyond your maximum range 
  dissipates harmlessly, reducing the remainder’s spread thereafter.
  As with fog cloud, wind disperses the smoke, and the spell can’t 
  be cast underwater.
  INFLICT CRITICAL WOUNDS
  School necromancy; Level cleric 4
  This spell functions like inflict light wounds, except that 
  you deal 4d8 points of damage + 1 point per caster level 
  (maximum +20).
  INFLICT CRITICAL WOUNDS, MASS
  School necromancy; Level cleric 8
  This spell functions like mass inflict light wounds, except 
  that it deals 4d8 points of damage + 1 point per caster level 
  (maximum +40).
  INFLICT LIGHT WOUNDS
  School necromancy; Level cleric 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will half; Spell Resistance yes
  When laying your hand upon a creature, you channel negative 
  energy that deals 1d8 points of damage + 1 point per caster level 
  (maximum +5).
  Since undead are powered by negative energy, this spell 
  cures such a creature of a like amount of damage, rather than 
  harming it.
  INFLICT LIGHT WOUNDS, MASS
  School necromancy; Level cleric 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than  
  30 ft. apart
  Duration instantaneous
  Saving Throw Will half; Spell Resistance yes
  Negative energy spreads out in all directions from the point of 
  origin, dealing 1d8 points of damage + 1 point per caster level 
  (maximum +25) to nearby living enemies.
  Like other inflict spells, mass inflict light wounds cures undead 
  in its area rather than damaging them. A cleric capable of 
  spontaneously casting inflict spells can also spontaneously cast mass 
  inflict spells.
  INFLICT MODERATE WOUNDS
  School necromancy; Level cleric 2
  This spell functions like inflict light wounds, except that you deal 
  2d8 points of damage + 1 point per caster level (maximum +10).
  INFLICT MODERATE WOUNDS, MASS
  School necromancy; Level cleric 6
  This spell functions like mass inflict light wounds, except that it deals 
  2d8 points of damage + 1 point per caster level (maximum +30).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703294
  703294
  451218
  451218
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703295
  703295
  451219
  451219
  301
  301
  10
  Spells
  Spells
  INFLICT SERIOUS WOUNDS
  School necromancy; Level cleric 3
  This spell functions like inflict light wounds, except that you deal 
  3d8 points of damage + 1 point per caster level (maximum +15).
  INFLICT SERIOUS WOUNDS, MASS
  School necromancy; Level cleric 7
  This spell functions like mass inflict light wounds, except that it deals 
  3d8 points of damage + 1 point per caster level (maximum +35).
  INSANITy
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  The affected creature suffers from a continuous confusion effect, 
  as the spell.
  Remove curse does not remove insanity. Greater restoration, heal, 
  limited wish, miracle, or wish can restore the creature.
  INSECT PLAGUE
  School conjuration (summoning); Level cleric 5, druid 5
  Casting Time 1 round
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Effect one swarm of wasps per three levels, each of which must be 
  adjacent to at least one other swarm
  Duration 1 min./level 
  Saving Throw none; Spell Resistance no
  You summon a number of swarms of wasps (one per three levels, 
  to a maximum of six swarms at 18th level, see the Pathfinder RPG 
  Bestiary). The swarms must be summoned so that each one is 
  adjacent to at least one other swarm (that is, the swarms must 
  fill one contiguous area). You may summon the wasp swarms so 
  that they share the area of other creatures. Each swarm attacks 
  any creatures occupying its area. The swarms are stationary after 
  being summoned, and won’t pursue creatures that flee.
  INSTANT SUMMONS
  School conjuration (summoning); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (sapphire worth 1,000 gp)
  Range see text
  Target one object weighing 10 lbs. or less whose longest 
  dimension is 6 ft. or less
  Duration permanent until discharged
  Saving Throw none; Spell Resistance no
  You call some nonliving item directly to your hand from virtually 
  any location.
  First, you must place your arcane mark on the item. Then you 
  cast this spell, which magically and invisibly inscribes the name of 
  the item on a sapphire worth at least 1,000 gp. Thereafter, you can 
  summon the item by speaking a special word (set by you when the 
  spell is cast) and crushing the gem. The item appears instantly in 
  your hand. Only you can use the gem in this way.
  If the item is in the possession of another creature, the spell does 
  not work, but you know who the possessor is and roughly where 
  that creature is located when the summons occurs.
  The inscription on the gem is invisible. It is also unreadable, 
  except by means of a read magic spell, to anyone but you.
  The item can be summoned from another plane, but only if no 
  other creature has claimed ownership of it.
  INTERPOSING HAND
  School evocation [force]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, F (a soft glove)
  Range medium (100 ft. + 10 ft./level)
  Effect 10-ft. hand
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  Interposing hand creates a Large magic hand that appears between 
  you and one opponent. This floating, disembodied hand then 
  moves to remain between the two of you, regardless of where 
  you move or how the opponent tries to get around it, providing 
  cover (+4 AC) for you against that opponent. Nothing can fool the 
  hand—it sticks with the selected opponent in spite of darkness, 
  invisibility, polymorphing, or any other attempt at hiding or 
  disguise. The hand does not pursue an opponent, however.
  An interposing hand is 10 feet long and about that wide with 
  its fingers outstretched. It has as many hit points as you do when 
  you’re undamaged, and is AC 20 (–1 size, +11 natural). It takes 
  damage as a normal creature, but most magical effects that don’t 
  cause damage do not affect it.
  The hand never provokes attacks of opportunity from opponents. 
  It cannot push through a wall of force or enter an antimagic field, but 
  it suffers the full effect of a prismatic wall or prismatic sphere. The 
  hand makes saving throws as its caster.
  Disintegrate or a successful dispel magic destroys it.
  Any creature weighing 2,000 pounds or less that tries to push 
  past the hand is slowed to half its normal speed. The hand cannot 
  reduce the speed of a creature weighing more than 2,000 pounds, 
  but it still affects the creature’s attacks. 
  Directing the spell to a new target is a move action.
  INVISIBILITy
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (an eyelash encased in gum arabic)
  Range personal or touch
  Target you or a creature or object weighing no more than  
  100 lbs./level
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703295
  703295
  451219
  451219
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703296
  703296
  451220
  451220
  302
  302
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless) or Will negates (harmless, 
  object); Spell Resistance yes (harmless) or yes (harmless, object)
  The creature or object touched becomes invisible. If the recipient is 
  a creature carrying gear, that vanishes, too. If you cast the spell on 
  someone else, neither you nor your allies can see the subject, unless 
  you can normally see invisible things or you employ magic to do so.
  Items dropped or put down by an invisible creature become visible; 
  items picked up disappear if tucked into the clothing or pouches worn 
  by the creature. Light, however, never becomes invisible, although a 
  source of light can become so (thus, the effect is that of a light with 
  no visible source). Any part of an item that the subject carries but that 
  extends more than 10 feet from it becomes visible.
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as swimming 
  in water or stepping in a puddle). If a check is required, a stationary 
  invisible creature has a +40 bonus on its Stealth checks. This bonus 
  is reduced to +20 if the creature is moving. The spell ends if the 
  subject attacks any creature. For purposes of this spell, an attack 
  includes any spell targeting a foe or whose area or effect includes 
  a foe. Exactly who is a foe depends on the invisible character’s 
  perceptions. Actions directed at unattended objects do not break 
  the spell. Causing harm indirectly is not an attack. Thus, an invisible 
  being can open doors, talk, eat, climb stairs, summon monsters 
  and have them attack, cut the ropes holding a rope bridge while 
  enemies are on the bridge, remotely trigger traps, open a portcullis 
  to release attack dogs, and so forth. If the subject attacks directly, 
  however, it immediately becomes visible along with all its gear. 
  Spells such as bless that specifically affect allies but not foes are not 
  attacks for this purpose, even when they include foes in their area.
  Invisibility can be made permanent (on objects only) with a 
  permanency spell.
  INVISIBILITy, GREATER
  School illusion (glamer); Level bard 4, sorcerer/wizard 4
  Components: V, S
  Target you or creature touched
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless)
  This spell functions like invisibility, except that it doesn’t end if the 
  subject attacks.
  INVISIBILITy, MASS
  School illusion (glamer); Level sorcerer/wizard 7
  Range long (400 ft. + 40 ft./level)
  Targets any number of creatures, no two of which can be more 
  than 180 ft. apart
  This spell functions like invisibility, except that the effect moves 
  with the group and is broken when anyone in the group attacks. 
  Individuals in the group cannot see each other. The spell is broken 
  for any individual who moves more than 180 feet from the nearest 
  member of the group. If only two individuals are affected, the one 
  moving away from the other one loses its invisibility. If both are 
  moving away from each other, they both become visible when the 
  distance between them exceeds 180 feet.
  INVISIBILITy PURGE
  School evocation; Level cleric 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  You surround yourself with a sphere of power with a radius of 5 
  feet per caster level that negates all forms of invisibility.
  Anything invisible becomes visible while in the area.
  INVISIBILITy SPHERE
  School illusion (glamer); Level bard 3, sorcerer/wizard 3
  Components: V, S, M
  Area 10-ft.-radius emanation around the creature
  This spell functions like invisibility, except that this spell confers 
  invisibility upon all creatures within 10 feet of the recipient at 
  the time the spell is cast. The center of the effect is mobile with 
  the recipient.
  Those affected by this spell can see each other and 
  themselves as if unaffected by the spell. Any affected creature 
  moving out of the area becomes visible, but creatures moving 
  into the area after the spell is cast do not become invisible. 
  Affected creatures (other than the recipient) who attack negate 
  the invisibility only for themselves. If the spell recipient attacks, 
  the invisibility sphere ends.
  IRON BODy
  School transmutation; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of iron from an iron golem, a 
  hero’s armor, or a war machine)
  Range personal
  Target you
  Duration 1 min./level (D)
  This spell transforms your body into living iron, which grants you 
  several powerful resistances and abilities. You gain damage reduction 
  15/adamantine. You are immune to blindness, critical hits, ability 
  score damage, deafness, disease, drowning, electricity, poison, 
  stunning, and all spells or attacks that affect your physiology or 
  respiration, because you have no physiology or respiration while 
  this spell is in effect. You take only half damage from acid and fire. 
  However, you also become vulnerable to all special attacks that affect 
  iron golems (see the Pathfinder RPG Bestiary).
  You gain a +6 enhancement bonus to your Strength score, but 
  you take a –6 penalty to Dexterity as well (to a minimum Dexterity 
  score of 1), and your speed is reduced to half normal. You have an 
  arcane spell failure chance of 35% and a –6 armor check penalty, just 
  as if you were clad in full plate armor. You cannot drink (and thus 
  can’t use potions) or play wind instruments.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703296
  703296
  451220
  451220
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703297
  703297
  451221
  451221
  303
  303
  10
  Spells
  Spells
  Your unarmed attack deals damage equal to a club sized for you 
  (1d4 for Small characters or 1d6 for Medium characters), and you are 
  considered armed when making unarmed attacks.
  Your weight increases by a factor of 10, causing you to sink in 
  water like a stone. However, you could survive the lack of air at the 
  bottom of the ocean—at least until the spell duration expires.
  IRONWOOD
  School transmutation; Level druid 6
  Casting Time 1 minute/lb. created
  Components V, S, F (wood to be transformed)
  Range 0 ft.
  Effect an ironwood object weighing up to 5 lbs./level
  Duration 1 day/level (D)
  Saving Throw none; Spell Resistance no
  Ironwood is a magical substance created by druids from normal 
  wood. While remaining natural wood in almost every way, ironwood is 
  as strong, heavy, and resistant to fire as steel. Spells that affect metal 
  or iron do not function on ironwood. Spells that affect wood do affect 
  ironwood, although ironwood does not burn. Using this spell with 
  wood shape or a wood-related Craft check, you can fashion wooden 
  items that function as steel items. Thus, wooden plate armor and 
  wooden swords can be created that are as durable as their normal 
  steel counterparts. These items are freely usable by druids.
  Further, if you make only half as much ironwood as the spell 
  would normally allow, any weapon, shield, or suit of armor so 
  created is treated as a magic item with a +1 enhancement bonus.
  IRRESISTIBLE DANCE
  School enchantment (compulsion) [mind-affecting]; Level bard 6, 
  sorcerer/wizard 8
  Casting Time 1 standard action
  Components V
  Range touch
  Target living creature touched
  Duration 1d4+1 rounds
  Saving Throw Will partial; Spell Resistance yes
  The subject feels an undeniable urge to dance and begins doing so, 
  complete with foot shuffling and tapping. The spell effect makes 
  it impossible for the subject to do anything other than caper and 
  prance in place. The effect imposes a –4 penalty to Armor Class and 
  a –10 penalty on Reflex saves, and it negates any AC bonus granted 
  by a shield the target holds. The dancing subject provokes attacks of 
  opportunity each round on its turn. A successful Will save reduces 
  the duration of this effect to 1 round.
  JUMP
  School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a grasshopper’s hind leg)
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject gets a +10 enhancement bonus on Acrobatics checks 
  made to attempt high jumps or long jumps. The enhancement 
  bonus increases to +20 at caster level 5th, and to +30 (the 
  maximum) at caster level 9th.
  KEEN EDGE
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one weapon or 50 projectiles, all of which must be 
  together at the time of casting
  Duration 10 min./level 
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  This spell makes a weapon magically keen, improving its 
  ability to deal telling blows. This transmutation doubles the 
  threat range of the weapon. A threat range of 20 becomes 
  19–20, a threat range of 19–20 becomes 17–20, and a threat 
  range of 18–20 becomes 15–20. The spell can be cast only on 
  piercing or slashing weapons. If cast on arrows or crossbow 
  bolts, the keen edge on a particular projectile ends after one 
  use, whether or not the missile strikes its intended target. 
  Treat shuriken as arrows, rather than as thrown weapons, for 
  the purpose of this spell.
  Multiple effects that increase a weapon’s threat range (such as 
  the keen special weapon property and the Improved Critical feat) 
  don’t stack. You can’t cast this spell on a natural weapon, such 
  as a claw.
  KNOCK
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Target one door, box, or chest with an area of up to 10 sq. ft./level
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
  Knock opens stuck, barred, or locked doors, as well as those 
  subject to hold portal or arcane lock. When you complete the 
  casting of this spell, make a caster level check against the DC of 
  the lock with a +10 bonus. If successful, knock opens up to two 
  means of closure. This spell opens secret doors, as well as locked 
  or trick-opening boxes or chests. It also loosens welds, shackles, 
  or chains (provided they serve to hold something shut). If used 
  to open an arcane locked door, the spell does not remove the 
  arcane lock but simply suspends its functioning for 10 minutes. 
  In all other cases, the door does not relock itself or become stuck 
  again on its own. Knock does not raise barred gates or similar 
  impediments (such as a portcullis), nor does it affect ropes, vines, 
  and the like. The effect is limited by the area. Each casting can 
  undo as many as two means of preventing access. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703297
  703297
  451221
  451221
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703298
  703298
  451222
  451222
  304
  304
  KNOW DIRECTION
  School divination; Level bard 0, druid 0
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  When you cast this spell, you instantly know the direction of 
  north from your current position. The spell is effective in any 
  environment in which “north” exists, but it may not work in 
  extraplanar settings. Your knowledge of north is correct at the 
  moment of casting, but you can get lost again within moments 
  if you don’t find some external reference point to help you keep 
  track of direction.
  LEGEND LORE
  School divination; Level bard 4, sorcerer/wizard 6
  Casting Time see text
  Components V, S, M (incense worth 250 gp), F (four pieces of 
  ivory worth 50 gp each)
  Range personal
  Target you
  Duration see text
  Legend lore brings to your mind legends about an important 
  person, place, or thing. If the person or thing is at hand, or if 
  you are in the place in question, the casting time is only 1d4 × 
  10 minutes. If you have only detailed information on the person, 
  place, or thing, the casting time is 1d10 days, and the resulting 
  lore is less complete and specific (though it often provides 
  enough information to help you find the person, place, or thing, 
  thus allowing a better legend lore result next time). If you know 
  only rumors, the casting time is 2d6 weeks, and the resulting 
  lore is vague and incomplete (though it often directs you to 
  more detailed information, thus allowing a better legend lore 
  result next time).
  During the casting, you cannot engage in other than routine 
  activities: eating, sleeping, and so forth. When completed, the 
  divination brings legends (if any) about the person, place, or things 
  to your mind. These may be legends that are still current, legends 
  that have been forgotten, or even information that has never been 
  generally known. If the person, place, or thing is not of legendary 
  importance, you gain no information. As a rule of thumb, characters 
  who are 11th level and higher are “legendary,” as are the sorts of 
  creatures they contend with, the major magic items they wield, and 
  the places where they perform their key deeds.
  LESSER (SPELL NAME)
  Any spell whose name begins with lesser is alphabetized in this 
  chapter according to the spell name. Thus, the description of a 
  lesser spell appears near the description of the spell on which it is 
  based. Spell chains that have lesser spells in them include those 
  based on the spells confusion, geas, globe of invulnerability, planar 
  ally, planar binding, and restoration.
  LEVITATE
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (a leather loop or golden wire bent into  
  a cup shape)
  Range personal or close (25 ft. + 5 ft./2 levels)
  Target you or one willing creature or one object (total weight up 
  to 100 lbs./level)
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  Levitate allows you to move yourself, another creature, or an 
  object up and down as you wish. A creature must be willing to be 
  levitated, and an object must be unattended or possessed by a 
  willing creature. You can mentally direct the recipient to move up 
  or down as much as 20 feet each round; doing so is a move action. 
  You cannot move the recipient horizontally, but the recipient could 
  clamber along the face of a cliff, for example, or push against a 
  ceiling to move laterally (generally at half its base land speed).
  A levitating creature that attacks with a melee or ranged weapon 
  finds itself increasingly unstable; the first attack has a –1 penalty on 
  attack rolls, the second –2, and so on, to a maximum penalty of –5. A 
  full round spent stabilizing allows the creature to begin again at –1.
  LIGHT
  School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/
  wizard 0
  Casting Time 1 standard action
  Components V, M/DF (a firefly)
  Range touch
  Target object touched
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  This spell causes a touched object to glow like a torch, shedding 
  normal light in a 20-foot radius, and increasing the light level for 
  an additional 20 feet by one step, up to normal light (darkness 
  becomes dim light, and dim light becomes normal light). In an 
  area of normal or bright light, this spell has no effect. The effect is 
  immobile, but it can be cast on a movable object.
  You can only have one light spell active at any one time. If you 
  cast this spell while another casting is still in effect, the previous 
  casting is dispelled. If you make this spell permanent (through 
  permanency or a similar effect), it does not count against this limit. 
  Light can be used to counter or dispel any darkness spell of equal or 
  lower spell level.
  LIGHTNING BOLT
  School evocation [electricity]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (fur and a glass rod)
  Range 120 ft.
  Area 120-ft. line
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703298
  703298
  451222
  451222
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703299
  703299
  451223
  451223
  305
  305
  10
  Spells
  Spells
  You release a powerful stroke of electrical energy that deals 1d6 
  points of electricity damage per caster level (maximum 10d6) to 
  each creature within its area. The bolt begins at your fingertips.
  The lightning bolt sets fire to combustibles and damages objects 
  in its path. It can melt metals with a low melting point, such as 
  lead, gold, copper, silver, or bronze. If the damage caused to an 
  interposing barrier shatters or breaks through it, the bolt may 
  continue beyond the barrier if the spell’s range permits; otherwise, 
  it stops at the barrier just as any other spell effect does.
  LIMITED WISH
  School universal; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (diamond worth 1,500 gp)
  Range see text
  Target, Effect, Area see text
  Duration see text
  Saving Throw none, see text; Spell Resistance yes
  A limited wish lets you create nearly any type of effect. For 
  example, a limited wish can do any of the following things.
  •	 Duplicate	any	sorcerer/wizard	spell	of	6th	level	or	lower,	provided	
  the spell does not belong to one of your opposition schools.
  •	 Duplicate	any	non-sorcerer/wizard	spell	of	5th	level	or	lower,	
  provided the spell does not belong to one of your opposition 
  schools.
  •	 Duplicate	any	sorcerer/wizard	spell	of	5th	level	or	lower,	even	if	it	
  belongs to one of your opposition schools.
  •	 Duplicate	any	non-sorcerer/wizard	spell	of	4th	level	or	lower,	
  even if it belongs to one of your opposition schools. 
  •	 Undo	the	harmful	effects	of	many	spells,	such	as	or	insanity.
  •	 Produce	any	other	effect	whose	power	level	is	in	line	with	the	
  above effects, such as a single creature automatically hitting on 
  its next attack or taking a –7 penalty on its next saving throw.
  A duplicated spell allows saving throws and spell resistance as 
  normal, but the save DC is for a 7th-level spell. When a limited wish 
  spell duplicates a spell with a material component that costs more 
  than 1,000 gp, you must provide that component (in addition to the 
  1,500 gp diamond component for this spell).
  LIVEOAK
  School transmutation; Level druid 6
  Casting Time 10 minutes
  Components V, S
  Range touch
  Target tree touched
  Duration 1 day/level (D)
  Saving Throw none; Spell Resistance no
  This spell turns an oak tree into a protector or guardian. The spell 
  can only be cast on a single tree at a time; while liveoak is in effect, 
  you can’t cast it again on another tree. Liveoak must be cast on a 
  healthy, Huge oak. A triggering phrase of up to one word per caster 
  level is placed on the targeted oak. The liveoak spell triggers the tree 
  into animating as a treant. 
  If liveoak is dispelled, the tree takes root immediately wherever 
  it happens to be. If released by you, the tree tries to return to its 
  original location before taking root.
  LOCATE CREATURE
  School divination; Level bard 4, sorcerer/wizard 4
  Components: V, S, M (fur from a bloodhound)
  Duration 10 min./level
  This spell functions like locate object, except this spell locates a 
  known creature. You slowly turn and sense when you are facing 
  in the direction of the creature to be located, provided it is within 
  range. You also know in which direction the creature is moving, 
  if any.
  The spell can locate a creature of a specific kind or a specific 
  creature known to you. It cannot find a creature of a certain type. To 
  find a kind of creature, you must have seen such a creature up close 
  (within 30 feet) at least once.
  Running water blocks the spell. It cannot detect objects. It can be 
  fooled by mislead, nondetection, and polymorph spells.
  LOCATE OBJECT
  School divination; Level bard 2, cleric 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F/DF (a forked twig)
  Range long (400 ft. + 40 ft./level)
  Area circle, centered on you, with a radius of 400 ft. + 40 ft./level
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  You sense the direction of a well-known or clearly visualized object. 
  You can search for general items, in which case you locate the 
  nearest of its kind if more than one is within range. Attempting to 
  find a certain item requires a specific and accurate mental image; 
  if the image is not close enough to the actual object, the spell fails. 
  You cannot specify a unique item unless you have observed that 
  particular item firsthand (not through divination).
  The spell is blocked by even a thin sheet of lead. Creatures cannot 
  be found by this spell. Polymorph any object and nondetection fool it.
  LONGSTRIDER
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of dirt)
  Range personal
  Target you
  Duration 1 hour/level (D)
  This spell gives you a +10 foot enhancement bonus to your base 
  speed. It has no effect on other modes of movement, such as 
  burrow, climb, fly, or swim.
  LULLABy
  School enchantment (compulsion) [mind-affecting]; Level bard 0
  Casting Time 1 standard action
  Components V, S
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703299
  703299
  451223
  451223
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703300
  703300
  451224
  451224
  306
  306
  Range medium (100 ft. + 10 ft./level)
  Area living creatures within a 10-ft.-radius burst
  Duration concentration + 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  Any creature within the area that fails a Will save becomes drowsy 
  and inattentive, taking a –5 penalty on Perception checks and a 
  –2 penalty on Will saves against sleep effects while the lullaby is in 
  effect. Lullaby lasts for as long as the caster concentrates, plus up 
  to 1 round per caster level thereafter.
  MAGE ARMOR
  School conjuration (creation) [force]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a piece of cured leather)
  Range touch
  Target creature touched
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no
  An invisible but tangible field of force surrounds the subject of a 
  mage armor spell, providing a +4 armor bonus to AC.
  Unlike mundane armor, mage armor entails no armor check 
  penalty, arcane spell failure chance, or speed reduction. Since mage 
  armor is made of force, incorporeal creatures can’t bypass it the way 
  they do normal armor.
  MAGE HAND
  School transmutation; Level bard 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one nonmagical, unattended object weighing up to 5 lbs.
  Duration concentration
  Saving Throw none; Spell Resistance no
  You point your finger at an object and can lift it and move it at will 
  from a distance. As a move action, you can propel the object as 
  far as 15 feet in any direction, though the spell ends if the distance 
  between you and the object ever exceeds the spell’s range.
  MAGE’S DISJUNCTION
  School abjuration; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Area all magical effects and magic items within a 40-ft.-radius 
  burst, or one magic item (see text)
  Duration 1 minute/level
  Saving Throw Will negates (object); Spell Resistance no
  All magical effects and magic items within the radius of the 
  spell, except for those that you carry or touch, are disjoined. 
  That is, spells and spell-like effects are unraveled and destroyed 
  completely (ending the effect as a dispel magic spell does), and 
  each permanent magic item must make a successful Will save 
  or be turned into a normal item for the duration of this spell. 
  An item in a creature’s possession uses its own Will save bonus 
  or its possessor’s Will save bonus, whichever is higher. If an 
  item’s saving throw results in a natural 1 on the die, the item is 
  destroyed instead of being suppressed.
  You also have a 1% chance per caster level of destroying an 
  antimagic field. If the antimagic field survives the disjunction, no 
  items within it are disjoined.
  You can also use this spell to target a single item. The item gets a 
  Will save at a –5 penalty to avoid being permanently destroyed. Even 
  artifacts are subject to mage’s disjunction, though there is only a 1% 
  chance per caster level of actually affecting such powerful items. If 
  successful, the artifact’s power unravels, and it is destroyed (with no 
  save). If an artifact is destroyed, you must make a DC 25 Will save 
  or permanently lose all spellcasting abilities. These abilities cannot 
  be recovered by mortal magic, not even miracle or wish. Destroying 
  artifacts is a dangerous business, and it is 95% likely to attract 
  the attention of some powerful being who has an interest in or 
  connection with the device.
  MAGE’S FAITHFUL HOUND
  School conjuration (creation); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a tiny silver whistle, a piece of bone,  
  and a thread)
  Range close (25 ft. + 5 ft./2 levels)
  Effect phantom watchdog
  Duration 1 hour/caster level or until discharged, then 1 round/
  caster level; see text
  Saving Throw none; Spell Resistance no
  You conjure up a phantom watchdog that is invisible to everyone 
  but yourself. It then guards the area where it was conjured (it does 
  not move). The hound immediately starts barking loudly if any 
  Small or larger creature approaches within 30 feet of it. (Those 
  within 30 feet of the hound when it is conjured may move about 
  in the area, but if they leave and return, they activate the barking.) 
  The hound sees invisible and ethereal creatures. It does not react 
  to figments, but it does react to shadow illusions.
  If an intruder approaches to within 5 feet of the hound, the dog 
  stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 
  points of piercing damage) once per round. The dog also gets the 
  bonuses appropriate to an invisible creature (see invisibility).
  The dog is considered ready to bite intruders, so it delivers its 
  first bite on the intruder’s turn. Its bite is the equivalent of a magic 
  weapon for the purpose of damage reduction. The hound cannot be 
  attacked, but it can be dispelled.
  The spell lasts for 1 hour per caster level, but once the hound 
  begins barking, it lasts only 1 round per caster level. If you are ever 
  more than 100 feet distant from the hound, the spell ends.
  MAGE’S LUCUBRATION
  School transmutation; Level wizard 6
  Casting Time 1 standard action
  Components V, S
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703300
  703300
  451224
  451224
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703301
  703301
  451225
  451225
  307
  307
  10
  Spells
  Spells
  Range personal
  Target you
  Duration instantaneous
  You instantly prepare any one spell of 5th level or lower that you 
  have used during the past 24 hours. The spell must have been 
  actually cast during that period. The chosen spell is stored in your 
  mind as through prepared in the normal fashion.
  If the recalled spell requires material components, you must 
  provide them. The recovered spell is not usable until the material 
  components are available.
  MAGE’S MAGNIFICENT MANSION
  School conjuration (creation); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (a miniature ivory door, a piece of polished 
  marble, and a silver spoon, each worth 5 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect extradimensional mansion, up to three 10-ft. cubes/level (S)
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You conjure up an extradimensional dwelling that has a single 
  entrance on the plane from which the spell was cast. The entry 
  point looks like a faint shimmering in the air that is 4 feet 
  wide and 8 feet high. Only those you designate may enter the 
  mansion, and the portal is shut and made invisible behind you 
  when you enter. You may open it again from your own side at 
  will. Once observers have passed beyond the entrance, they are 
  in a magnificent foyer with numerous chambers beyond. The 
  atmosphere is clean, fresh, and warm.
  You can create any floor plan you desire to the limit of the spell’s 
  effect. The place is furnished and contains sufficient foodstuffs to 
  serve a nine-course banquet to a dozen people per caster level. 
  A staff of near-transparent servants (as many as two per caster 
  level), liveried and obedient, wait upon all who enter. The servants 
  function as unseen servant spells except that they are visible and can 
  go anywhere in the mansion.
  Since the place can be entered only through its special portal, 
  outside conditions do not affect the mansion, nor do conditions 
  inside it pass to the plane beyond.
  MAGE’S PRIVATE SANCTUM
  School abjuration; Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M (a sheet of lead, a piece of glass, a wad of 
  cotton, and powdered chrysolite)
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft. cube/level (S)
  Duration 24 hours (D)
  Saving Throw none; Spell Resistance no
  This spell ensures privacy. Anyone looking into the area from 
  outside sees only a dark, foggy mass. Darkvision cannot 
  penetrate it. No sounds, no matter how loud, can escape the 
  area, so nobody can eavesdrop from outside. Those inside can 
  see out normally.
  Divination (scrying) spells cannot perceive anything within the 
  area, and those within are immune to detect thoughts. The ward 
  prevents speech between those inside and those outside (because it 
  blocks sound), but it does not prevent other communication, such 
  as a sending or message spell, or telepathic communication, such as 
  that between a wizard and her familiar.
  The spell does not prevent creatures or objects from moving into 
  and out of the area.
  Mage’s private sanctum can be made permanent with a 
  permanency spell.
  MAGE’S SWORD
  School evocation [force]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (a miniature platinum sword worth 250 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one sword
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  This spell brings into being a shimmering, sword-like plane of 
  force. The sword strikes at any opponent within its range, as you 
  desire, starting in the round that you cast the spell. The sword 
  attacks its designated target once each round on your turn. Its 
  attack bonus is equal to your caster level + your Intelligence bonus 
  or your Charisma bonus (for wizards or sorcerers, respectively) 
  with an additional +3 enhancement bonus. As a force effect, 
  it can strike ethereal and incorporeal creatures. It deals 4d6+3 
  points of force damage, with a threat range of 19–20 and a critical 
  multiplier of ×2.
  The sword always strikes from your direction. It does not get a 
  bonus for flanking or help a combatant get one. If the sword goes 
  beyond the spell range from you, goes out of your sight, or you are 
  not directing it, it returns to you and hovers.
  Each round after the first, you can use a standard action to switch 
  the sword to a new target. If you do not, the sword continues to 
  attack the previous round’s target.
  The sword cannot be attacked or harmed by physical attacks, 
  but dispel magic, disintegrate, a sphere of annihilation, or a rod of 
  cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for 
  Medium object, +3 deflection bonus).
  If an attacked creature has spell resistance, the resistance 
  is checked the first time mage’s sword strikes it. If the sword is 
  successfully resisted, the spell is dispelled. If not, the sword has its 
  normal full effect on that creature for the duration of the spell.
  MAGIC AURA
  School illusion (glamer); Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a small square of silk that must be passed 
  over the object that receives the aura)
  Range touch
  Target one touched object weighing up to 5 lbs./level
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703301
  703301
  451225
  451225
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703302
  703302
  451226
  451226
  308
  308
  Duration 1 day/level (D)
  Saving Throw none; see text; Spell Resistance no
  You alter an item’s aura so that it registers to detect spells (and 
  spells with similar capabilities) as though it were nonmagical, 
  or a magic item of a kind you specify, or the subject of a spell 
  you specify. If the object bearing magic aura has identify cast on it 
  or is similarly examined, the examiner recognizes that the aura is 
  false and detects the object’s actual qualities if he succeeds on a 
  Will save. Otherwise, he believes the aura and no amount of testing 
  reveals what the true magic is.
  If the targeted item’s own aura is exceptionally powerful (if it is 
  an artifact, for instance), magic aura doesn’t work.
  Note: A magic weapon, shield, or suit of armor must be a 
  masterwork item, so a sword of average make, for example, looks 
  suspicious if it has a magical aura.
  MAGIC CIRCLE AGAINST CHAOS
  School abjuration [lawful]; Level cleric 3, paladin 3, sorcerer/
  wizard 3
  This spell functions like magic circle against evil, except that it is 
  similar to protection from chaos instead of protection from evil, and 
  it can imprison a nonlawful called creature.
  MAGIC CIRCLE AGAINST EVIL
  School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
  Range touch
  Area 10-ft.-radius emanation from touched creature
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance no; see text
  All creatures within the area gain the effects of a protection from 
  evil spell, and evil summoned creatures cannot enter the area 
  either. Creatures in the area, or who later enter the area, receive 
  only one attempt to suppress effects that are controlling them. 
  If successful, such effects are suppressed as long as they remain 
  in the area. Creatures that leave the area and come back are not 
  protected. You must overcome a creature’s spell resistance in 
  order to keep it at bay (as in the third function of protection from 
  evil), but the deflection and resistance bonuses and the protection 
  from mental control apply regardless of enemies’ spell resistance.
  This spell has an alternative version that you may choose when 
  casting it. A magic circle against evil can be focused inward rather 
  than outward. When focused inward, the spell binds a nongood 
  called creature (such as those called by the lesser planar binding, 
  planar binding, and greater planar binding spells) for a maximum of 
  24 hours per caster level, provided that you cast the spell that calls 
  the creature within 1 round of casting the magic circle. The creature 
  cannot cross the circle’s boundaries. If a creature too large to fit into 
  the spell’s area is the subject of the spell, the spell acts as a normal 
  protection from evil spell for that creature only.
  A magic circle leaves much to be desired as a trap. If the circle 
  of powdered silver laid down in the process of spellcasting is 
  broken, the effect immediately ends. The trapped creature can 
  do nothing that disturbs the circle, directly or indirectly, but 
  other creatures can. If the called creature has spell resistance, 
  it can test the trap once a day. If you fail to overcome its spell 
  resistance, the creature breaks free, destroying the circle. 
  A creature capable of any form of dimensional travel (astral 
  projection, blink, dimension door, etherealness, gate, plane shift, 
  shadow walk, teleport, and similar abilities) can simply leave 
  the circle through such means. You can prevent the creature’s 
  extradimensional escape by casting a dimensional anchor spell 
  on it, but you must cast the spell before the creature acts. If you 
  are successful, the anchor effect lasts as long as the magic circle 
  does. The creature cannot reach across the magic circle, but its 
  ranged attacks (ranged weapons, spells, magical abilities, and the 
  like) can. The creature can attack any target it can reach with its 
  ranged attacks except for the circle itself.
  You can add a special diagram (a two-dimensional bounded 
  figure with no gaps along its circumference, augmented with various 
  magical sigils) to make the magic circle more secure. Drawing the 
  diagram by hand takes 10 minutes and requires a DC 20 Spellcraft 
  check. You do not know the result of this check. If the check fails, the 
  diagram is ineffective. You can take 10 when drawing the diagram 
  if you are under no particular time pressure to complete the task. 
  This task also takes 10 full minutes. If time is no factor at all, and you 
  devote 3 hours and 20 minutes to the task, you can take 20.
  A successful diagram allows you to cast a dimensional anchor spell 
  on the magic circle during the round before casting any summoning 
  spell. The anchor holds any called creatures in the magic circle for 
  24 hours per caster level. A creature cannot use its spell resistance 
  against a magic circle prepared with a diagram, and none of its 
  abilities or attacks can cross the diagram. If the creature tries 
  a Charisma check to break free of the trap (see the lesser planar 
  binding spell), the DC increases by 5. The creature is immediately 
  released if anything disturbs the diagram—even a straw laid across 
  it. The creature itself cannot disturb the diagram either directly or 
  indirectly, as noted above.
  This spell is not cumulative with protection from evil and vice versa.
  MAGIC CIRCLE AGAINST GOOD
  School abjuration [evil]; Level cleric 3, sorcerer/wizard 3
  This spell functions like magic circle against evil, except that it is 
  similar to protection from good instead of protection from evil, and it 
  can imprison a nonevil called creature.
  MAGIC CIRCLE AGAINST LAW
  School abjuration [chaotic]; Level cleric 3, sorcerer/wizard 3
  This spell functions like magic circle against evil, except that it is 
  similar to protection from law instead of protection from evil, and it 
  can imprison a nonchaotic called creature.
  MAGIC FANG
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703302
  703302
  451226
  451226
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703303
  703303
  451227
  451227
  309
  309
  10
  Spells
  Spells
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  Magic fang gives one natural weapon or unarmed strike of the 
  subject a +1 enhancement bonus on attack and damage rolls. The 
  spell can affect a slam attack, fist, bite, or other natural weapon. 
  The spell does not change an unarmed strike’s damage from 
  nonlethal damage to lethal damage.
  Magic fang can be made permanent with a permanency spell.
  MAGIC FANG, GREATER
  School transmutation; Level druid 3, ranger 3
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 hour/level
  This spell functions like magic fang, except that the enhancement 
  bonus on attack and damage rolls is +1 per four caster levels 
  (maximum +5). This bonus does not allow a natural weapon or 
  unarmed strike to bypass damage reduction aside from magic.
  Alternatively, you may imbue all of the creature’s natural weapons 
  with a +1 enhancement bonus (regardless of your caster level).
  Greater magic fang can be made permanent with a permanency spell.
  MAGIC JAR
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, F (a gem or crystal worth at least 100 gp)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 hour/level or until you return to your body
  Saving Throw Will negates; see text; Spell Resistance yes
  By casting magic jar, you place your soul in a gem or large crystal 
  (known as the magic jar), leaving your body lifeless. Then you can 
  attempt to take control of a nearby body, forcing its soul into the 
  magic jar. You may move back to the jar (thereby returning the 
  trapped soul to its body) and attempt to possess another body. 
  The spell ends when you send your soul back to your own body, 
  leaving the receptacle empty. To cast the spell, the magic jar must 
  be within spell range and you must know where it is, though you do 
  not need line of sight or line of effect to it. When you transfer your 
  soul upon casting, your body is, as near as anyone can tell, dead. 
  While in the magic jar, you can sense and attack any life force 
  within 10 feet per caster level (and on the same plane of existence). 
  You do need line of effect from the jar to the creatures. You cannot 
  determine the exact creature types or positions of these creatures. 
  In a group of life forces, you can sense a difference of 4 or more HD 
  between one creature and another and can determine whether a life 
  force is powered by positive or negative energy. (Undead creatures 
  are powered by negative energy. Only sentient undead creatures 
  have, or are, souls.)
  You could choose to take over either a stronger or a weaker 
  creature, but which particular stronger or weaker creature you 
  attempt to possess is determined randomly.
  Attempting to possess a body is a full-round action. It is 
  blocked by protection from evil or a similar ward. You possess 
  the body and force the creature’s soul into the magic jar unless 
  the subject succeeds on a Will save. Failure to take over the host 
  leaves your life force in the magic jar, and the target automatically 
  succeeds on further saving throws if you attempt to possess its 
  body again.
  If you are successful, your life force occupies the host body, and 
  the host’s life force is imprisoned in the magic jar. You keep your 
  Intelligence, Wisdom, Charisma, level, class, base attack bonus, base 
  save bonuses, alignment, and mental abilities. The body retains its 
  Strength, Dexterity, Constitution, hit points, natural abilities, and 
  automatic abilities. A body with extra limbs does not allow you to 
  make more attacks (or more advantageous two-weapon attacks) 
  than normal. You can’t choose to activate the body’s extraordinary 
  or supernatural abilities. The creature’s spells and spell-like abilities 
  do not stay with the body.
  As a standard action, you can shift freely from a host to the magic 
  jar if within range, sending the trapped soul back to its body. The 
  spell ends when you shift from the jar to your own body.
  If the host body is slain, you return to the magic jar, if within 
  range, and the life force of the host departs (it is dead). If the host 
  body is slain beyond the range of the spell, both you and the host 
  die. Any life force with nowhere to go is treated as slain.
  If the spell ends while you are in the magic jar, you return to your 
  body (or die if your body is out of range or destroyed). If the spell 
  ends while you are in a host, you return to your body (or die, if it 
  is out of range of your current position), and the soul in the magic 
  jar returns to its body (or dies if it is out of range). Destroying the 
  receptacle ends the spell, and the spell can be dispelled at either the 
  magic jar or the host’s location.
  MAGIC MISSILE
  School evocation [force]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets up to five creatures, no two of which can be more than  
  15 ft. apart
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  A missile of magical energy darts forth from your fingertip and 
  strikes its target, dealing 1d4+1 points of force damage.
  The missile strikes unerringly, even if the target is in melee 
  combat, so long as it has less than total cover or total concealment. 
  Specific parts of a creature can’t be singled out. Objects are not 
  damaged by the spell.
  For every two caster levels beyond 1st, you gain an additional 
  missile—two at 3rd level, three at 5th, four at 7th, and the maximum 
  of five missiles at 9th level or higher. If you shoot multiple missiles, 
  you can have them strike a single creature or several creatures. A 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703303
  703303
  451227
  451227
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703304
  703304
  451228
  451228
  310
  310
  single missile can strike only one creature. You must designate 
  targets before you check for spell resistance or roll damage.
  MAGIC MOUTH
  School illusion (glamer); Level bard 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a small bit of honeycomb and jade dust 
  worth 10 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration permanent until discharged
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell imbues the chosen object or creature with an 
  enchanted mouth that suddenly appears and speaks its 
  message the next time a specified event occurs. The message, 
  which must be 25 or fewer words long, can be in any language 
  known by you and can be delivered over a period of 10 
  minutes. The mouth cannot utter verbal components, use 
  command words, or activate magical effects. It does, however, 
  move according to the words articulated; if it were placed upon 
  a statue, the mouth of the statue would move and appear to 
  speak. Magic mouth can also be placed upon a tree, rock, or any 
  other object or creature.
  The spell functions when specific conditions are fulfilled 
  according to your command as set in the spell. Commands can be 
  as general or as detailed as desired, although only visual and audible 
  triggers can be used. Triggers react to what appears to be the case. 
  Disguises and illusions can fool them. Normal darkness does not 
  defeat a visual trigger, but magical darkness or invisibility does. 
  Silent movement or magical silence defeats audible triggers. Audible 
  triggers can be keyed to general types of noises or to a specific 
  noise or spoken word. Actions can serve as triggers if they are visible 
  or audible. A magic mouth cannot distinguish alignment, level, Hit 
  Dice, or class except by external garb.
  The range limit of a trigger is 15 feet per caster level, so a 6th-
  level caster can command a magic mouth to respond to triggers as 
  far as 90 feet away. Regardless of range, the mouth can respond 
  only to visible or audible triggers and actions in line of sight or 
  within hearing distance.
  Magic mouth can be made permanent with a permanency spell.
  MAGIC STONE
  School transmutation; Level cleric 1, druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets up to three pebbles touched
  Duration 30 minutes or until discharged
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  You transmute as many as three pebbles, which can be no larger 
  than sling bullets, so that they strike with great force when 
  thrown or slung. If hurled, they have a range increment of 20 
  feet. If slung, treat them as sling bullets (range increment 50 
  feet). The spell gives them a +1 enhancement bonus on attack 
  and damage rolls. The user of the stones makes a normal ranged 
  attack. Each stone that hits deals 1d6+1 points of damage 
  (including the spell’s enhancement bonus), or 2d6+2 points 
  against undead.
  MAGIC VESTMENT
  School transmutation; Level cleric 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target armor or shield touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  You imbue a suit of armor or a shield with an enhancement bonus 
  of +1 per four caster levels (maximum +5 at 20th level).
  An outfit of regular clothing counts as armor that grants no AC 
  bonus for the purpose of this spell.
  MAGIC WEAPON
  School transmutation; Level cleric 1, paladin 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target weapon touched
  Duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  Magic weapon gives a weapon a +1 enhancement bonus on attack 
  and damage rolls. An enhancement bonus does not stack with a 
  masterwork weapon’s +1 bonus on attack rolls.
  You can’t cast this spell on a natural weapon, such as an 
  unarmed strike (instead, see magic fang). A monk’s unarmed 
  strike is considered a weapon, and thus it can be enhanced by 
  this spell.
  MAGIC WEAPON, GREATER
  School transmutation; Level cleric 4, paladin 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (powdered lime and carbon)
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon or 50 projectiles (all of which must be together 
  at the time of casting)
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  This spell functions like magic weapon, except that it gives a 
  weapon an enhancement bonus on attack and damage rolls of +1 
  per four caster levels (maximum +5). This bonus does not allow a 
  weapon to bypass damage reduction aside from magic.
  Alternatively, you can affect as many as 50 arrows, bolts, or 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703304
  703304
  451228
  451228
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703305
  703305
  451229
  451229
  311311
  10
  Spells
  Spells
  bullets. The projectiles must be of the same kind, and they have to 
  be together (in the same quiver or other container). Projectiles, but 
  not thrown weapons, lose their transmutation after they are used. 
  Treat shuriken as projectiles, rather than as thrown weapons, for the 
  purpose of this spell.
  MAJOR CREATION
  School conjuration (creation); Level sorcerer/wizard 5
  Casting Time: 10 minutes
  Range close (25 ft. + 5 ft./2 levels)
  Duration see text
  This spell functions like minor creation, except that you can also 
  create an object of mineral nature: stone, crystal, metal, or the 
  like. The duration of the created item varies with its relative 
  hardness and rarity, as indicated on the following table.
  Hardness and Rarity Examples 
  Duration
  Vegetable matter 
  2 hr./level
  Stone, crystal, base metals 
  1 hr./level
  Precious metals 
  20 min./level
  Gems 
  10 min./level
  Rare metal* 
  1 round/level
  * Includes adamantine, alchemical silver, and mithral. You 
  can’t use major creation to create a cold iron item.
  MAJOR IMAGE
  School illusion (figment); Level bard 3, sorcerer/wizard 3
  Duration Concentration + 3 rounds
  This spell functions like silent image, except that sound, smell, 
  and thermal illusions are included in the spell effect. While 
  concentrating, you can move the image within the range.  
  The image disappears when struck by an opponent unless you 
  cause the illusion to react appropriately.
  MAKE WHOLE
  School transmutation; Level cleric 2, sorcerer/wizard 2
  Range close (25 ft. + 5 ft./2 levels)
  Target one object of up to 10 cu. ft./level or one construct 
  creature of any size
  This spell functions as mending, except that it repairs 1d6 points 
  of damage per level when cast on a construct creature (maximum 
  5d6).
  Make whole can fix destroyed magic items (at 0 hit points or 
  less), and restores the magic properties of the item if your caster 
  level is at least twice that of the item. Items with charges (such as 
  wands) and single-use items (such as potions and scrolls) cannot 
  be repaired in this way. When make whole is used on a construct 
  creature, the spell bypasses any immunity to magic as if the spell 
  did not allow spell resistance.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703305
  703305
  451229
  451229
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703306
  703306
  451230
  451230
  312
  312
  MARK OF JUSTICE
  School necromancy; Level cleric 5, paladin 4
  Casting Time 10 minutes
  Components V, S, DF
  Range touch
  Target creature touched
  Duration permanent; see text
  Saving Throw none; Spell Resistance yes
  You mark a subject and state some behavior on the part of the 
  subject that will activate the mark. When activated, the mark curses 
  the subject. Typically, you designate some sort of undesirable 
  behavior that activates the mark, but you can pick any act you please. 
  The effect of the mark is identical with the effect of bestow curse.
  Since this spell takes 10 minutes to cast and involves writing on the 
  target, you can cast it only on a creature that is willing or restrained.
  Like the effect of bestow curse, a mark of justice cannot be 
  dispelled, but it can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell. Remove curse works only 
  if its caster level is equal to or higher than your mark of justice 
  caster level. These restrictions apply regardless of whether the 
  mark has activated.
  MASS (SPELL NAME)
  Any spell whose name begins with mass is alphabetized in this 
  chapter according to the spell name. Thus, the description of a 
  mass spell appears near the description of the spell on which it is 
  based. Spell chains that have mass spells in them include those 
  based on the spells bear’s endurance, bull’s strength, cat’s grace, 
  charm monster, cure critical wounds, cure light wounds, cure moderate 
  wounds, cure serious wounds, eagle’s splendor, enlarge person, fox’s 
  cunning, heal, hold monster, hold person, inflict critical wounds, 
  inflict light wounds, inflict moderate wounds, inflict serious wounds, 
  invisibility, owl’s wisdom, reduce person, and suggestion.
  MAzE
  School conjuration (teleportation); Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration see text
  Saving Throw none; Spell Resistance yes
  You banish the subject into an extradimensional labyrinth. Each 
  round on its turn, it may attempt a DC 20 Intelligence check to 
  escape the labyrinth as a full-round action. If the subject doesn’t 
  escape, the maze disappears after 10 minutes, freeing the subject.
  On escaping or leaving the maze, the subject reappears where 
  it had been when the maze spell was cast. If this location is filled 
  with a solid object, the subject appears in the nearest open space. 
  Spells and abilities that move a creature within a plane, such as 
  teleport and dimension door, do not help a creature escape a maze 
  spell, although a plane shift spell allows it to exit to whatever plane is 
  designated in that spell. Minotaurs are not affected by this spell.
  MELD INTO STONE
  School transmutation [earth]; Level cleric 3, druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 min./level
  Meld into stone enables you to meld your body and possessions 
  into a single block of stone. The stone must be large enough 
  to accommodate your body in all three dimensions. When 
  the casting is complete, you and not more than 100 pounds 
  of nonliving gear merge with the stone. If either condition is 
  violated, the spell fails and is wasted.
  While in the stone, you remain in contact, however tenuous, 
  with the face of the stone through which you melded. You 
  remain aware of the passage of time and can cast spells on 
  yourself while hiding in the stone. Nothing that goes on outside 
  the stone can be seen, but you can still hear what happens 
  around you. Minor physical damage to the stone does not harm 
  you, but its partial destruction (to the extent that you no longer 
  fit within it) expels you and deals you 5d6 points of damage. The 
  stone’s complete destruction expels you and slays you instantly 
  unless you make a DC 18 Fortitude save. Even if you make your 
  save, you still take 5d6 points of damage.
  Any time before the duration expires, you can step out of the 
  stone through the surface that you entered. If the spell’s duration 
  expires or the effect is dispelled before you voluntarily exit the 
  stone, you are violently expelled and take 5d6 points of damage.
  The following spells harm you if cast upon the stone that you 
  are occupying. Stone to flesh expels you and deals you 5d6 points of 
  damage. Stone shape deals 3d6 points of damage but does not expel 
  you. Transmute rock to mud expels you and then slays you instantly 
  unless you make a DC 18 Fortitude save, in which case you are 
  merely expelled. Finally, passwall expels you without damage.
  MENDING
  School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/
  wizard 0
  Casting Time 10 minutes
  Components V, S
  Range 10 ft.
  Target one object of up to 1 lb./level
  Duration instantaneous
  Saving Throw: Will negates (harmless, object); Spell Resistance: 
  yes (harmless, object)
  This spell repairs damaged objects, restoring 1d4 hit points to 
  the object. If the object has the broken condition, this condition 
  is removed if the object is restored to at least half its original 
  hit points. All of the pieces of an object must be present for this 
  spell to function. Magic items can be repaired by this spell, but 
  you must have a caster level equal to or higher than that of the 
  object. Magic items that are destroyed (at 0 hit points or less) can 
  be repaired with this spell, but this spell does not restore their 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703306
  703306
  451230
  451230
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703307
  703307
  451231
  451231
  313
  313
  10
  Spells
  Spells
  magic abilities. This spell does not affect creatures (including 
  constructs). This spell has no effect on objects that have been 
  warped or otherwise transmuted, but it can still repair damage 
  done to such items.
  MESSAGE
  School transmutation [language-dependent]; Level bard 0, 
  sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, F (a piece of copper wire)
  Range medium (100 ft. + 10 ft./level)
  Targets one creature/level
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  You can whisper messages and receive whispered replies. 
  Those nearby can hear these messages with a DC 25 Perception 
  check. You point your finger at each creature you want to 
  receive the message. When you whisper, the whispered 
  message is audible to all targeted creatures within range. 
  Magical silence, 1 foot of stone, 1 inch of common metal (or a 
  thin sheet of lead), or 3 feet of wood or dirt blocks the spell. 
  The message does not have to travel in a straight line. It can 
  circumvent a barrier if there is an open path between you and 
  the subject, and the path’s entire length lies within the spell’s 
  range. The creatures that receive the message can whisper a 
  reply that you hear. The spell transmits sound, not meaning; it 
  doesn’t transcend language barriers. To speak a message, you 
  must mouth the words and whisper.
  METEOR SWARM
  School evocation [fire]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area four 40-ft.-radius spreads, see text
  Duration instantaneous
  Saving Throw none or Reflex half, see text; Spell Resistance yes
  Meteor swarm is a very powerful and spectacular spell that is 
  similar to fireball in many aspects. When you cast it, four 2-foot-
  diameter spheres spring from your outstretched hand and streak 
  in straight lines to the spots you select. The meteor spheres leave 
  a fiery trail of sparks.
  If you aim a sphere at a specific creature, you may make a ranged 
  touch attack to strike the target with the meteor. Any creature 
  struck by a sphere takes 2d6 points of bludgeoning damage (no 
  save) and takes a –4 penalty on the saving throw against the sphere’s 
  fire damage (see below). If a targeted sphere misses its target, it 
  simply explodes at the nearest corner of the target’s space. You may 
  aim more than one sphere at the same target.
  Once a sphere reaches its destination, it explodes in a 40-foot-
  radius spread, dealing 6d6 points of fire damage to each creature in 
  the area. If a creature is within the area of more than one sphere, it 
  must save separately against each. Despite stemming from separate 
  spheres, all of the fire damage is added together after the saves have 
  been made, and fire resistance is applied only once.
  MIND BLANK
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 24 hours
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject is protected from all devices and spells that gather 
  information about the target through divination magic (such as 
  detect evil, locate creature, scry, and see invisible). This spell also 
  grants a +8 resistance bonus on saving throws against all mind-
  affecting spells and effects. Mind blank even foils limited wish, 
  miracle, and wish spells when they are used in such a way as to 
  gain information about the target. In the case of scrying that 
  scans an area the creature is in, such as arcane eye, the spell works 
  but the creature simply isn’t detected. Scrying attempts that are 
  targeted specifically at the subject do not work at all.
  MIND FOG
  School enchantment (compulsion) [mind-affecting]; Level bard 5, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  Duration 30 minutes and 2d6 rounds; see text
  Saving Throw Will negates; Spell Resistance yes
  Mind fog produces a bank of thin mist that weakens the mental 
  resistance of those caught in it. Creatures in the mind fog take 
  a –10 penalty on Wisdom checks and Will saves. (A creature 
  that successfully saves against the fog is not affected and need 
  not make further saves even if it remains in the fog.) Affected 
  creatures take the penalty as long as they remain in the fog and 
  for 2d6 rounds thereafter. The fog is stationary and lasts for 30 
  minutes (or until dispersed by wind).
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round.
  The fog is thin and does not significantly hamper vision.
  MINOR CREATION
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 minute
  Components V, S, M (a tiny piece of matter of the same sort of 
  item you plan to create with minor creation)
  Range 0 ft.
  Effect unattended, nonmagical object of nonliving plant matter, 
  up to 1 cu. ft./level
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703307
  703307
  451231
  451231
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703308
  703308
  451232
  451232
  314
  314
  You create a nonmagical, unattended object of nonliving 
  vegetable matter. The volume of the item created cannot exceed 
  1 cubic foot per caster level. You must succeed on an appropriate 
  Craft skill check to make a complex item.
  Attempting to use any created object as a material component 
  causes the spell to fail.
  MINOR IMAGE
  School illusion (figment); Level bard 2, sorcerer/wizard 2
  Duration concentration + 2 rounds
  This spell functions like silent image, except that minor image 
  includes some minor sounds but not understandable speech.
  MIRACLE
  School evocation; Level cleric 9
  Casting Time 1 standard action
  Components V, S; see text
  Range see text
  Target, Effect, or Area see text
  Duration see text
  Saving Throw see text; Spell Resistance yes
  You don’t so much cast a miracle as request one. You state what 
  you would like to have happen and request that your deity (or the 
  power you pray to for spells) intercede.
  A miracle can do any of the following things.
  •	 Duplicate	any	cleric	spell	of	8th	level	or	lower.	
  •	 Duplicate	any	other	spell	of	7th	level	or	lower.
  •	 Undo	the	harmful	effects	of	certain	spells,	such	as	feeblemind or 
  insanity.
  •	 Have	any	effect	whose	power	level	is	in	line	with	the	above	
  effects.
  Alternatively, a cleric can make a very powerful request. Casting 
  such a miracle costs the cleric 25,000 gp in powdered diamond 
  because of the powerful divine energies involved. Examples of 
  especially powerful miracles of this sort could include the following:
  •	 Swinging	the	tide	of	a	battle	in	your	favor	by	raising	fallen	allies	
  to continue fighting.
  •		 Moving	you	and	your	allies,	with	all	your	and	their	gear,	from	
  one plane to a specific locale through planar barriers with no 
  chance of error.
  •		 Protecting	a	city	from	an	earthquake,	volcanic	eruption,	flood,	
  or other major natural disaster.
  In any event, a request that is out of line with the deity’s (or 
  alignment’s) nature is refused.
  A duplicated spell allows saving throws and spell resistance as 
  normal, but the save DCs are as for a 9th-level spell. When a miracle 
  spell duplicates a spell with a material component that costs more 
  than 100 gp, you must provide that component.
  MIRAGE ARCANA
  School illusion (glamer); Level bard 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Area one 20-ft. cube/level (S)
  Duration concentration +1 hour/ level (D)
  This spell functions like hallucinatory terrain, except that it enables 
  you to make any area appear to be something other than it is. The 
  illusion includes audible, visual, tactile, and olfactory elements. 
  Unlike hallucinatory terrain, the spell can alter the appearance of 
  structures (or add them where none are present). Still, it can’t 
  disguise, conceal, or add creatures (though creatures within the 
  area might hide themselves within the illusion just as they can 
  hide themselves within a real location).
  MIRROR IMAGE
  School illusion (figment); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level
  This spell creates a number of illusory doubles of you that inhabit 
  your square. These doubles make it difficult for enemies to 
  precisely locate and attack you. 
  When mirror image is cast, 1d4 images plus one image per 
  three caster levels (maximum eight images total) are created. 
  These images remain in your space and move with you, mimicking 
  your movements, sounds, and actions exactly. Whenever you are 
  attacked or are the target of a spell that requires an attack roll, there 
  is a possibility that the attack targets one of your images instead. If 
  the attack is a hit, roll randomly to see whether the selected target 
  is real or a figment. If it is a figment, the figment is destroyed. If the 
  attack misses by 5 or less, one of your figments is destroyed by the 
  near miss. Area spells affect you normally and do not destroy any of 
  your figments. Spells and effects that do not require an attack roll 
  affect you normally and do not destroy any of your figments. Spells 
  that require a touch attack are harmlessly discharged if used to 
  destroy a figment.
  An attacker must be able to see the figments to be fooled. If you 
  are invisible or the attacker is blind, the spell has no effect (although 
  the normal miss chances still apply).
  MISDIRECTION
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object, up to a 10-ft. cube in size
  Duration 1 hour/level
  Saving Throw none or Will negates; see text; Spell Resistance no
  By means of this spell, you misdirect the information from 
  divination spells that reveal auras (detect evil, detect magic, discern 
  lies, and the like). On casting the spell, you choose another 
  object within range. For the duration of the spell, the subject 
  of misdirection is detected as if it were the other object. Neither 
  the subject nor the other object gets a saving throw against this 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703308
  703308
  451232
  451232
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703309
  703309
  451233
  451233
  315
  315
  10
  Spells
  Spells
  effect. Detection spells provide information based on the second 
  object rather than on the actual target of the detection unless the 
  caster of the detection succeeds on a Will save. For instance, you 
  could make yourself detect as a tree if one were within range at 
  casting: not evil, not lying, not magical, neutral in alignment, and 
  so forth. This spell does not affect other types of divination magic 
  (augury, detect thoughts, clairaudience/clairvoyance, and the like).
  MISLEAD
  School illusion (figment, glamer); Level bard 5, sorcerer/wizard 6
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target/Effect you/one illusory double
  Duration 1 round/level (D) and concentration + 3 rounds; see text
  Saving Throw none or Will disbelief (if interacted with); see text; 
  Spell Resistance no
  You become invisible (as greater invisibility, a glamer), and at the 
  same time, an illusory double of you (as major image, a figment) 
  appears. You are then free to go elsewhere while your double 
  moves away. The double appears within range but thereafter 
  moves as you direct it (which requires concentration beginning 
  on the first round after the casting). You can make the figment 
  appear superimposed perfectly over your own body so that 
  observers don’t notice an image appearing and you turning 
  invisible. You and the figment can then move in different 
  directions. The double moves at your speed and can talk and 
  gesture as if it were real, but it cannot attack or cast spells, 
  though it can pretend to do so.
  The illusory double lasts as long as you concentrate upon it, 
  plus 3 additional rounds. After you cease concentration, the illusory 
  double continues to carry out the same activity until the duration 
  expires. The greater invisibility lasts for 1 round per level, regardless 
  of concentration.
  MNEMONIC ENHANCER
  School transmutation; Level wizard 4
  Casting Time 10 minutes
  Components V, S, M (a piece of string, and ink consisting of squid 
  secretion mixed with black dragon’s blood), F (an ivory plaque 
  worth 50 gp)
  Range personal
  Target you
  Duration instantaneous
  Casting this spell allows you to prepare additional spells or retain 
  spells recently cast. Pick one of these two versions when the spell 
  is cast.
  Prepare: You prepare up to three additional levels of spells. A 
  cantrip counts as 1/2 level for this purpose. You prepare and cast 
  these spells normally.
  Retain: You retain any spell of 3rd level or lower that you had cast 
  up to 1 round before you started casting the mnemonic enhancer. 
  This restores the previously cast spell to your mind.
  In either event, the spell or spells prepared or retained fade after 
  24 hours (if not cast).
  MODIFy MEMORy
  School enchantment (compulsion) [mind-affecting]; Level bard 4
  Casting Time 1 round; see text
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You reach into the subject’s mind and modify as many as 5 
  minutes of its memories in one of the following ways.
  •		 Eliminate	all	memory	of	an	event	the	subject	actually	
  experienced. This spell cannot negate charm, geas/quest, 
  suggestion, or similar spells.
  •		 Allow	the	subject	to	recall	with	perfect	clarity	an	event	it	 
  actually experienced.
  •	 Change	the	details	of	an	event	the	subject	actually	experienced.
  •		 Implant	a	memory	of	an	event	the	subject	never	experienced.
  Casting the spell takes 1 round. If the subject fails to save, you 
  proceed with the spell by spending as much as 5 minutes (a period of 
  time equal to the amount of memory you want to modify) visualizing 
  the memory you wish to modify in the subject. If your concentration 
  is disturbed before the visualization is complete, or if the subject is 
  ever beyond the spell’s range during this time, the spell is lost.
  A modified memory does not necessarily affect the subject’s 
  actions, particularly if it contradicts the creature’s natural 
  inclinations. An illogical modified memory is dismissed by the 
  creature as a bad dream, too much wine, or another similar excuse. 
  MOMENT OF PRESCIENCE
  School divination; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 hour/level or until discharged
  This spell grants you a sixth sense. Once during the spell’s 
  duration, you may choose to use its effect. This spell grants you 
  an insight bonus equal to your caster level (maximum +25) on 
  any single attack roll, combat maneuver check, opposed ability 
  or skill check, or saving throw. Alternatively, you can apply the 
  insight bonus to your AC against a single attack (even if flat-
  footed). Activating the effect doesn’t take an action; you can even 
  activate it on another character’s turn. You must choose to use 
  the moment of prescience before you make the roll it is to modify. 
  Once used, the spell ends. You can’t have more than one moment of 
  prescience active on you at the same time.
  MOUNT
  School conjuration (summoning); Level sorcerer/wizard 1
  Casting Time 1 round
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703309
  703309
  451233
  451233
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703310
  703310
  451234
  451234
  316
  316
  Components V, S, M (a bit of horse hair)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one mount
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You summon a light horse or a pony (your choice) to serve you 
  as a mount (see the Pathfinder RPG Bestiary). The steed serves 
  willingly and well. The mount comes with a bit and bridle and a 
  riding saddle.
  MOVE EARTH
  School transmutation [earth]; Level druid 6, sorcerer/wizard 6
  Casting Time see text
  Components V, S, M (clay, loam, sand, and an iron blade)
  Range long (400 ft. + 40 ft./level)
  Area dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Move earth moves dirt (clay, loam, sand, and soil), possibly 
  collapsing embankments, moving hillocks, shifting dunes, and 
  so forth.
  In no event can rock formations be collapsed or moved. The 
  area to be affected determines the casting time. For every 150-
  foot square (up to 10 feet deep), casting takes 10 minutes. The 
  maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes 
  to move.
  This spell does not violently break the surface of the ground. 
  Instead, it creates wavelike crests and troughs, with the earth 
  reacting with glacial fluidity until the desired result is achieved. 
  Trees, structures, rock formations, and such are mostly unaffected 
  except for changes in elevation and relative topography.
  The spell cannot be used for tunneling and is generally too slow 
  to trap or bury creatures. Its primary use is for digging or filling 
  moats or for adjusting terrain contours before a battle.
  This spell has no effect on earth creatures.
  NEUTRALIzE POISON
  School conjuration (healing); Level bard 4, cleric 4, druid 3, 
  paladin 4, ranger 3
  Casting Time 1 standard action
  Components V, S, M/DF (charcoal)
  Range touch
  Target creature or object of up to 1 cu. ft./level touched
  Duration instantaneous or 10 min./level; see text
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  You detoxify any sort of venom in the creature or object 
  touched. If the target is a creature, you must make a caster 
  level check (1d20 + caster level) against the DC of each 
  poison affecting the target. Success means that the poison 
  is neutralized. A cured creature suffers no additional effects 
  from the poison, and any temporary effects are ended, but the 
  spell does not reverse instantaneous effects, such as hit point 
  damage, temporary ability damage, or effects that don’t go away 
  on their own.
  This spell can instead neutralize the poison in a poisonous 
  creature or object for 10 minutes per level, at the caster’s option. 
  If cast on a creature, the creature receives a Will save to negate 
  the effect.
  NIGHTMARE
  School illusion (phantasm) [mind-affecting, evil]; Level bard 5, 
  sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S
  Range unlimited
  Target one living creature
  Duration instantaneous
  Saving Throw Will negates; see text; Spell Resistance yes
  You send a hideous and unsettling phantasmal vision to a 
  specific creature that you name or otherwise specifically 
  designate.
  The nightmare prevents restful sleep and causes 1d10 points of 
  damage. The nightmare leaves the subject fatigued and unable to 
  regain arcane spells for the next 24 hours.
  The difficulty of the save depends on your knowledge the subject 
  and the physical connection (if any) you have to that creature.
  Knowledge 
  Will Save Modifier
  None* 
  +10
  Secondhand (you have heard of the subject) 
  +5
  Firsthand (you have met the subject) 
  +0
  Familiar (you know the subject well) 
  –5
  *You must have some sort of connection to a creature of 
  which you have no knowledge.
  Connection 
  Will Save Modifier
  Likeness or picture 
  –2
  Possession or garment 
  –4
  Body part, lock of hair, bit of nail, etc. 
  –10
  Dispel evil cast on the subject while you are casting the spell 
  dispels the nightmare and causes you to be stunned for 10 minutes 
  per caster level of the dispel evil.
  If the recipient is awake when the spell begins, you can choose 
  to cease casting (ending the spell) or to enter a trance until the 
  recipient goes to sleep, whereupon you become alert again and 
  complete the casting. If you are disturbed during the trance, you 
  must succeed on a Concentration check as if you were in the midst 
  of casting a spell or the spell ends.
  If you choose to enter a trance, you are not aware of your 
  surroundings or the activities around you while in the trance.
  You are defenseless, both physically and mentally, while in the 
  trance. (You always fail Reflex and Will saving throws, for example.)
  Creatures who don’t sleep (such as elves, but not half-elves) or 
  dream are immune to this spell.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703310
  703310
  451234
  451234
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703311
  703311
  451235
  451235
  317
  317
  10
  Spells
  Spells
  NONDETECTION
  School abjuration; Level ranger 4, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (diamond dust worth 50 gp)
  Range touch
  Target creature or object touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  The warded creature or object becomes difficult to detect 
  by divination spells such as clairaudience/clairvoyance, 
  locate object, and detect spells. Nondetection also prevents 
  location by such magic items as crystal balls. If a divination 
  is attempted against the warded creature or item, the caster 
  of the divination must succeed on a caster level check (1d20 
  + caster level) against a DC of 11 + the caster level of the 
  spellcaster who cast nondetection. If you cast nondetection on 
  yourself or on an item currently in your possession, the DC is 
  15 + your caster level.
  If cast on a creature, nondetection wards the creature’s gear as 
  well as the creature itself.
  OBSCURE OBJECT
  School abjuration; Level bard 1, cleric 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (chameleon skin)
  Range touch
  Target one object touched of up to 100 lbs./level
  Duration 8 hours (D)
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell hides an object from location by divination (scrying) 
  effects, such as the scrying spell or a crystal ball. Such an attempt 
  automatically fails (if the divination is targeted on the object) 
  or fails to perceive the object (if the divination is targeted on a 
  nearby location, object, or person).
  OBSCURING MIST
  School conjuration (creation); Level cleric 1, druid 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 20 ft.
  Effect cloud spreads in 20-ft. radius from you, 20 ft. high
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  A misty vapor arises around you. It is stationary. The vapor 
  obscures all sight, including darkvision, beyond 5 feet. A 
  creature 5 feet away has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker cannot use sight to locate 
  the target).
  A moderate wind (11+ mph), such as from a gust of wind spell, 
  disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the 
  fog in 1 round. A fireball, flame strike, or similar spell burns away the 
  fog in the explosive or fiery spell’s area. A wall of fire burns away the 
  fog in the area into which it deals damage.
  This spell does not function underwater.
  OPEN/CLOSE
  School transmutation; Level bard 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, F (a brass key)
  Range close (25 ft. + 5 ft./2 levels)
  Target object weighing up to 30 lbs. or portal that can be opened 
  or closed
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You can open or close (your choice) a door, chest, box, window, 
  bag, pouch, bottle, barrel, or other container. If anything resists 
  this activity (such as a bar on a door or a lock on a chest), the 
  spell fails. In addition, the spell can only open and close things 
  weighing 30 pounds or less. Thus, doors, chests, and similar 
  objects sized for enormous creatures may be beyond this spell’s 
  ability to affect.
  ORDER’S WRATH
  School evocation [lawful]; Level cleric 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area nonlawful creatures within a burst that fills a 30-ft. cube
  Duration instantaneous (1 round); see text
  Saving Throw Will partial; see text; Spell Resistance yes
  You channel lawful power to smite enemies. The power takes 
  the form of a three-dimensional grid of energy. Only chaotic 
  and neutral (not lawful) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to chaotic creatures (or 1d6 points of damage per 
  caster level, maximum 10d6, to chaotic outsiders) and causes them 
  to be dazed for 1 round. A successful Will save reduces the damage 
  to half and negates the daze effect.
  The spell deals only half damage to creatures who are neither 
  chaotic nor lawful, and they are not dazed. They can reduce the 
  damage in half again (down to one-quarter of the roll) with a 
  successful Will save.
  OVERLAND FLIGHT
  School transmutation; Level sorcerer/wizard 5
  Components: V, S
  Range personal
  Target you
  Duration 1 hour/level
  This spell functions like a fly spell, except you can fly at a speed of 
  40 feet (30 feet if wearing medium or heavy armor, or if carrying 
  a medium or heavy load) with a bonus on Fly skill checks equal 
  to half your caster level. When using this spell for long-distance 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703311
  703311
  451235
  451235
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703312
  703312
  451236
  451236
  318
  318
  movement, you can hustle without taking nonlethal damage (a 
  forced march still requires Constitution checks). This means you 
  can cover 64 miles in an 8-hour period of flight (or 48 miles at a 
  speed of 30 feet).
  OWL’S WISDOM
  School transmutation; Level cleric 2, druid 2, paladin 2, ranger 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (feathers or droppings from an owl)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes
  The transmuted creature becomes wiser. The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to 
  Wisdom-related skills. Clerics, druids, and rangers (and other 
  Wisdom-based spellcasters) who receive owl’s wisdom do not gain 
  any additional bonus spells for the increased Wisdom, but the 
  save DCs for their spells increase.
  OWL’S WISDOM, MASS
  School transmutation; Level cleric 6, druid 6, sorcerer/wizard 6
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than  
  30 ft. apart
  This spell functions like owl’s wisdom, except that it affects 
  multiple creatures.
  PASSWALL
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (sesame seeds)
  Range touch
  Effect 5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three 
  additional levels
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You create a passage through wooden, plaster, or stone walls, but 
  not through metal or other harder materials. The passage is 10 feet 
  deep plus an additional 5 feet deep per three caster levels above 
  9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep 
  at 18th level). If the wall’s thickness is more than the depth of the 
  passage created, then a single passwall simply makes a niche or 
  short tunnel. Several passwall spells can then form a continuing 
  passage to breach very thick walls. When passwall ends, creatures 
  within the passage are ejected out the nearest exit. If someone 
  dispels the passwall or you dismiss it, creatures in the passage are 
  ejected out the far exit, if there is one, or out the sole exit if there is 
  only one.
  PASS WITHOUT TRACE
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets one creature/level touched
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject or subjects of this spell do not leave footprints or a 
  scent trail while moving. Tracking the subjects is impossible by 
  nonmagical means.
  PERMANENCy
  School universal; Level sorcerer/wizard 5
  Casting Time 2 rounds
  Components V, S, M (see tables below)
  Range see text
  Target see text
  Duration permanent; see text
  Saving Throw none; Spell Resistance no
  This spell makes the duration of certain other spells permanent. 
  You first cast the desired spell and then follow it with the 
  permanency spell. 
  Depending on the spell, you must be of a minimum caster 
  level and must expend a specific gp value of diamond dust as a 
  material component.
  You can make the following spells permanent in regard to yourself.
  Spell 
  Minimum Caster Level 
  GP Cost
  Arcane sight 
  11th 
  7,500 gp
  Comprehend languages 
  9th 
  2,500 gp
  Darkvision 
  10th 
  5,000 gp
  Detect magic 
  9th 
  2,500 gp
  Read magic 
  9th 
  2,500 gp
  See invisibility 
  10th 
  5,000 gp
  Tongues 
  11th 
  7,500 gp
  You cannot cast these spells on other creatures. This application 
  of permanency can be dispelled only by a caster of higher level than 
  you were when you cast the spell.
  In addition to personal use, permanency can be used to make 
  the following spells permanent on yourself, another creature, or an 
  object (as appropriate).
  Spell 
  Minimum Caster Level 
  GP Cost
  Enlarge person 
  9th 
  2,500 gp
  Magic fang 
  9th 
  2,500 gp
  Magic fang, greater 
  11th 
  7,500 gp
  Reduce person 
  9th 
  2,500 gp
  Resistance 
  9th 
  2,500 gp
  Telepathic bond* 
  13th 
  12,500 gp
  *Only bonds two creatures per casting of permanency.
  Additionally, the following spells can be cast upon objects or 
  areas only and rendered permanent.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703312
  703312
  451236
  451236
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703313
  703313
  451237
  451237
  319
  319
  10
  Spells
  Spells
  Spell 
  Minimum Caster Level 
  GP Cost
  Alarm 
  9th 
  2,500 gp
  Animate objects 
  14th 
  15,000 gp
  Dancing lights 
  9th 
  2,500 gp
  Ghost sound 
  9th 
  2,500 gp
  Gust of wind 
  11th 
  7,500 gp
  Invisibility 
  10th 
  5,000 gp
  Mage’s private sanctum 
  13th 
  12,500 gp
  Magic mouth 
  10th 
  5,000 gp
  Phase door 
  15th 
  17,500 gp
  Prismatic sphere 
  17th 
  22,500 gp
  Prismatic wall 
  16th 
  20,000 gp
  Shrink item 
  11th 
  7,500 gp
  Solid fog 
  12th 
  10,000 gp
  Stinking cloud 
  11th 
  7,500 gp
  Symbol of death 
  16th 
  20,000 gp
  Symbol of fear 
  14th 
  15,000 gp
  Symbol of insanity 
  16th 
  20,000 gp
  Symbol of pain 
  13th 
  12,500 gp
  Symbol of persuasion 
  14th 
  15,000 gp
  Symbol of sleep 
  16th 
  20,000 gp
  Symbol of stunning 
  15th 
  17,500 gp
  Symbol of weakness 
  15th 
  17,500 gp
  Teleportation circle 
  17th 
  22,500 gp
  Wall of fire 
  12th 
  10,000 gp
  Wall of force 
  13th 
  12,500 gp
  Web 
  10th 
  5,000 gp
  Spells cast on other targets are vulnerable to dispel magic as 
  normal. The GM may allow other spells to be made permanent.
  PERMANENT IMAGE
  School illusion (figment); Level bard 6, sorcerer/wizard 6
  Effect figment that cannot extend beyond a 20-ft. cube + one 
  10-ft. cube/level (S)
  Duration permanent (D)
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory, and thermal elements, and the spell is 
  permanent. By concentrating, you can move the image within the 
  limits of the range, but it is static while you are not concentrating.
  PERSISTENT IMAGE
  School illusion (figment); Level bard 5, sorcerer/wizard 5
  Duration 1 min./level (D)
  This spell functions like silent image, except that the figment 
  includes visual, auditory, olfactory, and thermal components, 
  and the figment follows a script determined by you. The 
  figment follows that script without your having to concentrate 
  on it. The illusion can include intelligible speech if you wish. 
  PHANTASMAL KILLER
  School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Will disbelief, then Fortitude partial; see text; Spell 
  Resistance yes
  You create a phantasmal image of the most fearsome creature 
  imaginable to the subject simply by forming the fears of the 
  subject’s subconscious mind into something that its conscious 
  mind can visualize: this most horrible beast. Only the spell’s 
  subject can see the phantasmal killer. You see only a vague 
  shape. The target first gets a Will save to recognize the image as 
  unreal. If that save fails, the phantasm touches the subject, and 
  the subject must succeed on a Fortitude save or die from fear. 
  Even if the Fortitude save is successful, the subject takes 3d6 
  points of damage.
  If the subject of a phantasmal killer attack succeeds in disbelieving 
  and possesses telepathy or is wearing a helm of telepathy, the beast 
  can be turned upon you. You must then disbelieve it or become 
  subject to its deadly fear attack.
  PHANTOM STEED
  School conjuration (creation); Level bard 3, sorcerer/wizard 3
  Casting Time 10 minutes
  Components V, S
  Range 0 ft.
  Effect one quasi-real, horselike creature
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You conjure a Large, quasi-real, horselike creature (the exact 
  coloration can be customized as you wish). It can be ridden only 
  by you or by the one person for whom you specifically created the 
  mount. A phantom steed has a black head and body, gray mane and 
  tail, and smoke-colored, insubstantial hooves that make no sound. 
  It has what seems to be a saddle, bit, and bridle. It does not fight, 
  but animals shun it and refuse to attack it.
  The mount is AC 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit 
  points + 1 hit point per caster level. If it loses all its hit points, the 
  phantom steed disappears. A phantom steed has a speed of 20 feet 
  per two caster levels, to a maximum of 100 feet at 10th level. It can 
  bear its rider’s weight plus up to 10 pounds per caster level.
  These mounts gain certain powers according to caster level. A 
  mount’s abilities include those of mounts of lower caster levels. 
  8th Level: The mount can ride over sandy, muddy, or even 
  swampy ground without difficulty or decrease in speed.
  10th Level: The mount can use water walk at will (as the spell, no 
  action required to activate this ability).
  12th Level: The mount can use air walk at will (as the spell, no 
  action required to activate this ability) for up to 1 round at a time, 
  after which it falls to the ground.
  14th Level: The mount can fly at its speed with a bonus on Fly skill 
  checks equal to your caster level.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703313
  703313
  451237
  451237
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703314
  703314
  451238
  451238
  320
  320
  PHANTOM TRAP
  School illusion (glamer); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (special dust worth 50 gp)
  Range touch
  Target object touched
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  This spell makes a lock or other small mechanism seem to be 
  trapped to anyone who can detect traps. You place the spell upon 
  any small mechanism or device, such as a lock, hinge, hasp, cork, 
  cap, or ratchet. Any character able to detect traps, or who uses any 
  spell or device enabling trap detection, is certain a real trap exists. 
  Of course, the effect is illusory and nothing happens if the trap is 
  “sprung”; its primary purpose is to frighten away thieves or make 
  them waste precious time.
  If another phantom trap is active within 50 feet when the spell is 
  cast, the casting fails.
  PHASE DOOR
  School conjuration (creation); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V
  Range touch
  Effect ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per 
  three levels
  Duration one usage per two levels
  Saving Throw none; Spell Resistance no
  This spell creates an ethereal passage through wooden, plaster, or 
  stone walls, but not other materials. The phase door is invisible and 
  inaccessible to all creatures except you, and only you can use the 
  passage. You disappear when you enter the phase door and appear 
  when you exit. If you desire, you can take one other creature 
  (Medium or smaller) through the door. This counts as two uses 
  of the door. The door does not allow light, sound, or spell effects 
  through it, nor can you see through it without using it. Thus, 
  the spell can provide an escape route, though certain creatures, 
  such as phase spiders, can follow with ease. A gem of true seeing 
  or similar magic reveals the presence of a phase door but does not 
  allow its use.
  A phase door is subject to dispel magic. If anyone is within the 
  passage when it is dispelled, he is harmlessly ejected just as if he 
  were inside a passwall effect.
  You can allow other creatures to use the phase door by setting 
  some triggering condition for the door. Such conditions can 
  be as simple or elaborate as you desire. They can be based on 
  a creature’s name, identity, or alignment, but otherwise must 
  be based on observable actions or qualities. Intangibles such as 
  level, class, HD, and hit points don’t qualify.
  Phase door can be made permanent with a permanency spell.
  PLANAR ALLy
  School conjuration (calling) [see text for lesser planar ally]; 
  Level cleric 6
  Components V, S, M (offerings worth 1,250 gp plus payment), DF
  Effect one or two called outsiders, totaling no more than 12 HD, 
  which cannot be more than 30 ft. apart when they appear
  This spell functions like lesser planar ally, except you may call a 
  single creature of 12 HD or less, or two creatures of the same kind 
  whose HD total no more than 12. The creatures agree to help you 
  and request your return payment together.
  PLANAR ALLy, GREATER
  School conjuration (calling) [see text for lesser planar ally];  
  Level cleric 8
  Components V, S, M (offerings worth 2,500 gp plus payment), DF
  Effect up to three called outsiders, totaling no more than 18 
  HD, no two of which can be more than 30 ft. apart when 
  they appear.
  This spell functions like lesser planar ally, except that you may call 
  a single creature of 18 HD or less, or up to three creatures of the 
  same kind whose Hit Dice total no more than 18. The creatures 
  agree to help you and request your return payment together.
  PLANAR ALLy, LESSER
  School conjuration (calling) [see text]; Level cleric 4
  Casting Time 10 minutes
  Components V, S, M (offerings worth 500 gp plus payment, see 
  text), DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one called outsider of 6 HD or less
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  By casting this spell, you request your deity to send you an outsider 
  (of 6 HD or less) of the deity’s choice. If you serve no particular 
  deity, the spell is a general plea answered by a creature sharing your 
  philosophical alignment. If you know an individual creature’s name, 
  you may request that individual by speaking the name during the 
  spell (though you might get a different creature anyway).
  You may ask the creature to perform one task in exchange for 
  a payment from you. Tasks might range from the simple to the 
  complex. You must be able to communicate with the creature called 
  in order to bargain for its services.
  The creature called requires a payment for its services. This payment 
  can take a variety of forms, from donating gold or magic items to an 
  allied temple, to a gift given directly to the creature, to some other 
  action on your part that matches the creature’s alignment and goals. 
  Regardless, this payment must be made before the creature agrees 
  to perform any services. The bargaining takes at least 1 round, so any 
  actions by the creature begin in the round after it arrives.
  A task taking up to 1 minute per caster level requires a payment 
  of 100 gp per HD of the creature called. For a task taking up to 1 
  hour per caster level, the creature requires a payment of 500 gp per 
  HD. A long-term task, one requiring up to 1 day per caster level, 
  requires a payment of 1,000 gp per HD.
  A nonhazardous task requires only half the indicated payment, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703314
  703314
  451238
  451238
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703315
  703315
  451239
  451239
  321
  321
  10
  Spells
  Spells
  while an especially hazardous task might require a greater gift. Few 
  if any creatures will accept a task that seems suicidal (remember, a 
  called creature actually dies when it is killed, unlike a summoned 
  creature). However, if the task is strongly aligned with the creature’s 
  ethos, it may halve or even waive the payment. 
  At the end of its task, or when the duration bargained for expires, 
  the creature returns to its home plane (after reporting back to you, if 
  appropriate and possible).
  Note: When you use a calling spell that calls an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  PLANAR BINDING
  School conjuration (calling) [see text for lesser planar binding]; 
  Level sorcerer/wizard 6
  Components: V, S
  Targets up to three elementals or outsiders, totaling no more 
  than 12 HD, no two of which can be more than 30 ft. apart 
  when they appear
  This spell functions like lesser planar binding, except that you may 
  call a single creature of 12 HD or less, or up to three creatures 
  of the same kind whose Hit Dice total no more than 12. Each 
  creature gets a saving throw, makes an independent attempt to 
  escape, and must be individually persuaded to aid you.
  PLANAR BINDING, GREATER
  School conjuration (calling) [see text for lesser planar binding]; 
  Level: sorcerer/wizard 8
  Components: V, S
  Targets up to three elementals or outsiders, totaling no more 
  than 18 HD, no two of which can be more than 30 ft. apart 
  when they appear.
  This spell functions like lesser planar binding, except that you may 
  call a single creature of 18 HD or less, or up to three creatures 
  of the same kind whose Hit Dice total no more than 18. Each 
  creature gets a saving throw, makes an independent attempt to 
  escape, and must be individually persuaded to aid you.
  PLANAR BINDING, LESSER
  School conjuration (calling) [see text]; Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S
  Range close (25 ft. + 5 ft./2 levels); see text
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703315
  703315
  451239
  451239
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703316
  703316
  451240
  451240
  322
  322
  Target one elemental or outsider with 6 HD or less
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance no and yes; see text
  Casting this spell attempts a dangerous act: to lure a creature 
  from another plane to a specifically prepared trap, which must 
  lie within the spell’s range. The called creature is held in the trap 
  until it agrees to perform one service in return for its freedom.
  To create the trap, you must use a magic circle spell, focused 
  inward. The kind of creature to be bound must be known and 
  stated. If you wish to call a specific individual, you must use that 
  individual’s proper name in casting the spell.
  The target creature is allowed a Will saving throw. If the 
  saving throw succeeds, the creature resists the spell. If the saving 
  throw fails, the creature is immediately drawn to the trap (spell 
  resistance does not keep it from being called). The creature can 
  escape from the trap by successfully pitting its spell resistance 
  against your caster level check, by dimensional travel, or with a 
  successful Charisma check (DC 15 + 1/2 your caster level + your 
  Charisma modifier). It can try each method once per day. If it 
  breaks loose, it can flee or attack you. A dimensional anchor cast 
  on the creature prevents its escape via dimensional travel. You 
  can also employ a calling diagram (see magic circle against evil) to 
  make the trap more secure.
  If the creature does not break free of the trap, you can keep 
  it bound for as long as you dare. You can attempt to compel the 
  creature to perform a service by describing the service and perhaps 
  offering some sort of reward. You make a Charisma check opposed 
  by the creature’s Charisma check. The check is assigned a bonus of 
  +0 to +6 based on the nature of the service and the reward. If the 
  creature wins the opposed check, it refuses service. New offers, 
  bribes, and the like can be made or the old ones reoffered every 24 
  hours. This process can be repeated until the creature promises 
  to serve, until it breaks free, or until you decide to get rid of it by 
  means of some other spell. Impossible demands or unreasonable 
  commands are never agreed to. If you ever roll a natural 1 on the 
  Charisma check, the creature breaks free of the spell’s effect and can 
  escape or attack you.
  Once the requested service is completed, the creature need 
  only to inform you to be instantly sent back whence it came. The 
  creature might later seek revenge. If you assign some open-ended 
  task that the creature cannot complete through its own actions, the 
  spell remains in effect for a maximum of 1 day per caster level, and 
  the creature gains an immediate chance to break free (with the same 
  chance to resist as when it was trapped). Note that a clever recipient 
  can subvert some instructions.
  When you use a calling spell to call an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type. 
  PLANE SHIFT
  School conjuration (teleportation); Level cleric 5, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (a forked metal rod attuned to the plane  
  of travel)
  Range touch
  Target creature touched, or up to eight willing creatures  
  joining hands
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You move yourself or some other creature to another plane of 
  existence or alternate dimension. If several willing persons link 
  hands in a circle, as many as eight can be affected by the plane 
  shift at the same time. Precise accuracy as to a particular arrival 
  location on the intended plane is nigh impossible. From the 
  Material Plane, you can reach any other plane, though you appear 
  5 to 500 miles (5d%) from your intended destination. Plane shift 
  transports creatures instantaneously and then ends. The creatures 
  need to find other means if they are to travel back (including 
  casting plane shift again).
  PLANT GROWTH
  School transmutation; Level druid 3, ranger 3
  Casting Time 1 standard action
  Components V, S, DF
  Range see text
  Target or Area see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Plant growth has different effects depending on the version chosen.
  Overgrowth: This effect causes normal vegetation (grasses, briars, 
  bushes, creepers, thistles, trees, vines, and so on) within long range 
  (400 feet + 40 feet per caster level) to become thick and overgrown. 
  The plants entwine to form a thicket or jungle that creatures must 
  hack or force a way through. Speed drops to 5 feet, or 10 feet for 
  Large or larger creatures. The area must have brush and trees in it for 
  this spell to take effect. If this spell is cast on an area that is already 
  affected by any spell or effect that enhances plants, such as entangle 
  or wall of thorns, any DC involved with these spells is increased by 4. 
  This bonus is granted for 1 day after the casting of plant growth.
  At your option, the area can be a 100-foot-radius circle, a 
  150-foot-radius semicircle, or a 200-foot-radius quarter circle.
  You may designate places within the area that are not affected.
  Enrichment: This effect targets plants within a range of a half-
  mile, raising their potential productivity over the course of the next 
  year to one-third above normal.
  Plant growth counters diminish plants.
  This spell has no effect on plant creatures.
  PLANT SHAPE I
  School transmutation (polymorph); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you plan 
  to assume)
  Range personal
  Target you
  Duration 1 min./level (D)
  When you cast this spell you can assume the form of any Small or 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703316
  703316
  451240
  451240
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703317
  703317
  451241
  451241
  323
  323
  10
  Spells
  Spells
  Medium creature of the plant type (see the Pathfinder RPG Bestiary). 
  If the form you assume has any of the following abilities, you gain 
  the listed ability: darkvision 60 feet, low-light vision, constrict, grab, 
  and poison. If the form you assume does not possess the ability to 
  move, your speed is reduced to 5 feet and you lose all other forms of 
  movement. If the creature has vulnerability to an element, you gain 
  that vulnerability.
  Small plant: If the form you take is that of a Small plant, you gain 
  a +2 size bonus to your Constitution and a +2 natural armor bonus.
  Medium plant: If the form you take is that of a Medium plant, you 
  gain a +2 size bonus to your Strength, a +2 enhancement bonus to 
  your Constitution, and a +2 natural armor bonus.
  PLANT SHAPE II
  School transmutation (polymorph); Level sorcerer/wizard 6
  This spell functions as plant shape I except that it also allows you 
  to assume the form of a Large creature of the plant type. If the 
  creature has immunity or resistance to any elements, you gain 
  resistance 20 to those elements. If the creature has vulnerability 
  to an element, you gain that vulnerability.
  Large plant: If the form you take is that of a Large plant, you 
  gain a +4 size bonus to your Strength, a +2 size bonus to your 
  Constitution, and a +4 natural armor bonus.
  PLANT SHAPE III
  School transmutation (polymorph); Level sorcerer/wizard 7
  This spell functions as plant shape II except that it also allows you 
  to assume the form of a Huge creature of the plant type. If the 
  form you assume has any of the following abilities, you gain the 
  listed ability: DR, regeneration 5, and trample. 
  Huge plant: If the form you take is that of a Huge plant, you gain 
  a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 
  size bonus to your Constitution, and a +6 natural armor bonus.
  POISON
  School necromancy; Level cleric 4, druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration instantaneous; see text
  Saving Throw Fortitude negates; see text; Spell Resistance yes
  Calling upon the venomous powers of natural predators, you 
  infect the subject with a horrible poison by making a successful 
  melee touch attack. This poison deals 1d3 Constitution damage 
  per round for 6 rounds. Poisoned creatures can make a Fortitude 
  save each round to negate the damage and end the affliction.
  POLAR RAy
  School evocation [cold]; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, F (a white ceramic cone or prism)
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  A blue-white ray of freezing air and ice springs from your hand. 
  You must succeed on a ranged touch attack with the ray to deal 
  damage to a target. The ray deals 1d6 points of cold damage per 
  caster level (maximum 25d6) and 1d4 points of Dexterity drain.
  POLyMORPH
  School transmutation (polymorph); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form  
  you choose)
  Range touch
  Target living creature touched
  Duration 1 min/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell transforms a willing creature into an animal, humanoid 
  or elemental of your choosing; the spell has no effect on unwilling 
  creatures, nor can the creature being targeted by this spell 
  influence the new form assumed (apart from conveying its wishes, 
  if any, to you verbally).
  If you use this spell to cause the target to take on the form of an 
  animal or magical beast, the spell functions as beast shape II. If the 
  form is that of an elemental, the spell functions as elemental body 
  I. If the form is that of a humanoid, the spell functions as alter self. 
  The subject may choose to resume its normal form as a full-round 
  action; doing so ends the spell for that subject.
  POLyMORPH, GREATER
  School transmutation (polymorph); Level sorcerer/wizard 7
  This spell functions as polymorph except that it allows the creature 
  to take on the form of a dragon or plant creature. If you use 
  this spell to cause the target to take on the form of an animal or 
  magical beast, it functions as beast shape IV. If the form is that of 
  an elemental, the spell functions as elemental body III. If the form 
  is that of a humanoid, the spell functions as alter self. If the form 
  is that of a plant, the spell functions as plant shape II. If the form 
  is that of a dragon, the spell functions as form of the dragon I. The 
  subject may choose to resume its normal form as a full-round 
  action; doing so ends the spell.
  POLyMORPH ANy OBJECT
  School transmutation (polymorph); Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M/DF (mercury, gum arabic, and smoke)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature, or one nonmagical object of up to  
  100 cu. ft./level
  Duration see text
  Saving Throw Fortitude negates (object); see text; Spell 
  Resistance yes (object)
  This spell functions like greater polymorph, except that it 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703317
  703317
  451241
  451241
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703318
  703318
  451242
  451242
  324
  324
  changes one object or creature into another. You can use this 
  spell to transform all manner of objects and creatures into new 
  forms—you aren’t limited to transforming a living creature 
  into another living form. The duration of the spell depends 
  on how radical a change is made from the original state to its 
  transmuted state. The duration is determined by using the 
  following guidelines.
   
  Increase to 
  Changed Subject Is… 
  Duration Factor*
  Same kingdom (animal, vegetable, mineral) 
  +5
  Same class (mammals, fungi, metals, etc.) 
  +2
  Same size 
  +2
  Related (twig is to tree, wolf fur is to wolf, etc.) 
  +2
  Same or lower Intelligence 
  +2
  *Add all that apply. Look up the total on the next table.
  Duration Factor 
  Duration 
  Example
  0  
  20 minutes 
  Pebble to human
  2  
  1 hour 
  Marionette to human
  4  
  3 hours 
  Human to marionette
  5  
  12 hours 
  Lizard to manticore
  6  
  2 days 
  Sheep to wool coat
  7  
  1 week 
  Shrew to manticore
  9+ 
  Permanent 
  Manticore to shrew
  If the target of the spell does not have physical ability scores 
  (Strength, Dexterity, or Constitution), this spell grants a base score of 
  10 to each missing ability score. If the target of the spell does not have 
  mental ability scores (Intelligence, Wisdom, or Charisma), this spell 
  grants a score of 5 to such scores. Damage taken by the new form can 
  result in the injury or death of the polymorphed creature. In general, 
  damage occurs when the new form is changed through physical 
  force. A nonmagical object cannot be made into a magic item with 
  this spell. Magic items aren’t affected by this spell.
  This spell cannot create material of great intrinsic value, such as 
  copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It 
  also cannot reproduce the special properties of cold iron in order to 
  overcome the damage reduction of certain creatures.
  This spell can also be used to duplicate the effects of baleful 
  polymorph, greater polymorph, flesh to stone, stone to flesh, transmute 
  mud to rock, transmute metal to wood, or transmute rock to mud.
  POWER WORD BLIND
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 7
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature with 200 hp or less
  Duration see text
  Saving Throw none; Spell Resistance yes
  You utter a single word of power that causes a creature to become 
  blinded, whether the creature can hear the word or not. The 
  duration of the spell depends on the target’s current hit point total. 
  Any creature that currently has 201 or more hit points is unaffected.
  Hit Points 
  Duration
  50 or less 
  Permanent
  51–100 
  1d4+1 minutes
  101–200 
  1d4+1 rounds
  POWER WORD KILL
  School enchantment (compulsion) [death, mind-affecting]; Level 
  sorcerer/wizard 9
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature with 100 hp or less
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You utter a single word of power that instantly kills one creature 
  of your choice, whether the creature can hear the word or not. Any 
  creature that currently has 101 or more hit points is unaffected by 
  power word kill.
  POWER WORD STUN
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 8
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature with 150 hp or less
  Duration See text
  Saving Throw none; Spell Resistance yes
  You utter a single word of power that instantly causes one 
  creature of your choice to become stunned, whether the creature 
  can hear the word or not. The duration of the spell depends on 
  the target’s current hit point total. Any creature that currently has 
  151 or more hit points is unaffected by power word stun.
  Hit Points 
  Duration
  50 or less 
  4d4 rounds
  51–100 
  2d4 rounds
  101–150 
  1d4 rounds
  PRAyER
  School enchantment (compulsion) [mind-affecting]; Level cleric 3, 
  paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range 40 ft.
  Area all allies and foes within a 40-ft.-radius burst centered on you
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703318
  703318
  451242
  451242
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703319
  703319
  451243
  451243
  325
  325
  10
  Spells
  Spells
  You bring special favor upon yourself and your allies while 
  bringing disfavor to your enemies. You and each of your allies 
  gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, 
  and skill checks, while each of your foes takes a –1 penalty on 
  such rolls.
  PRESTIDIGITATION
  School universal; Level bard 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Target, Effect, or Area see text
  Duration 1 hour
  Saving Throw see text; Spell Resistance no
  Prestidigitations are minor tricks that novice spellcasters use for 
  practice. Once cast, a prestidigitation spell enables you to perform 
  simple magical effects for 1 hour. The effects are minor and have 
  severe limitations. A prestidigitation can slowly lift 1 pound of 
  material. It can color, clean, or soil items in a 1-foot cube each 
  round. It can chill, warm, or flavor 1 pound of nonliving material. 
  It cannot deal damage or affect the concentration of spellcasters. 
  Prestidigitation can create small objects, but they look crude 
  and artificial. The materials created by a prestidigitation spell are 
  extremely fragile, and they cannot be used as tools, weapons, 
  or spell components. Finally, prestidigitation lacks the power to 
  duplicate any other spell effects. Any actual change to an object 
  (beyond just moving, cleaning, or soiling it) persists only 1 hour.
  PRISMATIC SPHERE
  School abjuration; Level sorcerer/wizard 9
  Components: V
  Range 10 ft.
  Effect 10-ft.-radius sphere centered on you
  This spell functions like prismatic wall, except you conjure up an 
  immobile, opaque globe of shimmering, multicolored light that 
  surrounds you and protects you from all forms of attack. The 
  sphere flashes in all colors of the visible spectrum. 
  The sphere’s blindness effect on creatures with less than 8 HD 
  lasts 2d4 × 10 minutes.
  You can pass into and out of the prismatic sphere and remain near 
  it without harm. When you’re inside it, however, the sphere blocks 
  any attempt to project something through the sphere (including 
  spells). Other creatures that attempt to attack you or pass through 
  suffer the effects of each color, one at a time.
  Typically, only the upper hemisphere of the globe exists, since 
  you are at the center of the sphere, so the lower half is usually 
  occluded by the floor surface you are standing on.
  The colors of the sphere have the same effects as the colors of a 
  prismatic wall.
  Prismatic sphere can be made permanent with a permanency spell.
  PRISMATIC SPRAy
  School evocation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw see text; Spell Resistance yes
  This spell causes seven shimmering, multicolored beams of light to 
  spray from your hand. Each beam has a different power. Creatures 
  in the area of the spell with 8 HD or less are automatically blinded 
  for 2d4 rounds. Every creature in the area is randomly struck by one 
  or more beams, which have additional effects.
    
   
   
  Color
  1d8 
  of Beam 
  1 
  Red 
  20 points fire damage (Reflex half)
  2 
  Orange 
  40 points acid damage (Reflex half)
  3 
  Yellow 
  80 points electricity damage (Reflex half)
  4 
  Green 
  Poison (Frequency 1/rd. for 6 rd.;  
   
    
  Init. effect death; Sec. effect 1 Con/rd.;  
   
    
  Cure 2 consecutive Fort saves)*
  5 
  Blue 
  Flesh to stone (Fortitude negates)
  6 
  Indigo 
  Insane, as insanity spell (Will negates)
  7 
  Violet 
  Sent to another plane (Will negates)
  8 
  Struck by Roll twice more, ignoring any “8”  
   
  two rays 
  results
  * See poisons on page 557.
  PRISMATIC WALL
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect wall 4 ft./level wide, 2 ft./level high
  Duration 10 min./level (D)
  Saving Throw see text; Spell Resistance see text
  Prismatic wall creates a vertical, opaque wall—a shimmering, 
  multicolored plane of light that protects you from all forms of 
  attack. The wall flashes with seven colors, each of which has a 
  distinct power and purpose. The wall is immobile, and you can 
  pass through and remain near the wall without harm. Any other 
  creature with less than 8 HD that is within 20 feet of the wall is 
  blinded by the colors for 2d4 rounds if it looks at the wall.
  The wall’s maximum proportions are 4 feet wide per caster 
  level and 2 feet high per caster level. A prismatic wall spell cast to 
  materialize in a space occupied by a creature is disrupted, and the 
  spell is wasted.
  Each color in the wall has a special effect. The accompanying 
  table shows the seven colors of the wall, the order in which they 
  appear, their effects on creatures trying to attack you or pass 
  through the wall, and the magic needed to negate each color.
  The wall can be destroyed, color by color, in consecutive order, by 
  casting the specified spells on the wall; however, the first color must 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703319
  703319
  451243
  451243
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703320
  703320
  451244
  451244
  326
  326
  be brought down before the second can be affected, and so on. A 
  rod of cancellation or a mage’s disjunction spell destroys a prismatic 
  wall, but an antimagic field fails to penetrate it. Dispel magic and 
  greater dispel magic can only be used on the wall once all the other 
  colors have been destroyed. Spell resistance is effective against a 
  prismatic wall, but the caster level check must be repeated for each 
  color present.
  Prismatic wall can be made permanent with a permanency spell.
  PRyING EyES
  School divination; Level sorcerer/wizard 5
  Casting Time 1 minute
  Components V, S, M (a handful of crystal marbles)
  Range 1 mile
  Effect 10 or more levitating eyes
  Duration 1 hour/level; see text (D)
  Saving Throw none; Spell Resistance no
  You create a number of semitangible, visible magical orbs (called 
  “eyes”) equal to 1d4 + your caster level. These eyes move out, scout 
  around, and return as you direct them when casting the spell. Each 
  eye can see 120 feet (normal vision only) in all directions.
  While the individual eyes are quite fragile, they’re small and difficult 
  to spot. Each eye is a Fine construct, about the size of a small apple, 
  that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 
  feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth 
  skill checks. It has a Perception modifier equal to your caster level 
  (maximum +15) and is subject to illusions, darkness, fog, and any other 
  factors that affect your ability to receive visual information about your 
  surroundings. An eye traveling in darkness must find its way by touch.
  When you create the eyes, you specify instructions you want 
  them to follow in a command of no more than 25 words. Any 
  knowledge you possess is known by the eyes as well.
  In order to report their findings, the eyes must return to your 
  hand. Each replays in your mind all it has seen during its existence. 
  It takes an eye 1 round to replay 1 hour of recorded images. After 
  relaying its findings, an eye disappears. 
  If an eye ever gets more than 1 mile away from you, it instantly 
  ceases to exist. However, your link with the eye is such that you 
  won’t know if the eye was destroyed because it wandered out of 
  range or because of some other event.
  The eyes exist for up to 1 hour per caster level or until they return 
  to you. Dispel magic can destroy eyes. Roll separately for each eye 
  caught in an area dispel. Of course, if an eye is sent into darkness, it 
  could hit a wall or similar obstacle and destroy itself.
  PRyING EyES, GREATER
  School divination; Level sorcerer/wizard 8
  This spell functions like prying eyes, except that the eyes can see 
  all things as they actually are, just as if they had true seeing with 
  a range of 120 feet. Thus, they can navigate darkened areas at 
  normal speed. Also, a greater prying eye’s maximum Perception 
  modifier is +25 instead of +15.
  PRODUCE FLAME
  School evocation [fire]; Level druid 1
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect flame in your palm
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  Flames as bright as a torch appear in your open hand. The flames 
  harm neither you nor your equipment.
  In addition to providing illumination, the flames can be hurled 
  or used to touch enemies. You can strike an opponent with a melee 
  touch attack, dealing fire damage equal to 1d6 + 1 point per caster 
  Prismatic Wall
  Order 
  Color 
  Effect of Color 
  Negated by
  1st 
  Red 
  Stops nonmagical ranged weapons.  
  Cone of cold
    
   
  Deals 20 points of fire damage (Reflex half).
  2nd 
  Orange 
  Stops magical ranged weapons.  
  Gust of wind
    
   
  Deals 40 points of acid damage (Reflex half).
  3rd 
  Yellow 
  Stops poisons, gases, and petrification.  
  Disintegrate
    
   
  Deals 80 points of electricity damage (Reflex half).
  4th 
  Green 
  Stops breath weapons.  
  Passwall
    
   Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2 consecutive Fort saves).
  5th 
  Blue 
  Stops divination and mental attacks.  
  Magic missile
    
   
  Turned to stone (Fortitude negates).
  6th 
  Indigo 
  Stops all spells.  
  Daylight
    
   
  Will save or become insane (as insanity spell).
  7th 
  Violet 
  Energy field destroys all objects and effects.*  
  Dispel magic or
    
   
  Creatures sent to another plane (Will negates). 
  greater dispel magic
  * The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain 
  magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703320
  703320
  451244
  451244
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703321
  703321
  451245
  451245
  327
  327
  10
  Spells
  Spells
  level (maximum +5). Alternatively, you can hurl the flames up to 120 
  feet as a thrown weapon. When doing so, you attack with a ranged 
  touch attack (with no range penalty) and deal the same damage 
  as with the melee attack. No sooner do you hurl the flames than a 
  new set appears in your hand. Each attack you make reduces the 
  remaining duration by 1 minute. If an attack reduces the remaining 
  duration to 0 minutes or less, the spell ends after the attack resolves.
  This spell does not function underwater.
  PROGRAMMED IMAGE
  School illusion (figment); Level bard 6, sorcerer/wizard 6
  Components V, S, M (fleece and jade dust worth 25 gp)
  Effect visual figment that cannot extend beyond a 20-ft. cube + 
  one 10-ft. cube/level (S)
  Duration permanent until triggered, then 1 round/level
  This spell functions like silent image, except that this spell’s figment 
  activates when a specific condition occurs. The figment includes 
  visual, auditory, olfactory, and thermal elements, including 
  intelligible speech.
  You set the triggering condition (which may be a special word) 
  when casting the spell. The event that triggers the illusion can be as 
  general or as specific and detailed as desired but must be based on 
  an audible, tactile, olfactory, or visual trigger. The trigger cannot be 
  based on some quality not normally obvious to the senses, such as 
  alignment. See magic mouth for more details about such triggers.
  PROJECT IMAGE
  School illusion (shadow); Level bard 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a small replica of you worth 5 gp)
  Range medium (100 ft. + 10 ft./level)
  Effect one shadow duplicate
  Duration 1 round/level (D)
  Saving Throw Will disbelief (if interacted with); Spell Resistance no
  You tap energy from the Plane of Shadow to create a quasi-real, 
  illusory version of yourself. The projected image looks, sounds, 
  and smells like you but is intangible. The projected image 
  mimics your actions (including speech) unless you direct it to act 
  differently (which is a move action).
  You can see through its eyes and hear through its ears as if you were 
  standing where it is, and during your turn you can switch from using its 
  senses to using your own, or back again, as a free action. While you are 
  using its senses, your body is considered blinded and deafened.
  If you desire, any spell you cast whose range is touch or greater 
  can originate from the projected image instead of from you. The 
  projected image can’t cast any spells on itself except for illusion 
  spells. The spells affect other targets normally, despite originating 
  from the projected image.
  Objects are affected by the projected image as if they had 
  succeeded on their Will save. You must maintain line of effect to the 
  projected image at all times. If your line of effect is obstructed, the 
  spell ends. If you use dimension door, teleport, plane shift, or a similar 
  spell that breaks your line of effect, even momentarily, the spell ends.
  PROTECTION FROM ARROWS
  School abjuration; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (a piece of tortoiseshell or turtle shell)
  Range touch
  Target creature touched
  Duration 1 hour/level or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The warded creature gains resistance to ranged weapons. 
  The subject gains damage reduction 10/magic against ranged 
  weapons. This spell doesn’t grant you the ability to damage 
  creatures with similar damage reduction. Once the spell has 
  prevented a total of 10 points of damage per caster level 
  (maximum 100 points), it is discharged.
  PROTECTION FROM CHAOS
  School abjuration [lawful]; Level cleric 1, paladin 1, sorcerer/
  wizard 1
  This spell functions like protection from evil, except that the 
  deflection and resistance bonuses apply to attacks made by 
  chaotic creatures. The target receives a new saving throw against 
  control by chaotic creatures and chaotic summoned creatures 
  cannot touch the target.
  PROTECTION FROM ENERGy
  School abjuration; Level cleric 3, druid 3, ranger 2, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 min./level or until discharged
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  Protection from energy grants temporary immunity to the type 
  of energy you specify when you cast it (acid, cold, electricity, 
  fire, or sonic). When the spell absorbs 12 points per caster level 
  of energy damage (to a maximum of 120 points at 10th level), it 
  is discharged.
  Protection from energy overlaps (and does not stack with) resist 
  energy. If a character is warded by protection from energy and resist 
  energy, the protection spell absorbs damage until its power is exhausted.
  PROTECTION FROM EVIL
  School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance no; see text
  This spell wards a creature from attacks by evil creatures, from 
  mental control, and from summoned creatures. It creates a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703321
  703321
  451245
  451245
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703322
  703322
  451246
  451246
  328
  328
  magical barrier around the subject at a distance of 1 foot. The 
  barrier moves with the subject and has three major effects.
  First, the subject gains a +2 deflection bonus to AC and a +2 
  resistance bonus on saves. Both these bonuses apply against attacks 
  made or effects created by evil creatures.
  Second, the subject immediately receives another saving 
  throw (if one was allowed to begin with) against any spells or 
  effects that possess or exercise mental control over the creature 
  (including enchantment [charm] effects and enchantment 
  [compulsion] effects). This saving throw is made with a +2 morale 
  bonus, using the same DC as the original effect. If successful, 
  such effects are suppressed for the duration of this spell. The 
  effects resume when the duration of this spell expires. While 
  under the effects of this spell, the target is immune to any new 
  attempts to possess or exercise mental control over the target. 
  This spell does not expel a controlling life force (such as a ghost 
  or spellcaster using magic jar), but it does prevent them from 
  controlling the target. This second effect only functions against 
  spells and effects created by evil creatures or objects, subject to 
  GM discretion.
  Third, the spell prevents bodily contact by evil summoned 
  creatures. This causes the natural weapon attacks of such creatures 
  to fail and the creatures to recoil if such attacks require touching 
  the warded creature. Summoned creatures that are not evil are 
  immune to this effect. The protection against contact by summoned 
  creatures ends if the warded creature makes an attack against 
  or tries to force the barrier against the blocked creature. Spell 
  resistance can allow a creature to overcome this protection and 
  touch the warded creature.
  PROTECTION FROM GOOD
  School abjuration [evil]; Level cleric 1, sorcerer/wizard 1
  This spell functions like protection from evil, except that the 
  deflection and resistance bonuses apply to attacks made by good 
  creatures. The target receives a new saving throw against control 
  by good creatures and good summoned creatures cannot touch 
  the target.
  PROTECTION FROM LAW
  School abjuration [chaotic]; Level cleric 1, sorcerer/wizard 1
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks made by lawful creatures. 
  The target receives a new saving throw against control by lawful 
  creatures and lawful summoned creatures cannot touch the target.
  PROTECTION FROM SPELLS
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (diamond worth 500 gp), F (One 1,000 gp 
  diamond per target. Each subject must carry the gem for the 
  duration of the spell. If a subject loses the gem, the spell ceases 
  to affect him.)
  Range touch
  Targets up to one creature touched per four levels
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject gains a +8 resistance bonus on saving throws against 
  spells and spell-like abilities (but not against supernatural and 
  extraordinary abilities).
  PURIFy FOOD AND DRINK
  School transmutation; Level cleric 0, druid 0
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Target 1 cu. ft./level of contaminated food and water
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell makes spoiled, rotten, diseased, poisonous, or 
  otherwise contaminated food and water pure and suitable for 
  eating and drinking. This spell does not prevent subsequent 
  natural decay or spoilage. Unholy water and similar food and 
  drink of significance is spoiled by purify food and drink, but the 
  spell has no effect on creatures of any type nor upon magic 
  potions. Water weighs about 8 pounds per gallon. One cubic 
  foot of water contains roughly 8 gallons and weighs about  
  60 pounds.
  PyROTECHNICS
  School transmutation; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (one fire source)
  Range long (400 ft. + 40 ft./level)
  Target one fire source, up to a 20-ft. cube
  Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the 
  smoke cloud; see text
  Saving Throw Will negates or Fortitude negates; see text; Spell 
  Resistance yes or no; see text
  Pyrotechnics turns a fire into a burst of blinding fireworks or a thick 
  cloud of choking smoke, depending on your choice. The spell uses 
  one fire source, which is immediately extinguished. A fire so large 
  that it exceeds a 20-foot cube is only partly extinguished. Magical 
  fires are not extinguished, although a fire-based creature used as a 
  source takes 1 point of damage per caster level.
  Fireworks: The fireworks are a flashing, fiery, momentary burst 
  of glowing, colored aerial lights. This effect causes creatures within 
  120 feet of the fire source to become blinded for 1d4+1 rounds (Will 
  negates). These creatures must have line of sight to the fire to be 
  affected. Spell resistance can prevent blindness.
  Smoke Cloud: A stream of smoke billows out from the fire, forming 
  a choking cloud that spreads 20 feet in all directions and lasts for 1 
  round per caster level. All sight, even darkvision, is ineffective in or 
  through the cloud. All within the cloud take –4 penalties to Strength 
  and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds 
  after the cloud dissipates or after the creature leaves the area of the 
  cloud. Spell resistance does not apply.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703322
  703322
  451246
  451246
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703323
  703323
  451247
  451247
  329
  329
  10
  Spells
  Spells
  QUENCH
  School transmutation; Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area or Target one 20-ft. cube/level (S) or one fire-based magic item
  Duration instantaneous
  Saving Throw none or Will negates (object); Spell Resistance no 
  or yes (object)
  Quench is often used to put out forest fires and other 
  conflagrations. It extinguishes all nonmagical fires in its area. 
  The spell also dispels any fire spells in its area, though you must 
  succeed on a dispel check (1d20 +1 per caster level, maximum +15) 
  against each spell to dispel it. The DC to dispel such spells is 11 + 
  the caster level of the fire spell.
  Each creature with the fire subtype within the area of a quench 
  spell takes 1d6 points of damage per caster level (maximum 10d6, 
  no save allowed).
  Alternatively, you can target the spell on a single magic item that 
  creates or controls flame. The item loses all its fire-based magical 
  abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are 
  immune to this effect.
  RAGE
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets one willing living creature per three levels, no two of 
  which may be more than 30 ft. apart
  Duration concentration + 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  Each affected creature gains a +2 morale bonus to Strength and 
  Constitution, a +1 morale bonus on Will saves, and a –2 penalty to 
  AC. The effect is otherwise identical with a barbarian’s rage except 
  that the subjects aren’t fatigued at the end of the rage.
  RAINBOW PATTERN
  School illusion (pattern) [mind-affecting]; Level bard 4, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V (bard only), S, M (a piece of phosphor), F (a crystal 
  prism); see text
  Range medium (100 ft. + 10 ft./level)
  Effect colorful lights with a 20-ft.-radius spread
  Duration Concentration +1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  A glowing, rainbow-hued pattern of interweaving colors 
  fascinates those within it. Rainbow pattern fascinates a maximum 
  of 24 HD of creatures. Creatures with the fewest HD are affected 
  first. Among creatures with equal HD, those who are closest to 
  the spell’s point of origin are affected first. An affected creature 
  that fails its saves is fascinated by the pattern.
  With a simple gesture (a free action), you can make the rainbow 
  pattern move up to 30 feet per round (moving its effective point of 
  origin). All fascinated creatures follow the moving rainbow of light, 
  trying to remain within the effect. Fascinated creatures who are 
  restrained and removed from the pattern still try to follow it. If the 
  pattern leads its subjects into a dangerous area, each fascinated 
  creature gets a second save. If the view of the lights is completely 
  blocked, creatures who can’t see them are no longer affected.
  The spell does not affect sightless creatures.
  RAISE DEAD
  School conjuration (healing); Level cleric 5
  Casting Time 1 minute
  Components V, S, M (diamond worth 5,000 gp), DF
  Range touch
  Target dead creature touched
  Duration instantaneous
  Saving Throw none, see text; Spell Resistance yes (harmless)
  You restore life to a deceased creature. You can raise a creature 
  that has been dead for no longer than 1 day per caster level. In 
  addition, the subject’s soul must be free and willing to return. 
  If the subject’s soul is not willing to return, the spell does not 
  work; therefore, a subject that wants to return receives no 
  saving throw.
  Coming back from the dead is an ordeal. The subject of the 
  spell gains two permanent negative levels when it is raised, 
  just as if it had been hit by an energy-draining creature. If the 
  subject is 1st level, it takes 2 points of Constitution drain instead 
  (if this would reduce its Con to 0 or less, it can’t be raised). A 
  character who died with spells prepared has a 50% chance of 
  losing any given spell upon being raised. A spellcasting creature 
  that doesn’t prepare spells (such as a sorcerer) has a 50% chance 
  of losing any given unused spell slot as if it had been used to 
  cast a spell.
  A raised creature has a number of hit points equal to its current 
  HD. Any ability scores damaged to 0 are raised to 1. Normal 
  poison and normal disease are cured in the process of raising the 
  subject, but magical diseases and curses are not undone. While 
  the spell closes mortal wounds and repairs lethal damage of 
  most kinds, the body of the creature to be raised must be whole. 
  Otherwise, missing parts are still missing when the creature is 
  brought back to life. None of the dead creature’s equipment or 
  possessions are affected in any way by this spell.
  A creature who has been turned into an undead creature or 
  killed by a death effect can’t be raised by this spell. Constructs, 
  elementals, outsiders, and undead creatures can’t be raised. The 
  spell cannot bring back a creature that has died of old age.
  RAy OF ENFEEBLEMENT
  School necromancy; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703323
  703323
  451247
  451247
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703324
  703324
  451248
  451248
  330
  330
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance yes
  A coruscating ray springs from your hand. You must succeed on a 
  ranged touch attack to strike a target. The subject takes a penalty 
  to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). 
  The subject’s Strength score cannot drop below 1. A successful 
  Fortitude save reduces this penalty by half. This penalty does not 
  stack with itself. Apply the highest penalty instead.
  RAy OF ExHAUSTION
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a drop of sweat)
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration 1 min./level
  Saving Throw Fortitude partial; see text; Spell Resistance yes
  A black ray projects from your pointing finger. You must succeed 
  on a ranged touch attack with the ray to strike a target.
  The subject is immediately exhausted for the spell’s duration. A 
  successful Fortitude save means the creature is only fatigued.
  A character that is already fatigued instead becomes exhausted.
  This spell has no effect on a creature that is already exhausted. 
  Unlike normal exhaustion or fatigue, the effect ends as soon as the 
  spell’s duration expires.
  RAy OF FROST
  School evocation [cold]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  A ray of freezing air and ice projects from your pointing finger. 
  You must succeed on a ranged touch attack with the ray to deal 
  damage to a target. The ray deals 1d3 points of cold damage.
  READ MAGIC
  School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 
  1, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, F (a clear crystal or mineral prism)
  Range personal
  Target you
  Duration 10 min./level
  You can decipher magical inscriptions on objects—books, 
  scrolls, weapons, and the like—that would otherwise be 
  unintelligible. This deciphering does not normally invoke the 
  magic contained in the writing, although it may do so in the case 
  of a cursed or trapped scroll. Furthermore, once the spell is cast 
  and you have read the magical inscription, you are thereafter 
  able to read that particular writing without recourse to the use 
  of read magic. You can read at the rate of one page (250 words) 
  per minute. The spell allows you to identify a glyph of warding 
  with a DC 13 Spellcraft check, a greater glyph of warding with 
  a DC 16 Spellcraft check, or any symbol spell with a Spellcraft 
  check (DC 10 + spell level).
  Read magic can be made permanent with a permanency spell.
  REDUCE ANIMAL
  School transmutation; Level druid 2, ranger 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one willing animal of Small, Medium, Large, or Huge size
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell functions like reduce person, except that it affects a 
  single willing animal. Reduce the damage dealt by the animal’s 
  natural attacks as appropriate for its new size (see Chapter 6 how 
  to adjust damage for size).
  REDUCE PERSON
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 round
  Components V, S, M (a pinch of powdered iron)
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  Duration 1 min./level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell causes instant diminution of a humanoid creature, 
  halving its height, length, and width and dividing its weight by 
  8. This decrease changes the creature’s size category to the next 
  smaller one. The target gains a +2 size bonus to Dexterity, a –2 
  size penalty to Strength (to a minimum of 1), and a +1 bonus on 
  attack rolls and AC due to its reduced size.
  A Small humanoid creature whose size decreases to Tiny has 
  a space of 2-1/2 feet and a natural reach of 0 feet (meaning that 
  it must enter an opponent’s square to attack). A Large humanoid 
  creature whose size decreases to Medium has a space of 5 feet 
  and a natural reach of 5 feet. This spell doesn’t change the 
  target’s speed.
  All equipment worn or carried by a creature is similarly reduced 
  by the spell.
  Melee and projectile weapons deal less damage. Other magical 
  properties are not affected by this spell. Any reduced item that leaves 
  the reduced creature’s possession (including a projectile or thrown 
  weapon) instantly returns to its normal size. This means that thrown 
  weapons deal their normal damage (projectiles deal damage based 
  on the size of the weapon that fired them).
  Multiple magical effects that reduce size do not stack. Reduce 
  person counters and dispels enlarge person.
  Reduce person can be made permanent with a permanency spell.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703324
  703324
  451248
  451248
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703325
  703325
  451249
  451249
  331
  331
  10
  Spells
  Spells
  REDUCE PERSON, MASS
  School transmutation; Level sorcerer/wizard 4
  Target one humanoid creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions like reduce person, except that it affects 
  multiple creatures.
  REFUGE
  School conjuration (teleportation); Level cleric 7, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a prepared object worth 1,500 gp)
  Range touch
  Target object touched
  Duration permanent until discharged
  Saving Throw none; Spell Resistance no
  When you cast this spell, you create powerful magic in a 
  specially prepared object. This object contains the power to 
  instantly transport its possessor across any distance within the 
  same plane to your abode. Once the item is so enhanced, you 
  must give it willingly to a creature and at the same time inform 
  it of a command word to be spoken when the item is used. To 
  make use of the item, the subject speaks the command word 
  at the same time that it rends or breaks the item (a standard 
  action). When this is done, the individual and all objects it is 
  wearing and carrying (to a maximum of the character’s heavy 
  load) are instantly transported to your abode. No other creatures 
  are affected (aside from a familiar or animal companion that is 
  touching the subject).
  You can alter the spell when casting it so that it transports you 
  to within 10 feet of the possessor of the item when it is broken 
  and the command word spoken. You will have a general idea 
  of the location and situation of the item possessor at the time 
  the refuge spell is discharged, but once you decide to alter the 
  spell in this fashion, you have no choice whether or not to be 
  transported.
  REGENERATE
  School conjuration (healing); Level cleric 7, druid 9
  Casting Time 3 full rounds
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The subject’s severed body members (fingers, toes, hands, feet, 
  arms, legs, tails, or even heads of multiheaded creatures), broken 
  bones, and ruined organs grow back. After the spell is cast, 
  the physical regeneration is complete in 1 round if the severed 
  members are present and touching the creature. It takes 2d10 
  rounds otherwise.
  Regenerate also cures 4d8 points of damage + 1 point per caster 
  level (maximum +35), rids the subject of exhaustion and fatigue, 
  and eliminates all nonlethal damage the subject has taken. It has no 
  effect on nonliving creatures (including undead).
  REINCARNATE
  School transmutation; Level druid 4
  Casting Time 10 minutes
  Components V, S, M, DF (oils worth 1,000 gp)
  Range touch
  Target dead creature touched
  Duration instantaneous
  Saving Throw none, see text; Spell Resistance yes (harmless)
  With this spell, you bring back a dead creature in another body, 
  provided that its death occurred no more than 1 week before the 
  casting of the spell and the subject’s soul is free and willing to 
  return. If the subject’s soul is not willing to return, the spell does 
  not work; therefore, a subject that wants to return receives no 
  saving throw.
  Since the dead creature is returning in a new body, all physical 
  ills and afflictions are repaired. The condition of the remains is not 
  a factor. So long as some small portion of the creature’s body still 
  exists, it can be reincarnated, but the portion receiving the spell 
  must have been part of the creature’s body at the time of death. 
  The magic of the spell creates an entirely new young adult body 
  for the soul to inhabit from the natural elements at hand. This 
  process takes 1 hour to complete. When the body is ready, the 
  subject is reincarnated.
  A reincarnated creature recalls the majority of its former 
  life and form. It retains any class abilities, feats, or skill ranks 
  it formerly possessed. Its class, base attack bonus, base save 
  bonuses, and hit points are unchanged. Strength, Dexterity, and 
  Constitution scores depend partly on the new body. First eliminate 
  the subject’s racial adjustments (since it is no longer necessarily 
  of his previous race) and then apply the adjustments found below 
  to its remaining ability scores. The subject of the spell gains two 
  permanent negative levels when it is reincarnated. If the subject 
  is 1st level, it takes 2 points of Constitution drain instead (if this 
  would reduce its Con to 0 or less, it can’t be reincarnated). A 
  character who died with spells prepared has a 50% chance of 
  losing any given spell upon being reincarnated. A spellcasting 
  creature that doesn’t prepare spells (such as a sorcerer) has a 50% 
  chance of losing any given unused spell slot as if it had been used 
  to cast a spell.
  It’s possible for the change in the subject’s ability scores to make 
  it difficult for it to pursue its previous character class. If this is the 
  case, the subject is advised to become a multiclass character.
  For a humanoid creature, the new incarnation is determined 
  using the table on the next page. For nonhumanoid creatures, a 
  similar table of creatures of the same type should be created.
  A creature that has been turned into an undead creature or 
  killed by a death effect can’t be returned to life by this spell. 
  Constructs, elementals, outsiders, and undead creatures can’t be 
  reincarnated. The spell can bring back a creature that has died of 
  old age.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703325
  703325
  451249
  451249
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703326
  703326
  451250
  451250
  332
  332
  d% 
  Incarnation 
  Str 
  Dex 
  Con
  01 
  Bugbear 
  +4 
  +2 
  +2
  02–13 
  Dwarf 
  +0 
  +0 
  +2
  14–25 
  Elf 
  +0 
  +2 
  –2
  26 
  Gnoll 
  +4 
  +0 
  +2
  27–38 
  Gnome 
  –2 
  +0 
  +2
  39–42 
  Goblin 
  –2 
  +2 
  +0
  43–52 
  Half-elf 
  +0 
  +2 
  +0
  53–62 
  Half-orc 
  +2 
  +0 
  +0
  63–74 
  Halfling 
  –2 
  +2 
  +0
  75–89 
  Human 
  +0 
  +0 
  +2
  90–93 
  Kobold 
  –4 
  +2 
  –2
  94 
  Lizardfolk 
  +2 
  +0 
  +2
  95–98 
  Orc 
  +4 
  +0 
  +0
  99 
  Troglodyte 
  +0 
  –2 
  +4
  100 
  Other (GM’s choice) 
  ? 
  ? 
  ?
  The reincarnated creature gains all abilities associated with its 
  new form, including forms of movement and speeds, natural armor, 
  natural attacks, extraordinary abilities, and the like, but it doesn’t 
  automatically speak the language of the new form. 
  A wish or a miracle spell can restore a reincarnated character to 
  his or her original form.
  REMOVE BLINDNESS/DEAFNESS
  School conjuration (healing); Level cleric 3, paladin 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  Remove blindness/deafness cures blindness or deafness (your 
  choice), whether the effect is normal or magical in nature. The 
  spell does not restore ears or eyes that have been lost, but it 
  repairs them if they are damaged.
  Remove blindness/deafness counters and dispels blindness/deafness.
  REMOVE CURSE
  School abjuration; Level bard 3, cleric 3, paladin 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  Remove curse can remove all curses on an object or a creature. If 
  the target is a creature, you must make a caster level check (1d20 
  + caster level) against the DC of each curse affecting the target. 
  Success means that the curse is removed. Remove curse does not 
  remove the curse from a cursed shield, weapon, or suit of armor, 
  although a successful caster level check enables the creature 
  afflicted with any such cursed item to remove and get rid of it.
  Remove curse counters and dispels bestow curse.
  REMOVE DISEASE
  School conjuration (healing); Level cleric 3, druid 3, ranger 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  Remove disease can cure all diseases from which the subject is 
  suffering. You must make a caster level check (1d20 + caster 
  level) against the DC of each disease affecting the target. Success 
  means that the disease is cured. The spell also kills some hazards 
  and parasites, including green slime and others.
  Since the spell’s duration is instantaneous, it does not prevent 
  reinfection after a new exposure to the same disease at a later date.
  REMOVE FEAR
  School abjuration; Level bard 1, cleric 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature plus one additional creature per four levels, 
  no two of which can be more than 30 ft. apart
  Duration 10 minutes; see text
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  You instill courage in the subject, granting it a +4 morale bonus 
  against fear effects for 10 minutes. If the subject is under the 
  influence of a fear effect when receiving the spell, that effect is 
  suppressed for the duration of the spell.
  Remove fear counters and dispels cause fear.
  REMOVE PARALySIS
  School conjuration (healing); Level cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to four creatures, no two of which can be more than 
  30 ft. apart
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  You can free one or more creatures from the effects of 
  temporary paralysis or related magic, including spells and 
  effects that cause a creature to gain the staggered condition. If 
  the spell is cast on one creature, the paralysis is negated. If cast 
  on two creatures, each receives another save with a +4 resistance 
  bonus against the effect that afflicts it. If cast on three or four 
  creatures, each receives another save with a +2 resistance bonus.
  The spell does not restore ability scores reduced by penalties, 
  damage, or drain.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703326
  703326
  451250
  451250
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703327
  703327
  451251
  451251
  333
  333
  10
  Spells
  Spells
  REPEL METAL OR STONE
  School abjuration [earth]; Level druid 8
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60-ft. line from you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell creates waves of invisible energy that roll forth from 
  you. All metal or stone objects in the path of the spell are pushed 
  away from you to the limit of the range. Fixed metal or stone 
  objects larger than 3 inches in diameter and loose objects weighing 
  more than 500 pounds are not affected. Anything else, including 
  animated objects, small boulders, and creatures in metal armor, 
  moves back. Fixed objects 3 inches in diameter or smaller bend 
  or break, and the pieces move with the wave of energy. Objects 
  affected by the spell are repelled at the rate of 40 feet per round.
  Objects such as metal armor, swords, and the like are pushed 
  back, dragging their bearers with them. Even magic items with 
  metal components are repelled, although an antimagic field blocks 
  the effects. A creature being dragged by an item it is carrying can 
  let go. A creature being dragged by a shield can loose it as a move 
  action and drop it as a free action.
  The waves of energy continue to sweep down the set path for 
  the spell’s duration. After you cast the spell, the path is set, and 
  you can then do other things or go elsewhere without affecting the 
  spell’s power.
  REPEL VERMIN
  School abjuration; Level bard 4, cleric 4, druid 4, ranger 3
  Casting Time 1 standard action
  Components V, S, DF
  Range 10 ft.
  Area 10-ft.-radius emanation centered on you
  Duration 10 min./level (D)
  Saving Throw none or Will negates; see text; Spell Resistance yes
  An invisible barrier holds back vermin. A vermin with HD of less 
  than one-third your level cannot penetrate the barrier.
  A vermin with HD of one-third your level or more can penetrate 
  the barrier if it succeeds on a Will save. Even so, crossing the barrier 
  deals the vermin 2d6 points of damage, and pressing against the 
  barrier causes pain, which deters most vermin.
  REPEL WOOD
  School transmutation; Level druid 6
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60-ft. line-shaped emanation from you
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  Waves of energy roll forth from you, moving in the direction that 
  you determine, causing all wooden objects in the path of the spell 
  to be pushed away from you to the limit of the range. Wooden 
  objects larger than 3 inches in diameter that are fixed firmly are 
  not affected, but loose objects are. Objects 3 inches in diameter 
  or smaller that are fixed in place splinter and break, and the pieces 
  move with the wave of energy. Objects affected by the spell are 
  repelled at the rate of 40 feet per round.
  Objects such as wooden shields, spears, wooden weapon shafts 
  and hafts, and arrows and bolts are pushed back, dragging those 
  carrying them along. A creature being dragged by an item it is 
  carrying can let go. A creature being dragged by a shield can loose 
  it as a move action and drop it as a free action. If a spear is planted 
  (set) in a way that prevents this forced movement, it splinters. 
  Even magic items with wooden sections are repelled, although an 
  antimagic field blocks the effects.
  The waves of energy continue to sweep down the set path for 
  the spell’s duration. After you cast the spell, the path is set, and 
  you can then do other things or go elsewhere without affecting the 
  spell’s power.
  REPULSION
  School abjuration; Level cleric 7, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, F/DF (a pair of canine statuettes worth 50 gp)
  Range up to 10 ft./level
  Area up to 10-ft.-radius/level emanation centered on you
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  An invisible, mobile field surrounds you and prevents creatures 
  from approaching you. You decide how big the field is at the 
  time of casting (to the limit your level allows). Any creature within 
  or entering the field must attempt a save. If it fails, it becomes 
  unable to move toward you for the duration of the spell. Repelled 
  creatures’ actions are not otherwise restricted. They can fight other 
  creatures and can cast spells and attack you with ranged weapons. 
  If you move closer to an affected creature, nothing happens. The 
  creature is not forced back. The creature is free to make melee attacks 
  against you if you come within reach. If a repelled creature moves 
  away from you and then tries to turn back toward you, it cannot move 
  any closer if it is still within the spell’s area.
  RESILIENT SPHERE
  School evocation [force]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (a crystal sphere)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 1-ft.-diameter/level sphere, centered around a creature
  Duration 1 min./level (D)
  Saving Throw Reflex negates; Spell Resistance yes
  A globe of shimmering force encloses a creature, provided the 
  creature is small enough to fit within the diameter of the sphere. 
  The sphere contains its subject for the spell’s duration. The sphere 
  functions as a wall of force, except that it can be negated by dispel 
  magic. A subject inside the sphere can breathe normally.  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703327
  703327
  451251
  451251
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703328
  703328
  451252
  451252
  334
  334
  The sphere cannot be physically moved either by people outside it 
  or by the struggles of those within.
  RESISTANCE
  School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, 
  sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, M/DF (a miniature cloak)
  Range touch
  Target creature touched
  Duration 1 minute
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  You imbue the subject with magical energy that protects it from 
  harm, granting it a +1 resistance bonus on saves.
  Resistance can be made permanent with a permanency spell.
  RESIST ENERGy
  School abjuration; Level cleric 2, druid 2, paladin 2, ranger 1, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This abjuration grants a creature limited protection from damage 
  of whichever one of five energy types you select: acid, cold, 
  electricity, fire, or sonic. The subject gains resist energy 10 against 
  the energy type chosen, meaning that each time the creature is 
  subjected to such damage (whether from a natural or magical 
  source), that damage is reduced by 10 points before being applied 
  to the creature’s hit points. The value of the energy resistance 
  granted increases to 20 points at 7th level and to a maximum 
  of 30 points at 11th level. The spell protects the recipient’s 
  equipment as well.
  Resist energy absorbs only damage. The subject could still suffer 
  unfortunate side effects.
  Resist energy overlaps (and does not stack with) protection from 
  energy. If a character is warded by protection from energy and resist 
  energy, the protection spell absorbs damage until its power is exhausted.
  RESTORATION
  School conjuration (healing); Level cleric 4, paladin 4
  Casting Time 1 minute
  Components V, S, M (diamond dust worth 100 gp or 1,000 gp,  
  see text)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell functions like lesser restoration, except that it also dispels 
  temporary negative levels or one permanent negative level. If this 
  spell is used to dispel a permanent negative level, it has a material 
  component of diamond dust worth 1,000 gp. This spell cannot be 
  used to dispel more than one permanent negative level possessed 
  by a target in a 1-week period.
  Restoration cures all temporary ability damage, and it restores 
  all points permanently drained from a single ability score (your 
  choice if more than one is drained). It also eliminates any fatigue or 
  exhaustion suffered by the target. 
  RESTORATION, GREATER
  School conjuration (healing); Level cleric 7
  Components V, S, M (diamond dust 5,000 gp)
  This spell functions like lesser restoration, except that it dispels all 
  permanent and temporary negative levels afflicting the healed 
  creature. Greater restoration also dispels all magical effects 
  penalizing the creature’s abilities, cures all temporary ability 
  damage, and restores all points permanently drained from all ability 
  scores. It also eliminates fatigue and exhaustion, and removes all 
  forms of insanity, confusion, and similar mental effects.
  RESTORATION, LESSER
  School conjuration (healing); Level cleric 2, druid 2, paladin 1
  Casting Time 3 rounds
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  Lesser restoration dispels any magical effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability 
  damage to one of the subject’s ability scores. It also eliminates 
  any fatigue suffered by the character, and improves an exhausted 
  condition to fatigued. It does not restore permanent ability drain.
  RESURRECTION
  School conjuration (healing); Level cleric 7
  Components V, S, M (diamond worth 10,000 gp), DF
  This spell functions like raise dead, except that you are able to 
  restore life and complete strength to any deceased creature.
  The condition of the remains is not a factor. So long as some 
  small portion of the creature’s body still exists, it can be resurrected, 
  but the portion receiving the spell must have been part of the 
  creature’s body at the time of death. (The remains of a creature hit by 
  a disintegrate spell count as a small portion of its body.) The creature 
  can have been dead no longer than 10 years per caster level.
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no loss of prepared spells. 
  The subject of the spell gains one permanent negative level when it is 
  raised, just as if it had been hit by an energy-draining creature. If the 
  subject is 1st level, it takes 2 points of Constitution drain instead (if 
  this would reduce its Con to 0 or less, it can’t be resurrected). 
  You can resurrect someone killed by a death effect or someone 
  who has been turned into an undead creature and then destroyed. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703328
  703328
  451252
  451252
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703329
  703329
  451253
  451253
  335
  335
  10
  Spells
  Spells
  You cannot resurrect someone who has died of old age. Constructs, 
  elementals, outsiders, and undead creatures can’t be resurrected.
  REVERSE GRAVITy
  School transmutation; Level druid 8, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M/DF (lodestone and iron filings)
  Range medium (100 ft. + 10 ft./level)
  Area up to one 10-ft. cube/level (S)
  Duration 1 round/level (D)
  Saving Throw none; see text; Spell Resistance no
  This spell reverses gravity in an area, causing unattached objects 
  and creatures in the area to fall upward and reach the top of the 
  area in 1 round. If a solid object (such as a ceiling) is encountered in 
  this fall, falling objects and creatures strike it in the same manner as 
  they would during a normal downward fall. If an object or creature 
  reaches the top of the area without striking anything, it remains 
  there, oscillating slightly, until the spell ends. At the end of the spell 
  duration, affected objects and creatures fall downward.
  Provided it has something to hold onto, a creature caught in the 
  area can attempt a Reflex save to secure itself when the spell strikes. 
  Creatures who can fly or levitate can keep themselves from falling.
  RIGHTEOUS MIGHT
  School transmutation; Level cleric 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level (D)
  Your height immediately doubles, and your weight increases 
  by a factor of eight. This increase changes your size category to 
  the next larger one. You gain a +4 size bonus to Strength and 
  Constitution and take a –2 penalty to your Dexterity. You gain 
  a +2 enhancement bonus to your natural armor. You gain DR 5/
  evil (if you normally channel positive energy) or DR 5/good (if you 
  normally channel negative energy). At 15th level, this DR becomes 
  10/evil or 10/good (the maximum). Your size modifier for AC and 
  attacks changes as appropriate to your new size category. This 
  spell doesn’t change your speed.  Determine space and reach as 
  appropriate to your new size.
  If insufficient room is available for the desired growth, you attain 
  the maximum possible size and may make a Strength check (using 
  your increased Strength) to burst any enclosures in the process 
  (see Chapter 7 for rules on breaking objects). If you fail, you are 
  constrained without harm by the materials enclosing you—the spell 
  cannot crush you by increasing your size.
  All equipment you wear or carry is similarly enlarged by the spell. 
  Melee weapons deal more damage. Other magical properties are not 
  affected by this spell. Any enlarged item that leaves your possession 
  (including a projectile or thrown weapon) instantly returns to its 
  normal size. This means that thrown and projectile weapons deal their 
  normal damage. Magical effects that increase size do not stack.
  ROPE TRICK
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (powdered corn and a twisted loop of parchment)
  Range touch
  Target one touched piece of rope from 5 ft. to 30 ft. long
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  When this spell is cast upon a piece of rope from 5 to 30 feet 
  long, one end of the rope rises into the air until the whole rope 
  hangs perpendicular to the ground, as if affixed at the upper end. 
  The upper end is, in fact, fastened to an extradimensional space 
  that is outside the usual multiverse of extradimensional spaces. 
  Creatures in the extradimensional space are hidden, beyond the 
  reach of spells (including divinations), unless those spells work 
  across planes. The space holds as many as eight creatures (of 
  any size). The rope cannot be removed or hidden. The rope can 
  support up to 16,000 pounds. A weight greater than that can pull 
  the rope free.
  Spells cannot be cast across the extradimensional interface, nor 
  can area effects cross it. Those in the extradimensional space can 
  see out of it as if a 3-foot-by-5-foot window were centered on the 
  rope. The window is invisible, and even creatures that can see the 
  window can’t see through it. Anything inside the extradimensional 
  space drops out when the spell ends. The rope can be climbed by 
  only one person at a time. The rope trick spell enables climbers 
  to reach a normal place if they do not climb all the way to the 
  extradimensional space.
  RUSTING GRASP
  School transmutation; Level druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one nonmagical ferrous object (or the volume of the object 
  within 3 ft. of the touched point) or one ferrous creature
  Duration see text
  Saving Throw none; Spell Resistance no
  Any iron or iron alloy item you touch crumbles into rust. If the 
  item is so large that it cannot fit within a 3-foot radius, a 3-foot-
  radius volume of the metal is rusted and destroyed. Magic items 
  made of metal are immune to this spell.
  You may employ rusting grasp in combat with a successful melee 
  touch attack. Rusting grasp used in this way instantaneously destroys 
  1d6 points of AC gained from metal armor (to the maximum amount 
  of protection the armor offers) through corrosion. 
  Weapons in use by an opponent targeted by the spell are more 
  difficult to grasp. You must succeed on a melee touch attack against 
  the weapon. A metal weapon that is hit is destroyed. Striking at an 
  opponent’s weapon provokes an attack of opportunity. Also, you 
  must touch the weapon and not the other way around.
  Against a ferrous creature, rusting grasp instantaneously deals 
  3d6 points of damage + 1 per caster level (maximum +15) per 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703329
  703329
  451253
  451253
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703330
  703330
  451254
  451254
  336
  336
  successful attack. The spell lasts for 1 round per level, and you can 
  make one melee touch attack per round.
  SANCTUARy
  School abjuration; Level cleric 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
  Any opponent attempting to directly attack the warded creature, 
  even with a targeted spell, must attempt a Will save. If the save 
  succeeds, the opponent can attack normally and is unaffected by 
  that casting of the spell. If the save fails, the opponent can’t follow 
  through with the attack, that part of its action is lost, and it can’t 
  directly attack the warded creature for the duration of the spell. 
  Those not attempting to attack the subject remain unaffected. This 
  spell does not prevent the warded creature from being attacked or 
  affected by area of effect spells. The subject cannot attack without 
  breaking the spell but may use nonattack spells or otherwise act.
  SCARE
  School necromancy [fear, mind-affecting]; Level bard 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (a bone from an undead creature)
  Range medium (100 ft. + 10 ft./level)
  Targets one living creature per three levels, no two of which can 
  be more than 30 ft. apart
  Duration 1 round/level or 1 round; see text for cause fear
  Saving Throw Will partial; Spell Resistance yes
  This spell functions like cause fear, except that it causes all 
  targeted creatures of less than 6 HD to become frightened. 
  SCINTILLATING PATTERN
  School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a crystal prism)
  Range close (25 ft. + 5 ft./2 levels)
  Effect colorful lights in a 20-ft.-radius spread
  Duration concentration + 2 rounds
  Saving Throw none; Spell Resistance yes
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703330
  703330
  451254
  451254
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703331
  703331
  451255
  451255
  337
  337
  10
  Spells
  Spells
  A twisting pattern of coruscating colors weaves through the 
  air, affecting creatures within. The spell affects a total number 
  of HD of creatures equal to your caster level (maximum 20). 
  Creatures with the fewest HD are affected first, and among 
  creatures with equal HD, those who are closest to the spell’s 
  point of origin are affected first. HD that are not sufficient 
  to affect a creature are wasted. The spell affects each subject 
  according to its HD.
  6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 
  rounds, and then confused for 1d4 rounds. (Treat an unconscious 
  result as stunned for nonliving creatures.)
  7 to 12: Stunned for 1d4 rounds, then confused for an 
  additional 1d4 rounds. 
  13 or more: Confused for 1d4 rounds. 
  Sightless creatures are not affected by scintillating pattern.
  SCORCHING RAy
  School evocation [fire]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more rays
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You blast your enemies with a searing beam of fire. You may 
  fire one ray, plus one additional ray for every four levels 
  beyond 3rd (to a maximum of three rays at 11th level). Each 
  ray requires a ranged touch attack to hit and deals 4d6 points 
  of fire damage. The rays may be fired at the same or different 
  targets, but all rays must be aimed at targets within 30 feet of 
  each other and fired simultaneously.
  SCREEN
  School illusion (glamer); Level sorcerer/wizard 8
  Casting Time 10 minutes
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft. cube/level (S)
  Duration 24 hours
  Saving Throw none or Will disbelief (if interacted with); see text; 
  Spell Resistance no
  This spell creates a powerful protection from scrying and 
  observation. When casting the spell, you dictate what will 
  and will not be observed in the spell’s area. The illusion 
  created must be stated in general terms. Once the conditions 
  are set, they cannot be changed. Attempts to scry the area 
  automatically detect the image stated by you with no save 
  allowed. Sight and sound are appropriate to the illusion 
  created. Direct observation may allow a save (as per a normal 
  illusion), if there is cause to disbelieve what is seen. Even 
  entering the area does not cancel the illusion or necessarily 
  allow a save, assuming that hidden beings take care to stay out 
  of the way of those affected by the illusion.
  SCRyING
  School divination (scrying); Level bard 3, cleric 5, druid 4, 
  sorcerer/wizard 4
  Casting Time 1 hour
  Components V, S, M/DF (a pool of water), F (a silver mirror 
  worth 1,000 gp)
  Range see text
  Effect magical sensor
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  You can observe a creature at any distance. If the subject 
  succeeds on a Will save, the spell fails. The difficulty of the save 
  depends on how well your knowledge of the subject and what 
  sort of physical connection (if any) you have to that creature. 
  Furthermore, if the subject is on another plane, it gets a +5 
  bonus on its Will save.
    
  Will Save  
  Knowledge 
  Modifier
  None* 
  +10
  Secondhand (you have heard of the subject) 
  +5
  Firsthand (you have met the subject) 
  +0
  Familiar (you know the subject well) 
  –5
  *You must have some sort of connection (see below) to a 
  creature of which you have no knowledge.
   
    
  Will Save
  Connection 
  Modifier
  Likeness or picture 
  –2
  Possession or garment 
  –4
  Body part, lock of hair, bit of nail, etc. 
  –10
  If the save fails, you can see and hear the subject and its 
  surroundings (approximately 10 feet in all directions of the subject). 
  If the subject moves, the sensor follows at a speed of up to 150 feet.
  As with all divination (scrying) spells, the sensor has your 
  full visual acuity, including any magical effects. In addition, the 
  following spells have a 5% chance per caster level of operating 
  through the sensor: detect chaos, detect evil, detect good, detect law, 
  detect magic, and message.
  If the save succeeds, you can’t attempt to scry on that subject 
  again for at least 24 hours.
  SCRyING, GREATER
  School divination (scrying); Level bard 6, cleric 7, druid 7, sorcerer/
  wizard 7
  Casting Time 1 standard action
  Components V, S
  Duration 1 hour/level
  This spell functions like scrying, except as noted above. 
  Additionally, all of the following spells function reliably through 
  the sensor: detect chaos, detect evil, detect good, detect law, detect 
  magic, message, read magic, and tongues.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703331
  703331
  451255
  451255
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703332
  703332
  451256
  451256
  338
  338
  SCULPT SOUND
  School transmutation; Level bard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature or object/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 hour/level (D)
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You can change the sounds that creatures or objects make. You 
  can create sounds where none exist, deaden sounds, or transform 
  sounds into other sounds. All affected creatures or objects must 
  be transmuted in the same way. Once the transmutation is made, 
  you cannot change it. You can change the qualities of sounds but 
  cannot create words with which you are unfamiliar yourself. 
  A spellcaster whose voice is changed dramatically is unable to 
  cast spells with verbal components.
  SEARING LIGHT
  School evocation; Level cleric 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  Focusing divine power like a ray of the sun, you project a 
  blast of light from your open palm. You must succeed on a 
  ranged touch attack to strike your target. A creature struck 
  by this ray of light takes 1d8 points of damage per two caster 
  levels (maximum 5d8). An undead creature takes 1d6 points 
  of damage per caster level (maximum 10d6), and an undead 
  creature particularly vulnerable to bright light takes 1d8 points 
  of damage per caster level (maximum 10d8). A construct or 
  inanimate object takes only 1d6 points of damage per two 
  caster levels (maximum 5d6).
  SECRET CHEST
  School conjuration (summoning); Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, F (the chest and its replica)
  Range see text
  Target one chest and up to 1 cu. ft. of goods/caster level
  Duration 60 days or until discharged
  Saving Throw none; Spell Resistance no
  You hide a chest on the Ethereal Plane for as long as 60 days and 
  can retrieve it at will. The chest can contain up to 1 cubic foot 
  of material per caster level (regardless of the chest’s actual size, 
  which is about 3 feet by 2 feet by 2 feet). If any living creatures 
  are in the chest, there is a 75% chance that the spell simply fails. 
  Once the chest is hidden, you can retrieve it by concentrating (a 
  standard action), and it appears next to you.
  The chest must be exceptionally well crafted and expensive, 
  constructed for you by master crafters. The cost of such a chest is 
  never less than 5,000 gp. Once it is constructed, you must make a 
  tiny replica (of the same materials and perfect in every detail) so that 
  the miniature of the chest appears to be a perfect copy. (The replica 
  costs 50 gp.) The chests are nonmagical and can be fitted with locks, 
  wards, and so on, just as any normal chest can be.
  To hide the chest, you cast the spell while touching both the 
  chest and the replica. The chest vanishes into the Ethereal Plane. 
  You need the replica to recall the chest. After 60 days, there is a 
  cumulative chance of 5% per day that the chest is irretrievably lost. 
  If the miniature of the chest is lost or destroyed, there is no way, 
  even with a wish spell, that the large chest can be summoned back, 
  although an extraplanar expedition might be mounted to find it.
  Living things in the chest eat, sleep, and age normally, and they die 
  if they run out of food, air, water, or whatever they need to survive.
  SECRET PAGE
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 10 minutes
  Components V, S, M (powdered herring scales and a vial of 
  will-o’-wisp essence)
  Range touch
  Target page touched, up to 3 sq. ft. in size
  Duration permanent
  Saving Throw none; Spell Resistance no
  Secret page alters the contents of a page so that it appears to be 
  something entirely different. The text of a spell can be changed 
  to show another spell of equal or lower level known by the caster. 
  This spell cannot be used to change a spell contained on a scroll, 
  but it can be used to hide a scroll. Explosive runes or sepia snake 
  sigil can be cast upon the secret page.
  A comprehend languages spell alone cannot reveal a secret page’s 
  contents. You are able to reveal the original contents by speaking a 
  special word. You can then peruse the actual page and return it to 
  its secret page form at will. You can also remove the spell by double 
  repetition of the special word. A detect magic spell reveals dim magic 
  on the page in question but does not reveal its true contents. True 
  seeing reveals the presence of the hidden material but does not 
  reveal the contents unless cast in combination with comprehend 
  languages. A secret page spell can be dispelled, and the hidden 
  writings can be destroyed by means of an erase spell.
  SECURE SHELTER
  School conjuration (creation); Level bard 4, sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (a chip of stone, sand, a drop of water, and a 
  wood splinter)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 20-ft.-square structure
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You conjure a sturdy cottage or lodge made of material that is 
  common in the area where the spell is cast. The floor is level, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703332
  703332
  451256
  451256
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703333
  703333
  451257
  451257
  339
  339
  10
  Spells
  Spells
  clean, and dry. The lodging resembles a normal cottage, with a 
  sturdy door, two shuttered windows, and a small fireplace.
  The shelter must be heated as a normal dwelling, and extreme 
  heat adversely affects it and its occupants. The dwelling does, 
  however, provide considerable security otherwise—it is as strong as 
  a normal stone building, regardless of its material composition. The 
  dwelling resists flames and fire as if it were stone. It is impervious to 
  normal missiles (but not the sort cast by siege engines or giants).
  The door, shutters, and even chimney are secure against intrusion, 
  the former two being secured with arcane lock and the latter by an 
  iron grate at the top and a narrow flue. In addition, these three areas 
  are protected by an alarm spell. Finally, an unseen servant is conjured 
  to provide service to you for the duration of the shelter.
  The secure shelter contains crude furnishings—eight bunks, a 
  trestle table, eight stools, and a writing desk.
  SEE INVISIBILITy
  School divination; Level bard 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (talc and powdered silver)
  Range personal
  Target you
  Duration 10 min./level (D)
  You can see any objects or beings that are invisible within your 
  range of vision, as well as any that are ethereal, as if they were 
  normally visible. Such creatures are visible to you as translucent 
  shapes, allowing you easily to discern the difference between 
  visible, invisible, and ethereal creatures.
  The spell does not reveal the method used to obtain invisibility. 
  It does not reveal illusions or enable you to see through opaque 
  objects. It does not reveal creatures who are simply hiding, 
  concealed, or otherwise hard to see.
  See invisibility can be made permanent with a permanency spell.
  SEEMING
  School illusion (glamer); Level bard 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature per two levels, no two of which can be more 
  than 30 ft. apart
  Duration 12 hours (D)
  Saving Throw Will negates or Will disbelief (if interacted with); 
  Spell Resistance yes or no; see text
  This spell functions like disguise self, except that you can change 
  the appearance of other people as well. Affected creatures resume 
  their normal appearances if slain. Unwilling targets can negate the 
  spell’s effect on them by making Will saves or with spell resistance.
  SENDING
  School evocation; Level cleric 4, sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M/DF (fine copper wire)
  Range see text
  Target one creature
  Duration 1 round; see text
  Saving Throw none; Spell Resistance no
  You contact a particular creature with which you are familiar 
  and send a short message of 25 words or less to the subject. The 
  subject recognizes you if it knows you. It can answer in like manner 
  immediately. A creature with an Intelligence score as low as 1 can 
  understand the sending, though the subject’s ability to react is 
  limited as normal by its Intelligence. Even if the sending is received, 
  the subject is not obligated to act upon it in any manner.
  If the creature in question is not on the same plane of 
  existence as you are, there is a 5% chance that the sending does 
  not arrive. (Local conditions on other planes may worsen this 
  chance considerably.)
  SEPIA SNAKE SIGIL
  School conjuration (creation) [force]; Level bard 3, sorcerer/wizard 3
  Casting Time 10 minutes
  Components V, S, M (powdered amber worth 500 gp and a  
  snake scale)
  Range touch
  Target one touched book or written work
  Duration permanent or until discharged; until released or 1d4 
  days + 1 day/level; see text
  Saving Throw Reflex negates; Spell Resistance no
  You cause a small symbol to appear in the text of a written work. 
  The text containing the symbol must be at least 25 words long. 
  When anyone reads the text containing the symbol, the sepia 
  snake sigil springs into being, transforming into a large sepia 
  serpent that strikes at the reader, provided there is line of effect 
  between the symbol and the reader.
  Simply seeing the enspelled text is not sufficient to trigger the 
  spell; the subject must deliberately read it. The target is entitled 
  to a save to evade the snake’s strike. If it succeeds, the sepia snake 
  dissipates in a flash of brown light accompanied by a puff of dun-
  colored smoke and a loud noise. If the target fails its save, it is 
  engulfed in a shimmering amber field of force and immobilized 
  until released, either at your command or when 1d4 days + 1 day 
  per caster level have elapsed.
  While trapped in the amber field of force, the subject does not 
  age, breathe, grow hungry, sleep, or regain spells. It is preserved 
  in a state of suspended animation, unaware of its surroundings. It 
  can be damaged by outside forces (and perhaps even killed), since 
  the field provides no protection against physical injury. However, 
  a dying subject does not lose hit points or become stable until the 
  spell ends.
  The hidden sigil cannot be detected by normal observation, 
  and detect magic reveals only that the entire text is magical.
  A dispel magic can remove the sigil. An erase spell destroys the 
  entire page of text.
  Sepia snake sigil can be cast in combination with other spells 
  that hide or garble text, such as secret page.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703333
  703333
  451257
  451257
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703334
  703334
  451258
  451258
  340
  340
  SEQUESTER
  School abjuration; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a basilisk eyelash and gum arabic)
  Range touch
  Target one willing creature or object (up to a 2-ft. cube/level) touched
  Duration 1 day/level (D)
  Saving Throw none or Will negates (object); Spell Resistance no 
  or yes (object)
  When cast, this spell prevents divination spells from detecting or 
  locating the target and also renders the affected target invisible (as 
  the invisibility spell). The spell does not prevent the subject from 
  being discovered through tactile means or through the use of 
  devices. Creatures affected by sequester become comatose and are 
  effectively in a state of suspended animation until the spell ends.
  Note: The Will save prevents an attended or magical object from 
  being sequestered. There is no save to see the sequestered creature or 
  object or to detect it with a divination spell.
  SHADES
  School illusion (shadow); Level sorcerer/wizard 9
  This spell functions like shadow conjuration, except that it mimics 
  conjuration spells of 8th level or lower. The illusory conjurations 
  created deal four-fifths (80%) damage to nonbelievers, and 
  nondamaging effects are 80% likely to work against nonbelievers.
  SHADOW CONJURATION
  School illusion (shadow); Level bard 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range see text
  Effect see text
  Duration see text
  Saving Throw Will disbelief (if interacted with); varies; see text; 
  Spell Resistance yes; see text
  You use material from the Plane of Shadow to shape quasi-real 
  illusions of one or more creatures, objects, or forces. Shadow 
  conjuration can mimic any sorcerer or wizard conjuration 
  (summoning) or conjuration (creation) spell of 3rd level or lower.
  Shadow conjurations are only one-fifth (20%) as strong as the real 
  things, though creatures who believe the shadow conjurations to be 
  real are affected by them at full strength. Any creature that interacts 
  with the spell can make a Will save to recognize its true nature.
  Spells that deal damage have normal effects unless the 
  affected creature succeeds on a Will save. Each disbelieving 
  creature takes only one-fifth (20%) damage from the attack. If 
  the disbelieved attack has a special effect other than damage, 
  that effect is only 20% likely to occur. Regardless of the result 
  of the save to disbelieve, an affected creature is also allowed 
  any save that the spell being simulated allows, but the save 
  DC is set according to shadow conjuration’s level (4th) rather 
  than the spell’s normal level. In addition, any effect created by 
  shadow conjuration allows spell resistance, even if the spell it is 
  simulating does not. Shadow objects or substances have normal 
  effects except against those who disbelieve them. Against 
  disbelievers, they are 20% likely to work.
  A shadow creature has one-fifth the hit points of a normal creature 
  of its kind (regardless of whether it’s recognized as shadowy). It deals 
  normal damage and has all normal abilities and weaknesses. Against a 
  creature that recognizes it as a shadow creature, however, the shadow 
  creature’s damage is one-fifth (20%) normal, and all special abilities 
  that do not deal lethal damage are only 20% likely to work. (Roll for 
  each use and each affected character separately.) Furthermore, the 
  shadow creature’s AC bonuses are just one-fifth as large.
  A creature that succeeds on its save sees the shadow conjurations 
  as transparent images superimposed on vague, shadowy forms. 
  Objects automatically succeed on their Will saves against this spell.
  SHADOW CONJURATION, GREATER
  School illusion (shadow); Level sorcerer/wizard 7
  This spell functions like shadow conjuration, except that it duplicates 
  any sorcerer or wizard conjuration (summoning) or conjuration 
  (creation) spell of 6th level or lower. The illusory conjurations created 
  deal three-fifths (60%) damage to nonbelievers, and nondamaging 
  effects are 60% likely to work against nonbelievers.
  SHADOW EVOCATION
  School illusion (shadow); Level bard 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range see text
  Effect see text
  Duration see text
  Saving Throw Will disbelief (if interacted with); Spell Resistance yes
  You tap energy from the Plane of Shadow to cast a quasi-real, 
  illusory version of a sorcerer or wizard evocation spell of 4th level 
  or lower. Spells that deal damage have normal effects unless an 
  affected creature succeeds on a Will save. Each disbelieving creature 
  takes only one-fifth damage from the attack. If the disbelieved 
  attack has a special effect other than damage, that effect is one-fifth 
  as strong (if applicable) or only 20% likely to occur. If recognized 
  as a shadow evocation, a damaging spell deals only one-fifth (20%) 
  damage. Regardless of the result of the save to disbelieve, an 
  affected creature is also allowed any save (or spell resistance) that 
  the spell being simulated allows, but the save DC is set according to 
  shadow evocation’s level (5th) rather than the spell’s normal level.
  Nondamaging effects have normal effects except against those 
  who disbelieve them. Against disbelievers, they have no effect.
  Objects automatically succeed on their Will saves against this spell.
  SHADOW EVOCATION, GREATER
  School illusion (shadow); Level sorcerer/wizard 8
  This spell functions like shadow evocation, except that it enables 
  you to create partially real, illusory versions of sorcerer or wizard 
  evocation spells of 7th level or lower. If recognized as a greater shadow 
  evocation, a damaging spell deals only three-fifths (60%) damage.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703334
  703334
  451258
  451258
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703335
  703335
  451259
  451259
  341
  341
  10
  Spells
  Spells
  SHADOW WALK
  School illusion (shadow); Level bard 5, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets up to one touched creature/level
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  To use the shadow walk spell, you must be in an area of dim 
  light. You and any creature you touch are then transported 
  along a coiling path of shadowstuff to the edge of the Material 
  Plane where it borders the Plane of Shadow. The effect is largely 
  illusory, but the path is quasi-real. You can take more than one 
  creature along with you (subject to your level limit), but all must 
  be touching each other.
  In the region of shadow, you move at a rate of 50 miles per 
  hour, moving normally on the borders of the Plane of Shadow 
  but much more rapidly relative to the Material Plane. Thus, you 
  can use this spell to travel rapidly by stepping onto the Plane of 
  Shadow, moving the desired distance, and then stepping back 
  onto the Material Plane.
  Because of the blurring of reality between the Plane of Shadow 
  and the Material Plane, you can’t make out details of the terrain or 
  areas you pass over during transit, nor can you predict perfectly 
  where your travel will end. It’s impossible to judge distances 
  accurately, making the spell virtually useless for scouting or spying. 
  Furthermore, when the spell effect ends, you are shunted 1d10 
  × 100 feet in a random horizontal direction from your desired 
  endpoint. If this would place you within a solid object, you are 
  shunted 1d10 × 1,000 feet in the same direction. If this would still 
  place you within a solid object, you (and any creatures with you) are 
  shunted to the nearest empty space available, but the strain of this 
  activity renders each creature fatigued (no save).
  Shadow walk can also be used to travel to other planes that 
  border on the Plane of Shadow, but this usage requires the transit 
  of the Plane of Shadow to arrive at a border with another plane of 
  reality. The transit of the Plane of Shadow requires 1d4 hours.
  Any creatures touched by you when shadow walk is cast also make 
  the transition to the borders of the Plane of Shadow.
  They may opt to follow you, wander off through the plane, or 
  stumble back into the Material Plane (50% chance for either of 
  the latter results if they are lost or abandoned by you). Creatures 
  unwilling to accompany you into the Plane of Shadow receive a Will 
  saving throw, negating the effect if successful.
  SHAMBLER
  School conjuration (creation); Level druid 9
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect three or more shambling mounds, no two of which can be 
  more than 30 ft. apart; see text
  Duration 7 days or 7 months (D); see text
  Saving Throw none; Spell Resistance no
  The shambler spell creates 1d4+2 shambling mounds with the 
  advanced template (see the Pathfinder RPG Bestiary). The creatures 
  willingly aid you in combat or battle, perform a specific mission, 
  or serve as bodyguards. The creatures remain with you for 7 days 
  unless you dismiss them. If the shamblers are created only for 
  guard duty, however, the duration of the spell is 7 months. In this 
  case, the shamblers can only be ordered to guard a specific site 
  or location. Shamblers summoned to guard duty cannot move 
  outside the spell’s range, which is measured from the point where 
  each first appeared. You can only have one shambler spell in effect 
  at one time. If you cast this spell while another casting is still 
  in effect, the previous casting is dispelled. The shamblers have 
  resistance to fire as normal shambling mounds do only if the terrain 
  where they are summoned is rainy, marshy, or damp.
  SHAPECHANGE
  School transmutation (polymorph); Level druid 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, F (jade circlet worth 1,500 gp)
  Range personal
  Target you
  Duration 10 min./level (D)
  This spell allows you to take the form of a wide variety of 
  creatures. This spell can function as alter self, beast form IV, 
  elemental body IV, form of the dragon III, giant form II, and plant 
  shape III depending on what form you take. You can change form 
  once each round as a free action. The change takes place either 
  immediately before your regular action or immediately after it, 
  but not during the action. 
  SHATTER
  School evocation [sonic]; Level bard 2, cleric 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (a chip of mica)
  Range close (25 ft. + 5 ft./2 levels)
  Area or Target 5-ft.-radius spread; or one solid object or one 
  crystalline creature
  Duration instantaneous
  Saving Throw Will negates (object); Will negates (object) or 
  Fortitude half; see text; Spell Resistance yes
  Shatter creates a loud, ringing noise that breaks brittle, 
  nonmagical objects; sunders a single solid, nonmagical object; or 
  damages a crystalline creature.
  Used as an area attack, shatter destroys nonmagical objects of 
  crystal, glass, ceramic, or porcelain. All such objects within a 5-foot 
  radius of the point of origin are smashed into dozens of pieces by 
  the spell. Objects weighing more than 1 pound per your level are 
  not affected, but all other objects of the appropriate composition 
  are shattered.
  Alternatively, you can target shatter against a single solid 
  nonmagical object, regardless of composition, weighing up to 10 
  pounds per caster level. Targeted against a crystalline creature (of 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703335
  703335
  451259
  451259
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703336
  703336
  451260
  451260
  342
  342
  any weight), shatter deals 1d6 points of sonic damage per caster 
  level (maximum 10d6), with a Fortitude save for half damage.
  SHIELD
  School abjuration [force]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  Shield creates an invisible shield of force that hovers in front of 
  you. It negates magic missile attacks directed at you. The disk 
  also provides a +4 shield bonus to AC. This bonus applies against 
  incorporeal touch attacks, since it is a force effect. The shield has 
  no armor check penalty or arcane spell failure chance.
  SHIELD OF FAITH
  School abjuration; Level cleric 1
  Casting Time 1 standard action
  Components V, S, M (parchment with a holy text written on it)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell creates a shimmering, magical field around the 
  target that averts and deflects attacks. The spell grants the 
  subject a +2 deflection bonus to AC, with an additional +1 to 
  the bonus for every six levels you have (maximum +5 deflection 
  bonus at 18th level).
  SHIELD OF LAW
  School abjuration [lawful]; Level cleric 8
  Casting Time 1 standard action
  Components V, S, F (a reliquary worth 500 gp)
  Range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes (harmless)
  A dim, blue glow surrounds the subjects, protecting them 
  from attacks, granting them resistance to spells cast by chaotic 
  creatures, and slowing chaotic creatures when they strike the 
  subjects. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves. Unlike protection from chaos, 
  this benefit applies against all attacks, not just against attacks by 
  chaotic creatures.
  Second, a warded creature gains spell resistance 25 against 
  chaotic spells and spells cast by chaotic creatures.
  Third, the abjuration protects you from possession and mental 
  influence, just as protection from chaos does.
  Finally, if a chaotic creature succeeds on a melee attack against 
  a warded creature, the attacker is slowed (Will save negates, as the 
  slow spell, but against shield of law’s save DC).
  SHIELD OTHER
  School abjuration; Level cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S, F (a pair of platinum rings worth 50 gp worn by 
  both you and the target)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  This spell wards the subject and creates a mystic connection 
  between you and the subject so that some of its wounds are 
  transferred to you. The subject gains a +1 deflection bonus to 
  AC and a +1 resistance bonus on saves. Additionally, the subject 
  takes only half damage from all wounds and attacks (including 
  those dealt by special abilities) that deal hit point damage. The 
  amount of damage not taken by the warded creature is taken 
  by you. Forms of harm that do not involve hit points, such as 
  charm effects, temporary ability damage, level draining, and 
  death effects, are not affected. If the subject suffers a reduction 
  of hit points from a lowered Constitution score, the reduction is 
  not split with you because it is not hit point damage. When the 
  spell ends, subsequent damage is no longer divided between the 
  subject and you, but damage already split is not reassigned to 
  the subject.
  If you and the subject of the spell move out of range of each 
  other, the spell ends.
  SHILLELAGH
  School transmutation; Level druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one touched nonmagical oak club or quarterstaff
  Duration 1 min./level
  Saving Throw Will negates (object); Spell Resistance yes (object)
  Your own nonmagical club or quarterstaff becomes a weapon with 
  a +1 enhancement bonus on attack and damage rolls. A quarterstaff 
  gains this enhancement for both ends of the weapon. It deals 
  damage as if it were two size categories larger (a Small club or 
  quarterstaff so transmuted deals 1d8 points of damage, a Medium 
  2d6, and a Large 3d6), +1 for its enhancement bonus. These effects 
  only occur when the weapon is wielded by you. If you do not wield 
  it, the weapon behaves as if unaffected by this spell.
  SHRINK ITEM
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one touched object of up to 2 cu. ft./level
  Duration 1 day/level; see text
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You are able to shrink one nonmagical item (if it is within the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703336
  703336
  451260
  451260
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703337
  703337
  451261
  451261
  343
  343
  10
  Spells
  Spells
  size limit) to 1/16 of its normal size in each dimension (to about 
  1/4,000 the original volume and mass). This change effectively 
  reduces the object’s size by four categories. Optionally, you can 
  also change its now shrunken composition to a clothlike one. 
  Objects changed by a shrink item spell can be returned to normal 
  composition and size merely by tossing them onto any solid 
  surface or by a word of command from the original caster. Even a 
  burning fire and its fuel can be shrunk by this spell. Restoring the 
  shrunken object to its normal size and composition ends the spell.
  Shrink item can be made permanent with a permanency spell, 
  in which case the affected object can be shrunk and expanded an 
  indefinite number of times, but only by the original caster.
  SHOCKING GRASP
  School evocation [electricity]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  Your successful melee touch attack deals 1d6 points of electricity 
  damage per caster level (maximum 5d6). When delivering the jolt, 
  you gain a +3 bonus on attack rolls if the opponent is wearing metal 
  armor (or is carrying a metal weapon or is made of metal).
  SHOUT
  School evocation [sonic]; Level bard 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V
  Range 30 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude partial or Reflex negates (object); see text; 
  Spell Resistance yes (object)
  You emit an ear-splitting yell that deafens and damages creatures 
  in its path. Any creature within the area is deafened for 2d6 rounds 
  and takes 5d6 points of sonic damage. A successful save negates 
  the deafness and reduces the damage by half. Any exposed brittle 
  or crystalline object or crystalline creature takes 1d6 points of sonic 
  damage per caster level (maximum 15d6). An affected creature 
  is allowed a Fortitude save to reduce the damage by half, and a 
  creature holding fragile objects can negate damage to them with a 
  successful Reflex save. A shout spell cannot penetrate a silence spell.
  SHOUT, GREATER
  School evocation [sonic]; Level bard 6, sorcerer/wizard 8
  Components: V, S, F (a metal or ivory horn)
  Range 60 ft.
  Saving Throw Fortitude partial or Reflex negates (object); see text
  This spell functions like shout, except that the cone deals 10d6 
  points of sonic damage (or 1d6 points of sonic damage per caster 
  level, maximum 20d6, against exposed brittle or crystalline 
  objects or crystalline creatures). It also causes creatures to be 
  stunned for 1 round and deafened for 4d6 rounds. A creature 
  in the area of the cone can negate the stunning and halve both 
  the damage and the duration of the deafness with a successful 
  Fortitude save. A creature holding vulnerable objects can attempt 
  a Reflex save to negate the damage to those objects.
  SILENCE
  School illusion (glamer); Level bard 2, cleric 2
  Casting Time 1 round
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius emanation centered on a creature, object, or 
  point in space
  Duration 1 round/level (D)
  Saving Throw: Will negates; see text or none (object); Spell 
  Resistance: yes; see text or no (object)
  Upon the casting of this spell, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is impossible, 
  spells with verbal components cannot be cast, and no noise 
  whatsoever issues from, enters, or passes through the area. The 
  spell can be cast on a point in space, but the effect is stationary 
  unless cast on a mobile object. The spell can be centered on 
  a creature, and the effect then radiates from the creature and 
  moves as it moves. An unwilling creature can attempt a Will save 
  to negate the spell and can use spell resistance, if any. Items in a 
  creature’s possession or magic items that emit sound receive the 
  benefits of saves and spell resistance, but unattended objects and 
  points in space do not. Creatures in an area of a silence spell are 
  immune to sonic or language-based attacks, spells, and effects.
  SILENT IMAGE
  School illusion (figment); Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a bit of fleece)
  Range long (400 ft. + 40 ft./level)
  Effect visual figment that cannot extend beyond four 10-ft. cubes 
  + one 10-ft. cube/level (S)
  Duration concentration
  Saving Throw Will disbelief (if interacted with); Spell Resistance no
  This spell creates the visual illusion of an object, creature, or force, 
  as visualized by you. The illusion does not create sound, smell, 
  texture, or temperature. You can move the image within the limits 
  of the size of the effect.
  SIMULACRUM
  School illusion (shadow); Level sorcerer/wizard 7
  Casting Time 12 hours
  Components V, S, M (ice sculpture of the target plus powdered 
  rubies worth 500 gp per HD of the simulacrum)
  Range 0 ft.
  Effect one duplicate creature
  Duration instantaneous
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703337
  703337
  451261
  451261
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703338
  703338
  451262
  451262
  344
  344
  Saving Throw none; Spell Resistance no
  Simulacrum creates an illusory duplicate of any creature. The 
  duplicate creature is partially real and formed from ice or snow. It 
  appears to be the same as the original, but it has only half of the 
  real creature’s levels or HD (and the appropriate hit points, feats, 
  skill ranks, and special abilities for a creature of that level or HD). 
  You can’t create a simulacrum of a creature whose HD or levels 
  exceed twice your caster level. You must make a Disguise check 
  when you cast the spell to determine how good the likeness is. 
  A creature familiar with the original might detect the ruse with 
  a successful Perception check (opposed by the caster’s Disguise 
  check) or a DC 20 Sense Motive check.
  At all times, the simulacrum remains under your absolute 
  command. No special telepathic link exists, so command must be 
  exercised in some other manner. A simulacrum has no ability to 
  become more powerful. It cannot increase its level or abilities. If 
  reduced to 0 hit points or otherwise destroyed, it reverts to snow 
  and melts instantly into nothingness. A complex process requiring 
  at least 24 hours, 100 gp per hit point, and a fully equipped magical 
  laboratory can repair damage to a simulacrum.
  SLAy LIVING
  School necromancy [death]; Level cleric 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You can attempt to slay any one living creature. When you cast 
  this spell, your hand seethes with eerie dark fire. You must 
  succeed on a melee touch attack to touch the target. The target 
  takes 12d6 points of damage + 1 point per caster level. If the 
  target’s Fortitude saving throw succeeds, it instead takes 3d6 
  points of damage + 1 point per caster level. The subject might die 
  from damage even if it succeeds on its saving throw.
  SLEEP
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 1
  Casting Time 1 round
  Components V, S, M (fine sand, rose petals, or a live cricket)
  Range medium (100 ft. + 10 ft./level)
  Area one or more living creatures within a 10-ft.-radius burst
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  A sleep spell causes a magical slumber to come upon 4 HD of 
  creatures. Creatures with the fewest HD are affected first. Among 
  creatures with equal HD, those who are closest to the spell’s point 
  of origin are affected first. HD that are not sufficient to affect 
  a creature are wasted. Sleeping creatures are helpless. Slapping 
  or wounding awakens an affected creature, but normal noise does 
  not. Awakening a creature is a standard action (an application of the 
  aid another action). Sleep does not target unconscious creatures, 
  constructs, or undead creatures.
  SLEET STORM
  School conjuration (creation) [cold]; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (dust and water)
  Range long (400 ft. + 40 ft./level)
  Area cylinder (40-ft. radius, 20 ft. high)
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Driving sleet blocks all sight (even darkvision) within it and causes 
  the ground in the area to be icy. A creature can walk within or 
  through the area of sleet at half normal speed with a DC 10 
  Acrobatics check. Failure means it can’t move in that round, while 
  failure by 5 or more means it falls (see the Acrobatics skill for details).
  The sleet extinguishes torches and small fires.
  SLOW
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a drop of molasses)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than  
  30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  An affected creature moves and attacks at a drastically slowed 
  rate. Creatures affected by this spell are staggered and can take 
  only a single move action or standard action each turn, but not 
  both (nor may it take full-round actions). Additionally, it takes 
  a –1 penalty on attack rolls, AC, and Reflex saves. A slowed 
  creature moves at half its normal speed (round down to the next 
  5-foot increment), which affects the creature’s jumping distance 
  as normal for decreased speed.
  Multiple slow effects don’t stack. Slow counters and dispels haste.
  SNARE
  School transmutation; Level druid 3, ranger 2
  Casting Time 3 rounds
  Components V, S, DF
  Range touch
  Target touched nonmagical circle of vine, rope, or thong with a 2 
  ft. diameter + 2 ft./level
  Duration Until triggered or broken
  Saving Throw none; Spell Resistance no
  This spell enables you to make a snare that functions as a magic 
  trap. The snare can be made from any supple vine, a thong, or a 
  rope. When you cast snare upon it, the cordlike object blends with 
  its surroundings (DC 23 Perception check for a character with the 
  trapfinding ability to locate). One end of the snare is tied in a loop 
  that contracts around one or more of the limbs of any creature 
  stepping inside the circle.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703338
  703338
  451262
  451262
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703339
  703339
  451263
  451263
  345
  345
  10
  Spells
  Spells
  If a strong and supple tree is nearby, the snare can be fastened to 
  it. The spell causes the tree to bend, straightening when the loop is 
  triggered, dealing 1d6 points of damage to the creature trapped and 
  lifting it off the ground by the trapped limb or limbs. If no such tree 
  is available, the cordlike object tightens around the creature, dealing 
  no damage but causing it to be entangled.
  The snare is magical. To escape, a trapped creature must make 
  a DC 23 Escape Artist check or a DC 23 Strength check that is a 
  full-round action. The snare has AC 7 and 5 hit points. A successful 
  escape from the snare breaks the loop and ends the spell.
  SOFTEN EARTH AND STONE
  School transmutation [earth]; Level druid 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft. square/level; see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  When this spell is cast, all natural, undressed earth or stone in the 
  spell’s area is softened. Wet earth becomes thick mud, dry earth 
  becomes loose sand or dirt, and stone becomes soft clay that is 
  easily molded or chopped. You affect a 10-foot square area to a 
  depth of 1 to 4 feet, depending on the toughness or resilience of the 
  ground at that spot. Magical, enchanted, dressed, or worked stone 
  cannot be affected. Earth or stone creatures are not affected.
  A creature in mud must succeed on a Reflex save or be caught 
  for 1d2 rounds and unable to move, attack, or cast spells. A 
  creature that succeeds on its save can move through the mud 
  at half speed, and it can’t run or charge. Loose dirt is not as 
  troublesome as mud, but all creatures in the area can move at 
  only half their normal speed and can’t run or charge over the 
  surface. Stone softened into clay does not hinder movement, but 
  it does allow characters to cut, shape, or excavate areas they may 
  not have been able to affect before.
  While this spell does not affect dressed or worked stone, cavern 
  ceilings or vertical surfaces such as cliff faces can be affected. 
  Usually, this causes a moderate collapse or landslide as the 
  loosened material peels away from the face of the wall or roof and 
  falls (treat as a cave-in with no bury zone, see Chapter 13).
  A moderate amount of structural damage can be dealt to a 
  manufactured structure by softening the ground beneath it, 
  causing it to settle. However, most well-built structures will only 
  be damaged by this spell, not destroyed.
  SOLID FOG
  School conjuration (creation); Level sorcerer/wizard 4
  Components: V, S, M (powdered peas and an animal hoof)
  Duration 1 min./level
  Spell Resistance no
  This spell functions like fog cloud, but in addition to obscuring 
  sight, the solid fog is so thick that it impedes movement. 
  Creatures moving through a solid fog move at half their normal 
  speed and take a –2 penalty on all melee attack and melee 
  damage rolls. The vapors prevent effective ranged weapon attacks 
  (except for magic rays and the like). A creature or object that falls 
  into solid fog is slowed so that each 10 feet of vapor that it passes 
  through reduces the falling damage by 1d6. A creature cannot 
  take a 5-foot-step while in solid fog. Solid fog, and effects that 
  work like solid fog, do not stack with each other in terms of slowed 
  movement and attack penalties.
  Unlike normal fog, only a severe wind (31+ mph) disperses these 
  vapors, and it does so in 1 round.
  Solid fog can be made permanent with a permanency spell. A 
  permanent solid fog dispersed by wind reforms in 10 minutes.
  SONG OF DISCORD
  School enchantment (compulsion) [mind-affecting, sonic]; Level 
  bard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area creatures within a 20-ft.-radius spread
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell causes those within the area to turn on each other 
  rather than attack their foes. Each affected creature has a 50% 
  chance to attack the nearest target each round. (Roll to determine 
  each creature’s behavior every round at the beginning of its turn.) 
  A creature that does not attack its nearest neighbor is free to act 
  normally for that round. Creatures forced by a song of discord to 
  attack their fellows employ all methods at their disposal, choosing 
  their deadliest spells and most advantageous combat tactics. They 
  do not, however, harm targets that have fallen unconscious.
  SOUL BIND
  School necromancy; Level cleric 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, F (see text)
  Range close (25 ft. + 5 ft./2 levels)
  Target corpse
  Duration permanent
  Saving Throw Will negates; Spell Resistance no
  You draw the soul from a newly dead body and imprison it in a 
  black sapphire gem. The subject must have been dead no more 
  than 1 round per caster level. The soul, once trapped in the 
  gem, cannot be returned through clone, raise dead, reincarnation, 
  resurrection, true resurrection, or even a miracle or a wish. Only by 
  destroying the gem or dispelling the spell on the gem can one 
  free the soul (which is then still dead).
  The focus for this spell is a black sapphire of at least 1,000 gp 
  value for every HD possessed by the creature whose soul is to be 
  bound. If the gem is not valuable enough, it shatters when the 
  binding is attempted. (While creatures have no concept of level or 
  HD as such, the value of the gem needed to trap an individual can 
  be researched.)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703339
  703339
  451263
  451263
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703340
  703340
  451264
  451264
  346
  346
  SOUND BURST
  School evocation [sonic]; Level bard 2, cleric 2
  Casting Time 1 standard action
  Components V, S, F/DF (a musical instrument)
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft.-radius spread
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You blast an area with a tremendous cacophony. Every creature in 
  the area takes 1d8 points of sonic damage and must succeed on a 
  Fortitude save to avoid being stunned for 1 round. Creatures that 
  cannot hear are not stunned but are still damaged.
  SPEAK WITH ANIMALS
  School divination; Level bard 3, druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level
  You can ask questions of and receive answers from animals, but the 
  spell doesn’t make them any more friendly than normal. Wary and 
  cunning animals are likely to be terse and evasive, while the more 
  stupid ones make inane comments. If an animal is friendly toward 
  you, it may do some favor or service for you.
  SPEAK WITH DEAD
  School necromancy [language-dependent]; Level cleric 3
  Casting Time 10 minutes
  Components V, S, DF
  Range 10 ft.
  Target one dead creature
  Duration 1 min./level
  Saving Throw Will negates; see text; Spell Resistance no
  You grant the semblance of life to a corpse, allowing it to 
  answer questions. You may ask one question per two caster 
  levels. The corpse’s knowledge is limited to what it knew 
  during life, including the languages it spoke. Answers are brief, 
  cryptic, or repetitive, especially if the creature would have 
  opposed you in life.
  If the dead creature’s alignment was different from yours, 
  the corpse gets a Will save to resist the spell as if it were alive. 
  If successful, the corpse can refuse to answer your questions or 
  attempt to deceive you, using Bluff. The soul can only speak about 
  what it knew in life. It cannot answer any questions that pertain to 
  events that occurred after its death.
  If the corpse has been subject to speak with dead within the past 
  week, the new spell fails. You can cast this spell on a corpse that 
  has been deceased for any amount of time, but the body must be 
  mostly intact to be able to respond. A damaged corpse may be able 
  to give partial answers or partially correct answers, but it must at 
  least have a mouth in order to speak at all.  This spell does not affect 
  a corpse that has been turned into an undead creature.
  SPEAK WITH PLANTS
  School divination; Level bard 4, druid 3, ranger 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level
  You can communicate with normal plants and plant creatures, and 
  can ask questions of and receive answers from them. A normal 
  plant’s sense of its surroundings is limited, so it won’t be able to 
  give (or recognize) detailed descriptions of creatures or answer 
  questions about events outside its immediate vicinity. The spell 
  doesn’t make plant creatures any more friendly or cooperative than 
  normal. Furthermore, wary and cunning plant creatures are likely to 
  be terse and evasive, while the more stupid ones may make inane 
  comments. If a plant creature is friendly, it may do some favor or 
  service for you.
  SPECTRAL HAND
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect one spectral hand
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  A ghostly hand shaped from your life force materializes and moves 
  as you desire, allowing you to deliver low-level, touch range spells at 
  a distance. On casting the spell, you lose 1d4 hit points that return 
  when the spell ends (even if it is dispelled), but not if the hand is 
  destroyed. (The hit points can be healed as normal.) For as long as 
  the spell lasts, any touch range spell of 4th level or lower that you 
  cast can be delivered by the spectral hand. The spell gives you a +2 
  bonus on your melee touch attack roll, and attacking with the hand 
  counts normally as an attack. The hand always strikes from your 
  direction. The hand cannot flank targets like a creature can. After it 
  delivers a spell, or if it goes beyond the spell range or goes out of 
  your sight, the hand returns to you and hovers.
  The hand is incorporeal and thus cannot be harmed by normal 
  weapons. It has improved evasion (half damage on a failed Reflex save 
  and no damage on a successful save), your save bonuses, and an AC 
  of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to 
  the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 
  1 to 4 hit points, the same number that you lost in creating it.
  SPELL IMMUNITy
  School abjuration; Level cleric 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703340
  703340
  451264
  451264
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703341
  703341
  451265
  451265
  347
  347
  10
  Spells
  Spells
  The warded creature is immune to the effects of one specified 
  spell for every four levels you have. The spells must be of 4th 
  level or lower. The warded creature effectively has unbeatable 
  spell resistance regarding the specified spell or spells. Naturally, 
  that immunity doesn’t protect a creature from spells for which 
  spell resistance doesn’t apply. Spell immunity protects against 
  spells, spell-like effects of magic items, and innate spell-like 
  abilities of creatures. It does not protect against supernatural or 
  extraordinary abilities, such as breath weapons or gaze attacks.
  Only a particular spell can be protected against, not a certain 
  domain or school of spells or a group of spells that are similar in 
  effect. A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time.
  SPELL IMMUNITy, GREATER
  School abjuration; Level cleric 8
  This spell functions like spell immunity, except the immunity 
  applies to spells of 8th level or lower. A creature can have only one 
  spell immunity or greater spell immunity spell in effect on it at a time.
  SPELL RESISTANCE
  School abjuration; Level cleric 5
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The target gains spell resistance equal to 12 + your caster level.
  SPELLSTAFF
  School transmutation; Level druid 6
  Casting Time 10 minutes
  Components V, S, F (the staff that stores the spell)
  Range touch
  Target wooden quarterstaff touched
  Duration permanent until discharged (D)
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You store one spell that you can normally cast in a wooden 
  quarterstaff. Only one such spell can be stored in a staff at a 
  given time, and you cannot have more than one spellstaff at 
  any given time. You can cast a spell stored within a staff just 
  as though it were among those you had prepared, but it does 
  not count against your normal allotment for a given day. You 
  use up any applicable material components required to cast the 
  spell when you store it in the spellstaff.
  SPELL TURNING
  School abjuration; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M/DF (a small silver mirror)
  Range personal
  Target you
  Duration until expended or 10 min./level
  Spells and spell-like effects targeted on you are turned back upon 
  the original caster. The abjuration turns only spells that have you 
  as a target. Effect and area spells are not affected. Spell turning also 
  fails to stop touch range spells. From seven to ten (1d4+6) spell levels 
  are affected by the turning. The exact number is rolled secretly.
  When you are targeted by a spell of higher level than the 
  amount of spell turning you have left, that spell is partially 
  turned. Subtract the amount of spell turning left from the spell 
  level of the incoming spell, then divide the result by the spell 
  level of the incoming spell to see what fraction of the effect gets 
  through. For damaging spells, you and the caster each take a 
  fraction of the damage. For nondamaging spells, each of you has 
  a proportional chance to be the one who is affected. If you and 
  a spellcasting attacker are both warded by spell turning effects 
  in operation, a resonating field is created. Roll randomly to 
  determine the result.
  d% 
  Effect
  01–70 
  Spell drains away without effect.
  71–80 
  Spell affects both of you equally at full effect.
  81–97 
  Both turning effects are rendered nonfunctional  
    
  for 1d4 minutes.
  98–100 
  Both of you go through a rift into another plane.
  SPIDER CLIMB
  School transmutation; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a live spider)
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject can climb and travel on vertical surfaces or even 
  traverse ceilings as well as a spider does. The affected creature 
  must have its hands free to climb in this manner. The subject 
  gains a climb speed of 20 feet and a +8 racial bonus on Climb skill 
  checks; furthermore, it need not make Climb checks to traverse a 
  vertical or horizontal surface (even upside down). A spider climbing 
  creature retains its Dexterity bonus to Armor Class (if any) while 
  climbing, and opponents get no special bonus to their attacks 
  against it. It cannot, however, use the run action while climbing.
  SPIKE GROWTH
  School transmutation; Level druid 3, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area one 20-ft. square/level
  Duration 1 hour/level (D)
  Saving Throw Reflex partial; Spell Resistance yes
  Any ground-covering vegetation in the spell’s area becomes very 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703341
  703341
  451265
  451265
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703342
  703342
  451266
  451266
  348
  348
  hard and sharply pointed without changing its appearance.
  In areas of bare earth, roots and rootlets act in the same way. 
  Typically, spike growth can be cast in any outdoor setting except 
  open water, ice, heavy snow, sandy desert, or bare stone. Any 
  creature moving on foot into or through the spell’s area takes 1d4 
  points of piercing damage for each 5 feet of movement through the 
  spiked area.
  Any creature that takes damage from this spell must also succeed 
  on a Reflex save or suffer injuries to its feet and legs that slow its 
  land speed by half. This speed penalty lasts for 24 hours or until 
  the injured creature receives a cure spell (which also restores lost 
  hit points). Another character can remove the penalty by taking 
  10 minutes to dress the injuries and succeeding on a Heal check 
  against the spell’s save DC.
  Magic traps are hard to detect. A rogue (only) can use the 
  Perception skill to find a spike growth. The DC is 25 + spell level, or 
  DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). 
  Spike growth can’t be disabled with the Disable Device skill.
  SPIKE STONES
  School transmutation [earth]; Level druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area one 20-ft. square/level
  Duration 1 hour/level (D)
  Saving Throw Reflex partial; Spell Resistance yes
  Rocky ground, stone floors, and similar surfaces shape themselves 
  into long, sharp points that blend into the background.
  Spike stones impede progress through an area and deal damage. 
  Any creature moving on foot into or through the spell’s area moves 
  at half speed. In addition, each creature moving through the area 
  takes 1d8 points of piercing damage for each 5 feet of movement 
  through the spiked area.
  Any creature that takes damage from this spell must also succeed 
  on a Reflex save to avoid injuries to its feet and legs. A failed save 
  causes the creature’s speed to be reduced to half normal for 24 
  hours or until the injured creature receives a cure spell (which also 
  restores lost hit points). Another character can remove the penalty 
  by taking 10 minutes to dress the injuries and succeeding on a Heal 
  check against the spell’s save DC.
  Magic traps such as spike stones are hard to detect. A rogue (only) 
  can use the Perception skill to find spike stones. The DC is 25 + spell 
  level, or DC 29 for spike stones. Spike stones is a magic trap that can’t 
  be disabled with the Disable Device skill.
  SPIRITUAL WEAPON
  School evocation [force]; Level cleric 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Effect magic weapon of force
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  A weapon made of force appears and attacks foes at a distance, 
  as you direct it, dealing 1d8 force damage per hit, + 1 point per 
  three caster levels (maximum +5 at 15th level). The weapon takes 
  the shape of a weapon favored by your deity or a weapon with 
  some spiritual significance or symbolism to you (see below) 
  and has the same threat range and critical multipliers as a real 
  weapon of its form. It strikes the opponent you designate, 
  starting with one attack in the round the spell is cast and 
  continuing each round thereafter on your turn. It uses your base 
  attack bonus (possibly allowing it multiple attacks per round 
  in subsequent rounds) plus your Wisdom modifier as its attack 
  bonus. It strikes as a spell, not as a weapon, so for example, it 
  can damage creatures that have damage reduction. As a force 
  effect, it can strike incorporeal creatures without the reduction 
  in damage associated with incorporeality. The weapon always 
  strikes from your direction. It does not get a flanking bonus or 
  help a combatant get one. Your feats or combat actions do not 
  affect the weapon. If the weapon goes beyond the spell range, 
  if it goes out of your sight, or if you are not directing it, the 
  weapon returns to you and hovers.
  Each round after the first, you can use a move action to redirect 
  the weapon to a new target. If you do not, the weapon continues to 
  attack the previous round’s target. On any round that the weapon 
  switches targets, it gets one attack. Subsequent rounds of attacking 
  that target allow the weapon to make multiple attacks if your base 
  attack bonus would allow it to. Even if the spiritual weapon is a 
  ranged weapon, use the spell’s range, not the weapon’s normal 
  range increment, and switching targets still is a move action.
  A spiritual weapon cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation, or a 
  rod of cancellation affects it. A spiritual weapon’s AC against touch 
  attacks is 12 (10 + size bonus for Tiny object).
  If an attacked creature has spell resistance, you make a caster 
  level check (1d20 + caster level) against that spell resistance the first 
  time the spiritual weapon strikes it. If the weapon is successfully 
  resisted, the spell is dispelled. If not, the weapon has its normal full 
  effect on that creature for the duration of the spell.
  The weapon that you get is often a force replica of your deity’s 
  own personal weapon. A cleric without a deity gets a weapon 
  based on his alignment. A neutral cleric without a deity can create 
  a spiritual weapon of any alignment, provided he is acting at least 
  generally in accord with that alignment at the time. The weapons 
  associated with each alignment are as follows: chaos (battleaxe), evil 
  (light flail), good (warhammer), law (longsword).
  STABILIzE
  School conjuration (healing); Level cleric 0, druid 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703342
  703342
  451266
  451266
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703343
  703343
  451267
  451267
  349
  349
  10
  Spells
  Spells
  Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
  Upon casting this spell, you target a living creature that has –1 or 
  fewer hit points. That creature is automatically stabilized and does 
  not lose any further hit points. If the creature later takes damage, 
  it continues dying normally.
  STATUE
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 round
  Components V, S, M (lime, sand, and a drop of water stirred by 
  an iron spike)
  Range touch
  Target creature touched
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  A statue spell turns the subject to solid stone, along with any 
  garments and equipment worn or carried. In statue form, the 
  subject gains hardness 8. The subject retains its own hit points. 
  The subject can see, hear, and smell normally, but it does not 
  need to eat or breathe. Feeling is limited to those sensations that 
  can affect the granite-hard substance of the individual’s body. 
  Chipping is equal to a mere scratch, but breaking off one of the 
  statue’s arms constitutes serious damage. The subject of a statue 
  spell can return to its normal state, act, and then return instantly 
  to the statue state (a free action) if it so desires as long as the spell 
  duration is in effect.
  STATUS
  School divination; Level cleric 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets one living creature touched per three levels
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  When you need to keep track of comrades who may get 
  separated, status allows you to mentally monitor their relative 
  positions and general condition. You are aware of direction and 
  distance to the creatures and any conditions affecting them: 
  unharmed, wounded, disabled, staggered, unconscious, dying, 
  nauseated, panicked, stunned, poisoned, diseased, confused, 
  or the like. Once the spell has been cast upon the subjects, the 
  distance between them and the caster does not affect the spell as 
  long as they are on the same plane of existence. If a subject leaves 
  the plane, or if it dies, the spell ceases to function for it.
  STINKING CLOUD
  School conjuration (creation); Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a rotten egg or cabbage leaves)
  Range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw Fortitude negates; see text; Spell Resistance no
  Stinking cloud creates a bank of fog like that created by fog cloud, 
  except that the vapors are nauseating. Living creatures in the 
  cloud become nauseated. This condition lasts as long as the 
  creature is in the cloud and for 1d4+1 rounds after it leaves. 
  (Roll separately for each nauseated character.) Any creature that 
  succeeds on its save but remains in the cloud must continue to 
  save each round on your turn.
  Stinking cloud can be made permanent with a permanency spell. A 
  permanent stinking cloud dispersed by wind reforms in 10 minutes.
  STONE SHAPE
  School transmutation [earth]; Level cleric 3, druid 3, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, M/DF (soft clay)
  Range touch
  Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You can form an existing piece of stone into any shape that suits 
  your purpose. While it’s possible to make crude coffers, doors, and 
  so forth with stone shape, fine detail isn’t possible. There is a 30% 
  chance that any shape including moving parts simply doesn’t work.
  STONESKIN
  School abjuration; Level druid 5, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (granite and diamond dust worth 250 gp)
  Range touch
  Target creature touched
  Duration 10 min./level or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The warded creature gains resistance to blows, cuts, stabs, and 
  slashes. The subject gains DR 10/adamantine. It ignores the first 
  10 points of damage each time it takes damage from a weapon, 
  though an adamantine weapon bypasses the reduction. Once the 
  spell has prevented a total of 10 points of damage per caster level 
  (maximum 150 points), it is discharged.
  STONE TELL
  School divination; Level druid 6
  Casting Time 10 minutes
  Components V, S, DF
  Range personal
  Target you
  Duration 1 min./level
  You gain the ability to speak with stones, which relate to you who 
  or what has touched them as well as revealing what is covered 
  or concealed behind or under them. The stones relate complete 
  descriptions if asked. A stone’s perspective, perception, and 
  knowledge may prevent the stone from providing the details you 
  are looking for. You can speak with natural or worked stone.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703343
  703343
  451267
  451267
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703344
  703344
  451268
  451268
  350
  350
  STONE TO FLESH
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a drop of blood mixed with earth)
  Range medium (100 ft. + 10 ft./level)
  Target one petrified creature or a cylinder of stone from 1 ft. to 3 
  ft. in diameter and up to 10 ft. long
  Duration instantaneous
  Saving Throw Fortitude negates (object); see text; Spell 
  Resistance yes
  This spell restores a petrified creature to its normal state, 
  restoring life and goods. The creature must make a DC 15 
  Fortitude save to survive the process. Any petrified creature, 
  regardless of size, can be restored. The spell also can convert 
  a mass of stone into a fleshy substance. Such flesh is inert and 
  lacking a vital life force unless a life force or magical energy is 
  available. For example, this spell would turn an animated stone 
  statue into an animated flesh statue, but an ordinary statue would 
  become a mass of inert flesh in the shape of the statue. You can 
  affect an object that fits within a cylinder from 1 foot to 3 feet 
  in diameter and up to 10 feet long or a cylinder of up to those 
  dimensions in a larger mass of stone.
  STORM OF VENGEANCE
  School conjuration (summoning); Level cleric 9, druid 9
  Casting Time 1 round
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Effect 360-ft.-radius storm cloud
  Duration concentration (maximum 10 rounds) (D)
  Saving Throw see text; Spell Resistance yes
  You create a huge black storm cloud in the air. Each creature under the 
  cloud must succeed on a Fortitude save or be deafened for 1d4 × 10 
  minutes. Each round you continue to concentrate, the spell generates 
  additional effects as noted below. Each effect occurs on your turn.
  2nd Round: Acid rains down in the area, dealing 1d6 points of acid 
  damage (no save).
  3rd Round: You call six bolts of lightning down from the cloud. 
  You decide where the bolts strike. No two bolts may be directed at 
  the same target. Each bolt deals 10d6 points of electricity damage. A 
  creature struck can attempt a Reflex save for half damage.
  4th Round: Hailstones rain down in the area, dealing 5d6 points of 
  bludgeoning damage (no save).
  5th through 10th Rounds: Violent rain and wind gusts reduce 
  visibility. The rain obscures all sight, including darkvision, beyond 5 
  feet. A creature 5 feet away has concealment (attacks have a 20% miss 
  chance). Creatures farther away have total concealment (50% miss 
  chance, and the attacker cannot use sight to locate the target). Speed 
  is reduced by three-quarters.
  Ranged attacks within the area of the storm are impossible. Spells 
  cast within the area are disrupted unless the caster succeeds on a 
  Concentration check against a DC equal to the storm of vengeance’s 
  save DC + the level of the spell the caster is trying to cast.
  SUGGESTION
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, M (a snake’s tongue and a honeycomb)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 hour/level or until completed
  Saving Throw Will negates; Spell Resistance yes
  You influence the actions of the target creature by suggesting a 
  course of activity (limited to a sentence or two). The suggestion 
  must be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the spell. 
  The suggested course of activity can continue for the entire 
  duration. If the suggested activity can be completed in a shorter 
  time, the spell ends when the subject finishes what it was asked 
  to do. You can instead specify conditions that will trigger a special 
  activity during the duration. If the condition is not met before the 
  spell duration expires, the activity is not performed.
  A very reasonable suggestion causes the save to be made with a 
  penalty (such as –1 or –2).
  SUGGESTION, MASS
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 5, sorcerer/wizard 6
  Range medium (100 ft. + 10 ft./level)
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  This spell functions like suggestion, except that it can affect more 
  creatures. The same suggestion applies to all these creatures.
  SUMMON INSTRUMENT
  School conjuration (summoning); Level bard 0
  Casting Time 1 round
  Components V, S
  Range 0 ft.
  Effect one summoned handheld musical instrument
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell summons one handheld musical instrument of your 
  choice. This instrument appears in your hands or at your feet 
  (your choice). The instrument is typical for its type. Only one 
  instrument appears per casting, and it will play only for you. You 
  can’t summon an instrument too large to be held in two hands. 
  The summoned instrument disappears at the end of this spell.
  SUMMON MONSTER I
  School conjuration (summoning) [see text]; Level bard 1, cleric 1, 
  sorcerer/wizard 1
  Casting Time 1 round
  Components V, S, F/DF (a tiny bag and a small candle)
  Range close (25 ft. + 5 ft./2 levels)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703344
  703344
  451268
  451268
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703345
  703345
  451269
  451269
  351
  351
  10
  Spells
  Spells
  1st Level 
  Subtype
  Dire rat* 
  —
  Dolphin* 
  —
  Eagle* 
  —
  Fire beetle* 
  —
  Poisonous frog* 
  —
  Pony (horse)* 
  —
  Riding dog* 
  —
  Viper (snake)* 
  —
  2nd Level 
  Subtype
  Ant, drone* 
  —
  Elemental (Small) 
  Elemental
  Giant centipede* 
  —
  Giant frog* 
  —
  Giant spider* 
  —
  Goblin dog* 
  —
  Horse* 
  —
  Hyena* 
  —
  Lemure (devil) 
  Evil, Lawful
  Octopus* 
  —
  Squid* 
  —
  Wolf* 
  —
  3rd Level 
  Subtype
  Ant, soldier* 
  —
  Ape* 
  —
  Aurochs (herd animal)* 
  —
  Boar* 
  —
  Cheetah* 
  —
  Constrictor snake* 
  —
  Crocodile* 
  —
  Dire bat* 
  —
  Dretch (demon) 
  Chaotic, Evil
  Electric eel* 
  —
  Giant lizard* 
  —
  Lantern archon 
  Good, Lawful
  Leopard (cat)* 
  —
  Shark* 
  —
  Wolverine* 
  —
  4th Level 
  Subtype
  Bison (herd animal)* 
  —
  Deinonychus (dinosaur)* 
  —
  Dire ape* 
  —
  Dire boar* 
  —
  Dire wolf* 
  —
  Elemental (Medium) 
  Elemental
  Giant scorpion* 
  —
  Giant wasp* 
  —
  Grizzly bear* 
  —
  Table 10–1: Summon Monster
  Hell hound 
  Evil, Lawful
  Hound archon 
  Good, Lawful
  Lion* 
  —
  Mephit (any) 
  Elemental
  Pteranodon (dinosaur)* 
  —
  Rhinoceros* 
  —
  5th Level 
  Subtype
  Ankylosaurus (dinosaur)* 
  —
  Babau (demon) 
  Chaotic, Evil
  Bearded devil 
  Evil, Lawful
  Bralani azata 
  Chaotic, Good
  Dire lion* 
  —
  Elemental (Large) 
  Elemental
  Giant moray eel* 
  —
  Kyton 
  Evil, Lawful
  Orca (dolphin)* 
  —
  Salamander 
  Evil
  Woolly rhinoceros* 
  —
  Xill 
  Evil, Lawful
  6th Level 
  Subtype
  Dire bear* 
  —
  Dire tiger* 
  —
  Elasmosaurus (dinosaur)* 
  —
  Elemental (Huge) 
  Elemental
  Elephant* 
  —
  Erinyes (devil) 
  Evil, Lawful
  Giant octopus* 
  —
  Invisible stalker 
  Air
  Lillend azata 
  Good, Lawful
  Shadow demon 
  Chaotic, Evil
  Succubus (demon) 
  Chaotic, Evil
  Triceratops (dinosaur)* 
  —
  7th Level 
  Subtype
  Bebelith 
  Chaotic, Evil
  Bone devil 
  Evil, Lawful
  Brachiosaurus (dinosaur)* 
  —
  Dire crocodile* 
  —
  Dire shark* 
  —
  Elemental (greater) 
  Elemental
  Giant squid* 
  —
  Mastadon (elephant)* 
  —
  Roc* 
  —
  Tyrannosaurus (dinosaur)* 
  —
  Vrock (demon) 
  Chaotic, Evil
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703345
  703345
  451269
  451269
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703346
  703346
  451270
  451270
  352
  352
  Effect one summoned creature
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. The spell conjures one of the 
  creatures from the 1st Level list on Table 10–1. You choose which 
  kind of creature to summon, and you can choose a different one 
  each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  on Table 10–1 marked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are 
  evil. If you are neutral, you may choose which template to apply 
  to the creature. Creatures marked with an “*” always have an 
  alignment that matches yours, regardless of their usual alignment. 
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  SUMMON MONSTER II
  School conjuration (summoning); Level bard 2, cleric 2, sorcerer/
  wizard 2
  This spell functions like summon monster I, except that you can 
  summon one creature from the 2nd-level list or 1d3 creatures of 
  the same kind from the 1st-level list.
  SUMMON MONSTER III
  School conjuration (summoning); Level bard 3, cleric 3, sorcerer/
  wizard 3
  This spell functions like summon monster I, except that you can 
  summon one creature from the 3rd-level list, 1d3 creatures of the 
  same kind from the 2nd-level list, or 1d4+1 creatures of the same 
  kind from the 1st-level list.
  SUMMON MONSTER IV
  School conjuration (summoning); Level bard 4, cleric 4, sorcerer/
  wizard 4
  This spell functions like summon monster I, except that you can 
  summon one creature from the 4th-level list, 1d3 creatures of the 
  same kind from the 3rd-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SUMMON MONSTER V
  School conjuration (summoning); Level bard 5, cleric 5, sorcerer/
  wizard 5
  This spell functions like summon monster I, except that you can 
  summon one creature from the 5th-level list, 1d3 creatures of the 
  same kind from the 4th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SUMMON MONSTER VI
  School conjuration (summoning); Level bard 6, cleric 6, sorcerer/
  wizard 6
  This spell functions like summon monster I, except you can 
  summon one creature from the 6th-level list, 1d3 creatures of the 
  same kind from the 5th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SUMMON MONSTER VII
  School conjuration (summoning); Level cleric 7, sorcerer/wizard 7
  This spell functions like summon monster I, except that you can 
  summon one creature from the 7th-level list, 1d3 creatures of the 
  same kind from the 6th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SUMMON MONSTER VIII
  School conjuration (summoning); Level cleric 8, sorcerer/wizard 8
  This spell functions like summon monster I, except that you can 
  summon one creature from the 8th-level list, 1d3 creatures of 
  the same kind from the 7th-level list, or 1d4+1 creatures of the 
  same kind from a lower-level list.
  SUMMON MONSTER Ix
  School conjuration (summoning); Level cleric 9, sorcerer/wizard 9
  This spell functions like summon monster I, except that you can 
  summon one creature from the 9th-level list, 1d3 creatures of the 
  same kind from the 8th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  8th Level 
  Subtype
  Barbed devil 
  Evil, Lawful
  Elemental (elder) 
  Elemental
  Hezrou (demon) 
  Chaotic, Evil
  9th Level 
  Subtype
  Astral Deva (angel) 
  Good
  Ghaele azata 
  Chaotic, Good
  Glabrezu (demon) 
  Chaotic, Evil
  Ice devil 
  Evil, Lawful
  Nalfeshnee (demon) 
  Chaotic, Evil
  Trumpet archon 
  Good, Lawful
  * This creature is summoned with the celestial template if 
  you are good, or the fiendish template if you are evil; you 
  may choose either if you are neutral.
  Table 10–1: Summon Monster
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703346
  703346
  451270
  451270
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703347
  703347
  451271
  451271
  353
  353
  10
  Spells
  Spells
  1st Level 
  Subtype
  Dire rat 
  —
  Dolphin 
  —
  Eagle 
  —
  Giant centipede 
  —
  Fire beetle 
  —
  Mite (gremlin) 
  —
  Poisonous frog 
  —
  Pony (horse) 
  —
  Riding dog 
  —
  Stirge 
  —
  Viper (snake) 
  —
  2nd Level 
  Subtype
  Ant, drone 
  —
  Elemental (Small) 
  Elemental
  Giant frog 
  —
  Giant spider 
  —
  Goblin Dog 
  —
  Horse 
  —
  Hyena 
  —
  Octopus 
  —
  Squid 
  —
  Wolf 
  —
  3rd Level 
  Subtype
  Ant, soldier 
  —
  Ape 
  —
  Aurochs (herd animal) 
  —
  Boar 
  —
  Cheetah 
  —
  Constrictor snake 
  —
  Crocodile 
  —
  Dire bat 
  —
  Electric Eel 
  —
  Giant crab 
  —
  Giant lizard 
  —
  Leopard (cat) 
  —
  Shark 
  —
  Wolverine 
  —
  4th Level 
  Subtype
  Bison (herd animal) 
  —
  Deinonychus (dinosaur) 
  —
  Dire ape 
  —
  Dire boar 
  —
  Dire wolf 
  —
  Elemental (Medium) 
  Elemental
  Giant stag beetle 
  —
  Giant wasp 
  —
  Griffon 
  —
  Grizzly bear 
  —
  Lion 
  —
  Table 10–2: Summon Nature’s Ally
  Mephit (any) 
  Elemental
  Owlbear 
  —
  Pteranodon (dinosaur) 
  —
  Rhinoceros 
  —
  Satyr 
  —
  Tiger 
  —
  5th Level 
  Subtype
  Ankylosaurus (dinosaur) 
  —
  Cyclops 
  —
  Dire lion 
  —
  Dolphin (orca) 
  —
  Elemental (Large) 
  Elemental
  Ettin 
  —
  Giant moray eel 
  —
  Girallon 
  —
  Manticore 
  —
  Woolly rhinoceros 
  —
  6th Level 
  Subtype
  Bulette 
  —
  Dire bear 
  —
  Dire tiger 
  —
  Elasmosaurus (dinosaur) 
  —
  Elemental (Huge) 
  Elemental
  Elephant 
  —
  Giant octopus 
  —
  Giant scorpion 
  —
  Hill giant 
  —
  Stegosaurus (dinosaur) 
  —
  Stone giant 
  Earth
  Triceratops (dinosaur) 
  —
  7th Level 
  Subtype
  Brachiosaurus (dinosaur) 
  —
  Dire crocodile 
  —
  Dire shark 
  —
  Elemental (greater) 
  Elemental
  Fire giant 
  Fire
  Frost giant 
  Cold
  Giant squid 
  —
  Mastadon (elephant) 
  —
  Roc 
  —
  Tyrannosaurus (dinosaur) 
  —
  8th Level 
  Subtype
  Cloud giant 
  Air
  Elemental (elder) 
  Elemental
  Purple worm 
  —
  9th Level 
  Subtype
  Pixie (w/irresistible dance and sleep arrows) 
  —
  Storm giant 
  —
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703347
  703347
  451271
  451271
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703348
  703348
  451272
  451272
  354
  354
  SUMMON NATURE’S ALLy I
  School conjuration (summoning); Level druid 1, ranger 1
  Casting Time 1 round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one summoned creature
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell summons to your side a natural creature (typically an 
  animal, fey, magical beast, outsider with the elemental subtype, 
  or a giant). The summoned ally appears where you designate 
  and acts immediately, on your turn. It attacks your opponents 
  to the best of its ability. If you can communicate with the 
  creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions as you command.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment 
  that cannot support them. Creatures summoned using this spell 
  cannot use spells or spell-like abilities that duplicate spells that have 
  expensive material components (such as wish).
  The spell conjures one of the creatures from the 1st Level list on 
  Table 10–2. You choose which kind of creature to summon, and you 
  can change that choice each time you cast the spell. All the creatures 
  on the table are neutral unless otherwise noted.
  When you use a summoning spell to summon a creature 
  with an alignment or elemental subtype, it is a spell of that 
  type. All creatures summoned with this spell without alignment 
  subtypes have an alignment that matches yours, regardless of 
  their usual alignment. Summoning these creatures makes the 
  summoning spell’s type match your alignment. 
  SUMMON NATURE’S ALLy II
  School conjuration (summoning); Level druid 2, ranger 2
  This spell functions as summon nature’s ally I, except that you summon 
  one 2nd-level creature or 1d3 1st-level creatures of the same kind.
  SUMMON NATURE’S ALLy III
  School conjuration (summoning) [see text]; Level druid 3, ranger 3
  This spell functions like summon nature’s ally I, except that you can 
  summon one 3rd-level creature, 1d3 2nd-level creatures of the 
  same kind, or 1d4+1 1st-level creatures of the same kind.
  SUMMON NATURE’S ALLy IV
  School conjuration (summoning) [see text]; Level druid 4, ranger 4
  This spell functions like summon nature’s ally I, except 
  that you can summon one 4th-level creature, 1d3 3rd-level 
  creatures of the same kind, or 1d4+1 lower-level creatures of 
  the same kind.
  SUMMON NATURE’S ALLy V
  School conjuration (summoning) [see text]; Level druid 5
  This spell functions like summon nature’s ally I, except that you 
  can summon one 5th-level creature, 1d3 4th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind.
  SUMMON NATURE’S ALLy VI
  School conjuration (summoning) [see text]; Level druid 6
  This spell functions like summon nature’s ally I, except that you 
  can summon one 6th-level creature, 1d3 5th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind.
  SUMMON NATURE’S ALLy VII
  School conjuration (summoning) [see text]; Level druid 7
  This spell functions like summon nature’s ally I, except that you 
  can summon one 7th-level creature, 1d3 6th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind.
  SUMMON NATURE’S ALLy VIII
  School conjuration (summoning) [see text]; Level druid 8
  This spell functions like summon nature’s ally I, except that you 
  can summon one 8th-level creature, 1d3 7th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind.
  SUMMON NATURE’S ALLy Ix
  School conjuration (summoning) [see text]; Level druid 9
  This spell functions like summon nature’s ally I, except that you can 
  summon one 9th-level creature, 1d3 8th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind.
  SUMMON SWARM
  School conjuration (summoning); Level bard 2, druid 2, sorcerer/
  wizard 2
  Casting Time 1 round
  Components V, S, M/DF (a square of red cloth)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one swarm of bats, rats, or spiders
  Duration concentration + 2 rounds
  Saving Throw none; Spell Resistance no
  You summon a swarm of bats, rats, or spiders (your choice), which 
  attacks all other creatures within its area. (You may summon the 
  swarm so that it shares the area of other creatures.) If no living 
  creatures are within its area, the swarm attacks or pursues the 
  nearest creature as best it can. The caster has no control over its 
  target or direction of travel.
  SUNBEAM
  School evocation [light]; Level druid 7
  Casting Time 1 standard action
  Components V, S, DF
  Range 60 ft.
  Area line from your hand
  Duration 1 round/level or until all beams are exhausted
  Saving Throw Reflex negates and Reflex half; see text; Spell 
  Resistance yes
  For the duration of this spell, you can use a standard action to 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703348
  703348
  451272
  451272
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703349
  703349
  451273
  451273
  355
  355
  10
  Spells
  Spells
  evoke a dazzling beam of intense light each round. You can call 
  forth one beam per three caster levels (maximum six beams at 18th 
  level). The spell ends when its duration runs out or your allotment 
  of beams is exhausted.
  Each creature in the beam is blinded and takes 4d6 points of 
  damage. Any creatures to which sunlight is harmful or unnatural 
  take double damage. A successful Reflex save negates the blindness 
  and reduces the damage by half.
  An undead creature caught within the beam takes 1d6 points 
  of damage per caster level (maximum 20d6), or half damage if 
  a Reflex save is successful. In addition, the beam results in the 
  destruction of any undead creature specifically harmed by bright 
  light if it fails its save.
  The ultraviolet light generated by the spell deals damage to 
  fungi, mold, oozes, and slimes just as if they were undead creatures.
  SUNBURST
  School evocation [light]; Level druid 8, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M/DF (sunstone and fire source)
  Range long (400 ft. + 40 ft./level)
  Area 80-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex partial; see text; Spell Resistance yes
  Sunburst causes a globe of searing radiance to explode silently 
  from a point you select. All creatures in the globe are blinded 
  and take 6d6 points of damage. A creature to which sunlight is 
  harmful or unnatural takes double damage. A successful Reflex 
  save negates the blindness and reduces the damage by half.
  An undead creature caught within the globe takes 1d6 points of 
  damage per caster level (maximum 25d6), or half damage if a Reflex 
  save is successful. In addition, the burst results in the destruction of 
  any undead creature specifically harmed by bright light if it fails its save.
  The ultraviolet light generated by the spell deals damage to 
  fungi, mold, oozes, and slimes just as if they were undead creatures.
  Sunburst dispels any darkness spells of lower than 9th level within 
  its area.
  SyMBOL OF DEATH
  School necromancy [death]; Level cleric 8, sorcerer/wizard 8
  Casting Time 10 minutes
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth 5,000 gp each)
  Range 0 ft.; see text
  Effect one symbol
  Duration see text
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell allows you to scribe a potent rune of power upon a surface. 
  When triggered, a symbol of death kills one or more creatures within 
  60 feet of the symbol (treat as a burst) whose combined total current 
  hit points do not exceed 150. The symbol of death affects the closest 
  creatures first, skipping creatures with too many hit points to affect. 
  Once triggered, the symbol becomes active and glows, lasting for 10 
  minutes per caster level or until it has affected 150 hit points’ worth 
  of creatures, whichever comes first. A creature that enters the area 
  while the symbol of death is active is subject to its effect, whether or 
  not that creature was in the area when it was triggered. A creature 
  need save against the symbol only once as long as it remains within 
  the area, though if it leaves the area and returns while the symbol is 
  still active, it must save again.
  Until it is triggered, the symbol of death is inactive (though 
  visible and legible at a distance of 60 feet). To be effective, a symbol 
  of death must always be placed in plain sight and in a prominent 
  location. Covering or hiding the rune renders the symbol of death 
  ineffective, unless a creature removes the covering, in which case 
  the symbol of death works normally.
  As a default, a symbol of death is triggered whenever a creature 
  does one or more of the following, as you select: looks at the rune; 
  reads the rune; touches the rune; passes over the rune; or passes 
  through a portal bearing the rune. Regardless of the trigger method 
  or methods chosen, a creature more than 60 feet from a symbol of 
  death can’t trigger it (even if it meets one or more of the triggering 
  conditions, such as reading the rune). Once the spell is cast, a 
  symbol of death’s triggering conditions cannot be changed.
  In this case, “reading” the rune means any attempt to study it, 
  identify it, or fathom its meaning. Throwing a cover over a symbol 
  of death to render it inoperative triggers it if the symbol reacts to 
  touch. You can’t use a symbol of death offensively; for instance, a 
  touch-triggered symbol of death remains untriggered if an item 
  bearing the symbol of death is used to touch a creature. Likewise, a 
  symbol of death cannot be placed on a weapon and set to activate 
  when the weapon strikes a foe.
  You can also set special triggering limitations of your own. These 
  can be as simple or elaborate as you desire. Special conditions for 
  triggering a symbol of death can be based on a creature’s name, 
  identity, or alignment, but otherwise must be based on observable 
  actions or qualities. Intangibles such as level, class, HD, and hit 
  points don’t qualify. 
  When scribing a symbol of death, you can specify a password 
  or phrase that prevents a creature using it from triggering the 
  symbol’s effect. Anyone using the password remains immune to 
  that particular rune’s effects so long as the creature remains within 
  60 feet of the rune. If the creature leaves the radius and returns 
  later, it must use the password again.
  You also can attune any number of creatures to the symbol of 
  death, but doing this can extend the casting time. Attuning one or 
  two creatures takes negligible time, and attuning a small group (as 
  many as 10 creatures) extends the casting time to 1 hour. Attuning 
  a large group (as many as 25 creatures) takes 24 hours. Attuning 
  larger groups takes an additional 24 hours per 25 creatures. Any 
  creature attuned to a symbol of death cannot trigger it and is immune 
  to its effects, even if within its radius when it is triggered. You are 
  automatically considered attuned to your own symbols of death, and 
  thus always ignore the effects and cannot inadvertently trigger them.
  Read magic allows you to identify a symbol with a Spellcraft check 
  (DC 10 + the symbol’s spell level). Of course, if the symbol is set to be 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703349
  703349
  451273
  451273
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703350
  703350
  451274
  451274
  356
  356
  triggered by reading it, this will trigger the symbol.
  A symbol of death can be removed by a successful dispel magic 
  targeted solely on the rune. An erase spell has no effect on a symbol 
  of death. Destruction of the surface where a symbol of death is 
  inscribed destroys the symbol but also triggers it.
  Symbol of death can be made permanent with a permanency spell. 
  A permanent symbol of death that is disabled or has affected its 
  maximum number of hit points becomes inactive for 10 minutes, 
  but then can be triggered again as normal.
  Note: Magic traps such as symbol of death are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of death and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 33 for symbol of death.
  SyMBOL OF FEAR
  School necromancy [fear, mind-affecting]; Level cleric 6, sorcerer/
  wizard 6
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 1,000 gp)
  Saving Throw Will negates
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of the symbol of fear instead become panicked for 1 
  round per caster level.
  Note: Magic traps such as symbol of fear are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of fear and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 31 for symbol of fear.
  SyMBOL OF INSANITy
  School enchantment (compulsion) [mind-affecting]; Level cleric 8, 
  sorcerer/wizard 8
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 5,000 gp)
  Saving Throw Will negates
  This spell functions like symbol of death, except that all creatures 
  within the radius of the symbol of insanity instead become 
  permanently insane (as the insanity spell).
  Unlike symbol of death, symbol of insanity has no hit point limit; 
  once triggered, a symbol of insanity simply remains active for 10 
  minutes per caster level.
  Note: Magic traps such as symbol of insanity are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of insanity and Disable Device to thwart it. The DC in each 
  case is 25 + spell level, or 33 for symbol of insanity.
  SyMBOL OF PAIN
  School necromancy [evil]; Level cleric 5, sorcerer/wizard 5
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 1,000 gp)
  This spell functions like symbol of death, except that each creature 
  within the radius of a symbol of pain instead suffers wracking pains 
  that impose a –4 penalty on attack rolls, skill checks, and ability 
  checks. These effects last for 1 hour after the creature moves 
  farther than 60 feet from the symbol.
  Unlike symbol of death, symbol of pain has no hit point limit; once 
  triggered, a symbol of pain simply remains active for 10 minutes per 
  caster level.
  Note: Magic traps such as symbol of pain are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of pain and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 30 for symbol of pain.
  SyMBOL OF PERSUASION
  School enchantment (charm) [mind-affecting]; Level cleric 6, 
  sorcerer/wizard 6
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 5,000 gp)
  Saving Throw Will negates
  This spell functions like symbol of death, except that all creatures 
  within the radius of a symbol of persuasion instead become 
  charmed by the caster (as the charm monster spell) for 1 hour per 
  caster level.
  Unlike symbol of death, symbol of persuasion has no hit point limit; 
  once triggered, a symbol of persuasion simply remains active for 10 
  minutes per caster level.
  Note: Magic traps such as symbol of persuasion are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of persuasion and Disable Device to thwart it. The DC in each 
  case is 25 + spell level, or 31 for symbol of persuasion.
  SyMBOL OF SLEEP
  School enchantment (compulsion) [mind-affecting]; Level cleric 5, 
  sorcerer/wizard 5
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 1,000 gp)
  Saving Throw Will negates
  This spell functions like symbol of death, except that all creatures 
  of 10 HD or less within 60 feet of the symbol of sleep instead fall 
  into a catatonic slumber for 3d6 × 10 minutes. Unlike with the 
  sleep spell, sleeping creatures cannot be awakened by nonmagical 
  means before this time expires.
  Unlike symbol of death, symbol of sleep has no hit point limit; once 
  triggered, a symbol of sleep simply remains active for 10 minutes per 
  caster level.
  Note: Magic traps such as symbol of sleep are hard to detect and 
  disable. A rogue (only) can use the Perception skill to find a symbol 
  of sleep and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 30 for symbol of sleep.
  SyMBOL OF STUNNING
  School enchantment (compulsion) [mind-affecting]; Level cleric 7, 
  sorcerer/wizard 7
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 5,000 gp)
  Saving Throw Will negates
  This spell functions like symbol of death, except that all creatures 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703350
  703350
  451274
  451274
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703351
  703351
  451275
  451275
  357
  357
  10
  Spells
  Spells
  within 60 feet of a symbol of stunning instead become stunned for 
  1d6 rounds.
  Note: Magic traps such as symbol of stunning are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of stunning and Disable Device to thwart it. The DC in each 
  case is 25 + spell level, or 32 for symbol of stunning.
  SyMBOL OF WEAKNESS
  School necromancy; Level cleric 7, sorcerer/wizard 7
  Components V, S, M (mercury and phosphorus, plus powdered 
  diamond and opal worth a total of 5,000 gp)
  This spell functions like symbol of death, except that every creature 
  within 60 feet of a symbol of weakness instead suffers crippling 
  weakness that deals 3d6 points of Strength damage.
  Unlike symbol of death, symbol of weakness has no hit point limit; 
  once triggered, a symbol of weakness simply remains active for 10 
  minutes per caster level. A creature can only be affected by this 
  symbol once.
  Note: Magic traps such as symbol of weakness are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find a 
  symbol of weakness and Disable Device to thwart it. The DC in each 
  case is 25 + spell level, or 32 for symbol of weakness.
  SyMPATHETIC VIBRATION
  School evocation [sonic]; Level bard 6
  Casting Time 10 minutes
  Components V, S, F (a tuning fork)
  Range touch
  Target one freestanding structure
  Duration up to 1 round/level
  Saving Throw none; see text; Spell Resistance yes
  By attuning yourself to a freestanding structure, you can create 
  a damaging vibration within it. Once it begins, the vibration 
  deals 2d10 points of damage per round to the target structure, 
  bypassing hardness. You can choose at the time of casting to 
  limit the duration of the spell; otherwise it lasts for 1 round per 
  level. If the spell is cast upon a target that is not freestanding, the 
  surrounding stone dissipates the effect and no damage occurs.
  Sympathetic vibration cannot affect creatures (including 
  constructs). Since a structure is an unattended object, it gets no 
  saving throw to resist the effect.
  SyMPATHy
  School enchantment (compulsion) [mind-affecting]; Level druid 9, 
  sorcerer/wizard 8
  Casting Time 1 hour
  Components V, S, M (a drop of honey and crushed pearls worth 
  1,500 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one location (up to a 10-ft. cube/level) or one object
  Duration 2 hours/level (D)
  Saving Throw Will negates; see text; Spell Resistance yes
  You cause an object or location to emanate magical vibrations that 
  attract either a specific kind of intelligent creature or creatures 
  of a particular alignment, as defined by you. The particular kind 
  of creature to be affected must be named specifically. A creature 
  subtype is not specific enough. Likewise, the specific alignment 
  must be named.
  Creatures of the specified kind or alignment feel elated 
  and pleased to be in the area or desire to touch or possess the 
  object. The compulsion to stay in the area or touch the object is 
  overpowering. If the save is successful, the creature is released from 
  the enchantment, but a subsequent save must be made 1d6 × 10 
  minutes later. If this save fails, the affected creature attempts to 
  return to the area or object.
  Sympathy counters and dispels antipathy.
  TELEKINESIS
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target or Targets see text
  Duration concentration (up to 1 round/level) or instantaneous; 
  see text
  Saving Throw Will negates (object) or none; see text; Spell 
  Resistance yes (object); see text
  You move objects or creatures by concentrating on them. 
  Depending on the version selected, the spell can provide a gentle, 
  sustained force, perform a variety of combat maneuvers, or exert 
  a single short, violent thrust.
  Sustained Force: A sustained force moves an object weighing no 
  more than 25 pounds per caster level (maximum 375 pounds at 15th 
  level) up to 20 feet per round. A creature can negate the effect on an 
  object it possesses with a successful Will save or with spell resistance.
  This version of the spell can last 1 round per caster level, but it 
  ends if you cease concentration. The weight can be moved vertically, 
  horizontally, or in both directions. An object cannot be moved beyond 
  your range. The spell ends if the object is forced beyond the range. If 
  you cease concentration for any reason, the object falls or stops.
  An object can be telekinetically manipulated as if with one 
  hand. For example, a lever or rope can be pulled, a key can be 
  turned, an object rotated, and so on, if the force required is 
  within the weight limitation. You might even be able to untie 
  simple knots, though delicate activities such as these require DC 
  15 Intelligence checks.
  Combat Maneuver: Alternatively, once per round, you can use 
  telekinesis to perform a bull rush, disarm, grapple (including pin), 
  or trip. Resolve these attempts as normal, except that they don’t 
  provoke attacks of opportunity, you use your caster level in place 
  of your Combat Maneuver Bonus, and you add your Intelligence 
  modifier (if a wizard) or Charisma modifier (if a sorcerer) in place 
  of your Strength or Dexterity modifier. No save is allowed against 
  these attempts, but spell resistance applies normally. This version 
  of the spell can last 1 round per caster level, but it ends if you 
  cease concentration.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703351
  703351
  451275
  451275
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703352
  703352
  451276
  451276
  358
  358
  Violent Thrust: Alternatively, the spell energy can be spent in a 
  single round. You can hurl one object or creature per caster level 
  (maximum 15) that are within range and all within 10 feet of each 
  other toward any target within 10 feet per level of all the objects. 
  You can hurl up to a total weight of 25 pounds per caster level 
  (maximum 375 pounds at 15th level).
  You must succeed on attack rolls (one per creature or object 
  thrown) to hit the target with the items, using your base attack 
  bonus + your Intelligence modifier (if a wizard) or Charisma modifier 
  (if a sorcerer). Weapons cause standard damage (with no Strength 
  bonus; note that arrows or bolts deal damage as daggers of their 
  size when used in this manner). Other objects cause damage 
  ranging from 1 point per 25 pounds (for less dangerous objects) 
  to 1d6 points of damage per 25 pounds (for hard, dense objects). 
  Objects and creatures that miss their target land in a square 
  adjacent to the target.
  Creatures who fall within the weight capacity of the spell can 
  be hurled, but they are allowed Will saves (and spell resistance) to 
  negate the effect, as are those whose held possessions are targeted 
  by the spell.
  If a telekinesed creature is hurled against a solid surface, it takes 
  damage as if it had fallen 10 feet (1d6 points).
  TELEKINETIC SPHERE
  School evocation [force]; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a crystal sphere and a pair of small magnets)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 1-ft.-diameter/level sphere, centered around creatures  
  or objects
  Duration 1 min./level (D)
  Saving Throw Reflex negates (object); Spell Resistance yes (object)
  This spell functions like resilient sphere, but the creatures or 
  objects caught inside the globe created by the spell are made 
  nearly weightless. Anything contained within a telekinetic 
  sphere weighs only one-sixteenth of its normal weight. You can 
  telekinetically lift anything in the sphere that normally weighs 
  5,000 pounds or less. The telekinetic control extends from you 
  out to medium range (100 feet + 10 feet per caster level) after the 
  sphere has succeeded in encapsulating its contents.
  You can move the sphere, along with the objects and creatures 
  it contains that weigh a total of 5,000 pounds or less, by 
  concentrating on the sphere. You can begin moving a sphere in 
  the round after casting the spell. If you concentrate on doing 
  so (a standard action), you can move the sphere as much as 30 
  feet in a round. If you cease concentrating, the sphere does not 
  move in that round (if on a level surface) or descends at its falling 
  rate (if aloft) until it reaches a level surface. You can resume 
  concentrating on your next turn or any later turn during the 
  spell’s duration.
  The sphere falls at a rate of only 60 feet per round, which is not 
  fast enough to cause damage to the contents of the sphere.
  You can move the sphere telekinetically even if you are in it.
  TELEPATHIC BOND
  School divination; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (two eggshells from two different creatures)
  Range close (25 ft. + 5 ft./2 levels)
  Targets you plus one willing creature per three levels, no two of 
  which can be more than 30 ft. apart
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You forge a telepathic bond among yourself and a number of 
  willing creatures, each of which must have an Intelligence score 
  of 3 or higher. Each creature included in the link is linked to all 
  the others. The creatures can communicate telepathically through 
  the bond regardless of language. No special power or influence 
  is established as a result of the bond. Once the bond is formed, it 
  works over any distance (although not from one plane to another).
  If desired, you may leave yourself out of the telepathic bond 
  forged. This decision must be made at the time of casting.
  Telepathic bond can be made permanent with a permanency spell, 
  though it only bonds two creatures per casting of permanency.
  TELEPORT
  School conjuration (teleportation); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V
  Range personal and touch
  Target you and touched objects or other touched willing creatures
  Duration instantaneous
  Saving Throw none and Will negates (object); Spell Resistance no 
  and yes (object)
  This spell instantly transports you to a designated destination, 
  which may be as distant as 100 miles per caster level. Interplanar 
  travel is not possible. You can bring along objects as long as their 
  weight doesn’t exceed your maximum load. You may also bring 
  one additional willing Medium or smaller creature (carrying gear or 
  objects up to its maximum load) or its equivalent per three caster 
  levels. A Large creature counts as two Medium creatures, a Huge 
  creature counts as four Medium creatures, and so forth. All creatures 
  to be transported must be in contact with one another, and at least 
  one of those creatures must be in contact with you. As with all spells 
  where the range is personal and the target is you, you need not make 
  a saving throw, nor is spell resistance applicable to you. Only objects 
  held or in use (attended) by another person receive saving throws and 
  spell resistance.
  You must have some clear idea of the location and layout of the 
  destination. The clearer your mental image, the more likely the 
  teleportation works. Areas of strong physical or magical energy may 
  make teleportation more hazardous or even impossible.
  To see how well the teleportation works, roll d% and consult the 
  table at the end of this spell. Refer to the following information for 
  definitions of the terms on the table.
  Familiarity: “Very familiar” is a place where you have been very 
  often and where you feel at home. “Studied carefully” is a place you 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703352
  703352
  451276
  451276
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703353
  703353
  451277
  451277
  359
  359
  10
  Spells
  Spells
  know well, either because you can currently physically see it or you’ve 
  been there often. “Seen casually” is a place that you have seen more 
  than once but with which you are not very familiar. “Viewed once” is a 
  place that you have seen once, possibly using magic such as scrying. 
  “False destination” is a place that does not truly exist or if you are 
  teleporting to an otherwise familiar location that no longer exists as 
  such or has been so completely altered as to no longer be familiar 
  to you. When traveling to a false destination, roll 1d20+80 to obtain 
  results on the table, rather than rolling d%, since there is no real 
  destination for you to hope to arrive at or even be off target from.
  On Target: You appear where you want to be.
  Off Target: You appear safely a random distance away from 
  the destination in a random direction. Distance off target is d% 
  of the distance that was to be traveled. The direction off target is 
  determined randomly.
  Similar Area: You wind up in an area that’s visually or thematically 
  similar to the target area. Generally, you appear in the closest similar 
  place within range. If no such area exists within the spell’s range, the 
  spell simply fails instead.
  Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you reroll on 
  the chart to see where you wind up. For these rerolls, roll 1d20+80. 
  Each time “Mishap” comes up, the characters take more damage and 
  must reroll.
   
  On  
  Off 
  Similar
  Familiarity 
  Target 
  Target 
  Area 
  Mishap
  Very familiar 
  01–97 
  98–99 
  100 
  —
  Studied carefully 
  01–94 
  95–97 
  98–99 
  100
  Seen casually 
  01–88 
  89–94 
  95–98 
  99–100
  Viewed once 
  01–76 
  77–88 
  89–96 
  97–100
  False destination 
  — 
  — 
  81–92 
  93–100
  TELEPORT, GREATER
  School conjuration (teleportation); Level sorcerer/wizard 7
  This spell functions like teleport, except that there is no range limit 
  and there is no chance you arrive off target. In addition, you need not 
  have seen the destination, but in that case you must have at least a 
  reliable description of the place to which you are teleporting. If you 
  attempt to teleport with insufficient information (or with misleading 
  information), you disappear and simply reappear in your original 
  location. Interplanar travel is not possible.
  TELEPORT OBJECT
  School conjuration (teleportation); Level sorcerer/wizard 7
  Range touch
  Target one touched object of up to 50 lbs./level and 3 cu. ft./level
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell functions like teleport, except that it teleports an object, 
  not you. Creatures and magical forces cannot be teleported.
  If desired, the target object can be sent to a distant location on 
  the Ethereal Plane. In this case, the point from which the object 
  was teleported remains faintly magical until the item is retrieved. A 
  successful targeted dispel magic spell cast on that point brings the 
  vanished item back from the Ethereal Plane.
  TELEPORTATION CIRCLE
  School conjuration (teleportation); Level sorcerer/wizard 9
  Casting Time 10 minutes
  Components V, M (amber dust to cover circle worth 1,000 gp)
  Range 0 ft.
  Effect 5-ft.-radius circle that teleports those who activate it
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance yes
  You create a circle on the floor or other horizontal surface that 
  teleports, as greater teleport, any creature who stands on it to 
  a designated spot. Once you designate the destination for the 
  circle, you can’t change it. The spell fails if you attempt to set 
  the circle to teleport creatures into a solid object, to a place with 
  which you are not familiar and have no clear description, or to 
  another plane.
  The circle itself is subtle and nearly impossible to notice. If you 
  intend to keep creatures from activating it accidentally, you need to 
  mark the circle in some way.
  Teleportation circle can be made permanent with a permanency 
  spell. A permanent teleportation circle that is disabled becomes 
  inactive for 10 minutes, then can be triggered again as normal.
  Magic traps such as teleportation circle are hard to detect and 
  disable. A character with the trapfinding class feature can use the 
  Disable Device to disarm magic traps. The DC in each case is 25 + 
  spell level, or 34 in the case of teleportation circle.
  TEMPORAL STASIS
  School transmutation; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (powdered diamond, emerald, ruby, and 
  sapphire dust worth 5,000 gp)
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Fortitude negates; Spell Resistance yes
  You must succeed on a melee touch attack. You place the subject 
  into a state of suspended animation. For the creature, time ceases 
  to flow, and its condition becomes fixed. The creature does not 
  grow older. Its body functions virtually cease, and no force or 
  effect can harm it. This state persists until the magic is removed 
  (such as by a successful dispel magic spell or a freedom spell).
  TIME STOP
  School transmutation; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 1d4+1 rounds (apparent time); see text
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703353
  703353
  451277
  451277
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703354
  703354
  451278
  451278
  360
  360
  This spell seems to make time cease to flow for everyone but you. In 
  fact, you speed up so greatly that all other creatures seem frozen, 
  though they are actually still moving at their normal speeds. You are 
  free to act for 1d4+1 rounds of apparent time. Normal and magical 
  fire, cold, gas, and the like can still harm you. While the time stop is 
  in effect, other creatures are invulnerable to your attacks and spells; 
  you cannot target such creatures with any attack or spell. A spell that 
  affects an area and has a duration longer than the remaining duration 
  of the time stop have their normal effects on other creatures once the 
  time stop ends. Most spellcasters use the additional time to improve 
  their defenses, summon allies, or flee from combat.
  You cannot move or harm items held, carried, or worn by a 
  creature stuck in normal time, but you can affect any item that is 
  not in another creature’s possession.
  You are undetectable while time stop lasts. You cannot enter an area 
  protected by an antimagic field while under the effect of time stop.
  TINy HUT
  School evocation [force]; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a small crystal bead)
  Range 20 ft.
  Effect 20-ft.-radius sphere centered on your location
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You create an unmoving, opaque sphere of force of any color 
  you desire around yourself. Half the sphere projects above the 
  ground, and the lower hemisphere passes through the ground. As 
  many as nine other Medium creatures can fit into the field with 
  you; they can freely pass into and out of the hut without harming 
  it. However, if you remove yourself from the hut, the spell ends.
  The temperature inside the hut is 70° F if the exterior 
  temperature is between 0° and 100° F. An exterior temperature 
  below 0° or above 100° lowers or raises the interior temperature on 
  a 1-degree-for-1 basis. The hut also provides protection against the 
  elements, such as rain, dust, and sandstorms. The hut withstands 
  any wind of less than hurricane force, but a hurricane (75+ mph wind 
  speed) or greater force destroys it.
  The interior of the hut is a hemisphere. You can illuminate it 
  dimly upon command or extinguish the light as desired. Although 
  the force field is opaque from the outside, it is transparent from 
  within. Missiles, weapons, and most spell effects can pass through 
  the hut without affecting it, although the occupants cannot be seen 
  from outside the hut (they have total concealment).
  TONGUES
  School divination; Level bard 2, cleric 4, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, M/DF (a clay model of a ziggurat)
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance no
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether 
  it is a racial tongue or a regional dialect. The subject can 
  speak only one language at a time, although it may be able to 
  understand several languages. Tongues does not enable the 
  subject to speak with creatures who don’t speak. The subject 
  can make itself understood as far as its voice carries. This spell 
  does not predispose any creature addressed toward the subject 
  in any way.
  Tongues can be made permanent with a permanency spell.
  TOUCH OF FATIGUE
  School necromancy; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, M (a drop of sweat)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  You channel negative energy through your touch, fatiguing the 
  target. You must succeed on a touch attack to strike a target. The 
  subject is immediately fatigued for the spell’s duration.
  This spell has no effect on a creature that is already fatigued. 
  Unlike with normal fatigue, the effect ends as soon as the spell’s 
  duration expires.
  TOUCH OF IDIOCy
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration 10 min./level
  Saving Throw no; Spell Resistance yes
  With a touch, you reduce the target’s mental faculties. Your 
  successful melee touch attack applies a 1d6 penalty to the target’s 
  Intelligence, Wisdom, and Charisma scores. This penalty can’t 
  reduce any of these scores below 1.
  This spell’s effect may make it impossible for the target to cast 
  some or all of its spells, if the requisite ability score drops below the 
  minimum required to cast spells of that level.
  TRANSFORMATION
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a potion of bull’s strength, which you drink 
  and whose effects are subsumed by the spell effects)
  Range personal
  Target you
  Duration 1 round/level
  You become a fighting machine —stronger, tougher, faster, and 
  more skilled in combat. Your mindset changes so that you relish 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703354
  703354
  451278
  451278
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703355
  703355
  451279
  451279
  361
  361
  10
  Spells
  Spells
  combat and you can’t cast spells, even from magic items.
  You gain a +4 enhancement bonus to Strength, Dexterity, and 
  Constitution, a +4 natural armor bonus to AC, a +5 competence 
  bonus on Fortitude saves, and proficiency with all simple and 
  martial weapons. Your base attack bonus equals your character level 
  (which may give you multiple attacks).
  You lose your spellcasting ability, including your ability to use 
  spell activation or spell completion magic items, just as if the spells 
  were no longer on your class list.
  TRANSMUTE METAL TO WOOD
  School transmutation; Level druid 7
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area all metal objects within a 40-ft.-radius burst
  Duration instantaneous
  Saving Throw none; Spell Resistance yes (object; see text)
  This spell enables you to change all metal objects within its area 
  to wood. Weapons, armor, and other metal objects carried by 
  creatures are affected as well. A magic object made of metal 
  effectively has spell resistance equal to 20 + its caster level against 
  this spell. Artifacts cannot be transmuted. Weapons converted 
  from metal to wood take a –2 penalty on attack and damage rolls. 
  The armor bonus of any armor converted from metal to wood is 
  reduced by 2. Weapons changed by this spell splinter and break 
  on any natural attack roll of 1 or 2, and armor changed by this 
  spell loses an additional point of armor bonus every time it is 
  struck with a natural attack roll of 19 or 20.
  Only limited wish, miracle, wish, or similar magic can restore a 
  transmuted object to its metallic state.
  TRANSMUTE MUD TO ROCK
  School transmutation [earth]; Level druid 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M/DF (sand, lime, and water)
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. cubes/level (S)
  Duration permanent
  Saving Throw see text; Spell Resistance no
  This spell permanently transforms normal mud or quicksand of 
  any depth into soft stone (sandstone or a similar mineral).
  Any creature in the mud is allowed a Reflex save to escape before 
  the area is hardened to stone.
  Transmute mud to rock counters and dispels transmute rock to mud.
  TRANSMUTE ROCK TO MUD
  School transmutation [earth]; Level druid 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M/DF (clay and water)
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. cubes/level (S)
  Duration permanent; see text
  Saving Throw see text; Spell Resistance no
  This spell turns natural, uncut, or unworked rock of any sort into 
  an equal volume of mud. Magical stone is not affected by the 
  spell. The depth of the mud created cannot exceed 10 feet. A 
  creature unable to levitate, fly, or otherwise free itself from the 
  mud sinks until hip- or chest-deep, reducing its speed to 5 feet 
  and causing a –2 penalty on attack rolls and AC. Brush or similar 
  material thrown atop the mud can support creatures able to climb 
  on top of it. Creatures large enough to walk on the bottom can 
  wade through the area at a speed of 5 feet.
  If transmute rock to mud is cast upon the ceiling of a cavern or 
  tunnel, the mud falls to the floor and spreads out in a pool at a depth 
  of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of 
  bludgeoning damage to anyone caught directly beneath the targeted 
  area, or half damage to those who succeed on Reflex saves.
  Castles and large stone buildings are generally immune to the 
  effect of the spell, since transmute rock to mud can’t affect worked 
  stone and doesn’t reach deep enough to undermine such buildings’ 
  foundations. However, small buildings or structures often rest 
  upon foundations shallow enough to be damaged or even partially 
  toppled by this spell.
  The mud remains until a successful dispel magic or transmute 
  mud to rock spell restores its substance—but not necessarily its 
  form. Evaporation turns the mud to normal dirt over a period of 
  days. The exact time depends on exposure to the sun, wind, and 
  normal drainage.
  Transmute rock to mud counters and dispels transmute mud to rock.
  TRANSPORT VIA PLANTS
  School conjuration (teleportation); Level druid 6
  Casting Time 1 standard action
  Components V, S
  Range unlimited
  Target you and touched objects or other touched willing creatures
  Duration 1 round
  Saving Throw none; Spell Resistance no
  You can enter any normal plant (equal to your size or larger) and 
  pass any distance to a plant of the same kind in a single round, 
  regardless of the distance separating the two. The plants must 
  be alive. The destination plant need not be familiar to you. If you 
  are uncertain of the location of a particular kind of destination 
  plant, you need merely designate direction and distance and the 
  transport via plants spell moves you as close as possible to the 
  desired location. If a particular destination plant is desired but 
  the plant is not living, the spell fails and you are ejected from the 
  entry plant.
  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load. You may also bring one additional 
  willing Medium or smaller creature (carrying gear or objects up 
  to its maximum load) or its equivalent per three caster levels. Use 
  the following equivalents to determine the maximum number of 
  larger creatures you can bring along: a Large creature counts as 
  two Medium creatures, a Huge creature counts as four Medium 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703355
  703355
  451279
  451279
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703356
  703356
  451280
  451280
  362
  362
  creatures, and so forth. All creatures to be transported by the spell 
  must be in physical contact with one another, and at least one of 
  those creatures must be in contact with you.
  You can’t use this spell to travel through plant creatures.
  The destruction of an occupied plant slays you and any creatures 
  you have brought along, and ejects the bodies and all carried 
  objects from it.
  TRAP THE SOUL
  School conjuration (summoning); Level sorcerer/wizard 8
  Casting Time 1 standard action or see text
  Components V, S, M (gem worth 1,000 gp per HD of the 
  trapped creature)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration permanent; see text
  Saving Throw see text; Spell Resistance yes; see text
  Trap the soul forces a creature’s life force (and its material body) 
  into a gem. The gem holds the trapped entity indefinitely or until 
  the gem is broken and the life force is released, which allows the 
  material body to reform. If the trapped creature is a powerful 
  creature from another plane, it can be required to perform a 
  service immediately upon being freed. Otherwise, the creature 
  can go free once the gem imprisoning it is broken.
  Depending on the version selected, the spell can be triggered in 
  one of two ways.
  Spell Completion: First, the spell can be completed by speaking its 
  final word as a standard action as if you were casting a regular spell 
  at the subject. This allows spell resistance (if any) and a Will save to 
  avoid the effect. If the creature’s name is spoken as well, any spell 
  resistance is ignored and the save DC increases by 2. If the save or 
  spell resistance is successful, the gem shatters.
  Trigger Object: The second method is far more insidious, for it 
  tricks the subject into accepting a trigger object inscribed with the 
  final spell word, automatically placing the creature’s soul in the trap. 
  To use this method, both the creature’s name and the trigger word 
  must be inscribed on the trigger object when the gem is enspelled. 
  A sympathy spell can also be placed on the trigger object. As soon 
  as the subject picks up or accepts the trigger object, its life force 
  is automatically transferred to the gem without the benefit of spell 
  resistance or a save.
  TREE SHAPE
  School transmutation; Level druid 2, ranger 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 hour/level (D)
  This spell allows you to assume the form of a Large living tree or shrub 
  or a Large dead tree trunk with a small number of limbs. The exact 
  type of tree, as well as its appearance, is completely under your control. 
  Even the closest inspection cannot reveal that the tree in question is 
  actually a magically concealed creature. To all normal tests you are, 
  in fact, a tree or shrub, although a detect magic spell reveals a faint 
  transmutation on the tree. While in tree form, you can observe all that 
  transpires around you just as if you were in your normal form, and your 
  hit points and save bonuses remain unaffected. You gain a +10 natural 
  armor bonus to AC but have an effective Dexterity score of 0 and a 
  speed of 0 feet. You are immune to critical hits while in tree form. All 
  clothing and gear carried or worn changes with you. You can dismiss 
  tree shape as a free action (instead of as a standard action).
  TREE STRIDE
  School conjuration (teleportation); Level druid 5, ranger 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 hour/level or until expended; see text
  When you cast this spell, you gain the ability to step into a tree, 
  magically infusing yourself with the plant. Once within a tree, you 
  can teleport from that particular tree to another tree. The trees you 
  enter must be of the same kind, must be living, and must have girth 
  at least equal to yours. By moving into an oak tree (for example), you 
  instantly know the location of all other oak trees within transport 
  range (see below) and may choose whether you want to pass 
  into one or simply step back out of the tree you moved into. You 
  may choose to pass to any tree of the appropriate kind within the 
  transport range as shown on the following table.
  Type of Tree 
  Transport Range
  Oak, ash, yew 
  3,000 feet
  Elm, linden 
  2,000 feet
  Other deciduous 
  1,500 feet
  Any coniferous 
  1,000 feet
  You may move into a tree up to one time per caster level (passing 
  from one tree to another counts only as moving into one tree). The 
  spell lasts until the duration expires or you exit a tree. Each transport 
  is a full-round action.
  You can, at your option, remain within a tree without 
  transporting yourself, but you are forced out when the spell ends. If 
  the tree in which you are concealed is chopped down or burned, you 
  are slain if you do not exit before the process is complete.
  TRUE RESURRECTION
  School conjuration (healing); Level cleric 9
  Casting Time: 10 minutes
  Components V, S, M, DF (diamond worth 25,000 gp)
  This spell functions like raise dead, except that you can resurrect a 
  creature that has been dead for as long as 10 years per caster level. 
  This spell can even bring back creatures whose bodies have been 
  destroyed, provided that you unambiguously identify the deceased 
  in some fashion (reciting the deceased’s time and place of birth or 
  death is the most common method).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703356
  703356
  451280
  451280
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703357
  703357
  451281
  451281
  363
  363
  10
  Spells
  Spells
  Upon completion of the spell, the creature is immediately 
  restored to full hit points, vigor, and health, with no negative levels 
  (or Constitution points) and all of the prepared spells possessed by 
  the creature when it died.
  You can revive someone killed by a death effect or someone 
  who has been turned into an undead creature and then destroyed. 
  This spell can also resurrect elementals or outsiders, but it can’t 
  resurrect constructs or undead creatures.
  Even true resurrection can’t restore to life a creature who has died 
  of old age.
  TRUE SEEING
  School divination; Level cleric 5, druid 7, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (an eye ointment that costs 250 gp)
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  You confer on the subject the ability to see all things as they actually 
  are. The subject sees through normal and magical darkness, notices 
  secret doors hidden by magic, sees the exact locations of creatures 
  or objects under blur or displacement effects, sees invisible creatures 
  or objects normally, sees through illusions, and sees the true form 
  of polymorphed, changed, or transmuted things. Further, the 
  subject can focus its vision to see into the Ethereal Plane (but not 
  into extradimensional spaces). The range of true seeing conferred is 
  120 feet.
  True seeing, however, does not penetrate solid objects. It in 
  no way confers X-ray vision or its equivalent. It does not negate 
  concealment, including that caused by fog and the like. True seeing 
  does not help the viewer see through mundane disguises, spot 
  creatures who are simply hiding, or notice secret doors hidden by 
  mundane means. In addition, the spell effects cannot be further 
  enhanced with known magic, so one cannot use true seeing through 
  a crystal ball or in conjunction with clairaudience/clairvoyance.
  TRUE STRIKE
  School divination; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, F (small wooden replica of an archery target)
  Range personal
  Target you
  Duration see text
  You gain temporary, intuitive insight into the immediate future 
  during your next attack. Your next single attack roll (if it is made 
  before the end of the next round) gains a +20 insight bonus. 
  Additionally, you are not affected by the miss chance that applies to 
  attackers trying to strike a concealed target.
  UNDEATH TO DEATH
  School necromancy; Level cleric 6, sorcerer/wizard 6
  Components: V, S, M/DF (diamond powder worth 500 gp)
  Area several undead creatures within a 40-ft.-radius burst
  Saving Throw Will negates
  This spell functions like circle of death, except that it destroys 
  undead creatures as noted above.
  UNDETECTABLE ALIGNMENT
  School abjuration; Level bard 1, cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration 24 hours
  Saving Throw Will negates (object); Spell Resistance yes (object)
  An undetectable alignment spell conceals the alignment of an 
  object or a creature from all forms of divination.
  UNHALLOW
  School evocation [evil]; Level cleric 5, druid 5
  Casting Time 24 hours
  Components V, S, M (herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be tied to the 
  unhallowed area)
  Range touch
  Area 40-ft. radius emanating from the touched point
  Duration instantaneous
  Saving Throw see text; Spell Resistance see text
  Unhallow makes a particular site, building, or structure an unholy 
  site. This has three major effects.
  First, the site or structure is guarded by a magic circle against 
  good effect.
  Second, the DC to resist negative channeled energy within the 
  spell’s area of effect gains a +4 sacred bonus and the DC to resist 
  positive energy is reduced by 4. Spell resistance does not apply to this 
  effect. This provision does not apply to the druid version of the spell.
  Finally, you may choose to fix a single spell effect to the 
  unhallowed site. The spell effect lasts for 1 year and functions 
  throughout the entire site, regardless of its normal duration and 
  area or effect. You may designate whether the effect applies to all 
  creatures, creatures that share your faith or alignment, or creatures 
  that adhere to another faith or alignment. At the end of the year, the 
  chosen effect lapses, but it can be renewed or replaced simply by 
  casting unhallow again.
  Spell effects that may be tied to an unhallowed site include aid, 
  bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, 
  detect magic, detect good, dimensional anchor, discern lies, dispel magic, 
  endure elements, freedom of movement, invisibility purge, protection 
  from energy, remove fear, resist energy, silence, tongues, and zone of 
  truth.
  Saving throws and spell resistance might apply to these spells’ 
  effects. (See the individual spell descriptions for details.)
  An area can receive only one unhallow spell (and its associated 
  spell effect) at a time.
  Unhallow counters but does not dispel hallow.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703357
  703357
  451281
  451281
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703358
  703358
  451282
  451282
  364
  364
  UNHOLy AURA
  School abjuration [evil]; Level cleric 8
  Casting Time 1 standard action
  Components V, S, F (a tiny reliquary worth 500 gp)
  Range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes (harmless)
  A malevolent darkness surrounds the subjects, protecting them 
  from attacks, granting them resistance to spells cast by good 
  creatures, and weakening good creatures when they strike the 
  subjects. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves. Unlike the effect of protection from 
  good, this benefit applies against all attacks, not just against attacks 
  by good creatures.
  Second, a warded creature gains SR 25 against good spells and 
  spells cast by good creatures.
  Third, the abjuration protects the subjects from possession and 
  mental influence, just as protection from good does.
  Finally, if a good creature succeeds on a melee attack against a 
  warded creature, the offending attacker takes 1d6 points of Strength 
  damage (Fortitude negates).
  UNHOLy BLIGHT
  School evocation [evil]; Level cleric 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread
  Duration instantaneous (1d4 rounds); see text
  Saving Throw Will partial; Spell Resistance yes
  You call up unholy power to smite your enemies. The power takes 
  the form of a cold, cloying miasma of greasy darkness. Only good 
  and neutral (not evil) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 
  10d6, to a good outsider) and causes it to be sickened for 1d4 
  rounds. A successful Will save reduces damage to half and negates 
  the sickened effect. The effects cannot be negated by remove disease 
  or heal, but remove curse is effective.
  The spell deals only half damage to creatures who are neither evil 
  nor good, and they are not sickened. Such a creature can reduce the 
  damage by half again (down to one-quarter) with a successful Will save.
  UNSEEN SERVANT
  School conjuration (creation); Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a piece of string and a bit of wood)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one invisible, mindless, shapeless servant
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  An unseen servant is an invisible, mindless, shapeless force that 
  performs simple tasks at your command. It can run and fetch 
  things, open unstuck doors, and hold chairs, as well as clean 
  and mend. The servant can perform only one activity at a time, 
  but it repeats the same activity over and over again if told to do 
  so as long as you remain within range. It can open only normal 
  doors, drawers, lids, and the like. It has an effective Strength 
  score of 2 (so it can lift 20 pounds or drag 100 pounds). It 
  can trigger traps and such, but it can exert only 20 pounds of 
  force, which is not enough to activate certain pressure plates 
  and other devices. It can’t perform any task that requires a 
  skill check with a DC higher than 10 or that requires a check 
  using a skill that can’t be used untrained. This servant cannot 
  fly, climb, or even swim (though it can walk on water). Its base 
  speed is 15 feet.
  The servant cannot attack in any way; it is never allowed an 
  attack roll. It cannot be killed, but it dissipates if it takes 6 points of 
  damage from area attacks. (It gets no saves against attacks.) If you 
  attempt to send it beyond the spell’s range (measured from your 
  current position), the servant ceases to exist.
  VAMPIRIC TOUCH
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous/1 hour; see text
  Saving Throw none; Spell Resistance yes
  You must succeed on a melee touch attack. Your touch deals 1d6 
  points of damage per two caster levels (maximum 10d6). You gain 
  temporary hit points equal to the damage you deal. You can’t 
  gain more than the subject’s current hit points + the subject’s 
  Constitution score (which is enough to kill the subject). The 
  temporary hit points disappear 1 hour later.
  VEIL
  School illusion (glamer); Level bard 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Targets one or more creatures, no two of which can be more than 
  30 ft. apart
  Duration concentration + 1 hour/level (D)
  Saving Throw Will negates; see text; Spell Resistance yes; see text
  You instantly change the appearance of the subjects and then 
  maintain that appearance for the spell’s duration. You can make 
  the subjects appear to be anything you wish. The subjects look, 
  feel, and smell just like the creatures the spell makes them 
  resemble. Affected creatures resume their normal appearances 
  if slain. You must succeed on a Disguise check to duplicate the 
  appearance of a specific individual. This spell gives you a +10 
  bonus on the check.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703358
  703358
  451282
  451282
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703359
  703359
  451283
  451283
  365
  365
  10
  Spells
  Spells
  Unwilling targets can negate the spell’s effect on them by making 
  Will saves or with spell resistance. Those who interact with the 
  subjects can attempt Will disbelief saves to see through the glamer, 
  but spell resistance doesn’t help.
  VENTRILOQUISM
  School illusion (figment); Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, F (parchment rolled into cone)
  Range close (25 ft. + 5 ft./2 levels)
  Effect intelligible sound, usually speech
  Duration 1 min./level (D)
  Saving Throw Will disbelief (if interacted with); Spell Resistance no
  You can make your voice (or any sound that you can normally make 
  vocally) seem to issue from someplace else. You can speak in any 
  language you know. With respect to such voices and sounds, anyone 
  who hears the sound and rolls a successful save recognizes it as 
  illusory (but still hears it).
  VIRTUE
  School transmutation; Level cleric 0, druid 0, paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 min.
  Saving Throw none; Spell Resistance yes (harmless)
  With a touch, you infuse a creature with a tiny surge of life, 
  granting the subject 1 temporary hit point.
  VISION
  School divination; Level sorcerer/wizard 7
  Casting Time 1 standard action
  This spell functions like legend lore, except that it works more 
  quickly and produces some strain on you. You pose a question 
  about some person, place, or object, then cast the spell. If 
  the person or object is at hand or if you are in the place in 
  question, you receive a vision about it by succeeding on a 
  caster level check (1d20 + 1 per caster level; maximum +25) 
  against DC 20. If only detailed information on the person, 
  place, or object is known, the DC is 25, and the information 
  gained is incomplete. If only rumors are known, the DC is 
  30, and the information gained is vague. After this spell is 
  complete, you are fatigued.
  WAIL OF THE BANSHEE
  School necromancy [death, sonic]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature/level within a 40-ft.-radius spread
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  When you cast this spell, you emit a terrible, soul-chilling scream 
  that possibly kills creatures that hear it (except for yourself). The 
  spell affects up to one creature per caster level, inflicting 10 points 
  of damage per caster level. Creatures closest to the point of origin 
  are affected first.
  WALL OF FIRE
  School evocation [fire]; Level druid 5, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of phosphor)
  Range medium (100 ft. + 10 ft./level)
  Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire 
  with a radius of up to 5 ft./two levels; either form 20 ft. high
  Duration concentration + 1 round/level
  Saving Throw none; Spell Resistance yes
  An immobile, blazing curtain of shimmering violet fire springs 
  into existence. One side of the wall, selected by you, sends 
  forth waves of heat, dealing 2d4 points of fire damage to 
  creatures within 10 feet and 1d4 points of fire damage to those 
  past 10 feet but within 20 feet. The wall deals this damage 
  when it appears, and to all creatures in the area on your turn 
  each round. In addition, the wall deals 2d6 points of fire 
  damage + 1 point of fire damage per caster level (maximum 
  +20) to any creature passing through it. The wall deals double 
  damage to undead creatures.
  If you evoke the wall so that it appears where creatures are, each 
  creature takes damage as if passing through the wall. If any 5-foot 
  length of wall takes 20 points or more of cold damage in 1 round, 
  that length goes away. (Do not divide cold damage by 2, as normal 
  for objects.)
  Wall of fire can be made permanent with a permanency spell. A 
  permanent wall of fire that is extinguished by cold damage becomes 
  inactive for 10 minutes, then reforms at normal strength.
  WALL OF FORCE
  School evocation [force]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (powdered quartz)
  Range close (25 ft. + 5 ft./2 levels)
  Effect wall whose area is up to one 10-ft. square/level
  Duration 1 round /level (D)
  Saving Throw none; Spell Resistance no
  A wall of force creates an invisible wall of pure force. The wall 
  cannot move and is not easily destroyed. A wall of force is immune 
  to dispel magic, although a mage’s disjunction can still dispel it. 
  A wall of force can be damaged by spells as normal, except for 
  disintegrate, which automatically destroys it. It can be damaged 
  by weapons and supernatural abilities, but a wall of force has 
  hardness 30 and a number of hit points equal to 20 per caster 
  level. Contact with a sphere of annihilation or rod of cancellation 
  instantly destroys a wall of force.
  Breath weapons and spells cannot pass through a wall of force 
  in either direction, although dimension door, teleport, and similar 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703359
  703359
  451283
  451283
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703360
  703360
  451284
  451284
  366
  366
  effects can bypass the barrier. It blocks ethereal creatures as well as 
  material ones (though ethereal creatures can usually circumvent the 
  wall by going around it, through material floors and ceilings). Gaze 
  attacks can operate through a wall of force.
  The caster can form the wall into a flat, vertical plane whose area 
  is up to one 10-foot square per level. The wall must be continuous 
  and unbroken when formed. If its surface is broken by any object or 
  creature, the spell fails.
  Wall of force can be made permanent with a permanency spell.
  WALL OF ICE
  School evocation [cold]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a piece of quartz or rock crystal)
  Range medium (100 ft. + 10 ft./level)
  Effect anchored plane of ice, up to one 10-ft. square/level, or 
  hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
  Duration 1 min./level
  Saving Throw Reflex negates; see text; Spell Resistance yes
  This spell creates an anchored plane of ice or a hemisphere of ice, 
  depending on the version selected. A wall of ice cannot form in an area 
  occupied by physical objects or creatures. Its surface must be smooth 
  and unbroken when created. Any creature adjacent to the wall when it 
  is created may attempt a Reflex save to disrupt the wall as it is being 
  formed. A successful save indicates that the spell automatically fails. 
  Fire can melt a wall of ice, and it deals full damage to the wall (instead 
  of the normal half damage taken by objects). Suddenly melting a wall 
  of ice creates a great cloud of steamy fog that lasts for 10 minutes.
  Ice Plane: A sheet of strong, hard ice appears. The wall is 1 
  inch thick per caster level. It covers up to a 10-foot-square area 
  per caster level (so a 10th-level wizard can create a wall of ice 100 
  feet long and 10 feet high, a wall 50 feet long and 20 feet high, or 
  any other combination of length and height that does not exceed 
  1,000 square feet). The plane can be oriented in any fashion as 
  long as it is anchored. A vertical wall need only be anchored on the 
  floor, while a horizontal or slanting wall must be anchored on two 
  opposite sides.
  Each 10-foot square of wall has 3 hit points per inch of thickness. 
  Creatures can hit the wall automatically. A section of wall whose hit 
  points drop to 0 is breached. If a creature tries to break through the wall 
  with a single attack, the DC for the Strength check is 15 + caster level.
  Even when the ice has been broken through, a sheet of frigid air 
  remains. Any creature stepping through it (including the one who 
  broke through the wall) takes 1d6 points of cold damage + 1 point per 
  caster level (no save).
  Hemisphere: The wall takes the form of a hemisphere whose 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703360
  703360
  451284
  451284
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703361
  703361
  451285
  451285
  367
  367
  10
  Spells
  Spells
  maximum radius is 3 feet + 1 foot per caster level. The hemisphere is 
  as hard to break through as the ice plane form, but it does not deal 
  damage to those who go through a breach.
  WALL OF IRON
  School conjuration (creation); Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a small iron sheet plus gold dust worth 50 gp)
  Range medium (100 ft. + 10 ft./level)
  Effect iron wall whose area is up to one 5-ft. square/level; see text
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  You cause a flat, vertical iron wall to spring into being. The wall 
  inserts itself into any surrounding nonliving material if its area 
  is sufficient to do so. The wall cannot be conjured so that it 
  occupies the same space as a creature or another object. It must 
  always be a flat plane, though you can shape its edges to fit the 
  available space.
  A wall of iron is 1 inch thick per four caster levels. You can double 
  the wall’s area by halving its thickness. Each 5-foot square of the wall 
  has 30 hit points per inch of thickness and hardness 10. A section 
  of wall whose hit points drop to 0 is breached. If a creature tries to 
  break through the wall with a single attack, the DC for the Strength 
  check is 25 + 2 per inch of thickness.
  If you desire, the wall can be created vertically resting on a flat 
  surface but not attached to the surface, so that it can be tipped over 
  to fall on and crush creatures beneath it. The wall is 50% likely to 
  tip in either direction if left unpushed. Creatures can push the wall 
  in one direction rather than letting it fall randomly. A creature must 
  make a DC 40 Strength check to push the wall over. Creatures with 
  room to flee the falling wall may do so by making successful Reflex 
  saves. Any Large or smaller creature that fails takes 10d6 points of 
  damage while fleeing from the wall. The wall cannot crush Huge 
  and larger creatures.
  Like any iron wall, this wall is subject to rust, perforation, and 
  other natural phenomena. Iron created by this spell is not suitable 
  for use in the creation of other objects and cannot be sold.
  WALL OF STONE
  School conjuration (creation) [earth]; Level cleric 5, druid 6, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M/DF (a small block of granite)
  Range medium (100 ft. + 10 ft./level)
  Effect stone wall whose area is up to one 5-ft. square/level (S)
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  This spell creates a wall of rock that merges into adjoining rock 
  surfaces. A wall of stone is 1 inch thick per four caster levels and 
  composed of up to one 5-foot square per level. You can double the 
  wall’s area by halving its thickness. The wall cannot be conjured so 
  that it occupies the same space as a creature or another object.
  Unlike a wall of iron, you can create a wall of stone in almost 
  any shape you desire. The wall created need not be vertical, nor 
  rest upon any firm foundation; however, it must merge with and 
  be solidly supported by existing stone. It can be used to bridge 
  a chasm, for instance, or as a ramp. For this use, if the span is 
  more than 20 feet, the wall must be arched and buttressed. This 
  requirement reduces the spell’s area by half. The wall can be crudely 
  shaped to allow crenellations, battlements, and so forth by likewise 
  reducing the area.
  Like any other stone wall, this one can be destroyed by a 
  disintegrate spell or by normal means such as breaking and chipping. 
  Each 5-foot square of the wall has hardness 8 and 15 hit points per 
  inch of thickness. A section of wall whose hit points drop to 0 is 
  breached. If a creature tries to break through the wall with a single 
  attack, the DC for the Strength check is 20 + 2 per inch of thickness.
  It is possible, but difficult, to trap mobile opponents within or 
  under a wall of stone, provided the wall is shaped so it can hold 
  the creatures. Creatures can avoid entrapment with successful 
  Reflex saves.
  WALL OF THORNS
  School conjuration (creation); Level druid 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect wall of thorny brush, up to one 10-ft. cube/level (S)
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  A wall of thorns spell creates a barrier of very tough, pliable, 
  tangled brush bearing needle-sharp thorns as long as a human’s 
  finger. Any creature forced into or attempting to move through 
  a wall of thorns takes piercing damage per round of movement 
  equal to 25 minus the creature’s AC. Dexterity and dodge bonuses 
  to AC do not count for this calculation. (Creatures with an AC of 25 
  or higher, without considering Dexterity and dodge bonuses, take 
  no damage from contact with the wall.)
  You can make the wall as thin as 5 feet thick, which allows you to 
  shape the wall as a number of 10-by-10-by-5-foot blocks equal to 
  twice your caster level. This has no effect on the damage dealt by 
  the thorns, but any creature attempting to break through takes that 
  much less time to force its way through the barrier.
  Creatures can force their way slowly through the wall by making 
  a Strength check as a full-round action. For every 5 points by which 
  the check exceeds 20, a creature moves 5 feet (up to a maximum 
  distance equal to its normal land speed). Of course, moving or 
  attempting to move through the thorns incurs damage as described 
  above. A creature trapped in the thorns can choose to remain 
  motionless in order to avoid taking any more damage.
  Any creature within the area of the spell when it is cast takes 
  damage as if it had moved into the wall and is caught inside. In 
  order to escape, it must attempt to push its way free, or it can 
  wait until the spell ends. Creatures with the ability to pass through 
  overgrown areas unhindered can pass through a wall of thorns at 
  normal speed without taking damage.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703361
  703361
  451285
  451285
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703362
  703362
  451286
  451286
  368
  368
  A wall of thorns can be breached by slow work with edged 
  weapons. Chopping away at the wall creates a safe passage 1 foot 
  deep for every 10 minutes of work. Normal fire cannot harm the 
  barrier, but magical fire burns it away in 10 minutes.
  WARP WOOD
  School transmutation; Level druid 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 Small wooden object/level, all within a 20-ft. radius
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You cause wood to bend and warp, permanently destroying its 
  straightness, form, and strength. A warped door springs open 
  (or becomes stuck, requiring a Strength check to open, at your 
  option). A boat or ship springs a leak. Warped ranged weapons 
  are useless. A warped melee weapon causes a –4 penalty on 
  attack rolls.
  You may warp one Small or smaller object or its equivalent per 
  caster level. A Medium object counts as two Small objects, a Large 
  object as four, a Huge object as eight, a Gargantuan object as 16, 
  and a Colossal object as 32.
  Alternatively, you can unwarp wood (effectively warping it back 
  to normal) with this spell. Make whole, on the other hand, does no 
  good in repairing a warped item.
  You can combine multiple consecutive warp wood spells to warp 
  (or unwarp) an object that is too large for you to warp with a single 
  spell. Until the object is completely warped, it suffers no ill effects.
  WATER BREATHING
  School transmutation; Level cleric 3, druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (short reed or piece of straw)
  Range touch
  Target living creatures touched
  Duration 2 hours/level; see text
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The transmuted creatures can breathe water freely. Divide the 
  duration evenly among all the creatures you touch. The spell does 
  not make creatures unable to breathe air.
  WATER WALK
  School transmutation [water]; Level cleric 3, ranger 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets one touched creature/level
  Duration 10 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  The transmuted creatures can tread on any liquid as if it were firm 
  ground. Mud, oil, snow, quicksand, running water, ice, and even 
  lava can be traversed easily, since the subjects’ feet hover an inch 
  or two above the surface. Creatures crossing molten lava still take 
  damage from the heat because they are near it. The subjects can 
  walk, run, charge, or otherwise move across the surface as if it 
  were normal ground.
  If the spell is cast underwater (or while the subjects are partially 
  or wholly submerged in whatever liquid they are in), the subjects are 
  borne toward the surface at 60 feet per round until they can stand 
  on it.
  WAVES OF ExHAUSTION
  School necromancy; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw no; Spell Resistance yes
  Waves of negative energy cause all living creatures in the spell’s 
  area to become exhausted. This spell has no effect on a creature 
  that is already exhausted.
  WAVES OF FATIGUE
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw no; Spell Resistance yes
  Waves of negative energy render all living creatures in the 
  spell’s area fatigued. This spell has no effect on a creature that is 
  already fatigued.
  WEB
  School conjuration (creation); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (spider web)
  Range medium (100 ft. + 10 ft./level)
  Effect webs in a 20-ft.-radius spread
  Duration 10 min./level (D)
  Saving Throw Reflex negates; see text; Spell Resistance no
  Web creates a many-layered mass of strong, sticky strands. These 
  strands trap those caught in them. The strands are similar to 
  spiderwebs but far larger and tougher. These masses must be 
  anchored to two or more solid and diametrically opposed points or 
  else the web collapses upon itself and disappears. Creatures caught 
  within a web become grappled by the sticky fibers. Attacking a 
  creature in a web doesn’t cause you to become grappled.
  Anyone in the effect’s area when the spell is cast must make a Reflex 
  save. If this save succeeds, the creature is inside the web but is otherwise 
  unaffected. If the save fails, the creature gains the grappled condition, 
  but can break free by making a combat maneuver check or Escape Artist 
  check as a standard action against the DC of this spell. The entire area 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703362
  703362
  451286
  451286
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703363
  703363
  451287
  451287
  369
  369
  10
  Spells
  Spells
  of the web is considered difficult terrain. Anyone moving through the 
  webs must make a combat maneuver check or Escape Artist check as 
  part of their move action, with a DC equal to the spell’s DC. Creatures 
  that fail lose their movement and become grappled in the first square of 
  webbing that they enter.
  If you have at least 5 feet of web between you and an opponent, 
  it provides cover. If you have at least 20 feet of web between you, it 
  provides total cover.
  The strands of a web spell are flammable. A flaming weapon can slash 
  them away as easily as a hand brushes away cobwebs. Any fire can set 
  the webs alight and burn away one 5-foot square in 1 round. All creatures 
  within flaming webs take 2d4 points of fire damage from the flames.
  Web can be made permanent with a permanency spell. A permanent 
  web that is damaged (but not destroyed) regrows in 10 minutes.
  WEIRD
  School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/
  wizard 9
  Targets any number of creatures, no two of which can be more 
  than 30 ft. apart
  This spell functions like phantasmal killer, except it can affect more 
  than one creature. Only the affected creatures see the phantasmal 
  creatures attacking them, though you see the attackers as 
  shadowy shapes.
  If a subject’s Fortitude save succeeds, it still takes 3d6 points 
  of damage and is stunned for 1 round. The subject also takes 1d4 
  points of Strength damage.
  WHIRLWIND
  School evocation [air]; Level druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
  Duration 1 round/level (D)
  Saving Throw Reflex negates; see text; Spell Resistance yes
  This spell creates a powerful cyclone of raging wind that moves 
  through the air, along the ground, or over water at a speed of 60 
  feet per round. You can concentrate on controlling the cyclone’s 
  every movement or specify a simple program. Directing the 
  cyclone’s movement or changing its programmed movement is 
  a standard action for you. The cyclone always moves during your 
  turn. If the cyclone exceeds the spell’s range, it moves in a random, 
  uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t 
  regain control of the cyclone, even if it comes back within range.)
  Any Large or smaller creature that comes in contact with the spell 
  effect must succeed on a Reflex save or take 3d6 points of damage. A 
  Medium or smaller creature that fails its first save must succeed on a 
  second one or be picked up bodily by the cyclone and held suspended 
  in its powerful winds, taking 1d8 points of damage each round on 
  your turn with no save allowed. You may direct the cyclone to eject 
  any carried creatures whenever you wish, depositing the hapless souls 
  wherever the cyclone happens to be when they are released.
  WHISPERING WIND
  School transmutation [air]; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 1 mile/level
  Area 10-ft.-radius spread
  Duration no more than 1 hour/level or until discharged 
  (destination is reached)
  Saving Throw none; Spell Resistance no
  You send a message or sound on the wind to a designated 
  spot. The whispering wind travels to a specific location within 
  range that is familiar to you, provided that it can find a way 
  to the location. A whispering wind is as gentle and unnoticed 
  as a zephyr until it reaches the location. It then delivers its 
  whisper-quiet message or other sound. Note that the message is 
  delivered regardless of whether anyone is present to hear it. The 
  wind then dissipates.
  You can prepare the spell to bear a message of no more than 25 
  words, cause the spell to deliver other sounds for 1 round, or merely 
  have the whispering wind seem to be a faint stirring of the air. You 
  can likewise cause the whispering wind to move as slowly as 1 mile 
  per hour or as quickly as 1 mile per 10 minutes.
  When the spell reaches its objective, it swirls and remains 
  in place until the message is delivered. As with magic mouth, 
  whispering wind cannot speak verbal components, use command 
  words, or activate magical effects.
  WIND WALK
  School transmutation [air]; Level cleric 6, druid 7
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets you and one touched creature per three levels
  Duration 1 hour/level (D); see text
  Saving Throw no and Will negates (harmless); Spell Resistance no 
  and yes (harmless)
  You alter the substance of your body to a cloudlike vapor (as the 
  gaseous form spell) and move through the air, possibly at great 
  speed. You can take other creatures with you, each of which acts 
  independently.
  Normally, a wind walker flies at a speed of 10 feet with perfect 
  maneuverability. If desired by the subject, a magical wind wafts a 
  wind walker along at up to 600 feet per round (60 mph) with poor 
  maneuverability. Wind walkers are not invisible but rather appear 
  misty and translucent. If fully clothed in white, they are 80% likely 
  to be mistaken for clouds, fog, vapors, or the like.
  A wind walker can regain its physical form as desired and later 
  resume the cloud form. Each change to and from vaporous form 
  takes 5 rounds, which counts toward the duration of the spell (as 
  does any time spent in physical form). As noted above, you can 
  dismiss the spell, and you can even dismiss it for individual wind 
  walkers and not others.
  For the last minute of the spell’s duration, a wind walker in cloud 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703363
  703363
  451287
  451287
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703364
  703364
  451288
  451288
  370
  370
  form automatically descends 60 feet per round (for a total of 600 
  feet), though it may descend faster if it wishes. This descent serves 
  as a warning that the spell is about to end.
  WIND WALL
  School evocation [air]; Level cleric 3, druid 3, ranger 2, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (a tiny fan and an exotic feather)
  Range medium (100 ft. + 10 ft./level)
  Effect wall up to 10 ft./level long and 5 ft./level high (S)
  Duration 1 round/level
  Saving Throw none; see text; Spell Resistance yes
  An invisible vertical curtain of wind appears. It is 2 feet thick and 
  of considerable strength. It is a roaring blast sufficient to blow 
  away any bird smaller than an eagle, or tear papers and similar 
  materials from unsuspecting hands. (A Reflex save allows a 
  creature to maintain its grasp on an object.) Tiny and Small flying 
  creatures cannot pass through the barrier. Loose materials and 
  cloth garments fly upward when caught in a wind wall. Arrows 
  and bolts are deflected upward and miss, while any other normal 
  ranged weapon passing through the wall has a 30% miss chance. (A 
  giant-thrown boulder, a siege engine projectile, and other massive 
  ranged weapons are not affected.) Gases, most gaseous breath 
  weapons, and creatures in gaseous form cannot pass through the 
  wall (although it is no barrier to incorporeal creatures).
  While the wall must be vertical, you can shape it in any 
  continuous path along the ground that you like. It is possible to 
  create cylindrical or square wind walls to enclose specific points. 
  WISH
  School universal; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (diamond worth 25,000 gp)
  Range see text
  Target, Effect, Area see text
  Duration see text
  Saving Throw none, see text; Spell Resistance yes
  Wish is the mightiest spell a wizard or sorcerer can cast. By simply 
  speaking aloud, you can alter reality to better suit you. Even 
  wish, however, has its limits. A wish can produce any one of the 
  following effects.
  •	 Duplicate	any	sorcerer/wizard	spell	of	8th	level	or	lower,	provided	
  the spell does not belong to one of your opposition schools.
  •	 Duplicate	any	non-sorcerer/wizard	spell	of	7th	level	or	lower,	
  provided the spell does not belong to one of your opposition 
  schools.
  •	 Duplicate	any	sorcerer/wizard	spell	of	7th	level	or	lower,	even	if	
  it belongs to one of your opposition schools.
  •	 Duplicate	any	non-sorcerer/wizard	spell	of	6th	level	or	lower,	
  even if it belongs to one of your opposition schools. 
  •	 Undo	the	harmful	effects	of	many	other	spells,	such	as	geas/
  quest or insanity.
  •	 Grant	a	creature	a	+1	inherent	bonus	to	an	ability	score.	Two	to	
  five wish spells cast in immediate succession can grant a creature 
  a +2 to +5 inherent bonus to an ability score (two wishes for a +2 
  inherent bonus, three wishes for a +3 inherent bonus, and so on). 
  Inherent bonuses are instantaneous, so they cannot be dispelled. 
  Note: An inherent bonus may not exceed +5 for a single ability 
  score, and inherent bonuses to a particular ability score do not 
  stack, so only the best one applies.
  •		 Remove	injuries	and	afflictions.	A	single	wish can aid one 
  creature per caster level, and all subjects are cured of the same 
  kind of affliction. For example, you could heal all the damage you 
  and your companions have taken, or remove all poison effects 
  from everyone in the party, but not do both with the same wish. 
  •		 Revive	the	dead.	A	wish can bring a dead creature back to life 
  by duplicating a resurrection spell. A wish can revive a dead 
  creature whose body has been destroyed, but the task takes 
  two wishes: one to recreate the body and another to infuse the 
  body with life again. A wish cannot prevent a character who was 
  brought back to life from gaining a permanent negative level.
  •		 Transport	travelers.	A	wish can lift one creature per caster level 
  from anywhere on any plane and place those creatures anywhere 
  else on any plane regardless of local conditions. An unwilling 
  target gets a Will save to negate the effect, and spell resistance 
  (if any) applies.
  •		 Undo	misfortune.	A	wish can undo a single recent event. 
  The wish forces a reroll of any roll made within the last 
  round (including your last turn). Reality reshapes itself to 
  accommodate the new result. For example, a wish could undo 
  an opponent’s successful save, a foe’s successful critical hit 
  (either the attack roll or the critical roll), a friend’s failed save, 
  and so on. The reroll, however, may be as bad as or worse 
  than the original roll. An unwilling target gets a Will save to 
  negate the effect, and spell resistance (if any) applies.
  You may try to use a wish to produce greater effects than these, 
  but doing so is dangerous. (The wish may pervert your intent into a 
  literal but undesirable fulfillment or only a partial fulfillment, at the 
  GM’s discretion.)
  Duplicated spells allow saves and spell resistance as normal (but 
  save DCs are for 9th-level spells).
  When a wish duplicates a spell with a material component that 
  costs more than 10,000 gp, you must provide that component (in 
  addition to the 25,000 gp diamond component for this spell).
  WOOD SHAPE
  School transmutation; Level druid 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one touched piece of wood no larger than 10 cu. ft. + 1 cu. 
  ft./level
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  Wood shape enables you to form one existing piece of wood into 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703364
  703364
  451288
  451288
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703365
  703365
  451289
  451289
  371
  371
  10
  Spells
  Spells
  any shape that suits your purpose. While it is possible to make 
  crude coffers, doors, and so forth, fine detail isn’t possible. There 
  is a 30% chance that any shape that includes moving parts simply 
  doesn’t work.
  WORD OF RECALL
  School conjuration (teleportation); Level cleric 6, druid 8
  Casting Time 1 standard action
  Components V
  Range unlimited
  Target you and touched objects or other willing creatures
  Duration instantaneous
  Saving Throw none or Will negates (harmless, object); Spell 
  Resistance no or yes (harmless, object)
  Word of recall teleports you instantly back to your sanctuary when 
  the word is uttered. You must designate the sanctuary when you 
  prepare the spell, and it must be a very familiar place. The actual 
  point of arrival is a designated area no larger than 10 feet by 10 
  feet. You can be transported any distance within a plane but cannot 
  travel between planes. You can transport, in addition to yourself, 
  any objects you carry, as long as their weight doesn’t exceed your 
  maximum load. You may also bring one additional willing Medium 
  or smaller creature (carrying gear or objects up to its maximum load) 
  or its equivalent per three caster levels. A Large creature counts 
  as two Medium creatures, a Huge creature counts as two Large 
  creatures, and so forth. All creatures to be transported must be in 
  contact with one another, and at least one of those creatures must 
  be in contact with you. Exceeding this limit causes the spell to fail.
  An unwilling creature can’t be teleported by word of recall. 
  Likewise, a creature’s Will save (or spell resistance) prevents items 
  in its possession from being teleported. Unattended, nonmagical 
  objects receive no saving throw.
  WORD OF CHAOS
  School evocation [chaotic, sonic]; Level cleric 7
  Casting Time 1 standard action
  Components V
  Range 40 ft.
  Area nonchaotic creatures in a 40-ft.-radius spread centered on you
  Duration instantaneous
  Saving Throw none or Will negates; see text; Spell Resistance yes
  Any nonchaotic creature within the area of a word of chaos spell 
  suffers the following ill effects, depending on their HD.
  HD 
  Effect 
  Equal to caster level 
  Deafened
  Up to caster level –1 
  Stunned, deafened
  Up to caster level –5 
  Confused, stunned, deafened
  Up to caster level –10 
  Killed, confused, stunned, deafened
  The effects are cumulative and concurrent. A successful Will save 
  reduces or eliminates these effects. Creatures affected by multiple 
  effects make only one save and apply the result to all the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save negates.
  Stunned: The creature is stunned for 1 round. Save negates.
  Confused: The creature is confused for 1d10 minutes. This is a 
  mind-affecting enchantment effect. Save reduces the confused 
  effect to 1 round.
  Killed: Living creatures die. Undead creatures are destroyed. Save 
  negates. If the save is successful, the creature instead takes 3d6 
  points of damage + 1 point per caster level (maximum +25).
  Furthermore, if you are on your home plane when you cast 
  this spell, nonchaotic extraplanar creatures within the area are 
  instantly banished back to their home planes. Creatures so 
  banished cannot return for at least 24 hours. This effect takes 
  place regardless of whether the creatures hear the word of chaos 
  or not. The banishment effect allows a Will save (at a –4 penalty) 
  to negate.
  Creatures whose HD exceed your caster level are unaffected by 
  word of chaos.
  zONE OF SILENCE
  School illusion (glamer); Level bard 4
  Casting Time 1 round
  Components V, S
  Range personal
  Area 5-ft.-radius emanation centered on you
  Duration 1 hour/level (D)
  By casting zone of silence, you manipulate sound waves in your 
  immediate vicinity so that you and those within the spell’s area can 
  converse normally, yet no one outside can hear your voices or any 
  other noises from within, including language-dependent or sonic 
  spell effects. This effect is centered on you and moves with you. 
  Anyone who enters the zone immediately becomes subject to its 
  effects, but those who leave are no longer affected. Note, however, 
  that a successful DC 20 Linguistics check to read lips can still reveal 
  what’s said inside a zone of silence.
  zONE OF TRUTH
  School enchantment (compulsion) [mind-affecting]; Level cleric 
  2, paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  Creatures within the emanation area (or those who enter it) can’t 
  speak any deliberate and intentional lies. Each potentially affected 
  creature is allowed a save to avoid the effects when the spell is 
  cast or when the creature first enters the emanation area. Affected 
  creatures are aware of this enchantment. Therefore, they may 
  avoid answering questions to which they would normally respond 
  with a lie, or they may be evasive as long as they remain within the 
  boundaries of the truth. Creatures who leave the area are free to 
  speak as they choose.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703365
  703365
  451289
  451289
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703366
  703366
  451290
  451290
  Prestige Classes
  11
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703366
  703366
  451290
  451290
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703367
  703367
  451291
  451291
  T
  he towering bebilith 
  hissed in delight as 
  its razor-sharp pincers struck. 
  With horrifying speed, it began 
  tearing Amiri’s armor apart, 
  peeling her like an orange.
  Seltyiel had figured the 
  beast would go for her first—
  that was why he’d waited to 
  strike. He ducked under the 
  creature’s legs, delivering a 
  devastating blow to its belly. 
  He grinned in triumph as his 
  blade sank home, feeling his 
  magic swell up inside him. 
  Entrails had hardly begun 
  slopping into the dirt before 
  he sent a devastating cone 
  of cold up into the raw, 
  open wound.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703367
  703367
  451291
  451291
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703368
  703368
  451292
  451292
  374
  374
  P
  restige classes allow characters to become truly 
  exceptional, gaining powers beyond the ken of their 
  peers. Unlike the core classes, characters must meet 
  specific requirements before they can take their first 
  level of a prestige class. If a character does not meet the 
  requirements for a prestige class before gaining any 
  benefits of that level, that character cannot take that 
  prestige class. Characters that take levels in prestige classes 
  do not gain any favored class bonuses for those levels.
  This chapter presents 10 prestige classes for you to 
  choose from, and other prestige classes appear in other 
  Pathfinder products. Some prestige classes are quite 
  focused and heavy on flavor that might not be compatible 
  with your campaign—consult with your GM before you 
  start to work toward qualifying for a prestige class to 
  make sure that the class is allowed.
  The prestige classes presented in this chapter are 
  summarized below.
  Arcane Archer: An arcane spellcaster who draws upon 
  ancient elven traditions to infuse his arrows with potent 
  magical power.
  Arcane Trickster: A troublemaker and a scoundrel who 
  uses arcane magic to enhance her thievery and trickery.
  Assassin: A remorseless murderer who kills for money 
  and the sheer thrill of death-dealing.
  Dragon Disciple: An arcane spellcaster who has 
  embraced his latent draconic heritage and, over the 
  course of training and devotion, undergoes a partial 
  transformation into a dragon.
  Duelist: A swashbuckling swordfighter who relies 
  upon grace, poise, and acrobatics to win the day.
  Eldritch Knight: An arcane spellcaster who augments his 
  magical skills with combat to create a deadly combination 
  of weapons and magic.
  Loremaster: A spellcaster who devotes his life to research 
  and rumination upon the mysteries of the world.
  Mystic Theurge: Equally devoted to divine and arcane 
  magic, the mystic theurge combines both magical 
  traditions into one incredibly diverse class.
  Pathfinder Chronicler: An explorer at heart, the 
  Pathfinder chronicler travels to distant, exotic lands to 
  expand her knowledge of the world. 
  Shadowdancer: A mysterious adventurer who walks the 
  boundaries between the real world and the realm of shadows, 
  and who can command shadows to do her bidding.
  Definitions of Terms
  Here are definitions of some terms used in this section.
  Core Class: One of the standard eleven classes found in 
  Chapter 3.
  Caster Level: Generally equal to the number of class 
  levels (see below) in a spellcasting class. Some prestige 
  classes add caster levels to an existing class.
  Character Level: The total level of the character, which 
  is the sum of all class levels held by that character.
  Class Level: The level of a character in a particular class. 
  For a character with levels in only one class, class level and 
  character level are the same.
  ArCANe ArCher
  Elves or half-elves who seek to perfect the use of the bow 
  sometimes pursue the path of the arcane archer. Arcane 
  archers are masters of ranged combat, as they possess the 
  ability to strike at targets with unerring accuracy and can 
  imbue their arrows with powerful spells. Arrows fired 
  by arcane archers fly at weird and uncanny angles to 
  strike at foes around corners, and can pass through solid 
  objects to hit enemies that cower behind such cover. At 
  the height of their power, arcane archers can fell even the 
  most powerful foes with a single, deadly shot.
  Those who have trained as both rangers and wizards 
  excel as arcane archers, although other multiclass 
  combinations are not unheard of. Arcane archers may be 
  found wherever elves travel, but not all are allies of the 
  elves. Many, particularly half-elven arcane archers, use 
  elven traditions solely for their own gain, or worse, against 
  the elves whose very traditions they adhere to.
  Role: Arcane archers deal death from afar, winnowing 
  down opponents while their allies rush into hand-to-hand 
  combat. With their capacity to unleash hails of arrows on 
  the enemy, they represent the pinnacle of ranged combat. 
  Alignment: Arcane archers can be of any alignment, 
  though as elves and half-elves tend to be free-spirited, they 
  are rarely lawful. Similarly, it is uncommon to find evil elves 
  and half-elves, and the path of the arcane archer is therefore 
  more often pursued by good or neutral characters.
  Hit Die: d10.
  Requirements
  To qualify to become an arcane archer, a character must 
  fulfill all the following criteria.
  Race: Elf or half-elf.
  Base Attack Bonus: +6.
  Feats: Point Blank Shot, Precise Shot, Weapon Focus 
  (longbow or shortbow).
  Spells: Ability to cast 1st-level arcane spells.
  Class Skills
  The arcane archer’s class skills (and the key ability for 
  each skill) are Perception (Wis), Ride (Dex), Stealth (Dex), 
  and Survival (Wis).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the arcane archer 
  prestige class.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703368
  703368
  451292
  451292
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703369
  703369
  451293
  451293
  375
  375
  11
  Prestige Classes
  Prestige Classes
  Weapon and Armor Proficiency: An arcane archer is 
  proficient with all simple and martial weapons, light 
  armor, medium armor, and shields.
  Spells per Day: At the indicated levels, an arcane archer 
  gains new spells per day as if he had also gained a level 
  in an arcane spellcasting class he belonged to before 
  adding the prestige class. He does not, however, gain 
  other benefits a character of that class would have gained, 
  except for additional spells per day, spells known (if he is 
  a spontaneous spellcaster), and an increased effective level 
  of spellcasting. If a character had more than one arcane 
  spellcasting class before becoming an arcane archer, 
  he must decide to which class he adds the new level for 
  purposes of determining spells per day.
  Enhance Arrows (Su): At 1st level, every nonmagical arrow 
  an arcane archer nocks and lets fly becomes magical, 
  gaining a +1 enhancement bonus. Unlike magic weapons 
  created by normal means, the archer need not spend gold 
  pieces to accomplish this task. However, an archer’s 
  magic arrows only function for him. 
  In addition, the arcane archer’s arrows gain a 
  number of additional qualities as he gains 
  additional levels. The elemental, elemental 
  burst, and aligned qualities can be changed 
  once per day, when the arcane archer prepares 
  spells or, in the case of spontaneous spellcasters, 
  after 8 hours of rest. 
  At 3rd level, every nonmagical arrow fired by an 
  arcane archer gains one of the following elemental 
  themed weapon qualities:  flaming, frost, or shock. 
  At 5th level, every nonmagical arrow fired by an arcane 
  archer gains the distance weapon quality.
  At 7th level, every nonmagical arrow fired by an arcane 
  archer gains one of the following elemental burst weapon 
  qualities: flaming burst, icy burst, or shocking burst. This 
  ability replaces the ability gained at 3rd level.
  At 9th level, every nonmagical arrow fired by an 
  arcane archer gains one of the following aligned weapon 
  qualities: anarchic, axiomatic, holy, or unholy. The arcane 
  archer cannot choose an ability that 
  is the opposite of his alignment 
  (for example, a lawful good arcane 
  archer could not choose anarchic or 
  unholy as his weapon quality).
  The 
  bonuses 
  granted 
  by 
  a 
  magic bow apply as normal to 
  Table 11–1: Arcane Archer
     
  Base
    
  Attack Fort  Ref  Will 
  Level Bonus Save Save Save Special 
  Spells per Day
  1st 
  +1 
  +1 
  +1 
  +0 
  Enhance arrows 
  — 
    
   
   
   
   
  (magic)
  2nd 
  +2 
  +1 
  +1 
  +1 
  Imbue arrow 
  +1 level of existing class
  3rd 
  +3 
  +2 
  +2 
  +1 
  Enhance arrows 
  +1 level of existing class 
    
   
   
   
   
  (elemental)
  4th 
  +4 
  +2 
  +2 
  +1 
  Seeker arrow 
  +1 level of existing class
  5th 
  +5 
  +3 
  +3 
  +2 
  Enhance arrows 
  — 
    
   
   
   
   
  (distance)
  6th 
  +6 
  +3 
  +3 
  +2 
  Phase arrow 
  +1 level of existing class
  7th 
  +7 
  +4 
  +4 
  +2 
  Enhance arrows 
  +1 level of existing class 
    
   
   
   
   
  (elemental burst)
  8th 
  +8 
  +4 
  +4 
  +3 
  Hail of arrows 
  +1 level of existing class
  9th 
  +9 
  +5 
  +5 
  +3 
  Enhance arrows 
  — 
    
   
   
   
   
  (aligned)
  10th 
  +10 
  +5 
  +5 
  +3 
  Arrow of death 
  +1 level of existing class
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703369
  703369
  451293
  451293
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703370
  703370
  451294
  451294
  376
  376
  arrows that have been enhanced with this ability. Only the 
  larger enhancement bonus applies. Duplicate abilities do 
  not stack.
  Imbue Arrow (Sp): At 2nd level, an arcane archer gains 
  the ability to place an area spell upon an arrow. When the 
  arrow is fired, the spell’s area is centered where the arrow 
  lands, even if the spell could normally be centered only on 
  the caster. This ability allows the archer to use the bow’s 
  range rather than the spell’s range. A spell cast in this way 
  uses its standard casting time and the arcane archer can 
  fire the arrow as part of the casting. The arrow must be 
  fired during the round that the casting is completed or the 
  spell is wasted. If the arrow misses, the spell is wasted.
  Seeker Arrow (Sp): At 4th level, an arcane archer can 
  launch an arrow at a target known to him within range, 
  and the arrow travels to the target, even around corners. 
  Only an unavoidable obstacle or the limit of the arrow’s 
  range prevents the arrow’s f light. This ability negates 
  cover and concealment modifiers, but otherwise the 
  attack is rolled normally. Using this ability is a standard 
  action (and shooting the arrow is part of the action). An 
  arcane archer can use this ability once per day at 4th 
  level, and one additional time per day for every two 
  levels beyond 4th, to a maximum of four times per day 
  at 10th level.
  Phase Arrow (Sp): At 6th level, an arcane archer can 
  launch an arrow once per day at a target known to him 
  within range, and the arrow travels to the target in a 
  straight path, passing through any nonmagical barrier 
  or wall in its way. (Any magical barrier stops the arrow.) 
  This ability negates cover, concealment, armor, and shield 
  modifiers, but otherwise the attack is rolled normally. 
  Using this ability is a standard action (and shooting the 
  arrow is part of the action). An arcane archer can use this 
  ability once per day at 6th level, and one additional time 
  per day for every two levels beyond 6th, to a maximum of 
  three times per day at 10th level.
  Hail of Arrows (Sp): In lieu of his regular attacks, 
  once per day an arcane archer of 8th level or higher can 
  fire an arrow at each and every target within range, to 
  a maximum of one target for every arcane archer level 
  she has earned. Each attack uses the archer’s primary 
  attack bonus, and each enemy may only be targeted by 
  a single arrow.
  Arrow of Death (Sp): At 10th level, an arcane archer can 
  create a special type of slaying arrow that forces the target, 
  if damaged by the arrow’s attack, to make a Fortitude save 
  or be slain immediately. The DC of this save is equal to 20 
  + the arcane archer’s Charisma modifier. It takes 1 day to 
  make a slaying arrow, and the arrow only functions for the 
  arcane archer who created it. The slaying arrow lasts no 
  longer than 1 year, and the archer can only have one such 
  arrow in existence at a time.
  ArCANe triCkster
  Few can match the guile and craftiness of arcane 
  tricksters. These prodigious thieves blend the subtlest 
  aspects of the arcane with the natural cunning of the 
  bandit and the scoundrel, using spells to enhance their 
  natural thieving abilities. Arcane tricksters can pick 
  locks, disarm traps, and lift purses from a safe distance 
  using their magical legerdemain, and as often as not 
  seek humiliation as a goal to triumph over their foes 
  than more violent solutions.
  The path to becoming an arcane trickster is a natural 
  progression for rogues who have supplemented their 
  talents for theft with the study of the arcane. Multiclass 
  rogue/sorcerers and rogue/bards are the most common 
  arcane tricksters, although other combinations are 
  possible. Arcane tricksters are most often found in large, 
  cosmopolitan cities where their talents for magical 
  larceny can be most effectively put to use, prowling the 
  streets and stealing from the unwary.
  Role: With their mastery of magic, arcane tricksters 
  can make for even more subtle or confounding opponents 
  than standard rogues. Ranged legerdemain enhances 
  their skill as thieves, and their ability to make sneak 
  attacks without flanking or as part of a spell can make 
  arcane tricksters formidable damage-dealers.
  Alignment: All arcane tricksters have a penchant 
  for mischief and thievery, and are therefore never 
  lawful. Although they sometimes acquire their magical 
  abilities through the studious path of wizardry, their 
  magical aptitude more often stems from a sorcerous 
  bloodline. As such, many arcane tricksters are of a 
  chaotic alignment.
  Hit Die: d6.
  Requirements
  To qualify to become an arcane trickster, a character must 
  fulfill all of the following criteria.
  Alignment: Any nonlawful.
  Skills: Disable Device 4 ranks, Escape Artist 4 ranks, 
  Knowledge (arcana) 4 ranks.
  Spells: Ability to cast mage hand and at least one arcane 
  spell of 2nd level or higher.
  Special: Sneak attack +2d6.
  Class Skills
  The arcane trickster’s class skills (and the key ability 
  for each skill) are Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), 
  Disguise (Cha), Escape Artist (Dex), Knowledge (all skills 
  taken individually) (Int), Perception (Wis), Sense Motive 
  (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth 
  (Dex), and Swim (Str).
  Skill Ranks at Each Level: 4 + Int modifier.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703370
  703370
  451294
  451294
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703371
  703371
  451295
  451295
  377
  377
  11
  Prestige Classes
  Prestige Classes
  Class Features
  All of the following are class features of the arcane 
  trickster prestige class.
  Weapon and Armor Proficiency: Arcane tricksters gain 
  no proficiency with any weapon or armor.
  Spells per Day: When a new arcane trickster level is 
  gained, the character gains new spells per day as if she 
  had also gained a level in a spellcasting class she 
  belonged to before adding the prestige class. 
  She does not, however, gain other benefits 
  a character of that class would 
  have 
  gained, 
  except 
  for 
  additional spells per day, 
  spells known (if she is a 
  spontaneous spellcaster), and an increased effective 
  level of spellcasting. If a character had more than one 
  spellcasting class before becoming an arcane trickster, 
  she must decide to which class she adds the new level for 
  purposes of determining spells per day.
  Ranged Legerdemain (Su): An arcane trickster can use 
  Disable Device and Sleight of Hand at a range of 30 feet. 
  Working at a distance increases the normal skill check DC 
  by 5, and an arcane trickster cannot take 10 on this check. 
  Any object to be manipulated must weigh 5 pounds 
  or less. She can only use this ability if she has at 
  least 1 rank in the skill being used.
  Sneak Attack: This is exactly 
  like the rogue ability of the same 
  name. The extra damage dealt increases by 
  +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If 
  an arcane trickster gets a sneak attack bonus from another 
  source, the bonuses on damage stack.
  Impromptu Sneak Attack (Ex): Beginning at 3rd level, 
  once per day an arcane trickster can declare one melee or 
  ranged attack she makes to be a sneak attack (the target can 
  be no more than 30 feet distant if the impromptu sneak 
  attack is a ranged attack). The target of an impromptu 
  Table 11–2: Arcane Trickster
     
  Base
    
  Attack 
  Fort  
  Ref  
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +0 
  +0 
  +1 
  +1 
  Ranged legerdemain 
  +1 level of existing class
  2nd 
  +1 
  +1 
  +1 
  +1 
  Sneak attack +1d6 
  +1 level of existing class
  3rd 
  +1 
  +1 
  +2 
  +2 
  Impromptu sneak attack 1/day 
  +1 level of existing class
  4th 
  +2 
  +1 
  +2 
  +2 
  Sneak attack +2d6 
  +1 level of existing class
  5th 
  +2 
  +2 
  +3 
  +3 
  Tricky spells 3/day 
  +1 level of existing class
  6th 
  +3 
  +2 
  +3 
  +3 
  Sneak attack +3d6 
  +1 level of existing class
  7th 
  +3 
  +2 
  +4 
  +4 
  Impromptu sneak attack 2/day, Tricky spells 4/day 
  +1 level of existing class
  8th 
  +4 
  +3 
  +4 
  +4 
  Sneak attack +4d6 
  +1 level of existing class
  9th 
  +4 
  +3 
  +5 
  +5 
  Invisible thief, Tricky spells 5/day 
  +1 level of existing class
  10th 
  +5 
  +3 
  +5 
  +5 
  Sneak attack +5d6, surprise spells 
  +1 level of existing class
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703371
  703371
  451295
  451295
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703372
  703372
  451296
  451296
  378
  378
  sneak attack loses any Dexterity bonus to AC, but only 
  against that attack. The power can be used against any 
  target, but creatures that are not subject to critical hits 
  take no extra damage (though they still lose any Dexterity 
  bonus to AC against the attack).
  At 7th level, an arcane trickster can use this ability twice 
  per day.
  Tricky Spells (Su): Starting at 5th level, an arcane 
  trickster can cast her spells without their somatic or 
  verbal components, as if using the Still Spell and Silent 
  Spell feats. Spells cast using this ability do not increase in 
  spell level or casting time. She can use this ability 3 times 
  per day at 5th level and one additional time per every two 
  levels thereafter, to a maximum of 5 times per day at 9th 
  level. The arcane trickster decides to use this ability at the 
  time of casting.
  Invisible Thief (Su): At 9th level, an arcane trickster 
  can become invisible, as if under the effects of greater 
  invisibility, as a free action. She can remain invisible for 
  a number of rounds per day equal to her arcane trickster 
  level. Her caster level for this effect is equal to her caster 
  level. These rounds need not be consecutive.
  Surprise Spells: At 10th level, an arcane trickster can add 
  her sneak attack damage to any spell that deals damage, 
  if the targets are flat-footed. This additional damage 
  only applies to spells that deal hit point damage, and the 
  additional damage is of the same type as the spell. If the 
  spell allows a saving throw to negate or halve the damage, 
  it also negates or halves the sneak attack damage.
  AssAssiN
  A mercenary undertaking his task with cold, professional 
  detachment, the assassin is equally adept at espionage, 
  bounty hunting, and terrorism. At his core, an assassin is 
  an artisan, and his medium is death. Trained in a variety 
  of killing techniques, assassins are among the most feared 
  classes. 
  While nearly any class is capable of becoming an 
  assassin, rogues suit the part more than any other, from 
  both an ability viewpoint and an ideological one. Though 
  they make excellent allies during combat, assassins excel 
  in more clandestine situations, and the best assassins are 
  the ones the victims never knew existed.       
  Role: Assassins tend to be loners by nature, seeing 
  companions as liabilities at best. Sometimes an assassin’s 
  missions put him in the company of adventurers for 
  long stretches at a time, but few people are comfortable 
  trusting a professional assassin to watch their backs in 
  a fight, and are more likely to let the emotionless killer 
  scout ahead or help prepare ambushes. 
  Alignment: Due to its necessary selfishness and 
  callous indifference toward taking lives, the assassin 
  class attracts those with evil alignments more than any 
  others. Because the profession requires a degree of self-
  discipline, chaotic characters are ill suited to becoming 
  these shadowy killers. Neutral characters sometimes 
  become assassins, frequently thinking of themselves as 
  simple professionals performing a job, yet the nature 
  of their duties inevitably pushes them toward an evil 
  alignment.
  Hit Die: d8.
  Requirements
  To qualify to become an assassin, a character must fulfill 
  all the following criteria.
  Alignment: Any evil.
  Skills: Disguise 2 ranks, Stealth 5 ranks.
  Special: The character must kill someone for no other 
  reason than to become an assassin.
  Class Skills
  The assassin’s class skills (and the key ability for each skill) 
  are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy 
  (Cha), Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), 
  Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), 
  Swim (Str), and Use Magic Device (Cha). 
   Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the assassin 
  prestige class.
  Weapon and Armor Proficiency: Assassins are proficient 
  with the crossbow (hand, light, or heavy), dagger (any type), 
  dart, rapier, sap, shortbow (normal and composite), and 
  short sword. Assassins are proficient with light armor but 
  not with shields.
  Sneak Attack: This is exactly like the rogue ability of 
  the same name. The extra damage dealt increases by +1d6 
  every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin 
  gets a sneak attack bonus from another source, the bonuses 
  on damage stack.
  Death Attack (Ex): If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee weapon 
  that successfully deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or killing the 
  target (assassin’s choice). Studying the victim is a standard 
  action. The death attack fails if the target detects the 
  assassin or recognizes the assassin as an enemy (although 
  the attack might still be a sneak attack if the target is denied 
  his Dexterity bonus to his Armor Class or is flanked). If the 
  victim of such a death attack fails a Fortitude save (DC 10 + 
  the assassin’s class level + the assassin’s Int modifier) against 
  the kill effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and unable 
  to act for 1d6 rounds plus 1 round per level of the assassin. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703372
  703372
  451296
  451296
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703373
  703373
  451297
  451297
  379
  379
  11
  Prestige Classes
  Prestige Classes
  If the victim’s saving throw succeeds, the attack is 
  just a normal sneak attack. Once the assassin has 
  completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds.
  If a death attack is attempted and fails (the 
  victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing 
  the study, 3 new rounds of study are required before 
  he can attempt another death attack.
  Poison Use: Assassins are trained in the use of 
  poison and cannot accidentally poison themselves 
  when applying poison to a blade (see Poison, page 557).
  Save Bonus against Poison: At 2nd level, the assassin 
  gains a +1 saving throw bonus against poisons. This bonus 
  increase by +1 every two levels.
  Uncanny Dodge (Ex): At 2nd level, an assassin cannot 
  be caught flat-footed, even if the attacker is invisible. He 
  still loses his Dexterity bonus to AC if immobilized. An 
  assassin with this ability can still lose his Dexterity bonus 
  to AC if an opponent successfully uses the feint action 
  against him.
  If an assassin already has uncanny dodge from a 
  different class, he automatically gains improved uncanny 
  dodge instead.
  Hidden Weapons (Ex): At 4th level, an assassin becomes 
  a master at hiding weapons on his body. He adds his 
  assassin level to all Sleight of Hand skill checks made to 
  prevent others from noticing them.
  True Death (Su): Starting at 4th level, anyone slain by 
  an assassin’s death attack becomes more difficult to bring 
  back from the dead. Spellcasters attempting to bring a 
  creature back from the dead using raise dead or similar 
  magic must make a caster level check with a DC equal to 
  15 + the assassin’s level or the spell fails and the material 
  component is wasted. Casting remove curse the round 
  before attempting to bring the creature back from the 
  dead negates this chance. The DC of the remove curse is 10 
  + the assassin’s level.
  Improved Uncanny Dodge (Ex): At 5th level and higher, 
  an assassin can no longer be f lanked. This defense 
  Table 11–3: Assassin
     
  Base
    
  Attack Fort  Ref  Will  
  Level Bonus Save Save Save Special
  1st 
  +0 
  +0 
  +1 
  +0 
  Sneak attack +1d6, 
    
   
   
   
   
  death attack, poison use
  2nd 
  +1 
  +1 
  +1 
  +1 
  +1 save bonus against poison,
    
   
   
   
   
  uncanny dodge
  3rd 
  +2 
  +1 
  +2 
  +1 
  Sneak attack +2d6
  4th 
  +3 
  +1 
  +2 
  +1 
  +2 save bonus against poison, 
    
   
   
   
   
  hidden weapons, true
    
   
   
   
   
  death
  5th 
  +3 
  +2 
  +3 
  +2 
  Improved uncanny
    
   
   
   
   
  dodge, Sneak attack +3d6
  6th 
  +4 
  +2 
  +3 
  +2 
  +3 save bonus against poison,
    
   
   
   
   
  quiet death
  7th 
  +5 
  +2 
  +4 
  +2 
  Sneak attack +4d6
  8th 
  +6 
  +3 
  +4 
  +3 
  +4 save bonus against poison,
    
   
   
   
   
  hide in plain sight
  9th 
  +6 
  +3 
  +5 
  +3 
  Sneak attack +5d6, 
    
   
   
   
   
  swift death
  10th 
  +7 
  +3 
  +5 
  +3 
  +5 save bonus against poison,
    
   
   
   
   
  angel of death
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703373
  703373
  451297
  451297
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703374
  703374
  451298
  451298
  380
  380
  denies a rogue the ability to sneak attack the assassin by 
  f lanking him, unless the attacker has at least four more 
  rogue levels than the target has assassin levels.
  If a character already has uncanny dodge from another 
  class, the levels from the classes that grant uncanny dodge 
  stack to determine the minimum rogue level required to 
  flank the character.
  Quiet Death (Ex): At 6th level, whenever an assassin 
  kills a creature using his death attack during a surprise 
  round, he can also make a Stealth check, opposed by 
  Perception checks of those in the vicinity to prevent them 
  from identifying him as the assailant. If successful, those 
  nearby might not even notice that the target is dead for a 
  few moments, allowing the assassin to avoid detection. 
  Hide in Plain Sight (Su): At 8th level, an assassin can use 
  the Stealth skill even while being observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin can hide 
  himself from view in the open without having anything 
  to actually hide behind. He cannot, however, hide in his 
  own shadow.
  Swift Death (Ex): At 9th level, once per day, an assassin 
  can make a death attack against a foe without studying the 
  foe beforehand. He must still sneak attack his foe using a 
  melee weapon that deals damage.
  Angel of Death (Su): At 10th level, the assassin becomes 
  a master of death. Once per day, when the assassin makes 
  a successful death attack, he can cause the target’s body to 
  crumble to dust. This prevents raise dead and resurrection 
  (although true resurrection works as normal). The assassin 
  must declare the use of this ability before the attack is made. 
  If the attack misses or the target successfully saves against 
  the death attack, this ability is wasted with no effect.
  drAgON disCipLe
  As some of the most ancient, powerful, and capricious 
  creatures in existence, dragons occasionally enter into 
  trysts with unsuspecting mortals or sire offspring 
  with exceptional individuals. Likewise, the great power 
  wielded by these creatures has long intrigued wizards and 
  alchemists who have sought various magical methods to 
  infuse their bodies with draconic power. As a result, the 
  blood of dragons runs through the veins of many races. 
  For some, this heritage manifests as a sorcerous bloodline 
  and a predilection for magic; for others, however, the 
  power of their draconic ancestors becomes an obsession.
  Spellcasters who embrace their draconic heritage 
  and learn to channel their abilities can become dragon 
  disciples, fearsome warriors who possess not only the 
  repertoire of an accomplished sorcerer but also the ability 
  to unleash the furious power of dragons upon their foes. 
  As dragon disciples discover the power of their forebears, 
  they can learn to breathe fire, take flight on leathery wings, 
  and—at the pinnacle of their abilities—assume the form 
  of a dragon. Although they are rare, dragon disciples can be 
  found in any land where dragons interact with mortals.
  Role: With the magic of a spellcasting class at their 
  disposal, dragon disciples can assume the typical role of 
  a magic-user, hampering the movement of the enemy and 
  hurling damage-dealing spells at their opponents.  Dragon 
  disciples’ draconic abilities, however, make these versatile 
  spellcasters even more formidable, as they use their breath 
  weapons and flight to destroy their foes directly.
  Alignment: Dragon disciples can be of any alignment, 
  although they tend to be more chaotic than lawful. Those 
  dragon disciples that assume the traits of chromatic 
  dragons, such as bestial white and fearsome red dragons, 
  have a proclivity for evil. Conversely, those that take after 
  the metallic dragons, such as stoic brass and chivalric gold 
  dragons, are often of good alignments.
  Hit Die: d12.
  Requirements
  To qualify to become a dragon disciple, a character must 
  fulfill all the following criteria.
  Table 11–4: Dragon Disciple
    
  Base
   
  Attack Fort  Ref  
  Will 
  Level Bonus Save Save Save 
  Special 
  Spells per Day
  1st 
  +0 
  +1 
  +0 
  +1 
  Blood of dragons, natural armor increase (+1) 
  —
  2nd 
  +1 
  +1 
  +1 
  +1 
  Ability boost (Str +2), bloodline feat, dragon bite 
  +1 level of existing arcane spellcasting class
  3rd 
  +2 
  +2 
  +1 
  +2 
  Breath weapon 
  +1 level of existing arcane spellcasting class
  4th 
  +3 
  +2 
  +1 
  +2 
  Ability boost (Str +2), natural armor increase (+1) 
  +1 level of existing arcane spellcasting class
  5th 
  +3 
  +3 
  +2 
  +3 
  Blindsense 30 ft., bloodline feat 
  —
  6th 
  +4 
  +3 
  +2 
  +3 
  Ability boost (Con +2) 
  +1 level of existing arcane spellcasting class
  7th 
  +5 
  +4 
  +2 
  +4 
  Dragon form (1/day), natural armor increase (+1) 
  +1 level of existing arcane spellcasting class
  8th 
  +6 
  +4 
  +3 
  +4 
  Ability boost (Int +2), bloodline feat 
  +1 level of existing arcane spellcasting class
  9th 
  +6 
  +5 
  +3 
  +5 
  Wings 
  —
  10th 
  +7 
  +5 
  +3 
  +5 
  Blindsense 60 ft., Dragon form (2/day) 
  +1 level of existing arcane spellcasting class
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703374
  703374
  451298
  451298
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703375
  703375
  451299
  451299
  381
  381
  11
  Prestige Classes
  Prestige Classes
  Race: Any nondragon.
  Skills: Knowledge (arcana) 5 ranks.
  Languages: Draconic.
  Spellcasting: Ability to cast 1st-level arcane spells 
  without preparation. If the character has sorcerer levels, 
  he must have the draconic bloodline. If the character gains 
  levels of sorcerer after taking this class, he must take the 
  draconic bloodline.
  Class Skills
  The dragon disciple’s class skills (and the key ability 
  for each skill) are Diplomacy (Cha), Escape Artist (Dex), 
  Fly (Dex), Knowledge (all skills taken individually) (Int), 
  Perception (Wis), and Spellcraft (Int). 
   Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the 
  dragon disciple prestige class.
  Weapon and Armor Proficiency: Dragon 
  disciples gain no proficiency with any weapon 
  or armor.
  Spells per Day: At the indicated levels, 
  a dragon disciple gains new spells per 
  day as if he had also gained a level in an 
  arcane spellcasting class he belonged 
  to before adding the prestige class. He 
  does not, however, gain other benefits 
  a character of that class would have 
  gained, except for additional spells per 
  day, spells known (if he is a spontaneous 
  spellcaster), and an increased effective 
  level of spellcasting. If a character had 
  more than one arcane spellcasting class 
  before becoming a dragon disciple, he must decide 
  to which class he adds the new level for purposes of 
  determining spells per day.
  Blood of Dragons: A dragon disciple adds his level 
  to his sorcerer levels when determining the powers 
  gained from his bloodline. If the dragon disciple does 
  not have levels of sorcerer, he instead gains bloodline 
  powers of the draconic bloodline, using his dragon disciple 
  level as his sorcerer level to determine the bonuses gained. 
  He must choose a dragon type upon gaining his first level 
  in this class and that type must be the same as his sorcerer 
  type. This ability does not grant bonus spells to a sorcerer 
  unless he possesses spell slots of an appropriate level. Such 
  bonus spells are automatically granted if the sorcerer gains 
  spell slots of the spell’s level.
  Natural Armor Increase (Ex): As his skin thickens, a 
  dragon disciple takes on more and more of his progenitor’s 
  physical aspect. At 1st, 4th, and 7th level, a dragon 
  disciple gains an increase to the character’s existing 
  natural armor (if any), as indicated on Table 11–4. These 
  armor bonuses stack. 
  Ability Boost (Ex): As a dragon disciple gains levels in 
  this prestige class, his ability scores increase as noted on 
  Table 11–4. These increases stack and are gained as if 
  through level advancement.
  Bloodline Feat: Upon reaching 2nd level, and every three 
  levels thereafter, a dragon disciple receives one bonus feat, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703375
  703375
  451299
  451299
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703376
  703376
  451300
  451300
  382
  382
  chosen from the draconic bloodline’s bonus feat list (see 
  page 75).
  Dragon Bite (Ex): At 2nd level, whenever the dragon 
  disciple uses his bloodline to grow claws, he also gains 
  a bite attack. This natural attack is made at the dragon 
  disciple’s full base attack bonus. The dragon disciple 
  adds 1–1/2 times his Strength modifier on damage 
  rolls made with his bite. Upon reaching 6th level,  
  this bite also deals 1d6 points of energy damage. The 
  type of damage dealt is determined by the dragon 
  disciple’s bloodline.
  Breath Weapon (Su): At 3rd level, a dragon disciple 
  gains the breath weapon bloodline power, even if his 
  level does not yet grant that power. Once his level is high 
  enough to grant this ability through the bloodline, the 
  dragon disciple gains an additional use of his breath 
  weapon each day. The type and shape of the breath 
  weapon depends on the type of dragon selected by the 
  dragon disciple, as detailed under the Draconic sorcerer 
  bloodline description (see page 75). 
  Blindsense (Ex): At 5th level, the dragon disciple gains 
  blindsense with a range of 30 feet. Using nonvisual senses 
  the dragon disciple notices things he cannot see. He 
  usually does not need to make Perception checks to notice 
  and pinpoint the location of creatures within range of his 
  blindsense ability, provided that he has line of effect (see 
  page 215) to that creature.
  Any opponent the dragon disciple cannot see still has 
  total concealment against him, and the dragon disciple 
  still has the normal miss chance when attacking foes that 
  have concealment. Visibility still affects the movement of 
  a creature with blindsense. A creature with blindsense is 
  still denied its Dexterity bonus to Armor Class against 
  attacks from creatures it cannot see. At 10th level, the 
  range of this ability increases to 60 feet.
  Dragon Form (Sp): At 7th level, a dragon disciple can 
  assume the form of a dragon. This ability works like form 
  of the dragon I. At 10th level, this ability functions as  form 
  of the dragon II and the dragon disciple can use this ability 
  twice per day. His caster level for this effect is equal to 
  his effective sorcerer levels for his draconic bloodline. 
  Whenever he casts form of the dragon, he must assume the 
  form of a dragon of the same type as his bloodline.
  Wings (Su): At 9th level, a dragon disciple gains the 
  wings bloodline power, even if his level does not yet grant 
  that power. Once his level is high enough to grant this 
  ability through the bloodline, the dragon disciple’s speed 
  increases to 90 feet.
  DUELIST
  Duelists represent the pinnacle of elegant swordplay. 
  They move with a grace unmatched by most foes, parrying 
  blows and countering attacks with swift thrusts of their 
  blades. They may wear armor, but generally eschew such 
  bulky protection as their grace allows them to dodge their 
  opponents with ease. While others flounder on treacherous 
  terrain, duelists charge nimbly across the battlefield, 
  leaping and tumbling into the fray. They thrive in melee, 
  where their skill with the blade allows them to make sudden 
  attacks against clumsy foes and to cripple opponents with 
  particularly well-placed thrusts of the blade.
  The path to the duelist is natural for rogues and bards, 
  as those classes do not rely on armor for defense, although 
  nearly as many duelists come from the ranks of fighters 
  and rangers. They are often found in those regions that 
  possess elaborate rules and etiquette for battle.  
  Role: The abilities of duelists complement those rogues 
  or bards who wish to accentuate their fighting prowess 
  but, because of their lack of heavy armor, are afraid to 
  leap into combat. Duelists fight in the forefront alongside 
  fighters, barbarians, and other melee combatants, deftly 
  avoiding the blades of their opponents while expertly 
  targeting their vulnerabilities.
  Alignment: Duelists can be of any alignment, although 
  since most hail from backgrounds as rogues or bards, 
  they tend to eschew lawful behavior. Lawful duelists are 
  not unheard of, however, and such duelists often adhere 
  to a strict code of honor, refusing to attack unarmed or 
  obviously inferior opponents.
  Hit Die: d10.
  Requirements
  To qualify to become a duelist, a character must fulfill all 
  the following criteria.
  Base Attack Bonus: +6.
  Skills: Acrobatics 2 ranks, Perform 2 ranks.
  Feats: Dodge, Mobility, Weapon Finesse.
  Class Skills
  The duelist’s class skills (and the key ability for each skill) 
  are Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), 
  Perception (Wis), Perform (Cha), and Sense Motive (Wis).
   Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the duelist 
  prestige class.
  Weapon and Armor Proficiency: The duelist is 
  proficient with all simple and martial weapons. Duelists 
  are proficient with light armor but not with shields.
  Canny Defense (Ex): When wearing light or no armor 
  and not using a shield, a duelist adds 1 point of Intelligence 
  bonus (if any) per duelist class level to her Dexterity bonus 
  to modify Armor Class while wielding a melee weapon. 
  If a duelist is caught flat-footed or otherwise denied her 
  Dexterity bonus, she also loses this bonus.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703376
  703376
  451300
  451300
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703377
  703377
  451301
  451301
  383
  383
  11
  Prestige Classes
  Prestige Classes
  Precise Strike (Ex): A duelist gains the ability to strike 
  precisely with a light or one-handed piercing weapon, 
  adding her duelist level to her damage roll.
  When making a precise strike, a duelist 
  cannot attack with a weapon in her other 
  hand or use a shield. A duelist’s precise strike 
  only works against living creatures with 
  discernible anatomies. Any creature that is 
  immune to critical hits is also immune to 
  a precise strike, and any item or ability that protects 
  a creature from critical hits also protects a creature from 
  a precise strike.
  Improved Reaction (Ex): At 2nd level, a duelist gains a +2 
  bonus on initiative checks. At 8th level, the bonus increases 
  to +4. This bonus stacks with the benefit provided by the 
  Improved Initiative feat.
  Parry (Ex): At 2nd level, a duelist learns to parry the 
  attacks of other creatures, causing them to miss. Whenever 
  the duelist takes a full attack action with a light or one-
  handed piercing weapon, she can elect not to take one 
  of her attacks. At any time before her next turn, she can 
  attempt to parry an attack against her or an adjacent ally 
  as an immediate action. To parry the attack, the duelist 
  makes an attack roll, using the same bonuses as the attack 
  she chose to forego during her previous action. If her 
  attack roll is greater than the roll of the attacking creature, 
  the attack automatically misses. For each size category 
  that the attacking creature is larger than the duelist, the 
  duelist takes a –4 penalty on her attack roll. The duelist 
  also takes a –4 penalty when attempting to parry an attack 
  made against an adjacent ally. The duelist must declare the 
  use of this ability after the attack is announced, but before 
  the roll is made.
  Enhanced Mobility (Ex): Starting at 3rd level, when wearing 
  light or no armor and not using a shield, a duelist gains an 
  additional +4 bonus to AC against attacks of opportunity 
  caused when she moves out of a threatened square.
  Combat Reflexes: At 4th level, a duelist gains the benefit 
  of the Combat Reflexes feat when using a light or one-
  handed piercing weapon.
  Grace (Ex): At 4th level, a duelist gains an additional +2 
  competence bonus on all Reflex saving throws. This ability 
  functions for a duelist only when she is wearing light or no 
  armor and not using a shield.
  Riposte (Ex): Starting at 5th level, a duelist can make an 
  attack of opportunity against any creature whose attack 
  she successfully parries, so long as the creature she is 
  attacking is within reach.
  Acrobatic Charge (Ex): At 6th level, a duelist gains the 
  ability to charge in situations where others cannot. She may 
  Table 11–5: Duelist
     
  Base
    
  Attack 
  Fort  Ref  Will 
  Level Bonus 
  Save Save Save 
  Special 
  1st 
  +1 
  +0 
  +1 
  +0 
  Canny defense, precise strike
  2nd 
  +2 
  +1 
  +1 
  +1 
  Improved reaction +2, parry
  3rd 
  +3 
  +1 
  +2 
  +1 
  Enhanced mobility
  4th 
  +4 
  +1 
  +2 
  +1 
  Combat Reflexes, grace
  5th 
  +5 
  +2 
  +3 
  +2 
  Riposte
  6th 
  +6 
  +2 
  +3 
  +2 
  Acrobatic charge
  7th 
  +7 
  +2 
  +4 
  +2 
  Elaborate defense
  8th 
  +8 
  +3 
  +4 
  +3 
  Improved reaction +4
  9th 
  +9 
  +3 
  +5 
  +3 
  Deflect Arrows, no retreat
  10th 
  +10 
  +3 
  +5 
  +3 
  Crippling critical
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703377
  703377
  451301
  451301
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703378
  703378
  451302
  451302
  384
  384
  charge over difficult terrain that normally slows movement. 
  Depending on the circumstance, she may still need to make 
  appropriate checks to successfully move over the terrain.
  Elaborate Defense (Ex): At 7th level and higher, if a 
  duelist chooses to fight defensively or use total defense in 
  melee combat, she gains an additional +1 dodge bonus to 
  AC for every 3 levels of duelist she has attained.
  Deflect Arrows: At 9th level, a duelist gains the benefit of 
  the Deflect Arrows feat when using a light or one-handed 
  piercing weapon. The duelist does not need a free hand to 
  use this feat.
  No Retreat (Ex): At 9th level, enemies adjacent to the 
  duelist that take a withdraw action provoke an attack of 
  opportunity from the duelist.
  Crippling Critical (Ex): When you confirm a critical hit 
  using a light or one-handed piercing weapon, you can apply 
  one of the following penalties in addition to the damage 
  dealt: reduce all of the target’s speeds by 10 feet (minimum 
  5 feet), 1d4 points of Strength or Dexterity damage, –4 
  penalty on all saving throws, –4 penalty to Armor Class, 
  or 2d6 points of bleed damage. These penalties last for 1 
  minute, except for ability damage, which must be healed 
  normally, and bleed damage, which continues until the 
  target receives magic healing or a DC 15 Heal skill check.
  eLdritCh kNight
  Fearsome warriors and spellcasters, eldritch knights are 
  rare among magic-users in their ability to wade into battle 
  alongside fighters, barbarians, and other martial classes. 
  Those who must face eldritch knights in combat fear them 
  greatly, for their versatility on the battlefield is tremendous; 
  against heavily armed and armored opponents they may 
  level crippling spells, while opposing spellcasters meet 
  their ends on an eldritch knight’s blade.
  Because the road to becoming an eldritch knight 
  requires both martial prowess and arcane power, eldritch 
  knights almost always begin their paths as multiclassed 
  characters, such as fighter/wizards or ranger/sorcerers. 
  They may be found wherever studies of the arcane are as 
  prevalent as martial training.
  Role: Eldritch knights blend the abilities of fighting 
  classes and spellcasters, hurling magic at the enemy one 
  moment and hewing down their opponents with steel the 
  next. They are just as comfortable fighting in the thick of 
  combat as they are casting spells at foes while remaining 
  safely behind their compatriots. Their versatility makes 
  them valuable allies when the nature of an upcoming 
  battle is unclear.
  Alignment: The road to becoming an eldritch knight is as 
  varied as the paths leading to apprenticeship under a wizard 
  or a career as a soldier, and eldritch knights can therefore be 
  of any alignment. Maintaining a balance between studies of 
  arcane lore and martial techniques requires great discipline, 
  however, and for that reason many favor lawful alignments. 
  Hit Die: d10.
  Requirements
  To qualify to become an eldritch knight, a character must 
  fulfill all the following criteria.
  Weapon Proficiency: Must be proficient with all 
  martial weapons.
  Spells: Able to cast 3rd-level arcane spells.
  Class Skills
  The eldritch knight’s class skills (and the key ability 
  for each skill) are Climb (Str), Knowledge (arcana) (Int), 
  Knowledge (nobility and royalty) (Int), Linguistics (Int), 
  Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and 
  Swim (Str). 
   Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are features of the eldritch knight 
  prestige class.
  Table 11–6: Eldritch Knight
     
  Base
    
  Attack 
  Fort  
  Ref  
  Will 
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +1 
  +1 
  +0 
  +0 
  Bonus combat feat, diverse training 
  —
  2nd 
  +2 
  +1 
  +1 
  +1 
  — 
  +1 level of existing arcane spellcasting class
  3rd 
  +3 
  +2 
  +1 
  +1 
  — 
  +1 level of existing arcane spellcasting class
  4th 
  +4 
  +2 
  +1 
  +1 
  — 
  +1 level of existing arcane spellcasting class
  5th 
  +5 
  +3 
  +2 
  +2 
  Bonus combat feat 
  +1 level of existing arcane spellcasting class
  6th 
  +6 
  +3 
  +2 
  +2 
  — 
  +1 level of existing arcane spellcasting class
  7th 
  +7 
  +4 
  +2 
  +2 
  — 
  +1 level of existing arcane spellcasting class
  8th 
  +8 
  +4 
  +3 
  +3 
  — 
  +1 level of existing arcane spellcasting class
  9th 
  +9 
  +5 
  +3 
  +3 
  Bonus combat feat 
  +1 level of existing arcane spellcasting class
  10th 
  +10 
  +5 
  +3 
  +3 
  Spell critical 
  +1 level of existing arcane spellcasting class
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703378
  703378
  451302
  451302
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703379
  703379
  451303
  451303
  385
  385
  11
  Prestige Classes
  Prestige Classes
  Weapon and Armor Proficiency: 
  Eldritch knights gain no proficiency 
  with any weapon or armor.
  Bonus Feat: At 1st level, an eldritch knight 
  may choose a bonus combat feat. This is in 
  addition to the feats that a character of any class normally  
  gets from advancing levels. The character must still 
  meet any prerequisites for these bonus feats. An 
  eldritch knight gains an additional combat feat at 
  5th and 9th level.
  Diverse Training: An eldritch knight adds his level 
  to any levels of fighter he might have for the purpose 
  of meeting the prerequisites for feats (if he has no 
  fighter levels, treat his eldritch knight levels as levels 
  of fighter). He also adds his level to any levels in an 
  arcane spellcasting class for the purpose of meeting the 
  prerequisites for feats.
  Spells per Day: At the indicated levels, an eldritch 
  knight gains new spells per day as if he had also gained a 
  level in an arcane spellcasting class he belonged to before 
  adding the prestige class. He does not, however, gain any 
  other benefit a character of that class would have gained, 
  except for additional spells per day, spells known (if he 
  is a spontaneous spellcaster), and an increased effective 
  level of spellcasting. If a character had more than 
  one arcane spellcasting class before becoming an 
  eldritch knight, he must decide to which class he 
  adds the new level for purposes of determining spells 
  per day.
  Spell Critical (Su): At 10th level, whenever an 
  eldritch knight successfully confirms a critical 
  hit, he can cast a spell as a swift action. The spell 
  must include the target of the attack as one of its targets 
  or in its area of effect. Casting this spell does not provoke 
  an attack of opportunity. The caster must still meet all 
  of the spell’s components and must roll for arcane spell 
  failure if necessary.
  LOremAster
  The loremaster is a gatherer and keeper of secrets. He is 
  often obsessed by the written word, with cryptic and arcane 
  lore serving as his devoted mistress. Holding to the adage 
  that knowledge is power, the loremaster often forsakes 
  material wealth and personal glory for rare or unusual 
  information, an endless quest that brings him ever closer 
  to his unattainable goal: perfection through edification. 
  Often rejecting what he views as the pointless affectations 
  and transitory pleasures of his short-sighted neighbors, 
  the loremaster believes that the only worthwhile goal 
  in life is the acquisition of intellectual might. After all, 
  wealth is spent, passions fade, and the power of the body 
  is limited by age, while the mind’s capacity to grow greater 
  with time is infinite.
  The loremaster class holds little appeal for non-
  spellcasters—indeed, before one can devote a life to the 
  studies and traditions of the loremaster, a character must 
  first master several spells of the school of divination. Most 
  loremasters begin their paths as clerics or wizards, but any 
  character capable of casting enough divination spells can, 
  eventually, become a loremaster.
  Role: Loremasters’ lives are spent in study, research, 
  and fieldwork. While the first two lend themselves to 
  the loremaster’s reputation as a bookish recluse, the 
  latter oftentimes forces a loremaster to seek out the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703379
  703379
  451303
  451303
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703380
  703380
  451304
  451304
  386
  386
  Spells: Able to cast seven different divination spells, one 
  of which must be 3rd level or higher.
  Class Skills
  The loremaster’s class skills (and the key ability for each 
  skill) are Appraise (Int), Diplomacy (Cha), Handle Animals 
  (Cha), Heal (Wis), Knowledge (all skills taken individually) 
  (Int), Linguistics (Int), Perform (Cha), Spellcraft (Int), and 
  Use Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are Class Features of the loremaster 
  prestige class.
  Weapon and Armor Proficiency: Loremasters gain no 
  proficiency with any weapon or armor.
  Spells per Day/Spells Known: When a new loremaster 
  level is gained, the character gains new spells per day as if 
  he had also gained a level in a spellcasting class he belonged 
  to before adding the prestige class. He does not, however, 
  gain other benefits a character of that class would have 
  gained, except for additional spells per day, spells known (if 
  he is a spontaneous spellcaster), and an increased effective 
  level of spellcasting. If a character had more than one 
  spellcasting class before becoming a loremaster, he must 
  decide to which class he adds the new level for purposes of 
  determining spells per day.
  Secret: At 1st level and every two levels higher than 1st (3rd, 
  5th, 7th, and 9th), the loremaster chooses one secret from 
  the Loremaster Secrets table. His level plus Intelligence 
  modifier determines which secrets he can choose. 
  He can’t choose the same secret twice.
  Lore: At 2nd level, a loremaster adds half his level 
  to all Knowledge skill checks and may make such 
  checks untrained. The bonuses gained 
  from this ability stack with those gained 
  from Bardic Knowledge.
  Bonus Languages: A loremaster can 
  learn any new language at 4th and 8th 
  level.
  Greater Lore (Ex): At 6th level, a 
  loremaster gains the ability to understand 
  magic items. Whenever a loremaster examines 
  a magic item to determine its properties, he 
  gains a +10 circumstance bonus on his Spellcraft 
  skill check.
  True Lore (Ex): At 10th level, a loremaster’s knowledge 
  becomes vast indeed. Once per day a loremaster can use 
  his knowledge to gain the effect of a legend lore spell or an 
  analyze dweomer spell. If used to create a legend lore effect, 
  this ability has a casting time of 1 minute, regardless of 
  how much information is already known about the subject 
  in question.
  aid of adventurers who, through a mutually beneficial 
  arrangement, might provide a degree of protection to the 
  scholar while he seeks whatever knowledge he is after. For 
  his part, the loremaster provides a wealth of information 
  and arcane firepower to a party. Some loremasters actively 
  deride those of their kind who fear to leave the safety of 
  the temple or library, pointing out that only old lore can 
  be discovered in books—new lore must be sought out in 
  the world. These more active loremasters might join up 
  with an adventuring party for the benefit of the journey, 
  content with whatever knowledge might be picked up 
  along the way. 
  Alignment: Most loremasters cannot be bothered with 
  distracting and pointless philosophies such as ethics, and 
  so tend to be neutral, neutral good, or neutral evil.
  Hit Die: d6.
  Requirements
  To qualify to become a loremaster, a character must 
  fulfill all the following criteria.
  Skills: Knowledge (any two) 7 ranks in each.
  Feats: Any three metamagic or item creation feats, plus 
  Skill Focus (Knowledge [any individual Knowledge skill]).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703380
  703380
  451304
  451304
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703381
  703381
  451305
  451305
  387
  387
  11
  Prestige Classes
  Prestige Classes
  mystiC theurge
  Mystic theurges place no boundaries on their magical 
  abilities and find no irreconcilable paradox in devotion 
  to the arcane as well as the divine. They seek magic in 
  all of its forms, finding no reason or logic in denying 
  themselves instruction by limiting their knowledge to 
  one stif ling paradigm, though many are simply hungry 
  for limitless power. No matter what their motivations, 
  mystic theurges believe that perception is reality, and 
  through the divine forces and astral energies of the 
  multiverse, that perception can be used to manipulate 
  and control not only the nature of this reality, but 
  destiny itself. 
  Mystic theurges are drawn from multiclass spellcasters 
  who can already cast both arcane and divine spells, and the 
  powers that they gain increase their mastery over both.
  Role: The mystic theurge is a powerful component for 
  any party, supplying magic for attack, defense, and healing. 
  Mystic theurges travel the world in search of arcane and 
  holy artifacts, magical lore, or divine revelations, and 
  most have no qualms about teaming up with groups of 
  adventurers so long as that group’s goals do not directly 
  conflict with their own. 
  Alignment: The motivations of a mystic theurge 
  rarely stem from a sense of altruism or philanthropy, 
  so most tend to be neutral, neutral good, or neutral 
  evil. Lawful mystic theurges, whether good, neutral, or 
  evil, are rarer, and often use their powers for either the 
  benefit—or control—of society. Chaotic mystic theurges 
  are rarer still, as the calling generally requires great 
  personal discipline. 
  Hit Die: d6.
  Requirements
  To qualify to become a mystic theurge, a character must 
  fulfill all the following criteria.
  Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 
  3 ranks.
  Spells: Able to cast 2nd-level divine spells and 2nd-level 
  arcane spells.
  Class Skills
  The mystic theurge’s class skills (and the key ability for 
  each skill) are Knowledge (arcana) (Int), Knowledge (reli-
  gion) (Int), Sense Motive (Wis), and Spellcraft (Int). 
   Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are features of the mystic theurge 
  prestige class.
  Weapon and Armor Proficiency: Mystic theurges gain 
  no proficiency with any weapon or armor.
  Spells per Day: When a new mystic theurge level is 
  gained, the character gains new spells per day as if he 
  had also gained a level in any one arcane spellcasting 
  class he belonged to before he added the prestige class 
  Table 11–7: Loremaster
     
  Base
    
  Attack 
  Fort  
  Ref  
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +0 
  +0 
  +0 
  +1 
  Secret 
  +1 level of existing class
  2nd 
  +1 
  +1 
  +1 
  +1 
  Lore 
  +1 level of existing class
  3rd 
  +1 
  +1 
  +1 
  +2 
  Secret 
  +1 level of existing class
  4th 
  +2 
  +1 
  +1 
  +2 
  Bonus language 
  +1 level of existing class
  5th 
  +2 
  +2 
  +2 
  +3 
  Secret 
  +1 level of existing class
  6th 
  +3 
  +2 
  +2 
  +3 
  Greater lore 
  +1 level of existing class
  7th 
  +3 
  +2 
  +2 
  +4 
  Secret 
  +1 level of existing class
  8th 
  +4 
  +3 
  +3 
  +4 
  Bonus language 
  +1 level of existing class
  9th 
  +4 
  +3 
  +3 
  +5 
  Secret 
  +1 level of existing class
  10th 
  +5 
  +3 
  +3 
  +5 
  True lore 
  +1 level of existing class
  Loremaster Secrets
  Level + 
   
  Secret
  Int Modifier   
  Effect
  1  Instant mastery  
  4 ranks of a skill in which 
    
   
  the character has no ranks
  2  Secret health  
  Toughness bonus feat
  3  Secrets of inner strength  
  +2 bonus on Will saves
  4  The lore of true stamina  
  +2 bonus on Fortitude saves
  5  Secret knowledge 
  +2 bonus on Reflex saves
   of avoidance
  6  Weapon trick  
  +1 bonus on attack rolls
  7  Dodge trick  
  +1 dodge bonus to AC
  8  Applicable knowledge  
  Any one feat
  9  Newfound arcana  
  1 bonus 1st-level spell*
  10 More newfound arcana  
  1 bonus 2nd-level spell*
  * As if gained through having a high ability score.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703381
  703381
  451305
  451305
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703382
  703382
  451306
  451306
  388
  388
  and any one divine spellcasting class he belonged to 
  previously. He does not, however, gain other benefits 
  a character of that class would have gained. This 
  essentially means that he adds the level of mystic theurge 
  to the level of whatever other arcane spellcasting class 
  and divine spellcasting class the character has, then 
  determines spells per day, spells known, and caster level 
  accordingly. If a character had more than one arcane 
  spellcasting class or more than one divine spellcasting 
  class before he became a mystic theurge, he must decide 
  to which class he adds each level of mystic theurge for 
  the purpose of determining spells per day.
  Combined Spells (Su): A mystic theurge can prepare and 
  cast spells from one of his spellcasting classes using the 
  available slots from any of his other spellcasting classes. 
  Spells prepared or cast in this way take up a slot one level 
  higher than they originally occupied. This ability cannot 
  be used to cast a spell at a lower level if that spell exists on 
  both spell lists. At 1st level, a mystic theurge can prepare 
  1st-level spells from one of his spellcasting classes using the 
  2nd-level slots of the other spellcasting class. Every two levels 
  thereafter, the level of spells that can be cast 
  in this way increases by one, to a maximum 
  of 5th-level spells at 9th level (these spells 
  would take up 6th-level spell slots). The 
  components of these spells do not change, 
  but they otherwise follow the rules for the 
  spellcasting class used to cast the spell. 
  Spontaneous spellcasters can only select 
  spells that they have prepared that day using 
  non-spontaneous classes for this ability, even 
  if the spells have already been cast. For example, 
  a cleric/sorcerer/mystic theurge can use this ability to 
  spontaneously cast a bless spell using a 2nd-level sorcerer 
  spell slot, if the character had a prepared bless spell using a 
  1st-level cleric spell slot, even if that spell had already been 
  cast that day.
  Spell Synthesis (Su): At 10th level, a mystic theurge 
  can cast two spells, one from each of his spellcasting 
  classes, using one action. Both of the spells must have 
  the same casting time. The mystic theurge can make 
  any decisions concerning the spells independently. 
  Any target affected by both of the spells takes a 
  –2 penalty on saves made against each spell. The mystic 
  theurge receives a +2 bonus on caster level checks made to 
  overcome spell resistance with these two spells. A mystic 
  theurge may use this ability once per day.
  pAthFiNder ChrONiCLer
  Brave explorers and scavengers of lost or forgotten 
  knowledge, Pathfinder chroniclers are quintessential 
  adventurers, exploring the world for esoteric truths, 
  magical and mundane relics and artifacts, and new and 
  mysterious vistas, be they wonderful or terrible. For some, 
  this journey is purely about the wealth, for others the glory 
  of discovery, and still more are stirred by the irresistible 
  drive to uncover the bones of the ages and legends 
  of forgotten epochs in an effort to chronicle the 
  deeds of yesterday, today, and tomorrow.
  The 
  Pathfinder 
  chronicler 
  class 
  attracts any who see the world as a great 
  mystery to be unraveled, and thus has a diverse and 
  varied following, from fighters and bards to wizards 
  and clerics, and everything in between. However, due 
  to their role as historians and preservers of posterity, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703382
  703382
  451306
  451306
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703383
  703383
  451307
  451307
  389
  389
  11
  Prestige Classes
  Prestige Classes
  hopefuls must be literate and scholarly—for Pathfinder 
  chroniclers are more than mere treasure hunters.
  Role: The Pathfinder chronicler’s missions often thrust 
  her into the role of party leader, and adventures typically 
  result from, and revolve around, his endless quests. 
  Alignment: A Pathfinder chronicler’s alignment largely 
  determines her motivations. Good characters tend to 
  view their missions as noble ventures, neutral characters 
  seek to preserve knowledge for knowledge’s sake, and evil 
  characters are driven by an urge to accumulate wealth and 
  add to their own glory.
  Hit Dice: d8.
  Requirements
  To qualify to become a Pathfinder chronicler, a character 
  must fulfill all the following criteria.
  Skills: Linguistics 3 ranks, Perform (oratory) 5 ranks, 
  Profession (scribe) 5 ranks.
  Special: Must have authored or scribed something (other 
  than a magical scroll or other device) for which another 
  person (not a PC) paid at least 50 gp.
  Class Skills
  The Pathfinder chronicler’s class skills (and the key ability 
  for each skill) are Appraise (Int), Bluff (Cha), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (all skills, taken individually) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), Ride 
  (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival 
  (Wis), and Use Magic Device (Cha). 
   Skill Ranks at Each Level: 8 + Int modifier.
  Class Features
  The following are class features of the Pathfinder 
  chronicler prestige class.
  Bardic Knowledge (Ex): This ability is identical to the 
  bard class feature of the same name, and levels in this 
  class stack with levels in any other class that grants a 
  similar ability. 
  Deep Pockets (Ex): A Pathfinder chronicler collects 
  items as well as lore, picking up small amounts of this 
  or that throughout her travels. As a result, she may carry 
  unspecified equipment worth up to 100 gp per class 
  level. This can be any kind of gear that can reasonably 
  fit into a backpack, including potions and scrolls (but 
  not any other sort of magic item). As a full-round action, 
  the chronicler may dig through her pockets to retrieve 
  an item she specifies at that time, deducting its value 
  from the allocated amount of cost. This item cannot 
  weigh more than 10 pounds. When the total remaining 
  cost reaches 0, the chronicler can retrieve no more items 
  until she refills her deep pockets by spending a few 
  hours and an amount of gold to bring her total up to 100 
  gp per class level.
  In addition, if she takes 1 hour to pack her gear each 
  day, she gains a +4 bonus to Strength to determine her 
  Table 11–8: Mystic Theurge
     
  Base
    
  Attack 
  Fort  
  Ref  
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +0 
  +0 
  +0 
  +1 
  Combined spells (1st) 
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  2nd 
  +1 
  +1 
  +1 
  +1 
   
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  3rd 
  +1 
  +1 
  +1 
  +2 
  Combined spells (2nd) 
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  4th 
  +2 
  +1 
  +1 
  +2 
   
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  5th 
  +2 
  +2 
  +2 
  +3 
  Combined spells (3rd) 
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  6th 
  +3 
  +2 
  +2 
  +3 
   
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  7th 
  +3 
  +2 
  +2 
  +4 
  Combined spells (4th) 
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  8th 
  +4 
  +3 
  +3 
  +4 
   
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  9th 
  +4 
  +3 
  +3 
  +5 
  Combined spells (5th) 
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  10th 
  +5 
  +3 
  +3 
  +5 
  Spell synthesis 
  +1 level of existing arcane spellcasting class/
    
   
   
   
   
   
  +1 level of existing divine spellcasting class
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703383
  703383
  451307
  451307
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703384
  703384
  451308
  451308
  390
  390
  light encumbrance. This does not affect her maximum 
  carrying capacity. The efficient distribution of weight 
  simply encumbers her less than the same amount of weight 
  normally should. Finally, the Pathfinder chronicler gains 
  a +4 bonus on Sleight of Hand checks made to conceal 
  small objects on her person.
  Master Scribe (Ex): A Pathfinder chronicler adds her class 
  level as a bonus on all Linguistics and Profession (scribe) 
  checks, as well as Use Magic Device checks involving scrolls 
  or other written magical items. A Pathfinder chronicler can 
  make Linguistics checks to decipher text as a full-round 
  action and can always take 10 on Linguistics and Profession 
  (scribe) checks, even if distracted or 
  endangered. 
  Live to Tell the Tale (Ex): 
  At 2nd level, once per day per 
  two class levels, a Pathfinder 
  chronicler 
  can 
  attempt 
  a 
  new saving throw against any 
  ongoing 
  condition 
  against 
  which she failed a saving 
  throw in a previous 
  round, even if the 
  effect is normally 
  permanent. This ability has no effect on conditions that do 
  not allow saving throws or against instantaneous effects. 
  Pathfinding (Ex): Beginning at 2nd level, a Pathfinder 
  chronicler develops an excellent sense of direction and 
  skill at leading others through difficult terrain or by 
  following ancient maps. A Pathfinder chronicler gains a +5 
  bonus on Survival checks made to avoid becoming lost and 
  to Intelligence checks to escape a maze spell. In addition, 
  she always uses the “road or trail” overland movement 
  modifier even when in trackless terrain, whether on foot 
  or mounted. With a DC 15 Survival check, the Pathfinder 
  chronicler can extend this benefit to one companion per 
  class level. 
  Bardic Music (Su): At 3rd level, a Pathfinder chronicler 
  gains this ability, which functions like the bard class feature 
  of the same name, except that the chronicler’s effective bard 
  level is 2 lower than her class level. Levels in this class stack 
  with levels in any other class that grants a similar ability to 
  determine her effective bard level.
  Improved Aid (Ex): Pathfinder chroniclers frequently 
  serve as the companions of great heroes, standing by their 
  sides and recording their deeds, but often lending a crucial 
  helping hand. Starting at 3rd level, a Pathfinder chronicler 
  using the aid another action grants a +4 bonus, rather than 
  the normal +2. 
  Epic Tales (Su): A 4th-level Pathfinder chronicler can 
  inscribe a tale so evocative and so moving that it conveys 
  the effects of bardic music through the written word. To 
  create an epic tale requires two daily uses of her bardic 
  music ability, and any relevant skill ranks or checks 
  are made with Profession (scribe) rather than Perform 
  (oratory). An epic tale affects only the reader, but it grants 
  all the benefits that would normally apply for hearing a 
  performance. A Pathfinder chronicler may apply the effects 
  of any feats that affect bardic music to her epic tales. An 
  epic tale retains its supernatural potency for 1 day per class 
  level. It requires 1 hour to inscribe, a full-round action to 
  activate, and has a duration of 1 minute. Once activated, an 
  epic tale’s magic is consumed.
  Whispering Campaign (Ex): Pathfinder chroniclers 
  influence the world through their control of information 
  and ability to shape public perception. At 5th level, as a 
  special use of bardic music, the Pathfinder chronicler can 
  create the effect of a doom spell as cast by a sorcerer of her 
  class level by denouncing a creature in person. This is a 
  language-dependent effect.
  Alternatively, the chronicler can denounce a particular 
  target (an individual or a definable group of creatures) to 
  others. This form of bardic music creates the effect of the 
  enthrall spell, but at the end of the performance all creatures 
  who failed to save shift their attitude toward the target of 
  the oration by one step (in the direction of the Pathfinder 
  chronicler’s choice) for 1 day per class level.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703384
  703384
  451308
  451308
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703385
  703385
  451309
  451309
  391
  391
  11
  Prestige Classes
  Prestige Classes
  Inspire Action (Su): As a special use of bardic music, a 6th-
  level Pathfinder chronicler can exhort any one ally within 
  hearing to a sudden surge of action, allowing her ally to 
  immediately take an extra move action. This does not count 
  against the ally’s number of actions on his own turn.
  At 9th level, she can enable an ally to immediately take a 
  standard action instead. 
  Call Down the Legends (Su): At 7th level, once per 
  week as a full-round action, a Pathfinder chronicler can 
  summon 2d4 4th-level human barbarians, as if she used a 
  bronze horn of Valhalla; these summoned barbarians serve 
  her with complete loyalty. The barbarians are constructs, 
  not actual people (although they seem to be). They arrive 
  with the normal starting equipment for barbarians (see 
  page 454) and attack anyone the chronicler designates.
  Greater Epic Tales (Su): At 8th level, the Pathfinder 
  chronicler’s written word gains power. This ability functions 
  like the chronicler’s epic tales ability, except that if read 
  aloud, the bardic music takes effect as if the author had used 
  the ability, but the effects are targeted by the reader and use 
  the reader’s Charisma score where applicable. 
  Lay of the Exalted Dead (Su): Once per week as a full-
  round action, a 10th-level Pathfinder chronicler can 
  summon 1d4+1 5th-level human barbarians, as if she used 
  an iron horn of Valhalla. The summoned barbarians serve 
  her with complete and unquestioning loyalty. They are 
  constructs, with the incorporeal subtype (they take 50% of 
  the damage from corporeal sources, and no damage from 
  nonmagical sources). They arrive wearing +2 studded leather 
  and wielding +1 ghost touch greataxes (allowing them to deal 
  full damage to corporeal creatures) and attack anyone the 
  chronicler designates. To the chronicler and their allies, 
  these exalted dead appear like a noble troop of spectral 
  warriors. Her enemies, however, behold the terrible wrath 
  of the ancient heroes and must succeed at Will saves or 
  become shaken for 1 round per summoned barbarian (DC 
  15 + the Pathfinder chronicler’s Charisma modifier).
  shAdOwdANCer
  Civilized folk have always feared the night, barring 
  themselves behind doors or comforting themselves with 
  bonfires when the shadows grow long, rightfully wary of 
  the creatures that prowl the darkness. Yet long ago, some 
  learned that the best way to conquer an enemy is to embrace 
  it. These were the first shadowdancers.
  Shadowdancers exist in the boundary between light 
  and darkness, where they weave together the shadows to 
  become half-seen artists of deception. Unbound by any 
  specified morality or traditional code, shadowdancers 
  encompass a wide variety of adventuring types who have 
  seen the value of the dark. Spellcasters use their abilities to 
  safely cast spells from hiding and then move quickly away, 
  while classes devoted to hand-to-hand combat enjoy the 
  ability to attack foes with the element of surprise. Some 
  even take the name of their kind quite literally, becoming 
  eerie and mysterious performers and dancers, though 
  more often the temptation presented by their talents with 
  deception and infiltration causes shadowdancers to turn 
  to lives of thievery.
  Role: Shadowdancers adventure for a wide variety of 
  reasons. Many adventuring parties find shadowdancers 
  valuable members of their teams due to their incredible 
  stealth and ability to surprise enemies with lightning-
  quick attacks where they’re least expected. For this 
  reason, their services are often sought out by those 
  groups in need of scouts or spies. 
  Alignment: Because of their nature as visually duplicitous 
  tricksters, shadowdancers do not fit comfortably into the 
  lawful category, as many use their talents to avoid the 
  eyes of legitimate authority. Yet though they are allies of 
  darkness, shadowdancers are neither inherently evil nor 
  predisposed to good. To them, the darkness is simply the 
  darkness, without any of the usual moral connotations 
  made by the unenlightened. 
  Hit Die: d8.
  Table 11–9: Pathfinder Chronicler
     
  Base
    
  Attack 
  Fort  
  Ref  
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  +0 
  +0 
  +1 
  +1 
  Bardic knowledge, deep pockets, master scribe
  2nd 
  +1 
  +1 
  +1 
  +1 
  Live to tell the tale, pathfinding
  3rd 
  +2 
  +1 
  +2 
  +2 
  Bardic music, improved aid
  4th 
  +3 
  +1 
  +2 
  +2 
  Epic tales
  5th 
  +3 
  +2 
  +3 
  +3 
  Whispering campaign
  6th 
  +4 
  +2 
  +3 
  +3 
  Inspired action (move)
  7th 
  +5 
  +2 
  +4 
  +4 
  Call down the legends
  8th 
  +6 
  +3 
  +4 
  +4 
  Greater epic tales
  9th 
  +6 
  +3 
  +5 
  +5 
  Inspired action (standard)
  10th 
  +7 
  +3 
  +5 
  +5 
  Lay of the exalted dead
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703385
  703385
  451309
  451309
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703386
  703386
  451310
  451310
  392
  392
  Requirements
  To qualify to become a shadowdancer, a character must 
  fulfill all the following criteria.
  Skills: Stealth 5 ranks, Perform (dance) 2 ranks.
  Feats: Combat Reflexes, Dodge, Mobility. 
  Class Skills
  The shadowdancer’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Perception (Wis), 
  Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).
   Skill Ranks at Each Level: 6 + Int modifier.
  Class Features
  All of the following are features of the shadowdancer 
  prestige class.
  Weapon and Armor Proficiency: Shadowdancers are 
  proficient with the club, crossbow (hand, light, or heavy), 
  dagger (any type), dart, mace, morningstar, quarterstaff, 
  rapier, sap, shortbow (normal and composite), and short 
  sword. Shadowdancers are proficient with light armor but 
  not with shields.
  Hide in Plain Sight (Su): A shadowdancer can use the Stealth 
  skill even while being observed. As long as she is within 10 
  feet of an area of dim light, a shadowdancer can hide herself  
  from view in the open without anything to actually hide 
  behind. She cannot, however, hide in her own shadow.
  Evasion (Ex): At 2nd level, a shadowdancer gains evasion. 
  If exposed to any effect that normally allows her to attempt 
  a Reflex saving throw for half damage, she takes no damage 
  with a successful saving throw. The evasion ability can 
  only be used if the shadowdancer is wearing light armor 
  or no armor.
  Darkvision (Ex): At 2nd level, a shadowdancer gains 
  darkvision out to a range of 60 feet. If she already has 
  darkvision, the range increases by 30 feet.
  Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot 
  be caught flat-footed, even if the attacker is invisible. He 
  still loses her Dexterity bonus to AC if immobilized. A 
  shadowdancer with this ability can still lose his Dexterity 
  bonus to AC if an opponent successfully uses the feint 
  action against him.
  If a shadowdancer already has uncanny dodge from a 
  different class, he automatically gains improved uncanny 
  dodge instead (see page 393).
  Rogue Talent: At 3rd level, and every three levels 
  thereafter, a shadowdancer gains a special ability that 
  allows her to confound her foes. This functions as the 
  rogue talent class feature. A shadowdancer cannot select 
  an individual talent more than once. If a shadowdancer 
  has the advanced talents rogue class feature, she can chose 
  from the advanced talents list instead.
  Shadow Illusion (Sp): When a shadowdancer reaches 3rd 
  level, she can create visual illusions. This ability functions 
  as silent image, using the shadowdancer’s level as the caster 
  level. A shadowdancer can use this ability once per day for 
  every two shadowdancer levels she has attained. The DC 
  for this ability is Charisma-based.
  Summon Shadow (Su): At 3rd level, a shadowdancer can 
  summon a shadow, an undead shade. Unlike a normal 
  shadow, this shadow’s alignment matches that of the 
  shadowdancer, and the creature cannot create spawn. The 
  summoned shadow receives a +4 bonus on Will saves made 
  to halve the damage from positive channeled energy and the 
  shadow cannot be turned or commanded. This shadow serves 
  as a companion to the shadowdancer and can communicate 
  intelligibly with the shadowdancer. This shadow has a 
  number of hit points equal to half the shadowdancer’s total. 
  The shadow uses the shadowdancer’s base attack bonus and 
  base save bonuses. Otherwise, this shadow is identical to the 
  shadow found in the Pathfinder RPG Bestiary.
  If a shadow companion is destroyed, or the shadowdancer 
  chooses to dismiss it, the shadowdancer must attempt a DC 
  Table 11–10: Shadowdancer
    
  Base
   
  Attack 
  Fort  
  Ref  
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  +0 
  +0 
  +1 
  +0 
  Hide in plain sight
  2nd 
  +1 
  +1 
  +1 
  +1 
  Evasion, darkvision, uncanny dodge
  3rd 
  +2 
  +1 
  +2 
  +1 
  Rogue talent, shadow illusion, summon shadow
  4th 
  +3 
  +1 
  +2 
  +1 
  Shadow call, shadow jump 40 ft.
  5th 
  +3 
  +2 
  +3 
  +2 
  Defensive roll, improved uncanny dodge
  6th 
  +4 
  +2 
  +3 
  +2 
  Rogue talent, shadow jump 80 ft.
  7th 
  +5 
  +2 
  +4 
  +2 
  Slippery mind
  8th 
  +6 
  +3 
  +4 
  +3 
  shadow jump 160 ft., shadow power
  9th 
  +6 
  +3 
  +5 
  +3 
  Rogue talent
  10th 
  +7 
  +3 
  +5 
  +3 
  Improved evasion, shadow jump 320 ft., shadow master
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703386
  703386
  451310
  451310
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703387
  703387
  451311
  451311
  393
  393
  11
  Prestige Classes
  Prestige Classes
  15 Fortitude save. If the saving throw fails, the shadowdancer 
  gains one permanent negative level. A successful saving 
  throw avoids this negative level. A destroyed or dismissed 
  shadow companion cannot be replaced for 30 days.
  Shadow Call (Sp): At 4th level, a shadowdancer can 
  create creatures and effects out of raw shadow. This ability 
  functions as shadow conjuration, using the shadowdancer’s 
  level as the caster level. A shadowdancer can use this 
  ability once per day at 4th level, plus one additional time 
  per day for every two levels attained beyond 4th (2/day at 
  6th level, 3/day at 8th level, and 4/day at 10th level). Upon 
  reaching 10th level, this ability functions as greater shadow 
  conjuration. The DC for this ability is Charisma-based.
  Shadow Jump (Su): At 4th level, a shadowdancer gains 
  the ability to travel between shadows as if by means of a 
  dimension door spell. The limitation is that the magical 
  transport must begin and end in an area with at least some 
  dim light. A shadowdancer can jump up to a total of 40 feet 
  each day in this way; this may be a single jump of 40 feet or 
  four jumps of 10 feet each. Every two levels higher than 4th, 
  the distance a shadowdancer can jump each day doubles (80 
  feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount 
  can be split among many jumps, but each one, no matter 
  how small, counts as a 10-foot increment.
  Defensive Roll (Ex): Starting at 5th level, once 
  per day, a shadowdancer can attempt to avoid 
  a lethal blow. This functions as the rogue’s 
  advanced talent of the same name.
  Improved Uncanny Dodge (Ex): At 
  5th level and higher, shadowdancer 
  can no longer be flanked. This 
  defense denies a rogue the ability to 
  sneak attack the assassin by flanking 
  him, unless the attacker has at least four 
  more rogue levels than the target has 
  assassin levels.
  If a character already has uncanny 
  dodge from another class, the levels 
  from the classes that grant uncanny 
  dodge stack to determine the 
  minimum rogue level required to 
  flank the character.
  Slippery Mind (Ex): At 7th level, a 
  shadowdancer becomes resilient to 
  enchantment spells. This functions 
  as the rogue’s advanced talent of the 
  same name.
  Shadow Power (Sp): At 8th level, a shadowdancer can use 
  raw shadow to damage her foes. This ability functions as 
  shadow evocation, using the shadowdancer’s level as the caster 
  level. A shadowdancer can use this ability once per day at 
  8th level, and one additional time per day upon reaching 
  10th level. The DC for this ability is Charisma-based. 
  Improved Evasion (Ex): This ability, gained at 10th level, 
  works like evasion (see above). A shadowdancer takes no 
  damage at all on successful saving throws against attacks 
  that allow a Reflex saving throw for half damage. What’s 
  more, she takes only half damage even if she fails her 
  saving throw.
  Shadow Master (Su): At 10th level, whenever a shadow-
  dancer is in an area of dim light, she gains DR 10/— and a 
  +2 luck bonus on all saving throws. In addition, whenever 
  she successfully scores a critical hit against a foe who is in 
  an area of dim light, that foe is blinded for 1d6 rounds.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703387
  703387
  451311
  451311
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703388
  703388
  451312
  451312
  Gamemastering
  12
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703388
  703388
  451312
  451312
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703389
  703389
  451313
  451313
  A 
  soulless moon 
  shone down upon 
  the jagged coast, its pale 
  light making the autumn 
  wind’s icy claws all the 
  more chilling. Rising like 
  some grim lighthouse, the 
  old mansion teetered upon 
  the cliff, the groans of its 
  moldering timbers barely 
  muffled by the crashing 
  of waves upon the rocks 
  below. Leaves rustled in 
  the shadows, as did a 
  faint scraping in the night 
  beyond. Suddenly, an 
  ominous light flickered to 
  life high in one window. 
  The villagers’ tales said 
  that the masters of the 
  house were long dead, but 
  perhaps they had once 
  again returned home. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703389
  703389
  451313
  451313
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703390
  703390
  451314
  451314
  396
  396
  adventure beforehand can help you maintain innkeeper 
  gender identities and so much more!
  Of course, the backbone of any campaign is the adventures 
  that comprise it, be they an intricately connected series 
  of plots and storylines or an open-ended sandbox of 
  possibility. But where do these adventures come from? 
  There are, essentially, two sources for adventures. You can 
  build your own from scratch, or you can run a published 
  adventure. Both options have different pros and cons, and 
  you certainly don’t have to limit yourself to only one choice 
  for the duration of a campaign.
  puBLished AdveNtures
  Published adventures are your friend. As a Game Master, 
  you’re going to be spending a lot of time as it is preparing 
  for games—and when you don’t have time to come up with 
  an adventure, a published adventure can be a godsend. 
  By studying how published adventures are put together, 
  you can hone your own adventure-creating skills. And by 
  running a published adventure for your group, you leave 
  the details of invention and creation to the adventure 
  writer, giving you time to focus on the game play itself.
  The most important thing to remember when using 
  a published adventure, though, is that the writer of the 
  adventure doesn’t know your group the way you know your 
  group. If you know your players are particularly paranoid 
  and assume all helpful NPCs are out to get them, then a 
  published adventure about a kindly cleric who’s actually 
  a shapechanged demon probably won’t work well for your 
  group. Feel free to change published adventures as you 
  see fit, either while you’re reading them or during play. 
  If, for example, one of your players has written into his 
  character’s backstory that his father was killed by an orc 
  warlord and he became an adventurer to someday get 
  revenge on that orc, go ahead and change the hobgoblin 
  warlord in the adventure into an orc. Adapting adventures 
  to your group and your play style in this manner is an 
  important part of running published adventures, since it 
  customizes the experience to your group and makes it all 
  the more enjoyable.
  Paizo Publishing offers a large variety of published 
  adventures in its Pathfinder Modules line and complete 
  campaigns in the form of its monthly Pathfinder 
  Adventure Path installments. To learn more about these 
  valuable GM resources, please visit paizo.com.
  BuiLdiNg AN AdveNture
  There are countless ways to build an adventure. The 
  classic method is to simply write everything out before-
  hand. While this does get everything you need to know 
  about the adventure down on paper, it’s an awful lot of 
  work. If you’re the only person who’ll ever be running 
  the adventure, it’s okay to simply outline the plot, draw 
  I
  t’s one thing to play a character on an adventure. It’s 
  quite another to run the adventure as a Game Master. It’s 
  a lot more work, sure, but it can be a lot more rewarding 
  to create an entire world for your friends to explore.
  But what exactly is a Game Master?
  Storyteller: First and foremost, the Game Master is a 
  storyteller. He presents the world and its characters to 
  the players of the game, and it is through the GM that 
  the players interact with them. The Game Master must 
  be able to craft stories and to translate them into a verbal 
  medium.
  Entertainer: A Game Master must also be a master at 
  improvisation. He has to be ready to handle anything 
  that his players want to do, to resolve situations and issue 
  rulings quickly enough to keep the pace of the game 
  going at an entertaining clip. A Game Master is on stage, 
  and his players are his audience.
  Judge: The Game Master must be the arbiter of 
  everything that occurs in the game. All rule books, 
  including this one, are his tools, but his word is the law. 
  He must not antagonize the players or work to impede 
  their ability to enjoy the game, yet neither should he favor 
  them and coddle them. He should be impartial, fair, and 
  consistent in his administration of the rules.
  Inventor: The Game Master’s job does not end when 
  the game session does. He must be an inventor as well. By 
  creating NPCs, plots, magic items, spells, worlds, deities, 
  monsters, and everything else, he propels his game’s 
  evolution forward, constantly elevating his campaign 
  into something greater.
  Player: Just because he’s playing dozens of characters 
  during the course of a session doesn’t make him any less 
  a player than the others who sit at the table.
  stArtiNg A CAmpAigN
  Before you run a game, you need to know what kind of 
  game you’ll be running. Whether you write out the plans 
  for the coming session in a dozen notebooks, scribble 
  down ideas and key NPC stat blocks on a bunch of sticky 
  notes or your computer, or just have a vague idea of a 
  plot and a few names in your head, you’ll need to prepare 
  parts of your adventure before the game begins. Some 
  GMs enjoy the challenge of presenting a “sandbox” for 
  the players to explore at their whim, but even then you 
  need to know what kind of things are in that sandbox for 
  the PCs to encounter. And as a general rule, everything 
  you can prepare before the game begins will save you 
  time making decisions during the game. Even more 
  important, preparation beforehand allows you to maintain 
  consistency—few things ruin the suspension of disbelief 
  more for a group of discerning players than having the 
  Game Master call the local innkeeper “Radimus” one 
  session and “Penelope” the next. Preparing for your 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703390
  703390
  451314
  451314
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703391
  703391
  451315
  451315
  397
  397
  12
  Gamemastering
  Gamemastering
  a map of the adventure site, create encounters and stat 
  blocks, and have at it. An adventure need not look like 
  much more than a shopping list—you only really need 
  to write down what you can’t easily remember come 
  game time.
  One important tip to remember about adventure 
  writing—you’re not writing a story. The main characters 
  of the adventure should be the players, and they’re missing 
  from the tale when you prepare the adventure. Instead, 
  think of the adventure as an outline for a script. You can 
  have an idea in your head of how things will work out, 
  but if you avoid making assumptions about what your 
  characters will do in the adventure and instead just focus 
  on creating the building blocks of the adventure (such 
  as room descriptions, NPC motivations, stat blocks, and 
  the like), you’ll be much more capable of reacting to the 
  unexpected when the PCs do their thing.
  Whatever you decide to do in your adventure, there are 
  three elements that, if you prepare them beforehand, will 
  save you a lot of time and anguish in the end—stat blocks, 
  encounters, and treasure.
  Stat Blocks
  One of the most complex parts of the game is the stat block. 
  Every NPC, every monster, and every timid little forest 
  creature in the campaign world has its own stat block. 
  This isn’t to say, of course, that you need to generate a stat 
  block for every creature that appears in your adventure, 
  but you should certainly generate stat blocks for all of the 
  important NPCs and monsters with whom you expect 
  the PCs to interact. The Pathfinder RPG Bestiary provides 
  more than 300 pre-made monster stat blocks for use in 
  adventures, and that’s just the beginning—you can use 
  stat blocks from other monster bestiaries or adventures 
  just as easily in your game. One good trick is to copy a stat 
  block onto a 3×5 card or into a small document you can 
  easily bring up on your computer during the game—you 
  can keep these cards and documents forever to reuse them 
  as needed.
  Think of stat blocks as shorthand versions of character 
  sheets. For a sample stat block, see page 455 of this book—
  definitions for the various abbreviations in the stat block 
  can be found on pages 11–13. For a more detailed description 
  of how to read a stat block or additional examples of what a 
  stat block looks like, consult the Pathfinder RPG Bestiary.
  Designing Encounters
  The heart of any adventure is its encounters. An 
  encounter is any event that puts a specific problem 
  before the PCs that they must solve. Most encounters 
  present combat with monsters or hostile NPCs, but there 
  are many other types—a trapped corridor, a political 
  interaction with a suspicious king, a dangerous passage 
  over a rickety rope bridge, an awkward argument with 
  a friendly NPC who suspects a PC has betrayed him, or 
  anything that adds drama to the game. Brain-teasing 
  puzzles, roleplaying challenges, and skill checks are all 
  classic methods for resolving encounters, but the most 
  complex encounters to build are the most common 
  ones—combat encounters.
  When designing a combat encounter, you first decide 
  what level of challenge you want your PCs to face, then 
  follow the steps outlined below.
  Step 1—Determine APL: Determine the average level of 
  your player characters—this is their Average Party Level 
  (APL for short). You should round this value to the nearest 
  whole number (this is one of the few exceptions to the round 
  down rule). Note that these encounter creation guidelines 
  assume a group of four or five PCs. If your group contains 
  six or more players, add one to their average level. If your 
  group contains three or fewer players, subtract one from 
  their average level. For example, if your group consists of 
  six players, two of which are 4th level and four of which 
  are 5th level, their APL is 6th (28 total levels, divided by six 
  players, rounding up, and adding one to the final result).
  Step 2—Determine CR: Challenge Rating (or CR) is a 
  convenient number used to indicate the relative danger 
  presented by a monster, trap, hazard, or other encounter—
  the higher the CR, the more dangerous the encounter. 
  Refer to Table 12–1 to determine the Challenge Rating 
  your group should face, depending on the difficulty of 
  the challenge you want and the group’s APL.
  Step 3—Build the Encounter: Determine the total 
  XP award for the encounter by looking it up by its CR 
  on Table 12–2. This gives you an “XP budget” for the 
  encounter. Every creature, trap, and hazard is worth an 
  amount of XP determined by its CR, as noted on Table 
  12–2. To build your encounter, simply add creatures, 
  traps, and hazards whose combined XP does not exceed 
  the total XP budget for your encounter. It’s easiest to add 
  the highest CR challenges to the encounter first, filling 
  out the remaining total with lesser challenges.
  For example, let’s say you want your group of six 
  8th-level PCs to face a challenging encounter against 
  a group of gargoyles (each CR 4) and their stone giant 
  boss (CR 8). The PCs have an APL of 9, and table 12–1 
  tells you that a challenging encounter for your APL 9 
  Table 12–1: Encounter Design
  Difficulty 
  Challenge Rating Equals…
  Easy 
  APL –1
  Average 
  APL
  Challenging 
  APL +1
  Hard 
  APL +2
  Epic 
  APL +3 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703391
  703391
  451315
  451315
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703392
  703392
  451316
  451316
  398
  398
  group is a CR 10 encounter—worth 9,600 XP according 
  to Table 12–2. At CR 8, the stone giant is worth 4,800 
  XP, leaving you with another 4,800 points in your XP 
  budget for the gargoyles. Gargoyles are CR 4 each, and 
  thus worth 1,200 XP apiece, meaning that the encounter 
  can support four gargoyles in its XP budget. You could 
  further refine the encounter by including only three 
  gargoyles, leaving you with 1,200 XP to spend on a trio 
  of Small earth elemental servants (at CR 1, each is worth 
  400 XP) to further aid the stone giant.
  Adding NPCs: Creatures whose Hit Dice are solely a 
  factor of their class levels and not a feature of their race, 
  such as all of the PC races detailed in Chapter 2, are 
  factored into combats a little differently than normal 
  monsters or monsters with class levels. A creature that 
  possesses class levels, but does not have any racial Hit 
  Dice, is factored in as a creature with a CR equal to its class 
  levels –1. A creature that only possesses non-player class 
  levels (such as a warrior or adept—see page 448) is factored 
  in as a creature with a CR equal to its class levels –2. If this 
  reduction would reduce a creature’s CR to below 1, its CR 
  drops one step on the following progression for each step 
  below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.
  High CR Encounters:  The XP values for high-CR 
  encounters can seem quite daunting. Table 12–3 provides 
  some simple formulas to help you manage these large 
  numbers. When using a large number of identical creatures, 
  this chart can help simplify the math by combining them 
  into one CR, making it easier to find their total XP value. 
  For example, using this chart, four CR 8 creatures (worth 
  4,800 XP each) are equivalent to a CR 12 creature (worth 
  19,200 XP).
  Ad Hoc CR Adjustments: While you can adjust a 
  specific monster’s CR by advancing it, applying templates, 
  or giving it class levels (rules for all three of these options 
  appear in the Pathfinder RPG Bestiary), you can also adjust 
  an encounter’s difficulty by applying ad hoc adjustments 
  to the encounter or creature itself. Listed here are three 
  additional ways you can alter an encounter’s difficulty.
  Favorable Terrain for the PCs: An encounter against 
  a monster that’s out of its favored element (like a 
  yeti encountered in a sweltering cave with lava, or an 
  enormous dragon encountered in a tiny room) gives the 
  PCs an advantage. Build the encounter as normal, but 
  when you award experience for the encounter, do so as if 
  the encounter were one CR lower than its actual CR.
  Unfavorable Terrain for the PCs: Monsters are designed 
  with the assumption that they are encountered in their 
  favored terrain—encountering a water-breathing aboleth 
  in an underwater area does not increase the CR for that 
  encounter, even though none of the PCs breathe water. 
  If, on the other hand, the terrain impacts the encounter 
  significantly (such as an encounter against a creature 
  with blindsight in an area that suppresses all light), you 
  can, at your option, increase the effective XP award as if 
  the encounter’s CR were one higher.
  NPC Gear Adjustments: You can significantly increase 
  or decrease the power level of an NPC with class levels by 
  adjusting the NPC’s gear. The combined value of an NPC’s 
  Table 12–3: CR Equivalencies
  Number of Creatures 
  Equal to…
  1 Creature 
  CR
  2 Creatures 
  CR +2
  3 Creatures 
  CR +3
  4 Creatures 
  CR +4
  6 Creatures 
  CR +5
  8 Creatures 
  CR +6
  12 Creatures 
  CR +7
  16 Creatures 
  CR +8
  Table 12–2: Experience Point Awards
    
   
   
  Individual xP
  CR 
  Total xP 
  1–3 
  4–5 
  6+
  1/8 
  50 
  15 
  15 
  10
  1/6 
  65 
  20 
  15 
  10
  1/4 
  100 
  35 
  25 
  15
  1/3 
  135 
  45 
  35 
  25
  1/2 
  200 
  65 
  50 
  35
  1  
  400 
  135 
  100 
  65
  2  
  600 
  200 
  150 
  100
  3  
  800 
  265 
  200 
  135
  4  
  1,200 
  400 
  300 
  200
  5  
  1,600 
  535 
  400 
  265
  6  
  2,400 
  800 
  600 
  400
  7  
  3,200 
  1,070 
  800 
  535
  8  
  4,800 
  1,600 
  1,200 
  800
  9  
  6,400 
  2,130 
  1,600 
  1,070
  10 
  9,600 
  3,200 
  2,400 
  1,600
  11  
  12,800 
  4,270 
  3,200 
  2,130
  12  
  19,200 
  6,400 
  4,800 
  3,200
  13  
  25,600 
  8,530 
  6,400 
  4,270
  14 
  38,400 
  12,800 
  9,600 
  6,400
  15  
  51,200 
  17,100 
  12,800 
  8,530
  16  
  76,800 
  25,600 
  19,200 
  12,800
  17  
  102,400 
  34,100 
  25,600 
  17,100
  18 
  153,600 
  51,200 
  38,400 
  25,600
  19  
  204,800 
  68,300 
  51,200 
  34,100
  20 
  307,200 
  102,000 
  76,800 
  51,200
  21  
  409,600 
  137,000 
  102,400 
  68,300
  22 
  614,400 
  205,000 
  153,600 
  102,400
  23  
  819,200 
  273,000 
  204,800 
  137,000
  24 
  1,228,800 
  410,000 
  307,200 
  204,800
  25  
  1,638,400 
  546,000 
  409,600 
  273,000
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703392
  703392
  451316
  451316
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703393
  703393
  451317
  451317
  399
  399
  12
  Gamemastering
  Gamemastering
  Table 12–4: Character Wealth by Level
   PC Level* 
  Wealth
   2 
  1,000 gp
   3 
  3,000 gp
   4 
  6,000 gp
   5 
  10,500 gp
   6 
  16,000 gp
   7 
  23,500 gp
   8 
  33,000 gp
   9 
  46,000 gp
   10 
  62,000 gp
   11 
  82,000 gp
   12 
  108,000 gp
   13 
  140,000 gp
   14 
  185,000 gp
   15 
  240,000 gp
   16 
  315,000 gp
   17 
  410,000 gp
   18 
  530,000 gp
   19 
  685,000 gp
   20 
  880,000 gp
  * For 1st-level PCs, see table 6–1 in Chapter 6.
  Table 12–5: Treasure Values per Encounter
  Average Party 
   
  Treasure per Encounter
  Level 
  Slow 
  Medium 
  Fast
  1  
  170 gp 
  260 gp 
  400 gp
  2  
  350 gp 
  550 gp 
  800 gp
  3  
  550 gp 
  800 gp 
  1,200 gp
  4  
  750 gp 
  1,150 gp 
  1,700 gp
  5  
  1,000 gp 
  1,550 gp 
  2,300 gp
  6  
  1,350 gp 
  2,000 gp 
  3,000 gp
  7  
  1,750 gp 
  2,600 gp 
  3,900 gp
  8  
  2,200 gp 
  3,350 gp 
  5,000 gp
  9  
  2,850 gp 
  4,250 gp 
  6,400 gp
  10 
  3,650 gp 
  5,450 gp 
  8,200 gp
  11  
  4,650 gp 
  7,000 gp 
  10,500 gp
  12  
  6,000 gp 
  9,000 gp 
  13,500 gp
  13  
  7,750 gp 
  11,600 gp 
  17,500 gp
  14 
  10,000 gp 
  15,000 gp 
  22,000 gp
  15  
  13,000 gp 
  19,500 gp 
  29,000 gp
  16  
  16,500 gp 
  25,000 gp 
  38,000 gp
  17  
  22,000 gp 
  32,000 gp 
  48,000 gp
  18 
  28,000 gp 
  41,000 gp 
  62,000 gp
  19  
  35,000 gp 
  53,000 gp 
  79,000 gp
  20 
  44,000 gp 
  67,000 gp 
  100,000 gp
  gear is given in Chapter 14 on Table 14–9. A classed NPC 
  encountered with no gear should have his CR reduced by 
  1 (provided that loss of gear actually hampers the NPC), 
  while a classed NPC that instead has gear equivalent to that 
  of a PC (as listed on Table 12–4) has a CR of 1 higher than 
  his actual CR. Be careful awarding NPCs this extra gear, 
  though—especially at high levels, where you can blow out 
  your entire adventure’s treasure budget in one fell swoop!
  Awarding Experience
  Pathfinder Roleplaying Game characters advance in 
  level by defeating monsters, overcoming challenges, 
  and completing adventures—in so doing, they earn 
  experience points (XP for short). Although you can award 
  experience points as soon as a challenge is overcome, 
  this can quickly disrupt the flow of game play. It’s easier 
  to simply award experience points at the end of a game 
  session—that way, if a character earns enough XP to gain 
  a level, he won’t disrupt the game while he levels up his 
  character. He can instead take the time between game 
  sessions to do that.
  Keep a list of the CRs of all the monsters, traps, obstacles, 
  and roleplaying encounters the PCs overcome. At the end of 
  each session, award XP to each PC that participated. Each 
  monster, trap, and obstacle awards a set amount of XP, as 
  determined by its CR, regardless of the level of the party in 
  relation to the challenge, although you should never bother 
  awarding XP for challenges that have a CR of 10 or more 
  lower than the APL. Pure roleplaying encounters generally 
  have a CR equal to the average level of the party (although 
  particularly easy or difficult roleplaying encounters might 
  be one higher or lower). There are two methods for awarding 
  XP. While one is more exact, it requires a calculator for ease 
  of use. The other is slightly more abstract.
  Exact XP: Once the game session is over, take your list 
  of defeated CR numbers and look up the value of each CR 
  on Table 12–2 under the “Total XP” column. Add up the 
  XP values for each CR and then divide this total by the 
  number of characters—each character earns an amount of 
  XP equal to this number.
  Abstract XP: Simply add up the individual XP awards 
  listed for a group of the appropriate size. In this case, the 
  division is done for you—you need only total up all the 
  awards to determine how many XP to award to each PC.
  Story Awards: Feel free to award Story Awards when 
  players conclude a major storyline or make an important 
  accomplishment. These awards should be worth double 
  the amount of experience points for a CR equal to the APL. 
  Particularly long or difficult story arcs might award even 
  more, at your discretion as GM.
  Placing Treasure
  As PCs gain levels, the amount of treasure they carry and 
  use increases as well. The Pathfinder Roleplaying Game 
  assumes that all PCs of equivalent level have roughly equal 
  amounts of treasure and magic items. Since the primary 
  income for a PC derives from treasure and loot gained 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703393
  703393
  451317
  451317
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703394
  703394
  451318
  451318
  400
  400
  from adventuring, it’s important to moderate the wealth 
  and hoards you place in your adventures. To aid in placing 
  treasure, the amount of treasure and magic items the PCs 
  receive for their adventures is tied to the Challenge Rating 
  of the encounters they face—the higher an encounter’s CR, 
  the more treasure it can award.
  Table 12–4 lists the amount of treasure each PC is 
  expected to have at a specific level. Note that this table 
  assumes a standard fantasy game. Low-fantasy games 
  might award only half this value, while high-fantasy 
  games might double the value. It is assumed that some of 
  this treasure is consumed in the course of an adventure 
  (such as potions and scrolls), and that some of the less 
  useful items are sold for half value so more useful gear can 
  be purchased. 
  Table 12–4 can also be used to budget gear for 
  characters starting above 1st level, such as a new 
  character created to replace a dead one. Characters 
  should spend no more than half their total wealth on 
  any single item. For a balanced approach, PCs that 
  are built after 1st level should spend no more than 
  25% of their wealth on weapons, 25% on armor and 
  protective devices, 25% on other magic items, 15% on 
  disposable items like potions, scrolls, and wands, and 
  10% on ordinary gear and coins. Different character 
  types might spend their wealth differently than these 
  percentages suggest; for example, arcane casters might 
  spend very little on weapons but a great deal more on 
  other magic items and disposable items.
  Table 12–5 lists the amount of treasure each encounter 
  should award based on the average level of the PCs and the 
  speed of the campaign’s XP progression (slow, medium, 
  or fast). Easy encounters should award treasure one level 
  lower than the PCs’ average level. Challenging, hard, and 
  epic encounters should award treasure one, two, or three 
  levels higher than the PCs’ average level, respectively. 
  If you are running a low-fantasy game, cut these values 
  in half. If you are running a high-fantasy game, double 
  these values.
  Encounters against NPCs typically award three 
  times the treasure a monster-based encounter awards, 
  due to NPC gear. To compensate, make sure the PCs 
  face off against a pair of additional encounters that 
  award little in the way of treasure. Animals, plants, 
  constructs, mindless undead, oozes, and traps are great 
  “low treasure” encounters. Alternatively, if the PCs face 
  a number of creatures with little or no treasure, they 
  should have the opportunity to acquire a number of 
  significantly more valuable objects sometime in the 
  near future to make up for the imbalance. As a general 
  rule, PCs should not own any magic item worth more 
  than half their total character wealth, so make sure to 
  check before awarding expensive magic items.
  Building a Treasure Hoard
  While it’s often enough to simply tell your players they’ve 
  found 5,000 gp in gems and 10,000 gp in jewelry, it’s 
  generally more interesting to give details. Giving treasure 
  a personality can not only help the verisimilitude of 
  your game, but can sometimes trigger new adventures. 
  The information on the following pages can help you 
  randomly determine types of additional treasure—
  suggested values are given for many of the objects, but 
  feel free to assign values to the objects as you see fit. It’s 
  easiest to place the expensive items first—if you wish, you 
  can even randomly roll magic items, using the tables in 
  Chapter 15, to determine what sort of items are present in 
  the hoard. Once you’ve consumed a sizable portion of the 
  hoard’s value, the remainder can simply be loose coins 
  or nonmagical treasure with values arbitrarily assigned 
  as you see fit.
  Coins: Coins in a treasure hoard can consist of copper, 
  silver, gold, and platinum pieces—silver and gold are the 
  most common, but you can divide the coinage as you wish. 
  Coins and their value relative to each other are described 
  at the start of Chapter 6.
  Gems: Although you can assign any value to a gemstone, 
  some are inherently more valuable than others. Use the 
  value categories below (and their associated gemstones) as 
  guidelines when assigning values to gemstones.
  Low-Quality Gems (10 gp): agates; azurite; blue quartz; 
  hematite; lapis lazuli; malachite; obsidian; rhodochrosite; 
  tigereye; turquoise; freshwater (irregular) pearl
  Semi-Precious Gems (50 gp): bloodstone; carnelian; 
  chalcedony; chrysoprase; citrine; jasper; moonstone; 
  onyx; peridot; rock crystal (clear quartz); sard; sardonyx; 
  rose, smoky, or star rose quartz; zircon
  Medium Quality Gemstones (100 gp): amber; amethyst; 
  chrysoberyl; coral; red or brown-green garnet; jade; jet; 
  white, golden, pink, or silver pearl; red, red-brown, or 
  deep green spinel; tourmaline
  High Quality Gemstones (500 gp): alexandrite; aquamarine; 
  violet garnet; black pearl; deep blue spinel; golden 
  yellow topaz
  Jewels (1,000 gp): emerald; white, black, or fire opal; blue 
  sapphire; fiery yellow or rich purple corundum; blue or 
  black star sapphire
  Grand Jewels (5,000 gp or more): clearest bright green 
  emerald; diamond; jacinth; ruby
  Nonmagical Treasures: This expansive category includes 
  jewelry, fine clothing, trade goods, alchemical items, 
  masterwork objects, and more. Unlike gemstones, many of 
  these objects have set values, but you can always increase 
  an object’s value by having it be bejeweled or of particularly 
  fine craftsmanship. This increase in cost doesn’t grant 
  additional abilities—a gem-encrusted masterwork cold 
  iron scimitar worth 40,000 gp functions the same as a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703394
  703394
  451318
  451318
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703395
  703395
  451319
  451319
  401
  401
  12
  Gamemastering
  Gamemastering
  typical masterwork cold iron scimitar worth the base price 
  of 330 gp. Listed below are numerous examples of several 
  types of nonmagical treasures, along with typical values.
  Fine Artwork (100 gp or more): Although some artwork 
  is composed of precious materials, the value of most 
  paintings, sculptures, works of literature, fine clothing, 
  and the like come from their skill and craftsmanship. 
  Artwork is often bulky or cumbersome to move and fragile 
  to boot, making salvage an adventure in and of itself.
  Jewelry, Minor (50 gp): This category includes relatively 
  small pieces of jewelry crafted from materials like brass, 
  bronze, copper, ivory, or even exotic woods, sometimes 
  set with tiny or flawed low-quality gems. Minor jewelry 
  includes rings, bracelets, and earrings.
  Jewelry, Normal (100–500 gp): Most jewelry is made of silver, 
  gold, jade, or coral, often ornamented with semi-precious or 
  even medium-quality gemstones. Normal jewelry includes 
  all types of minor jewelry plus armbands, necklaces, and 
  brooches.
  Jewelry, Precious (500 gp or more): Truly precious jewelry 
  is crafted from gold, mithral, platinum, or similar rare 
  metals. Such objects include normal jewelry types plus 
  crowns, scepters, pendants, and other large items.
  Masterwork Tools (100–300 gp): This category includes 
  masterwork weapons, armor, and skill kits—see Chapter 
  6 for more details and costs for these items.
  Mundane Gear (up to 1,000 gp): There are many valuable 
  items of mundane or alchemical nature detailed in 
  Chapter 6 that can be utilized as treasure. Most of the 
  alchemical items are portable and valuable, but other 
  objects like locks, holy symbols, spyglasses, fine wine, 
  or fine clothing work well as interesting bits of treasure. 
  Trade goods can even serve as treasure—10 pounds of 
  saffron, for example, is worth 150 gp.
  Treasure Maps and Other Intelligence (variable): Items 
  like treasure maps, deeds to ships and homes, lists of 
  informants or guard rosters, passwords, and the like can 
  also make fun items of treasure—you can set the value of 
  such items at any amount you wish, and often they can 
  serve double-duty as adventure seeds.
  Magic Items: Of course, the discovery of a magic item 
  is the true prize for any adventurer. You should take 
  care with the placement of magic items in a hoard—it’s 
  generally more satisfying for many players to find a 
  magic item rather than purchase it, so there’s no crime 
  in placing items that happen to be those your players can 
  use! An extensive list of magic items (and their costs) is 
  given in Chapter 15.
  Although you should generally place items with 
  careful consideration of their likely effects on your 
  campaign, it can be fun and save time to generate 
  magic items in a treasure hoard randomly. You can 
  “purchase” random die rolls of magic items for a treasure 
  hoard at the following prices, subtracting the indicated 
  amount from your treasure budget and then rolling on 
  the appropriate column on table 15–2 in Chapter 15 to 
  determine what item is in the treasure hoard. Take care 
  with this approach, though! It’s easy, through the luck 
  (or unluck) of the dice to bloat your game with too much 
  treasure or deprive it of the same. Random magic item 
  placement should always be tempered with good common 
  sense by the GM.
  Magic Item 
  Average
  Category 
  Value
  Minor Item 
  1,000 gp
  Medium Item 
  10,000 gp
  Major Item 
  40,000 gp
  prepAriNg FOr the gAme
  Your job as Game Master begins well before the game 
  session does. Your most important duty before a game 
  is, of course, to prepare for that game. This means 
  reading up on the adventure you’ll be running (or 
  perhaps even designing the adventure), preparing any 
  props or handouts you might need to give the PCs, 
  prepping the play area for guests, and so on. In the days 
  leading up to the game, you should resolve any out-of-
  game issues that your players have—email is a great way 
  to do this, since it creates its own written record you 
  can use to add to your campaign journal (see page 403). 
  This includes helping players level up their characters; 
  answering questions they may have about using non-
  core rules and supplements for spells, feats, and the like; 
  and providing them with answers to questions they have 
  about the game world.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703395
  703395
  451319
  451319
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703396
  703396
  451320
  451320
  402
  402
  For example, say one of your PCs is searching for his 
  missing sister, who was abducted years ago by a thieves’ 
  guild. You can drop in clues about this sister in the game, 
  but between games, the PC might want to spend a few days 
  investigating a lead in the local underworld or at the City 
  Hall of Records. Personal quests like these are a great way 
  for a player to build his character’s history and personality, 
  but they can get in the way of gaming when other players 
  are at the table. If you can’t afford to spend one-on-one 
  time with players, handling these side-quests via email is 
  a great way to take care of the situation.
  You should also ensure that all of the players can make 
  the game, and if not all of them can, decide if the game 
  should be canceled or not. There are few things more 
  frustrating than realizing that half your group can’t 
  play, especially if some of the players had to drive a long 
  way to reach the game. If a player is absent, decide what 
  happens to his PC. Can someone else play him? Does he 
  gain experience and treasure as usual?
  Make sure that accommodations are met. If your game 
  session’s going to last a long time, think about where 
  folks can go for lunch or dinner—if you’re planning 
  on providing food, make sure it’s ready to go before 
  the game begins. Many tables organize responsibilities 
  among the players—if a GM hosts the game at his house, 
  the players might split up the task of providing drinks, 
  snacks, or meals. Try to use common sense here—while 
  it’s tempting to load up with potato chips and soda pop, 
  gaming is no excuse for poor health! Of course, if your 
  home is not the hosting site for the game, that doesn’t 
  let you off the hook. You as GM are the organizing force 
  for the gathering—you’re technically throwing the party, 
  and it’s your responsibility to see that your players have a 
  comfortable, enjoyable place to game, otherwise the game 
  itself will suffer.
  duriNg the gAme
  The bulk of this book provides the rules you need to 
  adjudicate the game and run things, but there are many 
  other problems and events that can come up that require 
  you to think quickly before they become disruptive. Listed 
  here are several of the more common speed bumps and 
  problems that you’ll invariably be called upon to handle 
  during the game.
  Cheating and Fudging: We all know that cheating is 
  bad. But sometimes, as a GM, you might find yourself in 
  a situation where cheating might improve the game. We 
  prefer to call this “fudging” rather than cheating, and 
  while you should try to avoid it when you can, you are the 
  law in your world, and you shouldn’t feel bound by the 
  dice. A GM should be impartial and fair, and in theory, 
  that’s what random dice results help support. Some 
  players have trouble putting trust in their GM, but dice 
  offer something that’s irrefutable and truly non-partisan 
  (as long as the dice aren’t doctored or loaded, of course). 
  Still, it’s no good if a single roll of the dice would result in 
  a premature end to your campaign, or a character’s death 
  when they did everything right. 
  Likewise, don’t feel bound to the predetermined plot 
  of an encounter or the rules as written. Feel free to adjust 
  the results or interpret things creatively—especially in 
  cases where you as the GM made a poor assumption to 
  begin with. For example, you might design an encounter 
  against a band of werewolves, only to realize too late 
  that none of the PCs have silver weapons and therefore 
  can’t hurt them. In this case, it’s okay to cheat and say 
  that these werewolves are hurt by normal weapons, or 
  to have the town guard (armed with silver arrows) show 
  up at the last minute to save the PCs. As long as you can 
  keep such developments to a minimum, these on-the-
  spot adjustments can even enhance the game—so the 
  town guard saved the PCs, but now that they have, it can 
  give you leverage over the PCs to send them on their next 
  quest as repayment to the guards!
  Divine Intervention: The literary term for it is deus ex 
  machina—“god from the machine.” This is what happens 
  in a story when a plot device manifests in an unexpected 
  (and usually unsatisfying) way to resolve a story element, 
  typically in a way that renders the actions of the main 
  characters meaningless. Even great authors use deus ex 
  machina to resolve stories now and then, so don’t be afraid 
  to use it in your game if things are looking grim. The town 
  guard rushing in to save the PCs from the werewolves in 
  the previous paragraph is an excellent example of deus ex 
  machina, but so is the old classic of “divine intervention.” 
  In this case, the PCs are faced with an impossible situation 
  and you, as the GM, change the situation so that they can 
  now achieve their goals, perhaps after a PC begs for aid 
  from his deity.
  You can quantify divine interventions, if you wish, at the 
  start of a campaign. Tell every player that they get a fixed 
  number of interventions during the campaign (it’s often 
  best to limit this to just one such intervention). Thereafter, 
  the PC can use this divine intervention to save himself or the 
  party, perhaps by preventing an effect that would otherwise 
  cause a character’s death, or to suddenly manifest an escape 
  from a deathtrap. You, as the GM, have full power over how 
  the intervention resolves, of course, so players won’t be able 
  to use divine intervention to bypass plot elements you know 
  they can handle—if a player tries this, simply tell him that 
  his request for intervention is denied and that he can save 
  his intervention for when it’s truly needed.
  GM Fiat: The GM is the law of the game. His reading 
  of the rules should be respected and adhered to. It’s easy 
  to get hung up on complicated aspects of the game during 
  play, but the game is never enhanced by long, drawn-out 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703396
  703396
  451320
  451320
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703397
  703397
  451321
  451321
  403
  403
  12
  Gamemastering
  Gamemastering
  arguments over these complications between players and 
  GM. When complications involving rules interpretations 
  occur, listen to the player and make the decision as quickly 
  as you can on how to resolve the situation. If the rule in 
  question isn’t one you’re familiar with, you can go with the 
  player’s interpretation but with the knowledge that after the 
  game you’ll read up on the rules and, with the next session, 
  will have an official ruling in play. Alternatively, you can 
  simply rule that something works in a way that helps the 
  story move on, despite the most logical or impassioned 
  arguments from the players. Even then, you owe it to 
  your players to spend time after the game researching the 
  rule to make sure your ruling was fair—and if not, make 
  amends the next game as necessary.
  One handy rule to keep under your belt is the Fiat 
  Rule—simply grant a player a +2 or a –2 bonus or penalty 
  to a die roll if no one at the table is precisely sure how a 
  situation might be handled by the rules. For example, a 
  character who attempts to trip an iron golem in a room 
  where the floor is magnetized could gain a +2 bonus on his 
  attempt at your discretion, since the magnetic pull exerted 
  by the floor helps pull the golem down.
  Handling PC Death: Eventually, through bad luck or bad 
  tactics, a player character is going to die in your game. Other 
  events, such as petrification, paralysis, sleep, and stunning 
  can have a similar effect on the game as PC death, and the 
  following advice should apply to those effects as well.
  When a PC dies, his player no longer has any input into 
  the game (unless he has a cohort or other allied NPC he 
  can start playing). That player has to sit at the table quietly, 
  watching and waiting while everyone else continues to 
  have fun with the game. In some cases, the effect is only 
  temporary, with another player able to step in to restore the 
  PC to life (or cure his petrification, remove his paralysis, 
  or whatever), but nevertheless, when a player stops playing 
  the game because his character’s been removed from the 
  action, you as a GM have a problem on your hands.
  When such an event occurs, keep going with the game; 
  try to resolve the current conflict or combat as quickly as 
  possible so that the players can move on to addressing the 
  problem of their dead ally. If there’s no way to restore the 
  dead PC to life and the party needs to retreat to the city to 
  pay for a resurrection, don’t delay that event by forcing the 
  PCs to endure additional wandering monsters; just gloss 
  over the return to civilization as best you can so you can 
  get the unlucky player back into the game as quickly as you 
  can. A PC death is often a great time to end the session, in 
  fact, since you can then handle the resurrection details out 
  of game via email.
  If the player of a dead character prefers instead to move 
  on to a new character, let him create his new character 
  at the table. In this case, that player need not sit around 
  bored—the act of creating a new character is involving 
  Campaign Journal
  All Game Masters should keep a campaign journal. This can 
  be a simple folder containing stacks of paper, a three-ring 
  binder, a PDA, a computer, a tablet, a notebook, or anything 
  else that you can keep notes in. Use this journal to record 
  your thoughts and ideas related to the game as they happen, 
  before, during, and after the game session. As you continue to 
  run campaigns, you’ll doubtless need to expand your journal. 
  Periodically, you should back up your journal, perhaps by 
  copying the contents to a computer and saving them to a 
  DVD, or maybe just by photocopying the contents and 
  stashing the copy in a safe place. Nothing’s more frustrating 
  than losing 3 years of campaign notes due to a crashed hard 
  drive or a natural disaster!
  enough that you can continue to run the game for the 
  surviving PCs, after all. Once the player’s new character 
  is done, let the other players take a 5 or 10 minute break 
  while you step aside to talk to the player and learn about 
  his new character, and to work with the player on a way to 
  introduce the new character into the game as quickly and 
  seamlessly as possible.
  One other thing that PC death can do is bloat surviving 
  player treasure. If your group simply splits up the dead PC’s 
  gear or sells it, the surviving players can become obscenely 
  over-geared for their level. If this doesn’t bother you, you 
  should at least work to ensure that the new PC has gear 
  equal in power to that now possessed by the rest of the party. 
  It’s usually a much easier solution to simply assume that the 
  old PC’s gear goes away, either being buried with his body or 
  sent on to his surviving kin. One pretty handy way to solve 
  the situation is to introduce the player’s new character as a 
  prisoner that the PCs rescue, and to have the old PC’s gear 
  be given to the new PC to equip him for the remainder of the 
  adventure. Of course, this isn’t always a graceful solution, 
  but it can be a good one to keep treasure levels under control 
  until the new PC can sell off parts of his old character’s gear 
  to purchase new gear. In this situation, consider letting the 
  PC get full resale value for his gear, since you don’t want to 
  penalize him for losing a character by saddling him with 
  half the gear he used to have.
  Rolling Dice: Some GMs prefer to roll all of their dice in 
  front of the players, letting the results fall where they may. 
  Others prefer to make all rolls behind a screen, hiding 
  the results from the PCs so that, if they need to, they can 
  fudge the dice results to make the game do what they want. 
  Neither way is the “correct” way; choose whichever you 
  wish, or even mix and match as feels right for you.
  The only time you should not reveal the results of a die 
  roll to the player character is when knowledge of the roll’s 
  result would give the player knowledge he shouldn’t have. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703397
  703397
  451321
  451321
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703398
  703398
  451322
  451322
  404
  404
  A good example of this is saving throws against effects that 
  the player shouldn’t necessarily realize his character has 
  been exposed to (such as a disease or a subtle, long-acting 
  poison), or a Perception check to spot a secret door that an 
  elven PC might notice just in passing.
  Troublesome Players: Play the game long enough and 
  eventually you’ll find yourself with a troublemaking 
  player—it’s just an unfortunate fact of any pastime that 
  involves multiple people interacting in a team-oriented 
  event. To a certain extent, you can rely on other players to 
  help mediate problems with a troublemaker, but sometimes 
  you’ll need to step in and ask the player in question to 
  cease his inappropriate behavior. Don’t be afraid to ask the 
  troublemaker to leave the game session if he won’t correct 
  his behavior after a polite but firm request. If tempers are 
  running hot among multiple players, don’t hesitate to call 
  the game session early and break up, giving the players 
  time to cool down and get over the event.
  CAmpAigN tips
  So now you have an adventure or two ready for your 
  players to experience. While you can certainly keep these 
  adventures as separate entities, and perhaps even have 
  your players make new characters each time you start a 
  new adventure, the Pathfinder Roleplaying Game assumes 
  that your players will keep their same characters as they 
  go from adventure to adventure, growing more powerful 
  as they accumulate experience and treasure.
  So, what happens between adventures? What is the world 
  that those adventures take place in? Who lives there, and 
  what do NPCs who don’t take part in the adventures do? The 
  answers to these questions and more comprise your world, 
  or setting, and the specific progression of adventures your 
  PCs undertake in this setting is known as a campaign.
  Many 
  published 
  campaign 
  settings 
  exist—the 
  Pathfinder Chronicles Campaign Setting is the assumed 
  setting for most games that use the Pathfinder 
  Roleplaying Game rules, but it is by no means the only 
  one. Dozens of publishers offer intriguing and detailed 
  settings to choose from—you can even use settings 
  from games that use rules quite different than those 
  presented in this book, or settings that are inspired 
  by or lifted directly from a favorite series of books or 
  movies. But for some, the most rewarding part of being 
  a Game Master is the act of creating your own campaign 
  setting and running it for your players. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703398
  703398
  451322
  451322
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703399
  703399
  451323
  451323
  405
  405
  12
  Gamemastering
  Gamemastering
  The act of creating a campaign is no less daunting than 
  creating a world. It can quickly become overwhelming, 
  especially when you start to consider all of the areas 
  you’ll need to become an expert at. If your world has 
  multiple moons, how does that affect tides? If you 
  choose a specific shape for your main continent, what 
  does that do to trade winds? Where do the deserts go, 
  and where do the swamps go? How many rivers is too 
  many? What impact would a technologically advanced 
  nation of warriors have on the neighboring shamanistic 
  barbarians? Does your world have chocolate and coffee 
  and avocados? What’s the tallest mountain in your 
  world, and why is it the tallest? Are there salmon and 
  trout in your world, and if there’s not, what do the bears 
  eat instead? If you have a nation modeled on ancient 
  Japan, does that mean you need to learn Japanese in 
  order to name NPCs who live there? Is there gunpowder 
  in your world, and if not, why not? Is the world’s core 
  molten? If it’s not, how would that impact your world’s 
  magnetosphere—would there still be a north pole? How 
  much does a longsword weigh if your campaign world is 
  half the size of Earth? What happens if your campaign 
  world is shaped like a ring?
  For these reasons, it’s generally best to assume an Earth-
  like baseline for your first campaign world. Another 
  handy tip is to avoid detailing everything at once. Staying 
  just one step ahead of your players is often all you need to 
  do—if you know that the first adventure they’ll be going 
  on is an exploration of an abandoned fort, don’t worry 
  about detailing anything but the surrounding 5-mile 
  area, along with, perhaps, a small village for them to start 
  the adventure in. If you know that the second adventure’s 
  going to be in a haunted mine in the mountains, you then 
  have as long as it takes the PCs to explore that abandoned 
  fort to detail the area between your first village and the 
  badlands to the east where the mine’s located. By creating 
  only what you need to run the next few games, you slowly 
  but surely build a larger whole, while at the same time 
  maintaining your sanity.
  Yet still, the lure of building an entire campaign setting 
  is great. In a lot of ways, creating your own world is like an 
  entirely different game in and of itself—a Game Master 
  thus gets to play the game more often than his players, 
  since when the actual session isn’t going, the GM gets to 
  design cities and evil temples and nations and dungeons 
  and monsters to his heart’s content. The Pathfinder 
  Gamemastery Guide provides a wealth of advanced advice 
  and tools you can use to build your campaign world, 
  but the remainder of this chapter covers a number of 
  different topics to aid you. These topics barely scratch 
  the surface of the implications and ideas you’ll be facing 
  when creating your own campaign world, but they can 
  get you started.
  Cost of Living
  An adventurer’s primary source of income is treasure, 
  and his primary purchases are tools and items he needs 
  to continue adventuring—spell components, weapons, 
  magic items, potions, and the like. Yet what about things 
  like food? Rent? Taxes? Bribes? Idle purchases?
  You can certainly handle these minor expenditures in 
  detail during play, but tracking every time a PC pays for 
  a room, buys water, or pays a gate tax can swiftly become 
  obnoxious and tiresome. If you’re not really into tracking 
  these minor costs of living, you can choose to simply 
  ignore these small payments. A more realistic and easier-
  to-use method is to have PCs pay a recurring cost of living 
  tax. At the start of every game month, a PC must pay an 
  amount of gold equal to the lifestyle bracket he wishes to 
  live in—if he can’t afford his desired bracket, he drops 
  down to the first one he can afford.
  Destitute (0 gp/month): The PC is homeless and lives in 
  the wilderness or on the streets. A destitute character must 
  track every purchase, and may need to resort to Survival 
  checks or theft to feed himself.
  Poor (3 gp/month): The PC lives in common rooms of 
  taverns, with his parents, or in some other communal 
  situation—this is the lifestyle of most untrained laborers 
  and commoners. He need not track purchases of meals or 
  taxes that cost 1 sp or less.
  Average (10 gp/month): The PC lives in his own apartment, 
  small house, or similar location—this is the lifestyle of most 
  trained or skilled experts or warriors. He can secure any 
  nonmagical item worth 1 gp or less from his home in 1d10 
  minutes, and need not track purchases of common meals or 
  taxes that cost 1 gp or less.
  Wealthy (100 gp/month): The PC has a sizable home 
  or a nice suite of rooms in a fine inn. He can secure any 
  nonmagical item worth 5 gp or less from his belongings in 
  his home in 1d10 minutes, and need only track purchases 
  of meals or taxes in excess of 10 gp.
  Extravagant (1,000 gp/month): The PC lives in a 
  mansion, castle, or other extravagant home—he might 
  even own the building in question. This is the lifestyle 
  of most aristocrats. He can secure any nonmagical item 
  worth 25 gp or less from his belongings in his home in 
  1d10 minutes. He need only track purchases of meals or 
  taxes in excess of 100 gp.
  Monstrous Characters
  You should decide on how exotic your world is at the start. 
  The Pathfinder Roleplaying Game assumes a baseline that 
  all PCs, and thus the majority of the civilized world’s NPCs, 
  are of one of the seven races presented in Chapter 2. You 
  might want to narrow those choices—perhaps there are 
  only humans in your world, or perhaps one or more of the 
  races in Chapter 2 are rare enough to be nearly legends on 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703399
  703399
  451323
  451323
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703400
  703400
  451324
  451324
  406
  406
  their own. In these cases, you should inform your players 
  that their choices for races are reduced, as appropriate.
  On the other end of things, perhaps your world is much 
  more extravagant than the implied world. In this case, you 
  might allow your players to play characters of races other 
  than those detailed in Chapter 2. The Pathfinder RPG 
  Bestiary has many non-standard races to choose from, but 
  you should note that most of these are significantly more 
  powerful than those presented in Chapter 2. Any race that 
  grants racial Hit Dice is probably too potent a choice for 
  most campaigns. As a general guideline, you should advise 
  your players to choose races of roughly equal power, using 
  a creature’s racial HD (not its CR) as a general guideline. 
  Characters who wish instead to play standard races should 
  be allowed to start at higher level, so that their total HD match 
  the highest HD held by a non-standard race in the party. 
  eNdiNg the CAmpAigN
  In the Pathfinder Roleplaying Game, 20th level represents 
  the top end of power most mortals can hope to achieve, yet 
  this certainly doesn’t mean that your campaign needs to go 
  all the way to 20th level. If you aren’t running an open-ended 
  campaign where the PCs set the pace and the goals, you 
  should pick a level at which you wish the campaign’s story 
  arc to end. Talk this over with your players to make sure 
  you’re picking a level range that they’re comfortable with 
  as well. Note that you can also extend or shorten the length 
  of a campaign by selecting a slow or fast XP progression. If 
  you choose to run a campaign with a level cap of lower than 
  20th, consider placing your new level cap at a point where it 
  feels like the last level achievable is something worthy. Odd-
  numbered levels are generally better than even-numbered 
  ones, since most spellcasters achieve a new level of spell on 
  odd-numbered levels. Multiples of 5 are good as well, since 
  these multiples represent the last level before a new iterative 
  attack. Stopping at 9th level is a good choice, since that 
  allows the players to achieve capstone abilities like a bard’s 
  inspire greatness, a druid’s venom immunity, a sorcerer’s 3rd 
  bloodline power, and teleport and raise dead as capstone spells. 
  Likewise, 13th level works well, giving capstone abilities like 
  a monk’s spell resistance or spells like greater teleport, limited 
  wish, and resurrection. Setting level caps of lower than 20th 
  allows you to use them as soft limits—if your campaign’s 
  story arc goes beyond what you’d originally planned, your 
  players can continue to gain levels and new abilities beyond 
  what you estimated. Since the classes presented in Chapter 
  3 don’t have additional rules provided beyond 20th level, 
  setting a campaign arc to end at 20th level requires great 
  timing and, invariably, some manipulation on your part as 
  GM to make sure the story winds up before the PCs reach 
  enough XP to theoretically hit 21st level.
  Beyond 20th Level
  Although Chapter 3 doesn’t describe what happens after 
  20th level, this isn’t to say that there are no resources 
  available to you should you wish to continue your campaign 
  on to 21st level and beyond. Rules for epic-level play like 
  this exist in numerous products that are compatible with 
  the Pathfinder Roleplaying Game, although in many cases 
  these alternative rules can provide unanticipated problems. 
  For example, if your campaign world is populated by 
  creatures and villains who, at the upper limit of power, 
  can challenge a 20th-level character, where will epic-level 
  PCs go for challenges? You might be looking at creating an 
  entirely new campaign setting, one set on different planes, 
  planets, or dimensions from the one where your players 
  spent their first 20 levels, and that’s a lot of work.
  Paizo Publishing may eventually publish rules to take your 
  game into these epic realms, but if you can’t wait and would 
  rather not use existing open content rules for epic-level 
  play, you can use the following brief guidelines to continue 
  beyond 20th level. Note that these guidelines aren’t robust 
  enough to keep the game vibrant and interesting on their 
  Alternative Races
  Only more experienced GMs should consider allowing players 
  to play anything other than the races presented in Chapter 
  2, but if you want to start experimenting, the following races 
  from the Pathfinder RPG Bestiary are good choices for races 
  that are close in power to those listed in Chapter 2.
  •	 Aasimar
  •	 Goblin
  •	 Hobgoblin
  •	 Kobold
  •	 Merfolk
  •	 Mite
  •	 Orc
  •	 Tengu
  •	 Tiefling
  The following races are somewhat more powerful, due to 
  the fact that they possess racial Hit Dice, exceptional ability 
  score modifiers, natural attacks, or other unusual abilities. 
  These races are intended as monstrous foes, not as PC races, 
  and if you allow players to play one of these creatures, you 
  should allow characters who pick from the list above or from 
  the seven core races to start play at 2nd level.
  •	 Boggard
  •	 Bugbear
  •	 Dark	Creeper
  •	 Drow
  •	 Duergar
  •	 Gnoll
  •	 Lizardfolk
  •	 Morlock
  •	 Svirfneblin
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703400
  703400
  451324
  451324
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703401
  703401
  451325
  451325
  407
  407
  12
  Gamemastering
  Gamemastering
  own for much longer past 20th level, but they should do in 
  a pinch for a campaign that needs, say, 22 or 23 experience 
  levels to wrap up. Likewise, you can use these rules to create 
  super-powerful NPCs for 20th-level characters to face.
  Experience Points: To gain a level beyond 20th, a 
  character must double the experience points needed to 
  achieve the previous level. Thus, assuming the medium 
  XP progression, a 20th-level character needs 2,100,000 XP 
  to become 21st level, since he needed 1,050,000 XP to reach 
  20th level from 19th. He’d then need 4,200,000 XP to reach 
  22nd level, 8,400,000 XP to reach 23rd, and so on.
  Scaling Powers: Hit dice, base attack bonuses, and 
  saving throws continue to increase at the same rate 
  beyond 20th level, as appropriate for the class in question. 
  Note that no character can have more than 4 attacks based 
  on its base attack bonus. Note also that, before long, the 
  difference between good saving throws and poor saving 
  throws becomes awkwardly large—the further you get 
  from 20th level, the more noticeable this difference 
  grows, and for high-level characters, bolstering their poor 
  saving throws should become increasingly important. 
  Class abilities that have a set, increasing rate, such as a 
  barbarian’s damage reduction, a fighter’s bonus feats and 
  weapon training, a paladin’s smite evil, or a rogue’s sneak 
  attack continue to progress at the appropriate rate.
  Spells: A spellcaster’s caster level continues to increase 
  by one for each level beyond 20th level. Every odd-
  numbered level, a spellcaster gains access to a new level 
  of spell one above his previous maximum level, gaining 
  one spell slot in that new level. These spell slots can be 
  used to prepare or cast spells adjusted by metamagic feats 
  or any known spell of lower levels. Every even-numbered 
  level, a spellcaster gains additional spell slots equal to the 
  highest level spell he can currently cast. He can split 
  these new slots any way he wants among the 
  slots he currently has access to.
  For example, a 21st-level wizard 
  gains a single 10th-level spell slot, 
  in which he can prepare any spell of 
  level 1st through 9th, or in which he can 
  prepare a metamagic spell that results 
  in an effective spell level of 10 (such as 
  extended summon monster IX, or quickened 
  disintegrate). At 22nd level he gains 10 
  spell-levels’ worth of new spell slots, and 
  can gain 10 1st-level spells per day, two 
  5th-level spells per day, one 7th-level and 
  one 3rd-level spell per day, or one more 10th-level spell 
  per day. At 23rd level, he gains a single 11th-level spell 
  slot, and so on.
  Spellcasters who have a limited number of spells known 
  (such as bards and sorcerers) can opt out of the benefits 
  they gain (either a new level of spells or a number of spell 
  slots) for that level and in exchange learn two more spells 
  of any level they can currently cast.
  You might want to further adjust the rate of spell level 
  gain for classes (like paladins and rangers) who gain spells 
  more slowly than more dedicated spellcaster classes.
  Multiclassing/Prestige Classes: The simplest way to 
  progress beyond 20th level is to simply multiclass or take 
  levels in a prestige class, in which case you gain all of the 
  abilities of the new class level normally. This effectively 
  treats 20th level as a hard limit for class level, but not as a 
  hard limit for total character level.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703401
  703401
  451325
  451325
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703402
  703402
  451326
  451326
  Environment
  13
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703402
  703402
  451326
  451326
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703403
  703403
  451327
  451327
  T
  he frantic mercenary 
  clambered out of the 
  sewer drain onto the street, but 
  barely had time to yell “Run!” 
  to the crowd before the grate—
  and the street itself—exploded 
  behind him. The roaring, filthy 
  otyugh had not balked at the 
  narrow exit point, and as stone 
  and wagon and bystander 
  went flying, panic bloomed.
  From the safety of the 
  tavern’s rooftop patio, Lord 
  Vashten sadly nodded at the 
  chaos below as he turned 
  to his esteemed guest, the 
  Countess Lianna.
  “And that, my dear, is the 
  trouble with adventurers. 
  Never the good sense to keep 
  mayhem where it belongs.”
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703403
  703403
  451327
  451327
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703404
  703404
  451328
  451328
  410
  410
  The safe storage dungeon is the most likely to have 
  traps but the least likely to have wandering beasts. This 
  type of dungeon is normally built for function rather than 
  appearance, but sometimes it has ornamentation in the 
  form of statuary or painted walls. This is particularly true 
  of the tombs of important people.
  Sometimes, however, a vault or a crypt is constructed 
  in such a way as to house living guardians. The problem 
  with this strategy is that something must be done to keep 
  the creatures alive between intrusion attempts. Magic is 
  u sually the best solution to provide food and water for these 
  creatures. Builders of vaults or tombs often use u ndead 
  creatures or constructs, both of which have no need for 
  sustenance or rest, to guard their dungeons. Magic traps 
  can attack intruders by summoning monsters into the 
  dungeon that disappear when their task is done.
  Natural 
  Cavern 
  Complex: 
  Underground 
  caves 
  provide homes for all sorts of subterranean monsters. 
  Created naturally and connected by labyrinthine tunnel 
  systems, these caverns lack any sort of pattern, order, 
  or decoration. With no intelligent force behind its 
  construction, this type of dungeon is the least likely to 
  have traps or even doors.
  Fungi of all sorts thrive in caves, sometimes growing in 
  huge forests of mushrooms and puffballs. Subterranean 
  predators prowl these forests, looking for weaker creatures 
  feeding upon the fungi. Some varieties of fungus give off a 
  phosphorescent glow, providing a natural cavern complex 
  with its own limited light source. In other areas, a daylight 
  spell or similar magical effect can provide enough light 
  for green plants to grow.
  Natural cavern complexes often connect with other types 
  of dungeons, the caves having been discovered when the 
  manufactured dungeons were delved. A cavern complex 
  can connect two otherwise unrelated dungeons, sometimes 
  creating a strange mixed environment. A natural cavern 
  complex joined with another dungeon often provides a 
  route by which subterranean creatures find their way into 
  a manufactured dungeon and populate it.
  Dungeon Terrain
  The following rules cover the basics of terrain that can be 
  found in a dungeon.
  Walls
  Masonry walls—stones piled on top of each other, usually 
  but not always held in place with mortar—often divide 
  dungeons into corridors and chambers. Dungeon walls 
  can also be hewn from solid rock, leaving them with a 
  rough, chiseled look. Still other dungeon walls can be the 
  smooth, unblemished stone of a naturally occurring cave. 
  Dungeon walls are difficult to break down or through, but 
  they’re generally easy to climb.
  F
  rom the lifeless desert to the trap-filled dungeon, the 
  environment helps to define the world. Bringing these 
  settings to life can help create a vibrant and immersive 
  experience.
  This chapter contains rules to help the GM a djudicate the 
  game world, including rules for dungeons and their features, 
  traps, various types of terrain, and e nvironmental hazards. 
  duNgeONs
  Of all the strange places that an adventurer might explore, 
  none is deadlier than the dungeon. These labyrinths, full 
  of deadly traps, hungry monsters, and priceless treasure, 
  test every skill a character possesses. These rules can apply 
  to dungeons of any type, from the wreck of a sunken ship 
  to a vast cave complex.
  Types of Dungeons
  The four basic dungeon types are defined by their current 
  status. Many dungeons are variations on these basic types 
  or combinations of more than one of them. Sometimes old 
  dungeons are used again and again by different i nhabitants 
  for different purposes.
  Ruined Structure: Once occupied, this place is now 
  abandoned (completely or in part) by its original creator 
  or creators, and other creatures have wandered in. Many 
  subterranean creatures look for abandoned underground 
  constructions in which to make their lairs. Any traps that 
  might exist have probably been set off, but wandering 
  beasts might very well be common.
  Occupied Structure: This type of dungeon is still in use. 
  Creatures (usually intelligent) live there, although they 
  might not be the dungeon’s creators. An occupied s tructure 
  might be a home, a fortress, a temple, an active mine, a 
  prison, or a headquarters. This type of d ungeon is less likely 
  to have traps or wandering beasts, and more likely to have 
  organized guards—both on watch and on p atrol. Traps or 
  wandering beasts that might be e ncountered are usually 
  under the control of the o ccupants. Occupied s tructures have 
  furnishings to suit the i nhabitants, as well as d ecorations, 
  supplies, and the ability for o ccupants to move around. The 
  inhabitants might have a c ommunication system, and they 
  almost certainly control an exit to the outside.
  Some dungeons are partially occupied and partially 
  empty or in ruins. In such cases, the occupants are t ypically 
  not the original builders, but instead a group of intelligent 
  creatures that have set up their base, lair, or fortification 
  within an abandoned dungeon.
  Safe Storage: When people want to protect something, 
  they sometimes bury it underground. Whether the item 
  they want to protect is a fabulous treasure, a forbidden 
  artifact, or the dead body of an important figure, these 
  valuable objects are placed within a dungeon and 
  surrounded by barriers, traps, and guardians.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703404
  703404
  451328
  451328
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703405
  703405
  451329
  451329
  411411
  13
  Environment
  Environment
  Masonry Walls: The most common kind of dungeon 
  wall, masonry walls are usually at least 1 foot thick. 
  Often, these ancient walls sport cracks and crevices, and 
  s ometimes dangerous slimes or small monsters live in 
  these areas and wait for prey. Masonry walls stop all but 
  the loudest noises. It takes a DC 20 Climb check to travel 
  along a masonry wall.
  Superior Masonry Walls: Sometimes masonry walls are 
  better built (smoother, with tighter-fitting stones and les s 
  cracking), and occasionally these superior walls are c overed 
  with plaster or stucco. Covered walls often bear paintings, 
  carved reliefs, or other decoration. Superior masonry walls 
  are no more difficult to destroy than r egular masonry 
  walls but are more difficult to climb (DC 25).
  Reinforced Masonry Walls: These are masonry walls with 
  iron bars on one or both sides of the wall, or placed within 
  the wall to strengthen it. The hardness of a reinforced wall 
  remains the same, but its hit points are doubled and the 
  Strength check DC to break through it is increased by 10.
  Hewn Stone Walls: Such walls usually result when a 
  chamber or passage is tunneled out from solid rock. The 
  rough surface of a hewn wall frequently provides m inuscule 
  ledges where fungus grows and fissures where vermin, 
  bats, and subterranean snakes live. When such a wall has 
  an “other side” (meaning it separates two chambers in the 
  dungeon), the wall is usually at least 3 feet thick; anything 
  thinner risks collapsing from the weight of all the stone 
  overhead. It takes a DC 25 Climb check to climb a hewn 
  stone wall.
  Unworked Stone Walls: These surfaces are uneven and 
  rarely flat. They are smooth to the touch but filled with 
  tiny holes, hidden alcoves, and ledges at various heights. 
  They’re also usually wet or at least damp, since it’s water 
  that most frequently creates natural caves. When such a 
  wall has an “other side,” the wall is usually at least 5 feet 
  thick. It takes a DC 15 Climb check to move along an 
  u nworked stone wall. 
  Table 13–1: Walls
  Wall Type 
  Typical Thickness  
  Break DC 
  Hardness 
  Hit Points1 
  Climb DC
  Masonry 
  1 ft. 
  35 
  8 
  90 hp 
  20
  Superior masonry 
  1 ft. 
  35 
  8 
  90 hp 
  25
  Reinforced masonry 
  1 ft. 
  45 
  8 
  180 hp 
  20
  Hewn stone 
  3 ft. 
  50 
  8 
  540 hp 
  25
  Unworked stone 
  5 ft. 
  65 
  8 
  900 hp 
  15
  Iron 
  3 in. 
  30 
  10 
  90 hp 
  25
  Paper 
  Paper-thin 
  1 
  — 
  1 hp 
  30
  Wooden 
  6 in. 
  20 
  5 
  60 hp 
  21
  Magically treated2 
  — 
  +20 
  ×2 
  ×23 
  —
  1 Per 10-foot-by-10-foot section.
  2 This modifier can be applied to any of the other wall types.
  3 Or an additional 50 hit points, whichever is greater.
  Iron Walls: These walls are placed within dungeons 
  around important places, such as vaults. 
  Paper Walls: Paper walls are placed as screens to block 
  line of sight, but nothing more.
  Wooden Walls: Wooden walls often exist as recent 
  a dditions to older dungeons, used to create animal pens, 
  storage bins, and temporary structures, or just to make a 
  number of smaller rooms out of a larger one.
  Magically Treated Walls: These walls are stronger than 
  average, with a greater hardness, more hit points, and a 
  higher break DC. Magic can usually double the hardness 
  and hit points of a wall and add up to 20 to the break DC. 
  A magically treated wall also gains a saving throw against 
  spells that could affect it, with the save bonus equaling 2 
  + 1/2 the caster level of the magic reinforcing the wall. 
  Creating a magic wall requires the Craft Wondrous Item 
  feat and the expenditure of 1,500 gp for each 10-foot-by-10-
  foot wall section.
  Walls with Arrow Slits: Walls with arrow slits can be 
  made of any durable material but are most c ommonly 
  m asonry, hewn stone, or wood. Such a wall allows 
  d efenders to fire arrows or crossbow bolts at intruders 
  from behind the safety of the wall. Archers behind arrow 
  slits have i mproved cover that gives them a +8 bonus to 
  Armor Class, a +4 bonus on Reflex saves, and the benefits 
  of the improved evasion class feature.
  Floors
  As with walls, dungeon floors come in many types.
  Flagstone: Like masonry walls, flagstone floors are made 
  of fitted stones. They are usually cracked and only somewhat 
  level. Slime and mold grows in the cracks. Sometimes water 
  runs in rivulets between the stones or sits in stagnant 
  puddles. Flagstone is the most common dungeon floor.
  Uneven Flagstone: Over time, some floors can become 
  so uneven that a DC 10 Acrobatics check is required to run 
  or charge across the surface. Failure means the character 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703405
  703405
  451329
  451329
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703406
  703406
  451330
  451330
  412
  412
  can’t move that round. Floors as treacherous as this should 
  be the exception, not the rule.
  Hewn Stone Floors: Rough and uneven, hewn floors 
  are usually covered with loose stones, gravel, dirt, or o ther 
  d ebris. A DC 10 Acrobatics check is required to run or 
  charge across such a floor. Failure means the character 
  can still act, but can’t run or charge in this round.
  Light Rubble: Small chunks of debris litter the ground. 
  Light rubble adds 2 to the DC of Acrobatics checks.
  Dense Rubble: The ground is covered with debris of all 
  sizes. It costs 2 squares of movement to enter a square with 
  dense rubble. Dense rubble adds 5 to the DC of Acrobatics 
  checks, and it adds 2 to the DC of Stealth checks.
  Smooth Stone Floors: Finished and sometimes even 
  polished, smooth floors are found only in dungeons made 
  by capable and careful builders. 
  Natural Stone Floors: The floor of a natural cave is as 
  uneven as the walls. Caves rarely have flat surfaces of any 
  great size. Rather, their floors have many levels. Some 
  a djacent floor surfaces might vary in elevation by only 
  a foot, so that moving from one to the other is no more 
  d ifficult than negotiating a stair step, but in other places 
  the floor might suddenly drop off or rise up several feet or 
  more, r equiring Climb checks to get from one surface to 
  the other. Unless a path has been worn and well marked in 
  the floor of a natural cave, it takes 2 squares of movement 
  to enter a square with a natural stone floor, and the DC of 
  Acrobatics checks increases by 5. Running and charging 
  are impossible, except along paths.
  Slippery: Water, ice, slime, or blood can make any of the 
  dungeon floors described in this section more treacherous. 
  Slippery floors increase the DC of Acrobatics checks by 5. 
  Grate: A grate often covers a pit or an area lower than 
  the main f loor. Grates are usually made from iron, but 
  large ones can also be made from iron-bound timbers. 
  Many grates have hinges to allow access to what lies 
  below (such grates can be locked like any door), while 
  others are permanent and designed to not move. A typical 
  1-inch-thick iron grate has 25 hit points, hardness 10, 
  and a DC of 27 for Strength checks to break through it 
  or tear it loose.
  Ledge: Ledges allow creatures to walk above some lower 
  area. They often circle around pits, run along underground 
  streams, form balconies around large rooms, or provide a 
  place for archers to stand while firing upon enemies below. 
  Narrow ledges (12 inches wide or less) require those moving 
  along them to make Acrobatics checks. Failure results in the 
  moving character falling off the ledge. Ledges sometimes 
  have railings along the wall. In such a case, characters gain 
  a +5 circumstance bonus on Acrobatics checks to move 
  along the ledge. A character who is next to a railing gains 
  a +2 circumstance bonus on his opposed Strength check to 
  avoid being bull rushed off the edge.
  Ledges can also have low walls 2 to 3 feet high along their 
  edges. Such walls provide cover against attackers within 30 
  feet on the other side of the wall, as long as the target is 
  closer to the low wall than the attacker is.
  Transparent Floor: Transparent floors, made of 
  r einforced glass or magic materials (even a wall of force), 
  allow a dangerous setting to be viewed safely from above. 
  Transparent floors are sometimes placed over lava pools, 
  arenas, monster dens, and torture chambers. They can be 
  used by defenders to watch key areas for intruders.
  Sliding Floors: A sliding floor is a type of trap door, 
  d esigned to be moved and thus reveal something that lies 
  beneath it. A typical sliding floor moves so slowly that a nyone 
  standing on one can avoid falling into the gap it creates, 
  assuming there’s somewhere else to go. If such a floor slides 
  quickly enough that there’s a chance of a character falling 
  into whatever lies beneath—a spiked pit, a vat of burning 
  oil, or a pool filled with sharks—then it’s a trap.
  Trap Floors: Some floors are designed to become 
  s uddenly dangerous. With the application of just the right 
  amount of weight, or the pull of a lever somewhere nearby, 
  spikes protrude from the floor, gouts of steam or flame 
  shoot up from hidden holes, or the entire floor tilts. These 
  strange floors are sometimes found in arenas, designed to 
  make combats more exciting and deadly. Construct these 
  floors as you would any other trap. 
  Doors
  Doors in dungeons are much more than mere entrances 
  and exits. Often they can be encounters all by themselves. 
  Dungeon doors come in three basic types: wooden, stone, 
  and iron.
  Wooden Doors: Constructed of thick planks nailed 
  t ogether, sometimes bound with iron for strength (and to 
  reduce swelling from dungeon dampness), wooden doors 
  are the most common type. Wooden doors come in varying 
  strengths: simple, good, and strong. Simple doors (break 
  DC 15) are not meant to keep out motivated attackers. Good 
  doors (break DC 18), while sturdy and long-lasting, are still 
  not meant to take much punishment. Strong doors (break 
  DC 25) are bound in iron and are a sturdy barrier to those 
  attempting to get past them. Iron hinges fasten the door to 
  its frame, and typically a circular pull-ring in the center is 
  there to help open it. Sometimes, instead of a p ull-ring, a 
  door has an iron pull-bar on one or both sides of the door 
  to serve as a handle. In inhabited dungeons, these doors are 
  usually well-maintained (not stuck) and u nlocked, although 
  important areas are locked up if possible.
  Stone: Carved from solid blocks of stone, these heavy, 
  unwieldy doors are often built so that they pivot when 
  opened, although dwarves and other skilled craftsfolk are 
  able to fashion hinges strong enough to hold up a stone 
  door. Secret doors concealed within a stone wall are usually 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703406
  703406
  451330
  451330
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703407
  703407
  451331
  451331
  413
  413
  13
  Environment
  Environment
  stone doors. Otherwise, such doors stand as tough barriers 
  protecting something important beyond. Thus, they are 
  often locked or barred.
  Iron: Rusted but sturdy, iron doors in a dungeon are 
  hinged like wooden doors. These doors are the toughest form 
  of nonmagical door. They are usually locked or barred.
  Breaking Doors: Dungeon doors might be locked, 
  trapped, 
  reinforced, 
  barred, 
  magically 
  sealed, 
  or 
  sometimes just stuck. All but the weakest characters can 
  eventually knock down a door with a heavy tool such as a 
  sledgehammer, and a number of spells and magic items 
  give characters an easy way around a locked door.
  Attempts to literally chop down a door with a slashing 
  or bludgeoning weapon use the hardness and hit points 
  given in Table 13–2. When assigning a DC to an 
  attempt to knock a door down, use the following 
  as guidelines.
  DC 10 or Lower: a door just about anyone can 
  break open.
  DC 11–15: a door that a strong person could 
  break with one try and an average person 
  might be able to break with one try. 
  DC 16–20: a door that almost anyone could 
  break, given time.
  DC 21–25: a door that only a strong or very 
  strong person has a hope of breaking, 
  probably not on the first try.
  DC 26 or Higher: a door that only an 
  exceptionally strong person has a hope 
  of breaking.
  Locks: Dungeon doors are often 
  locked, and thus the Disable Device skill 
  comes in very handy. Locks are u sually 
  built into the door, either on the edge 
  opposite the hinges or right in the middle 
  of the door. Built-in locks either control an 
  iron bar that juts out of the door and into the wall of its 
  frame, or else a sliding iron bar or heavy wooden bar that 
  rests behind the entire door. By contrast, padlocks are 
  not built-in but usually run through two rings, one on 
  the door and the other on the wall. More complex locks, 
  such as combination locks and puzzle locks, are usually 
  built into the door itself. Because such keyless locks are 
  larger and more complex, they are typically only found in 
  sturdy doors (strong wooden, stone, or iron doors).
  Table 13–2: Doors
    
    
   
   
   
  Break DC
  Door Type 
  Typical Thickness 
  Hardness 
  Hit Points 
  Stuck 
  Locked
  Simple wooden 
  1 in. 
  5 
  10 hp  
  13 
  15
  Good wooden 
  1-1/2 in. 
  5 
  15 hp  
  16 
  18
  Strong wooden 
  2 in. 
  5 
  20 hp  
  23 
  25
  Stone 
  4 in. 
  8 
  60 hp  
  28 
  28
  Iron 
  2 in. 
  10 
  60 hp  
  28 
  28
  Portcullis, wooden 
  3 in 
  5 
  30 hp  
  25* 
  25*
  Portcullis, iron 
  2 in. 
  10 
  60 hp  
  25* 
  25*
  Lock 
  — 
  15 
  30 hp  
  — 
  —
  Hinge 
  — 
  10 
  30 hp  
  — 
  —
  * DC to lift. Use appropriate door figure for breaking.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703407
  703407
  451331
  451331
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703408
  703408
  451332
  451332
  414
  414
  The Disable Device DC to pick a lock often falls within 
  the range of 20 to 30, although locks with lower or higher 
  DCs can exist. A door can have more than one lock, each 
  of which must be unlocked separately. Locks are often 
  trapped, usually with poison needles that extend out to 
  prick a rogue’s finger.
  Breaking a lock is sometimes quicker than breaking 
  the whole door. If a PC wants to whack at a lock with a 
  weapon, treat the typical lock as having hardness 15 and 30 
  hit points. A lock can only be broken if it can be attacked 
  separately from the door, which means that a built-in 
  lock is immune to this sort of treatment. In an occupied 
  dungeon, every locked door should have a key somewhere. 
  A special door might have a lock with no key, instead 
  requiring that the right combination of nearby levers must 
  be manipulated or the right symbols must be pressed on a 
  keypad in the correct sequence to open the door.
  Stuck Doors: Dungeons are often damp, and sometimes 
  doors get stuck, particularly wooden doors. Assume that 
  about 10% of wooden doors and 5% of non-wooden doors 
  are stuck. These numbers can be doubled (to 20% and 10%, 
  respectively) for long-abandoned or neglected dungeons.
  Barred Doors: When characters try to bash down a 
  barred door, it’s the quality of the bar that matters, not 
  the material the door is made of. It takes a DC 25 Strength 
  check to break through a door with a wooden bar, and a 
  DC 30 Strength check if the bar is made of iron. Characters 
  can attack the door and destroy it instead, leaving the bar 
  hanging in the now-open doorway.
  Magic Seals: Spells such as arcane lock can discourage 
  passage through a door. A door with an arcane lock spell 
  on it is considered locked even if it doesn’t have a physical 
  lock. It takes a knock spell, a dispel magic spell, or a successful 
  Strength check  to open such a door.
  Hinges: Most doors have hinges, but sliding doors do 
  not. They usually have tracks or grooves instead, allowing 
  them to slide easily to one side.
  Standard Hinges: These hinges are metal, joining one 
  edge of the door to the door frame or wall. Remember that 
  the door swings open toward the side with the hinges. (So, 
  if the hinges are on the PCs’ side, the door opens toward 
  them; otherwise it opens away from them.) Adventurers can 
  take the hinges apart one at a time with successful Disable 
  Device checks (assuming the hinges are on their side of the 
  door, of course). Such a task has a DC of 20 because most 
  hinges are rusted or stuck. Breaking a hinge is difficult. 
  Most have hardness 10 and 30 hit points. The break DC for 
  a hinge is the same as for breaking down the door.
  Nested Hinges: These hinges are much more complex 
  than ordinary hinges, and are found only in areas of 
  e xcellent construction. These hinges are built into the 
  wall and allow the door to swing open in either direction. 
  PCs can’t get at the hinges to fool with them unless they 
  break through the door frame or wall. Nested hinges are 
  typically found on stone doors but sometimes on wooden 
  or iron doors as well. 
  Pivots: Pivots aren’t really hinges at all, but simple knobs 
  jutting from the top and bottom of the door that fit into 
  holes in the door frame, allowing the door to spin. The 
  advantages of pivots are that they can’t be dismantled like 
  hinges and they’re simple to make. The disadvantage is that 
  since the door pivots on its center of gravity (t ypically in the 
  middle), nothing larger than half the door’s width can fit 
  through without squeezing. Doors with pivots are usually 
  stone and often quite wide to overcome this disadvantage. 
  Another solution is to place the pivot toward one side and 
  have the door be thicker at that end and thinner toward the 
  other end so that it opens more like a normal door. Secret 
  doors in walls often turn on pivots, since the lack of hinges 
  makes it easier to hide the door’s presence. Pivots also a llow 
  objects such as bookcases to be used as secret doors.
  Secret Doors: Disguised as a bare patch of wall (or floor 
  or ceiling), a bookcase, a fireplace, or a fountain, a secret 
  door leads to a secret passage or room. Someone examining 
  the area finds a secret door, if one exists, on a successful 
  Perception check (DC 20 for a typical secret door to DC 30 
  for a well-hidden secret door). Elves have a chance to detect 
  a secret door just by casually looking at an area.
  Many secret doors require special methods of opening, 
  such as hidden buttons or pressure plates. Secret doors 
  can open like normal doors, or they might pivot, slide, 
  sink, rise, or even lower like a drawbridge to permit access. 
  Builders might put a secret door low near the floor or high 
  in a wall, making it difficult to find or reach. Wizards and 
  sorcerers have a spell, phase door, that allows them to create 
  a magic secret door that only they can use.
  Magic Doors: Enchanted by the original builders, a door 
  might speak to explorers, warning them away. It might be 
  protected from harm, increasing its hardness or g iving it 
  more hit points as well as an improved saving throw b onus 
  against disintegrate and similar spells. A magic door might 
  not lead into the space behind it, but instead might be a 
  portal to a faraway place or even another plane of existence. 
  Other magic doors might require passwords or special 
  keys to open them. 
  Portcullises: These special doors consist of iron or thick, 
  ironbound wooden shafts that descend from recesses in 
  the ceilings above archways. Sometimes a portcullis has 
  crossbars that create a grid, sometimes not. Typically 
  raised by means of a winch or a capstan, a portcullis can be 
  dropped quickly, and the shafts end in spikes to d iscourage 
  anyone from standing underneath (or from attempting to 
  dive under it as it drops). Once it is dropped, a portcullis 
  locks, unless it is so large that no normal person could lift 
  it anyway. In any event, lifting a typical portcullis requires 
  a DC 25 Strength check.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703408
  703408
  451332
  451332
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703409
  703409
  451333
  451333
  415
  415
  13
  Environment
  Environment
  Walls, Doors, and Detect Spells
  Stone walls, iron walls, and iron doors are usually thick 
  enough to block most detect spells, such as detect thoughts. 
  Wooden walls, wooden doors, and stone doors are usually 
  not thick enough to do so. A secret stone door built into 
  a wall and as thick as the wall itself (at least 1 foot) does 
  block most detect spells.
  Stairs
  Stairs are the most common means of traveling up and 
  down within a dungeon. A character can move up or down 
  stairs as part of their movement without penalty, but they 
  cannot run on them. Increase the DC of any Acrobatics 
  skill check made on stairs by 4. Some stairs are particularly 
  steep and are treated as difficult terrain.
  Cave-Ins and Collapses (CR 8)
  Cave-ins and collapsing tunnels are extremely d angerous. 
  Not only do dungeon explorers face the danger of being 
  crushed by tons of falling rock, but even if they survive they 
  might be buried beneath a pile of rubble or cut off from the 
  only known exit. A cave-in buries anyone in the m iddle 
  of the collapsing area, and then sliding debris damages 
  anyone in the periphery of the collapse. A typical corridor 
  subject to a cave-in might have a bury zone with a 15-foot 
  radius and a 10-foot-wide slide zone extending beyond the 
  bury zone. A weakened ceiling can be spotted with a DC 20 
  Knowledge (engineering) or DC 20 Craft (stonemasonry) 
  check. Remember that Craft checks can be made untrained 
  as Intelligence checks. A dwarf can make such a check if he 
  simply passes within 10 feet of a weakened ceiling. 
  A weakened ceiling might collapse when subjected to a 
  major impact or concussion. A character can cause a cave-
  in by destroying half the pillars holding up the ceiling. 
  Characters in the bury zone of a cave-in take 8d6 points of 
  damage, or half that amount if they make a DC 15 Reflex 
  save. They are subsequently buried. Characters in the 
  slide zone take 3d6 points of damage, or no damage 
  at all if they make a DC 15 Reflex save. Characters in 
  the slide zone who fail their saves are buried.
  Characters take 1d6 points of nonlethal damage 
  per minute while buried. If such a character falls 
  unconscious, he must make a DC 15 Constitution 
  check each minute. If it fails, he takes 1d6 points of 
  lethal damage each minute until freed or dead.
  Characters who aren’t buried can dig out 
  their friends. In 1 minute, using only her 
  hands, a character can clear rocks and debris 
  equal to five times her heavy load limit. 
  The amount of loose stone that fills a 
  5-foot-by-5-foot area weighs 1 ton (2,000 
  pounds). Armed with an appropriate 
  tool, such as a pick, crowbar, or shovel, 
  a digger can clear loose stone twice as quickly as by hand. 
  A buried character can attempt to free himself with a DC 
  25 Strength check.
  Slimes, Molds, and Fungi
  In a dungeon’s damp, dark recesses, molds and fungi 
  thrive. For purposes of spells and other special effects, all 
  slimes, molds, and fungi are treated as plants. Like traps, 
  d angerous slimes and molds have CRs, and characters 
  earn XP for encountering them.
  A form of glistening organic sludge coats almost 
  anything that remains in the damp and dark for too 
  long. This kind of slime, though it might be repulsive, 
  is not dangerous. Molds and fungi f lourish in dark, 
  cool, damp places. While some are as inoffensive as the 
  normal dungeon slime, others are quite dangerous. 
  Mushrooms, puff balls, yeasts, mildew, and other 
  sorts of bulbous, fibrous, or f lat patches of fungi can 
  be found throughout most dungeons. They are usually 
  inoffensive, and some are even edible (although most 
  are unappealing or odd-tasting).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703409
  703409
  451333
  451333
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703410
  703410
  451334
  451334
  416
  416
  Brown Mold (CR 2): Brown mold feeds on warmth, 
  drawing heat from anything around it. It normally comes 
  in patches 5 feet in diameter, and the temperature is always 
  cold in a 30-foot radius around it. Living creatures within 
  5 feet of it take 3d6 points of nonlethal cold damage. Fire 
  brought within 5 feet of brown mold causes the mold to 
  instantly double in size. Cold damage, such as from a cone 
  of cold, instantly destroys it.
  Green Slime (CR 4): This dungeon peril is a d angerous 
  variety of normal slime. Green slime devours flesh 
  and o rganic materials on contact and is even capable of 
  d issolving metal. Bright green, wet, and sticky, it clings 
  to walls, floors, and ceilings in patches, reproducing as it 
  consumes organic matter. It drops from walls and ceilings 
  when it detects movement (and possible food) below.
  A single 5-foot square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to the 
  victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but 
  not that of wood. It does not harm stone.
  Phosphorescent 
  Fungus: 
  This 
  strange 
  underground fungus gives off a soft violet glow that 
  illuminates underground caverns and passages as 
  well as a candle does. Rare patches of fungus illuminate 
  as well as a torch does.
  Shrieker: This human-sized purple mushroom emits 
  a piercing sound that lasts for 1d3 rounds whenever there 
  is movement or a light source within 10 feet. This shriek 
  makes it impossible to hear any other sound within 50 feet. 
  The sound attracts nearby creatures that are disposed to 
  investigate it. Some creatures that live near shriekers learn 
  that this noise means there is food or an intruder nearby.
  Yellow Mold (CR 6): If disturbed, a 5-foot square of this 
  mold bursts forth with a cloud of poisonous spores. All 
  within 10 feet of the mold must make a DC 15 Fortitude 
  save or take 1d3 points of Constitution damage. Another DC 
  15 Fortitude save is required once per round for the next 5 
  rounds, to avoid taking 1d3 points of Constitution damage 
  each round. A successful Fortitude save ends this effect. Fire 
  destroys yellow mold, and sunlight renders it dormant.
  trAps
  Traps are a common danger in dungeon environments. 
  From gouts of white-hot flame to hails of poisoned 
  darts, traps can serve to protect valuable treasure or stop 
  intruders from proceeding.
  Elements of a Trap
  All traps—mechanical or magical—have the following 
  elements: CR, type, Perception DC, Disable Device DC, 
  trigger, reset, and effect. Some traps might also include 
  optional elements, such as poison or a bypass. These 
  characteristics are described below.
  Type
  A trap can be either mechanical or magical in nature. 
  Mechanical: Dungeons are frequently equipped with 
  deadly mechanical (nonmagical) traps. A trap typically is 
  defined by its location and triggering conditions, how hard 
  it is to spot before it goes off, how much damage it deals, 
  and whether or not the characters receive a saving throw to 
  mitigate its effects. Traps that attack with a rrows, sweeping 
  blades, and other types of weaponry make n ormal attack 
  rolls, with specific attack bonuses dictated by the trap’s 
  design. A mechanical trap can be c onstructed by a 
  PC through successful use of the Craft (traps) skill 
  (see Designing a Trap on page 423 and the skill 
  description on page 91).
  Creatures that succeed on a Perception 
  check detect a trap before it is triggered. The 
  DC of this check depends on the trap itself. 
  Success generally indicates that the creature 
  has detected the mechanism that activates 
  the trap, such as a pressure plate, odd gears 
  attached to a door handle, and the like. 
  Beating this check by 5 or more also gives 
  some indication of what the trap is designed 
  to do.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703410
  703410
  451334
  451334
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703411
  703411
  451335
  451335
  417
  417
  13
  Environment
  Environment
  Magic: Many spells can be used to create dangerous 
  traps. Unless the spell or item description states o therwise, 
  assume the following to be true.
  •  A successful Perception check (DC 25 + spell level) 
  detects a magic trap before it goes off. 
  •  Magic traps permit a saving throw in order to avoid the 
  effect (DC 10 + spell level × 1.5).
  •  Magic traps may be disarmed by a character with the 
  trapfinding class feature with a successful Disable 
  Device skill check (DC 25 + spell level). Other characters 
  have no chance to disarm a magic trap with a Disable 
  Device check.
  Magic traps are further divided into spell traps and 
  magic device traps. Magic device traps initiate spell 
  effects when activated, just as wands, rods, rings, and 
  other magic items do. Creating a magic device trap 
  requires the Craft Wondrous Item feat.
  Spell traps are simply spells that themselves function 
  as traps. Creating a spell trap requires the services of a 
  character who can cast the needed spell or spells, who is 
  usually either the character creating the trap or an NPC 
  spellcaster hired for that purpose. 
  Perception and Disable Device DCs
  The builder sets the Perception and Disable Device DCs 
  for a mechanical trap. For a magic trap, the values depend 
  on the highest-level spell used.
  Mechanical Trap: The base DC for both Perception and 
  Disable Device checks is 20. Raising or lowering either of 
  these DCs affects the CR (Table 13–3). 
  Magic Trap: The DC for both Perception and Disable 
  Device checks is equal to 25 + the spell level of the highest-
  level spell used. Only characters with the trapfinding 
  class feature can attempt a Disable Device check involving 
  a magic trap. 
  Trigger
  A trap’s trigger determines how it is sprung.
  Location: A location trigger springs a trap when 
  someone stands in a particular square.
  Proximity: This trigger activates the trap when a creature 
  approaches within a certain distance of it. A proximity 
  trigger differs from a location trigger in that the creature 
  need not be standing in a particular square. Creatures 
  that are flying can spring a trap with a proximity trigger 
  but not one with a location trigger. Mechanical proximity 
  triggers are extremely sensitive to the slightest change 
  in the air. This makes them useful only in places such as 
  crypts, where the air is u nusually still.
  The proximity trigger used most often for magic d evice 
  traps is the alarm spell. Unlike when the spell is cast, an 
  alarm spell used as a trigger can have an area that’s no 
  larger than the area the trap is meant to protect.
  Some magic device traps have special proximity t riggers 
  that activate only when certain kinds of c reatures a pproach. 
  For example, a detect good spell can serve as a proximity 
  trigger on an evil altar, springing the attached trap only 
  when someone of good alignment gets close enough to it.
  Sound: This trigger springs a magic trap when it d etects 
  any sound. A sound trigger functions like an ear and has 
  a +15 bonus on Perception checks. A successful Stealth 
  check, magical silence, and other effects that would negate 
  hearing defeat it. A trap with a sound trigger requires the 
  casting of clairaudience during its construction.
  Visual: This trigger for magic traps works like an a ctual 
  eye, springing the trap whenever it “sees” something. A 
  trap with a visual trigger requires the casting of arcane eye, 
  clairvoyance, or true seeing during its c onstruction. Sight 
  range and the Perception bonus conferred on the trap 
  depend on the spell chosen, as shown.
   
   
  Perception  
  Spell 
  Sight Range 
  Bonus
  arcane eye 
  Line of sight (unlimited range) 
  +20
  clairvoyance 
  One preselected location 
  +15
  true seeing 
  Line of sight (up to 120 ft.) 
  +30
  If you want the trap to see in the dark, you must either 
  choose the true seeing option or add darkvision to the trap as 
  well. (Darkvision limits the trap’s sight range in the dark to 
  60 feet.) If invisibility, disguises, or illusions can fool the 
  spell being used, they can fool the visual trigger as well. 
  Touch: A touch trigger, which springs the trap when 
  touched, is one of the simplest kinds of trigger to 
  c onstruct. This trigger may be physically attached to the 
  part of the mechanism that deals the damage or it may 
  not. You can make a magic touch trigger by adding alarm 
  to the trap and reducing the area of the effect to cover 
  only the t rigger spot.
  Timed: This trigger periodically springs the trap after a 
  certain duration has passed.
  Spell: All spell traps have this kind of trigger. The 
  a ppropriate spell descriptions explain the trigger conditions 
  for traps that contain spell triggers.
  Duration
  Unless otherwise stated, most traps have a duration of 
  i nstantaneous; once triggered, they have their e ffect and 
  then stop functioning. Some traps have a d uration measured 
  in rounds. Such traps continue to have their listed effect 
  each round at the top of the initiative order (or whenever they 
  were activated, if they were triggered d uring combat).
  Reset
  A reset element is the set of conditions under which a 
  trap becomes ready to trigger again. Resetting a trap 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703411
  703411
  451335
  451335
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703412
  703412
  451336
  451336
  418
  418
  usually takes only a minute or so. For a trap with a more 
  difficult reset method, you should set the time and 
  l abor required.
  No Reset: Short of completely rebuilding the trap, 
  there’s no way to trigger it more than once. Spell traps have 
  no reset element. 
  Repair: To get the trap functioning again, you must 
  r epair it. Repairing a mechanical trap requires a Craft 
  (traps) check against a DC equal to the one for building it. 
  The cost for raw materials is one-fifth of the trap’s original 
  market price. To calculate how long it takes to fix a trap, 
  use the same calculations you would for building it, but 
  use the cost of the raw materials required for repair in 
  place of the market price.
  Manual: Resetting the trap requires someone to move 
  the parts back into place. This is the kind of reset element 
  most mechanical traps have.
  Automatic: The trap resets itself, either immediately or 
  after a timed interval.
  Bypass (Optional Element)
  If the builder of a trap wants to be able to move past the 
  trap after it is created or placed, it’s a good idea to build 
  in a bypass mechanism: something that temporarily 
  d isarms the trap. Bypass elements are typically used only 
  with m echanical traps; spell traps usually have built-in 
  a llowances for the caster to bypass them.
  Lock: A lock bypass requires a DC 30 Disable Device 
  check to open. 
  Hidden Switch: A hidden switch requires a DC 25 
  Perception check to locate.
  Hidden Lock: A hidden lock combines the features 
  above, requiring a DC 25 Perception check to locate and a 
  DC 30 Disable Device check to open.
  Effect
  The effect of a trap is what happens to those who spring 
  it. This often takes the form of either damage or a spell 
  effect, but some traps have special effects. A trap usually 
  either makes an attack roll or forces a saving throw to avoid 
  it. Occasionally a trap uses both of these options, or neither 
  (see Never Miss).
  Pits: These are holes (covered or not) that characters 
  can fall into, causing them to take damage. A pit needs 
  no attack roll, but a successful Reflex save (DC set by 
  the builder) avoids it. Other save-dependent mechanical 
  traps also fall into this category. Falling into a pit deals 
  1d6 points of damage per 10 feet of depth.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703412
  703412
  451336
  451336
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703413
  703413
  451337
  451337
  419
  419
  13
  Environment
  Environment
  Pits in dungeons come in three basic varieties: 
  u ncovered, covered, and chasms. Pits and chasms can be 
  defeated by judicious application of the Acrobatics skill, 
  the Climb skill, or various mechanical or magical means.
  Uncovered pits and natural chasms serve mainly to 
  discourage intruders from going a certain way, although they 
  cause much grief to characters who stumble into them in the 
  dark, and they can greatly complicate nearby melee.
  Covered pits are much more dangerous. They can be 
  detected with a DC 20 Perception check, but only if the 
  character is taking the time to carefully examine the area 
  before walking across it. A character who fails to detect a 
  covered pit is still entitled to a DC 20 Reflex save to avoid 
  falling into it. If she was running or moving recklessly 
  at the time, however, she gets no saving throw and falls 
  automatically.
  Trap coverings can be as simple as piled refuse (straw, 
  leaves, sticks, garbage), a large rug, or an actual trap door 
  concealed to appear as a normal part of the floor. Such 
  a trap door usually swings open when enough weight 
  (u sually about 50 to 80 pounds) is placed upon it. Devious 
  trap builders sometimes design trap doors so they spring 
  back shut after they open. The trap door might lock once 
  it’s back in place, leaving the stranded character well and 
  truly trapped. Opening such a trap door is just as difficult 
  as opening a regular door (assuming the trapped character 
  can reach it), and a DC 13 Strength check is needed to keep 
  a spring-loaded door open.
  Pit traps often have something nastier than just a hard 
  floor at the bottom. A trap designer might put spikes, 
  monsters, or a pool of acid, lava, or even water at the 
  bottom. For rules on pit spikes and other such add-ons, 
  see the Miscellaneous Trap Features section.
  Monsters sometimes live in pits. Any monster that 
  can fit into the pit might have been placed there by the 
  dungeon’s designer, or might simply have fallen in and not 
  been able to climb back out. 
  A secondary trap, mechanical or magical, at the bottom 
  of a pit can be particularly deadly. Activated by a falling 
  victim, the secondary trap attacks the already injured 
  character when she’s least ready for it.
  Ranged Attack Traps: These traps fling darts, arrows, 
  spears, or the like at whomever activated the trap. The 
  builder sets the attack bonus. A ranged attack trap can be 
  configured to simulate the effect of a composite bow with a 
  high Strength rating, which provides the trap with a bonus 
  on damage equal to its Strength rating. These traps deal 
  whatever damage their ammunition normally does. If a 
  trap is constructed with a high Strength rating, it has a 
  corresponding bonus on damage.
  Melee Attack Traps: These traps feature such obstacles 
  as sharp blades that emerge from walls and stone blocks 
  that fall from ceilings. Once again, the builder sets the 
  attack bonus. These traps deal the same damage as the 
  melee weapons they “wield.” In the case of a falling stone 
  block, you can assign any amount of bludgeoning damage 
  you like, but remember that whoever resets the trap has to 
  lift that stone back into place. 
  A melee attack trap can be constructed with a built-in 
  bonus on damage rolls, just as if the trap itself had a high 
  Strength score.
  Spell Traps: Spell traps produce the spell’s effect. Like 
  all spells, a spell trap that allows a saving throw has a save 
  DC of 10 + spell level + caster’s relevant ability modifier.
  Magic Device Traps: These traps produce the effects of 
  any spells included in their construction, as described in 
  the appropriate entries. If the spell in a magic device trap 
  allows a saving throw, its save DC is (10 + spell level) × 1.5. 
  Some spells make attack rolls instead.
  Special: Some traps have miscellaneous features that 
  produce special effects, such as drowning for a water trap or 
  ability damage for poison. Saving throws and d amage depend 
  on the poison or are set by the builder, as appropriate.
  Miscellaneous Trap Features
  Some traps include optional features that can make them 
  considerably more deadly. The most common f eatures are 
  discussed below.
  Alchemical Item: Mechanical traps might incorporate 
  alchemical devices or other special substances or items, 
  such as tanglefoot bags, alchemist’s fire, thunderstones, 
  and the like. Some such items mimic spell effects. If the 
  item mimics a spell effect, it increases the CR as shown on 
  Table 13–3: CR Modifiers for Mechanical Traps.
  Gas: With a gas trap, the danger is in the inhaled p oison 
  it delivers. Traps employing gas usually have the never 
  miss and onset delay features.
  Liquid: Any trap that involves a danger of drowning is 
  in this category. Traps employing liquid usually have the 
  never miss and onset delay features. 
  Multiple Targets: Traps with this feature can affect 
  more than one character.
  Never Miss: When the entire dungeon wall moves to 
  crush you, your quick reflexes won’t help, since the wall 
  can’t possibly miss. A trap with this feature has neither an 
  attack bonus nor a saving throw to avoid, but it does have 
  an onset delay. Most traps involving liquid or gas are of the 
  never miss variety. 
  Onset Delay: An onset delay is the amount of time 
  b etween when the trap is sprung and when it deals d amage. 
  A never miss trap always has an onset delay.
  Poison: Traps that employ poison are deadlier than their 
  nonpoisonous counterparts, so they have c orrespondingly 
  higher CRs. To determine the CR m odifier for a given 
  p oison, consult Table 13–3. Only injury, contact, and 
  i nhaled poisons are suitable for traps; ingested types are 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703413
  703413
  451337
  451337
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703414
  703414
  451338
  451338
  420
  420
  not. Some traps simply deal the p oison’s damage. Others 
  deal damage with ranged or melee attacks as well. See 
  page 557 for more information on poison.
  Pit Spikes: Treat spikes at the bottom of a pit as 
  d aggers, each with a +10 attack bonus. The damage bonus 
  for each spike is +1 per 10 feet of pit depth (to a maximum 
  of +5). Each character who falls into the pit is attacked 
  by 1d4 spikes. This damage is in addition to any damage 
  from the fall itself, and the statistics presented above are 
  merely the most common variant—some traps might 
  have far more dangerous spikes at their bottom. Pit 
  spikes add to the average damage of the trap (see Average 
  Damage, below).
  Pit Bottom: If something other than spikes waits at the 
  bottom of a pit, it’s best to treat that as a separate trap (see 
  Multiple Traps) with a location trigger that activates on 
  any significant impact, such as a falling character. 
  Touch Attack: This feature applies to any trap that needs 
  only a successful touch attack (melee or ranged) to hit.
  sAmpLe trAps
  The following sample traps represent just some of the 
  possibilities when constructing traps to challenge the 
  player characters.
  ARROW TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +15 ranged (1d8+1/×3)
  PIT TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  POISONED DART TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus greenblood oil)
  SWINGING AxE TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in 
  a 10-ft. line)
  BURNING HANDS TRAP 
  CR 2
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (burning hands, 2d4 fire damage, DC 11 
  Reflex save for half damage); multiple targets (all targets in 
  a 15-ft. cone)
  JAVELIN TRAP 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6+6)
  SPIKED PIT TRAP 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 
  Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
  ACID ARROW TRAP 
  CR 3
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid 
  damage for 4 rounds)
  CAMOUFLAGED PIT TRAP 
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  ELECTRICITy ARC TRAP 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect electricity arc (4d6 electricity damage, DC 20 Reflex save 
  for half damage); multiple targets (all targets in a 30-ft. line)
  WALL SCyTHE TRAP 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic reset
  Effect Atk +20 melee (2d4+6/×4)
  FALLING BLOCK TRAP 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (6d6); multiple targets (all targets in a 
  10-ft. square)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703414
  703414
  451338
  451338
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703415
  703415
  451339
  451339
  421
  421
  13
  Environment
  Environment
  FIREBALL TRAP 
  CR 5
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for 
  half damage); multiple targets (all targets in a 20-ft.-radius burst)
  FLAME STRIKE TRAP 
  CR 6
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex 
  save for half damage); multiple targets (all targets in a 
  10-ft.-radius cylinder)
  WyVERN ARROW TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6 plus wyvern poison/×3)
  FROST FANGS TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Duration 3 rounds; Reset none
  Effect jets of freezing water (3d6 cold damage, DC 20 Reflex 
  save for half damage); multiple targets (all targets in a 
  40-ft.-square chamber)
  SUMMON MONSTER VI TRAP 
  CR 7
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (summon monster VI, summons 1 Large 
  elemental)
  CAMOUFLAGED SPIKED PIT TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 
  Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
  INSANITy MIST TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never miss; onset delay (1 
  round); multiple targets (all targets in a 10-ft.-by-10-ft. room)
  HAIL OF ARROWS TRAP 
  CR 9
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger visual (arcane eye); Reset repair
  Effect Atk +20 ranged (6d6); multiple targets (all targets in a 
  20-ft. line)
  SHOCKING FLOOR TRAP 
  CR 9
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (shocking grasp, Atk +9 melee touch [4d6 
  electricity damage]); multiple targets (all targets in a 40-ft.-
  square room)
  ENERGy DRAIN TRAP 
  CR 10
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger visual (true seeing); Reset none
  Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 
  temporary negative levels, DC 23 Fortitude negates after 
  24 hours)
  CHAMBER OF BLADES TRAP 
  CR 10
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Duration 1d4 rounds; Reset repair
  Effect Atk +20 melee (3d8+3); multiple targets (all targets in a 
  20-ft.-square chamber)
  CONE OF COLD TRAP 
  CR 11
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (cone of cold, 15d6 cold damage, DC 17 
  Reflex save for half damage); multiple targets (all targets in 
  a 60-ft. cone)
  POISONED PIT TRAP 
  CR 12
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+5 damage each plus 
  poison [shadow essence]); DC 25 Reflex avoids; multiple 
  targets (all targets in a 10-ft.-square area)
  MAxIMIzED FIREBALL TRAP 
  CR 13
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 60 fire damage, DC 14 Reflex save 
  for half damage); multiple targets (all targets in a 20-ft.-
  radius burst)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703415
  703415
  451339
  451339
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703416
  703416
  451340
  451340
  422
  422
  HARM TRAP 
  CR 14
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (harm, +6 melee touch, 130 damage, DC 19 
  Will save for half, cannot be reduced to less than 1 hit point)
  CRUSHING STONE TRAP 
  CR 15
  Type mechanical; Perception DC 30; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (16d6); multiple targets (all targets in a 
  10-ft. square)
  EMPOWERED DISINTEGRATE TRAP 
  CR 16
  Type magic; Perception DC 33; Disable Device DC 33
  EFFECTS
  Trigger sight (true seeing); Reset none
  Effect spell effect (empowered disintegrate, +9 ranged touch, 
  30d6 damage plus 50%, DC 19 Fort save reduces the 
  damage to 5d6 plus 50%)
  LIGHTNING BOLT GALLERy TRAP 
  CR 17
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (heightened lighting bolt, 8d6 electricity 
  damage, DC 16 Reflex save for half); multiple targets (all 
  targets in a 60-ft.-square chamber)
  DEADLy SPEAR TRAP 
  CR 18
  Type mechanical; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger sight (true seeing); Reset manual
  Effect Atk +20 ranged (1d8+6 plus black lotus extract)
  METEOR SWARM TRAP 
  CR 19
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger sight (true seeing); Reset none
  Effect spell effect (meteor swarm, 4 meteors at separate 
  targets, +9 ranged touch, 2d6 plus 6d6 fire [–4 save on 
  a hit], DC 23 Reflex save for half fire damage, 18d6 fire 
  damage from other meteors, DC 23 Reflex save for half 
  damage); multiple targets (four targets, no two of which can 
  be more than 40 ft. apart)
  DESTRUCTION TRAP 
  CR 20
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (heightened destruction, 190 damage, DC 23 
  Fortitude save reduces damage to 10d6)
  Table 13–3: CR Modifiers for  
  Mechanical Traps
  Feature 
  CR Modifier
  Perception DC 
   15 or lower 
  –1
   16–20 
  —
   21–25 
  +1
   26–29 
  +2
   30 or higher 
  +3
  Disable Device DC 
   15 or lower 
  –1
   16–20 
  —
   21–25 
  +1
   26–29 
  +2
   30 or higher 
  +3
  Reflex Save DC (Pit or Other Save-Dependent Trap) 
   15 or lower 
  –1
   16–20 
  —
   21–25 
  +1
   26–29 
  +2
   30 or higher 
  +3
  Attack Bonus (Melee or Ranged Attack Trap) 
   +0 or lower 
  –2
   +1 to +5 
  –1
   +6 to +10 
  —
   +11 to +15 
  +1
   +16 to +20 
  +2
   Touch attack 
  +1
  Damage/Effect 
   Average damage               +1 per 10 points of average damage
  Miscellaneous Features 
   Alchemical device             Level of spell mimicked
   Automatic reset 
  +1
   Liquid 
  +5
   Multiple targets 
  +1
    (non-damage)
   Never miss 
  +2
   Proximity or visual trigger +1
     
  CR of 
   
  CR of 
   Poison 
  poison 
  Poison 
  poison
   Black adder venom 
  +1 
  Malyass root paste 
  +3
   Black lotus extract 
  +8 
  Medium spider venom +2
   Bloodroot 
  +1 
  Nitharit 
  +4
   Blue whinnis 
  +1 
  Purple worm poison 
  +4
   Burnt othur fumes 
  +6 
  Sassone leaf residue 
  +3
   Deathblade 
  +5 
  Shadow essence 
  +3
   Dragon bile 
  +6 
  Small centipede poison +1
   Giant wasp poison 
  +3 
  Terinav root 
  +5
   Greenblood oil 
  +1 
  Ungol dust 
  +3
   Insanity mist 
  +4 
  Wyvern poison 
  +5
   Large scorpion venom +3 
   
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703416
  703416
  451340
  451340
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703417
  703417
  451341
  451341
  423
  423
  13
  Environment
  Environment
  Designing a Trap
  Designing new traps is a simple process. Start by d eciding 
  what type of trap you want to create.
  Mechanical Traps: Simply select the elements you want 
  the trap to have and add up the adjustments to the trap’s 
  Challenge Rating that those elements require (see Table 
  13–3) to arrive at the trap’s final CR. From the CR you can 
  derive the DC of the Craft (traps) checks a c haracter must 
  make to construct the trap (see page 424).
  Magic Traps: As with mechanical traps, decide what 
  elements you want and then determine the CR of the 
  resulting trap (see Table 13–4). If a player character wants 
  to design and construct a magic trap, he, or an ally, must 
  have the Craft Wondrous Item feat. In addition, he must 
  be able to cast the spell or spells that the trap requires—or 
  he must be able to hire an NPC to cast the spells for him.
  Challenge Rating of a Trap
  To calculate the Challenge Rating of a trap, add all the CR 
  modifiers (see Table 13–3 or Table 13–4) to the base CR for 
  the trap type.
  Mechanical Trap: The base CR for a mechanical trap is 
  0. If your final CR is 0 or lower, add features until you get 
  a CR of 1 or higher.
  Magic Trap: For a spell trap or magic device trap, the 
  base CR is 1. The highest-level spell used modifies the CR 
  (see Table 13–4).
  Average Damage: If a trap (mechanical or magical) 
  does hit point damage, calculate the average damage 
  for a successful hit and round that value to the nearest 
  multiple of 10. If the trap is designed to hit more than 
  one target, multiply this value by 2. If the trap is designed 
  to deal damage over a number of rounds, multiply this 
  value by the number of rounds the trap will be active (or 
  the average number of rounds, if the duration is variable). 
  Use this value to adjust the Challenge Rating of the trap, 
  as indicated on Table 13–3. Damage from poison does not 
  count toward this value, but extra damage from pit spikes 
  and multiple attacks does.
  For a magic trap, only one modifier applies to the CR—
  either the level of the highest-level spell used in the trap, 
  or the average damage figure, whichever is larger.
  Multiple Traps: If a trap is really two or more connected 
  traps that affect approximately the same area, determine 
  the CR of each one separately.
  Multiple Dependent Traps: If one trap depends on the 
  success of the other (that is, you can avoid the second trap 
  by not falling victim to the first), characters earn XP for 
  both traps by defeating the first one, regardless if the 
  second one is also sprung.
  Multiple Independent Traps: If two or more traps act 
  independently (they do not depend on one another to 
  activate), characters only earn XP for traps that they defeat.
  Mechanical Trap Cost
  The cost of a mechanical trap is 1,000 gp × the trap’s 
  Challenge Rating. If the trap uses spells in its trigger or 
  reset, add those costs separately. If the trap cannot be reset, 
  divide the cost in half. If the trap has an automatic reset, 
  increase the cost by half (+50%). Particularly simple traps, 
  such as pit traps, might have a greatly reduced cost, subject 
  to GM discretion. Such traps might cost as little as 250 gp 
  × the trap’s Challenge Rating.
  After you’ve determined the cost by Challenge Rating, 
  add the price of any alchemical items or poison you 
  i ncorporated into the trap. If the trap uses one of these 
  elements and has an automatic reset, multiply the poison 
  or alchemical item cost by 20 to provide an adequate 
  supply of doses.
  Multiple Traps: If a trap is really two or more connected 
  traps, determine the final cost of each separately, then 
  add those values together. This holds for both multiple 
  d ependent and multiple independent traps.
  Magic Device Trap Cost
  Building a magic device trap involves the expenditure of 
  gp and requires the services of a spellcaster. Table 13–5 
  summarizes the cost information for magic device traps. 
  If the trap uses more than one spell (for instance, a sound 
  or visual trigger spell in addition to the main spell effect), 
  the builder must pay for them all (except alarm, which is 
  free unless it must be cast by an NPC).
  The costs derived from Table 13–5 assume that the 
  builder is casting the necessary spells himself (or p erhaps 
  some other PC is providing the spells for free). If an NPC 
  spellcaster must be hired to cast them, those costs must be 
  factored in as well (see Chapter 6).
  A magic device trap takes 1 day to construct per 500 gp 
  of its cost.
  Spell Trap Cost
  A spell trap has a cost only if the builder must hire an NPC 
  spellcaster to cast it.
  Craft DCs for Mechanical Traps
  Once you know the Challenge Rating of a trap, determine 
  the Craft (traps) DC by referring to the values and modifiers 
  given on Table 13–6.
  Making the Checks: To determine how much p rogress a 
  character makes on building a trap each week, that character 
  Table 13–4: CR Modifiers for Magic Traps
  Feature 
  CR Modifier
  Highest-level spell effect 
  + Spell level 
  Damaging spell effect 
  +1 per 10 points of  
    
  average damage
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703417
  703417
  451341
  451341
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703418
  703418
  451342
  451342
  424
  424
  makes a Craft (traps) check. See the Craft skill description 
  for details on Craft checks and the circumstances that can 
  affect them.
  wiLderNess
  Outside the safety of city walls, the wilderness is a 
  dangerous place, and many adventurers have gotten lost in 
  its trackless wilds or fallen victim to deadly w eather. The 
  following rules give you guidelines on running a dventures 
  in a wilderness setting.
  Getting Lost
  There are many ways to get lost in the wilderness. 
  Following an obvious road, trail, or feature such as a 
  stream or shoreline prevents most from becoming lost, 
  but travelers striking off cross-country might become 
  disoriented—especially in conditions of poor visibility or 
  in difficult terrain. 
  Poor Visibility: Anytime characters cannot see at least 
  60 feet due to reduced visibility conditions, they might 
  become lost. Characters traveling through fog, snow, or a 
  downpour might easily lose the ability to see any l andmarks 
  not in their immediate vicinity. Similarly, characters 
  t raveling at night might be at risk, too, d epending on the 
  q uality of their light sources, the amount of moonlight, 
  and whether they have darkvision or low-light vision.
  Difficult Terrain: Any character in forest, moor, hill, 
  or mountain terrain might become lost if he moves away 
  from a trail, road, stream, or other obvious path or track. 
  Forests are especially dangerous because they obscure far-
  off landmarks and make it hard to see the sun or stars.
  Chance to Get Lost: If conditions exist that make 
  g etting lost a possibility, the character leading the way 
  must s ucceed on a Survival check or become lost. The 
  d ifficulty of this check varies based on the terrain, the 
  v isibility c onditions, and whether or not the character has 
  a map of the area being traveled through. Refer to the table 
  below and use the highest DC that applies.
  Terrain 
  Survival DC
  Desert or plains 
  14
  Forest 
  16
  Moor or hill 
  10
  Mountain 
  12
  Open sea 
  18
  Urban, ruins, or dungeon 
  8
    
   
   
  Situation 
  Check Modifier
  Proper navigational tools (map, sextant) 
  +4
  Poor visibility 
  –4
  A character with at least 5 ranks in Knowledge 
  (geography) or Knowledge (local) pertaining to the area 
  being traveled through gains a +2 bonus on this check.
  Check once per hour (or portion of an hour) spent in local 
  or overland movement to see if travelers have become lost. 
  In the case of a party moving together, only the character 
  leading the way makes the check.
  Effects of Being Lost: If a party becomes lost, it is no 
  longer certain of moving in the direction it intended to 
  travel. Randomly determine the direction in which the 
  party actually travels during each hour of local or overland 
  movement. The characters’ movement continues to be 
  random until they blunder into a landmark they can’t 
  miss, or until they recognize that they are lost and make 
  an effort to regain their bearings.
  Recognizing You’re Lost: Once per hour of random travel, 
  each character in the party may attempt a Survival check 
  (DC 20, –1 per hour of random travel) to recognize that 
  he is no longer certain of his direction of travel. Some 
  circumstances might make it obvious that the characters 
  are lost.
  Setting a New Course: Determining the correct direction 
  of travel once a party has become lost requires a Survival 
  check (DC 15, +2 per hour of random travel). If a character 
  fails this check, he chooses a random direction as the 
  “correct” direction for resuming travel.
  Once the characters are traveling along their new 
  course, correct or incorrect, they might get lost again. If 
  the conditions still make it possible for travelers to become 
  lost, check once per hour of travel as described above to see 
  Table 13–5: Cost Modifiers for  
  Magic Device Traps
  Feature 
  Cost Modifier
  Alarm spell used in trigger 
  —
  One-Shot Trap 
   Each spell used 
  +50 gp × caster level × spell level
   Material components 
  +Material component costs
  Automatic Reset Trap 
   Each spell used 
  +500 gp × caster level × spell level
  Material components 
  +Material component costs × 100
  Table 13–6: Craft (Traps) DCs
  Trap CR 
  Base Craft (Traps) DC
  1–5 
  20
  6–10 
  25
  11–15 
  30
  16+ 
  35
    
  Modifier to 
  Additional Components 
  Craft (Traps) DC
  Proximity trigger 
  +5
  Automatic reset 
  +5
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703418
  703418
  451342
  451342
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703419
  703419
  451343
  451343
  425
  425
  13
  Environment
  Environment
  if the party maintains its new course or begins to move at 
  random again.
  Conflicting Directions: It’s possible that several characters 
  may attempt to determine the right direction to proceed 
  after becoming lost. Make a Survival check for each 
  character in secret, then tell the players whose characters 
  succeeded the correct direction in which to travel, and tell 
  the players whose characters failed a random direction they 
  think is right, with no indication who is correct.
  Regaining Your Bearings: There are several ways for 
  characters to find their way after becoming lost. First, if the 
  characters successfully set a new course and follow it to the 
  destination they’re trying to reach, they’re not lost anymore. 
  Second, the c haracters, through random movement, might 
  run into an u nmistakable l andmark. Third, if conditions 
  s uddenly i mprove—the fog lifts or the sun comes up—lost 
  c haracters may attempt to set a new course, as described 
  above, with a +4 bonus on the Survival check.
  Forest Terrain
  Forest terrain can be divided into three categories: sparse, 
  medium, and dense. An immense forest could have all 
  three categories within its borders, with more sparse 
  terrain at the outer edge of the forest and dense forest at 
  its heart. 
  The table below describes in general terms how likely it 
  is that a given square has a terrain element in it.
    
   
  Category of Forest 
     
  Sparse 
  Medium 
  Dense
  Typical trees 
  50% 
  70% 
  80%
  Massive trees 
  — 
  10% 
  20%
  Light undergrowth 
  50% 
  70% 
  50%
  Heavy undergrowth 
  — 
  20% 
  50%
  Trees: The most important terrain element in a forest 
  is the trees, obviously. A creature standing in the same 
  square as a tree gains partial cover, which grants a +2 
  bonus to Armor Class and a +1 bonus on Reflex saves. The 
  presence of a tree doesn’t otherwise affect a creature’s 
  fighting space, because it’s assumed that the creature is 
  using the tree to its advantage when it can. The trunk of 
  a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 
  Climb check is sufficient to climb a tree. Medium and 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703419
  703419
  451343
  451343
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703420
  703420
  451344
  451344
  426
  426
  Forest Fires (CR 6)
  Most campfire sparks ignite nothing, but if conditions 
  are dry, winds are strong, or the forest floor is dried out 
  and flammable, a forest fire can result. Lightning strikes 
  often set trees ablaze and start forest fires in this way. 
  Whatever the cause of the fire, travelers can get caught in 
  the conflagration.
  A forest fire can be spotted from as far away as 2d6 × 
  100 feet by a character who makes a Perception check, 
  treating the fire as a Colossal creature (reducing the 
  DC by 16). If all characters fail their Perception checks, 
  the fire moves closer to them. They automatically see it 
  when it closes to half the original distance. With proper 
  elevation, the smoke from a forest fire can be spotted as 
  far as 10 miles away.
  Characters who are blinded or otherwise unable to make 
  Perception checks can feel the heat of the fire (and thus 
  automatically “spot” it) when it is 100 feet away.
  The leading edge of a fire (the downwind side) can 
  advance faster than a human can run (assume 120 
  feet per round for winds of moderate strength). Once 
  a particular portion of the forest is ablaze, it remains 
  so for 2d4 × 10 minutes before dying to a smoking 
  wasteland. Characters overtaken by a forest fire might 
  find the leading edge of the fire advancing away from 
  them faster than they can keep up, trapping them deeper 
  and deeper within its grasp.
  Within the bounds of a forest fire, a character f aces 
  three dangers: heat damage, catching on fire, and smoke 
  inhalation. 
  Heat Damage: Getting caught within a forest fire is 
  even worse than being exposed to extreme heat (see Heat 
  Dangers on page 444). Breathing the air causes a character 
  to take 1d6 points of fire damage per round (no save). In 
  addition, a character must make a Fortitude save every 5 
  rounds (DC 15, +1 per previous check) or take 1d4 points of 
  nonlethal damage. A character who holds his breath can 
  avoid the lethal damage, but not the nonlethal damage. 
  Those wearing heavy clothing or any sort of armor take a 
  –4 penalty on their saving throws. Those wearing metal 
  armor or who come into contact with very hot metal are 
  affected as if by a heat metal spell.
  Catching on Fire: Characters engulfed in a forest fire 
  are at risk of catching on fire when the leading edge of the 
  fire overtakes them, and continue to be at risk once per 
  minute thereafter. See Catching on Fire on page 444.
  Smoke Inhalation: Forest fires naturally produce 
  a great deal of smoke. A character who breathes heavy 
  smoke must make a Fortitude save each round (DC 15, 
  +1 per previous check) or spend that round choking 
  and coughing. A character who chokes for 2 consecutive 
  rounds takes 1d6 points of nonlethal damage. Smoke 
  also provides concealment to characters within it.
  dense forests have massive trees as well. These trees take 
  up an entire square and provide cover to anyone behind 
  them. They have AC 3, hardness 5, and 600 hp. Like their 
  smaller counterparts, it takes a DC 15 Climb check to 
  climb them.
  Undergrowth: Vines, roots, and short bushes cover 
  much of the ground in a forest. A space covered with 
  light undergrowth costs 2 squares of movement to move 
  into, and provides concealment. Undergrowth increases 
  the DC of Acrobatics and Stealth checks by 2 because the 
  leaves and branches get in the way. Heavy undergrowth 
  costs 4 squares of movement to move into and provides 
  concealment with a 30% miss chance (instead of the 
  usual 20%). It increases the DC of Acrobatics checks by 
  5. Heavy undergrowth is easy to hide in, granting a +5 
  circumstance bonus on Stealth checks. Running and 
  c harging are impossible. Squares with undergrowth are 
  often clustered together. Undergrowth and trees aren’t 
  mutually exclusive; it’s common for a 5-foot square to 
  have both a tree and undergrowth.
  Forest Canopy: It’s common for elves and other 
  forest dwellers to live on raised platforms far above 
  the surface f loor. These wooden platforms often have 
  rope b ridges between them. To get to the treehouses, 
  characters ascend the trees’ branches (Climb DC 15), 
  use rope ladders (Climb DC 0), or take pulley elevators 
  (which can be made to rise a number of feet equal to a 
  Strength check, made each round as a full-round action). 
  Creatures on platforms or branches in a forest canopy 
  are considered to have cover when fighting creatures on 
  the ground, and in medium or dense forests they have 
  concealment as well.
  Other Forest Terrain Elements: Fallen logs generally 
  stand about 3 feet high and provide cover just as low 
  walls do. They cost 5 feet of movement to cross. Forest 
  streams average 5 to 10 feet wide and no more than 5 feet 
  deep. Pathways wind through most forests, allowing 
  normal movement and providing neither cover nor 
  concealment. These paths are less common in dense 
  forests, but even unexplored forests have occasional 
  game trails.
  Stealth and Detection in a Forest: In a sparse forest, 
  the maximum distance at which a Perception check for 
  detecting the nearby presence of others can succeed is 3d6 
  × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, 
  and in a dense forest it is 2d6 × 10 feet.
  Because any square with undergrowth provides 
  concealment, it’s usually easy for a creature to use the 
  Stealth skill in the forest. Logs and massive trees provide 
  cover, which also makes hiding possible.
  The background noise in the forest makes Perception 
  checks that rely on sound more difficult, increasing the 
  DC of the check by 2 per 10 feet, not 1. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703420
  703420
  451344
  451344
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703421
  703421
  451345
  451345
  427
  427
  13
  Environment
  Environment
  Marsh Terrain
  Two categories of marsh exist: relatively dry moors and 
  watery swamps. Both are often bordered by lakes (described 
  in Aquatic Terrain), which are effectively a third category 
  of terrain found in marshes.
    
  Marsh Category
     
  Moor 
  Swamp
  Shallow bog 
  20% 
  40%
  Deep bog 
  5% 
  20%
  Light undergrowth 
  30% 
  20%
  Heavy undergrowth 
  10% 
  20%
  Bogs: If a square is part of a shallow bog, it has deep 
  mud or standing water of about 1 foot in depth. It costs 2 
  squares of movement to move into a square with a s hallow 
  bog, and the DC of Acrobatics checks in such a square 
  i ncreases by 2. 
  A square that is part of a deep bog has roughly 4 feet 
  of standing water. It costs Medium or larger creatures 
  4 squares of movement to move into a square with a 
  deep bog, or characters can swim if they wish. Small or 
  s maller c reatures must swim to move through a deep bog. 
  Tumbling is impossible in a deep bog.
  The water in a deep bog provides cover for Medium or 
  larger creatures. Smaller creatures gain improved cover 
  (+8 bonus to AC, +4 bonus on Reflex saves). Medium or 
  larger creatures can crouch as a move action to gain this 
  improved cover. Creatures with this improved cover take 
  a –10 penalty on attacks against creatures that aren’t 
  underwater.
  Deep bog squares are usually clustered together and 
  surrounded by an irregular ring of shallow bog squares.
  Both shallow and deep bogs increase the DC of Stealth 
  checks by 2.
  Undergrowth: The bushes, rushes, and other tall grasses in 
  marshes function as undergrowth does in a forest. A square 
  that is part of a bog does not also have undergrowth. 
  Quicksand: Patches of quicksand present a deceptively 
  solid appearance (appearing as undergrowth or open 
  land) that might trap careless characters. A character 
  a pproaching a patch of quicksand at a normal pace is 
  entitled to a DC 8 Survival check to spot the danger before 
  stepping in, but charging or running characters don’t 
  have a chance to detect a hidden patch before blundering 
  into it. A typical patch of quicksand is 20 feet in diameter; 
  the momentum of a charging or running character carries 
  him 1d2 × 5 feet into the quicksand.
  Effects of Quicksand: Characters in quicksand must make 
  a DC 10 Swim check every round to simply tread water in 
  place, or a DC 15 Swim check to move 5 feet in whatever 
  d irection is desired. If a trapped character fails this check 
  by 5 or more, he sinks below the surface and begins to 
  drown whenever he can no longer hold his breath (see the 
  Swim skill description in Chapter 4).
  Characters below the surface of quicksand may swim 
  back to the surface with a successful Swim check (DC 15, +1 
  per consecutive round of being under the surface).
  Rescue: Pulling out a character trapped in quicksand can 
  be difficult. A rescuer needs a branch, spear haft, rope, or 
  similar tool that enables him to reach the victim with one 
  end of it. Then he must make a DC 15 Strength check to 
  successfully pull the victim, and the victim must make a 
  DC 10 Strength check to hold onto the branch, pole, or rope. 
  If both checks succeed, the victim is pulled 5 feet closer to 
  safety. If the victim fails to hold on, he must make a DC 15 
  Swim check immediately to stay above the surface. 
  Hedgerows: Common in moors, hedgerows are tangles 
  of stones, soil, and thorny bushes. Narrow hedgerows 
  f unction as low walls, and it takes 3 squares of movement to 
  cross them. Wide hedgerows are more than 5 feet tall and 
  take up entire squares. They provide total cover, just as a 
  wall does. It takes 4 squares of movement to move through 
  a square with a wide hedgerow; creatures that succeed on 
  a DC 10 Climb check need only 2 squares of movement to 
  move through the square.
  Other Marsh Terrain Elements: Some marshes, 
  p articularly swamps, have trees just as forests do, usually 
  clustered in small stands. Paths lead across many m arshes, 
  winding to avoid bog areas. As in forests, paths allow 
  n ormal movement and don’t provide the concealment that 
  undergrowth does.
  Stealth and Detection in a Marsh: In a marsh, the 
  m aximum distance at which a Perception check for 
  d etecting the nearby presence of others can succeed is 6d6 
  × 10 feet. In a swamp, this distance is 2d8 × 10 feet.
  Undergrowth 
  and 
  deep 
  bogs 
  provide 
  plentiful 
  c oncealment, so it’s easy to use Stealth in a marsh.
  Hills Terrain
  A hill can exist in most other types of terrain, but hills can 
  also dominate the landscape. Hills terrain is divided into 
  two categories: gentle hills and rugged hills. Hills terrain 
  often serves as a transition zone between rugged terrain 
  such as mountains and flat terrain such as plains.
    
  Hills Category
     
  Gentle Hills 
  Rugged Hills
  Gradual slope 
  75% 
  40%
  Steep slope 
  20% 
  50%
  Cliff 
  5% 
  10%
  Light undergrowth 
  15% 
  15%
  Gradual Slope: This incline isn’t steep enough to affect 
  movement, but characters gain a +1 bonus on melee attacks 
  against foes downhill from them.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703421
  703421
  451345
  451345
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703422
  703422
  451346
  451346
  428
  428
  Steep Slope: Characters moving uphill (to an a djacent 
  square of higher elevation) must spend 2 squares of 
  movement to enter each square of steep slope. Characters 
  running or charging downhill (moving to an a djacent 
  square of lower elevation) must succeed on a DC 10 Acrobatics 
  check upon entering the first steep slope square. Mounted 
  characters make a DC 10 Ride check i nstead. Characters 
  who fail this check stumble and must end their movement 
  1d2 × 5 feet later. Characters who fail by 5 or more fall prone 
  in the square where they end their movement. A steep slope 
  increases the DC of Acrobatics checks by 2.
  Cliff: A cliff typically requires a DC 15 Climb check to 
  scale and is 1d4 × 10 feet tall, although the needs of your 
  map might mandate a taller cliff. A cliff isn’t perfectly 
  v ertical, taking up 5-foot squares if it’s less than 30 feet tall 
  and 10-foot squares if it’s 30 feet or taller. 
  Light Undergrowth: Sagebrush and other scrubby 
  b ushes grow on hills, although they rarely cover the 
  l andscape. Light u ndergrowth p rovides concealment and 
  increases the DC of Acrobatics and Stealth checks by 2. 
  Other Hills Terrain Elements: Trees aren’t out of place in 
  hills terrain, and valleys often have active streams (5 to 10 feet 
  wide and no more than 5 feet deep) or dry streambeds (treat 
  as a trench 5 to 10 feet across) in them. If you add a stream or 
  streambed, remember that water always flows downhill.
  Stealth and Detection in Hills: In gentle hills, the 
  m aximum distance at which a Perception check for 
  d etecting the nearby presence of others can succeed is 2d10 
  × 10 feet. In rugged hills, this distance is 2d6 × 10 feet.
  Hiding in hills terrain can be difficult if there isn’t 
  undergrowth around. A hilltop or ridge provides enough 
  cover to hide from anyone below the hilltop or ridge.
  Mountain Terrain
  The three mountain terrain categories are alpine 
  m eadows, rugged mountains, and forbidding m ountains. 
  As c haracters ascend into a mountainous area, they’re 
  l ikely to face each terrain category in turn, b eginning with 
  alpine meadows, extending through rugged m ountains, 
  and reaching forbidding mountains near the summit.
  Mountains have an important terrain element, the rock 
  wall, that is marked on the border between squares rather 
  than taking up squares itself. 
    
   
  Mountain Category
     
  Alpine Meadow Rugged 
  Forbidding
  Gradual slope 
  50% 
  25% 
  15%
  Steep slope 
  40% 
  55% 
  55%
  Cliff 
  10% 
  15% 
  20%
  Chasm 
  — 
  5% 
  10%
  Light undergrowth 
  20% 
  10% 
  —
  Scree 
  — 
  20% 
  30%
  Dense rubble 
  — 
  20% 
  30%
  Gradual and Steep Slopes: These function as described 
  in Hills Terrain.
  Cliff: These terrain elements also function like their 
  hills terrain counterparts, but they’re typically 2d6 × 
  10 feet tall. Cliffs taller than 80 feet take up 20 feet of 
  horizontal space.
  Chasm: Usually formed by natural geological processes, 
  chasms function like pits in a dungeon setting. Chasms 
  aren’t hidden, so characters won’t fall into them by accident 
  (although bull rushes are another story). A typical chasm is 
  2d4 × 10 feet deep, at least 20 feet long, and anywhere from 
  5 feet to 20 feet wide. It takes a DC 15 Climb check to climb 
  out of a chasm. In forbidding mountain terrain, chasms 
  are typically 2d8 × 10 feet deep.
  Light Undergrowth: This functions as described in 
  Forest Terrain.
  Scree: A field of shifting gravel, scree doesn’t affect speed, 
  but it can be treacherous on a slope. The DC of Acrobatics 
  checks increases by 2 if there’s scree on a gradual slope and 
  by 5 if there’s scree on a steep slope. The DC of Stealth checks 
  increases by 2 if the scree is on a slope of any kind.
  Dense Rubble: The ground is covered with rocks of all 
  sizes. It costs 2 squares of movement to enter a square 
  with dense rubble. The DC of Acrobatics checks on 
  dense rubble increases by 5, and the DC of Stealth checks 
  increases by 2. 
  Rock Wall: A vertical plane of stone, rock walls require 
  DC 25 Climb checks to ascend. A typical rock wall is 2d4 × 
  10 feet tall in rugged mountains and 2d8 × 10 feet tall in 
  forbidding mountains. Rock walls are drawn on the edges 
  of squares, not in the squares themselves.
  Cave Entrance: Found in cliff and steep slope squares 
  and next to rock walls, cave entrances are typically 
  between 5 and 20 feet wide and 5 feet deep. A cave could 
  be anything from a simple chamber to the entrance to an 
  elaborate dungeon. Caves used as monster lairs typically 
  have 1d3 rooms that are 1d4 × 10 feet across. 
  Other Mountain Terrain Features: Most alpine 
  m eadows begin above the treeline, so trees and other 
  forest elements are rare in the mountains. Mountain 
  terrain can include active streams (5 to 10 feet wide and 
  no more than 5 feet deep) and dry streambeds (treat as 
  a trench 5 to 10 feet across). Particularly high-altitude 
  areas tend to be colder than the lowland areas that 
  surround them, so they might be covered in ice sheets 
  (described in Desert Terrain).
  Stealth and Detection in Mountains: As a guideline, 
  the maximum distance in mountain terrain at which a 
  Perception check for detecting the nearby presence of 
  o thers can succeed is 4d10 × 10 feet. Certain peaks and 
  ridgelines afford much better vantage points, of course, and 
  twisting valleys and canyons have much shorter s potting 
  distances. Because there’s little vegetation to obstruct line 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703422
  703422
  451346
  451346
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703423
  703423
  451347
  451347
  429
  429
  13
  Environment
  Environment
  of sight, the specifics on your map are your best guide for 
  the range at which an encounter could begin. As in hills 
  terrain, a ridge or peak provides enough cover to hide from 
  anyone below the high point.
  It’s easier to hear faraway sounds in the mountains. The 
  DC of Perception checks that rely on sound increase by 1 
  per 20 feet between listener and source, not per 10 feet.
  Avalanches (CR 7)
  The combination of high peaks and heavy snowfalls 
  means that avalanches are a deadly peril in many 
  mountainous areas. While avalanches of snow and ice 
  are common, it’s also possible to have an avalanche of 
  rock and soil.
  An avalanche can be spotted from as far away as 1d10 
  × 500 feet by a character who makes a DC 20 Perception 
  check, treating the avalanche as a Colossal creature. If all 
  characters fail their Perception checks to determine the 
  encounter distance, the avalanche moves closer to them, 
  and they automatically become aware of it when it closes to 
  half the original distance. It’s possible to hear an avalanche 
  coming even if you can’t see it. Under optimum conditions 
  (no other loud noises o ccurring), a character who makes a 
  DC 15 Perception check can hear the avalanche or landslide 
  when it is 1d6 × 500 feet away. This check might have a DC 
  of 20, 25, or higher in c onditions where hearing is difficult 
  (such as in the middle of a thunderstorm). 
  A landslide or avalanche consists of two distinct areas: 
  the bury zone (in the direct path of the falling debris) 
  and the slide zone (the area the debris spreads out to 
  encompass). Characters in the bury zone always take 
  damage from the avalanche; characters in the slide zone 
  might be able to get out of the way. Characters in the bury 
  zone take 8d6 points of damage, or half that amount if 
  they make a DC 15 Reflex save. They are subsequently 
  buried. Characters in the slide zone take 3d6 points of 
  damage, or no damage if they make a DC 15 Reflex save. 
  Those who fail their saves are buried. 
  Buried characters take 1d6 points of nonlethal damage 
  per minute. If a buried character falls unconscious, he must 
  make a DC 15 Constitution check or take 1d6 points of lethal 
  damage each minute thereafter until freed or dead.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703423
  703423
  451347
  451347
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703424
  703424
  451348
  451348
  430
  430
  The typical avalanche has a width of 1d6 × 100 feet, from 
  one edge of the slide zone to the opposite edge. The bury 
  zone in the center of the avalanche is half as wide as the 
  avalanche’s full width.
  To determine the precise location of characters in 
  the path of an avalanche, roll 1d6 × 20; the result is the 
  number of feet from the center of the path taken by the 
  bury zone to the center of the party’s location. Avalanches 
  of snow and ice advance at a speed of 500 feet per round, 
  while rock and soil avalanches travel at a speed of 250 feet 
  per round.
  Mountain Travel
  High altitude travel can be extremely fatiguing—and 
  sometimes deadly—to creatures that aren’t used to it. Cold 
  becomes extreme, and the lack of oxygen in the air can 
  wear down even the most hardy of warriors.
  Acclimated Characters: Creatures accustomed to high 
  altitude generally fare better than lowlanders. Any c reature 
  with an Environment entry that includes m ountains 
  is considered native to the area and acclimated to the 
  high a ltitude. Characters can also acclimate themselves 
  by l iving at high altitude for a month. Characters who 
  spend more than two months away from the mountains 
  must r eacclimate themselves when they return. Undead, 
  constructs, and other creatures that do not breathe are 
  i mmune to a ltitude effects.
  Altitude Zones: In general, mountains present three 
  possible altitude bands: low pass, low peak/high pass, and 
  high peak. 
  Low Pass (lower than 5,000 feet): Most travel in low 
  mountains takes place in low passes, a zone consisting 
  largely of alpine meadows and forests. Travelers might find 
  the going difficult (which is reflected in the movement 
  modifiers for traveling through mountains), but the 
  altitude itself has no game effect.
  Low Peak or High Pass (5,000 to 15,000 feet): Ascending to 
  the highest slopes of low mountains, or most normal travel 
  through high mountains, falls into this category. All non-
  acclimated creatures labor to breathe in the thin air at this 
  altitude. Characters must succeed on a Fortitude save each 
  hour (DC 15, +1 per previous check) or be fatigued. The 
  fatigue ends when the character descends to an altitude 
  with more air. Acclimated characters do not have to 
  attempt the Fortitude save. 
  High Peak (more than 15,000 feet): The highest m ountains 
  exceed 15,000 feet in height. At these elevations, 
  creatures are subject to both high altitude fatigue (as 
  described above) and altitude sickness, whether or not 
  they’re a cclimated to high altitudes. Altitude sickness 
  represents long-term o xygen deprivation, and affects 
  mental and physical ability scores. After each 6-hour 
  period a c haracter spends at an altitude of over 15,000 
  feet, he must succeed on a Fortitude save (DC 15, +1 
  per previous check) or take 1 point of damage to all 
  ability scores. Creatures acclimated to high altitude 
  receive a +4 competence bonus on their saving throws 
  to resist high altitude effects and altitude sickness, but 
  eventually even seasoned mountaineers must abandon 
  these dangerous elevations. 
  Desert Terrain
  Desert terrain exists in warm, temperate, and cold 
  c limates, but all deserts share one common trait: little 
  rain. The three categories of desert terrain are tundra (cold 
  desert), rocky deserts (often temperate), and sandy deserts 
  (o ften warm).
  Tundra differs from the other desert categories in two 
  important ways. Because snow and ice cover much of the 
  landscape, it’s easy to find water. During the height of 
  summer, the permafrost thaws to a depth of a foot or so, 
  turning the landscape into a vast field of mud. The muddy 
  tundra affects movement and skill use as the shallow 
  bogs described in Marsh Terrain, although there’s little 
  standing water.
  The table below describes terrain elements found in 
  each of the three desert categories. The terrain elements 
  on this table are mutually exclusive; for instance, a square 
  of tundra might contain either light undergrowth or an ice 
  sheet, but not both.
    
  Desert Category
     
  Tundra 
  Rocky 
  Sandy
  Light undergrowth 
  15% 
  5% 
  5%
  Ice sheet 
  25% 
  — 
  —
  Light rubble 
  5% 
  30% 
  10%
  Dense rubble 
  — 
  30% 
  5%
  Sand dunes 
  — 
  — 
  50%
  Light Undergrowth: Consisting of scrubby, hardy bushes 
  and cacti, light undergrowth functions as described for 
  other terrain types.
  Ice Sheet: The ground is covered with slippery ice. It 
  costs 2 squares of movement to enter a square covered by an 
  ice sheet, and the DC of Acrobatics checks there increases 
  by 5. A DC 10 Acrobatics check is required to run or charge 
  across an ice sheet. 
  Light Rubble: Small rocks are strewn across the ground, 
  making nimble movement more difficult. The DC of 
  Acrobatics checks increases by 2. 
  Dense Rubble: This terrain feature consists of more 
  and larger stones. It costs 2 squares of movement to enter 
  a square with dense rubble. The DC of Acrobatics checks 
  increases by 5, and the DC of Stealth checks increases by 2.
  Sand Dunes: Created by the action of wind on sand, 
  dunes function as hills that move. If the wind is strong 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703424
  703424
  451348
  451348
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703425
  703425
  451349
  451349
  431
  431
  13
  Environment
  Environment
  and consistent, a sand dune can move several h undred 
  feet in a week’s time. Sand dunes can cover hundreds of 
  squares. They always have a gentle slope pointing in the 
  direction of the prevailing wind and a steep slope on the 
  leeward side.
  Other Desert Terrain Features: Tundra is sometimes 
  bordered by forests, and the occasional tree isn’t out of 
  place in the cold wastes. Rocky deserts have towers and 
  mesas consisting of flat ground surrounded on all sides by 
  cliffs and steep slopes (as described in Mountain Terrain). 
  Sandy deserts sometimes have quicksand; this functions as 
  described in Marsh Terrain, although desert quicksand is a 
  waterless mixture of fine sand and dust. All desert terrain 
  is crisscrossed with dry streambeds (treat as trenches 5 to 
  15 feet wide) that fill with water on the rare occasions when 
  rain falls.
  Stealth and Detection in the Desert: In general, 
  the maximum distance in desert terrain at which a 
  Perception check for detecting the nearby presence of 
  others can succeed is 6d6 × 20 feet; beyond this distance, 
  elevation changes and heat distortion in warm deserts 
  makes sight-based Perception impossible. The presence 
  of dunes in sandy deserts limits spotting distance to 
  6d6 × 10 feet. The scarcity of undergrowth or other 
  elements that offer concealment or cover makes using 
  Stealth more difficult.
  Sandstorms
  A sandstorm reduces visibility to 1d10 × 5 feet and p rovides 
  a –4 penalty on Perception checks. A sandstorm deals 1d3 
  points of nonlethal damage per hour to any creatures 
  caught in the open, and leaves a thin coating of sand in 
  its wake. Driving sand creeps in through all but the most 
  secure seals and seams, chafing skin and contaminating 
  carried gear. 
  Plains Terrain
  Plains come in three categories: farms, grasslands, and 
  battlefields. Farms are common in settled areas, while 
  grasslands represent untamed plains. The b attlefields 
  where large armies clash are temporary places, usually 
  reclaimed by natural vegetation or the farmer’s plow. 
  Battlefields represent a third terrain category because 
  adventurers tend to spend a lot of time there, not because 
  they’re particularly prevalent.
  The table below shows the proportions of terrain 
  e lements in the different categories of plains. On a farm, 
  light undergrowth represents most mature grain crops, 
  so farms growing vegetable crops will have less light 
  undergrowth, as will all farms during the time between 
  harvest and a few months after planting.
  The terrain elements in the table below are mutually 
  exclusive.
    
  Plains Category
     
  Farm 
  Grassland 
  Battlefield
  Light undergrowth 
  40% 
  20% 
  10%
  Heavy undergrowth 
  — 
  10% 
  —
  Light rubble 
  — 
  — 
  10%
  Trench 
  5% 
  — 
  5%
  Berm 
  — 
  — 
  5%
  Undergrowth: Whether they’re crops or natural 
  vegetation, the tall grasses of the plains function like 
  light undergrowth in a forest. Particularly thick bushes 
  form patches of heavy undergrowth that dot the landscape 
  in grasslands.
  Light Rubble: On the battlefield, light rubble usually 
  r epresents something that was destroyed: the ruins  
  of a b uilding or the scattered remnants of a stone wall,  
  for example. It functions as described in the Desert 
  Terrain section.
  Trench: Often dug before a battle to protect soldiers, a 
  trench functions as a low wall, except that it provides no 
  cover against adjacent foes. It costs 2 squares of movement 
  to leave a trench, but it costs nothing extra to enter one. 
  Creatures outside a trench who make a melee attack 
  against a creature inside the trench gain a +1 bonus on 
  melee attacks because they have higher ground. In farm 
  terrain, trenches are generally irrigation ditches.
  Berm: A common defensive structure, a berm is a low, 
  earthen wall that slows movement and provides a measure 
  of cover. Put a berm on the map by drawing two adjacent 
  rows of steep slope (described in Hills Terrain), with the 
  edges of the berm on the downhill side. Thus, a character 
  crossing a 2-square berm will travel uphill for 1 square, 
  then downhill for 1 square. Two square berms provide 
  cover as low walls for anyone standing behind them. Larger 
  berms provide the low wall benefit for anyone standing 1 
  square downhill from the top of the berm. 
  Fences: Wooden fences are generally used to contain 
  livestock or impede oncoming soldiers. It costs an extra 
  square of movement to cross a wooden fence. A stone 
  fence provides a measure of cover as well, functioning as 
  low walls. Mounted characters can cross a fence without 
  s lowing their movement if they succeed on a DC 15 Ride 
  check. If the check fails, the steed crosses the fence, but the 
  rider falls out of the saddle.
  Other Plains Terrain Features: Occasional trees dot the 
  landscape in many plains, although on battlefields they’re 
  often felled to provide raw material for siege engines 
  (described in Urban Features). Hedgerows (described 
  in Marsh Terrain) are found in plains as well. Streams, 
  generally 5 to 20 feet wide and 5 to 10 feet deep, are 
  commonplace.
  Stealth and Detection in Plains: In plains terrain, 
  the maximum distance at which a Perception check for 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703425
  703425
  451349
  451349
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703426
  703426
  451350
  451350
  432
  432
  detecting the nearby presence of others can succeed is 
  6d6 × 40 feet, although the specifics of your map might 
  restrict line of sight. Cover and concealment are not 
  uncommon, so a good place of refuge is often nearby, if 
  not right at hand.
  Aquatic Terrain
  Aquatic terrain is the least hospitable to most PCs, 
  because they can’t breathe there. Aquatic terrain doesn’t 
  offer the variety that land terrain does. The ocean f loor 
  holds many marvels, including undersea analogues of 
  any of the t errain elements described earlier in this 
  section, but if characters find themselves in the water 
  because they were bull rushed off the deck of a pirate 
  ship, the tall kelp beds hundreds of feet below them 
  don’t matter. Accordingly, these rules simply divide 
  aquatic terrain into two c ategories: f lowing water (such 
  as streams and rivers) and non-f lowing water (such as 
  lakes and oceans).
  Flowing Water: Large, placid rivers move at only a 
  few miles per hour, so they function as still water for 
  most p urposes. But some rivers and streams are swifter; 
  anything floating in them moves downstream at a 
  speed of 10 to 40 feet per round. The fastest rapids send 
  s wimmers bobbing downstream at 60 to 90 feet per round. 
  Fast rivers are always at least rough water (Swim DC 15), 
  and whitewater rapids are stormy water (Swim DC 20). 
  If a c haracter is in moving water, move her downstream 
  the indicated d istance at the end of her turn. A character 
  t rying to maintain her position relative to the riverbank 
  can spend some or all of her turn swimming upstream.
  Swept Away: Characters swept away by a river moving 
  60 feet per round or faster must make DC 20 Swim checks 
  e very round to avoid going under. If a character gets a 
  check result of 5 or more over the minimum necessary, 
  she arrests her motion by catching a rock, tree limb, or 
  bottom snag—she is no longer being carried along by 
  the flow of the water. Escaping the rapids by reaching 
  the bank requires three DC 20 Swim checks in a row. 
  Characters arrested by a rock, limb, or snag can’t escape 
  under their own power unless they strike out into 
  the water and attempt to swim their way clear. Other 
  characters can rescue them as if they were trapped in 
  quicksand (described in Marsh Terrain). 
  Non-Flowing Water: Lakes and oceans simply require 
  a swim speed or successful Swim checks to move through 
  (DC 10 in calm water, DC 15 in rough water, DC 20 in 
  stormy water). Characters need a way to breathe if they’re 
  underwater; failing that, they risk drowning. When 
  underwater, characters can move in any direction.
  Stealth and Detection Underwater: How far you can see 
  underwater depends on the water’s clarity. As a guideline, 
  creatures can see 4d8 × 10 feet if the water is clear, and 
  1d8 × 10 feet if it’s murky. Moving water is always murky, 
  unless it’s in a particularly large, slow-moving river.
  It’s hard to find cover or concealment to hide underwater 
  (except along the sea floor).
  Invisibility: An invisible creature displaces water and 
  leaves a visible, body-shaped “bubble” where the water was 
  displaced. The creature still has concealment (20% miss 
  chance), but not total concealment (50% miss chance).
  Underwater Combat
  Land-based creatures can have considerable difficulty 
  when fighting in water. Water affects a creature’s attack 
  rolls, damage, and movement. In some cases a creature’s 
  opponents might get a bonus on attacks. The e ffects 
  are summarized on Table 13–7. They apply w henever a 
  character is swimming, walking in chest-deep water, or 
  walking along the bottom of a body of water. 
  Ranged Attacks Underwater: Thrown weapons are 
  i neffective underwater, even when launched from land. 
  Attacks with other ranged weapons take a –2 penalty on 
  attack rolls for every 5 feet of water they pass through, in 
  addition to the normal penalties for range. 
  Attacks from Land: Characters swimming, floating, or 
  treading water on the surface, or wading in water at least 
  chest deep, have improved cover (+8 bonus to AC, +4 b onus 
  on Reflex saves) from opponents on land. Land-bound 
  o pponents who have freedom of movement effects ignore 
  this cover when making melee attacks against targets in 
  the water. A completely submerged creature has total cover 
  against opponents on land unless those opponents have 
  freedom of movement effects. Magical effects are unaffected 
  except for those that require attack rolls (which are treated 
  like any other effects) and fire effects.
  Fire: Nonmagical fire (including alchemist’s fire) does 
  not burn underwater. Spells or spell-like effects with the 
  fire descriptor are ineffective underwater unless the caster 
  makes a caster level check (DC 20 + spell level). If the check 
  succeeds, the spell creates a bubble of steam instead of its 
  usual fiery effect, but otherwise the spell works as described. 
  A supernatural fire effect is ineffective underwater unless 
  its description states otherwise. The surface of a body of 
  water blocks line of effect for any fire spell. If the caster has 
  made the caster level check to make the fire spell usable 
  underwater, the surface still blocks the spell’s line of effect.
  Spellcasting 
  Underwater: 
  Casting 
  spells 
  while 
  submerged can be difficult for those who cannot breathe 
  underwater. A creature that cannot breathe water must 
  make a concentration check (DC 15 + spell level) to cast 
  a spell underwater (this is in addition to the caster 
  level check to successfully cast a fire spell underwater). 
  Creatures that can breathe water are unaffected and 
  can cast spells normally. Some spells might function 
  differently underwater, subject to GM discretion.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703426
  703426
  451350
  451350
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703427
  703427
  451351
  451351
  433
  433
  13
  Environment
  Environment
  Floods
  In many wilderness areas, river floods are a common 
  occurrence.
  In spring, an enormous snowmelt can engorge the 
  streams and rivers it feeds. Other catastrophic events such 
  as massive rainstorms or the destruction of a dam can 
  create floods as well.
  During a flood, rivers become wider, deeper, and swifter. 
  Assume that a river rises by 1d10+10 feet during the spring 
  flood, and its width increases by a factor of 1d4 × 50%. Fords 
  might disappear for days, bridges might be swept away, 
  and even ferries might not be able to manage the crossing 
  of a flooded river. A river in flood makes Swim checks one 
  category harder (calm water becomes rough, and rough 
  water becomes stormy). Rivers also become 50% swifter.
  urBAN AdveNtures
  At first glance, a city is much like a dungeon, made up 
  of walls, doors, rooms, and corridors. Adventures that 
  take place in cities have two salient differences from 
  their dungeon counterparts, however. Characters have 
  greater access to resources, and they must contend with 
  law enforcement.
  Access to Resources: Unlike in dungeons and the 
  w ilderness, characters can buy and sell gear quickly in 
  a city. A large city or metropolis probably has high-level 
  NPCs and experts in obscure fields of knowledge who can 
  provide assistance and decipher clues. And when the PCs 
  are battered and bruised, they can retreat to the comfort of 
  a room at an inn.
  The freedom to retreat and ready access to the 
  m arketplace means that the players have a greater degree 
  of control over the pacing of an urban adventure.
   Law Enforcement: The other key distinctions between 
  adventuring in a city and delving into a dungeon is that 
  a dungeon is, almost by definition, a lawless place where 
  the only law is that of the jungle: kill or be killed. A city, 
  on the other hand, is held together by a code of laws, many 
  of which are explicitly designed to prevent the sort of 
  killing and looting that adventurers engage in all the time. 
  Even so, most cities’ laws recognize monsters as a threat 
  to the stability the city relies on, and prohibitions about 
  murder rarely apply to monsters such as aberrations or 
  evil outsiders. Most evil humanoids, however, are typically 
  protected by the same laws that protect all the citizens of 
  the city. Having an evil alignment is not a crime (except in 
  some severely theocratic cities, perhaps, with the magical 
  power to back up the law); only evil deeds are against the 
  law. Even when adventurers encounter an evildoer in the 
  act of perpetrating some heinous evil upon the populace 
  of the city, the law tends to frown on the sort of vigilante 
  justice that leaves the evildoer dead or otherwise unable to 
  testify at a trial.
  Weapon and Spell Restrictions
  Different cities have different laws about such issues as 
  carrying weapons in public and restricting spellcasters.
  The city’s laws might not affect all characters equally. A 
  monk isn’t hampered at all by a law about peace-bonding 
  weapons, but a cleric is reduced to a fraction of his power if 
  all holy symbols are confiscated at the city’s gates.
  Urban Features
  Walls, doors, poor lighting, and uneven footing: in 
  many ways a city is much like a dungeon. Some special 
  c onsiderations for an urban setting are covered below.
  Walls and Gates
  Many cities are surrounded by walls. A typical small city wall 
  is a fortified stone wall 5 feet thick and 20 feet high. Such a 
  Table 13–7: Combat Adjustments Underwater
    
   
  Attack/Damage 
   
  Condition 
  Slashing or Bludgeoning 
  Piercing 
  Movement 
  Off Balance?1
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No
  Has a swim speed 
  –2/half 
  normal 
  normal 
  No
  Successful Swim check 
  –2/half2 
  normal 
  quarter or half3 
  No
  Firm footing4 
  –2/half2 
  normal 
  half 
  No
  None of the above 
  –2/half2 
  –2/half 
  normal 
  Yes
  1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-
  balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it. 
  2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage 
  normally when grappling.
  3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
  4 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along 
  the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size 
  category larger than Medium, and half that for each size category smaller than Medium. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703427
  703427
  451351
  451351
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703428
  703428
  451352
  451352
  434
  434
  wall is fairly smooth, requiring a DC 30 Climb check to scale. 
  The walls are crenellated on one side to provide a low wall for 
  the guards atop it, and there is just barely room for guards to 
  walk along the top of the wall. A typical small city wall has AC 
  3, hardness 8, and 450 hp per 10-foot section.
  A typical large city wall is 10 feet thick and 30 feet high, 
  with crenellations on both sides for the guards on top of 
  the wall. It is likewise smooth, requiring a DC 30 Climb 
  check to scale. Such a wall has AC 3, hardness 8, and 720 hp 
  per 10-foot section.
  A typical metropolis wall is 15 feet thick and 40 feet 
  tall. It has crenellations on both sides and often has a 
  tunnel and small rooms running through its interior. 
  Metropolis walls have AC 3, hardness 8, and 1,170 hp per 
  10-foot section.
  Unlike smaller cities, metropolises often have i nterior 
  walls as well as surrounding walls—either old walls 
  that the city has outgrown, or walls dividing individual 
  d istricts from each other. Sometimes these walls are as 
  large and thick as the outer walls, but more often they have 
  the characteristics of a large city’s or small city’s walls.
  Watchtowers: Some city walls are adorned with 
  watchtowers set at irregular intervals. Few cities have 
  enough guards to keep someone constantly stationed at 
  every t ower, unless the city is expecting attack from outside. 
  The towers provide a superior view of the surrounding 
  c ountryside as well as a point of defense against invaders.
  Watchtowers are typically 10 feet higher than the wall they 
  adjoin, and their diameter is 5 times the thickness of the wall. 
  Arrow slits line the outer sides of the upper stories of a tower, 
  and the top is crenellated like the surrounding walls are. In a 
  small tower (25 feet in diameter adjoining a 5-foot-thick wall), 
  a simple ladder typically connects the tower’s stories and its 
  roof. In a larger tower, stairs serve that purpose. 
  Heavy wooden doors, reinforced with iron and bearing 
  good locks (Disable Device DC 30), block entry to a tower, 
  unless the tower is in regular use. As a rule, the captain 
  of the guard keeps the keys to the towers secured on her 
  person, and second copies are in the city’s inner fortress 
  or barracks.
  Gates: A typical city gate is a gatehouse with two 
  p ortcullises and murder holes above the space between 
  them. In towns and some small cities, the primary entry is 
  through iron double doors set into the city wall.
  Gates are usually open during the day and locked or 
  barred at night. Usually, one gate lets in travelers after 
  s unset and is staffed by guards who will open it for someone 
  who seems honest, presents proper papers, or offers a large 
  enough bribe (depending on the city and the guards).
  Guards and Soldiers
  A city typically has full-time military personnel equal 
  to 1% of its adult population, in addition to militia or 
  c onscript soldiers equal to 5% of the population. The full-
  time soldiers are city guards responsible for maintaining 
  order within the city, similar to the role of modern police, 
  and (to a lesser extent) for defending the city from outside 
  assault. Conscript soldiers are called up to serve in case of 
  an attack on the city.
  A typical city guard force works on three 8-hour shifts, 
  with 30% of the force on a day shift (8 a.m. to 4 p.m.), 35% on 
  an evening shift (4 p.m. to 12 a.m.), and 35% on a night shift 
  (12 a.m. to 8 a.m.). At any given time, 80% of the guards 
  on duty are on the streets patrolling, while the remaining 
  20% are stationed at various posts throughout the city 
  where they can respond to nearby alarms. At least one such 
  guard post is present within each neighborhood of a city 
  (each neighborhood consisting of several districts).
  The majority of a city guard force is made up of w arriors, 
  mostly 1st level. Officers include higher-level warriors, 
  fighters, a fair number of clerics, and wizards or sorcerers, 
  as well as multiclass fighter/spellcasters.
  Siege Engines
  Siege engines are large weapons, temporary structures, or 
  pieces of equipment traditionally used in besieging castles 
  or fortresses.
  Siege engines are treated as difficult devices if someone 
  tries to disable them using Disable Device. This takes 2d4 
  rounds and requires a DC 20 Disable Device check. Siege 
  engines are typically made out of wood and have an AC 
  of 3 (–5 Dex, –2 size), a Hardness of 5, and 80 hit points. 
  Siege engines made up of a different material might have 
  different values. Some siege engines are armored as well. 
  Treat the siege engine as a Huge creature to determine 
  the cost of such armor. Siege engines can be crafted as 
  masterwork and enchanted as magic weapons, adding 
  bonuses on attack rolls to the checks made to hit with 
  the siege engine. A masterwork siege engine costs 300 gp 
  more than the listed price. Enchanting a siege engine costs 
  twice the normal amount. For example, a +1 flaming heavy 
  catapult, armored with full plate, would have an AC of 11 and 
  would cost 23,100 gp (800 gp base + 6,000 gp for the armor 
  + 300 gp masterwork + 16,000 gp for the enhancements).
  Catapult, Heavy: A heavy catapult is a massive e ngine 
  capable of throwing rocks or heavy objects with great force. 
  Because the catapult throws its payload in a high arc, it can 
  hit squares out of its line of sight. To fire a heavy catapult, 
  the crew chief makes a special check against DC 15 using 
  only his base attack bonus, Intelligence m odifier, range 
  increment penalty, and the appropriate m odifiers from 
  the lower section of Table 13–8. If the check s ucceeds, the 
  catapult stone hits the square the catapult was aimed at, 
  dealing the indicated damage to any object or character 
  in the square. Characters who succeed on a DC 15 Reflex 
  save take half damage. Once a catapult stone hits a square, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703428
  703428
  451352
  451352
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703429
  703429
  451353
  451353
  435
  435
  13
  Environment
  Environment
  subsequent shots hit the same square unless the catapult is 
  reaimed or the wind changes direction or speed.
  If a catapult stone misses, roll 1d8 to determine where 
  it lands. This determines the misdirection of the throw, 
  with 1 being back toward the catapult and 2 through 8 
  counting clockwise around the target square. Finally, 
  count 1d4 squares away from the target square for every 
  range i ncrement of the attack.
  Loading a catapult requires a series of full-round 
  a ctions. It takes a DC 15 Strength check to winch the 
  throwing arm down; most catapults have wheels to allow 
  up to two crew members to use the aid another action, 
  assisting the main winch operator. A DC 15 Profession 
  (siege engineer) check latches the arm into place, and 
  then another DC 15 Profession (siege engineer) check 
  loads the catapult ammunition. It takes four full-
  round actions to reaim a heavy catapult (multiple crew 
  m embers can perform these full-round actions in the 
  same round, so it would take a crew of four only 1 round 
  to reaim the catapult).
  A heavy catapult takes up a space 15 feet 
  across.
  Catapult, Light: This is a smaller, lighter 
  version of the heavy catapult. It functions 
  as the heavy catapult, except that it takes 
  a DC 10 Strength check to winch the arm 
  into place, and only two full-round actions 
  are required to reaim the catapult.
  A light catapult takes up a 
  space 10 feet across.
  Ballista: 
  A 
  ballista 
  is 
  essentially a Huge heavy 
  crossbow fixed in place. 
  Its size makes it hard for 
  most creatures to aim it. Thus, 
  a Medium creature takes a –4 
  Table 13–8: Siege Engines
  Item  
  Cost  
  Damage 
  Critical 
  Range Increment 
  Typical Crew
  Catapult, heavy 
  800 gp 
  6d6 
  — 
  200 ft. (100 ft. minimum) 
  4
  Catapult, light  
  550 gp  
  4d6 
  — 
  150 ft. (100 ft. minimum) 
  2
  Ballista  
  500 gp  
  3d8 
  19–20 
  120 ft. 
  1
  Ram  
  1,000 gp  
  3d6* 
  — 
  —  
  10
  Siege tower  
  2,000 gp  
  — 
  — 
  —  
  20
  * See description for special rules.
  Catapult Attack Modifiers
  Condition  
  Modifier
  No line of sight to target square 
  –6
  Successive shots (crew can see where most recent misses landed)  
  Cumulative +2 per previous miss (maximum +10)
  Successive shots (crew can’t see where most recent misses landed, 
  Cumulative +1 per previous miss (maximum +5)
  but observer is providing feedback)
  penalty on a ttack rolls when using a ballista, and a Small 
  creature takes a –6 penalty. It takes a creature smaller 
  than Large two full-round actions to reload the ballista 
  after firing.
  A ballista takes up a space 5 feet across.
  Ram: This heavy pole is sometimes suspended from 
  a movable scaffold that allows the crew to swing it 
  back and forth against objects. As a full-round action, 
  the c haracter closest to the front of the ram makes an 
  a ttack roll against the AC of the construction, applying 
  the –4 penalty for lack of proficiency. It’s not possible 
  to be p roficient with this device. In addition to the 
  damage given on Table 13–8, up to nine other characters 
  h olding the ram can add their Strength modifiers to the 
  ram’s damage, if they devote an attack action to doing 
  so. It takes at least one Huge or larger creature, two 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703429
  703429
  451353
  451353
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703430
  703430
  451354
  451354
  436
  436
  Large creatures, four Medium creatures, or eight Small 
  creatures to swing a ram.
  A ram is typically 30 feet long. In a battle, the creatures 
  wielding the ram stand in two adjacent columns of equal 
  length, with the ram between them.
  Siege Tower: This device is a massive wooden tower on 
  wheels or rollers that can be rolled up against a wall to 
  allow attackers to scale the tower and thus get to the top 
  of the wall with cover. The wooden walls are usually 1 
  foot thick.
  A typical siege tower takes up a space 15 feet across. 
  The creatures inside push it at a base land speed of 10 
  feet (and a siege tower can’t run). The eight creatures 
  pushing on the ground f loor have total cover, and 
  those on higher f loors get improved cover and can fire 
  through arrow slits.
  City Streets
  Typical city streets are narrow and twisting. Most streets 
  average 15 to 20 feet wide, while alleys range from 10 feet 
  wide to only 5 feet. Cobblestones in good condition allow 
  normal movement, but roads in poor repair and heavily 
  rutted dirt streets are considered light rubble, increasing 
  the DC of Acrobatics checks by 2.
  Some cities have no larger thoroughfares, particularly 
  cities that gradually grew from small settlements 
  to larger cities. Cities that are planned, or perhaps 
  have suffered a major fire that allowed authorities to 
  construct new roads through formerly inhabited 
  areas, might have a few larger streets through town. 
  These main roads are 25 feet wide—offering room for 
  wagons to pass each other—with 5-foot-wide sidewalks 
  on either side.
  Crowds: Urban streets are often full of people going 
  about their daily lives. In most cases, it isn’t necessary to 
  put every 1st-level commoner on the map when a fight 
  breaks out on the city’s main thoroughfare. Instead, just 
  indicate which squares on the map contain crowds. If 
  crowds see something obviously dangerous, they’ll move 
  away at 30 feet per round at initiative count 0. It takes 2 
  squares of movement to enter a square with crowds. The 
  crowds provide cover for anyone who does so, enabling a 
  Stealth check and providing a bonus to Armor Class and 
  on Reflex saves.
  Directing Crowds: It takes a DC 15 Diplomacy check or 
  DC 20 Intimidate check to convince a crowd to move in a 
  particular direction, and the crowd must be able to hear 
  or see the character making the attempt. It takes a full-
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703430
  703430
  451354
  451354
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703431
  703431
  451355
  451355
  437
  437
  13
  Environment
  Environment
  round action to make the Diplomacy check, but only a 
  free action to make the Intimidate check.
  If two or more characters are trying to direct a crowd 
  in different directions, they make opposed Diplomacy or 
  Intimidate checks to determine to whom the crowd listens. 
  The crowd ignores everyone if none of the characters’ 
  check results beat the DCs given above.
  Above and Beneath the Streets
  Rooftops: Getting to a roof usually requires climbing a 
  wall (see the Walls section), unless the character can reach 
  a roof by jumping down from a higher window, balcony, 
  or bridge. Flat roofs, common only in warm climates (as 
  accumulated snow can cause a flat roof to collapse), are 
  easy to run across. Moving along the peak of a pitched 
  roof requires a DC 20 Acrobatics check. Moving on an 
  angled roof surface without changing altitude (moving 
  parallel to the peak, in other words) requires a DC 15 
  Acrobatics check. Moving up and down across the peak of 
  a roof requires a DC 10 Acrobatics check.
  Eventually a character runs out of roof, requiring a 
  long jump across to the next roof or down to the ground. 
  The distance to the closest roof is usually 1d3 × 5 feet 
  horizontally, but the next roof is equally likely to be 5 feet 
  higher, 5 feet lower, or the same height. Use the guidelines 
  in the Acrobatics skill (a horizontal jump’s peak height 
  is one-fourth of the horizontal distance) to determine 
  whether a character can make a jump.
  Sewers: To get into the sewers, most characters open a 
  grate (a full-round action) and jump down 10 feet. Sewers are 
  built exactly like dungeons, except that they’re much more 
  likely to have floors that are slippery or covered with water. 
  Sewers are also similar to dungeons in terms of creatures 
  liable to be encountered therein. Some cities were built atop 
  the ruins of older civilizations, so their sewers sometimes 
  lead to treasures and dangers from a bygone age.
  City Buildings
  Most city buildings fall into three categories. The 
  majority of buildings in the city are two to five stories 
  high, built side-by-side to form long rows separated by 
  secondary or main streets. These row houses usually 
  have businesses on the ground f loor, with offices or 
  apartments above.
  Inns, successful businesses, and large warehouses—as 
  well as millers, tanners, and other businesses that require 
  extra space—are generally large, free-standing buildings 
  with up to five stories. 
  Finally, small residences, shops, warehouses, or storage 
  sheds are simple, one-story wooden buildings, especially 
  if they’re in poorer neighborhoods.
  Most city buildings are made of a combination of stone 
  or clay brick (on the lower one or two stories) and timbers 
  (for the upper stories, interior walls, and floors). Roofs 
  are a mixture of boards, thatch, and slates, sealed with 
  pitch. A typical lower-story wall is 1 foot thick, with AC 
  3, hardness 8, 90 hp, and a Climb DC of 25. Upper-story 
  walls are 6 inches thick, with AC 3, hardness 5, 60 hp, and 
  a Climb DC of 21. Exterior doors on most buildings are 
  good wooden doors that are usually kept locked, except on 
  public buildings such as shops and taverns.
  City Lights
  If a city has main thoroughfares, they are lined with 
  lanterns hanging at a height of 7 feet from building 
  awnings. These lanterns are spaced 60 feet apart, so their 
  illumination is all but continuous. Secondary streets and 
  alleys are not lit; it is common for citizens to hire lantern-
  bearers when going out after dark.
  Alleys can be dark places even in daylight, thanks to the 
  shadows of the tall buildings that surround them. A dark alley 
  in daylight is rarely dark enough to afford true concealment, 
  but it can lend a +2 circumstance bonus on Stealth checks.
  weAther
  Weather can play an important role in an adventure.
  Table 13–9 can be used as a simple local weather table. 
  Terms on that table are defined as follows.
  Calm: Wind speeds are light (0 to 10 mph).
  Cold: Between 0° and 40° Fahrenheit during the day, 10 
  to 20 degrees colder at night.
  Cold Snap: Lowers temperature by –10° F.
  Downpour: Treat as rain (see Precipitation, below), but 
  conceals as fog. Can create floods. A downpour lasts for 
  2d4 hours.
  Heat Wave: Raises temperature by +10° F.
  Hot: Between 85° and 110° Fahrenheit during the day, 
  10 to 20 degrees colder at night.
  Moderate: Between 40° and 60° Fahrenheit during the 
  day, 10 to 20 degrees colder at night.
  Powerful 
  Storm 
  (Windstorm/Blizzard/Hurricane/
  Tornado): Wind speeds are over 50 mph (see Table 13–10). 
  In addition, blizzards are accompanied by heavy snow 
  (1d3 feet), and hurricanes are accompanied by downpours. 
  Windstorms last for 1d6 hours. Blizzards last for 1d3 
  days. Hurricanes can last for up to a week, but their 
  major impact on characters comes in a 24-to-48-hour 
  period when the center of the storm moves through their 
  area. Tornadoes are very short-lived (1d6 × 10 minutes), 
  typically forming as part of a thunderstorm system. 
  Precipitation: Roll d% to determine whether the 
  p recipitation is fog (01–30), rain/snow (31–90), or sleet/hail 
  (91–00). Snow and sleet occur only when the temperature 
  is 30° Fahrenheit or below. Most precipitation lasts for 
  2d4 hours. By contrast, hail lasts for only 1d20 minutes 
  but usually accompanies 1d4 hours of rain.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703431
  703431
  451355
  451355
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703432
  703432
  451356
  451356
  438
  438
  Storm (Duststorm/Snowstorm/Thunderstorm): Wind 
  speeds are severe (30 to 50 mph) and visibility is cut by 
  three-quarters. Storms last for 2d4–1 hours. See Storms, 
  below, for more details. 
  Warm: Between 60° and 85° Fahrenheit during the day, 
  10 to 20 degrees colder at night.
  Windy: Wind speeds are moderate to strong (10 to 30 
  mph); see Table 13–10.
  Rain, Snow, Sleet, and Hail
  Bad weather frequently slows or halts travel and makes it 
  virtually impossible to navigate from one spot to another. 
  Torrential downpours and blizzards obscure vision as 
  e ffectively as a dense fog.
  Most precipitation is rain, but in cold conditions it can 
  manifest as snow, sleet, or hail. Precipitation of any kind 
  followed by a cold snap in which the temperature dips from 
  above freezing to 30° F or below might produce ice. 
  Rain: Rain reduces visibility ranges by half, resulting in 
  a –4 penalty on Perception checks. It has the same effect 
  on flames, ranged weapon attacks, and Perception checks 
  as severe wind.
  Snow: Falling snow has the same effects on visibility, 
  ranged weapon attacks, and skill checks as rain, and it 
  costs 2 squares of movement to enter a snow-covered 
  square. A day of snowfall leaves 1d6 inches of snow on 
  the ground.
  Heavy Snow: Heavy snow has the same effects as 
  normal snowfall but also restricts visibility as fog does 
  (see Fog). A day of heavy snow leaves 1d4 feet of snow 
  on the ground, and it costs 4 squares of movement to 
  enter a square covered with heavy snow. Heavy snow 
  accompanied by strong or severe winds might result in 
  snowdrifts 1d4 × 5 feet deep, especially in and around 
  objects big enough to def lect the wind—a cabin or 
  a large tent, for instance. There is a 10% chance that 
  a heavy snowfall is accompanied by lightning (see 
  Thunderstorm). Snow has the same effect on f lames as 
  moderate wind.
  Sleet: Essentially frozen rain, sleet has the same effect 
  as rain while falling (except that its chance to extinguish 
  protected flames is 75%) and the same effect as snow once 
  on the ground. 
  Hail: Hail does not reduce visibility, but the sound of 
  falling hail makes sound-based Perception checks more 
  difficult (–4 penalty). Sometimes (5% chance) hail can 
  become large enough to deal 1 point of lethal damage (per 
  storm) to anything in the open. Once on the ground, hail 
  has the same effect on movement as snow.
  Storms
  The combined effects of precipitation (or dust) and wind 
  that accompany all storms reduce visibility ranges by three-
  quarters, imposing a –8 penalty on Perception checks. 
  Storms make ranged weapon attacks impossible, except 
  for those using siege weapons, which have a –4 penalty 
  on attack rolls. They automatically extinguish candles, 
  torches, and similar unprotected flames. They cause 
  protected flames, such as those of lanterns, to dance wildly 
  and have a 50% chance to extinguish these lights. See Table 
  13–10 for possible consequences to creatures caught outside 
  without shelter during such a storm. Storms are divided 
  into the following three types. 
  Duststorm (CR 3): These desert storms differ from other 
  storms in that they have no precipitation. Instead, a 
  duststorm blows fine grains of sand that obscure vision, 
  smother unprotected flames, and can even choke protected 
  flames (50% chance). Most duststorms are accompanied 
  by severe winds and leave behind a deposit of 1d6 inches 
  of sand. There is a 10% chance for a greater duststorm 
  to be accompanied by windstorm-magnitude winds (see 
  Table 13–10). These greater duststorms deal 1d3 points of 
  nonlethal damage each round to anyone caught out in the 
  open without shelter and also pose a choking hazard (see 
  Drowning, except that a character with a scarf or similar 
  protection across her mouth and nose does not begin to 
  choke until after a number of rounds equal to 10 + her 
  Constitution score). Greater duststorms leave 2d3–1 feet of 
  fine sand in their wake.
  Snowstorm: In addition to the wind and precipitation 
  common to other storms, snowstorms leave 1d6 inches of 
  snow on the ground afterward. 
  Thunderstorm: In addition to wind and precipitation 
  (usually rain, but sometimes also hail), thunderstorms 
  are accompanied by lightning that can pose a hazard to 
  characters without proper shelter (especially those in 
  metal armor). As a rule of thumb, assume one bolt per 
  minute for a 1-hour period at the center of the storm. Each 
  bolt causes between 4d8 and 10d8 points of electricity 
  damage. One in 10 thunderstorms is accompanied by a 
  tornado. 
  Powerful Storms: Very high winds and torrential 
  precipitation reduce visibility to zero, making Perception 
  checks and all ranged weapon attacks impossible. 
  Unprotected flames are automatically extinguished, and 
  protected flames have a 75% chance of being doused. 
  Creatures caught in the area must make a Fortitude 
  save or face the effects based on the size of the creature 
  (see Table 13–10). Powerful storms are divided into the 
  following four types.
  Windstorm: While accompanied by little or no 
  precipitation, windstorms can cause considerable damage 
  simply through the force of their winds.
  Blizzard: The combination of high winds, heavy snow 
  (typically 1d3 feet), and bitter cold make blizzards deadly 
  for all who are unprepared for them.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703432
  703432
  451356
  451356
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703433
  703433
  451357
  451357
  439
  439
  13
  Environment
  Environment
  Hurricane: In addition to very high winds and heavy rain, 
  hurricanes are accompanied by floods. Most adventuring 
  activity is impossible under such conditions.
  Tornado: In addition to incredibly high winds, 
  tornadoes can severely injure and kill those that get 
  pulled into their funnels.
  Fog
  Whether in the form of a low-lying cloud or a mist 
  rising from the ground, fog obscures all sight beyond 
  5 feet, including darkvision. Creatures 5 feet away have 
  concealment (attacks by or against them have a 20% 
  miss chance).
  Winds
  The wind can create a stinging spray of sand or dust, fan a 
  large fire, keel over a small boat, and blow gases or vapors 
  away. If powerful enough, it can even knock characters 
  down (see Table 13–10), interfere with ranged attacks, or 
  impose penalties on some skill checks.
  Light Wind: A gentle breeze, having little or no game 
  effect.
  Moderate Wind: A steady wind with a 50% chance of 
  extinguishing small, unprotected flames, such as candles.
  Strong Wind: Gusts that automatically extinguish 
  unprotected flames (candles, torches, and the like). Such 
  gusts impose a –2 penalty on ranged attack rolls and on 
  Perception checks.
  Severe Wind: In addition to automatically extinguishing 
  any unprotected flames, winds of this magnitude cause 
  protected flames (such as those of lanterns) to dance wildly 
  and have a 50% chance of extinguishing these lights. Ranged 
  weapon attacks and Perception checks are at a –4 penalty. 
  This is the velocity of wind produced by a gust of wind spell.
  Windstorm: Powerful enough to bring down branches 
  if not whole trees, windstorms automatically extinguish 
  unprotected flames and have a 75% chance of blowing out 
  protected flames, such as those of lanterns. Ranged weapon 
  attacks are impossible, and even siege weapons have a –4 
  penalty on attack rolls. Perception checks that rely on 
  sound are at a –8 penalty due to the howling of the wind. 
  Hurricane-Force Wind: All flames are extinguished. 
  Ranged attacks are impossible (except with siege weapons, 
  which have a –8 penalty on attack rolls). Perception checks 
  based on sound are impossible: all characters can hear is the 
  roaring of the wind. Hurricane-force winds often fell trees.
  Tornado (CR 10): All flames are extinguished. All ranged 
  attacks are impossible (even with siege weapons), as are 
  Table 13–9: Random Weather 
  d% 
  Weather 
  Cold Climate 
  Temperate Climate1 
  Desert
  01–70 
  Normal weather 
  Cold, calm 
  Normal for season2 
  Hot, calm
  71–80 
  Abnormal weather 
  Heat wave (01–30) or 
  Heat wave (01–50) or  
  Hot, windy
    
   
  cold snap (31–100) 
  cold snap (51–100)
  81–90 
  Inclement weather 
  Precipitation (snow) 
  Precipitation (normal for season) 
  Hot, windy
  91–99 
  Storm 
  Snowstorm 
  Thunderstorm, snowstorm 
  Duststorm
  100 
  Powerful storm 
  Blizzard 
  Windstorm, blizzard, hurricane, tornado 
  Downpour
  1 Temperate includes forests, hills, marshes, mountains, plains, and warm aquatic environments.
  2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.
  Table 13–10: Wind Effects
    
   
  Ranged Attacks 
  Checked  
  Blown  
  Fly
  Wind Force 
  Wind Speed 
  Normal/Siege Weapons1 
  Size2 
  Away Size3 
  Penalty
  Light 
  0–10 mph 
  —/— 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  —/— 
  — 
  — 
  —
  Strong 
  21–30 mph 
  –2/— 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  –4/— 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Impossible/–4 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Impossible/–8 
  Large 
  Medium 
  –12
  Tornado 
  175–300 mph 
  Impossible/impossible 
  Huge 
  Large 
  –16
  1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
  2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 
  10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
  3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 
  10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal 
  damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703433
  703433
  451357
  451357
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703434
  703434
  451358
  451358
  440
  440
  sound-based Perception checks. Instead of being blown 
  away (see Table 13–10), characters in close proximity to a 
  tornado who fail their Fortitude saves are sucked toward 
  the tornado. Those who come in contact with the actual 
  funnel cloud are picked up and whirled around for 1d10 
  rounds, taking 6d6 points of damage per round, before 
  being violently expelled (falling damage might apply). 
  While a tornado’s rotational speed can be as great as 300 
  mph, the funnel itself moves forward at an average of 
  30 mph (roughly 250 feet per round). A tornado uproots 
  trees, destroys buildings, and causes similar forms of 
  major destruction.
  the pLANes
  While endless adventure awaits out in the game—there 
  are other worlds beyond these—other continents, other 
  planets, other galaxies. Yet even beyond this existence of 
  countless planets exist more worlds—entirely different 
  dimensions of reality known as the planes of existence. 
  Except for rare linking points that allow travel between 
  them, each plane is effectively its own universe with its 
  own natural laws. Collectively, the entirety of these other 
  dimensions and planes is known as the Great Beyond.
  Although the number of planes is limited only by 
  imagination, they can all be categorized into five general 
  types: the Material Plane, the transitive planes, the Inner 
  Planes, the Outer Planes, and the countless demiplanes.
  Material Plane: The Material Plane tends to be the 
  most Earth-like of all planes and operates under the 
  same set of natural laws that our own real world does. 
  The “size” of the Material Plane depends upon the 
  campaign—it might conform only to the single world on 
  which your game is set, or it might encompass an entire 
  universe of planets, moons, stars, and galaxies. The 
  Material Plane is the default plane for the Pathfinder 
  Roleplaying Game.
  Transitive Planes: Transitive planes have one important 
  common characteristic: they “overlap” with other planes, 
  and as such can be used to travel between these overlapping 
  realities. These planes have the strongest regular 
  interaction with the Material Plane and are often accessed 
  by using various spells. They have native inhabitants as 
  well. Example transitive planes include the following.
  Astral Plane: A silvery void that connects the Material 
  and Inner Planes to the Outer Planes, the astral plane 
  is the medium through which the souls of the departed 
  travel to the afterlife. A traveler in the Astral Plane sees 
  the plane as a vast empty void periodically dotted with 
  tiny motes of physical reality calved off of the countless 
  planes it overlaps. Powerful spellcasters utilize the Astral 
  Plane for a tiny fraction of a second when they teleport, 
  or they can use it to travel between planes with spells like 
  astral projection.
  Ethereal Plane: The Ethereal Plane is a ghostly realm 
  that exists as a buffer between the Material Plane and the 
  Shadow Plane, overlapping each. A traveler in the Ethereal 
  plane experiences the real world as if the world were an 
  insubstantial ghost, and can move through solid objects 
  without being seen in the real world. Strange creatures 
  dwell in the Ethereal Plane, as well as ghosts and dreams, 
  many of which can sometimes extend their influence into 
  the real world in mysterious and terrifying ways. Powerful 
  spellcasters utilize the Ethereal Plane with spells like blink, 
  etherealness, and ethereal jaunt.
  Shadow Plane: The eerie and deadly Shadow Plane 
  is a grim, colorless “duplicate” of the Material Plane. It 
  overlaps with the Material Plane but is smaller in size, 
  and is in many ways a warped and mocking “reflection” of 
  the Material Plane, one infused with negative energy (see 
  Inner Planes) and serving as home for strange monsters 
  like undead shadows and worse. Powerful spellcasters 
  utilize the Shadow Plane to swiftly travel immense 
  distances on the Material Plane with shadow walk, or draw 
  upon the mutable essence of the Shadow Plane to create 
  quasi-real effects and creatures with spells like shadow 
  evocation or shades.
  Inner Planes: The Inner Planes contain the building 
  blocks of reality—it’s easiest to envision these planes as 
  “containing” the Material Plane, but they do not overlap 
  with the Material Plane as do the transitive planes. Each 
  Inner Plane is made up of a single type of energy or element 
  that overwhelms all others. The natives of a particular 
  Inner Plane are made of the same energy or element as the 
  plane itself. Example Inner Planes include the following.
  Elemental Planes: The four classic Inner Planes are 
  the Plane of Air, the Plane of Earth, the Plane of Fire, 
  and the Plane of Water—it is from these planes that the 
  creatures known as elementals hail, yet they house many 
  other strange denizens as well, such as the genie races, 
  strange metal-eating xorns, unseen invisible stalkers, and 
  mischievous mephits.
  Energy Planes: Two energy planes exist—the Positive 
  Energy Plane (from which the animating spark of life hails) 
  and the Negative Energy Plane (from which the sinister 
  taint of undeath hails). Energy from both planes infuses 
  reality, the ebb and flow of this energy running through 
  all creatures to bear them along the journey from birth to 
  death. Clerics utilize power from these planes when they 
  channel energy.
  Outer Planes: Beyond the realm of the mortal world, 
  beyond the building blocks of reality, lie the Outer 
  Planes. Vast beyond imagining, it is to these realms that 
  the souls of the dead travel, and it is upon these realms 
  in which the gods themselves hold court. Each of the 
  Outer Planes has an alignment, representing a particular 
  moral or ethical outlook, and the natives of each plane 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703434
  703434
  451358
  451358
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703435
  703435
  451359
  451359
  441
  441
  13
  Environment
  Environment
  tend to behave in agreement with that plane’s alignment. 
  The Outer Planes are also the final resting place of souls 
  from the Material Plane, whether that final rest takes the 
  form of calm introspection or eternal damnation. The 
  denizens of the Outer Planes form the mythologies of 
  civilization, comprising angels and demons, titans and 
  devils, and countless other incarnations of possibility. 
  Each campaign world should have different Outer 
  Planes to match its themes and needs, but classic Outer 
  Planes include lawful good Heaven, the chaos and evil 
  of the Abyss, the regimented lawful evil of Hell, and the 
  capricious freedom and joys of chaotic good Elysium. 
  Powerful spellcasters can contact the Outer Planes for 
  advice or guidance with spells like commune and contact 
  outer plane, or can conjure allies with spells like planar ally 
  or summon monster.
  Demiplanes: 
  This 
  catchall 
  category 
  covers 
  all 
  extradimensional spaces that function like planes but 
  have measurable size and limited access. Other kinds of 
  planes are theoretically infinite in size, but a demiplane 
  might be only a few hundred feet across. There are 
  countless demiplanes adrift in reality, and while most 
  are connected to the Astral Plane and Ethereal Plane, 
  some are cut off entirely from the transitive planes and 
  can only be accessed by well-hidden portals or obscure 
  magic spells.
  Layered Planes
  Infinities may be broken into smaller infinities, and 
  planes into smaller, related planes. These layers are 
  effectively separate planes of existence, and each layer can 
  have its own features and qualities. Layers are connected 
  to each other through a variety of planar gates, natural 
  vortices, paths, and shifting borders.
  Access to a layered plane from elsewhere usually 
  happens on the first layer of the plane, which can 
  be either the top or bottom layer, depending on the 
  specific plane. Most fixed access points (such as portals 
  and natural vortices) reach this layer, which makes it the 
  gateway for other layers of the plane. The plane shift spell 
  generally deposits the spellcaster on the first layer of 
  the plane.
  How Planes Interact
  Two planes that are separate do not overlap or directly 
  connect to each other. They are like planets in different 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703435
  703435
  451359
  451359
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703436
  703436
  451360
  451360
  442
  442
  orbits. The only way to get from one separate plane 
  to the other is to go through a third plane, such as a 
  Transitive Plane.
  Coterminous Planes: Planes that touch at specific 
  points are coterminous. Where they touch, a connection 
  exists, and travelers can leave one reality behind and 
  enter the other.
  Coexistent Planes: If a link between two planes can be 
  created at any point, the two planes are coexistent. These 
  planes overlap each other completely. A coexistent plane 
  can be reached from anywhere on the plane it overlaps. 
  When moving on a coexistent plane, it is often possible to 
  see into or interact with the plane with which it coexists. 
  eNvirONmeNtAL ruLes
  Environmental hazards specific to one kind of terrain are 
  described in the Wilderness section. Environmental hazards 
  common to more than one setting are detailed below.
  Acid Effects
  Corrosive acids deals 1d6 points of damage per round of 
  exposure except in the case of total immersion (such as 
  in a vat of acid), which deals 10d6 points of damage per 
  round. An attack with acid, such as from a hurled vial or a 
  monster’s spittle, counts as a round of exposure.
  The fumes from most acids are inhaled poisons. Those 
  who are adjacent to a large body of acid must make a DC 13 
  Fortitude save or take 1 point of Constitution damage each 
  round. This poison does not have a frequency, a creature is 
  safe as soon as it moves away from the acid.
  Creatures immune to acid’s caustic properties might still 
  drown in it if they are totally immersed (see Drowning).
  Cold Dangers
  Cold and exposure deal nonlethal damage to the victim. A 
  character cannot recover from the damage dealt by a cold 
  environment until she gets out of the cold and warms up 
  again. Once a character has taken an amount of nonlethal 
  damage equal to her total hit points, any further damage 
  from a cold environment is lethal damage. 
  An unprotected character in cold weather (below 40° F) 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of nonlethal damage. A 
  character who has the Survival skill may receive a bonus 
  on this saving throw and might be able to apply this bonus 
  to other characters as well (see the skill description).
  In conditions of severe cold or exposure (below 0° F), an 
  unprotected character must make a Fortitude save once 
  every 10 minutes (DC 15, +1 per previous check), taking 
  1d6 points of nonlethal damage on each failed save. A 
  character who has the Survival skill may receive a bonus 
  on this saving throw and might be able to apply this 
  bonus to other characters as well. Characters wearing a 
  cold weather outfit only need check once per hour for 
  cold and exposure damage.
  A character who takes any nonlethal damage from cold 
  or exposure is beset by frostbite or hypothermia (treat 
  her as fatigued). These penalties end when the character 
  recovers the nonlethal damage she took from the cold 
  and exposure.
  Extreme cold (below –20° F) deals 1d6 points of lethal 
  damage per minute (no save). In addition, a character must 
  make a Fortitude save (DC 15, +1 per previous check) or take 
  1d4 points of nonlethal damage.
  Ice Effects
  Characters walking on ice must spend 2 squares of 
  movement to enter a square covered by ice, and the DC 
  for Acrobatics checks increases by +5. Characters in 
  prolonged contact with ice might run the risk of taking 
  damage from severe cold.
  Darkness
  Darkvision allows many characters and monsters to see 
  perfectly well without any light at all, but characters with 
  normal or low-light vision can be rendered completely 
  blind by putting out the lights. Torches or lanterns  
  can be blown out by sudden gusts of subterranean  
  wind, magical light sources can be dispelled or 
  countered, or magical traps might create fields of 
  impenetrable darkness.
  In many cases, some characters or monsters might be 
  able to see while others are blinded. For purposes of the 
  following points, a blinded creature is one who simply 
  can’t see through the surrounding darkness.
  Creatures blinded by darkness lose the ability to deal 
  extra damage due to precision (for example, via sneak 
  attack or a duelist’s precise strike ability).
  Blind creatures must make a DC 10 Acrobatics skill 
  check to move faster than half speed. Creatures that 
  fail this check fall prone. Blinded creatures can’t run 
  or charge.
  All opponents have total concealment from a blinded 
  creature, so the blinded creature has a 50% miss chance in 
  combat. A blinded creature must first pinpoint the location 
  of an opponent in order to attack the right square; if the 
  blinded creature launches an attack without pinpointing 
  its foe, it attacks a random square within its reach. For 
  ranged attacks or spells against a foe whose location is 
  not pinpointed, roll to determine which adjacent square 
  the blinded creature is facing; its attack is directed at the 
  closest target that lies in that direction.
  A blinded creature loses its Dexterity modifier to AC  (if 
  positive) and takes a –2 penalty to AC.
  A blinded creature takes a –4 penalty on Perception 
  checks and most Strength- and Dexterity-based skill 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703436
  703436
  451360
  451360
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703437
  703437
  451361
  451361
  443
  443
  13
  Environment
  Environment
  checks, including any with an armor check penalty. A 
  creature blinded by darkness automatically fails any skill 
  check relying on vision.
  Creatures blinded by darkness cannot use gaze attacks 
  and are immune to gaze attacks.
  A creature blinded by darkness can make a Perception 
  check as a free action each round in order to locate foes 
  (DC equal to opponents’ Stealth checks). A successful 
  check lets a blinded character hear an unseen creature 
  “over there somewhere.” It’s almost impossible to pinpoint 
  the location of an unseen creature. A Perception check that 
  beats the DC by 20 reveals the unseen creature’s square 
  (but the unseen creature still has total concealment from 
  the blinded creature).
  A blinded creature can grope about to find unseen 
  creatures. A character can make a touch attack with his 
  hands or a weapon into two adjacent squares using a 
  standard action. If an unseen target is in the designated 
  square, there is a 50% miss chance on the touch attack. 
  If successful, the groping character deals no damage  
  but has pinpointed the unseen creature’s current 
  location. If the unseen creature moves, its location is 
  once again unknown.
  If a blinded creature is struck by an unseen foe, the 
  blinded character pinpoints the location of the creature 
  that struck him (until the unseen creature moves, of 
  course). The only exception is if the unseen creature has 
  a reach greater than 5 feet (in which case the blinded 
  character knows the location of the unseen opponent, but 
  has not pinpointed him) or uses a ranged attack (in which 
  case the blinded character knows the general direction of 
  the foe, but not his location).
  A creature with the scent ability automatically pinpoints 
  unseen creatures within 5 feet of its location.
  Falling
  Creatures that fall take 1d6 points of damage per 10 feet 
  fallen, to a maximum of 20d6. Creatures that take lethal 
  damage from a fall land in a prone position.
  If a character deliberately jumps instead of merely 
  slipping or falling, the damage is the same but the first 
  1d6 is nonlethal damage. A DC 15 Acrobatics check allows 
  the character to avoid any damage from the first 10 feet 
  fallen and converts any damage from the second 10 feet 
  to nonlethal damage. Thus, a character who slips from a 
  ledge 30 feet up takes 3d6 damage. If the same character 
  deliberately jumps, he takes 1d6 points of nonlethal damage 
  and 2d6 points of lethal damage. And if the character leaps 
  down with a successful Acrobatics check, he takes only 
  1d6 points of nonlethal damage and 1d6 points of lethal 
  damage from the plunge. 
  Falls onto yielding surfaces (soft ground, mud) also 
  convert the first 1d6 of damage to nonlethal damage. 
  This reduction is cumulative with reduced damage due 
  to deliberate jumps and the Acrobatics skill.
  A character cannot cast a spell while falling, unless the 
  fall is greater than 500 feet or the spell is an immediate 
  action, such as feather fall. Casting a spell while falling 
  requires a concentration check with a DC equal to 20 + 
  the spell’s level. Casting teleport or a similar spell while 
  falling does not end your momentum, it just changes your 
  location, meaning that you still take falling damage, even 
  if you arrive atop a solid surface.
  Falling into Water: Falls into water are handled 
  somewhat differently. If the water is at least 10 feet deep, 
  the first 20 feet of falling do no damage. The next 20 feet 
  do nonlethal damage (1d3 per 10-foot increment). Beyond 
  that, falling damage is lethal damage (1d6 per additional 
  10-foot increment).
  Characters who deliberately dive into water take no 
  damage on a successful DC 15 Swim check or DC 15 
  Acrobatics check, so long as the water is at least 10 feet 
  deep for every 30 feet fallen. The DC of the check, however, 
  increases by 5 for every 50 feet of the dive. 
  Falling Objects
  Just as characters take damage when they fall more than 
  10 feet, so too do they take damage when they are hit by 
  falling objects.
  Objects that fall upon characters deal damage based on 
  their size and the distance they have fallen. Table 13–11 
  determines the amount of damage dealt by an object based 
  on its size. Note that this assumes that the object is made 
  of dense, heavy material, such as stone. Objects made of 
  lighter materials might deal as little as half the listed 
  damage, subject to GM discretion. For example, a Huge 
  boulder that hits a character deals 6d6 points of damage, 
  whereas a Huge wooden wagon might deal only 3d6 damage. 
  In addition, if an object falls less than 30 feet, it deals half 
  the listed damage. If an object falls more than 150 feet, it 
  deals double the listed damage. Note that a falling object 
  takes the same amount of damage as it deals.
  Dropping an object on a creature requires a ranged 
  touch attack. Such attacks generally have a range 
  increment of 20 feet. If an object falls on a creature 
  Table 13–11: Damage from Falling Objects
  Object Size 
  Damage
  Tiny or smaller 
  1d6
  Small 
  2d6
  Medium 
  3d6
  Large 
  4d6
  Huge 
  6d6
  Gargantuan 
  8d6
  Colossal 
  10d6
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703437
  703437
  451361
  451361
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703438
  703438
  451362
  451362
  444
  444
  (instead of being thrown), that creature can make a DC 
  15 Reflex save to halve the damage if he is aware of the 
  object. Falling objects that are part of a trap use the trap 
  rules instead of these general guidelines.
  Heat Dangers
  Heat deals nonlethal damage that cannot be recovered 
  from until the character gets cooled off (reaches shade, 
  survives until nightfall, gets doused in water, is targeted 
  by endure elements, and so forth). Once a character has 
  taken an amount of nonlethal damage equal to her total 
  hit points, any further damage from a hot environment 
  is lethal damage.
  A character in very hot conditions (above 90° F) must 
  make a Fortitude saving throw each hour (DC 15, +1 for each 
  previous check) or take 1d4 points of nonlethal damage. 
  Characters wearing heavy clothing or armor of any sort take 
  a –4 penalty on their saves. A character with the Survival 
  skill may receive a bonus on this saving throw and might be 
  able to apply this bonus to other characters as well (see the 
  skill description). Characters reduced to unconsciousness 
  begin taking lethal damage (1d4 points per hour).
  In severe heat (above 110° F), a character must make a 
  Fortitude save once every 10 minutes (DC 15, +1 for each 
  previous check) or take 1d4 points of nonlethal damage. 
  Characters wearing heavy clothing or armor of any sort 
  take a –4 penalty on their saves. A character with the 
  Survival skill may receive a bonus on this saving throw 
  and might be able to apply this bonus to other characters 
  as well (see the Survival skill in Chapter 4). Characters 
  reduced to unconsciousness begin taking lethal damage 
  (1d4 points per each 10-minute period).
  A character who takes any nonlethal damage from heat 
  exposure now suffers from heatstroke and is fatigued. 
  These penalties end when the character recovers from the 
  nonlethal damage she took from the heat.
  Extreme heat (air temperature over 140° F, fire, boiling 
  water, lava) deals lethal damage. Breathing air in these 
  temperatures deals 1d6 points of fire damage per minute 
  (no save). In addition, a character must make a Fortitude save 
  every 5 minutes (DC 15, +1 per previous check) or take 1d4 
  points of nonlethal damage. Those wearing heavy clothing 
  or any sort of armor take a –4 penalty on their saves.
  Boiling water deals 1d6 points of scalding damage, 
  unless the character is fully immersed, in which case it 
  deals 10d6 points of damage per round of exposure.
  Catching on Fire
  Characters exposed to burning oil, bonfires, and non-
  instantaneous magic fires might find their clothes, hair, or 
  equipment on fire. Spells with an instantaneous duration 
  don’t normally set a character on fire, since the heat and 
  flame from these come and go in a flash.
  Characters at risk of catching fire are allowed a DC 15 
  Reflex save to avoid this fate. If a character’s clothes or hair 
  catch fire, he takes 1d6 points of damage immediately. 
  In each subsequent round, the burning character must 
  make another Reflex saving throw. Failure means he takes 
  another 1d6 points of damage that round. Success means 
  that the fire has gone out—that is, once he succeeds on his 
  saving throw, he’s no longer on fire.
  A character on fire may automatically extinguish the 
  flames by jumping into enough water to douse himself. 
  If no body of water is at hand, rolling on the ground or 
  smothering the fire with cloaks or the like permits the 
  character another save with a +4 bonus.
  Those whose clothes or equipment catch fire must make 
  DC 15 Reflex saves for each item. Flammable items that fail 
  take the same amount of damage as the character.
  Lava Effects
  Lava or magma deals 2d6 points of damage per round of 
  exposure, except in the case of total immersion (such as 
  when a character falls into the crater of an active volcano), 
  which deals 20d6 points of damage per round.
  Damage from lava continues for 1d3 rounds after exposure 
  ceases, but this additional damage is only half of that dealt 
  during actual contact (that is, 1d6 or 10d6 points per round). 
  Immunity or resistance to fire serves as an immunity to lava 
  or magma. A creature immune to fire might still drown if 
  completely immersed in lava (see Drowning).
  Smoke Effects
  A character who breathes heavy smoke must make a 
  Fortitude save each round (DC 15, +1 per previous check) 
  or spend that round choking and coughing. A character 
  who chokes for 2 consecutive rounds takes 1d6 points 
  of nonlethal damage. Smoke obscures vision, giving 
  concealment (20% miss chance) to characters within it.
  Starvation and Thirst
  Characters might find themselves without food or water and 
  with no means to obtain them. In normal climates, Medium 
  characters need at least a gallon of fluids and about a pound 
  of decent food per day to avoid starvation. (Small characters 
  need half as much.) In very hot climates, characters need 
  two or three times as much water to avoid dehydration.
  A character can go without water for 1 day plus a number 
  of hours equal to his Constitution score. After this time, 
  the character must make a Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points of 
  nonlethal damage. Characters that take an amount of 
  nonlethal damage equal to their total hit points begin to 
  take lethal damage instead.
  A character can go without food for 3 days, in growing 
  discomfort. After this time, the character must make a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703438
  703438
  451362
  451362
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703439
  703439
  451363
  451363
  445
  445
  13
  Environment
  Environment
  Constitution check each day (DC 10, +1 for each previous 
  check) or take 1d6 points of nonlethal damage. Characters 
  that take an amount of nonlethal damage equal to their 
  total hit points begin to take lethal damage instead.
  Characters who have taken nonlethal damage from lack 
  of food or water are fatigued. Nonlethal damage from 
  thirst or starvation cannot be recovered until the character 
  gets food or water, as needed—not even magic that restores 
  hit points heals this damage.
  Suffocation
  A character who has no air to breathe can hold her breath 
  for 2 rounds per point of Constitution. After this period of 
  time, the character must make a DC 10 Constitution check 
  in order to continue holding her breath. The check must 
  be repeated each round, with the DC increasing by +1 for 
  each previous success.
  When the character fails one of these Constitution 
  checks, she begins to suffocate. In the first round, she 
  falls unconscious (0 hit points). In the following round, 
  she drops to –1 hit points and is dying. In the third round, 
  she suffocates.
  Slow Suffocation: A Medium character can breathe 
  e asily for 6 hours in a sealed chamber measuring 10 feet 
  on a side. After that time, the character takes 1d6 points 
  of nonlethal damage every 15 minutes. Each additional 
  Medium character or significant fire source (a torch, for 
  example) proportionally reduces the time the air will last. 
  Once rendered unconscious through the accumulation 
  of nonlethal damage, the character begins to take lethal 
  damage at the same rate. Small characters consume half 
  as much air as Medium characters.
  Water Dangers
  Any character can wade in relatively calm water that isn’t 
  over his head, no check required. Similarly, swimming in 
  calm water only requires Swim skill checks with a DC of 10. 
  Trained swimmers can just take 10. Remember, however, 
  that armor or heavy gear makes any attempt at swimming 
  much more difficult (see the Swim skill description).
  By contrast, fast-moving water is much more d angerous. 
  Characters must make a successful DC 15 Swim check or 
  a DC 15 Strength check to avoid going under. On a failed 
  check, the character takes 1d3 points of nonlethal damage 
  per round (1d6 points of lethal damage if flowing over 
  rocks and c ascades).
  Very deep water is not only generally pitch black, posing 
  a navigational hazard, but worse, deals water pressure 
  damage of 1d6 points per minute for every 100 feet the 
  character is below the surface. A successful Fortitude 
  save (DC 15, +1 for each previous check) means the diver 
  takes no damage in that minute. Very cold water deals 
  1d6 points of nonlethal damage from hypothermia per 
  minute of exposure.
  Drowning
  Any character can hold her breath for a number of rounds 
  equal to twice her Constitution score. If a character takes 
  a standard or full-round action, the remaining duration 
  that the character can hold her breath is reduced by 1 
  round. After this period of time, the character must 
  make a DC 10 Constitution check every round in order 
  to continue holding her breath. Each round, the DC 
  increases by 1. 
  When the character finally fails her Constitution 
  check, she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops 
  to –1 hit points and is dying. In the third round, she 
  drowns.
  Unconscious characters must begin making 
  Constitution checks immediately upon being 
  submerged (or upon becoming unconscious 
  if the character was conscious when 
  submerged). Once she fails one of these 
  checks, she immediately drops to 
  –1 (or loses 1 additional hit point, 
  if her total is below –1). On the 
  following round, she drowns.
  It is possible to drown in 
  substances other than water, 
  such as sand, quicksand, fine 
  dust, and silos full of grain.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703439
  703439
  451363
  451363
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703440
  703440
  451364
  451364
  Creating NPCs
  14
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703440
  703440
  451364
  451364
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703441
  703441
  451365
  451365
  P 
  anic filled the streets as 
  a star streaked from the 
  sky, falling in defiance of all 
  nature’s laws. In that moment 
  there was only anarchy. Amid 
  gasps and cries, parents raced 
  home to protect their families. 
  Opportunistic scoundrels 
  shattered storefront glass. 
  Cowards cursed and fled. 
  Heroes raced to gain a better 
  vantage. And all the while a 
  chorus of distant shouts cried 
  out to the deities, proclaimed 
  the end times, and called for 
  a semblance of order. In the 
  moments before its terrible 
  crash, the light of that dying 
  star revealed the true nature 
  of all it shone upon, and 
  afterward no one would ever 
  be the same.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703441
  703441
  451365
  451365
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703442
  703442
  451366
  451366
  448
  448
  Spells: An adept casts divine spells, which are drawn 
  from the adept spell list. Like a cleric, an adept must 
  choose and prepare her spells in advance. Unlike a cleric, 
  an adept cannot spontaneously cast cure or inflict spells.
  To prepare or cast a spell, an adept must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against an adept’s spell is 10 + the 
  spell level + the adept’s Wisdom modifier.
  Adepts, unlike wizards, do not acquire their spells from 
  books or scrolls, nor do they prepare them through study. 
  Instead, they meditate or pray for their spells, receiving 
  them as divine inspiration or through their own strength 
  of faith. Each adept must choose a time each day during 
  which she must spend an hour in quiet contemplation 
  or supplication to regain her daily allotment of spells. 
  Time spent resting has no effect on whether an adept can 
  prepare spells.
  Like other spellcasters, an adept can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 14–1. In addition, she receives 
  bonus spells per day if she has a high Wisdom score.
  Where Table 14–1 indicates that the adept gets 0 spells 
  per day of a given spell level, she gains only the bonus 
  spells she would be entitled to based on her Wisdom 
  score for that spell level.
  Each adept has a particular holy symbol (as a divine 
  focus) depending on the adept’s magical tradition.
  A
  side from the players, every other person encountered 
  in the game world is a nonplayer character (NPC). 
  These characters are designed and controlled by the 
  GM to fill every role from noble king to simple baker. 
  While some of these characters use player classes, most 
  rely upon basic NPC classes, allowing them to be easily 
  generated. The following rules govern all of the NPC 
  classes and include information on generating quick 
  NPCs for an evening’s game.
  Adept
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The adept’s class skills (and the key ability for each 
  skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), 
  Knowledge (all skills taken individually) (Int), Profession 
  (Wis), Spellcraft (Int), and Survival (Wis). 
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the adept NPC class.
  Weapon and Armor Proficiency: Adepts are skilled 
  with all simple weapons. Adepts are not proficient with 
  any type of armor or shield.
  Table 14–1: Adept
    
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
   
   
   Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th
  1st 
  +0 
  +0 
  +0 
  +2 
   
  3 
  1 
  — 
  — 
  — 
  —
  2nd 
  +1 
  +0 
  +0 
  +3 
  Summon familiar 
  3 
  1 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  3 
  2 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
   
  3 
  2 
  0 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
   
  3 
  2 
  1 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
   
  3 
  2 
  1 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
   
  3 
  3 
  2 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
   
  3 
  3 
  2 
  0 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
   
  3 
  3 
  2 
  1 
  — 
  —
  10th 
  +5 
  +3 
  +3 
  +7 
   
  3 
  3 
  2 
  1 
  — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
   
  3 
  3 
  3 
  2 
  — 
  —
  12th 
  +6/+1 
  +4 
  +4 
  +8 
   
  3 
  3 
  3 
  2 
  0 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  3 
  3 
  3 
  2 
  1 
  —
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
  3 
  3 
  3 
  2 
  1 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
   
  3 
  3 
  3 
  3 
  2 
  —
  16th 
  +8/+3 
  +5 
  +5 
  +10 
   
  3 
  3 
  3 
  3 
  2 
  0
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  3 
  3 
  3 
  3 
  2 
  1
  18th 
  +9/+4 
  +6 
  +6 
  +11 
   
  3 
  3 
  3 
  3 
  2 
  1
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
  3 
  3 
  3 
  3 
  3 
  2
  20th 
  +10/+5 
  +6 
  +6 
  +12 
   
  3 
  3 
  3 
  3 
  3 
  2
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703442
  703442
  451366
  451366
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703443
  703443
  451367
  451367
  449
  449
  14
  Creating NPCs
  Creating NPCs
  Summon Familiar: At 2nd level, an adept can call a 
  familiar, just as a wizard can using the arcane bond ability.
  Adept Spell List
  Adepts choose their spells from the following list.
  0 Level: create water, detect magic, ghost sound, guidance, 
  light, mending, purify food and drink, read magic, stabilize, 
  touch of fatigue.
  1st Level: bless, burning hands, cause fear, command, 
  comprehend languages, cure light wounds, detect chaos, detect 
  evil, detect good, detect law, endure elements, obscuring mist, 
  protection from chaos, protection from evil, protection from 
  good, protection from law, sleep.
  2nd Level: aid, animal trance, bear’s endurance, bull’s 
  strength, cat’s grace, cure moderate wounds, darkness, delay 
  poison, invisibility, mirror image, resist energy, scorching ray, 
  see invisibility, web.
  3rd Level: animate dead, bestow curse, contagion, continual 
  flame, cure serious wounds, daylight, deeper darkness, lightning 
  bolt, neutralize poison, remove curse, remove disease, tongues.
  4th Level: cure critical wounds, minor creation, polymorph, 
  restoration, stoneskin, wall of fire.
  5th Level: baleful polymorph, break enchantment, commune, 
  heal, major creation, raise dead, true seeing, wall of stone.
  AristOCrAt
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The aristocrat’s class skills (and the key ability for 
  each skill) are Appraise (Int), Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (all skills taken 
  individually) (Int), Linguistics (Int), Perception (Wis), 
  Perform (Cha), Profession (Wis), Ride (Dex), Sense 
  Motive (Wis), Swim (Str), and Survival (Wis). 
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following is a class feature of the aristocrat NPC class.
  Weapon and Armor Proficiency: The aristocrat is 
  proficient in the use of all simple and martial weapons 
  and with all types of armor and shields.
  COmmONer
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The commoner’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Handle Animal 
  (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and  
  Swim (Str).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following is a class feature of the commoner NPC class.
  Weapon and Armor Proficiency: The commoner is 
  proficient with one simple weapon. He is not proficient 
  with any other weapons, nor is he proficient with any 
  type of armor or shield.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703443
  703443
  451367
  451367
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703444
  703444
  451368
  451368
  450
  450
  expert
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The expert can choose any 10 skills to be class skills.
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  The following is a class feature of the expert NPC class.
  Weapon and Armor Proficiency: The expert is 
  proficient in the use of all simple weapons and with 
  light armor, but not with any type of shield. 
  wArriOr
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The warrior’s class skills (and the key ability for each skill) 
  are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate 
  (Cha), Profession (Wis), Ride (Dex), and Swim (Str).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following is a class feature of the warrior NPC class.
  Weapon and Armor Proficiency: The warrior is 
  proficient in the use of all simple and martial weapons 
  and with all types of armor and shields.
  CreAtiNg NpCs
  The world that the player characters inhabit should be full 
  of rich and vibrant characters with whom they can interact. 
  While most need little more than names and general 
  descriptions, some require complete statistics, such as 
  town guards, local clerics, and wizened sages. The PCs 
  might find themselves in combat with these characters, 
  either against them or as allies. Alternatively the PCs 
  might find themselves relying on the skills and abilities 
  of the NPCs. In either case, the process for creating these 
  NPCs can be performed in seven simple steps.
  Step 1: The Basics
  The first step in making an NPC is to determine its basic 
  role in your campaign. This includes its race, class, and 
  basic concept.
  Step 2: Determine Ability Scores
  Once the character’s basic concept has been determined, 
  its ability scores must be assigned. Apply the NPC’s racial 
  modifiers after the scores have been assigned. For every 
  four levels the NPC has attained, increase one of its 
  scores by 1. If the NPC possesses levels in a PC class, it is 
  Table 14–2: Aristocrat
    
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save
  1st 
  +0 
  +0 
  +0 
  +2
  2nd 
  +1 
  +0 
  +0 
  +3
  3rd 
  +2 
  +1 
  +1 
  +3
  4th 
  +3 
  +1 
  +1 
  +4
  5th 
  +3 
  +1 
  +1 
  +4
  6th 
  +4 
  +2 
  +2 
  +5
  7th 
  +5 
  +2 
  +2 
  +5
  8th 
  +6/+1 
  +2 
  +2 
  +6
  9th 
  +6/+1 
  +3 
  +3 
  +6
  10th 
  +7/+2 
  +3 
  +3 
  +7
  11th 
  +8/+3 
  +3 
  +3 
  +7
  12th 
  +9/+4 
  +4 
  +4 
  +8
  13th 
  +9/+4 
  +4 
  +4 
  +8
  14th 
  +10/+5 
  +4 
  +4 
  +9
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12
  Table 14–3: Commoner
    
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save
  1st 
  +0 
  +0 
  +0 
  +0
  2nd 
  +1 
  +0 
  +0 
  +0
  3rd 
  +1 
  +1 
  +1 
  +1
  4th 
  +2 
  +1 
  +1 
  +1
  5th 
  +2 
  +1 
  +1 
  +1
  6th 
  +3 
  +2 
  +2 
  +2
  7th 
  +3 
  +2 
  +2 
  +2
  8th 
  +4 
  +2 
  +2 
  +2
  9th 
  +4 
  +3 
  +3 
  +3
  10th 
  +5 
  +3 
  +3 
  +3
  11th 
  +5 
  +3 
  +3 
  +3
  12th 
  +6/+1 
  +4 
  +4 
  +4
  13th 
  +6/+1 
  +4 
  +4 
  +4
  14th 
  +7/+2 
  +4 
  +4 
  +4
  15th 
  +7/+2 
  +5 
  +5 
  +5
  16th 
  +8/+3 
  +5 
  +5 
  +5
  17th 
  +8/+3 
  +5 
  +5 
  +5
  18th 
  +9/+4 
  +6 
  +6 
  +6
  19th 
  +9/+4 
  +6 
  +6 
  +6
  20th 
  +10/+5 
  +6 
  +6 
  +6
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703444
  703444
  451368
  451368
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703445
  703445
  451369
  451369
  451
  451
  14
  Creating NPCs
  Creating NPCs
  considered a heroic NPC and receives better ability scores. 
  These scores can be assigned in any order.
  Basic NPCs: The ability scores for a basic NPC are: 13, 
  12, 11, 10, 9, and 8.
  Heroic NPCs: The ability scores for a heroic NPC are: 
  15, 14, 13, 12, 10, and 8.
  Preset Ability Scores: Instead of assigning the scores, you 
  can use Table 14–6 to determine the NPC’s ability scores, 
  adjusting them as necessary to fit. Use the Melee NPC 
  ability scores for characters whose primary role involves 
  melee combat, such as barbarians, fighters, monks, 
  paladins, rangers, and warriors. The Ranged NPC ability 
  scores are for characters that fight with ranged weapons 
  or use their Dexterity to hit, such as fighters, rangers, and 
  rogues. Use the Divine NPC ability scores for characters 
  with divine spellcasting capabilities, such as adepts, 
  clerics, and druids. The Arcane NPC ability scores should 
  be used by characters with arcane spellcasting capabilities, 
  such as bards, sorcerers, and wizards. Finally, the Skill 
  NPC ability scores should be used for characters that 
  focus on skill use, such as aristocrats, bards, commoners, 
  experts, and rogues. Some NPCs might not fit into one of 
  these categories and should have custom ability scores.
  Step 3: Skills
  To assign skills precisely, total up the number of skill ranks 
  possessed by the character and assign them normally. 
  Remember that the number of ranks in an individual skill 
  that a character can possess is limited by his total HD.
  For simpler skill generation, refer to Table 14–8 to 
  determine the total number of skill selections the NPC 
  possesses. After selecting that number of skills, mostly 
  from the class skills lists of the NPC’s class, the NPC 
  receives a number of ranks in each skill equal to his level. 
  If the NPC has two classes, start by selecting skills for 
  the class with the fewest number of skill selections. The 
  NPC receives a number of ranks in those skills equal to 
  his total character level. Next, find the difference in the 
  number of selections between the first class and the 
  other class possessed by the NPC. Select that number of 
  new skills and give the NPC a number of ranks in those 
  skills equal to his level in the second class. For example, 
  a human fighter 3/monk 4 with a +1 Intelligence modifier 
  can select four skills for his fighter class (since it receives 
  fewer selections). These four skills each have seven ranks 
  (equal to his total level). Next, he selects a number of skills 
  equal to the difference between the fighter and the monk 
  classes, in this case two skills. These two skills each have 
  four ranks (his monk level).
  If the NPC has three or more classes, you must use the 
  precise method for determining his skills. 
  Once all of the NPC’s ranks have been determined, 
  assign class skill bonuses and apply the bonus or penalty 
  from the NPC’s relevant ability score.
  Table 14–4: Expert
    
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save
  1st 
  +0 
  +0 
  +0 
  +2
  2nd 
  +1 
  +0 
  +0 
  +3
  3rd 
  +2 
  +1 
  +1 
  +3
  4th 
  +3 
  +1 
  +1 
  +4
  5th 
  +3 
  +1 
  +1 
  +4
  6th 
  +4 
  +2 
  +2 
  +5
  7th 
  +5 
  +2 
  +2 
  +5
  8th 
  +6/+1 
  +2 
  +2 
  +6
  9th 
  +6/+1 
  +3 
  +3 
  +6
  10th 
  +7/+2 
  +3 
  +3 
  +7
  11th 
  +8/+3 
  +3 
  +3 
  +7
  12th 
  +9/+4 
  +4 
  +4 
  +8
  13th 
  +9/+4 
  +4 
  +4 
  +8
  14th 
  +10/+5 
  +4 
  +4 
  +9
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12
  Table 14–5: Warrior
    
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save
  1st 
  +1 
  +2 
  +0 
  +0
  2nd 
  +2 
  +3 
  +0 
  +0
  3rd 
  +3 
  +3 
  +1 
  +1
  4th 
  +4 
  +4 
  +1 
  +1
  5th 
  +5 
  +4 
  +1 
  +1
  6th 
  +6/+1 
  +5 
  +2 
  +2
  7th 
  +7/+2 
  +5 
  +2 
  +2
  8th 
  +8/+3 
  +6 
  +2 
  +2
  9th 
  +9/+4 
  +6 
  +3 
  +3
  10th 
  +10/+5 
  +7 
  +3 
  +3
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703445
  703445
  451369
  451369
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703446
  703446
  451370
  451370
  452
  452
  Channeling, Spell Focus, Spell Penetration, Toughness, 
  and Turn Undead.
  Divine Caster (Without Channeling): Cleave, Combat 
  Casting, Eschew Materials, Improved Initiative, Iron Will, 
  item creation feats (all), Lightning Reflexes, metamagic 
  feats (all), Natural Spell, Power Attack, Spell Focus, Spell 
  Penetration, Toughness, and Weapon Focus.
  Melee (Finesse Fighter): Combat Expertise, Combat 
  Reflexes, Dazzling Display, Deadly Stroke, Dodge, Greater 
  Vital Strike, Improved Disarm, Improved Feint, Improved 
  Trip, Improved Vital Strike, Mobility, Spring Attack, 
  Shatter Defenses, Vital Strike, Weapon Finesse, and 
  Whirlwind Attack.
  Melee (Unarmed Fighter): Combat Reflexes, Deflect 
  Arrows, Dodge, Gorgon’s Fist, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, Medusa’s 
  Wrath, Mobility, Scorpion Style, Snatch Arrows, Spring 
  Attack, Stunning Fist, and Weapon Focus.
  Melee (Mounted): Improved Critical, Improved 
  Initiative, Mounted Combat, Power Attack, Ride-By 
  Attack, Skill Focus (Ride), Spirited Charge, Toughness, 
  Trample, and Weapon Focus.
  Melee (Sword and Shield Fighter): Cleave, Great Cleave, 
  Great Fortitude, Greater Vital Strike, Improved Bull Rush, 
  Improved Critical, Improved Initiative, Improved Vital 
  Strike, Power Attack, Shield Focus, Shield Master, Shield 
  Slam, Two-Weapon Fighting, Vital Strike, and Weapon 
  Focus.
  Melee (Two-Handed Fighter): Cleave, Great Cleave, 
  Great Fortitude, Greater Vital Strike, Improved Bull Rush, 
  Improved Critical, Improved Initiative, Improved Sunder, 
  Improved Vital Strike, Power Attack, Vital Strike, and 
  Weapon Focus.
  Melee (Two-Weapon Fighter): Combat Reflexes, Dodge, 
  Double Slice, Greater Two-Weapon Fighting, Greater 
  Vital Strike, Improved Critical, Improved Initiative, 
  Improved Two-Weapon Fighting, Improved Vital Strike, 
  Two-Weapon Defense, Two-Weapon 
  Fighting, Two-Weapon Rend, Vital 
  Strike, and Weapon Focus.
  Ranged: Deadly Aim, Far Shot, 
  Greater Vital Strike, Improved Initiative, 
  Improved 
  Vital 
  Strike, 
  Manyshot, 
  Pinpoint Targeting, Point Blank Shot, 
  Precise Shot, Rapid Reload, Rapid Shot, 
  Shot on the Run, Vital Strike, and 
  Weapon Focus.
  Skill (most NPC classes): Armor 
  Proficiency (all), Great Fortitude, 
  Improved Initiative, Iron Will, 
  Lightning Reflexes, Martial Weapon 
  Proficiency, Run, Shield Proficiency, 
  Skill Focus, and Toughness.
  Step 4: Feats
  After skills have been determined, the next step is to 
  assign the NPC’s feats. Start by assigning all of the feats 
  granted through class abilities. Next, assign the feats 
  garnered from the NPC’s total character level (one feat 
  for every two levels beyond 1st). Remember that humans 
  receive an additional feat at 1st level. For simplified 
  feat choices, select feats from the lists provided for the 
  following character types.
  Arcane Caster: Arcane Strike, Combat Casting, Eschew 
  Materials, Greater Spell Focus, Greater Spell Penetration, 
  Improved Initiative, Iron Will, item creation feats (all), 
  Lightning Reflexes, metamagic feats (all), Spell Focus, 
  Spell Mastery, Spell Penetration, and Toughness.
  Divine 
  Caster 
  (With 
  Channeling): 
  Alignment 
  Channel, Channel Smite, Combat Casting, Command 
  Undead, Elemental Channel, Extra Channel, Improved 
  Initiative, Improved Channel, Iron Will, item creation 
  feats (all), metamagic feats (all), Power Attack, Selective 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703446
  703446
  451370
  451370
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703447
  703447
  451371
  451371
  453
  453
  14
  Creating NPCs
  Creating NPCs
  Step 5: Class Features
  After determining feats, the next step is to fill in all the 
  class features possessed by the NPC. This is the time to 
  make decisions about the NPC’s spell selection, rage 
  powers, rogue talents, and other class-based abilities. 
  When it comes to spells, determine how many spell 
  selections you need to make for each level. Choose a 
  variety of spells for the highest two levels of spells 
  possessed by the NPC. For all other levels, stick to a 
  few basic spells, prepared multiple times (if possible). 
  If this NPC is slated to appear in only one encounter 
  (such as a combat), leaving off lower-level spells entirely 
  is an acceptable way to speed up generation, especially if 
  the NPC is unlikely to cast those spells. You can always 
  choose a few during play if they are needed.
  Step 6: Gear
  After recording all of the NPC’s class features, the next 
  step is to outfit the character with gear appropriate to 
  his level. Note that NPCs receive less gear than PCs of an 
  equal level. If an NPC is a recurring character, his gear 
  should be selected carefully. Use the total gp value found 
  on Table 14–9 to determine how much gear he should 
  carry. NPCs that are only scheduled to appear once can 
  have a simpler gear selection. Table 14–9 includes a 
  number of categories to make it easier to select an NPC’s 
  gear. When outfitting the character, spend the listed 
  amount on each category by purchasing as few items as 
  possible. Leftover gold from any category can be spent on 
  any other category. Funds left over at the end represent 
  coins and jewelry carried by the character.
  Note that these values are approximate and based on 
  the values for a campaign using the medium experience 
  progression and a normal treasure allotment. If your 
  campaign is using the fast experience progression, 
  treat your NPCs as one level higher when determining 
  their gear. If your campaign is using the slow 
  experience progression, treat the NPCs as one level 
  lower when determining their gear. If your campaign 
  Table 14–6: NPC Ability Scores
  Ability 
  Melee NPC 
   Ranged NPC 
  Divine NPC 
  Arcane NPC 
  Skill NPC
  Score 
  Basic 
  Heroic 
  Basic 
  Heroic  
  Basic 
  Heroic  
  Basic 
  Heroic  
  Basic 
  Heroic
  Strength 
  13 
  15 
  11 
  13 
  10 
  12 
  8 
  8 
  10 
  12
  Dexterity 
  11 
  13 
  13 
  15 
  8 
  8 
  12 
  14 
  12 
  14
  Constitution 
  12 
  14 
  12 
  14 
  12 
  14 
  10 
  12 
  11 
  13
  Intelligence 
  9 
  10 
  10 
  12 
  9 
  10 
  13* 
  15* 
  13 
  15
  Wisdom 
  10 
  12 
  9 
  10 
  13 
  15 
  9 
  10 
  8 
  8
  Charisma 
  8 
  8 
  8 
  8 
  11 
  13 
  11* 
  13* 
  9 
  10
  * If the arcane caster’s spellcasting relies on Charisma, exchange these scores with one another.
  Table 14–7: Racial Ability Adjustments
  Ability 
  Score 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf* 
  Half-Orc* 
  Halfling 
  Human*
  Strength 
  — 
  — 
  –2 
  — 
  — 
  –2 
  —
  Dexterity 
  — 
  +2 
  — 
  — 
  — 
  +2 
  —
  Constitution 
  +2 
  –2 
  +2 
  — 
  — 
  — 
  —
  Intelligence 
  — 
  +2 
  — 
  — 
  — 
  +2 
  —
  Wisdom 
  +2 
  — 
  — 
  — 
  — 
  — 
  —
  Charisma 
  –2 
  — 
  +2 
  — 
  — 
  — 
  —
  * Half-elves, half-orcs, and humans receive a +2 bonus to one ability score of your choice.
  Table 14–8: NPC Skill Selections
  PC 
  Skill 
  NPC 
  Skill
  Class 
  Selections* 
  Class 
  Selections*
  Barbarian 
  4 + Int Mod 
  Adept 
  2 + Int Mod
  Bard 
  6 + Int Mod 
  Aristocrat 
  4 + Int Mod
  Cleric 
  2 + Int Mod 
  Commoner 
  2 + Int Mod
  Druid 
  4 + Int Mod 
  Expert 
  6 + Int Mod
  Fighter 
  2 + Int Mod 
  Warrior 
  2 + Int Mod
  Monk 
  4 + Int Mod
  Paladin 
  2 + Int Mod
  Ranger 
  6 + Int Mod
  Rogue 
  8 + Int Mod
  Sorcerer 
  2 + Int Mod
  Wizard 
  2 + Int Mod
  * Humans receive one additional skill selection.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703447
  703447
  451371
  451371
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703448
  703448
  451372
  451372
  454
  454
  is high fantasy, double these values. Reduce them by 
  half if your campaign is low fantasy. If the final value 
  of an NPC’s gear is a little over or under these amounts, 
  that’s okay.
  Weapons: This includes normal, masterwork, and 
  magic weapons, as well as magic staves and wands used by 
  spellcasters to harm their enemies. For example, a wand 
  of scorching ray would count as a weapon, but a staff of life 
  would count as a piece of magic gear.
  Protection: This category includes armor and shields, as 
  well as any magic item that augments a character’s Armor 
  Class or saving throws.
  Magic: This category includes all other permanent 
  magic items. Most rings, rods, and wondrous items fit into 
  this category.
  Limited Use: Items that fall into this category include 
  alchemical items, potions, scrolls, and wands with few 
  charges. Charged wondrous items fall into this grouping 
  as well.
  Gear: Use the amount in this category to purchase 
  standard nonmagical gear for the character. In most 
  cases, this equipment can be omitted during creation and 
  filled in as needed during play. You can assume that the 
  character has whatever gear is needed for him to properly 
  use his skills and class abilities. This category can also 
  include jewelry, gems, or loose coins that the NPC might 
  have on his person.
  Step 7: Details
  Once you have assigned all of the NPC’s gear, all 
  that remains is to fill out the details. Determine the 
  character’s attack and damage bonuses, CMB, CMD, 
  initiative modifier, and Armor Class. If the character’s 
  magic items affect his skills or ability scores, make 
  sure to take those changes into account. Determine 
  the character’s total hit points by assuming the average 
  result. Finally, fill out any other important details, such 
  as name, alignment, religion, and a few personality 
  traits to round him out.
  Example: Kiramor, the Forest Shadow
  Looking over your notes for the evening’s game, you 
  discover that you need a mysterious forest character for 
  the PCs to interact with on their way to town. If things 
  go poorly, they might have to fight him. Since your party 
  consists of 4th-level characters, you decide to make this 
  forest guardian an elven ranger 4/rogue 2. You want him 
  to be skilled at fighting with ranged weapons, but you 
  also want him to be competent with a rapier. Taking 
  this into account, you use the heroic ability scores for a 
  ranged NPC found on Table 14–6. Since he is an elf, you 
  apply the racial modifiers to Dexterity, Constitution, 
  and Intelligence. Since he is 6th level, you put his bonus 
  attribute point gained at 4th level into his Dexterity, 
  raising it up to 18. Moving on to skills, you see that 
  Table 14–9: NPC Gear
   Basic Heroic 
  Total
   Level 
  Level 
  gp Value 
  Weapons 
  Protection 
  Magic 
  Limited Use 
  Gear
   1  
  — 
  260 gp 
  50 gp 
  130 gp 
  — 
  40 gp 
  40 gp
   2  
  1 
  390 gp 
  100 gp 
  150 gp 
  — 
  40 gp 
  100 gp
   3  
  2 
  780 gp 
  350 gp 
  200 gp 
  — 
  80 gp 
  150 gp
   4  
  3 
  1,650 gp 
  650 gp 
  800 gp 
  — 
  100 gp 
  200 gp
   5  
  4 
  2,400 gp 
  900 gp 
  1,000 gp 
  — 
  300 gp 
  200 gp
   6  
  5 
  3,450 gp 
  1,400 gp 
  1,400 gp 
  — 
  450 gp 
  200 gp
   7  
  6 
  4,650 gp 
  2,350 gp 
  1,650 gp 
  — 
  450 gp 
  200 gp
   8  
  7 
  6,000 gp 
  2,700 gp 
  2,000 gp 
  500 gp 
  600 gp 
  200 gp
   9  
  8 
  7,800 gp 
  3,000 gp 
  2,500 gp 
  1,000 gp 
  800 gp 
  500 gp
   10 
  9 
  10,050 gp 
  3,500 gp 
  3,000 gp 
  2,000 gp 
  1,050 gp 
  500 gp
   11 
  10 
  12,750 gp 
  4,000 gp 
  4,000 gp 
  3,000 gp 
  1,250 gp 
  500 gp
   12 
  11 
  16,350 gp 
  6,000 gp 
  4,500 gp 
  4,000 gp 
  1,350 gp 
  500 gp
   13 
  12 
  21,000 gp 
  8,500 gp 
  5,500 gp 
  5,000 gp 
  1,500 gp 
  500 gp
   14 
  13 
  27,000 gp 
  9,000 gp 
  8,000 gp 
  7,000 gp 
  2,500 gp 
  500 gp
   15 
  14 
  34,800 gp 
  12,000 gp 
  10,500 gp 
  9,000 gp 
  2,800 gp 
  500 gp
   16 
  15 
  45,000 gp 
  17,000 gp 
  13,500 gp 
  11,000 gp 
  3,000 gp 
  500 gp
   17 
  16 
  58,500 gp 
  19,000 gp 
  18,000 gp 
  16,000 gp 
  4,000 gp 
  1,500 gp
   18 
  17 
  75,000 gp 
  24,000 gp 
  23,000 gp 
  20,000 gp 
  6,500 gp 
  1,500 gp
   19 
  18 
  96,000 gp 
  30,000 gp 
  28,000 gp 
  28,000 gp 
  8,000 gp 
  2,000 gp
   20 
  19 
  123,000 gp 
  40,000 gp 
  35,000 gp 
  35,000 gp 
  11,000 gp 
  2,000 gp
   — 
  20 
  159,000 gp 
  55,000 gp 
  40,000 gp 
  44,000 gp 
  18,000 gp 
  2,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703448
  703448
  451372
  451372
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703449
  703449
  451373
  451373
  455
  455
  14
  Creating NPCs
  Creating NPCs
  rangers receive fewer skill selections than rogues, so 
  you start by selecting skills for the ranger. You add two 
  for his Intelligence modifier for a total of eight skills 
  at six ranks each. After selecting these eight skills, you 
  move on to the rogue skills. The difference between the 
  ranger and the rogue is two, meaning that you can select 
  two more skills, with two ranks in each. After selecting 
  his skills, you move on to his feats. Starting with his 
  class feats, you select Rapid Shot as his ranger combat 
  style feat. In addition, the forest guardian receives three 
  additional feats for his class levels. Since you want him 
  to be skilled at archery, most of these feats come from 
  the ranged list, including Deadly Aim and Point Blank 
  Shot. To ensure that he is good with a rapier, you spend 
  his final feat selection on Weapon Finesse. Next you 
  note all of his class and racial features, making whatever 
  selections are necessary, such as favored enemy, favored 
  terrain, hunter’s bond, and rogue talents. Moving on to 
  gear, you assign gear using the line for a 6th-level heroic 
  NPC, giving him a +1 longbow, a masterwork rapier, +1 
  studded leather armor, a potion of invisibility, a potion of 
  cure moderate wounds, and a pack full of nonmagic gear. 
  Although he has a bit more gp in weapons than the 
  chart allows, he has spent a bit less in armor, roughly 
  balancing him out. With your task nearly completed, 
  you add all of his statistics and details, naming him 
  Kiramor. Your forest shadow is then ready to face off 
  against the PCs.
  KIRAMOR, THE FOREST SHADOW 
  Male elf ranger 4/rogue 2
  N Medium humanoid (elf)
  Init +4 (+6 in forests); Senses low-light vision; Perception +11 
  (+13 in forests)
  DEFENSE
  AC 18, touch 14, flat-footed 14
  (+4 armor, +4 Dex)
  hp 39 (4d10+2d8+6)
  Fort +6, Ref +12, Will +2; +2 against enchantment
  Defensive Abilities evasion; Immune sleep
  OFFENSE
  Spd 30 ft.
  Melee mwk rapier +10 (1d6+1/18–20)
  Ranged +1 longbow +10 (1d8+1/×3)
  Ranged +1 longbow +8/+8 (1d8+1/×3)
  Special Attacks favored enemy (humanoid [orc]), favored terrain 
  (forest), rogue talents (bleeding attack), sneak attack (1d6)
  STATISTICS
  Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +5; CMB +6; CMD 20
  Feats Deadly Aim, Endurance, Point Blank Shot, Rapid Shot, 
  Weapon Finesse
  Skills Acrobatics +13, Climb +10, Escape Artist +9, Heal +9, 
  Knowledge (geography) +11, Knowledge (nature) +11, 
  Perception +11 (+13 in forests), Stealth +13, Survival +9 (+11 
  following tracks), Swim +6
  Languages Common, Elven, Orc, Sylvan
  SQ nature bond (wolf), track, trapfinding +1
  Combat Gear potion of cure moderate wounds, potion of invisibility; 
  Other Gear +1 longbow with 40 arrows, mwk rapier, +1 studded 
  leather armor, gear and coins worth 200 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703449
  703449
  451373
  451373
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703450
  703450
  451374
  451374
  Magic Items
  15
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703450
  703450
  451374
  451374
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703451
  703451
  451375
  451375
  W
  ith a tremendous 
  crash, a tree toppled 
  to the ground, another victim 
  of the dragon’s wrath. The 
  beast hissed, caustic vapors 
  swirling through its ivory 
  teeth as it roared a furious 
  challenge to the monk and 
  barbarian, enraged at their 
  intrusion. Amiri grinned 
  in delight. She’d found the 
  magical dragonbane sword 
  only minutes ago in the 
  overgrown temple, and here, 
  as if drawn to its doom, was a 
  wyrm ready to test its blade. 
  The shield maidens would 
  sing of Amiri’s sword and 
  their triumph this day, but 
  first they had to survive...
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703451
  703451
  451375
  451375
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703452
  703452
  451376
  451376
  458
  458
  time, whichever is longer) and provokes attacks of opportunity 
  exactly as casting a spell does.
  Spell Trigger: Spell trigger activation is similar to spell 
  completion, but it’s even simpler. No gestures or spell 
  finishing is needed, just a special knowledge of spellcasting 
  that an appropriate character would know, and a single word 
  that must be spoken. Spell trigger items can be used by anyone 
  whose class can cast the corresponding spell. This is the case 
  even for a character who can’t actually cast spells, such as a 
  3rd-level paladin. The user must still determine what spell is 
  stored in the item before she can activate it. Activating a spell 
  trigger item is a standard action and does not provoke attacks 
  of opportunity.
  Command Word: If no activation method is suggested 
  either in the magic item description or by the nature of the 
  item, assume that a command word is needed to activate it. 
  Command word activation means that a character speaks 
  the word and the item activates. No other special knowledge 
  is needed.
  A command word can be a real word, but when this is 
  the case, the holder of the item runs the risk of activating 
  the item accidentally by speaking the word in normal 
  conversation. More often, the command word is some 
  seemingly nonsensical word, or a word or phrase from an 
  ancient language no longer in common use. Activating a 
  command word magic item is a standard action and does not 
  provoke attacks of opportunity.
  Sometimes the command word to activate an item is written 
  right on the item. Occasionally, it might be hidden within a 
  pattern or design engraved on, carved into, or built into the 
  item, or the item might bear a clue to the command word.
  The Knowledge (arcana) and Knowledge (history) skills 
  might be useful in helping to identify command words or 
  deciphering clues regarding them. A successful check against 
  DC 30 is needed to come up with the word itself. If that check 
  is failed, succeeding on a second check (DC 25) might provide 
  some insight into a clue. The spells detect magic, identify, and 
  analyze dweomer all reveal command words if the properties of 
  the item are successfully identified.
  Use Activated: This type of item simply has to be used in 
  order to activate it. A character has to drink a potion, swing 
  a sword, interpose a shield to deflect a blow in combat, look 
  through a lens, sprinkle dust, wear a ring, or don a hat. Use 
  activation is generally straightforward and self-explanatory.
  Many use-activated items are objects that a character 
  wears. Continually functioning items are practically always 
  items that one wears. A few must simply be in the character’s 
  possession (meaning on his person). However, some items 
  made for wearing must still be activated. Although this 
  activation sometimes requires a command word (see above), 
  usually it means mentally willing the activation to happen. 
  The description of an item states whether a command word is 
  needed in such a case.
  F
  rom the common potion of cure light wounds to the mighty 
  holy avenger, magic items are valuable tools used by heroes 
  and villains alike. This chapter contains a wide variety of 
  items to enhance any character.
  Magic items are divided into categories: armor, weapons, 
  potions, rings, rods, scrolls, staves, wands, and wondrous 
  items. In addition, some magic items are cursed or intelligent. 
  Finally, a few magic items are of such rarity and power that 
  they are considered to belong to a category of their own—
  artifacts. Artifacts are classified in turn as minor (extremely 
  rare but not one-of-a-kind items) or major (each one unique 
  and incredibly potent).
  Magic Items and Detect Magic
  When detect magic identifies a magic item’s school of magic, 
  this information refers to the school of the spell placed within 
  the potion, scroll, or wand, or the prerequisite given for the 
  item. The description of each item provides its aura strength 
  and the school to which it belongs.
  If more than one spell is given as a prerequisite, use 
  the highest-level spell. If no spells are included in the 
  prerequisites, use the following default guidelines.
  Item Nature 
  School
  Armor and protection items 
  Abjuration
  Weapons or offensive items 
  Evocation
  Bonus to ability score, skill check, etc. 
  Transmutation
  usiNg items
  To use a magic item, it must be activated, although 
  sometimes activation simply means putting a ring on your 
  finger. Some items, once donned, function constantly. 
  In most cases, though, using an item requires a standard 
  action that does not provoke attacks of opportunity. By 
  contrast, spell completion items are treated like spells in 
  combat and do provoke attacks of opportunity.
  Activating a magic item is a standard action unless the item 
  description indicates otherwise. However, the casting time 
  of a spell is the time required to activate the same power in 
  an item, regardless of the type of magic item, unless the item 
  description specifically states otherwise.
  The four ways to activate magic items are described below.
  Spell Completion: This is the activation method for scrolls. 
  A scroll is a spell that is mostly finished. The preparation 
  is done for the caster, so no preparation time is needed 
  beforehand as with normal spellcasting. All that’s left to do 
  is perform the finishing parts of the spellcasting (the final 
  gestures, words, and so on). To use a spell completion item 
  safely, a character must be of high enough level in the right 
  class to cast the spell already. If he can’t already cast the 
  spell, there’s a chance he’ll make a mistake. Activating a spell 
  completion item is a standard action (or the spell’s casting 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703452
  703452
  451376
  451376
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703453
  703453
  451377
  451377
  459
  459
  15
  Magic Items
  Magic Items
  Unless stated otherwise, activating a use-activated magic 
  item is either a standard action or not an action at all and does 
  not provoke attacks of opportunity, unless the use involves 
  performing an action that provokes an attack of opportunity 
  in itself. If the use of the item takes time before a magical 
  effect occurs, then use activation is a standard action. If the 
  item’s activation is subsumed in its use and takes no extra 
  time use, activation is not an action at all.
  Use activation doesn’t mean that if you use an item, you 
  automatically know what it can do. You must know (or at 
  least guess) what the item can do and then use the item in 
  order to activate it, unless the benefit of the item comes 
  automatically, such as from drinking a potion or swinging 
  a sword.
  Size and Magic Items
  When an article of magic clothing or jewelry is discovered, 
  most of the time size shouldn’t be an issue. Many magic 
  garments are made to be easily adjustable, or they adjust 
  themselves magically to the wearer. Size should not keep 
  characters of various kinds from using magic items.
  There may be rare exceptions, especially with race-
  specific items. 
  Armor and Weapon Sizes: Armor and weapons that are 
  found at random have a 30% chance of being Small (01–30), 
  a 60% chance of being Medium (31–90), and a 10% chance of 
  being any other size (91–100).
  mAgiC items ON the BOdy
  Many magic items need to be donned by a character who wants 
  to employ them or benefit from their abilities. It’s possible for 
  a creature with a humanoid-shaped body to wear as many as 
  15 magic items at the same time. However, each of those items 
  must be worn on (or over) a particular part of the body, known 
  as a “slot.”
  A humanoid-shaped body can be decked out in magic gear 
  consisting of one item from each of the following groups, 
  keyed to which slot on the body the item is worn.
  Armor: suits of armor.
  Belts: belts and girdles.
  Body: robes and vestments.
  Chest: mantles, shirts, and vests.
  Eyes: eyes, glasses, and goggles.
  Feet: boots, shoes, and slippers.
  Hands: gauntlets and gloves.
  Head: circlets, crowns, hats, helms, and masks.
  Headband: headbands and phylacteries.
  Neck: amulets, brooches, medallions, necklaces, periapts, 
  and scarabs.
  Ring (up to two): rings.
  Shield: shields.
  Shoulders: capes and cloaks.
  Wrist: bracelets and bracers. 
  Of course, a character may carry or possess as many items of 
  the same type as he wishes. However, additional items beyond 
  those in the slots listed above have no effect. 
  Some items can be worn or carried without taking up a slot 
  on a character’s body. The description of an item indicates 
  when an item has this property.
  sAviNg thrOws AgAiNst 
  mAgiC item pOwers
  Magic items produce spells or spell-like effects. For a saving 
  throw against a spell or spell-like effect from a magic item, 
  the DC is 10 + the level of the spell or effect + the ability 
  modifier of the minimum ability score needed to cast that 
  level of spell. 
  Staves are an exception to the rule. Treat the saving throw 
  as if the wielder cast the spell, including caster level and all 
  modifiers to save DCs. 
  Most item descriptions give saving throw DCs for various 
  effects, particularly when the effect has no exact spell equivalent 
  (making its level otherwise difficult to determine quickly).
  dAmAgiNg mAgiC items
  A magic item doesn’t need to make a saving throw unless it 
  is unattended, it is specifically targeted by the effect, or its 
  wielder rolls a natural 1 on his save. Magic items should always 
  get a saving throw against spells that might deal damage to 
  them—even against attacks from which a nonmagical item 
  would normally get no chance to save. Magic items use the 
  same saving throw bonus for all saves, no matter what the 
  type (Fortitude, Reflex, or Will). A magic item’s saving throw 
  bonus equals 2 + 1/2 its caster level (rounded down). The only 
  exceptions to this are intelligent magic items, which make 
  Will saves based on their own Wisdom scores.
  Magic items, unless otherwise noted, take damage as 
  nonmagical items of the same sort. A damaged magic item 
  continues to function, but if it is destroyed, all its magical 
  power is lost. Magic items that take damage in excess of half 
  their total hit points, but not more than their total hit points, 
  gain the   condition, and might not function properly (see the 
  Appendix).
  Repairing Magic Items
  Repairing a magic item requires material components equal 
  to half the cost to create the item, and requires half the time. 
  The make whole spell can also repair a damaged (or even a 
  destroyed) magic items—if the caster is high enough level.
  Charges, Doses, and Multiple Uses
  Many items, particularly wands and staves, are limited 
  in power by the number of charges they hold. Normally, 
  charged items have 50 charges at most (10 for staves). If such 
  an item is found as a random part of a treasure, roll d% and 
  divide by 2 to determine the number of charges left (round 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703453
  703453
  451377
  451377
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703454
  703454
  451378
  451378
  460
  460
  down, minimum 1). If the item has a maximum number of 
  charges other than 50, roll randomly to determine how many 
  charges are left. 
  Prices listed are always for fully charged items. (When 
  an item is created, it is fully charged.) For an item that’s 
  worthless when its charges run out (which is the case for 
  almost all charged items), the value of the partially used item 
  is proportional to the number of charges left. For an item 
  that has usefulness in addition to its charges, only part of the 
  item’s value is based on the number of charges left.
  purChAsiNg mAgiC items
  Magic items are valuable, and most major cities have at least 
  one or two purveyors of magic items, from a simple potion 
  merchant to a weapon smith that specializes in magic 
  swords. Of course, not every item in this book is available 
  in every town. 
  The following guidelines are presented to help GMs 
  determine what items are available in a given community. 
  These guidelines assume a setting with an average level of 
  magic. Some cities might deviate wildly from these baselines, 
  subject to GM discretion. The GM should keep a list of what 
  items are available from each merchant and should replenish 
  the stocks on occasion to represent new acquisitions.
  The number and types of magic items available in a 
  community depend upon its size. Each community has a 
  base value associated with it (see Table 15–1). There is a 75% 
  chance that any item of that value or lower can be found 
  for sale with little effort in that community. In addition, 
  the community has a number of other items for sale. These 
  items are randomly determined and are broken down by 
  category (minor, medium, or major). After determining the 
  number of items available in each category, refer to Table 
  15–2 to determine the type of each item (potion, scroll, ring, 
  weapon, etc.) before moving on to the individual charts to 
  determine the exact item. Reroll any items that fall below the 
  community’s base value.
  If you are running a campaign with low magic, reduce the 
  base value and the number of items in each community by 
  half. Campaigns with little or no magic might not have magic 
  items for sale at all. GMs running these sorts of campaigns 
  should make some adjustments to the challenges faced by the 
  characters due to their lack of magic gear.
  Campaigns with an abundance of magic items might have 
  communities with twice the listed base value and random 
  items available. Alternatively, all communities might count 
  as one size category larger for the purposes of what items are 
  available. In a campaign with very common magic, all magic 
  items might be available for purchase in a metropolis.
  Nonmagical items and gear are generally available in 
  a community of any size unless the item is particularly 
  expensive, such as full plate, or made of an unusual material, 
  such as an adamantine longsword. These items should follow 
  the base value guidelines to determine their availability, 
  subject to GM discretion. 
  mAgiC item desCriptiONs
  Each general type of magic item gets an overall description, 
  followed by descriptions of specific items.
  General descriptions include notes on activation, random 
  generation, and other material. The AC, hardness, hit points, 
  and break DC are given for typical examples of some magic 
  items. The AC assumes that the item is unattended and includes 
  a –5 penalty for the item’s effective Dexterity of 0. If a creature 
  holds the item, use the creature’s Dexterity modifier in place of 
  the –5 penalty.
  Some individual items, notably those that just store 
  spells, don’t get full-blown descriptions. Reference the 
  spell’s description for details, modified by the form of the 
  item (potion, scroll, wand, and so on). Assume that the spell 
  is cast at the minimum level required to cast it.
  Items with full descriptions have their powers detailed, and 
  each of the following topics is covered in notational form as 
  part of its entry.
  Aura: Most of the time, a detect magic spell reveals the school 
  of magic associated with a magic item and the strength of the 
  aura an item emits. This information (when applicable) is 
  given at the beginning of the item’s notational entry. See the 
  detect magic spell description for details.
  Caster Level (CL): The next item in a notational entry gives 
  the caster level of the item, indicating its relative power. The 
  caster level determines the item’s saving throw bonus, as well 
  as range or other level-dependent aspects of the powers of 
  the item (if variable). It also determines the level that must 
  be contended with should the item come under the effect of a 
  dispel magic spell or similar situation.
  For potions, scrolls, and wands, the creator can set the 
  caster level of an item at any number high enough to cast 
  the stored spell but not higher than her own caster level. For 
  other magic items, the caster level is determined by the item 
  itself. In this case, the creator’s caster level must be as high as 
  the item’s caster level (and prerequisites may effectively put a 
  higher minimum on the creator’s level).
  Slot: Most magic items can only be utilized if worn or 
  wielded in their proper slots. If the item is stowed or placed 
  elsewhere, it does not function. If the slot lists “none,” the 
  item must be held or otherwise carried to function.
  Price: This is the cost, in gold pieces, to purchase the item, 
  if it is available for sale. Generally speaking, magic items can 
  be sold by PCs for half this value. 
  Weight: This is the weight of an item. When a weight 
  figure is not given, the item has no weight worth noting (for 
  purposes of determining how much of a load a character 
  can carry).
  Description: This section of a magic item describes the 
  item’s powers and abilities. Potions, scrolls, staves, and wands 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703454
  703454
  451378
  451378
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703455
  703455
  451379
  451379
  461
  461
  15
  Magic Items
  Magic Items
  refer to various spells as part of their descriptions (see Chapter 
  10 for details on these spells).
  Construction: With the exception of artifacts, most magic 
  items can be built by a spellcaster with the appropriate feats 
  and prerequisites. This section describes those prerequisites.  
  Requirements: Certain requirements must be met in order 
  for a character to create a magic item. These include feats, spells, 
  and miscellaneous requirements such as level, alignment, and 
  race or kind. The prerequisites for creation of an item are given 
  immediately following the item’s caster level.
  A spell prerequisite may be provided by a character who has 
  prepared the spell (or who knows the spell, in the case of a 
  sorcerer or bard), or through the use of a spell completion or 
  spell trigger magic item or a spell-like ability that produces 
  the desired spell effect. For each day that passes in the creation 
  process, the creator must expend one spell completion item or 
  one charge from a spell trigger item if either of those objects 
  is used to supply a prerequisite.
  It is possible for more than one character to cooperate in 
  the creation of an item, with each participant providing one 
  or more of the prerequisites. In some cases, cooperation may 
  even be necessary.
  If two or more characters cooperate to create an item, they 
  must agree among themselves who will be considered the 
  creator for the purpose of determinations where the creator’s 
  level must be known.
  Cost: This is the cost in gold pieces to create the item. 
  Generally this cost is equal to half the price of an item, but 
  additional material components might increase this number. 
  The cost to create includes the costs derived from the base cost 
  plus the costs of the components.
  ArmOr
  In general, magic armor p rotects the wearer to a greater 
  extent than nonmagical armor. Magic armor b onuses are 
  enhancement bonuses, never rise above +5, and stack with 
  regular armor b onuses (and with shield and magic shield 
  enhancement bonuses). All magic armor is also masterwork 
  armor, reducing armor check penalties by 1.
  In addition to an enhancement b onus, armor may have 
  special abilities. Special abilities usually count as additional 
  b onuses for determining the market value of an item, but 
  do not improve AC. A suit of armor cannot have an effective 
  b onus (e nhancement plus special ability bonus equivalents) 
  higher than +10. A suit of armor with a special ability must 
  also have at least a +1 enhancement bonus.
  A suit of armor or a shield may be made of an u nusual 
  m aterial. Roll d%: 01–95 indicates that the item is of a 
  s tandard sort, and 96–100 indicates that it is made of a 
  s pecial material (see Chapter 6).
  Armor is always created so that if the type of armor comes 
  with a pair of boots, a helm, or a set of gauntlets, these pieces 
  can be switched for other magic boots, helms, or gauntlets.
  Table 15–1: Available Magic Items
  Community 
  Base
  Size 
  Value 
  Minor 
  Medium 
  Major
  Thorp 
  50 gp 
  1d4 items 
  — 
  —
  Hamlet 
  200 gp 
  1d6 items 
  — 
  —
  Village 
  500 gp 
  2d4 items 1d4 items 
  —
  Small town 
  1,000 gp 
  3d4 items 1d6 items 
  —
  Large town 
  2,000 gp 
  3d4 items 2d4 items 
  1d4 items
  Small city 
  4,000 gp 
  4d4 items 3d4 items 
  1d6 items
  Large city 
  8,000 gp 
  4d4 items 3d4 items 
  2d4 items
  Metropolis 
  16,000 gp 
  * 
  4d4 items 
  3d4 items
  * in a metropolis, nearly all minor magic items are available.
  Table 15–2: Random Magic Item Generation
  Minor 
  Medium 
  Major 
  Item
  01–04 
  01–10 
  01–10 
  Armor and shields
  05–09 
  11–20 
  11–20 
  Weapons
  10–44 
  21–30 
  21–25 
  Potions
  45–46 
  31–40 
  26–35 
  Rings
  — 
  41–50 
  36–45 
  Rods
  47–81 
  51–65 
  46–55 
  Scrolls
  — 
  66–68 
  56–75 
  Staves
  82–91 
  69–83 
  76–80 
  Wands
  92–100 
  84–100 
  81–100 
  Wondrous items
  Table 15–3: Armor and Shields
  Minor 
  Medium 
  Major 
  Item 
  Base Price
  01–60 
  01–05 
  — 
  +1 shield 
  1,000 gp
  61–80 
  06–10 
  — 
  +1 armor 
  1,000 gp
  81–85 
  11–20 
  — 
  +2 shield 
  4,000 gp
  86–87 
  21–30 
  — 
  +2 armor 
  4,000 gp
  — 
  31–40 
  01–08 
  +3 shield 
  9,000 gp
  — 
  41–50 
  09–16 
  +3 armor 
  9,000 gp
  — 
  51–55 
  17–27 
  +4 shield 
  16,000 gp
  — 
  56–57 
  28–38 
  +4 armor 
  16,000 gp
  — 
  — 
  39–49 
  +5 shield 
  25,000 gp
  — 
  — 
  50–57 
  +5 armor 
  25,000 gp
  — 
  — 
  — 
  +6 armor/shield1 
  36,000 gp
  — 
  — 
  — 
  +7 armor/shield1 
  49,000 gp
  — 
  — 
  — 
  +8 armor/shield1 
  64,000 gp
  — 
  — 
  — 
  +9 armor/shield1 
  81,000 gp
  — 
  — 
  — 
  +10 armor/shield1 
  100,000 gp
  88–89 
  58–60 
  58–60 Specific armor2 
  —
  90–91 
  61–63 
  61–63 
  Specific shield3 
  —
  92–100 64–100 
  64–100 
  Special ability 
  — 
    
   
   
  and roll again2,3
  1 Armor and shields can’t have enhancement bonuses higher 
  than +5. Use these lines to determine price when special 
  abilities are added in.
  2  Roll on Table 15–6. 
   
  3  Roll on Table 15–7.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703455
  703455
  451379
  451379
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703456
  703456
  451380
  451380
  462
  462
  Caster Level for Armor and Shields: The caster level of a magic 
  shield or magic armor with a special ability is given in the item 
  description. For an item with only an e nhancement bonus, the 
  caster level is three times the enhancement b onus. If an item has 
  both an enhancement bonus and a s pecial ability, the higher of 
  the two caster level requirements must be met.
  Shields: Shield enhancement bonuses stack with armor 
  enhancement bonuses. Shield enhancement bonuses do not 
  act as attack or damage bonuses when the shield is used 
  in a shield bash. The bashing special ability, however, does 
  grant a +1 bonus on attack and damage rolls (see the special 
  ability description).
  A shield could be built that also acted as a magic weapon, 
  but the cost of the enhancement bonus on attack rolls 
  would need to be added into the cost of the shield and its 
  enhancement bonus to AC.
  As with armor, special abilities built into the shield add to 
  the market value in the form of additions to the bonus of the 
  shield, although they do not improve AC. A shield cannot have 
  an e ffective bonus (enhancement plus special ability bonus 
  equivalents) higher than +10. A shield with a special ability 
  must also have at least a +1 enhancement bonus.
  Activation: Usually a character benefits from magic armor 
  and shields in exactly the way a c haracter benefits from 
  nonmagical armor and shields: by w earing them. If armor or 
  a shield has a special ability that the user needs to activate, 
  then the user u sually needs to utter the command word (a 
  standard action).
  Armor for Unusual Creatures: The cost of a rmor for 
  nonhumanoid creatures, as well as for creatures who are 
  neither Small nor Medium, varies (see Chapter 6). The cost 
  of the masterwork quality and any magical enhancement 
  remains the same.
  Magic Armor and Shield Special Ability 
  Descriptions
  Most magic armor and shields only have enhancement 
  bonuses. Such items can also have one or more of the special 
  abilities detailed below. Armor or a shield with a special ability 
  must have at least a +1 enhancement bonus.
  Animated: As a move action, an animated shield can be 
  loosed to defend its wielder on its own. For the following 
  4 rounds, the shield grants its bonus to the one who loosed 
  it and then drops. While animated, the shield provides its 
  shield bonus and the bonuses from all of the other shield 
  special abilities it possesses, but it cannot take actions on 
  its own, such as those provided by the bashing and blinding 
  abilities. It can, however, use special abilities that do not 
  require an action to function, such as arrow deflection and 
  reflecting. While animated, a shield shares the same space 
  as the activating character and accompanies the character 
  who activated it, even if the character moves by magical 
  means. A character with an animated shield still takes any 
  penalties associated with shield use, such as armor check 
  penalty, arcane spell failure chance, and nonproficiency. If 
  the wielder who loosed it has an unoccupied hand, she can 
  grasp it to end its animation as a free action. Once a shield 
  has been retrieved, it cannot be animated again for at least 4 
  rounds. This property cannot be added to a tower shield.
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, animate objects; Price +2 bonus.
  Arrow Catching: A shield with this ability attracts ranged 
  weapons to it. It has a deflection bonus of +1 against ranged 
  weapons because projectiles and thrown weapons veer t oward 
  it. Additionally, any projectile or thrown weapon aimed at 
  a t arget within 5 feet of the shield’s wearer diverts from its 
  o riginal t arget and targets the shield’s bearer instead. If the 
  wielder has total cover relative to the attacker, the projectile or 
  thrown weapon is not diverted. Additionally, those attacking 
  the w earer with ranged weapons ignore any miss chances that 
  would n ormally apply. Projectiles and thrown weapons that 
  have an e nhancement bonus higher than the shield’s base AC 
  bonus are not diverted to the wearer (but the shield’s deflection 
  bonus still applies against these weapons). The wielder can 
  a ctivate or d eactivate this ability with a command word.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, 
  entropic shield; Price +1 bonus.
  Arrow Deflection: This shield protects the wielder as if he 
  had the Deflect Arrows feat. Once per round when he would 
  normally be struck by a ranged weapon, he can make a DC 20 
  Reflex save. If the ranged weapon (or piece of ammunition) 
  has an enhancement bonus, the DC increases by that amount. 
  If he succeeds, the shield d eflects the weapon. He must be 
  aware of the attack and not f lat-footed. Attempting to deflect a 
  ranged weapon doesn’t count as an action. Exceptional ranged 
  weapons, such as boulders hurled by giants or acid arrows, 
  can’t be deflected.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  shield; Price +2 bonus.
  Bashing: A shield with this special ability is designed to 
  p erform a shield bash. A bashing shield deals damage as if it were a 
  weapon of two size categories larger (a Medium light shield thus 
  deals 1d6 points of damage and a Medium heavy shield deals 1d8 
  points of damage). The shield acts as a +1 w eapon when used to 
  bash. Only light and heavy shields can have this ability.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, bull’s strength; Price +1 bonus.
  Blinding: A shield with this ability f lashes with a 
  brilliant light up to twice per day upon command of the 
  wielder. Except for the wielder, anyone within 20 feet must 
  make a DC 14 Ref lex save or be blinded for 1d4 rounds.
  Moderate evocation; CL 7th; Craft Magic Arms and 
  Armor, searing light; Price +1 bonus.
  Energy Resistance: A suit of armor or a shield with this 
  property protects against one type of energy (acid, cold, 
  electricity, fire, or sonic) and is designed with patterns 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703456
  703456
  451380
  451380
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703457
  703457
  451381
  451381
  463
  463
  15
  Magic Items
  Magic Items
  d epicting the element it protects against. The armor absorbs 
  the first 10 points of energy damage per attack that the wearer 
  would normally take (similar to the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, 
  resist energy; Price +18,000 gp.
  Energy Resistance, Improved: As energy r esistance, except it 
  absorbs the first 20 points of e nergy damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and 
  Armor, resist energy; Price +42,000 gp.
  Energy Resistance, Greater: As energy resistance, e xcept it 
  absorbs the first 30 points of energy damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  Etherealness: On command, this ability allows the 
  wearer of the armor to become ethereal (as the ethereal jaunt 
  spell) once per day. The character can remain ethereal for 
  as long as desired, but once he returns to normal, he cannot 
  become ethereal again that day.
  Strong transmutation; CL 13th; Craft Magic Arms and 
  Armor, ethereal jaunt; Price +49,000 gp.
  Fortification: This suit of armor or shield produces a 
  m agical force that protects vital areas of the wearer more 
  effectively. When a critical hit or sneak attack is scored on 
  the wearer, there is a chance that the critical hit or sneak 
  attack is negated and damage is instead rolled normally.
    
  Chance for Normal 
  Base Price  
  Fortification Type 
  Damage  
  Modifier
  Light 
  25% 
  +1 bonus
  Moderate 
  50% 
  +3 bonus
  Heavy 
  75% 
  +5 bonus
  Strong abjuration; CL 13th; Craft Magic Arms and Armor, 
  limited wish or miracle; Price varies (see above).
  Ghost Touch: This armor or shield seems almost 
  t ranslucent. Both its enhancement bonus and its 
  armor bonus count against the attacks of corporeal and 
  incorporeal creatures. It can be picked up, moved, and worn 
  by corporeal and incorporeal creatures alike. Incorporeal 
  c reatures gain the armor’s or shield’s enhancement bonus 
  Table 15–4: Armor Special Abilities
    
    
    
   
   
  Base Price 
  Minor Medium Major 
  Special Ability 
  Modifier
  01–25 
  01–05 
  01–03 
  Glamered 
  +2,700 gp
  26–32 
  06–08 
  04 
  Fortification, light 
  +1 bonus1
  33–52 
  09–11 
  — 
  Slick 
   
  +3,750 gp
  53–92 
  12–17 
  — 
  Shadow  
  +3,750 gp
  93–96 
  18–19 
  — 
  Spell resistance (13) 
  +2 bonus1
  97 
  20–29 
  05–07 
  Slick, improved 
  +15,000 gp
  98–99 
  30–49 
  08–13 
  Shadow, improved 
  +15,000 gp
  — 
  50–74 
  14–28 
  Energy resistance 
  +18,000 gp
  — 
  75–79 
  29–33 
  Ghost touch 
  +3 bonus1
  — 
  80–84 
  34–35 
  Invulnerability 
  +3 bonus1
  — 
  85–89 
  36–40 
  Fortification,  
  +3 bonus1 
    
    
    
  moderate 
  — 
  90–94 
  41–42 
  Spell resistance (15) 
  +3 bonus1
  — 
  95–99 
  43  
  Wild 
   
  +3 bonus1
  — 
  — 
  44–48 
  Slick, greater 
  +33,750 gp
  — 
  — 
  49–58 
  Shad0w, greater 
  +33,750 gp
  — 
  — 
  59–83 
  Energy resistance,  +42,000 gp 
    
    
    
  improved
  — 
  — 
  84–88 
  Spell resistance (17) 
  +4 bonus1
  — 
  — 
  89 
  Etherealness  
  +49,000 gp
  — 
  — 
  90 
  Undead controlling +49,000 gp
  — 
  — 
  91–92 
  Fortification, heavy +5 bonus1
  — 
  — 
  93–94 
  Spell resistance (19) 
  +5 bonus1
  — 
  — 
  95–99 
  Energy resistance,  +66,000 gp 
    
    
    
  greater 
  100 
  100 
  100 
  Roll twice again2 
  —
  1   Add to enhancement bonus on Table 15–3 to determine 
  total market price.
  2   If you roll a special ability twice, only one counts. If you roll 
  two versions of the same special ability, use the better.
  Table 15–5: Shield Special Abilities
    
   
   
   
  Base Price 
  Minor Medium 
  Major 
  Special Ability 
  Modifier
  01–20 01–10 
  01–05 
  Arrow catching 
  +1 bonus1
  21–40 
  11–20 
  06–08 
  Bashing 
  +1 bonus1
  41–50 
  21–25 
  09–10 
  Blinding 
  +1 bonus1
  51–75 
  26–40 
  11–15 
  Fortification, light 
  +1 bonus1
  76–92 41–50 
  16–20 
  Arrow deflection 
  +2 bonus1
  93–97 
  51–57 
  21–25 
  Animated 
  +2 bonus1
  98–99 58–59 
  — 
  Spell resistance (13) 
  +2 bonus1
  — 
  60–79 
  26–41 
  Energy resistance 
  +18,000 gp
  — 
  80–85 
  42–46 
  Ghost touch 
  +3 bonus1
  — 
  86–95 
  47–56 
  Fortification, moderate +3 bonus1
  — 
  96–98 
  57–58 
  Spell resistance (15) 
  +3 bonus1
  — 
  99 
  59 
  Wild 
  +3 bonus1
  — 
  — 
  60–84 
  Energy resistance,  
  +42,000 gp 
    
   
   
  improved
  — 
  — 
  85–86 
  Spell resistance (17) 
  +4 bonus1
  — 
  — 
  87 
  Undead controlling 
  +49,000 gp
  — 
  — 
  88–91 
  Fortification, heavy 
  +5 bonus1
  — 
  — 
  92–93 
  Reflecting  
  +5 bonus1
  — 
  — 
  94 
  Spell resistance (19) 
  +5 bonus1
  — 
  — 
  95–99 
  Energy resistance,  
  +66,000 gp 
    
   
   
  greater
  100 
  100 
  100 
  Roll twice again2 
  —
  1   Add to enhancement bonus on Table 15–3 to determine 
  total market price.
  2   If you roll a special ability twice, only one counts. If you roll 
  two versions of the same special ability, use the better.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703457
  703457
  451381
  451381
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703458
  703458
  451382
  451382
  464
  464
  against both corporeal and incorporeal attacks, and they 
  can still pass freely through solid objects.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, etherealness; Price +3 bonus.
  Glamered: Upon command, a suit of glamered armor 
  changes shape and appearance to assume the form of a 
  normal set of clothing. The armor retains all its properties 
  (including weight) when it is so disguised. Only a true seeing 
  spell or similar magic reveals the true nature of the armor 
  when disguised.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, 
  disguise self; Price +2,700 gp.
  Invulnerability: This suit of armor grants the wearer 
  damage reduction 5/magic.
  Strong abjuration and e vocation (if m iracle is used); CL 
  18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; 
  Price +3 bonus.
  Reflecting: This shield seems like a highly polished mirror. 
  Its surface is completely reflective. Once per day, it can be 
  called on to reflect a spell back at its caster exactly like the spell 
  turning spell.
  Strong abjuration; CL 14th; Craft Magic Arms and Armor, 
  spell turning; Price +5 bonus.
  Shadow: This armor blurs the wearer whenever she tries to 
  hide, while also dampening the sound around her, granting 
  a +5 competence bonus on Stealth checks. The armor’s armor 
  check penalty still applies normally.
  Faint illusion; CL 5th; Craft Magic Arms and Armor, 
  invisibility, silence; Price +3,750 gp.
  Shadow, Improved: As shadow, except it grants a +10 
  competence bonus on Stealth checks.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, 
  invisibility, silence; Price +15,000 gp.
  Shadow, Greater: As shadow, except it grants a +15 competence 
  bonus on Stealth checks.
  Strong illusion; CL 15th; Craft Magic Arms and Armor, 
  i nvisibility, silence; Price +33,750 gp.
  Slick: Slick armor seems coated at all times with a slightly 
  greasy oil. It provides a +5 competence bonus on its wearer’s 
  Escape Artist checks. The armor’s armor check penalty still 
  a pplies normally.
  Faint conjuration; CL 4th; Craft Magic Arms and Armor, 
  grease; Price +3,750 gp.
  Slick, Improved: As slick, except it grants a +10 competence 
  bonus on Escape Artist checks.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, grease; Price +15,000 gp.
  Slick, Greater: As slick, except it grants a +15 competence 
  b onus on Escape Artist checks.
  Strong conjuration; CL 15th; Craft Magic Arms and Armor, 
  grease; Price +33,750 gp.
  Spell Resistance: This property grants the armor’s wearer 
  spell resistance while the armor is worn. The spell resistance 
  can be 13, 15, 17, or 19, depending on the armor.
  Strong abjuration; CL 15th; Craft Magic Arms and Armor, 
  spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus 
  (SR 17), or +5 bonus (SR 19).
  Undead Controlling: Undead controlling armor or shields 
  often have skeletal or other grisly decorations or flourishes 
  to their decor. They let the user control up to 26 HD of 
  undead per day, as the control undead spell. At dawn each 
  day, the wearer loses c ontrol of any undead still under his 
  sway. Armor or a shield with this ability appears to be made 
  of bone; this feature is e ntirely decorative and has no other 
  effect on the armor.
  Strong necromancy; CL 13th; Craft Magic Arms and Armor, 
  control undead; Price +49,000 gp.
  Wild: The wearer of a suit of armor or a shield with this 
  a bility preserves his armor bonus (and any enhancement 
  b onus) while in a wild shape. Armor and shields with this 
  ability u sually a ppear to be covered in leaf patterns. While the 
  wearer is in a wild shape, the armor cannot be seen.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, baleful polymorph; Price +3 bonus.
  Specific Armors
  ADAMANTINE BREASTPLATE
  Aura no aura (nonmagical); CL —
  Slot armor; Price 10,200 gp; Weight 30 lbs.
  DESCRIPTION
  This nonmagical breastplate is made of adamantine, giving its 
  wearer damage reduction of 2/—. 
  Table 15–6: Specific Armors
    
   
   
   
  Market  
  Minor 
  Medium Major 
  Specific Armor 
  Price
  01–50 
  01–25 
  — 
  Mithral shirt 
  1,100 gp
  51–80 
  26–45 
  — 
  Dragonhide plate 
  3,300 gp
  81–100 
  46–57 
  — 
  Elven chain 
  5,150 gp
  — 
  58–67 
  — 
  Rhino hide 
  5,165 gp
  — 
  68–82 
  01–10 
  Adamantine  
  10,200 gp 
    
   
   
  breastplate
  — 
  83–97 
  11–20 
  Dwarven plate 
  16,500 gp
  — 
  98–100 
  21–32 
  Banded mail  
  18,900 gp 
    
   
   
  of luck
  — 
  — 
  33–50 
  Celestial armor 
  22,400 gp
  — 
  — 
  51–60 
  Plate armor  
  24,650 gp 
    
   
   
  of the deep
  — 
  — 
  61–75 
  Breastplate of 
  25,400 gp 
    
   
   
  command
  — 
  — 
  76–90 
  Mithral full plate  
  26,500 gp 
    
   
   
  of speed
  — 
  — 
  91–100 Demon armor 
  52,260 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703458
  703458
  451382
  451382
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703459
  703459
  451383
  451383
  465
  465
  15
  Magic Items
  Magic Items
  BANDED MAIL OF LUCK
  Aura strong enchantment; CL 12th
  Slot armor; Price 18,900 gp; Weight 35 lbs.
  DESCRIPTION
  Ten 100-gp gems adorn this +3 banded mail. Once per week, the 
  armor allows its wearer to require that an attack roll made against 
  him be rerolled. He must take whatever consequences come from 
  the second roll. The wearer’s player must decide whether to have 
  the attack roll rerolled before damage is rolled. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bless; Cost 9,650 gp
  BREASTPLATE OF COMMAND
  Aura strong enchantment; CL 15th
  Slot armor; Price 25,400 gp; Weight 30 lbs.
  DESCRIPTION
  This +2 breastplate bestows a commanding aura upon its wearer. 
  The wearer gains a +2 competence bonus on all Charisma checks, 
  including  Charisma-based skill checks. The wearer also gains a 
  +2 competence bonus to his Leadership score. Friendly troops 
  within 360 feet of the user become braver than normal, gaining a 
  +2 resistance bonus on saving throws against fear. Since the effect 
  arises in great part from the distinctiveness of the armor, it does 
  not function if the wearer hides or conceals herself in any way. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, mass charm monster; 
  Cost 12,875 gp
  CELESTIAL ARMOR
  Aura faint transmutation [good]; CL 5th
  Slot armor; Price 22,400 gp; Weight 20 lbs.
  DESCRIPTION
  This bright silver or gold +3 chainmail is so fine and light that 
  it can be worn under normal clothing without betraying its 
  presence. It has a maximum Dexterity bonus of +8, an armor 
  check penalty of –2, and an arcane spell failure chance of 15%. 
  It is considered light armor and allows the wearer to use fly on 
  command (as the spell) once per day. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fly, creator must be 
  good; Cost 11,350 gp
  DEMON ARMOR
  Aura strong necromancy [evil]; CL 13th
  Slot armor; Price 52,260 gp; Weight 50 lbs.
  DESCRIPTION
  This plate armor is fashioned to make the wearer appear to be 
  a demon. The helmet is shaped to look like a horned demon 
  Breastplate of Command
  Mithral Full  
  Plate of Speed
  Winged Shield
  Wild Hide Armor
  Dragonhide Plate
  Dwarven Plate
  Celestial Armor
  Caster’s Shield
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703459
  703459
  451383
  451383
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703460
  703460
  451384
  451384
  466
  466
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, haste; Cost 18,500 gp
  MITHRAL SHIRT
  Aura no aura (nonmagical); CL —
  Slot armor; Price 1,100 gp; Weight 10 lbs.
  DESCRIPTION
  This extremely light chain shirt is made of very fine mithral 
  links. The armor has an arcane spell failure chance of 10%, a 
  maximum Dexterity bonus of +6, and no armor check penalty. It 
  is considered light armor. 
  PLATE ARMOR OF THE DEEP
  Aura moderate abjuration; CL 11th
  Slot armor; Price 24,650 gp; Weight 50 lbs.
  DESCRIPTION
  This +1 full plate is decorated with a wave and fish motif. 
  Although the armor remains as heavy and bulky as normal 
  full plate, the wearer of plate armor of the deep is treated as 
  unarmored for purposes of Swim checks. The wearer can 
  breathe underwater and can converse with any water-breathing 
  creature with a language. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, freedom of movement, 
  tongues, water breathing; Cost 13,150 gp
  RHINO HIDE
  Aura moderate transmutation; CL 9th
  Slot armor; Price 5,165 gp; Weight 25 lbs.
  DESCRIPTION
  This +2 hide armor is made from rhinoceros hide. In addition 
  to granting a +2 enhancement bonus to AC, it has a –1 armor 
  check penalty and deals an additional 2d6 points of damage on 
  any successful charge attack made by the wearer, including a 
  mounted charge. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bull’s strength; Cost 
  2,665 gp
  Specific Shields
  ABSORBING SHIELD
  Aura strong transmutation; CL 17th
  Slot shield; Price 50,170 gp; Weight 15 lbs.
  DESCRIPTION
  This +1 heavy steel shield is made of metal, but its color is flat black 
  that seems to absorb light. Once every 2 days, on command, it can 
  disintegrate an object that it touches, as the spell but requiring a 
  melee touch attack. This effect only functions as an attack—it can’t 
  be activated to target a creature or weapon as it strikes the shield.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, disintegrate; Cost 
  25,170 gp
  head, and its wearer looks out of the open, tooth-filled mouth. 
  This +4 full plate allows the wearer to make claw attacks 
  that deal 1d10 points of damage, strike as +1 weapons, and 
  afflict the target as if she had been struck by a contagion spell 
  (Fortitude DC 14 negates). Use of contagion requires a normal 
  melee attack with the claws. The “claws” are built into the 
  armor’s vambraces and gauntlets, and cannot be disarmed. 
  A suit of demon armor is infused with evil, and as a result it 
  bestows one negative level on any nonevil creature wearing it. 
  This negative level persists as long as the armor is worn and 
  disappears when the armor is removed. The negative level 
  cannot be overcome in any way (including restoration spells) 
  while the armor is worn. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, contagion; Cost 
  26,955 gp
  DWARVEN PLATE
  Aura no aura (nonmagical); CL —
  Slot armor; Price 16,500 gp; Weight 50 lbs.
  DESCRIPTION
  This full plate is made of adamantine, giving its wearer damage 
  reduction of 3/—. 
  DRAGONHIDE PLATE
  Aura no aura (nonmagical); CL —
  Slot armor; Price 3,300 gp; Weight 50 lbs.
  DESCRIPTION
  This suit of full plate is made of dragonhide, rather than metal, so 
  druids can wear it. It is otherwise identical to masterwork full plate. 
  ELVEN CHAIN
  Aura no aura (nonmagical); CL —
  Slot armor; Price 5,150 gp; Weight 20 lbs.
  DESCRIPTION
  This extremely light chainmail is made of very fine mithral links. 
  This armor is treated, in all ways, like light armor, including when 
  determining proficiency. The armor has an arcane spell failure 
  chance of 20%, a maximum Dexterity bonus of +4, and an armor 
  check penalty of –2. 
  MITHRAL FULL PLATE OF SPEED
  Aura faint transmutation; CL 5th
  Slot armor; Price 26,500 gp; Weight 25 lbs.
  DESCRIPTION
  As a free action, the wearer of this fine set of +1 mithral full plate 
  can activate it, enabling him to act as though affected by a haste 
  spell for up to 10 rounds each day. The duration of the haste effect 
  need not be consecutive rounds.
  The armor has an arcane spell failure chance of 25%, a maximum 
  Dexterity bonus of +3, and an armor check penalty of –3. It is 
  considered medium armor, except that you must be proficient in 
  heavy armor to avoid taking nonproficiency penalties. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703460
  703460
  451384
  451384
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703461
  703461
  451385
  451385
  467
  467
  15
  Magic Items
  Magic Items
  CASTER’S SHIELD
  Aura moderate abjuration; CL 6th
  Slot shield; Price 3,153 gp (plus the value of the scroll spell if one is 
  currently scribed); Weight 5 lbs.
  DESCRIPTION
  This +1 light wooden shield has a leather strip on the back on which a 
  spellcaster can scribe a single spell as on a scroll. A spell so scribed 
  requires half the normal cost in raw materials. The strip cannot 
  accommodate spells of higher than 3rd level. The strip is reusable.
  A random caster’s shield has a 50% chance of having a single 
  medium scroll spell on it. The spell is divine (01–80 on d%) or arcane 
  (81–100). A caster’s shield has a 5% arcane spell failure chance. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Scribe Scroll, creator 
  must be at least 6th level; Cost 1,653 gp
  DARKWOOD BUCKLER
  Aura no aura (nonmagical); CL —
  Slot shield; Price 205 gp; Weight 2.5 lbs.
  DESCRIPTION
  This nonmagical light wooden shield is made out of darkwood. It 
  has no enhancement bonus, but its construction material makes it 
  lighter than a normal wooden shield. It has no armor check penalty. 
  DARKWOOD SHIELD
  Aura no aura (nonmagical); CL —
  Slot shield; Price 257 gp; Weight 5 lbs.
  DESCRIPTION
  This nonmagical heavy wooden shield is made out of darkwood. It 
  has no enhancement bonus, but its construction material makes it 
  lighter than a normal wooden shield. It has no armor check penalty. 
  LION’S SHIELD
  Aura moderate conjuration; CL 10th
  Slot shield; Price 9,170 gp; Weight 15 lbs.
  DESCRIPTION
  This +2 heavy steel shield is fashioned to appear to be a roaring lion’s 
  head. Three times per day as a free action, the lion’s head can be 
  commanded to attack (independently of the shield wearer), biting 
  with the wielder’s base attack bonus (including multiple attacks, if 
  the wielder has them) and dealing 2d6 points of damage. This attack 
  is in addition to any actions performed by the wielder.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, summon nature’s ally 
  IV; Cost  4,670 gp
  MITHRAL HEAVy SHIELD
  Aura no aura (nonmagical); CL —
  Slot shield; Price 1,020 gp; Weight 5 lbs.
  DESCRIPTION
  This heavy shield is made of mithral and thus is much lighter than 
  a standard steel shield. It has a 5% arcane spell failure chance and 
  no armor check penalty.
  SPINED SHIELD
  Aura moderate evocation; CL 6th
  Slot shield; Price 5,580 gp; Weight 15 lbs.
  DESCRIPTION
  This +1 heavy steel shield is covered in spines. It acts as a normal 
  spiked shield. On command up to three times per day, the shield’s 
  wearer can fire one of the shield’s spines. A fired spine has a +1 
  enhancement bonus, a range increment of 120 feet, and deals 1d10 
  points of damage (19–20/x2). Fired spines regenerate each day. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, magic missile; Cost 
  2,875 gp
  WINGED SHIELD
  Aura faint transmutation; CL 5th
  Slot shield; Price 17,257 gp; Weight 10 lbs.
  DESCRIPTION
  This heavy wooden shield has a +3 enhancement bonus. Arching 
  bird wings are carved into the face of the shield. Once per day, it 
  can be commanded to fly (as the spell), carrying the wielder. The 
  shield can carry up to 133 pounds and move at 60 feet per round, 
  or up to 266 pounds and move at 40 feet per round. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fly; Cost 8,707 gp
  weApONs
  A magic weapon is enhanced to strike more truly and deliver 
  more damage. Magic weapons have enhancement bonuses 
  ranging from +1 to +5. They apply these bonuses to both attack 
  and damage rolls when used in combat. All magic weapons 
  are also masterwork weapons, but their masterwork bonuses 
  on attack rolls do not stack with their enhancement bonuses 
  on attack rolls.
  Weapons come in two basic categories: melee and ranged. 
  Some of the weapons listed as melee weapons can also be used 
  as ranged weapons. In this case, their enhancement bonuses 
  a pply to both melee and ranged attacks.
  Some magic weapons have special abilities. Special abilities 
  count as additional bonuses for d etermining the market value 
  of the item, but do not modify attack or damage b onuses 
  Table 15–7: Specific Shields
    
   
   
   
  Market 
  Minor 
  Medium Major 
  Specific Shield 
  Price
  01–30 
  01–20 
  — 
  Darkwood buckler 
  205 gp
  31–80 
  21–45 
  — 
  Darkwood shield 
  257 gp
  81–95 
  46–70 
  — 
  Mithral heavy shield 
  1,020 gp
  96–100 
  71–85 
  01–20 
  Caster’s shield 
  3,153 gp
  — 
  86–90 
  21–40 
  Spined shield 
  5,580 gp
  — 
  91–95 
  41–60 
  Lion’s shield 
  9,170 gp
  — 
  96–100 61–90 
  Winged shield 
  17,257 gp
  — 
  — 
  91–100 
  Absorbing shield 
  50,170 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703461
  703461
  451385
  451385
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703462
  703462
  451386
  451386
  468
  468
  (except where specifically noted). A single weapon cannot have a 
  modified bonus (e nhancement bonus plus special ability bonus 
  e quivalents) higher than +10. A weapon with a special ability 
  must also have at least a +1 enhancement bonus. Weapons 
  cannot possess the same special ability more than once.
  Weapons or ammunition can be made of an u nusual 
  m aterial. Roll d%: 01–95 indicates that the item is of a s tandard 
  sort, and 96–100 indicates that it is made of a s pecial material 
  (see Chapter 6).
  Caster Level for Weapons: The caster level of a w eapon 
  with a special ability is given in the item description. For an 
  item with only an enhancement bonus and no other a bilities, 
  the caster level is three times the e nhancement b onus. If an 
  item has both an enhancement bonus and a s pecial a bility, 
  the higher of the two caster level r equirements must be met.
  Additional Damage Dice: Some magic weapons deal 
  a dditional dice of damage. Unlike other modifiers to d amage, 
  additional dice of damage are not multiplied when the attacker 
  scores a critical hit.
  Ranged Weapons and Ammunition: The e nhancement 
  bonus from a ranged weapon does not stack with the 
  e nhancement bonus from ammunition. Only the higher of 
  the two enhancement bonuses applies.
  Ammunition fired from a projectile weapon with an 
  e nhancement bonus of +1 or higher is treated as a magic 
  weapon for the purpose of overcoming damage reduction. 
  Similarly, ammunition fired from a projectile weapon with 
  an alignment gains the alignment of that projectile weapon.
  Magic Ammunition and Breakage: When a magic arrow, 
  crossbow bolt, or sling bullet misses its target, there is a 
  50% chance it breaks or is otherwise rendered useless. A 
  magic a rrow, bolt, or bullet that successfully hits a target is 
  automatically destroyed after it delivers its damage.
  Light Generation: Fully 30% of magic weapons shed light 
  equivalent to a light spell. These glowing weapons are quite 
  obviously magical. Such a weapon can’t be concealed when 
  drawn, nor can its light be shut off. Some of the specific 
  weapons detailed below always or never glow, as defined in 
  their descriptions.
  Damaging Magic Weapons: An attacker cannot damage 
  a magic weapon that has an enhancement bonus unless his 
  weapon has at least as high an enhancement bonus as the 
  weapon struck.
  Activation: Usually a character benefits from a magic 
  weapon in the same way a character benefits from a mundane 
  weapon—by attacking with it. If a weapon has a special ability 
  that the user needs to activate, then the user usually needs to 
  u tter a command word (a standard action). A character can 
  activate the special abilities of 50 pieces of ammunition at the 
  same time, assuming each piece has identical abilities.
  Magic Weapons and Critical Hits: Some weapon qualities 
  and some specific weapons have an extra effect on a critical hit. 
  This special effect also functions against creatures not normally 
  subject to critical hits. On a successful critical roll, apply the 
  special effect, but do not multiply the weapon’s regular damage. 
  Weapons for Unusually Sized Creatures: The cost of 
  weapons for creatures who are neither Small nor Medium 
  varies (see Chapter 6). The cost of the masterwork quality and 
  any magical enhancement remains the same.
  Special Qualities: Roll d%. A 01–30 result indicates that 
  the item sheds light, 31–45 indicates that something (a d esign, 
  inscription, or the like) provides a clue to the w eapon’s f unction, 
  and 46–100 indicates no special qualities. 
  Magic Weapon Special Ability Descriptions
  A weapon with a special ability must also have at least a +1 
  enhancement bonus.
  Anarchic: An anarchic weapon is i nfused with the power 
  of chaos. It makes the weapon c haotically aligned and thus 
  bypasses the corresponding damage r eduction. It deals an 
  extra 2d6 points of damage against all creatures of lawful 
  alignment. It bestows one permanent negative level (see page 
  562) on any lawful creature attempting to wield it. The negative 
  level remains as long as the weapon is in hand and disappears 
  when the weapon is no longer wielded. This negative level 
  cannot be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and 
  Armor, chaos hammer, creator must be chaotic; Price +2 bonus.
  Axiomatic: An axiomatic weapon is infused with lawful 
  power. It makes the weapon law-aligned and thus bypasses the 
  corresponding damage reduction. It deals an extra 2d6 points 
  of damage against chaotic creatures. It bestows one permanent 
  Table 15–8: Weapons
  Minor 
  Medium 
  Major 
  Weapon Bonus Base Price1
  01–70 
  01–10 
  — 
  +1 
  2,000 gp
  71–85 
  11–29 
  — 
  +2 
  8,000 gp
  — 
  30–58 
  01–20 
  +3 
  18,000 gp
  — 
  59–62 
  21–38 
  +4 
  32,000 gp
  — 
  — 
  39–49 
  +5 
  50,000 gp
  — 
  — 
  — 
  +62 
  72,000 gp
  — 
  — 
  — 
  +72 
  98,000 gp
  — 
  — 
  — 
  +82 
  128,000 gp
  — 
  — 
  — 
  +92 
  162,000 gp
  — 
  — 
  — 
  +102 
  200,000 gp
  86–90 
  63–68 
  50–63 Specific weapon3 
  —
  91–100 
  69–100 
  64–100 
  Special ability 
  —
    
   
   
  and roll again4
  1   For ammunition, t his price is for 50 arrows, bolts, or bullets.
  2   A weapon can’t have an enhancement bonus higher than +5. 
  Use these lines to determine price when special abilities are 
  added in.
  3   See Table 15–11.
  4   See Table 15–9 for melee weapons and Table 15–10 for 
  ranged weapons.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703462
  703462
  451386
  451386
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703463
  703463
  451387
  451387
  469
  469
  15
  Magic Items
  Magic Items
  negative level (see page 562) on any chaotic creature attempting 
  to wield it. The negative level remains as long as the weapon is 
  in hand and disappears when the weapon is no longer wielded. 
  This negative level cannot be overcome in any way (including 
  restoration spells) while the weapon is wielded.
  Moderate evocation [lawful]; CL 7th; Craft Magic Arms and 
  Armor, order’s wrath, creator must be lawful; Price +2 bonus.
  Bane: A bane weapon excels against certain foes. Against a 
  designated foe, the weapon’s e nhancement bonus is +2 better 
  than its actual bonus. It also deals an extra 2d6 points of 
  damage against the foe. To r andomly determine a weapon’s 
  designated foe, roll on the f ollowing table.
  d% 
  Designated Foe
  01–05 
  Aberrations 
  06–09 
  Animals 
  10–16 
  Constructs
  17–22 
  Dragons 
  23–27 
  Fey 
  28–60 
  Humanoids (pick one subtype) 
  61–65 
  Magical beasts 
   
  66–70 
  Monstrous humanoids 
   
  71–72 
  Oozes
  73–88 
  Outsiders (pick one subtype)
  89–90 
  Plants
  91–98 
  Undead
  99–100 
  Vermin
  Table 15–9: Melee Weapon Special Abilities
    
   
   
   
  Base Price 
  Minor 
  Medium 
  Major 
  Special Ability 
  Modifier1
  01–10 
  01–06 
  01–03 
  Bane 
  +1 bonus
  11–17 
  07–12 
  — 
  Defending 
  +1 bonus
  18–27 
  13–19 
  04–06 
  Flaming 
  +1 bonus
  28–37 
  20–26 
  07–09 
  Frost 
  +1 bonus
  38–47 
  27–33 
  10–12 
  Shock 
  +1 bonus
  48–56 
  34–38 
  13–15 
  Ghost touch 
  +1 bonus
  57–67 
  39–44 
  — 
  Keen2 
  +1 bonus
  68–71 
  45–48 
  16–19 
  Ki Focus 
  +1 bonus
  72–75 
  49–50 
  — 
  Merciful 
  +1 bonus
  76–82 
  51–54 
  20–21 
  Mighty cleaving 
  +1 bonus
  83–87 
  55–59 
  22–24 
  Spell storing 
  +1 bonus
  88–91 
  60–63 
  25–28 
  Throwing 
  +1 bonus
  92–95 
  64–65 
  29–32 
  Thundering 
  +1 bonus
  96–99 
  66–69 
  33–36 
  Vicious 
  +1 bonus
  — 
  70–72 
  37–41 
  Anarchic 
  +2 bonus
  — 
  73–75 
  42–46 
  Axiomatic 
  +2 bonus
  — 
  76–78 
  47–49 
  Disruption3 
  +2 bonus
  — 
  79–81 
  50–54 
  Flaming burst 
  +2 bonus
  — 
  82–84 
  55–59 
  Icy burst 
  +2 bonus
  — 
  85–87 
  60–64 
  Holy 
  +2 bonus
  — 
  88–90 
  65–69 
  Shocking burst 
  +2 bonus
  — 
  91–93 
  70–74 
  Unholy 
  +2 bonus
  — 
  94–95 
  75–78 
  Wounding 
  +2 bonus
  — 
  — 
  79–83 
  Speed 
  +3 bonus
  — 
  — 
  84–86 
  Brilliant energy 
  +4 bonus
  — 
  — 
  87–88 
  Dancing 
  +4 bonus
  — 
  — 
  89–90 
  Vorpal2 
  +5 bonus
  100 
  96–100 
  91–100 Roll again twice4 
  —
  1  Add to enhancement bonus on Table 15–8 to determine 
  total market price.
  2  Piercing or slashing weapons only (slashing only for vorpal). 
  Reroll if randomly generated for a bludgeoning weapon.
  3  Bludgeoning weapons only. Reroll if randomly generated 
  for a piercing or slashing weapon.
  4  Reroll if you get a duplicate special ability, an ability 
  incompatible with an ability that you’ve already rolled, or 
  if the extra ability puts you over the +10 limit. A weapon’s 
  enhancement bonus and special ability bonus equivalents 
  can’t total more than +10.
  Table 15–10: Ranged Weapon Special Abilities
    
   
   
   
  Base  
    
   
   
   
  Price 
  Minor 
  Medium 
  Major 
  Special Ability 
  Modifier1
  01–12 
  01–08 
  01–04 
  Bane2 
  +1 bonus
  13–25 
  09–16 
  05–08 
  Distance 
  +1 bonus
  26–40 
  17–28 
  09–12 
  Flaming2 
  +1 bonus
  41–55 
  29–40 
  13–16 
  Frost2 
  +1 bonus
  56–60 
  41–42 
  — 
  Merciful2 
  +1 bonus
  61–68 
  43–47 
  17–21 
  Returning 
  +1 bonus
  69–83 
  48–59 
  22–25 
  Shock2 
  +1 bonus
  84–93 
  60–64 
  26–27 
  Seeking 
  +1 bonus
  94–99 
  65–68 
  28–29 
  Thundering2 
  +1 bonus
  — 
  69–71 
  30–34 
  Anarchic2 
  +2 bonus
  — 
  72–74 
  35–39 
  Axiomatic2 
  +2 bonus
  — 
  75–79 
  40–49 
  Flaming burst2 
  +2 bonus
  — 
  80–82 
  50–54 
  Holy2 
  +2 bonus
  — 
  83–87 
  55–64 
  Icy burst2 
  +2 bonus
  — 
  88–92 
  65–74 
  Shocking burst2 
  +2 bonus
  — 
  93–95 
  75–79 
  Unholy2 
  +2 bonus
  — 
  — 
  80–84 
  Speed 
  +3 bonus
  — 
  — 
  85–90 
  Brilliant energy 
  +4 bonus
  100 
  96–100 
  91–100 
  Roll again twice2 
  —
  1   Add to enhancement bonus on Table 15–8 to determine 
  total market price.
  2   Bows, crossbows, and slings crafted with this ability 
  bestow this power upon their ammunition.
  3   Reroll if you get a duplicate special ability, an ability 
  incompatible with an ability that you’ve already rolled, or 
  if the extra ability puts you over the +10 limit. A weapon’s 
  enhancement bonus and special ability bonus equivalents 
  can’t total more than +10.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703463
  703463
  451387
  451387
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703464
  703464
  451388
  451388
  470
  470
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, summon monster I; Price +1 bonus.
  Brilliant Energy: A brilliant energy weapon has its significant 
  portion transformed into light, although this does not modify 
  the item’s weight. It always gives off light as a torch (20-foot 
  radius). A brilliant energy weapon ignores nonliving matter. 
  Armor and shield bonuses to AC (including any enhancement 
  bonuses to that armor) do not count against it because the 
  weapon passes through armor. (Dexterity, deflection, dodge, 
  natural armor, and other such bonuses still apply.) A brilliant 
  energy weapon cannot harm undead, constructs, and objects. 
  This property can only be applied to melee weapons, thrown 
  weapons, and ammunition.
  Strong transmutation; CL 16th; Craft Magic Arms and 
  Armor, gaseous form, continual flame; Price +4 bonus.
  Dancing: As a standard action, a dancing weapon can be 
  loosed to attack on its own. It fights for 4 rounds using the 
  base attack bonus of the one who loosed it and then drops. 
  While dancing, it cannot make attacks of opportunity, and 
  the person who activated it is not considered armed with the 
  weapon. The weapon is considered wielded or attended by the 
  creature for all maneuvers and effects that target items. While 
  dancing, the weapon shares the same space as the activating 
  character and can attack adjacent foes (weapons with reach 
  can attack opponents up to 10 feet away). The dancing weapon 
  accompanies the person who activated it everywhere, whether 
  she moves by physical or magical means. If the wielder who 
  loosed it has an unoccupied hand, she can grasp it while it is 
  attacking on its own as a free action; when so retrieved, the 
  weapon can’t dance (attack on its own) again for 4 rounds.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, animate objects; Price +4 bonus.
  Defending: A defending weapon allows the wielder to transfer 
  some or all of the weapon’s enhancement bonus to his AC as a 
  bonus that stacks with all others. As a free action, the wielder 
  chooses how to allocate the weapon’s enhancement bonus at 
  the start of his turn before using the weapon, and the bonus 
  to AC lasts until his next turn.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, 
  shield or shield of faith; Price +1 bonus.
  Disruption: A disruption weapon is the bane of all undead. 
  Any undead creature struck in combat must succeed on a DC 
  14 Will save or be destroyed. A disruption weapon must be a 
  bludgeoning melee weapon.
  Strong conjuration; CL 14th; Craft Magic Arms and Armor, 
  heal; Price +2 bonus.
  Distance: This special ability can only be placed on a ranged 
  weapon. A distance weapon has double the range increment of 
  other weapons of its kind.
  Moderate divination; CL 6th; Craft Magic Arms and Armor, 
  clairaudience/clairvoyance; Price +1 bonus.
  Flaming: Upon command, a flaming weapon is sheathed 
  in fire that deals an extra 1d6 points of fire damage on a 
  successful hit. The fire does not harm the wielder. The effect 
  remains until another command is given. 
  Moderate evocation; CL 10th; Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Price +1 bonus.
  Flaming Burst: A flaming burst weapon functions as a flaming 
  weapon that also explodes with flame upon striking a successful 
  critical hit. The fire does not harm the wielder. In addition to 
  the extra fire damage from the flaming ability (see above), a 
  flaming burst weapon deals an extra 1d10 points of fire damage 
  on a successful critical hit. If the weapon’s critical multiplier 
  is ×3, add an extra 2d10 points of fire damage instead, and if 
  the multiplier is ×4, add an extra 3d10 points of fire damage. 
  Even if the flaming ability is not active, the weapon still 
  deals its extra fire damage on a successful critical hit.
  Strong evocation; CL 12th; Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Price +2 bonus.
  Frost: Upon command, a frost weapon is sheathed in icy cold 
  that deals an extra 1d6 points of cold damage on a successful 
  hit. The cold does not harm the wielder. The effect remains 
  until another command is given.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  chill metal or ice storm; Price +1 bonus.
  Ghost Touch: A ghost touch weapon deals damage 
  normally against incorporeal creatures, regardless of 
  its bonus. An incorporeal creature’s 50% reduction in 
  damage from corporeal sources does not apply to attacks 
  made against it with ghost touch weapons. The weapon can 
  be picked up and moved by an incorporeal creature at any 
  time. A manifesting ghost can wield the weapon against 
  corporeal foes. Essentially, a ghost touch weapon counts as 
  both corporeal or incorporeal.
  Moderate conjuration; CL 9th; Craft Magic Arms and 
  Armor, plane shift; Price +1 bonus.
  Holy: A holy weapon is imbued with holy power. This 
  power makes the weapon good-aligned and thus bypasses the 
  corresponding damage reduction. It deals an extra 2d6 points 
  of damage against all creatures of evil alignment. It bestows 
  one permanent negative level on any evil creature attempting 
  to wield it. The negative level remains as long as the weapon is 
  in hand and disappears when the weapon is no longer wielded. 
  This negative level cannot be overcome in any way (including 
  by restoration spells) while the weapon is wielded.
  Moderate evocation [good]; CL 7th; Craft Magic Arms and 
  Armor, holy smite, creator must be good; Price +2 bonus.
  Icy Burst: An icy burst weapon functions as a frost weapon that 
  also explodes with frost upon striking a successful critical hit. 
  The frost does not harm the wielder. In addition to the extra 
  damage from the frost ability, an icy burst weapon deals an extra 
  1d10 points of cold damage on a successful critical hit. If the 
  weapon’s critical multiplier is ×3, add an extra 2d10 points of 
  cold damage instead, and if the multiplier is ×4, add an extra 
  3d10 points. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703464
  703464
  451388
  451388
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703465
  703465
  451389
  451389
  471
  471
  15
  Magic Items
  Magic Items
  Even if the frost ability is not active, the weapon still deals 
  its extra cold damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, 
  chill metal or ice storm; Price +2 bonus.
  Keen: This ability doubles the threat range of a weapon. 
  Only piercing or slashing melee weapons can be keen. If you 
  roll this property randomly for an inappropriate weapon, 
  reroll. This benefit doesn’t stack with any other effect that 
  expands the threat range of a weapon (such as the keen edge 
  spell or the Improved Critical feat).
  Moderate transmutation; CL 10th; Craft Magic Arms and 
  Armor, keen edge; Price +1 bonus.
  Ki Focus: The magic weapon serves as a channel for the 
  wielder’s ki, allowing her to use her special ki attacks through 
  the weapon as if they were unarmed attacks. These attacks 
  include the monk’s ki strike, quivering palm, and the Stunning 
  Fist feat (including any condition that the monk can apply using 
  this feat). Only melee weapons can have the ki focus ability.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, creator must be a monk; Price +1 bonus.
  Merciful: The weapon deals an extra 1d6 points of 
  damage, and all damage it deals is nonlethal damage. On 
  command, the weapon suppresses this ability until told to 
  resume it (allowing it to deal lethal damage, but without 
  any bonus damage from this ability).
  Faint conjuration; CL 5th; Craft Magic Arms and Armor, 
  cure light wounds; Price +1 bonus.
  Mighty Cleaving: A mighty cleaving weapon allows a wielder 
  using the Cleave feat to make one additional attack if the 
  first attack hits, as long as the next foe is adjacent to the 
  first and also within reach. This additional attack cannot 
  be against the first foe. Only melee weapons can be mighty 
  cleaving weapons.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  divine power; Price +1 bonus.
  Returning: This special ability can only be placed on a 
  weapon that can be thrown. A returning weapon flies through 
  the air back to the creature that threw it. It returns to the 
  thrower just before the creature’s next turn (and is therefore 
  ready to use again in that turn). Catching a returning weapon 
  when it comes back is a free action. If the character can’t catch 
  it, or if the character has moved since throwing it, the weapon 
  drops to the ground in the square from which it was thrown.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, telekinesis; Price +1 bonus.
  Seeking: Only ranged weapons can have the seeking ability. 
  The weapon veers toward its target, negating any miss chances 
  that would otherwise apply, such as from concealment. The 
  wielder still has to aim the weapon at the right square. Arrows 
  mistakenly shot into an empty space, for example, do not veer 
  and hit invisible enemies, even if they are nearby.
  Strong divination; CL 12th; Craft Magic Arms and Armor, 
  true seeing; Price +1 bonus.
  Shock: Upon command, a shock weapon is sheathed in 
  crackling electricity that deals an extra 1d6 points of electricity 
  damage on a successful hit. The electricity does not harm the 
  wielder. The effect remains until another command is given. 
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, 
  call lightning or lightning bolt; Price +1 bonus.
  Shocking Burst: A shocking burst weapon functions as a shock 
  weapon that explodes with electricity upon striking a successful 
  critical hit. The electricity does not harm the wielder. In 
  addition to the extra electricity damage from the shock ability, 
  a shocking burst weapon deals an extra 1d10 points of electricity 
  damage on a successful critical hit. If the weapon’s critical 
  Table 15–11: Specific Weapons
    
   
   
   
  Market
  Minor Medium Major 
  Specific Weapon 
  Price
  01–15 
  — 
  — 
  Sleep arrow 
  132 gp
  16–25 
  — 
  — 
  Screaming bolt 
  267 gp
  26–45 
  — 
  — 
  Silver dagger,  
  322 gp
    
   
   
  masterwork 
  46–65 
  — 
  — 
  Cold iron longsword,  
  330 gp 
    
   
   
  masterwork 
  66–75 
  01–09 
  — 
  Javelin of lightning 
  1,500 gp
  76–80 
  10–15 
  — 
  Slaying arrow 
  2,282 gp
  81–90 
  16–24 
  — 
  Adamantine dagger 
  3,002 gp
  91–100 
  25–33 
  — 
  Adamantine battleaxe 
  3,010 gp
  — 
  34–37 
  — 
  Slaying arrow (greater) 
  4,057 gp
  — 
  38–40 
  — 
  Shatterspike 
  4,315 gp
  — 
  41–46 
  — 
  Dagger of venom 
  8,302 gp
  — 
  47–51 
  — 
  Trident of warning 
  10,115 gp
  — 
  52–57 
  01–04 
  Assassin’s dagger 
  10,302 gp
  — 
  58–62 
  05–07 
  Shifter’s sorrow 
  12,780 gp
  — 
  63–66 08–09 
  Trident of fish command 
  18,650 gp
  — 
  67–74 
  10–13 
  Flame tongue 
  20,715 gp
  — 
  75–79 
  14–17 
  Luck blade (0 wishes) 
  22,060 gp
  — 
  80–86 18–24 
  Sword of subtlety 
  22,310 gp
  — 
  87–91 
  25–31 
  Sword of the planes 
  22,315 gp
  — 
  92–95 
  32–37 
  Nine lives stealer 
  23,057 gp
  — 
  96–98 38–42 
  Oathbow 
  25,600 gp
  — 
  99–100 43–46 
  Sword of life stealing 
  25,715 gp
  — 
  — 
  47–51 
  Mace of terror 
  38,552 gp
  — 
  — 
  52–57 
  Life-drinker 
  40,320 gp
  — 
  — 
  58–62 
  Sylvan scimitar 
  47,315 gp
  — 
  — 
  63–67 
  Rapier of puncturing 
  50,320 gp
  — 
  — 
  68–73 
  Sun blade 
  50,335 gp
  — 
  — 
  74–79 
  Frost brand 
  54,475 gp
  — 
  — 
  80–84 
  Dwarven thrower 
  60,312 gp
  — 
  — 
  85–91 
  Luck blade (1 wish) 
  62,360 gp
  — 
  — 
  92–95 
  Mace of smiting 
  75,312 gp
  — 
  — 
  96–97 
  Luck blade (2 wishes) 
  102,660 gp
  — 
  — 
  98–99 
  Holy avenger 
  120,630 gp
  — 
  — 
  100 
  Luck blade (3 wishes) 
  142,960 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703465
  703465
  451389
  451389
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703466
  703466
  451390
  451390
  472
  472
  multiplier is ×3, add an extra 2d10 points of electricity damage 
  instead, and if the multiplier is ×4, add an extra 3d10 points.
  Even if the shock ability is not active, the weapon still deals its 
  extra electricity damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, 
  call lightning or lightning bolt; Price +2 bonus.
  Speed: When making a full-attack action, the wielder of a 
  speed weapon may make one extra attack with it. The attack 
  uses the wielder’s full base attack bonus, plus any modifiers 
  appropriate to the situation. (This benefit is not cumulative 
  with similar effects, such as a haste spell.)
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, haste; Price +3 bonus.
  Spell Storing: A spell storing weapon allows a spellcaster to 
  store a single targeted spell of up to 3rd level in the weapon. (The 
  spell must have a casting time of 1 standard action.) Anytime the 
  weapon strikes a creature and the creature takes damage from 
  it, the weapon can immediately cast the spell on that creature 
  as a free action if the wielder desires. (This special ability is 
  an exception to the general rule that casting a spell from an 
  item takes at least as long as casting that spell normally.) Once 
  the spell has been cast from the weapon, a spellcaster can cast 
  any other targeted spell of up to 3rd level into it. The weapon 
  magically imparts to the wielder the name of the spell currently 
  stored within it. A randomly rolled spell storing weapon has a 50% 
  chance to have a spell stored in it already.
  Strong evocation (plus aura of stored spell); CL 12th; Craft 
  Magic Arms and Armor, creator must be a caster of at least 
  12th level; Price +1 bonus.
  Thundering: A thundering weapon creates a cacophonous roar 
  like thunder upon striking a successful critical hit. The sonic 
  energy does not harm the wielder. A thundering weapon deals 
  an extra 1d8 points of sonic damage on a successful critical 
  hit. If the weapon’s critical multiplier is ×3, add an extra 2d8 
  points of sonic damage instead, and if the multiplier is ×4, 
  add an extra 3d8 points of sonic damage. Subjects dealt critical 
  hits by a thundering weapon must make a DC 14 Fortitude save 
  or be deafened permanently.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, 
  blindness/deafness; Price +1 bonus.
  Throwing: This ability can only be placed on a melee 
  weapon. A melee weapon crafted with this ability gains a 
  range increment of 10 feet and can be thrown by a wielder 
  proficient in its normal use.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  magic stone; Price +1 bonus.
  Unholy: An unholy weapon is imbued with unholy power. 
  This power makes the weapon evil-aligned and thus bypasses 
  the corresponding damage reduction. It deals an extra 2d6 
  points of damage against all creatures of good alignment. It 
  bestows one permanent negative level on any good creature 
  attempting to wield it. The negative level remains as long as 
  the weapon is in hand and disappears when the weapon is no 
  longer wielded. This negative level cannot be overcome in any 
  way (including restoration spells) while the weapon is wielded.
  Moderate evocation [evil]; CL 7th; Craft Magic Arms and 
  Armor, unholy blight, creator must be evil; Price +2 bonus.
  Vicious: When a vicious weapon strikes an opponent, it creates 
  a flash of disruptive energy that resonates between the opponent 
  and the wielder. This energy deals an extra 2d6 points of damage 
  to the opponent and 1d6 points of damage to the wielder. Only 
  melee weapons can be vicious.
  Moderate necromancy; CL 9th; Craft Magic Arms and 
  Armor, enervation; Price +1 bonus.
  Vorpal: This potent and feared ability allows the weapon 
  to sever the heads of those it strikes. Upon a roll of natural 20 
  (followed by a successful roll to confirm the critical hit), the 
  weapon severs the opponent’s head (if it has one) from its body. 
  Some creatures, such as many aberrations and all oozes, have 
  no heads. Others, such as golems and undead creatures other 
  than vampires, are not affected by the loss of their heads. Most 
  other creatures, however, die when their heads are cut off. A 
  vorpal weapon must be a slashing melee weapon. If you roll this 
  property randomly for an inappropriate weapon, reroll.
  Strong necromancy and transmutation; CL 18th; Craft Magic 
  Arms and Armor, circle of death, keen edge; Price +5 bonus.
  Wounding: A wounding weapon deals 1 point of bleed damage 
  when it hits a creature. Multiple hits from a wounding weapon 
  increase the bleed damage. Bleeding creatures take the bleed 
  damage at the start of their turns. Bleeding can be stopped by 
  a DC 15 Heal check or through the application of any spell that 
  cures hit point damage. A critical hit does not multiply the 
  bleed damage. Creatures immune to critical hits are immune 
  to the bleed damage dealt by this weapon.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, 
  bleed; Price +2 bonus.
  Specific Weapons
  ADAMANTINE BATTLEAxE
  Aura no aura (nonmagical); CL —
  Slot none; Price 3,010 gp; Weight 6 lbs.
  DESCRIPTION
  This nonmagical axe is made out of adamantine. As a masterwork 
  weapon, it has a +1 enhancement bonus on attack rolls. 
  ADAMANTINE DAGGER
  Aura no aura (nonmagical); CL —
  Slot none; Price 3,002 gp; Weight 1 lb.
  DESCRIPTION
  This nonmagical dagger is made out of adamantine. As a 
  masterwork weapon, it has a +1 enhancement bonus on attack rolls. 
  ASSASSIN’S DAGGER
  Aura moderate necromancy; CL 9th
  Slot none; Price 10,302 gp; Weight 1 lb.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703466
  703466
  451390
  451390
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703467
  703467
  451391
  451391
  473
  473
  15
  Magic Items
  Magic Items
  DESCRIPTION
  This wicked-looking, curved +2 dagger provides a +1 bonus to the 
  DC of a Fortitude save forced by the death attack of an assassin. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, slay living; Cost 
  5,302 gp
  DAGGER OF VENOM
  Aura faint necromancy; CL 5th
  Slot none; Price 8,302 gp; Weight 1 lb.
  DESCRIPTION
  This black +1 dagger has a serrated edge. It allows the wielder to 
  use a poison effect (as the spell, save DC 14) upon a creature struck 
  by the blade once per day. The wielder can decide to use the 
  power after he has struck. Doing so is a free action, but the poison 
  effect must be invoked in the same round that the dagger strikes. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, poison; Cost 4,302 gp
  DWARVEN THROWER
  Aura moderate evocation; CL 10th
  Slot none; Price 60,312 gp; Weight 5 lbs.
  DESCRIPTION
  This weapon functions as a +2 warhammer in the hands of most 
  users. Yet in the hands of a dwarf, the warhammer gains an 
  additional +1 enhancement bonus (for a total enhancement 
  bonus of +3) and gains the returning special ability. It can be 
  hurled with a 30-foot range increment. When hurled, a dwarven 
  thrower deals an extra 2d8 points of damage against creatures of 
  the giant subtype or an extra 1d8 points of damage against any 
  other target. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, creator must be a 
  dwarf of at least 10th level; Cost 30,312 gp
  FLAME TONGUE
  Aura strong evocation; CL 12th
  Slot none; Price 20,715 gp; Weight 4 lbs.
  DESCRIPTION
  This is a +1 flaming burst longsword. Once per day, the sword can 
  blast forth a fiery ray at any target within 30 feet as a ranged touch 
  attack. The ray deals 4d6 points of fire damage on a successful hit. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, scorching ray and 
  fireball, flame blade, or flame strike; Cost 10,515 gp
  FROST BRAND
  Aura strong evocation; CL 14th
  Slot none; Price 54,475 gp; Weight 8 lbs.
  DESCRIPTION
  This +3 frost greatsword sheds light as a torch when the 
  temperature drops below 0° F. At such times it cannot be 
  concealed when drawn, nor can its light be shut off. Its wielder is 
  protected from fire; the sword absorbs the first 10 points of fire 
  damage each round that the wielder would otherwise take.
  A frost brand extinguishes all nonmagical fires in a 20-foot radius. 
  As a standard action, it can also dispel lasting fire spells, but not 
  instantaneous effects. You must succeed on a dispel check (1d20 
  +14) against each spell to dispel it. The DC to dispel such spells is 11 
  + the caster level of the fire spell. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, ice storm, dispel 
  magic, protection from energy; Cost 27,375 gp and 5 sp
  HOLy AVENGER
  Aura strong abjuration; CL 18th
  Slot none; Price 120,630 gp; Weight 4 lbs.
  DESCRIPTION
  This +2 cold iron longsword becomes a +5 holy cold iron longsword 
  in the hands of a paladin.
  This sacred weapon provides spell resistance of 5 + the paladin’s 
  level to the wielder and anyone adjacent to her. It also enables the 
  paladin to use greater dispel magic (once per round as a standard 
  action) at the class level of the paladin. Only the area dispel is 
  possible, not the targeted dispel or counterspell versions of greater 
  dispel magic.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, holy aura, creator 
  must be good; Cost 60,630 gp
  JAVELIN OF LIGHTNING
  Aura faint evocation; CL 5th
  Slot none; Price 1,500 gp; Weight 2 lbs.
  DESCRIPTION
  This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 
  14 half). It is consumed in the attack. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, lightning bolt; Cost 
  750 gp
  LIFE-DRINKER
  Aura strong necromancy; CL 13th
  Slot none; Price 40,320 gp; Weight 12 lbs.
  DESCRIPTION
  This +1 greataxe is favored by undead and constructs, who do not 
  suffer its drawback. A life-drinker bestows two negative levels on 
  its target whenever it deals damage, just as if its target had been 
  struck by an undead creature. One day after being struck, subjects 
  must make a DC 16 Fortitude save for each negative level or the 
  negative levels become permanent.
  Each time a life-drinker deals damage to a foe, it also bestows 
  one negative level on the wielder. Any negative levels gained by the 
  wielder in this fashion lasts for 1 hour. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, enervation; Cost 
  20,320 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703467
  703467
  451391
  451391
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703468
  703468
  451392
  451392
  474
  474
  LONGSWORD, COLD IRON MASTERWORK 
  Aura no aura (nonmagical); CL —
  Slot none; Price 330 gp; Weight 4 lbs.
  DESCRIPTION
  This nonmagical longsword is crafted out of cold iron. As a 
  masterwork weapon, it has a +1 enhancement bonus on attack rolls. 
  LUCK BLADE
  Aura strong evocation; CL 17th
  Slot none; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 
  102,660 gp (2 wishes), 142,960 gp (3 wishes); Weight 2 lbs.
  DESCRIPTION
  This +2 short sword gives its possessor a +1 luck bonus on all 
  saving throws. Its possessor also gains the power of good 
  fortune, usable once per day. This extraordinary ability allows its 
  possessor to reroll one roll that she just made, before the results 
  are revealed. She must take the result of the reroll, even if it’s 
  worse than the original roll. In addition, a luck blade may contain 
  up to three wishes (when randomly rolled, a luck blade holds 
  1d4–1 wishes, minimum 0). When the last wish is used, the sword 
  remains a +2 short sword, still grants the +1 luck bonus, and still 
  grants its reroll power. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, wish or miracle; Cost 
  11,185 gp (0 wishes), 43,835 gp (1 wish), 76,485 gp (2 wishes), 
  109,135 gp (3 wishes).
  MACE OF SMITING
  Aura moderate transmutation; CL 11th
  Slot none; Price 75,312 gp; Weight 8 lbs.
  DESCRIPTION
  This +3 adamantine heavy mace has a +5 enhancement bonus 
  against constructs, and a successful critical hit dealt to a construct 
  completely destroys the construct (no saving throw). A critical hit 
  dealt to an outsider deals ×4 damage rather than ×2. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, disintegrate; Cost 
  39,312 gp
  MACE OF TERROR
  Aura strong necromancy; CL 13th
  Slot none; Price 38,552 gp; Weight 8 lbs.
  DESCRIPTION
  This weapon usually appears to be a particularly frightening-
  looking iron or steel mace. On command, this +2 heavy mace 
  causes the wielder’s clothes and appearance to transform into an 
  illusion of darkest horror such that living creatures in a 30-foot 
  cone become panicked as if by a fear spell (Will DC 16 partial). 
  Those who fail take a –2 morale penalty on saving throws, and 
  they flee from the wielder. The wielder may use this ability up to 
  three times per day. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fear; Cost 19,432 gp
  NINE LIVES STEALER
  Aura strong necromancy [evil]; CL 13th
  Slot none; Price 23,057 gp; Weight 4 lbs.
  DESCRIPTION
  This longsword always performs as a +2 longsword, but it also 
  has the power to draw the life force from an opponent. It can do 
  this nine times before the ability is lost. At that point, the sword 
  becomes a simple +2 longsword (with a faint evil aura). A critical hit 
  must be dealt for the sword’s death-dealing ability to function, and 
  this weapon has no effect on creatures not subject to critical hits. 
  The victim is entitled to a DC 20 Fortitude save to avoid death. If 
  the save is successful, the sword’s death-dealing ability does not 
  function, no use of the ability is expended, and normal critical 
  damage is determined. This sword is evil, and any good character 
  attempting to wield it gains two negative levels. These negative 
  levels remain as long as the sword is in hand and disappear when 
  the sword is no longer wielded. These negative levels never result in 
  actual level loss, but they cannot be overcome in any way (including 
  restoration spells) while the sword is wielded. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, finger of death; Cost 
  11,528 gp 5 sp.
  OATHBOW
  Aura strong evocation; CL 15th
  Slot none; Price 25,600 gp; Weight 3 lbs.
  DESCRIPTION
  Of elven make, this white +2 composite longbow (+2 Str bonus) 
  whispers, “Swift defeat to my enemies” in Elven when nocked and 
  pulled. Once per day, if the archer swears aloud to slay her target 
  (a free action), the bow’s whisper becomes the shout “Death to 
  those who have wronged me!” Against such a sworn enemy, the 
  bow has a +5 enhancement bonus, and arrows launched from it 
  deal an additional 2d6 points of damage (and ×4 on a critical hit 
  instead of the normal ×3). After an enemy has been sworn, the 
  bow is treated as only a masterwork weapon against all foes other 
  than the sworn enemy, and the archer takes a –1 penalty on attack 
  rolls with any weapon other than the oathbow. These bonuses 
  and penalties last for 7 days or until the sworn enemy is slain or 
  destroyed by the wielder of the oathbow, whichever comes first.
  The oathbow may only have one sworn enemy at a time. Once 
  the wielder swears to slay a target, he cannot make a new oath 
  until he has slain that target or 7 days have passed. Even if the 
  wielder slays the sworn enemy on the same day that he makes 
  the oath, he cannot activate the oathbow’s special power again 
  until 24 hours have passed from the time he made the oath. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, creator must be an 
  elf; Cost 13,100 gp
  RAPIER OF PUNCTURING
  Aura strong necromancy; CL 13th
  Slot none; Price 50,320 gp; Weight 2 lbs.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703468
  703468
  451392
  451392
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703469
  703469
  451393
  451393
  475
  475
  15
  Magic Items
  Magic Items
  DESCRIPTION
  Three times per day, this +2 wounding rapier allows the wielder 
  to make a touch attack with the weapon that deals 1d6 points of 
  Constitution damage by draining blood. Creatures immune to critical 
  hits are immune to the Constitution damage dealt by this weapon. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, harm; Cost 25,320 gp
  SCREAMING BOLT
  Aura faint enchantment; CL 5th
  Slot none; Price 267 gp; Weight 1/10 lb.
  DESCRIPTION
  These +2 bolts scream when fired, forcing all enemies of the wielder 
  within 20 feet of the path of the bolt to succeed on a DC 14 Will 
  save or become shaken. This is a mind-affecting fear effect. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, doom; Cost 137 gp
  SHATTERSPIKE
  Aura strong evocation; CL 13th
  Slot none; Price 4,315 gp; Weight 4 lbs.
  DESCRIPTION
  This intimidating weapon appears to be a longsword with multiple 
  hooks, barbs, and serrations along the blade, excellent for catching 
  and sundering a foe’s weapon. Wielders without the Improved 
  Sunder feat use a shatterspike as a +1 longsword only. Wielders with 
  the Improved Sunder feat instead use shatterspike as a +4 longsword 
  when attempting to sunder an opponent’s weapon. Shatterspike can 
  damage weapons with an enhancement bonus of +4 or lower.
  CONSTRUCTION
  Requirements Str 13, Craft Arms and Armor, Improved Sunder, 
  Power Attack, shatter; Cost 2,315 gp
  SHIFTER’S SORROW
  Aura strong transmutation; CL 15th
  Slot none; Price 12,780 gp; Weight 10 lbs.
  DESCRIPTION
  This +1/+1 two-bladed sword has blades of alchemical silver. The 
  weapon deals an extra 2d6 points of damage against any creature 
  with the shapechanger subtype. When a shapechanger or a 
  creature in an alternate form (such as a druid using wild shape) is 
  struck by the weapon, it must make a DC 15 Will save or return to 
  its natural form. 
  CONSTRUCTION
  Requirements Craft Arms and Armor, baleful polymorph; Cost 
  6,780 gp
  Vorpal 
  Falchion
  Flame
  Tongue
  Holy
  Avenger
  Luck
  Blade
  Nine Lives 
  Stealer
  Icy Burst 
  Warhammer
  Rapier of 
  Puncturing
  Oath Bow
  Seeking
  Crossbow
  Holy 
  Mace
  Dancing Short Spear
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703469
  703469
  451393
  451393
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703470
  703470
  451394
  451394
  476
  476
  SILVER DAGGER, MASTERWORK
  Aura no aura (nonmagical); CL —
  Slot none; Price 322 gp; Weight 1 lb.
  DESCRIPTION
  As a masterwork weapon, this alchemical silver dagger has a +1 
  enhancement bonus on attack rolls (but not to damage rolls).
  SLAyING ARROW
  Aura strong necromancy; CL 13th
  Slot none; Price 2,282 gp (slaying arrow) or 4,057 gp (greater 
  slaying arrow); Weight 1/10 lb.
  DESCRIPTION
  This +1 arrow is keyed to a particular type or subtype of creature. If 
  it strikes such a creature, the target must make a DC 20 Fortitude 
  save or take 50 points of damage. Note that even creatures normally 
  exempt from Fortitude saves (undead and constructs) are subject 
  to this attack. When keyed to a living creature, this is a death effect 
  (and thus death ward protects a target). To determine the type or 
  subtype of creature the arrow is keyed to, roll on the table below.
  A greater slaying arrow functions just like a normal slaying arrow, 
  but the DC to avoid the death effect is 23 and the arrow deals 100 
  points of damage if the saving throw is failed. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, finger of death 
  (slaying arrow) or heightened finger of death (greater slaying 
  arrow); Cost 1,144 gp 5 sp (slaying arrow) or 2,032 gp (greater 
  slaying arrow)
  d% 
  Designated Type or Subtype 
  01–05 
  Aberrations 
  06–09 
  Animals 
  10–16 
  Constructs 
  17–27 
  Dragons 
  28–32 
  Fey 
  33  
  Humanoids, aquatic 
  34–35 
  Humanoids, dwarf 
  36–37 
  Humanoids, elf 
  38–44 
  Humanoids, giant
  45  
  Humanoids, gnoll 
  46 
  Humanoids, gnome 
  47–49 
  Humanoids, goblinoid 
  50 
  Humanoids, halfling 
  51–54 
  Humanoids, human 
  55–57 
  Humanoids, reptilian 
  58–60 
  Humanoids, orc 
  61–65 
  Magical beasts 
  66–70 
  Monstrous humanoids 
  71–72 
  Oozes 
  73  
  Outsiders, air 
  74–76 
  Outsiders, chaotic 
  77  
  Outsiders, earth 
  78–80 
  Outsiders, evil 
  81 
  Outsiders, fire 
  82–84 
  Outsiders, good 
  85–87 
  Outsiders, lawful 
  88 
  Outsiders, water 
  89–90 
  Plants 
  91–98 
  Undead 
  99–100 
  Vermin
  SLEEP ARROW
  Aura faint enchantment; CL 5th
  Slot none; Price 132 gp; Weight 1/10 lb.
  DESCRIPTION
  This +1 arrow is painted white and has white fletching. If it strikes 
  a foe so that it would normally deal damage, it instead bursts into 
  magical energy that deals nonlethal damage (in the same amount 
  as would lethal damage) and forces the target to make a DC 11 
  Will save or fall asleep. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, sleep; Cost 70 gp
  SUN BLADE
  Aura moderate evocation; CL 10th
  Slot none; Price 50,335 gp; Weight 2 lbs.
  DESCRIPTION
  This sword is the size of a bastard sword. However, a sun blade 
  is wielded as if it were a short sword with respect to weight and 
  ease of use. In other words, the weapon appears to all viewers 
  to be a bastard sword, and deals bastard sword damage, but the 
  wielder feels and reacts as if the weapon were a short sword. Any 
  individual able to use either a bastard sword or a short sword 
  with proficiency is proficient in the use of a sun blade. Likewise, 
  Weapon Focus and Weapon Specialization in short sword and 
  bastard sword apply equally, but the benefits of those feats do 
  not stack.
  In normal combat, the glowing golden blade of the weapon is 
  equal to a +2 bastard sword. Against evil creatures, its enhancement 
  bonus is +4. Against Negative Energy Plane creatures or undead 
  creatures, the sword deals double damage (and ×3 on a critical hit 
  instead of the usual ×2).
  The blade also has a special sunlight power. Once per day, 
  the wielder can swing the blade vigorously above his head while 
  speaking a command word. The sun blade then sheds a bright 
  yellow radiance that acts like bright light and affects creatures 
  susceptible to light as if it were natural sunlight. The radiance 
  begins shining in a 10-foot radius around the sword wielder and 
  extends outward at 5 feet per round for 10 rounds thereafter, to 
  create a globe of light with a 60-foot radius. When the wielder 
  stops swinging, the radiance fades to a dim glow that persists 
  for another minute before disappearing entirely. All sun blades 
  are of good alignment, and any evil creature attempting to wield 
  one gains one negative level. The negative level remains as long 
  as the sword is in hand and disappears when the sword is no 
  longer wielded. This negative level cannot be overcome in any way 
  (including by restoration spells) while the sword is wielded. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703470
  703470
  451394
  451394
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703471
  703471
  451395
  451395
  477
  477
  15
  Magic Items
  Magic Items
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, daylight, creator 
  must be good; Cost 25,335 gp
  SWORD OF LIFE STEALING
  Aura strong necromancy; CL 17th
  Slot none; Price 25,715 gp; Weight 4 lbs.
  DESCRIPTION
  This black iron +2 longsword bestows a negative level when it 
  deals a critical hit. The sword wielder gains 1d6 temporary hit 
  points each time a negative level is bestowed on another. These 
  temporary hit points last for 24 hours. One day after being struck, 
  subjects must make a DC 16 Fortitude save for each negative level 
  gained or they become permanent. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, enervation; Cost 
  13,015 gp
  SWORD OF THE PLANES
  Aura strong evocation; CL 15th
  Slot none; Price 22,315 gp; Weight 4 lbs.
  DESCRIPTION
  This longsword has an enhancement bonus of +1 on the Material 
  Plane, but on any Elemental Plane its enhancement bonus increases 
  to +2. The +2 enhancement bonus also applies whenever the weapon 
  is used against creatures native to the Elemental Plane. It operates 
  as a +3 longsword on the Astral Plane and the Ethereal Plane, or when 
  used against opponents native to either of those planes. On any 
  other plane, or against any outsider, it functions as a +4 longsword. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, plane shift; Cost 
  11,315 gp
  SWORD OF SUBTLETy
  Aura moderate illusion; CL 7th
  Slot none; Price 22,310 gp; Weight 2 lbs.
  DESCRIPTION
  A +1 short sword with a thin, dull gray blade, this weapon provides 
  a +4 bonus on its wielder’s attack and damage rolls when he is 
  making a sneak attack with it. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, blur; Cost 11,310 gp
  SyLVAN SCIMITAR
  Aura moderate evocation; CL 11th
  Slot none; Price 47,315 gp; Weight 4 lbs.
  DESCRIPTION
  This +3 scimitar, when used outdoors in a temperate climate, 
  grants its wielder the use of the Cleave feat and deals an extra 1d6 
  points of damage. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, divine power or 
  creator must be a 7th-level druid; Cost 23,815 gp
  TRIDENT OF FISH COMMAND
  Aura moderate enchantment; CL 7th
  Slot none; Price 18,650 gp; Weight 4 lbs.
  DESCRIPTION
  The magical properties of this +1 trident with a 6-foot-long haft 
  enable its wielder to charm up to 14 HD of aquatic animals as 
  per the spell charm animals (Will DC 16 negates, animals get a +5 
  bonus if currently under attack by the wielder or his allies), no two 
  of which can be more than 30 feet apart. The wielder can use this 
  effect up to three times per day. The wielder can communicate 
  with the animals as if using a speak with animals spell. Animals 
  making their saving throws are free of control, but they will not 
  approach within 10 feet of the trident. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, charm animals, speak 
  with animals; Cost 9,482 gp and 5 sp
  TRIDENT OF WARNING
  Aura moderate divination; CL 7th
  Slot none; Price 10,115 gp; Weight 4 lbs.
  DESCRIPTION
  A weapon of this type enables its wielder to determine the 
  location, depth, kind, and number of aquatic predators within 680 
  feet. A trident of warning must be grasped and pointed in order for 
  the character using it to gain such information, and it requires 1 
  round to scan a hemisphere with a radius of 680 feet. The weapon 
  is otherwise a +2 trident. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, locate creature; Cost 
  5,215 gp
  pOtiONs
  A potion is a magic liquid that produces its effect when imbibed. 
  Potions vary incredibly in appearance. Magic oils are similar 
  to potions, except that oils are applied externally rather than 
  imbibed. A potion or oil can be used only once. It can duplicate 
  the effect of a spell of up to 3rd level that has a casting time of 
  less than 1 minute and targets one or more creatures. The price 
  of a potion is equal to the level of the spell × the creator’s caster 
  level × 50 gp. If the potion has a material component cost, it 
  is added to the base price and cost to create. Table 15–12 gives 
  sample prices for potions created at the lowest possible caster 
  level for each spellcasting class. Note that some spells appear 
  at different levels for different casters. The level of such spells 
  depends on the caster brewing the potion.
  Potions are like spells cast upon the imbiber. The character 
  taking the potion doesn’t get to make any decisions about the 
  effect—the caster who brewed the potion has already done 
  so. The drinker of a potion is both the effective target and 
  the caster of the effect (though the potion indicates the caster 
  level, the drinker still controls the effect).
  The person applying an oil is the effective caster, but the 
  object is the target.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703471
  703471
  451395
  451395
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703472
  703472
  451396
  451396
  478
  478
  Physical Description: A typical potion or oil consists of 
  1 ounce of liquid held in a ceramic or glass vial fitted with a 
  tight stopper. The stoppered container is usually no more than 
  1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, 
  hardness 1, and a break DC of 12. 
  Identifying Potions: In addition to the standard methods of 
  identification, PCs can sample from each container they find 
  to attempt to determine the nature of the liquid inside with 
  a Perception check. The DC of this check is equal to 15 + the 
  spell level of the potion (although this DC might be higher for 
  rare or unusual potions). 
  Activation: Drinking a potion or applying an oil requires 
  no special skill. The user merely removes the stopper and 
  swallows the potion or smears on the oil. The following rules 
  govern potion and oil use.
  Drinking a potion or using an oil is a standard action. 
  The potion or oil takes effect immediately. Using a potion 
  or oil provokes attacks of opportunity. An enemy may direct 
  an attack of opportunity against the potion or oil container 
  rather than against the character. A successful attack of this 
  sort can destroy the container, preventing the character from 
  drinking the potion or applying the oil. 
  A creature must be able to swallow a potion or smear on an 
  oil. Because of this, incorporeal creatures cannot use potions 
  or oils. Any corporeal creature can imbibe a potion or use 
  an oil.
  A character can carefully administer a potion to an 
  unconscious creature as a full-round action, trickling the 
  liquid down the creature’s throat. Likewise, it takes a full-
  round action to apply an oil to an unconscious creature.
  riNgs
  Rings bestow magical powers upon their wearers. Only a 
  rare few have charges—most magic rings are permanent and 
  potent magic items. Anyone can use a ring.
  A character can only effectively wear two magic rings. A 
  third magic ring doesn’t work if the wearer is already wearing 
  two magic rings.
  Physical Description: Rings have no appreciable weight. 
  Although exceptions exist that are crafted from glass or bone, 
  the vast majority of rings are forged from metal—usually 
  precious metals such as gold, silver, and platinum. A ring 
  has AC 13, 2 hit points, hardness 10, and a break DC of 25.
  Activation: A ring’s ability is usually activated by a spoken 
  command word (a standard action that does not provoke 
  attacks of opportunity) or its effects work continually. Some 
  rings have unusual activations, as mentioned in the ring’s 
  specific description.
  Special Qualities: Roll d%. A result of 01 indicates the 
  ring is intelligent, 02–31 indicates that something (a design, 
  inscription, or the like) provides a clue to its function, and 
  32–100 indicates no special qualities. Intelligent items have 
  extra abilities and sometimes extraordinary powers and 
  special purposes (see page 532). Rings with charges can never 
  be intelligent.
  RING OF ANIMAL FRIENDSHIP
  Aura faint enchantment; CL 3rd
  Slot ring; Price 10,800 gp; Weight —
  DESCRIPTION
  A ring of animal friendship always bears some sort of animal-like 
  design in its craftsmanship. On command, this ring affects an 
  animal as if the wearer had cast charm animal. 
  CONSTRUCTION
  Requirements Forge Ring, charm animal; Cost 5,400 gp
  RING OF BLINKING
  Aura moderate transmutation; CL 7th
  Slot ring; Price 27,000 gp; Weight —
  DESCRIPTION
  On command, this ring makes the wearer blink, as the blink spell. 
  CONSTRUCTION
  Requirements Forge Ring, blink; Cost 13,500 gp
  RING OF CHAMELEON POWER
  Aura faint illusion; CL 3rd
  Slot ring; Price 12,700 gp; Weight —
  DESCRIPTION
  As a free action, the wearer of this ring can gain the ability to 
  magically blend in with the surroundings. This provides a +10 
  competence bonus on her Stealth checks. As a standard action, 
  she can also use the spell disguise self as often as she wants. 
  CONSTRUCTION
  Requirements Forge Ring, disguise self, invisibility; Cost 6,350 gp
  RING OF CLIMBING
  Aura faint transmutation; CL 5th
  Slot ring; Price 2,500 gp; Weight —
  Table 15–12: Potions
   
   
   
   
  Spell 
  Caster
   Minor 
  Medium 
  Major 
  Level 
  Level
   01–20 
  — 
  — 
  0 
  1st
   21–60 
  01–20 
  — 
  1st 
  1st
   61–100 
  21–60 
  01–20 
  2nd 
  3rd
   
  — 
  61–100 
  21–100 
  3rd 
  5th
  Potion Costs
   
  Cleric,
  Spell 
  Druid, 
   
   
  Paladin,
  Level 
  Wizard 
  Sorcerer 
  Bard 
  Ranger
  0 
  25 gp 
  25 gp 
  25 gp 
  —
  1st 
  50 gp 
  50 gp 
  50 gp 
  50 gp
  2nd 
  300 gp 
  400 gp 
  400 gp 
  400 gp
  3rd 
  750 gp 
  900 gp 
  1,050 gp 
  1,050 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703472
  703472
  451396
  451396
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703473
  703473
  451397
  451397
  479
  479
  15
  Magic Items
  Magic Items
  DESCRIPTION
  This ring is actually a magic leather cord that ties around a 
  finger. It continually grants the wearer a +5 competence bonus 
  on Climb checks. 
  CONSTRUCTION
  Requirements Forge Ring, creator must have 5 ranks in the Climb 
  skill; Cost 1,250 gp
  RING OF CLIMBING, IMPROVED
  Aura faint transmutation; CL 5th
  Slot ring; Price 10,000 gp; Weight —
  DESCRIPTION
  As a ring of climbing, except it grants a +10 competence bonus on 
  its wearer’s Climb checks. 
  CONSTRUCTION
  Requirements Forge Ring, creator must have 10 ranks in the 
  Climb skill; Cost 5,000 gp
  RING OF COUNTERSPELLS
  Aura moderate evocation; CL 11th
  Slot ring; Price 4,000 gp; Weight —
  DESCRIPTION
  This ring might seem to be a ring of spell storing upon first 
  examination. However, while it allows a single spell of 1st 
  through 6th level to be cast into it, that spell cannot be cast out 
  of the ring again. Instead, should that spell ever be cast upon 
  the wearer, the spell is immediately countered, as a counterspell 
  action, requiring no action (or even knowledge) on the wearer’s 
  part. Once so used, the spell cast within the ring is gone. A new 
  spell (or the same one as before) may be placed into it again. 
  CONSTRUCTION
  Requirements Forge Ring, imbue with spell ability; Cost 2,000 gp
  RING OF DJINNI CALLING
  Aura strong conjuration; CL 17th
  Slot ring; Price 125,000 gp; Weight —
  DESCRIPTION
  One of the many rings of fable, this “genie” ring is useful indeed. 
  It serves as a special gate by means of which a specific djinni (see 
  the Pathfinder RPG Bestiary) can be called from the Plane of Air. 
  When the ring is rubbed (a standard action), the call goes out, and 
  the djinni appears on the next round. The djinni faithfully obeys 
  and serves the wearer of the ring, but never for more than 1 hour 
  per day. If the djinni of the ring is ever killed, the ring becomes 
  nonmagical and worthless. 
  CONSTRUCTION
  Requirements Forge Ring, gate; Cost 62,500 gp
  RING OF ELEMENTAL COMMAND
  Aura strong conjuration; CL 15th
  Slot ring; Price 200,000 gp; Weight —
  DESCRIPTION
  All four kinds of elemental command rings are very powerful. Each 
  Table 15–13: Rings
  Minor Medium Major Ring 
  Market Price
  01–18 
  — 
  — 
  Protection +1 
  2,000 gp
  19–28 
  — 
  — 
  Feather falling 
  2,200 gp
  29–36 
  — 
  — 
  Sustenance 
  2,500 gp
  37–44 
  — 
  — 
  Climbing 
  2,500 gp
  45–52 
  — 
  — 
  Jumping 
  2,500 gp
  53–60 
  — 
  — 
  Swimming 
  2,500 gp
  61–70 
  01–05 
  — 
  Counterspells 
  4,000 gp
  71–75 
  06–08 
  — 
  Mind shielding 
  8,000 gp
  76–80 
  09–18 
  — 
  Protection +2 
  8,000 gp
  81–85 
  19–23 
  — 
  Force shield 
  8,500 gp
  86–90 
  24–28 
  — 
  Ram, the 
  8,600 gp
  — 
  29–34 
  — 
  Climbing, improved 
  10,000 gp
  — 
  35–40 
  — 
  Jumping, improved 
  10,000 gp
  — 
  41–46 
  — 
  Swimming, improved 
  10,000 gp
  91–93 
  47–50 
  — 
  Animal friendship 
  10,800 gp
  94–96 
  51–56 
  01–02 Energy resistance, minor 
  12,000 gp
  97–98 
  57–61 
  — 
  Chameleon power 
  12,700 gp
  99–100 62–66 
  — 
  Water walking 
  15,000 gp
  — 
  67–71 
  03–07 Protection +3 
  18,000 gp
  — 
  72–76 
  08–10 Spell storing, minor 
  18,000 gp
  — 
  77–81 
  11–15 Invisibility 
  20,000 gp
  — 
  82–85 
  16–19 Wizardry (I) 
  20,000 gp
  — 
  86–90 20–25 Evasion 
  25,000 gp
  — 
  91–93 
  26–28 X-ray vision 
  25,000 gp
  — 
  94–97 
  29–32 Blinking 
  27,000 gp
  — 
  98–100 33–39 Energy resistance, major 
  28,000 gp
  — 
  — 
  40–49 Protection +4 
  32,000 gp
  — 
  — 
  50–55 Wizardry (II) 
  40,000 gp
  — 
  — 
  56–60 Freedom of movement 
  40,000 gp
  — 
  — 
  61–63 Energy resistance, greater 44,000 gp
  — 
  — 
  64–65 Friend shield (pair) 
  50,000 gp
  — 
  — 
  66–70 Protection +5 
  50,000 gp
  — 
  — 
  71–74 Shooting stars 
  50,000 gp
  — 
  — 
  75–79 Spell storing 
  50,000 gp
  — 
  — 
  80–83 Wizardry (III) 
  70,000 gp
  — 
  — 
  84–86 Telekinesis 
  75,000 gp
  — 
  — 
  87–88 Regeneration 
  90,000 gp
  — 
  — 
  89–91 Spell turning 
  100,000 gp
  — 
  — 
  92–93 Wizardry (IV) 
  100,000 gp
  — 
  — 
  94 
  Three wishes 
  120,000 gp
  — 
  — 
  95 
  Djinni calling 
  125,000 gp
  — 
  — 
  96 
  Elemental command 
  200,000 gp 
    
   
   
  (air)
  — 
  — 
  97 
  Elemental command 
  200,000 gp 
    
   
   
  (earth)
  — 
  — 
  98 
  Elemental command 
  200,000 gp 
    
   
   
  (fire)
  — 
  — 
  99 
  Elemental command  
  200,000 gp 
    
   
   
  (water) 
  — 
  — 
  100 Spell storing, major 
  200,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703473
  703473
  451397
  451397
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703474
  703474
  451398
  451398
  480
  480
  appears to be nothing more than a lesser magic ring until fully 
  activated (by meeting a special condition, such as single-handedly 
  slaying an elemental of the appropriate type or exposure to a 
  sacred material of the appropriate element), but each has certain 
  other powers as well as the following common properties.
  Elementals of the plane to which the ring is attuned can’t attack 
  the wearer, or even approach within 5 feet of him. If the wearer 
  desires, he may forego this protection and instead attempt to charm 
  the elemental (as charm monster, Will DC 17 negates). If the charm 
  attempt fails, however, absolute protection is lost and no further 
  attempt at charming can be made.
  Creatures from the plane to which the ring is attuned who attack 
  the wearer take a –1 penalty on their attack rolls. The ring wearer 
  makes applicable saving throws against the extraplanar creature’s 
  attacks with a +2 resistance bonus. He gains a +4 morale bonus on 
  all attack rolls against such creatures. Any weapon he uses bypasses 
  the damage reduction of such creatures, regardless of any qualities 
  the weapon may or may not have.
  The wearer of the ring is able to converse with creatures from 
  the plane to which his ring is attuned. These creatures recognize 
  that he wears the ring, and show a healthy respect for the wearer if 
  alignments are similar. If alignments are opposed, creatures fear the 
  wearer if he is strong. If he is weak, they hate and desire to slay him.
  The possessor of a ring of elemental command takes a saving 
  throw penalty as follows:
  Element 
  Saving Throw Penalty
  Air 
  –2 against earth-based effects
  Earth 
  –2 against air- or electricity-based effects
  Fire 
  –2 against water- or cold-based effects
  Water 
  –2 against fire-based effects
  In addition to the powers described above, each specific ring 
  gives its wearer the following abilities according to its kind.
  Ring of Elemental Command (Air)
  •	 Feather fall (unlimited use, wearer only)
  •	 Resist energy (electricity) (unlimited use, wearer only)
  •	 Gust of wind (twice per day)
  •	 Wind wall (unlimited use)
  •	 Air walk (once per day, wearer only)
  •	 Chain lightning (once per week)
  The ring appears to be a ring of feather falling until a certain 
  condition is met to activate its full potential. It must be reactivated 
  each time a new wearer acquires it.
  Ring of Elemental Command (Earth)
  •	 Meld into stone (unlimited use, wearer only) 
  •	 Soften earth and stone (unlimited use)
  •	 Stone shape (twice per day)
  •	 Stoneskin (once per week, wearer only)
  •	 Passwall (twice per week)
  •	 Wall of stone (once per day)
  The ring appears to be a ring of meld into stone (allowing the wearer 
  to cast meld into stone at will) until the established condition is met.
  Ring of Elemental Command (Fire)
  •	 Resist energy (fire) (as a major ring of energy resistance [fire])
  •	 Burning hands (unlimited use)
  •	 Flaming sphere (twice per day)
  •	 Pyrotechnics (twice per day)
  •	 Wall of fire (once per day)
  •	 Flame strike (twice per week)
  The ring appears to be a major ring of energy resistance (fire) until 
  the established condition is met.
  Ring of Elemental Command (Water)
  •	 Water walk (unlimited use)
  •	 Create water (unlimited use)
  •	 Water breathing (unlimited use)
  •	 Wall of ice (once per day)
  •	 Ice storm (twice per week)
  •	 Control water (twice per week)
  The ring appears to be a ring of water walking until the established 
  condition is met. 
  CONSTRUCTION
  Requirements Forge Ring, summon monster VI, all appropriate 
  spells; Cost 100,000 gp
  RING OF ENERGy RESISTANCE
  Aura faint (minor) or moderate (major or greater) abjuration; CL 
  3rd (minor), 7th (major), or 11th (greater)
  Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp 
  (greater); Weight —
  DESCRIPTION
  This ring continually protects the wearer from damage from 
  one type of energy—acid, cold, electricity, fire, or sonic 
  (chosen by the creator of the item; determine randomly if 
  found as part of a treasure hoard). Each time the wearer would 
  normally take such damage, subtract the ring’s resistance value 
  from the damage dealt.
  A minor ring of energy resistance grants 10 points of resistance. 
  A major ring of energy resistance grants 20 points of resistance. A 
  greater ring of energy resistance grants 30 points of resistance. 
  CONSTRUCTION
  Requirements Forge Ring, resist energy; Cost 6,000 gp (minor), 
  14,000 gp (major), 22,000 gp (greater)
  RING OF EVASION
  Aura moderate transmutation; CL 7th
  Slot ring; Price 25,000 gp; Weight —
  DESCRIPTION
  This ring continually grants the wearer the ability to avoid damage 
  as if she had evasion. Whenever she makes a Reflex saving throw 
  to determine whether she takes half damage, a successful save 
  results in no damage. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703474
  703474
  451398
  451398
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703475
  703475
  451399
  451399
  481
  481
  15
  Magic Items
  Magic Items
  CONSTRUCTION
  Requirements Forge Ring, jump; Cost 12,500 gp
  RING OF FEATHER FALLING
  Aura faint transmutation; CL 1st
  Slot ring; Price 2,200 gp; Weight —
  DESCRIPTION
  This ring is crafted with a feather pattern all around its edge. It 
  acts exactly like a feather fall spell, activated immediately if the 
  wearer falls more than 5 feet. 
  CONSTRUCTION
  Requirements Forge Ring, feather fall; Cost 1,100 gp
  RING OF FORCE SHIELD
  Aura moderate evocation; CL 9th
  Slot ring; Price 8,500 gp; Weight —
  DESCRIPTION
  An iron band, this simple ring generates a shield-sized (and 
  shield-shaped) wall of force that stays with the ring and can be 
  wielded by the wearer as if it were a heavy shield (+2 AC). This 
  special creation has no armor check penalty or arcane spell failure 
  chance since it is weightless and encumbrance-free. It can be 
  activated and deactivated at will as a free action. 
  CONSTRUCTION
  Requirements Forge Ring, wall of force; Cost 4,250 gp
  RING OF FREEDOM OF MOVEMENT
  Aura moderate abjuration; CL 7th
  Slot ring; Price 40,000 gp; Weight —
  DESCRIPTION
  This gold ring allows the wearer to act as if continually under the 
  effect of a freedom of movement spell. 
  CONSTRUCTION
  Requirements Forge Ring, freedom of movement; Cost 20,000 gp
  RING OF FRIEND SHIELD
  Aura moderate abjuration; CL 10th
  Slot ring; Price 50,000 gp (for a pair); Weight —
  DESCRIPTION
  These curious rings always come in pairs. A friend shield ring 
  without its mate is useless. Either wearer of one of a pair of the 
  rings can, at any time, command his ring to cast a shield other 
  spell with the wearer of the mated ring as the recipient. This effect 
  has no range limitation. 
  CONSTRUCTION
  Requirements Forge Ring, shield other; Cost 25,000 gp
  RING OF INVISIBILITy
  Aura faint illusion; CL 3rd
  Slot ring; Price 20,000 gp; Weight —
  DESCRIPTION
  By activating this simple silver ring, the wearer can benefit from 
  invisibility, as the spell. 
  CONSTRUCTION
  Requirements Forge Ring, invisibility; Cost 10,000 gp
  RING OF JUMPING
  Aura faint transmutation; CL 2th
  Slot ring; Price 2,500 gp; Weight —
  DESCRIPTION
  This ring continually allows the wearer to leap about, providing a 
  +5 competence bonus on all his Acrobatics checks made to make 
  high or long jumps. 
  CONSTRUCTION
  Requirements Forge Ring, creator must have 5 ranks in the 
  Acrobatics skill; Cost 1,250 gp
  RING OF JUMPING, IMPROVED
  Aura moderate transmutation; CL 7th
  Slot ring; Price 10,000 gp; Weight —
  DESCRIPTION
  As a ring of jumping, except it grants a +10 competence bonus on 
  its wearer’s Acrobatics checks made to make high or long jumps. 
  CONSTRUCTION
  Requirements Forge Ring, creator must have 10 ranks in the 
  Acrobatics skill; Cost 5,000 gp
  RING OF MIND SHIELDING
  Aura faint abjuration; CL 3rd
  Slot ring; Price 8,000 gp; Weight —
  DESCRIPTION
  This ring is usually of fine workmanship and wrought from heavy 
  gold. The wearer is continually immune to detect thoughts, discern 
  lies, and any attempt to magically discern her alignment. 
  CONSTRUCTION
  Requirements Forge Ring, nondetection; Cost 4,000 gp
  RING OF PROTECTION
  Aura faint abjuration; CL 5th
  Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 
  32,000 gp (+4), 50,000 gp (+5); Weight —
  DESCRIPTION
  This ring offers continual magical protection in the form of a 
  deflection bonus of +1 to +5 to AC. 
  CONSTRUCTION
  Requirements Forge Ring, shield of faith, caster must be of a level 
  at least three times the bonus of the ring; Cost 1,000 gp (+1), 
  4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
  RING OF THE RAM
  Aura moderate transmutation; CL 9th
  Slot ring; Price 8,600 gp; Weight —
  DESCRIPTION
  The ring of the ram is an ornate ring forged of hard metal, usually iron 
  or an iron alloy. It has the head of a ram as its device. The wearer can 
  command the ring to give forth a ram-like force, manifested by a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703475
  703475
  451399
  451399
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703476
  703476
  451400
  451400
  482
  482
  vaguely discernible shape that resembles the head of a ram or a goat. 
  This force strikes a single target, dealing 1d6 points of damage if 1 
  charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 
  3 charges (the maximum) are used. Treat this as a ranged attack with 
  a 50-foot maximum range and no penalties for distance. 
  The force of the blow is considerable, and those struck by the 
  ring are subject to a bull rush if within 30 feet of the ring-wearer. 
  The ram is Large and uses the ring’s caster level as its base attack 
  bonus with a Strength of 25. This gives the ram a Combat Maneuver 
  Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 
  charges are expended, or +2 if 3 charges are expended.
  In addition to its attack mode, the ring of the ram also has the 
  power to open doors as if it were a character with Strength 25. This 
  expends 1 charge. If 2 charges are expended, the effect is equivalent 
  to a character with Strength 27. If 3 charges are expended, the effect 
  is that of a character with Strength 29.
  A newly created ring has 50 charges. When all the charges are 
  expended, the ring becomes a nonmagical item.
  CONSTRUCTION
  Requirements Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
  RING OF REGENERATION
  Aura strong conjuration; CL 15th
  Slot ring; Price 90,000 gp; Weight —
  DESCRIPTION
  This white gold ring is generally set with a large green sapphire. 
  When worn, the ring continually allows a living wearer to heal 
  1 point of damage per round and an equal amount of nonlethal 
  damage. In addition, he is immune to bleed damage while 
  wearing a ring of regeneration. If the wearer loses a limb, an organ, 
  or any other body part while wearing this ring, the ring regenerates 
  it as the spell. In either case, only damage taken while wearing the 
  ring is regenerated. 
  CONSTRUCTION
  Requirements Forge Ring, regenerate; Cost 45,000 gp
  RING OF SHOOTING STARS
  Aura strong evocation; CL 12th
  Slot ring; Price 50,000 gp; Weight —
  DESCRIPTION
  This ring has two modes of operation: one for being in dim 
  light or outdoors at night, and a second one when the wearer is 
  underground or indoors at night.
  During the night, under the open sky or in areas of shadow 
  or darkness, the ring of shooting stars can perform the following 
  functions on command.
  •	 Dancing lights (once per hour)
  •	 Light (twice per night)
  •	 Ball	lightning	(special,	once	per	night)
  •	 Shooting	stars	(special,	three	per	week)
  The first special function, ball lightning, releases one to four balls 
  of lightning (ring wearer’s choice). These glowing globes resemble 
  dancing lights, and the ring wearer controls them similarly (see the 
  dancing lights spell description). The spheres have a 120-foot range 
  and a duration of 4 rounds. They can be moved at 120 feet per round. 
  Each sphere is about 3 feet in diameter, and any creature who comes 
  within 5 feet of one causes its charge to dissipate, taking electricity 
  damage in the process according to the number of balls created.
  Number of Balls 
  Damage per Ball
  1 lightning ball 
  4d6 points of electricity damage
  2 lightning balls 
  3d6 points of electricity damage each
  3 lightning balls 
  2d6 points of electricity damage each
  4 lightning balls 
  1d6 points of electricity damage each
  Once the ball lightning function is activated, the balls can be 
  released at any time before the sun rises. Multiple balls can be 
  released in the same round.
  The second special function produces three shooting stars that 
  can be released from the ring each week, simultaneously or one at a 
  time. They impact for 12 points of damage and spread (as a fireball) 
  in a 5-foot-radius sphere for 24 points of fire damage.
  Any creature struck by a shooting star takes full damage from 
  impact plus full fire damage from the spread unless it makes a DC 
  13 Reflex save. Creatures not struck but within the spread ignore the 
  impact damage and take only half damage from the fire spread on 
  a successful DC 13 Reflex save. Range is 70 feet, at the end of which 
  the shooting star explodes unless it strikes a creature or object 
  before that. A shooting star always follows a straight line, and any 
  creature in its path must make a save or be hit by the projectile.
  Indoors at night, or underground, the ring of shooting stars has 
  the following properties.
  •	 Faerie fire (twice per day)
  •	 Spark	shower	(special,	once	per	day)
  The spark shower is a flying cloud of sizzling purple sparks that 
  fan out from the ring for a distance of 20 feet in an arc 10 feet wide. 
  Creatures within this area take 2d8 points of damage each if not 
  wearing metal armor or carrying a metal weapon. Those wearing metal 
  armor and/or carrying a metal weapon take 4d8 points of damage. 
  CONSTRUCTION
  Requirements Forge Ring, faerie fire, fireball, light, lightning bolt; 
  Cost 25,000 gp
  RING OF SPELL STORING, MINOR
  Aura faint evocation; CL 5th
  Slot ring; Price 18,000 gp; Weight —
  DESCRIPTION
  A minor ring of spell storing contains up to three levels of spells 
  (either divine or arcane, or even a mix of both spell types) that 
  the wearer can cast. Each spell has a caster level equal to the 
  minimum level needed to cast that spell. The user need not 
  provide any material components or focus to cast the spell, and 
  there is no arcane spell failure chance for wearing armor (because 
  the ring wearer need not gesture). The activation time for the 
  ring is the same as the casting time for the relevant spell, with a 
  minimum of 1 standard action.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703476
  703476
  451400
  451400
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703477
  703477
  451401
  451401
  483
  483
  15
  Magic Items
  Magic Items
  For a randomly generated ring, treat it as a scroll to determine 
  what spells are stored in it. If you roll a spell that would put the ring 
  over the three-level limit, ignore that roll; the ring has no more 
  spells in it.
  A spellcaster can cast any spells into the ring, so long as the total 
  spell levels do not add up to more than three. Metamagic versions 
  of spells take up storage space equal to their spell level modified by 
  the metamagic feat. A spellcaster can use a scroll to put a spell into 
  the minor ring of spell storing.
  The ring magically imparts to the wearer the names of all spells 
  currently stored within it. 
  CONSTRUCTION
  Requirements Forge Ring, imbue with spell ability; Cost 9,000 gp
  RING OF SPELL STORING
  Aura moderate evocation; CL 9th
  Slot ring; Price 50,000 gp; Weight —
  DESCRIPTION
  As the minor ring of spell storing, except it holds up to 5 levels of spells. 
  CONSTRUCTION
  Requirements Forge Ring, imbue with spell ability; Cost 25,000 gp
  RING OF SPELL STORING, MAJOR
  Aura strong evocation; CL 17th
  Slot ring; Price 200,000 gp; Weight —
  DESCRIPTION
  As the minor ring of spell storing, except it holds up to 10 levels 
  of spells. 
  CONSTRUCTION
  Requirements Forge Ring, imbue with spell ability; Cost 100,000 gp
  RING OF SPELL TURNING
  Aura strong abjuration; CL 13th
  Slot ring; Price 100,000 gp; Weight —
  DESCRIPTION
  Up to three times per day on command, this simple platinum 
  band automatically reflects the next nine levels of spells cast at 
  the wearer, exactly as if spell turning had been cast upon him. 
  CONSTRUCTION
  Requirements Forge Ring, spell turning; Cost 50,000 gp
  RING OF SUSTENANCE
  Aura faint conjuration; CL 5th
  Slot ring; Price 2,500 gp; Weight —
  DESCRIPTION
  This ring continually provides its wearer with life-sustaining 
  nourishment. The ring also refreshes the body and mind, so that 
  its wearer needs only sleep 2 hours per day to gain the benefit 
  of 8 hours of sleep. This allows a spellcaster that requires rest to 
  prepare spells to do so after only 2 hours, but this does not allow a 
  spellcaster to prepare spells more than once per day. The ring must 
  be worn for a full week before it begins to work. If it is removed, the 
  owner must wear it for another week to reattune it to himself. 
  CONSTRUCTION
  Requirements Forge Ring, create food and water; Cost 1,250 gp
  RING OF SWIMMING
  Aura faint transmutation; CL 2nd
  Slot ring; Price 2,500 gp; Weight —
  DESCRIPTION
  This silver ring usually has fish-like designs and motifs etched into 
  the band. It continually grants the wearer a +5 competence bonus 
  on Swim checks. 
  CONSTRUCTION
  Requirements Forge Ring, creator must have 5 ranks in the Swim 
  skill; Cost 1,250 gp
  RING OF SWIMMING, IMPROVED
  Aura moderate transmutation; CL 7th
  Slot ring; Price 10,000 gp; Weight —
  DESCRIPTION
  As a ring of swimming, except it grants a +10 competence bonus 
  on its wearer’s Swim checks. 
  CONSTRUCTION
  Requirements Forge Ring, creator must have 10 ranks in the 
  Swim skill; Cost 5,000 gp
  RING OF TELEKINESIS
  Aura moderate transmutation; CL 9th
  Slot ring; Price 75,000 gp; Weight —
  DESCRIPTION
  This ring allows the caster to use the spell telekinesis on command. 
  CONSTRUCTION
  Requirements Forge Ring, telekinesis; Cost 37,500 gp
  RING OF THREE WISHES
  Aura strong universal or evocation (if miracle is used); CL 20th
  Slot ring; Price 120,000 gp; Weight —
  DESCRIPTION
  This ring is set with three rubies. Each ruby stores a wish spell, 
  activated by the ring. When a wish is used, that ruby disappears. 
  For a randomly generated ring, roll 1d3 to determine the 
  remaining number of rubies. When all the wishes are used, the 
  ring becomes a nonmagical item. 
  CONSTRUCTION
  Requirements Forge Ring, wish or miracle; Cost 97,500 gp
  RING OF WATER WALKING
  Aura moderate transmutation; CL 9th
  Slot ring; Price 15,000 gp; Weight —
  DESCRIPTION
  This ring is often made of coral or bluish metal decorated with 
  wave motifs. It allows the wearer to continually utilize the effects 
  of the spell water walk. 
  CONSTRUCTION
  Requirements Forge Ring, water walk; Cost 7,500 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703477
  703477
  451401
  451401
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703478
  703478
  451402
  451402
  484
  484
  RING OF WIzARDRy
  Aura moderate (wizardry I) or strong (wizardry II–IV) (no school); 
  CL 11th (I), 14th (II), 17th (III), 20th (IV)
  Slot ring; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 
  100,000 gp (IV); Weight —
  DESCRIPTION
  This special ring comes in four kinds (ring of wizardry I, ring of 
  wizardry II, ring of wizardry III, and ring of wizardry IV), all of 
  them useful only to arcane spellcasters. The wearer’s arcane 
  spells per day are doubled for one specific spell level. A ring of 
  wizardry I doubles 1st-level spells, a ring of wizardry II doubles 
  2nd-level spells, a ring of wizardry III doubles 3rd-level spells, 
  and a ring of wizardry IV doubles 4th-level spells. Bonus spells 
  from high ability scores or school specialization are not doubled. 
  CONSTRUCTION
  Requirements Forge Ring, limited wish; Cost 10,000 gp (I), 
  20,000 gp (II), 35,000 gp (III), 50,000 gp (IV)
  RING OF x-RAy VISION
  Aura moderate divination; CL 6th
  Slot ring; Price 25,000 gp; Weight —
  DESCRIPTION
  On command, this ring gives its wearer the ability to see into 
  and through solid matter. Vision range is 20 feet, with the viewer 
  seeing as if he were looking at something in normal light even if 
  there is no illumination. X-ray vision can penetrate 1 foot of stone, 
  1 inch of common metal, or up to 3 feet of wood or dirt. Thicker 
  substances or a thin sheet of lead blocks the vision.
  Using the ring is exhausting, causing the wearer 1 point of 
  Constitution damage per minute after the first 10 minutes of use 
  in a single day. The ring must be used in 1-minute increments.
  CONSTRUCTION
  Requirements Forge Ring, true seeing; Cost 12,500 gp
  rOds
  Rods are scepter-like devices that have unique magical powers 
  and do not usually have charges. Anyone can use a rod.
  Physical Description: Rods weigh approximately 5 
  pounds. They range from 2 feet to 3 feet long and are usually 
  made of iron or some other metal. (Many, as noted in their 
  descriptions, can function as light maces or clubs due to their 
  hardy construction.) These sturdy items have AC 9, 10 hit 
  points, hardness 10, and a break DC of 27.
  Activation: Details relating to rod use vary from item to 
  item. Unless noted otherwise, you must be holding a rod to 
  use its abilities. See the individual descriptions for specifics.
  Special Qualities: Roll d%. A 01 result indicates the rod 
  is intelligent, 02–31 indicates that something (a design, 
  inscription, or the like) provides a clue to its function, and 32–
  100 indicates no special qualities. Intelligent items have extra 
  abilities and sometimes extraordinary powers and special 
  purposes (see Intelligent Items later in this chapter).
  Rods with charges can never be intelligent.
  IMMOVABLE ROD
  Aura moderate transmutation; CL 10th
  Slot none; Price 5,000 gp; Weight 5 lbs.
  DESCRIPTION
  This rod looks like a flat iron bar with a small button on one end. 
  When the button is pushed (a move action), the rod does not 
  move from where it is, even if staying in place defies gravity. 
  Thus, the owner can lift or place the rod wherever he wishes, push 
  the button, and let go. Several immovable rods can even make a 
  ladder when used together (although only two are needed). An 
  immovable rod can support up to 8,000 pounds before falling to 
  the ground. If a creature pushes against an immovable rod, it must 
  make a DC 30 Strength check to move the rod up to 10 feet in a 
  single round. 
  CONSTRUCTION
  Requirements Craft Rod, levitate; Cost 2,500 gp
  METAMAGIC RODS
  Metamagic rods hold the essence of a metamagic feat, allowing 
  the user to apply metamagic effects to spells as they are cast. 
  This does not change the spell slot of the altered spell. All the 
  rods described here are use-activated (but casting spells in a 
  threatened area still draws an attack of opportunity). A caster 
  may only use one metamagic rod on any given spell, but it is 
  permissible to combine a rod with metamagic feats possessed 
  by the rod’s wielder. In this case, only the feats possessed by the 
  wielder adjust the spell slot of the spell being cast.
  Possession of a metamagic rod does not confer the associated 
  feat on the owner, only the ability to use the given feat a specified 
  number of times per day. A sorcerer still must take a full-round 
  action when using a metamagic rod, just as if using a metamagic 
  feat he possesses (except for quicken metamagic rods, which can be 
  used as a swift action).
  Lesser and Greater Metamagic Rods: Normal metamagic rods 
  can be used with spells of 6th level or lower. Lesser rods can be 
  used with spells of 3rd level or lower, while greater rods can be used 
  with spells of 9th level or lower. 
  METAMAGIC, EMPOWER
  Aura strong (no school); CL 17th
  Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp 
  (greater); Weight 5 lbs.
  DESCRIPTION
  The wielder can cast up to three spells per day that are 
  empowered as though using the Empower Spell feat. 
  CONSTRUCTION
  Requirements Craft Rod, Empower Spell; Cost 4,500 gp (lesser), 
  16,250 gp (normal), 36,500 gp (greater)
  METAMAGIC, ENLARGE
  Aura strong (no school); CL 17th
  Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp 
  (greater); Weight 5 lbs.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703478
  703478
  451402
  451402
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703479
  703479
  451403
  451403
  485
  485
  15
  Magic Items
  Magic Items
  DESCRIPTION
  The wielder can cast up to three spells per day that are enlarged as 
  though using the Enlarge Spell feat. 
  CONSTRUCTION
  Requirements Craft Rod, Enlarge Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  METAMAGIC, ExTEND
  Aura strong (no school); CL 17th
  Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp 
  (greater); Weight 5 lbs.
  DESCRIPTION
  The wielder can cast up to three spells per day that are extended 
  as though using the Extend Spell feat. 
  CONSTRUCTION
  Requirements Craft Rod, Extend Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  METAMAGIC, MAxIMIzE
  Aura strong (no school); CL 17th
  Slot none; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 
  gp (greater); Weight 5 lbs.
  DESCRIPTION
  The wielder can cast up to three spells per day that are maximized 
  as though using the Maximize Spell feat. 
  CONSTRUCTION
  Requirements Craft Rod, Maximize Spell feat; Cost 7,000 gp 
  (lesser), 27,000 gp (normal), 60,750 gp (greater)
  METAMAGIC, QUICKEN
  Aura strong (no school); CL 17th
  Slot none; Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 
  gp (greater); Weight 5 lbs.
  DESCRIPTION
  The wielder can cast up to three spells per day that are quickened 
  as though using the Quicken Spell feat. 
  CONSTRUCTION
  Requirements Craft Rod, Quicken Spell; Cost 17,500 gp (lesser), 
  37,750 gp (normal), 85,000 gp (greater)
  METAMAGIC, SILENT
  Aura strong (no school); CL 17th
  Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp 
  (greater); Weight 5 lbs.
  DESCRIPTION
  The wielder can cast up to three spells per day without verbal 
  components as though using the Silent Spell feat. 
  CONSTRUCTION
  Requirements Craft Rod, Silent Spell; Cost 1,500 gp (lesser), 5,500 
  gp (normal), 12,250 gp (greater)
  ROD OF ABSORPTION
  Aura strong abjuration; CL 15th
  Slot none; Price 50,000 gp; Weight 5 lbs.
  DESCRIPTION
  This rod absorbs spells or spell-like abilities into itself. The magic 
  absorbed must be a single-target spell or a ray directed at either the 
  character holding the rod or her gear. The rod then nullifies the spell’s 
  effect and stores its potential until the wielder releases this energy in 
  the form of spells of her own. She can instantly detect a spell’s level as 
  the rod absorbs that spell’s energy. Absorption requires no action on 
  the part of the user if the rod is in hand at the time.
  A running total of absorbed (and used) spell levels should be 
  kept. The wielder of the rod can use captured spell energy to cast 
  any spell she has prepared, without expending the preparation itself. 
  The only restrictions are that the levels of spell energy stored in 
  Table 15–14: Rods
  Medium Major 
  Rod 
  Market Price
  01–07 
  — 
  Metamagic, Enlarge, lesser 
  3,000 gp
  08–14 
  — 
  Metamagic, Extend, lesser 
  3,000 gp
  15–21 
  — 
  Metamagic, Silent, lesser 
  3,000 gp
  22–28 
  — 
  Immovable 
  5,000 gp
  29–35 
  — 
  Metamagic, Empower, lesser 
  9,000 gp
  36–42 
  — 
  Metal and mineral detection 
  10,500 gp
  43–53 
  01–04 
  Cancellation 
  11,000 gp
  54–57 
  05–06 
  Metamagic, Enlarge 
  11,000 gp
  58–61 
  07–08 
  Metamagic, Extend 
  11,000 gp
  62–65 
  09–10 
  Metamagic, Silent 
  11,000 gp
  66–71 
  11–14 
  Wonder 
  12,000 gp
  72–79 
  15–19 
  Python 
  13,000 gp
  80–83 
  — 
  Metamagic, Maximize, lesser 
  14,000 gp
  84–89 
  20–21 
  Flame extinguishing 
  15,000 gp
  90–97 
  22–25 
  Viper 
  19,000 gp
  — 
  26–30 
  Enemy detection 
  23,500 gp
  — 
  31–36 Metamagic, Enlarge, greater 
  24,500 gp
  — 
  37–42 Metamagic, Extend, greater 
  24,500 gp
  — 
  43–48 
  Metamagic, Silent, greater 
  24,500 gp
  — 
  49–53 
  Splendor 
  25,000 gp
  — 
  54–58 
  Withering 
  25,000 gp
  98–99 
  59–64 
  Metamagic, Empower 
  32,500 gp
  — 
  65–69 
  Thunder and lightning 
  33,000 gp
  100 
  70–73 Metamagic, Quicken, lesser 
  35,000 gp
  — 
  74–77 
  Negation 
  37,000 gp
  — 
  78–80 
  Absorption 
  50,000 gp
  — 
  81–84 
  Flailing 
  50,000 gp
  — 
  85–86 
  Metamagic, Maximize 
  54,000 gp
  — 
  87–88 
  Rulership 
  60,000 gp
  — 
  89–90 
  Security 
  61,000 gp
  — 
  91–92 
  Lordly might 
  70,000 gp
  — 
  93–94 Metamagic, Empower, greater 73,000 gp
  — 
  95–96 
  Metamagic, Quicken 
  75,500 gp
  — 
  97–98 
  Alertness 
  85,000 gp
  — 
  99 Metamagic, Maximize, greater 121,500 gp
  — 
  100 
  Metamagic, Quicken, greater 170,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703479
  703479
  451403
  451403
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703480
  703480
  451404
  451404
  486
  486
  the rod must be equal to or greater than the level of the spell the 
  wielder wants to cast, that any material components required for 
  the spell be present, and that the rod be in hand when casting. For 
  casters such as bards or sorcerers who do not prepare spells, the 
  rod’s energy can be used to cast any spell of the appropriate level or 
  levels that they know.
  A rod of absorption absorbs a maximum of 50 spell levels and can 
  thereafter only discharge any remaining potential it might have. The 
  rod cannot be recharged. The wielder knows the rod’s remaining 
  absorbing potential and current amount of stored energy.
  To determine the absorption potential remaining in a newly 
  found rod, roll d% and divide the result by 2. Then roll d% again: 
  on a result of 71–100, half the levels already absorbed by the rod are 
  still stored within. 
  CONSTRUCTION
  Requirements Craft Rod, spell turning; Cost 25,000 gp
  ROD OF ALERTNESS
  Aura moderate abjuration, divination, enchantment, and 
  evocation; CL 11th
  Slot none; Price 85,000 gp; Weight 4 lbs.
  DESCRIPTION
  This rod is indistinguishable from a +1 light mace. It has eight 
  flanges on its mace-like head. The rod bestows a +1 insight 
  bonus on initiative checks. If grasped firmly, the rod enables 
  the holder to use detect evil, detect good, detect chaos, detect law, 
  detect magic, discern lies, light, or see invisibility. Each different use 
  is a standard action.
  If the head of a rod of alertness is planted in the ground and the 
  possessor wills it to alertness (a standard action), the rod senses 
  any creatures within 120 feet who intend to harm the possessor. At 
  the same time, the rod creates the effect of a prayer spell upon all 
  creatures friendly to the possessor in a 20-foot radius. Immediately 
  thereafter, the rod sends forth a mental alert to these friendly 
  creatures, warning them of any unfriendly creatures within the 
  120-foot radius. These effects last for 10 minutes, and the rod can 
  perform this function once per day. Last, the rod can be used to 
  simulate the casting of an animate objects spell, utilizing any 11 (or 
  fewer) Small objects located roughly around the perimeter of a 
  5-foot-radius circle centered on the rod when planted in the ground. 
  Objects remain animated for 11 rounds. The rod can perform this 
  function once per day. 
  CONSTRUCTION
  Requirements Craft Rod, alarm, animate objects, detect chaos, 
  detect evil, detect good, detect law, detect magic, discern lies, light, 
  prayer, see invisibility; Cost 42,500 gp
  ROD OF CANCELLATION
  Aura strong abjuration; CL 17th
  Slot none; Price 11,000 gp; Weight 5 lbs.
  DESCRIPTION
  This dreaded rod is a bane to magic items, for its touch drains 
  an item of all magical properties. The item touched must make a 
  DC 23 Will save to prevent the rod from draining it. If a creature 
  is holding it at the time, then the item can use the holder’s Will 
  save bonus in place of its own if the holder’s is better. In such 
  cases, contact is made by making a melee touch attack roll. Upon 
  draining an item, the rod itself becomes brittle and cannot be 
  used again. Drained items are only restorable by wish or miracle. If 
  a sphere of annihilation and a rod of cancellation negate each other, 
  nothing can restore either of them.
  CONSTRUCTION
  Requirements Craft Rod, mage’s disjunction; Cost 5,500 gp
  ROD OF ENEMy DETECTION
  Aura moderate divination; CL 10th
  Slot none; Price 23,500 gp; Weight 5 lbs.
  DESCRIPTION
  This device pulses in the wielder’s hand and points in the 
  direction of any creature or creatures hostile to the bearer of 
  the device (nearest ones first). These creatures can be invisible, 
  ethereal, hidden, disguised, or in plain sight. Detection range is 
  60 feet. If the bearer of the rod concentrates for a full round, the 
  rod pinpoints the location of the nearest enemy and indicates how 
  many enemies are within range. The rod can be used to pinpoint 
  three times each day, each use lasting up to 10 minutes. Activating 
  the rod is a standard action. 
  CONSTRUCTION
  Requirements Craft Rod, true seeing; Cost 11,750 gp
  ROD OF FLAILING
  Aura moderate enchantment; CL 9th
  Slot none; Price 50,000 gp; Weight 5 lbs.
  DESCRIPTION
  Upon the command of its possessor, the rod activates, 
  changing from a normal-seeming rod to a +3/+3 dire flail. The 
  dire flail is a double weapon, which means that each of the 
  weapon’s heads can be used to attack. The wielder can gain an 
  extra attack (with the second head) at the cost of making all 
  attacks at a –2 penalty (as if she had the Two-Weapon Fighting 
  feat).
  Once per day, the wielder can use a free action to cause the 
  rod to grant her a +4 deflection bonus to Armor Class and a +4 
  resistance bonus on saving throws for 10 minutes. The rod need not 
  be in weapon form to grant this benefit.
  Transforming it into a weapon or back into a rod is a move action. 
  CONSTRUCTION
  Requirements Craft Rod, Craft Magic Arms and Armor, bless; Cost 
  25,000 gp
  ROD OF FLAME ExTINGUISHING
  Aura strong transmutation; CL 12th
  Slot none; Price 15,000 gp; Weight 5 lbs.
  DESCRIPTION
  This rod can extinguish Medium or smaller nonmagical fires with 
  simply a touch (a standard action). For the rod to be effective 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703480
  703480
  451404
  451404
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703481
  703481
  451405
  451405
  487
  487
  15
  Magic Items
  Magic Items
  against other sorts of fires, the wielder must expend 1 or more of 
  the rod’s charges.
  Extinguishing a Large or larger nonmagical fire, or a magic fire 
  of Medium or smaller (such as that of a flaming weapon or a burning 
  hands spell), expends 1 charge. Continual magic flames, such as those 
  of a weapon or a fire creature, are suppressed for 6 rounds and flare 
  up again after that time. To extinguish an instantaneous fire spell, the 
  rod must be within the area of the effect and the wielder must have 
  used a ready action, effectively countering the entire spell.
  When applied to Large or larger magic fires, such as those 
  caused by fireball, flame strike, or wall of fire, extinguishing the 
  flames expends 2 charges from the rod.
  If a rod of flame extinguishing is touched to a creature with the fire 
  subtype by making a successful melee touch attack, the rod deals 
  6d6 points of damage to the creature. This use requires 3 charges.
  A rod of flame extinguishing has 10 charges when found. Spent 
  charges are renewed every day, so that a wielder can expend up to 
  10 charges in any 24-hour period. 
  CONSTRUCTION
  Requirements Craft Rod, pyrotechnics; Cost 7,500 gp
  ROD OF LORDLy MIGHT
  Aura strong enchantment, evocation, necromancy, and 
  transmutation; CL 19th
  Slot none; Price 70,000 gp; Weight 10 lbs.
  DESCRIPTION
  This rod has functions that are spell-like, and it can also be used 
  as a magic weapon of various sorts. In addition, it has several 
  more mundane uses. The rod of lordly might is metal, thicker than 
  other rods, with a flanged ball at one end and six stud-like buttons 
  along its length. Pushing any of the rod’s buttons is an action 
  equivalent to drawing a weapon, and the rod weighs 10 pounds.
  The following spell-like functions of the rod can each be used 
  once per day.
  •	 Hold person upon a touched creature, if the wielder so 
  commands (Will DC 14 negates). The wielder must choose to 
  use this power (a free action) and then succeed on a melee touch 
  attack to activate the power. If the attack fails, the effect is lost.
  •	 Fear upon all enemies viewing it, if the wielder so desires (10-
  foot maximum range, Will DC 16 partial). Invoking this power 
  is a standard action.
  •	 Deal	2d4	hit	points	of	damage	to	an	opponent	on	a	successful	
  touch attack (Will DC 17 half) and cure the wielder of the same 
  amount of damage. The wielder must choose to use this power 
  before attacking, as with hold person.
  The following functions of the rod have no limit on the number 
  of times they can be employed.
  •	 In	its	normal	form,	the	rod	can	be	used	as	a	+2 light mace.
  •	 When	button	1	is	pushed,	the	rod	becomes	a	+1 flaming 
  longsword. A blade springs from the ball, with the ball itself 
  becoming the sword’s hilt. The weapon stretches to an overall 
  length of 4 feet.
  •	 When	button	2	is	pushed,	the	rod	becomes	a	+4 battleaxe. A wide 
  blade springs forth at the ball, and the whole lengthens to 4 feet.
  •	 When	button	3	is	pushed,	the	rod	becomes	a	+3 shortspear or +3 
  longspear. The spear blade springs forth, and the handle can be 
  lengthened up to 12 feet (wielder’s choice) for an overall length 
  ranging from 6 feet to 15 feet. At its 15-foot length, the rod is 
  suitable for use as a lance.
  The following other functions of the rod also have no limit on the 
  number of times they can be employed.
  •	 Climbing	pole/ladder.	When	button	4	is	pushed,	a	spike	that	
  can anchor in stone is extruded from the ball, while the other 
  end sprouts three sharp hooks. The rod lengthens to anywhere 
  between 5 and 50 feet in a single round, stopping when button 4 
  is pushed again. Horizontal bars 3 inches long fold out from the 
  sides, 1 foot apart, in staggered progression. The rod is firmly 
  held by the spike and hooks and can bear up to 4,000 pounds. 
  The wielder can retract the pole by pushing button 5.
  •	 The	ladder	function	can	be	used	to	force	open	doors.	The	wielder	
  plants the rod’s base 30 feet or less from the portal to be forced 
  and in line with it, then pushes button 4. The force exerted has a 
  Strength modifier of +12.
  •	 When	button	6	is	pushed,	the	rod	indicates	magnetic	north	and	
  gives the wielder knowledge of his approximate depth beneath 
  the surface or height above it. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Craft Rod, bull’s 
  strength, fear, flame blade, hold person, inflict light wounds; Cost 
  35,000 gp
  ROD OF METAL AND MINERAL DETECTION
  Aura moderate divination; CL 9th
  Slot none; Price 10,500 gp; Weight 5 lbs.
  DESCRIPTION
  This rod is valued by treasure hunters and miners alike, for it 
  pulses and hums in the wielder’s hand in the proximity of metal. 
  As the wearer aims the rod, the pulsations grow more noticeable 
  as it points to the largest mass of metal within 30 feet. However, 
  the wielder can concentrate on a specific metal or mineral. If the 
  specific mineral is within 30 feet, the rod points to any places it is 
  located, and the rod wielder knows the approximate quantity as 
  well. If more than one deposit of the specified metal or mineral 
  is within range, the rod points to the largest cache first. Each 
  operation requires a full-round action. 
  CONSTRUCTION
  Requirements Craft Rod, locate object; Cost 5,250 gp
  ROD OF NEGATION
  Aura strong varied; CL 15th
  Slot none; Price 37,000 gp; Weight 5 lbs.
  DESCRIPTION
  This device negates the spell or spell-like function or functions of 
  magic items. The wielder points the rod at the magic item, and a 
  pale gray beam shoots forth to touch the target device, attacking 
  as a ray (a ranged touch attack). The ray functions as a greater 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703481
  703481
  451405
  451405
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703482
  703482
  451406
  451406
  488
  488
  dispel magic spell, except it only affects magic items. To negate 
  instantaneous effects from an item, the rod wielder needs to have 
  a readied action. The dispel check uses the rod’s caster level (15th). 
  The target item gets no saving throw, although the rod can’t 
  negate artifacts (even minor artifacts). The rod can function three 
  times per day. 
  CONSTRUCTION
  Requirements Craft Rod, dispel magic, and limited wish or miracle; 
  Cost 18,500 gp
  ROD OF THE PyTHON
  Aura moderate transmutation; CL 10th
  Slot none; Price 13,000 gp; Weight 5 lbs.
  DESCRIPTION
  Unlike most rods, one end of this rod curls and twists back on 
  itself in a crook—the tip of this crook sometimes looks like the 
  head of a snake. The rod itself is about 4 feet long and weighs 
  10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws 
  the rod to the ground (a standard action), it grows to become 
  a constrictor snake by the end of the round. The python obeys 
  all commands of the owner. (In animal form, it retains the +1 
  enhancement bonus on attacks and damage possessed by the 
  rod form.) The serpent returns to rod form (a full-round action) 
  whenever the wielder desires, or whenever it moves farther than 
  100 feet from the owner. If the snake form is slain, it returns to 
  rod form and cannot be activated again for three days. A rod of 
  the python only functions if the possessor is good. 
  CONSTRUCTION
  Requirements Craft Rod, Craft Magic Arms and Armor, baleful 
  polymorph, creator must be good; Cost 6,500 gp
  ROD OF RULERSHIP
  Aura strong enchantment; CL 20th
  Slot none; Price 60,000 gp; Weight 8 lbs.
  DESCRIPTION
  This rod looks like a royal scepter worth at least 5,000 gp in 
  materials and workmanship alone. The wielder can command 
  the obedience and fealty of creatures within 120 feet when 
  she activates the device (a standard action). Creatures totaling 
  300 Hit Dice can be ruled, but creatures with Intelligence 
  scores of 12 or higher are each entitled to a DC 16 Will save 
  to negate the effect. Ruled creatures obey the wielder as if 
  she were their absolute sovereign. Still, if the wielder gives 
  a command that is contrary to the nature of the creatures 
  commanded, the magic is broken. The rod can be used for 
  500 total minutes before crumbling to dust. This duration 
  need not be continuous. 
  CONSTRUCTION
  Requirements Craft Rod, mass charm monster; Cost 32,500 gp
  ROD OF SECURITy
  Aura strong conjuration; CL 20th
  Slot none; Price 61,000 gp; Weight 5 lbs.
  DESCRIPTION
  This item creates a nondimensional space, a pocket paradise. 
  There the rod’s possessor and as many as 199 other creatures 
  can stay in complete safety for a period of time, up to 200 days 
  divided by the number of creatures affected. All fractions are 
  rounded down. In this pocket paradise, creatures don’t age, and 
  natural healing takes place at twice the normal rate. Fresh water and 
  food (fruits and vegetables only) are in abundance. The climate is 
  comfortable for all creatures involved.
  Activating the rod (a standard action) causes the wielder and all 
  creatures touching the rod to be transported instantaneously to the 
  paradise. Members of large groups can hold hands or otherwise 
  maintain physical contact, allowing all connected creatures in a 
  circle or a chain to be affected by the rod. Unwilling creatures get 
  a DC 17 Will save to negate the effect. If such a creature succeeds 
  on its save, other creatures beyond that point in a chain can still be 
  affected by the rod.
  When the rod’s effect expires, is dismissed, or is dispelled, 
  all the affected creatures instantly reappear in the location they 
  occupied when the rod was activated. If something else occupies 
  the space that a traveler would be returning to, then his body is 
  displaced a sufficient distance to provide the space required for 
  reentry. The rod’s possessor can dismiss the effect whenever he 
  wishes before the maximum time period expires, but the rod can 
  only be activated once per week. 
  CONSTRUCTION
  Requirements Craft Rod, gate; Cost 30,500 gp
  ROD OF SPLENDOR
  Aura strong conjuration and transmutation; CL 12th
  Slot none; Price 25,000 gp; Weight 5 lbs.
  DESCRIPTION
  The possessor of this fantastically bejeweled rod gains a +4 
  enhancement bonus to her Charisma score for as long as she 
  holds or carries the item. Once per day, the rod garbs her in 
  magically created clothing of the finest fabrics, plus adornments 
  of furs and jewels. 
  Apparel created by the magic of the rod remains in existence for 
  12 hours. However, if the possessor attempts to sell or give away 
  any part of it, use it for a spell component, or the like, all the apparel 
  immediately disappears. The same applies if any of it is forcibly 
  taken from her.
  The value of noble garb created by the rod ranges from 7,000 
  to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric alone, 
  5,000 gp for the furs, and the rest for the jewel trim (maximum 
  of twenty gems, maximum value 200 gp each).
  In addition, the rod has a second special power, usable once per 
  week. Upon command, it creates a palatial tent—a huge pavilion 
  of silk 60 feet across. Inside the tent are temporary furnishings 
  and food suitable to the splendor of the pavilion and sufficient to 
  entertain as many as 100 people. The tent and its trappings last for 1 
  day. At the end of that time, the tent and all objects associated with 
  it (including any items that were taken out of the tent) disappear. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703482
  703482
  451406
  451406
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703483
  703483
  451407
  451407
  489
  489
  15
  Magic Items
  Magic Items
  CONSTRUCTION
  Requirements Craft Rod, eagle’s splendor, fabricate, major creation; 
  Cost 12,500 gp
  ROD OF THUNDER AND LIGHTNING
  Aura moderate evocation; CL 9th
  Slot none; Price 33,000 gp; Weight 5 lbs.
  DESCRIPTION
  Constructed of iron set with silver rivets, this rod has the 
  properties of a +2 light mace. Its other powers are as follows.
  •		 Thunder: Once per day, the rod can strike as a +3 light mace, 
  and the opponent struck is stunned from the noise of the rod’s 
  impact (Fortitude DC 16 negates). Activating this sonic power 
  counts as a free action, and it works if the wielder strikes an 
  opponent within 1 round.
  •		 Lightning: Once per day, when the wielder desires, a short 
  spark of electricity can leap forth when the rod strikes an 
  opponent to deal the normal damage for a +2 light mace (1d6+2) 
  and an extra 2d6 points of electricity damage. Even when the 
  rod might not score a normal hit in combat, if the roll was 
  good enough to count as a successful melee touch attack, then 
  the 2d6 points of electricity damage still apply. The wielder 
  activates this power as a free action, and it works if he strikes an 
  opponent within 1 round.
  •		 Thunderclap: Once per day as a standard action, the wielder 
  can cause the rod to give out a deafening noise, just as a shout 
  spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target 
  deafened for 2d6 rounds).
  •	 Lightning Stroke: Once per day as a standard action, the 
  wielder can cause the rod to shoot out a 5-foot-wide lightning 
  bolt (9d6 points of electricity damage, Reflex DC 16 half) to a 
  range of 200 feet.
  •		 Thunder and Lightning: Once per week as a standard action, 
  the wielder of the rod can combine the thunderclap described 
  above with a lightning bolt, as in the lightning stroke. The 
  thunderclap affects all within 10 feet of the bolt. The lightning 
  stroke deals 9d6 points of electricity damage (count rolls 
  of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the 
  thunderclap deals 2d6 points of sonic damage. A single DC 16 
  Reflex save applies for both effects. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Craft Rod, lightning 
  bolt, shout; Cost 16,500 gp
  ROD OF THE VIPER
  Aura moderate necromancy; CL 10th
  Slot none; Price 19,000 gp; Weight 5 lbs.
  DESCRIPTION
  This rod strikes as a +2 heavy mace. Once per day, upon 
  command, the head of the rod becomes that of an actual serpent 
  for 10 minutes. During this period, any successful strike with the 
  rod deals its usual damage and also poisons the creature hit. This 
  poison deals 1d3 Constitution damage per round for 6 rounds. 
  Poisoned creatures can make a DC 16 Fortitude save each round 
  to negate the damage and end the affliction. Multiple hits extend 
  the duration by 3 rounds and increase the DC by +2 for each hit. 
  The rod only functions if its possessor is evil. 
  CONSTRUCTION
  Requirements Craft Rod, Craft Magic Arms and Armor, poison, 
  creator must be evil; Cost 9,500 gp
  ROD OF WITHERING
  Aura strong necromancy; CL 13th
  Slot none; Price 25,000 gp; Weight 5 lbs.
  DESCRIPTION
  A rod of withering acts as a +1 light mace that deals no hit point 
  damage. Instead, the wielder deals 1d4 points of Strength damage 
  and 1d4 points of Constitution damage to any creature she touches 
  with the rod (by making a melee touch attack). If she scores a critical 
  hit, the damage from that hit is permanent ability drain. In either 
  case, the defender negates the effect with a DC 17 Fortitude save. 
  CONSTRUCTION
  Requirements Craft Rod, Craft Magic Arms and Armor, contagion; 
  Cost 12,500 gp
  ROD OF WONDER
  Aura moderate enchantment; CL 10th
  Slot none; Price 12,000 gp; Weight 5 lbs.
  DESCRIPTION
  A rod of wonder is a strange and unpredictable device that 
  randomly generates any number of weird effects each time it is 
  used. Activating the rod is a standard action. Typical powers of the 
  rod include the following.
  d% 
  Wondrous Effect
  01–05 
  Slow target for 10 rounds (Will DC 15 negates).
  06–10 
  Faerie fire surrounds the target.
  11–15 
  Deludes wielder for 1 round into believing the rod 
  functions as indicated by a second die roll (no save).
  16–20 
  Gust of wind, but at windstorm force (Fortitude DC 
  14 negates).
  21–25 
  Wielder learns target’s surface thoughts (as with 
  detect thoughts) for 1d4 rounds (no save).
  26–30 
  Stinking cloud appears at 30-ft. range (Fortitude DC 
  15 negates).
  31–33 
  Heavy rain falls for 1 round in 60-ft. radius 
  centered on rod wielder.
  34–36 
  Summon an animal—a rhino (01–25 on d%), 
  elephant (26–50), or mouse (51–100).
  37–46 
  Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage 
  (Reflex DC 15 half).
  47–49 
  A stream of 600 large butterflies pours forth and 
  flutters around for 2 rounds, blinding everyone 
  within 25 ft. (Reflex DC 14 negates).
  50–53 
  Enlarge person on target if within 60 ft. of rod 
  (Fortitude DC 13 negates).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703483
  703483
  451407
  451407
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703484
  703484
  451408
  451408
  490
  490
  54–58 
  Darkness, 30-ft.-diameter hemisphere, centered 
  30 ft. away from rod.
  59–62 
  Grass grows in 160-square-ft. area before the rod, or 
  grass existing there grows to 10 times normal size.
  63–65 
  Turn ethereal any nonliving object of up to 1,000 
  lbs. mass and up to 30 cubic ft. in size.
  66–69 
  Reduce wielder two size categories (no save) for 1 day.
  70–79 
  Fireball at target or 100 ft. straight ahead, 6d6 
  damage (Reflex DC 15 half).
  80–84 
  Invisibility covers rod wielder.
  85–87 
  Leaves grow from target if within 60 ft. of rod. 
  These last 24 hours.
  88–90 
  10–40 gems, value 1 gp each, shoot forth in a 30-ft.-
  long stream. Each gem deals 1 point of damage to 
  any creature in its path: roll 5d4 for the number of 
  hits and divide them among the available targets.
  91–95 
  Shimmering colors dance and play over a 40-ft.-
  by-30-ft. area in front of rod. Creatures therein are 
  blinded for 1d6 rounds (Fortitude DC 15 negates).
  96–97 
  Wielder (50% chance) or target (50% chance) turns 
  permanently blue, green, or purple (no save).
  98–100 Flesh to stone (or stone to flesh if target is stone 
  already) if target is within 60 ft. (Fortitude DC 18 
  negates). 
  CONSTRUCTION
  Requirements Craft Rod, confusion, creator must be chaotic; Cost 
  6,000 gp
  sCrOLLs
  A scroll is a spell (or collection of spells) that has been stored 
  in written form. A spell on a scroll can be used only once. The 
  writing vanishes from the scroll when the spell is activated. 
  Using a scroll is basically like casting a spell. The price of a 
  scroll is equal to the level of the spell × the creator’s caster 
  level × 25 gp. If the scroll has a material component cost, it 
  is added to the base price and cost to create. Table 15–15 gives 
  sample prices for scrolls created at the lowest possible caster 
  level for each spellcasting class. Note that some spells appear 
  at different levels for different casters. The level of such spells 
  depends on the caster scribing the scroll.
  Physical Description: A scroll is a heavy sheet of fine vellum 
  or high-quality paper. An area about 8-1/2 inches wide and 
  11 inches long is sufficient to hold one spell. The sheet is 
  reinforced at the top and bottom with strips of leather slightly 
  longer than the sheet is wide. A scroll holding more than one 
  spell has the same width (about 8-1/2 inches) but is an extra 
  foot or so long for each additional spell. Scrolls that hold three 
  or more spells are usually fitted with reinforcing rods at each 
  end rather than simple strips of leather. A scroll has AC 9, 1 hit 
  point, hardness 0, and a break DC of 8.
  To protect it from wrinkling or tearing, a scroll is rolled 
  up from both ends to form a double cylinder. (This also helps 
  the user unroll the scroll quickly.) The scroll is placed in a 
  tube of ivory, jade, leather, metal, or wood. Most scroll cases 
  are inscribed with magic symbols which often identify the 
  owner or the spells stored on the scrolls inside. The symbols 
  sometimes hide magic traps.
  Activation: To activate a scroll, a spellcaster must read the 
  spell written on it. This involves several steps and conditions.
  Decipher the Writing: The writing on a scroll must be 
  deciphered before a character can use it or know exactly what 
  spell it contains. This requires a read magic spell or a successful 
  Spellcraft check (DC 20 + spell level). Deciphering a scroll is a 
  full-round action.
  Deciphering a scroll to determine its contents does not 
  activate its magic unless it is a specially prepared cursed 
  scroll. A character can decipher the writing on a scroll in 
  advance so that she can proceed directly to the next step 
  when the time comes to use the scroll.
  Activate the Spell: Activating a scroll requires reading the 
  spell from the scroll. The character must be able to see 
  and read the writing on the scroll. Activating a scroll spell 
  requires no material components or focus. (The creator of 
  the scroll provided these when scribing the scroll.) Note that 
  some spells are effective only when cast on an item or items. 
  In such a case, the scroll user must provide the item when 
  activating the spell. Activating a scroll spell is subject to 
  disruption just as casting a normally prepared spell would 
  be. Using a scroll is like casting a spell for purposes of arcane 
  spell failure chance.
  To have any chance of activating a scroll spell, the scroll 
  user must meet the following requirements.
  • The spell must be of the correct type (arcane or divine). 
  Arcane spellcasters (wizards, sorcerers, and bards) can only 
  use scrolls containing arcane spells, and divine spellcasters 
  (clerics, druids, paladins, and rangers) can only use scrolls 
  containing divine spells. (The type of scroll a character 
  creates is also determined by his class.)
  •  The user must have the spell on her class list.
  •  The user must have the requisite ability score.
  If the user meets all the requirements noted above, and 
  her caster level is at least equal to the spell’s caster level, 
  she can automatically activate the spell without a check. If 
  she meets all three requirements but her own caster level is 
  lower than the scroll spell’s caster level, then she has to make 
  a caster level check (DC = scroll’s caster level + 1) to cast the 
  spell successfully. If she fails, she must make a DC 5 Wisdom 
  check to avoid a mishap (see Scroll Mishaps). A natural roll 
  of 1 always fails, whatever the modifiers. Activating a scroll 
  is a standard action (or the spell’s casting time, whichever 
  is longer) and it provokes attacks of opportunity exactly as 
  casting a spell does.
  Determine Effect: A spell successfully activated from 
  a scroll works exactly like a spell prepared and cast the 
  normal way. Assume the scroll spell’s caster level is 
  always the minimum level required to cast the spell for 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703484
  703484
  451408
  451408
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703485
  703485
  451409
  451409
  491
  491
  15
  Magic Items
  Magic Items
  the character who scribed the scroll, unless the scriber 
  specifically desired otherwise. 
  The writing for an activated spell disappears from the scroll 
  as the spell is cast.
  Scroll Mishaps: When a mishap occurs, the spell on the 
  scroll has a reversed or harmful effect. Possible mishaps 
  are given below.
  •  A surge of uncontrolled magical energy deals 1d6 points of 
  damage per spell level to the scroll user.
  •  Spell strikes the scroll user or an ally instead of the intended 
  target, or a random target nearby if the scroll user was the 
  intended recipient.
  •  Spell takes effect at some random location within spell range.
  •  Spell’s effect on the target is contrary to the spell’s normal 
  effect. 
  •  The scroll user suffers some minor but bizarre effect 
  related to the spell in some way. Most such effects should 
  last only as long as the original spell’s duration, or 2d10 
  minutes for instantaneous spells.
  •  Some innocuous item or items appear in the spell’s area.
  •  Spell has delayed effect. Sometime within the next 1d12 
  hours, the spell activates. If the scroll user was the intended 
  recipient, the spell takes effect normally. If the user was 
  not the intended recipient, the spell goes off in the general 
  direction of the original recipient or target, up to the spell’s 
  maximum range, if the target has moved away.
  stAves
  A staff is a long shaft that stores several spells. Unlike wands, 
  which can contain a wide variety of spells, each staff is of a 
  certain kind and holds specific spells. A staff has 10 charges 
  when created.
  Physical Description: A typical staff measures anywhere 
  from 4 feet to 7 feet long and is 2 inches to 3 inches thick, 
  weighing about 5 pounds. Most staves are wood, but an 
  exotic few are bone, metal, or even glass. A staff often has 
  a gem or some device at its tip or is shod in metal at one 
  or both ends. Staves are often decorated with carvings or 
  runes. A typical staff is like a walking stick, quarterstaff, 
  or cudgel. It has AC 7, 10 hit points, hardness 5, and a break 
  DC of 24.
  Activation: Staves use the spell trigger activation 
  method, so casting a spell from a staff is usually a standard 
  action that doesn’t provoke attacks of opportunity. (If the 
  spell being cast has a longer casting time than 1 standard 
  action, however, it takes that long to cast the spell from 
  a staff.) To activate a staff, a character must hold it forth 
  in at least one hand (or whatever passes for a hand, for 
  nonhumanoid creatures).
  Special Qualities: Roll d%. A 01–30 result indicates that 
  something (a design, inscription, or the like) provides 
  some clue to the staff ’s function, and 31–100 indicates no 
  special qualities.
  Using Staves: Staves use the wielder’s ability score and 
  relevant feats to set the DC for saves against their spells. 
  Unlike with other sorts of magic items, the wielder can 
  use his caster level when activating the power of a staff if 
  it’s higher than the caster level of the staff. 
  This means that staves are far more potent in the hands 
  of a powerful spellcaster. Because they use the wielder’s 
  ability score to set the save DC for the spell, spells from a 
  staff are often harder to resist than those from other magic 
  items, which use the minimum ability score required to 
  cast the spell. Not only are aspects of the spell dependent on 
  caster level (range, duration, and so on) potentially higher, 
  but spells from a staff are also harder to dispel and have a 
  better chance of overcoming a target’s spell resistance.
  Staves hold a maximum of 10 charges. Each spell cast 
  from a staff consumes one or more charges. When a staff 
  runs out of charges, it cannot be used until it is recharged. 
  Each morning, when a spellcaster prepares spells or regains 
  spell slots, he can also imbue one staff with a portion of his 
  power so long as one or more of the spells cast by the staff 
  is on his spell list and he is capable of casting at least one 
  of the spells. Imbuing a staff with this power restores one 
  charge to the staff, but the caster must forgo one prepared 
  Table 15–15: Scrolls
   
   
   
   
  Spell 
  Caster
   Minor 
  Medium 
  Major 
  Level 
  Level
   01–05 
  — 
  — 
  0 
  1st
   06–50 
  — 
  — 
  1st 
  1st
   51–95 
  01–05 
  — 
  2nd 
  3rd
   96–100 
  06–65 
  — 
  3rd 
  5th
   
  — 
  66–95 
  01–05 
  4th 
  7th
   
  — 
  96–100 
  06–50 
  5th 
  9th
   
  — 
  — 
  51–70 
  6th 
  11th
   
  — 
  — 
  71–85 
  7th 
  13th
   
  — 
  — 
  86–95 
  8th 
  15th
   
  — 
  — 
  96–100 
  9th 
  17th
  Scroll Costs
   
  Cleric,
  Spell  
  Druid, 
   
   
  Paladin,
  Level 
  Wizard 
  Sorcerer 
  Bard 
  Ranger
  0  
  12.5 gp 
  12.5 gp 
  12.5 gp 
  —
  1st 
  25 gp 
  25 gp 
  25 gp 
  25 gp
  2nd 
  150 gp 
  200 gp 
  200 gp 
  200 gp
  3rd 
  375 gp 
  450 gp 
  525 gp 
  525 gp
  4th 
  700 gp 
  800 gp 
  1,000 gp 
  1,000 gp
  5th 
  1,125 gp 
  1,250 gp 
  1,625 gp 
  —
  6th 
  1,650 gp 
  1,800 gp 
  2,400 gp 
  —
  7th 
  2,275 gp 
  2,450 gp 
  — 
  —
  8th 
  3,000 gp 
  3,200 gp 
  — 
  —
  9th 
  3,825 gp 
  4,050 gp 
  — 
  —
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703485
  703485
  451409
  451409
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703486
  703486
  451410
  451410
  492
  492
  spell or spell slot of a level equal to the highest-level spell 
  cast by the staff. For example, a 9th-level wizard with a 
  staff of fire could imbue the staff with one charge per day 
  by using up one of his 4th-level spells. A staff cannot gain 
  more than one charge per day and a caster cannot imbue 
  more than one staff per day.
  Furthermore, a staff can hold a spell of any level, unlike 
  a wand, which is limited to spells of 4th level or lower. The 
  minimum caster level of a staff is 8th.
  STAFF OF ABJURATION
  Aura strong abjuration; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  Usually carved from the heartwood of an ancient oak or other 
  large tree, this staff allows use of the following spells:
  •	 Dispel magic (1 charge)
  •	 Resist energy (1 charge)
  •	 Shield (1 charge)
  •	 Dismissal (2 charges)
  •	 Lesser globe of invulnerability (2 charges)
  •	 Repulsion (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, dismissal, dispel magic, lesser globe of 
  invulnerability, repulsion, resist energy, shield; Cost 41,000 gp
  STAFF OF CHARMING
  Aura moderate enchantment; CL 8th
  Slot none; Price 17,600 gp; Weight 5 lbs.
  DESCRIPTION
  Made of twisting wood ornately shaped and carved, this staff 
  allows use of the following spells:
  •	 Charm person (1 charge)
  •	 Charm monster (2 charges) 
  CONSTRUCTION
  Requirements Craft Staff, charm person, charm monster; Cost 
  8,800 gp
  STAFF OF CONJURATION
  Aura strong conjuration; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  This staff is usually made of ash or walnut and bears ornate 
  carvings of many different kinds of creatures. It allows use of the 
  following spells:
  •	 Stinking cloud (1 charge)
  •	 Summon swarm (1 charge)
  •	 Unseen servant (1 charge)
  •	 Cloudkill (2 charges)
  •	 Minor creation (2 charges)
  •	 Summon monster VI (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, cloudkill, minor creation, stinking cloud, 
  summon monster VI, summon swarm, unseen servant; Cost 
  41,000 gp
  STAFF OF DEFENSE
  Aura strong abjuration; CL 15th
  Slot none; Price 62,000 gp; Weight 5 lbs.
  DESCRIPTION
  The staff of defense is a simple-looking polished wooden staff 
  that throbs with power when held defensively. It allows use of the 
  following spells:
  •	 Shield (1 charge)
  •	 Shield of Faith (1 charge)
  •	 Shield other (1 charge)
  •	 Shield of law (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, shield, shield of faith, shield of law, shield 
  other, creator must be lawful; Cost 31,000 gp
  STAFF OF EARTH AND STONE
  Aura moderate transmutation; CL 11th
  Slot none; Price 85,800 gp; Weight 5 lbs.
  DESCRIPTION
  This staff is topped with a fist-sized emerald that gleams with 
  smoldering power. It allows the use of the following spells: 
  •	 Move earth (1 charge) 
  •	 Passwall (1 charge)
  CONSTRUCTION
  Requirements Craft Staff, move earth, passwall; Cost 42,900 gp
  Table 15–16: Staves
   Medium 
  Major 
  Staff 
  Market Price
   01–15 
  01–03 
  Charming 
  17,600 gp
   16–30 
  04–09 
  Fire 
  18,950 gp
   31–40 
  10–11 
  Swarming insects 
  22,800 gp
   41–55 
  12–13 
  Size alteration 
  26,150 gp
   56–75 
  14–19 
  Healing 
  29,600 gp
   76–90 
  20–24 
  Frost 
  41,400 gp
   91–95 
  25–31 
  Illumination 
  51,500 gp
   96–100 
  32–38 
  Defense 
  62,000 gp
   
  — 
  39–45 
  Abjuration 
  82,000 gp
   
  — 
  46–50 
  Conjuration 
  82,000 gp
   
  — 
  51–55 
  Divination 
  82,000 gp
   
  — 
  56–60 
  Enchantment 
  82,000 gp
   
  — 
  61–65 
  Evocation 
  82,000 gp
   
  — 
  66–70 
  Illusion 
  82,000 gp
   
  — 
  71–75 
  Necromancy 
  82,000 gp
   
  — 
  76–80 
  Transmutation 
  82,000 gp
   
  — 
  81–85 
  Earth and stone 
  85,800 gp
   
  — 
  86–90 
  Woodlands 
  100,400 gp
   
  — 
  91–95 
  Life 
  109,400 gp
   
  — 
  96–98 
  Passage 
  206,900 gp
   
  — 
  99–100 
  Power 
  235,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703486
  703486
  451410
  451410
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703487
  703487
  451411
  451411
  493
  493
  15
  Magic Items
  Magic Items
  Ring of Water 
  Walking
  Ring of 
  Protection
  Ring of 
  Regeneration
  Ring of  
  Spell Storing
  Ring of 
  Shooting Stars
  STAFF OF DIVINATION
  Aura strong divination; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  Made from a supple length of willow, often with a forked tip, this 
  staff allows use of the following spells:
  •	 Detect secret doors (1 charge)
  •	 Locate object (1 charge)
  •	 Tongues (1 charge)
  •	 Locate creature (2 charges)
  •	 Prying eyes (2 charges)
  •	 True seeing (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, detect secret doors, locate creature, locate 
  object, prying eyes, tongues, true seeing; Cost 41,000 gp
  STAFF OF ENCHANTMENT
  Aura strong enchantment; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  Often made from applewood and topped with a clear crystal, this 
  staff allows use of the following spells:
  •	 Hideous laughter (1 charge)
  •	 Sleep (1 charge)
  •	 Suggestion (1 charge)
  •	 Crushing despair (2 charges)
  •	 Mind fog (2 charges)
  •	 Mass suggestion (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, crushing despair, hideous laughter, mass 
  suggestion, mind fog, sleep, suggestion; Cost 41,000 gp
  STAFF OF EVOCATION
  Aura strong evocation; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  This smooth hickory or yew staff allows use of the following spells:
  •	 Fireball (1 charge)
  •	 Magic missile (1 charge)
  •	 Shatter (1 charge)
  Rod of 
  Withering
  Rod of 
  Wonder
  Rod of 
  Lordly Might
  Staff of 
  Defense
  Staff of 
  Passage
  Staff of 
  Healing
  Staff of 
  Necromancy
  Staff of 
  Power
  Rod of 
  Cancellation
  Rod of  
  the Python
  Rod of 
  Rulership
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703487
  703487
  451411
  451411
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703488
  703488
  451412
  451412
  494
  494
  •	 Ice storm (2 charges)
  •	 Wall of force (2 charges)
  •	 Chain lightning (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, chain lightning, fireball, ice storm, magic 
  missile, shatter, wall of force; Cost 41,000 gp
  STAFF OF FIRE
  Aura moderate evocation; CL 8th
  Slot none; Price 18,950 gp; Weight 5 lbs.
  DESCRIPTION
  Crafted from bronzewood with brass bindings, this staff allows 
  use of the following spells:
  •	 Burning hands (1 charge)
  •	 Fireball (2 charges)
  •	 Wall of fire (3 charges)
  CONSTRUCTION
  Requirements Craft Staff, burning hands, fireball, wall of fire; Cost 
  9,475 gp
  STAFF OF FROST
  Aura moderate evocation; CL 10th
  Slot none; Price 41,400 gp; Weight 5 lbs.
  DESCRIPTION
  Tipped on either end with a glistening diamond, this rune-
  covered staff allows use of the following spells:
  •	 Ice storm (1 charge)
  •	 Wall of ice (2 charges)
  •	 Cone of cold (3 charges)
  CONSTRUCTION
  Requirements Craft Staff, cone of cold, ice storm, wall of ice; Cost 
  20,700 gp
  STAFF OF HEALING
  Aura moderate conjuration; CL 8th
  Slot none; Price 29,600 gp; Weight 5 lbs.
  DESCRIPTION
  This white ash staff is decorated with inlaid silver runes. It allows 
  use of the following spells:
  •	 Cure serious wounds (1 charge)
  •	 Lesser restoration (1 charge)
  •	 Remove blindness/deafness (2 charges)
  •	 Remove disease (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, cure serious wounds, lesser restoration, 
  remove blindness/deafness, remove disease; Cost 14,800 gp
  STAFF OF ILLUMINATION
  Aura strong evocation; CL 15th
  Slot none; Price 51,500 gp; Weight 5 lbs.
  DESCRIPTION
  This staff is usually sheathed in silver and decorated with 
  sunbursts. It allows use of the following spells:
  •	 Dancing lights (1 charge)
  •	 Flare (1 charge)
  •	 Daylight (2 charges)
  •	 Sunburst (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, dancing lights, daylight, flare, sunburst; 
  Cost 20,750 gp
  STAFF OF ILLUSION
  Aura strong illusion; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  This staff is made from ebony or other dark wood and carved into 
  an intricately twisted, fluted, or spiral shape. It allows use of the 
  following spells:
  •	 Disguise self (1 charge)
  •	 Major image (1 charge)
  •	 Mirror image (1 charge)
  •	 Persistent image (2 charges)
  •	 Rainbow pattern (2 charges)
  •	 Mislead (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, disguise self, major image, mirror image, 
  persistent image, mislead, rainbow pattern; Cost 41,000 gp
  STAFF OF LIFE
  Aura moderate conjuration; CL 11th
  Slot none; Price 109,400 gp; Weight 5 lbs.
  DESCRIPTION
  A staff of life is made of thick polished oak shod in gold and 
  decorated with sinuous runes. This staff allows use of the 
  following spells:
  •	 Heal (1 charge)
  •	 Raise dead (5 charges) 
  CONSTRUCTION
  Requirements Craft Staff, heal, raise dead; Cost 79,700 gp
  STAFF OF NECROMANCy
  Aura strong necromancy; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  This staff is made from ebony or other dark wood and carved with 
  images of bones and skulls mingled with strange spidery runes. It 
  allows use of the following spells:
  •		 Cause fear (1 charge)
  •	 Ghoul touch (1 charge)
  •	 Halt undead (1 charge)
  •	 Enervation (2 charges)
  •	 Waves of fatigue (2 charges)
  •	 Circle of death (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, cause fear, circle of death, enervation, 
  ghoul touch, halt undead, waves of fatigue; Cost 41,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703488
  703488
  451412
  451412
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703489
  703489
  451413
  451413
  495
  495
  15
  Magic Items
  Magic Items
  STAFF OF PASSAGE
  Aura strong varied; CL 17th
  Slot none; Price 206,900 gp; Weight 5 lbs.
  DESCRIPTION
  This potent item allows use of the following spells: 
  •	 Dimension door (1 charge)
  •	 Passwall (1 charge)
  •	 Greater teleport (2 charges)
  •	 Phase door (2 charges)
  •	 Astral projection (2 charges) 
  CONSTRUCTION
  Requirements Craft Staff, astral projection, dimension door, greater 
  teleport, passwall, phase door; Cost 115,950 gp
  STAFF OF POWER
  Aura strong varied; CL 15th
  Slot none; Price 235,000 gp; Weight 5 lbs.
  DESCRIPTION
  The staff of power is a very potent magic item with offensive and 
  defensive abilities. It is usually topped with a glistening gem that 
  often burns from within with a flickering red light. The staff allows 
  the use of the following spells:
  •	 Continual flame (1 charge)
  •	 Fireball (heightened to 5th level) (1 charge)
  •	 Levitate (1 charge)
  •	 Lightning bolt (heightened to 5th level) (1 charge)
  •	 Magic missile (1 charge)
  •	 Ray of enfeeblement (heightened to 5th level) (1 charge)
  •	 Cone of cold (2 charges)
  •	 Globe of invulnerability (2 charges)
  •	 Hold monster (2 charges)
  •	 Wall of force (in a 10-ft.-diameter hemisphere around the caster 
  only) (2 charges)
  The wielder of a staff of power gains a +2 luck bonus to AC 
  and on saving throws. The staff is also a +2 quarterstaff, and its 
  wielder may use it to smite opponents. If 1 charge is expended 
  (as a free action), the staff causes double damage (×3 on a critical 
  hit) for 1 round.
  A staff of power can be used for a retributive strike, requiring it to 
  be broken by its wielder. (If this breaking of the staff is purposeful 
  and declared by the wielder, it can be performed as a standard 
  action that does not require the wielder to make a Strength check.) 
  All charges currently in the staff are instantly released in a 30-
  foot spread. All within 2 squares of the broken staff take points of 
  damage equal to 20 × the number of charges in the staff, those 3 
  or 4 squares away take 15 × the number of charges in damage, and 
  those 5 or 6 squares distant take 10 × the number of charges in 
  damage. All those affected can make DC 17 Reflex saves to reduce 
  the damage by half.
  The character breaking the staff has a 50% chance of traveling 
  to another plane of existence, but if he does not, the explosive 
  release of spell energy destroys him. Only certain items, 
  including the staff of the magi and the staff of power, are capable 
  of being used for a retributive strike.
  CONSTRUCTION
  Requirements Craft Staff, Craft Magic Arms and Armor, cone of 
  cold, continual flame, heightened fireball, globe of invulnerability, 
  hold monster, levitate, heightened lightning bolt, magic missile, 
  heightened ray of enfeeblement, wall of force; Cost 117,500 gp
  STAFF OF SIzE ALTERATION
  Aura moderate transmutation; CL 8th
  Slot none; Price 26,150 gp; Weight 5 lbs.
  DESCRIPTION
  This staff of dark wood is relatively more stout and sturdy than 
  most magical staves, with a gnarled and twisted knot of wood at 
  the top end. It allows use of the following spells:
  •	 Enlarge person (1 charge)
  •	 Reduce person (1 charge)
  •	 Shrink item (2 charges)
  •	 Mass enlarge person (3 charges)
  •	 Mass reduce person (3 charges)
  CONSTRUCTION
  Requirements Craft Staff, enlarge person, mass enlarge person, 
  mass reduce person, reduce person, shrink item; Cost 13,075 gp
  STAFF OF SWARMING INSECTS
  Aura moderate conjuration; CL 9th
  Slot none; Price 22,800 gp; Weight 5 lbs.
  DESCRIPTION
  Made of twisted darkwood covered with knots and nodules 
  resembling crawling insects (which occasionally seem to move), 
  this staff allows use of the following spells:
  •	 Summon swarm (1 charge)
  •	 Insect plague (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, insect plague, summon swarm; Cost 
  11,400 gp
  STAFF OF TRANSMUTATION
  Aura strong transmutation; CL 13th
  Slot none; Price 82,000 gp; Weight 5 lbs.
  DESCRIPTION
  This staff is generally carved from or decorated with petrified 
  wood or fossilized bone, each etched with tiny but complex runes. 
  It allows use of the following spells:
  •	 Alter self (1 charge)
  •	 Blink (1 charge)
  •	 Expeditious retreat (1 charge)
  •	 Baleful polymorph (2 charges)
  •	 Polymorph (2 charges)
  •	 Disintegrate (3 charges) 
  CONSTRUCTION
  Requirements Craft Staff, alter self, baleful polymorph, blink, 
  disintegrate, expeditious retreat, polymorph; Cost 41,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703489
  703489
  451413
  451413
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703490
  703490
  451414
  451414
  496
  496
  STAFF OF THE WOODLANDS
  Aura strong varied; CL 13th
  Slot none; Price 100,400 gp; Weight 5 lbs.
  DESCRIPTION
  Appearing to have grown naturally into its shape, this oak, ash, or 
  yew staff allows use of the following spells:
  •	 Charm animal (1 charge)
  •	 Speak with animals (1 charge)
  •	 Barkskin (2 charges)
  •	 Summon nature’s ally VI (3 charges)
  •	 Wall of thorns (3 charges)
  •	 Animate plants (4 charges)
  The staff may be used as a weapon, functioning as a +2 
  quarterstaff. The staff of the woodlands also allows its wielder to cast 
  pass without trace at will, with no charge cost. These two attributes 
  continue to function after all the charges are expended. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Craft Staff, animate 
  plants, barkskin, charm animal, pass without trace, speak with 
  animals, summon nature’s ally VI, wall of thorns; Cost 50,500 gp
  wANds
  A wand is a thin baton that contains a single spell of 4th level 
  or lower. A wand has 50 charges when created—each charge 
  allows the use of the wand’s spell one time. A wand that runs 
  out of charges is just a stick. The price of a wand is equal to the 
  level of the spell × the creator’s caster level × 750 gp. If the wand 
  has a material component cost, it is added to the base price and 
  cost to create once for each charge (50 × material component 
  cost). Table 15–17 gives sample prices for wands created at the 
  lowest possible caster level for each spellcasting class. Note that 
  some spells appear at different levels for different casters. The 
  level of such spells depends on the caster crafting the wand.
  Physical Description: A wand is 6 to 12 inches long, 1/4 inch 
  thick, and weighs no more than 1 ounce. Most wands are wood, 
  but some are bone, metal, or even crystal. A typical wand has 
  AC 7, 5 hit points, hardness 5, and a break DC of 16.
  Activation: Wands use the spell trigger activation method, 
  so casting a spell from a wand is usually a standard action 
  that doesn’t provoke attacks of opportunity. (If the spell 
  being cast has a longer casting time than 1 action, however, 
  it takes that long to cast the spell from a wand.) To activate 
  a wand, a character must hold it in hand (or whatever passes 
  for a hand, for nonhumanoid creatures) and point it in the 
  general direction of the target or area. A wand may be used 
  while grappling or while swallowed whole.
  Special Qualities: Roll d%. A 01–30 result indicates that 
  something (a design, inscription, or the like) provides some clue 
  to the wand’s function, and 31–100 indicates no special qualities.
  wONdrOus items
  This is a catch all category for anything that doesn’t fall into 
  the other groups. Anyone can use a wondrous item (unless 
  specified otherwise in the description).
  Physical Description: Varies.
  Activation: Usually use-activated or command word, but 
  details vary from item to item.
  Special Qualities: Roll d%. An 01 result indicates the 
  wondrous item is intelligent, 02–31 indicates that something (a 
  design, inscription, or the like) provides a clue to its function, 
  and 32–100 indicates no special qualities. Intelligent items 
  have extra abilities and sometimes extraordinary powers and 
  special purposes (see Intelligent Items later in this chapter).
  Wondrous items with charges can never be intelligent.
  AMULET OF MIGHTy FISTS
  Aura faint evocation; CL 5th
  Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 
  80,000 gp (+4), 125,000 gp (+5); Weight —
  DESCRIPTION
  This amulet grants an enhancement bonus of +1 to +5 on attack 
  and damage rolls with unarmed attacks and natural weapons. 
  Alternatively, this amulet can grant melee weapon special abilities, 
  so long as they can be applied to unarmed attacks. See Table 15–9 
  for a list of abilities. Special abilities count as additional bonuses for 
  determining the market value of the item, but do not modify attack 
  or damage bonuses. An amulet of mighty fists cannot have a modified 
  bonus (enhancement bonus plus special ability bonus equivalents) 
  higher than +5. An amulet of mighty fists does not need to have a +1 
  enhancement bonus to grant a melee weapon special ability.
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater magic fang, creator’s 
  caster level must be at least three times the amulet’s bonus, 
  plus any requirements of the melee weapon special abilities; 
  Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp 
  (+4), 62,500 gp (+5)
  Table 15–17: Wands
   
   
   
   
  Spell 
  Caster
   Minor 
  Medium 
  Major 
  Level 
  Level
   01–05 
  — 
  — 
  0 
  1st
   06–60 
  — 
  — 
  1st 
  1st
   61–100 
  01–60 
  — 
  2nd 
  3rd
   
  — 
  61–100 
  01–60 
  3rd 
  5th
   
  — 
  — 
  61–100 
  4th 
  7th
  Wand Costs
   
  Cleric,
  Spell 
  Druid, 
   
   
  Paladin,
  Level 
  Wizard 
  Sorcerer 
  Bard 
  Ranger
  0  
  375 gp 
  375 gp 
  375 gp 
  —
  1st 
  750 gp 
  750 gp 
  750 gp 
  750 gp
  2nd 
  4,500 gp 
  6,000 gp 
  6,000 gp 
  6,000 gp
  3rd 
  11,250 gp 
  13,500 gp 
  15,750 gp 
  15,750 gp
  4th 
  21,000 gp 24,000 gp 
  30,000 gp 30,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703490
  703490
  451414
  451414
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703491
  703491
  451415
  451415
  497
  497
  15
  Magic Items
  Magic Items
  Table 15–18: Minor Wondrous Items
  d% Item 
  Market Price
  01 
  Feather token, anchor 
  50 gp
  02 
  Universal solvent 
  50 gp
  03 
  Elixir of love 
  150 gp
  04 
  Unguent of timelessness 
  150 gp
  05 
  Feather token, fan 
  200 gp
  06 
  Dust of tracelessness 
  250 gp
  07 
  Elixir of hiding 
  250 gp
  08 
  Elixir of tumbling 
  250 gp
  09 
  Elixir of swimming 
  250 gp
  10 
  Elixir of vision 
  250 gp
  11  
  Silversheen 
  250 gp
  12  
  Feather token, bird 
  300 gp
  13  
  Feather token, tree 
  400 gp
  14 
  Feather token, swan boat 
  450 gp
  15  
  Elixir of truth 
  500 gp
  16  
  Feather token, whip 
  500 gp
  17  
  Dust of dryness 
  850 gp
  18 
  Hand of the mage 
  900 gp
  19  
  Bracers of armor +1 
  1,000 gp
  20 
  Cloak of resistance +1 
  1,000 gp
  21  
  Pearl of power, 1st-level spell 
  1,000 gp
  22 
  Phylactery of faithfulness 
  1,000 gp
  23  
  Salve of slipperiness 
  1,000 gp
  24 
  Elixir of fire breath 
  1,100 gp
  25  
  Pipes of the sewers 
  1,150 gp
  26 
  Dust of illusion 
  1,200 gp
  27  
  Brooch of shielding 
  1,500 gp
  28 
  Necklace of fireballs type I 
  1,650 gp
  29 
  Dust of appearance 
  1,800 gp
  30 
  Hat of disguise 
  1,800 gp
  31  
  Pipes of sounding 
  1,800 gp
  32 
  Efficient quiver 
  1,800 gp
  33  
  Amulet of natural armor +1 
  2,000 gp
  34 
  Handy haversack 
  2,000 gp
  35  
  Horn of fog 
  2,000 gp
  36 
  Elemental gem 
  2,250 gp
  37  
  Robe of bones 
  2,400 gp
  38 
  Sovereign glue 
  2,400 gp
  39 
  Bag of holding type I 
  2,500 gp
  40 
  Boots of elvenkind 
  2,500 gp
  41  
  Boots of the winterlands 
  2,500 gp
  42 
  Candle of truth 
  2,500 gp
  43  
  Cloak of elvenkind 
  2,500 gp
  44 
  Eyes of the eagle 
  2,500 gp
  45  
  Goggles of minute seeing 
  2,500 gp
  46 
  Scarab, golembane 
  2,500 gp
  47  
  Necklace of fireballs type II 
  2,700 gp
  48 
  Stone of alarm 
  2,700 gp
  49 
  Bead of force 
  3,000 gp
  50 
  Chime of opening 
  3,000 gp
  d% Item 
  Market Price
  51  
  Horseshoes of speed 
  3,000 gp
  52  
  Rope of climbing 
  3,000 gp
  53  
  Bag of tricks, gray 
  3,400 gp
  54 
  Dust of disappearance 
  3,500 gp
  55  
  Lens of detection 
  3,500 gp
  56 
  Vestment, druid’s 
  3,750 gp
  57  
  Figurine of wondrous power, silver raven 
  3,800 gp
  58 
  Belt of giant strength +2 
  4,000 gp
  59 
  Belt of incredible dexterity +2 
  4,000 gp
  60 
  Belt of mighty constitution +2 
  4,000 gp
  61  
  Bracers of armor +2 
  4,000 gp
  62 
  Cloak of resistance +2 
  4,000 gp
  63 
  Gloves of arrow snaring 
  4,000 gp
  64 
  Headband of alluring charisma +2 
  4,000 gp
  65 
  Headband of inspired wisdom +2 
  4,000 gp
  66 
  Headband of vast intelligence +2 
  4,000 gp
  67 
  Ioun stone, clear spindle 
  4,000 gp
  68 
  Restorative ointment 
  4,000 gp
  69 
  Marvelous pigments 
  4,000 gp
  70 
  Pearl of power, 2nd-level spell 
  4,000 gp
  71  
  Stone salve 
  4,000 gp
  72  
  Necklace of fireballs type III 
  4,350 gp
  73  
  Circlet of persuasion 
  4,500 gp
  74  
  Slippers of spider climbing 
  4,800 gp
  75  
  Incense of meditation 
  4,900 gp
  76 
  Amulet of mighty fists +1 
  5,000 gp
  77  
  Bag of holding type II 
  5,000 gp
  78 
  Bracers of archery, lesser 
  5,000 gp
  79 
  Ioun stone, dusty rose prism 
  5,000 gp
  80 
  Helm of comprehend languages and read magic 5,200 gp
  81 
  Vest of escape 
  5,200 gp
  82 
  Eversmoking bottle 
  5,400 gp
  83 
  Sustaining spoon 
  5,400 gp
  84 
  Necklace of fireballs type IV 
  5,400 gp
  85 
  Boots of striding and springing 
  5,500 gp
  86 
  Wind fan 
  5,500 gp
  87 
  Necklace of fireballs type V 
  5,850 gp
  88 
  Horseshoes of a zephyr 
  6,000 gp
  89 
  Pipes of haunting 
  6,000 gp
  90 
  Gloves of swimming and climbing 
  6,250 gp
  91  
  Crown of blasting, minor 
  6,480 gp
  92 
  Horn of goodness/evil 
  6,500 gp
  93 
  Robe of useful items 
  7,000 gp
  94 
  Boat, folding 
  7,200 gp
  95 
  Cloak of the manta ray 
  7,200 gp
  96 
  Bottle of air 
  7,250 gp
  97 
  Bag of holding type III 
  7,400 gp
  98 
  Periapt of health 
  7,400 gp
  99 
  Boots of levitation 
  7,500 gp
  100 Harp of charming 
  7,500 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703491
  703491
  451415
  451415
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703492
  703492
  451416
  451416
  498
  498
  Table 15–19: Medium Wondrous Items
  d% Item 
  Market Price
  01 
  Amulet of natural armor +2 
  8,000 gp
  02 
  Golem manual, flesh 
  8,000 gp
  03 
  Hand of glory 
  8,000 gp
  04 
  Ioun stone, deep red sphere 
  8,000 gp
  05 
  Ioun stone, incandescent blue sphere 
  8,000 gp
  06 
  Ioun stone, pale blue rhomboid 
  8,000 gp
  07 
  Ioun stone, pink and green sphere 
  8,000 gp
  08 
  Ioun stone, pink rhomboid 
  8,000 gp
  09 
  Ioun stone, scarlet and blue sphere 
  8,000 gp
  10 
  Deck of illusions 
  8,100 gp
  11  
  Necklace of fireballs type VI 
  8,100 gp
  12  
  Candle of invocation 
  8,400 gp
  13  
  Robe of blending 
  8,400 gp
  14 
  Bag of tricks, rust 
  8,500 gp
  15  
  Necklace of fireballs type VII 
  8,700 gp
  16  
  Bracers of armor +3 
  9,000 gp
  17  
  Cloak of resistance +3 
  9,000 gp
  18 
  Decanter of endless water 
  9,000 gp
  19  
  Necklace of adaptation 
  9,000 gp
  20 
  Pearl of power, 3rd-level spell 
  9,000 gp
  21  
  Figurine of wondrous power, serpentine owl 
  9,100 gp
  22 
  Strand of prayer beads, lesser 
  9,600 gp
  23  
  Bag of holding type IV 
  10,000 gp
  24 
  Belt of physical might +2 
  10,000 gp
  25  
  Figurine of wondrous power, bronze griffon 10,000 gp
  26 
  Figurine of wondrous power, ebony fly 
  10,000 gp
  27  
  Glove of storing 
  10,000 gp
  28 
  Headband of mental prowess +2 
  10,000 gp
  29 
  Ioun stone, dark blue rhomboid 
  10,000 gp
  30 
  Cape of the mountebank 
  10,080 gp
  31  
  Phylactery of negative channeling 
  11,000 gp
  32 
  Phylactery of positive channeling 
  11,000 gp
  33  
  Gauntlet of rust 
  11,500 gp
  34 
  Boots of speed 
  12,000 gp
  35  
  Goggles of night 
  12,000 gp
  36 
  Golem manual, clay 
  12,000 gp
  37  
  Medallion of thoughts 
  12,000 gp
  38 
  Blessed book 
  12,500 gp
  39 
  Gem of brightness 
  13,000 gp
  40 
  Lyre of building 
  13,000 gp
  41  
  Robe, Monk’s 
  13,000 gp
  42 
  Cloak of arachnida 
  14,000 gp
  43  
  Belt of dwarvenkind 
  14,900 gp
  44 
  Periapt of wound closure 
  15,000 gp
  45  
  Pearl of the sirines 
  15,300 gp
  46 
  Figurine of wondrous power, onyx dog 
  15,500 gp
  47  
  Bag of tricks, tan 
  16,000 gp
  48 
  Belt of giant strength +4 
  16,000 gp
  49 
  Belt of incredible dexterity +4 
  16,000 gp
  50 
  Belt of mighty constitution +4 
  16,000 gp
  d% Item 
  Market Price
  51  
  Belt of physical perfection +2 
  16,000 gp
  52  
  Boots, winged 
  16,000 gp
  53  
  Bracers of armor +4 
  16,000 gp
  54 
  Cloak of resistance +4 
  16,000 gp
  55  
  Headband of alluring charisma +4 
  16,000 gp
  56 
  Headband of inspired wisdom +4 
  16,000 gp
  57  
  Headband of mental superiority +2 
  16,000 gp
  58 
  Headband of vast intelligence +4 
  16,000 gp
  59 
  Pearl of power, 4th-level spell 
  16,000 gp
  60 
  Scabbard of keen edges 
  16,000 gp
  61  
  Figurine of wondrous power, golden lions 
  16,500 gp
  62 
  Chime of interruption 
  16,800 gp
  63 
  Broom of flying 
  17,000 gp
  64 
  Figurine of wondrous power, marble elephant 17,000 gp
  65 
  Amulet of natural armor +3 
  18,000 gp
  66 
  Ioun stone, iridescent spindle 
  18,000 gp
  67 
  Bracelet of friends 
  19,000 gp
  68 
  Amulet of mighty fists +2 
  20,000 gp
  69 
  Carpet of flying, 5 ft. by 5 ft. 
  20,000 gp
  70 
  Horn of blasting 
  20,000 gp
  71 
  Ioun stone, pale lavender ellipsoid 
  20,000 gp
  72  
  Ioun stone, pearly white spindle 
  20,000 gp
  73  
  Portable hole 
  20,000 gp
  74  
  Stone of good luck (luckstone) 
  20,000 gp
  75  
  Figurine of wondrous power, ivory goats 
  21,000 gp
  76 
  Rope of entanglement 
  21,000 gp
  77  
  Golem manual, stone 
  22,000 gp
  78 
  Mask of the skull 
  22,000 gp
  79 
  Mattock of the titans 
  23,348 gp
  80 
  Crown of blasting, major 
  23,760 gp
  81 
  Cloak of displacement, minor 
  24,000 gp
  82 
  Helm of underwater action 
  24,000 gp
  83 
  Bracers of archery, greater 
  25,000 gp
  84 
  Bracers of armor +5 
  25,000 gp
  85 
  Cloak of resistance +5 
  25,000 gp
  86 
  Eyes of doom 
  25,000 gp
  87 
  Pearl of power, 5th-level spell 
  25,000 gp
  88 
  Maul of the titans 
  25,305 gp
  89 
  Cloak of the bat 
  26,000 gp
  90 
  Iron bands of binding 
  26,000 gp
  91  
  Cube of frost resistance 
  27,000 gp
  92 
  Helm of telepathy 
  27,000 gp
  93 
  Periapt of proof against poison 
  27,000 gp
  94 
  Robe of scintillating colors 
  27,000 gp
  95 
  Manual of bodily health +1 
  27,500 gp
  96 
  Manual of gainful exercise +1 
  27,500 gp
  97 
  Manual of quickness in action +1 
  27,500 gp
  98 
  Tome of clear thought +1 
  27,500 gp
  99 
  Tome of leadership and influence +1 
  27,500 gp
  100 Tome of understanding +1 
  27,500 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703492
  703492
  451416
  451416
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703493
  703493
  451417
  451417
  499
  499
  15
  Magic Items
  Magic Items
  Table 15–20: Major Wondrous Items
  d% Item 
  Market Price
  01 
  Dimensional shackles 
  28,000 gp
  02 
  Figurine of wondrous power, obsidian steed 
  28,500 gp
  03 
  Drums of panic 
  30,000 gp
  04 
  Ioun stone, orange prism 
  30,000 gp
  05 
  Ioun stone, pale green prism 
  30,000 gp
  06 
  Lantern of revealing 
  30,000 gp
  07 
  Amulet of natural armor +4 
  32,000 gp
  08 
  Amulet of proof against detection and location 35,000 gp
  09 
  Carpet of flying, 5 ft. by 10 ft. 
  35,000 gp
  10 
  Golem manual, iron 
  35,000 gp
  11  
  Belt of giant strength +6 
  36,000 gp
  12  
  Belt of incredible dexterity +6 
  36,000 gp
  13  
  Belt of mighty constitution +6 
  36,000 gp
  14 
  Bracers of armor +6 
  36,000 gp
  15  
  Headband of alluring charisma +6 
  36,000 gp
  16  
  Headband of inspired wisdom +6 
  36,000 gp
  17  
  Headband of vast intelligence +6 
  36,000 gp
  18 
  Ioun stone, vibrant purple prism 
  36,000 gp
  19  
  Pearl of power, 6th-level spell 
  36,000 gp
  20 
  Scarab of protection 
  38,000 gp
  21  
  Belt of physical might +4 
  40,000 gp
  22 
  Headband of mental prowess +4 
  40,000 gp
  23  
  Ioun stone, lavender and green ellipsoid 
  40,000 gp
  24 
  Ring gates 
  40,000 gp
  25  
  Crystal ball 
  42,000 gp
  26 
  Golem manual, stone guardian 
  44,000 gp
  27 
  Amulet of mighty fists +3 
  45,000 gp
  28 
  Strand of prayer beads 
  45,800 gp
  29 
  Orb of storms 
  48,000 gp
  30 
  Boots of teleportation 
  49,000 gp
  31  
  Bracers of armor +7 
  49,000 gp
  32 
  Pearl of power, 7th-level spell 
  49,000 gp
  33  
  Amulet of natural armor +5 
  50,000 gp
  34 
  Cloak of displacement, major 
  50,000 gp
  35  
  Crystal ball with see invisibility 
  50,000 gp
  36 
  Horn of Valhalla 
  50,000 gp
  37  
  Crystal ball with detect thoughts 
  51,000 gp
  38 
  Wings of flying 
  54,000 gp
  39 
  Cloak of etherealness 
  55,000 gp
  40 
  Instant fortress 
  55,000 gp
  41  
  Manual of bodily health +2 
  55,000 gp
  42 
  Manual of gainful exercise +2 
  55,000 gp
  43  
  Manual of quickness in action +2 
  55,000 gp
  44 
  Tome of clear thought +2 
  55,000 gp
  45  
  Tome of leadership and influence +2 
  55,000 gp
  46 
  Tome of understanding +2 
  55,000 gp
  47  
  Eyes of charming 
  56,000 gp
  48 
  Robe of stars 
  58,000 gp
  49 
  Carpet of flying, 10 ft. by 10 ft. 
  60,000 gp
  50 
  Darkskull 
  60,000 gp
  d% Item 
  Market Price
  51  
  Cube of force 
  62,000 gp
  52  
  Belt of physical perfection +4 
  64,000 gp
  53  
  Bracers of armor +8 
  64,000 gp
  54 
  Headband of mental superiority +4 
  64,000 gp
  55  
  Pearl of power, 8th-level spell 
  64,000 gp
  56 
  Crystal ball with telepathy 
  70,000 gp
  57  
  Horn of blasting, greater 
  70,000 gp
  58 
  Pearl of power, two spells 
  70,000 gp
  59 
  Helm of teleportation 
  73,500 gp
  60 
  Gem of seeing 
  75,000 gp
  61  
  Robe of the archmagi 
  75,000 gp
  62 
  Mantle of faith 
  76,000 gp
  63 
  Amulet of mighty fists +4 
  80,000 gp
  64 
  Crystal ball with true seeing 
  80,000 gp
  65 
  Pearl of power, 9th-level spell 
  81,000 gp
  66 
  Well of many worlds 
  82,000 gp
  67 
  Manual of bodily health +3 
  82,500 gp
  68 
  Manual of gainful exercise +3 
  82,500 gp
  69 
  Manual of quickness in action +3 
  82,500 gp
  70 
  Tome of clear thought +3 
  82,500 gp
  71  
  Tome of leadership and influence +3 
  82,500 gp
  72  
  Tome of understanding +3 
  82,500 gp
  73  
  Apparatus of the crab 
  90,000 gp
  74  
  Belt of physical might +6 
  90,000 gp
  75  
  Headband of mental prowess +6 
  90,000 gp
  76 
  Mantle of spell resistance 
  90,000 gp
  77  
  Mirror of opposition 
  92,000 gp
  78 
  Strand of prayer beads, greater 
  95,800 gp
  79 
  Manual of bodily health +4 
  110,000 gp
  80 
  Manual of gainful exercise +4 
  110,000 gp
  81 
  Manual of quickness in action +4 
  110,000 gp
  82 
  Tome of clear thought +4 
  110,000 gp
  83 
  Tome of leadership and influence +4 
  110,000 gp
  84 
  Tome of understanding +4 
  110,000 gp
  85 
  Amulet of the planes 
  120,000 gp
  86 
  Robe of eyes 
  120,000 gp
  87 
  Amulet of mighty fists +5 
  125,000 gp
  88 
  Helm of brilliance 
  125,000 gp
  89 
  Manual of bodily health +5 
  137,500 gp
  90 
  Manual of gainful exercise +5 
  137,500 gp
  91  
  Manual of quickness in action +5 
  137,500 gp
  92 
  Tome of clear thought +5 
  137,500 gp
  93 
  Tome of leadership and influence +5 
  137,500 gp
  94 
  Tome of understanding +5 
  137,500 gp
  95 
  Belt of physical perfection +6 
  144,000 gp
  96 
  Headband of mental superiority +6 
  144,000 gp
  97 
  Efreeti bottle 
  145,000 gp
  98 
  Cubic gate 
  164,000 gp
  99 
  Iron flask 
  170,000 gp
  100 Mirror of life trapping 
  200,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703493
  703493
  451417
  451417
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703494
  703494
  451418
  451418
  500
  500
  AMULET OF NATURAL ARMOR
  Aura faint transmutation; CL 5th
  Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 
  32,000 gp (+4), or 50,000 gp (+5); Weight —
  DESCRIPTION
  This amulet, usually crafted from bone or beast scales, toughens 
  the wearer’s body and flesh, giving him an enhancement bonus to 
  his natural armor from +1 to +5, depending on the kind of amulet. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin, creator’s caster 
  level must be at least three times the amulet’s bonus; Cost 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 
  25,000 gp (+5)
  AMULET OF THE PLANES
  Aura strong conjuration; CL 15th
  Slot neck; Price 120,000 gp; Weight —
  DESCRIPTION
  This device usually appears to be a black circular amulet, although 
  any character looking closely at it sees a dark, moving swirl of 
  color. The amulet allows its wearer to utilize plane shift. However, 
  this is a difficult item to master. The user must make a DC 15 
  Intelligence check in order to get the amulet to take her to the 
  plane (and the specific location on that plane) that she wants. If 
  she fails, the amulet transports her and all those traveling with her 
  to a random location on that plane (01–60 on d%) or to a random 
  plane (61–100). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, plane shift; Cost 60,000 gp
  AMULET OF PROOF AGAINST DETECTION AND LOCATION
  Aura moderate abjuration; CL 8th
  Slot neck; Price 35,000 gp; Weight —
  DESCRIPTION
  This silver amulet protects the wearer from scrying and magical 
  location just as a nondetection spell does. If a divination spell is 
  attempted against the wearer, the caster of the divination must 
  succeed on a caster level check (1d20 + caster level) against a DC 
  of 19 (as if the wearer had cast nondetection on herself ). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, nondetection; Cost 17,500 gp
  APPARATUS OF THE CRAB
  Aura strong evocation and transmutation; CL 19th
  Slot —; Price 90,000 gp; Weight 500 lbs.
  DESCRIPTION
  At first glance, an inactive apparatus of the crab appears to be 
  a large, sealed iron barrel big enough to hold two Medium 
  creatures. Close examination, and a DC 20 Perception check, 
  reveals a secret catch that opens a hatch at one end. Anyone 
  who crawls inside finds 10 (unlabeled) levers and seating for two 
  Medium or Small occupants. These levers allow those inside to 
  activate and control the apparatus’s movements and actions.
  Lever (1d10) Lever Function
  1 
  Extend/retract legs and tail
  2 
  Uncover/cover forward porthole
  3 
  Uncover/cover side portholes
  4 
  Extend/retract pincers and feelers
  5 
  Snap pincers
  6 
  Move forward/backward
  7 
  Turn left/right
  8 
  Open/close “eyes” with continual flame inside
  9 
  Rise/sink in water
  10 
  Open/close hatch
  Operating a lever is a full-round action, and no lever may be 
  operated more than once per round. However, since two characters 
  can fit inside, the apparatus can move and attack in the same 
  round. The device can function in water up to 900 feet deep. It 
  holds enough air for a crew of two to survive 1d4+1 hours (twice as 
  long for a single occupant). When activated, the apparatus looks 
  something like a giant lobster.
  When active, an apparatus of the crab has the following 
  characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 
  (–1 size, +11 natural); Attack 2 pincers +12 melee (2d8); CMB +14; 
  CMD 24.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, continual 
  flame, creator must have 8 ranks in Knowledge (engineering); 
  Cost 45,000 gp
  BAG OF HOLDING
  Aura moderate conjuration; CL 9th
  Slot —; Price see below; Weight see below
  DESCRIPTION
  This appears to be a common cloth sack about 2 feet by 4 feet in 
  size. The bag of holding opens into a nondimensional space: its 
  inside is larger than its outside dimensions. Regardless of what is 
  put into the bag, it weighs a fixed amount. This weight, and the 
  limits in weight and volume of the bag’s contents, depend on the 
  bag’s type, as shown on the table below.
    
  Bag  
  Contents 
  Contents 
  Market 
   Bag 
  Weight 
  Limit 
  Volume Limit 
  Price
  Type I 
  15 lbs. 
  250 lbs. 
  30 cubic ft. 
  2,500 gp
  Type II 
  25 lbs. 
  500 lbs. 
  70 cubic ft. 
  5,000 gp
  Type III 
  35 lbs. 
  1,000 lbs. 150 cubic ft. 
  7,400 gp
  Type IV 
  60 lbs. 
  1,500 lbs. 
  250 cubic ft. 
  10,000 gp
  If a bag of holding is overloaded, or if sharp objects pierce it (from 
  inside or outside), the bag immediately ruptures and is ruined, and 
  all contents are lost forever. If a bag of holding is turned inside out, 
  all of its contents spill out, unharmed, but the bag must be put right 
  before it can be used again. If living creatures are placed within the 
  bag, they can survive for up to 10 minutes, after which time they 
  suffocate. Retrieving a specific item from a bag of holding is a move 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703494
  703494
  451418
  451418
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703495
  703495
  451419
  451419
  501
  501
  15
  Magic Items
  Magic Items
  action, unless the bag contains more than an ordinary backpack 
  would hold, in which case retrieving a specific item is a full-round 
  action. Magic items placed inside the bag do not offer any benefit to 
  the character carrying the bag.
  If a bag of holding is placed within a portable hole, a rift to the 
  Astral Plane is torn in the space: bag and hole alike are sucked into 
  the void and forever lost. If a portable hole is placed within a bag of 
  holding, it opens a gate to the Astral Plane: the hole, the bag, and 
  any creatures within a 10-foot radius are drawn there, destroying 
  the portable hole and bag of holding in the process. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp 
  (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)
  BAG OF TRICKS
  Aura faint (gray or rust) or moderate (tan) conjuration; CL 3rd 
  (gray), 5th (rust), 9th (tan)
  Slot —; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)
  DESCRIPTION
  This small sack appears empty. Anyone reaching into the bag 
  feels a small, fuzzy ball. If the ball is removed and tossed up 
  to 20 feet away, it turns into an animal. The animal serves the 
  character who drew it from the bag for 10 minutes (or until slain 
  or ordered back into the bag), at which point it disappears. It 
  can follow any of the commands described in the Handle Animal 
  skill. Each of the three kinds of bags of tricks produces a different 
  set of animals. Use the following tables to determine what 
  animals can be drawn out of each.
  The heavy horse appears with harness and tack and accepts the 
  character who drew it from the bag as a rider.
  Animals produced are always random, and only one may exist at 
  a time. Up to 10 animals can be drawn from the bag each week, but 
  no more than two per day. Statistics for these animals can be found 
  in the Pathfinder RPG Bestiary.
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon nature’s ally II 
  (gray), summon nature’s ally III (rust), or summon nature’s ally V 
  (tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 gp (tan)
   
  Gray Bag 
  Rust Bag 
  Tan Bag
   
  d% 
  Animal 
  d% 
  Animal 
  d% 
  Animal
   01–30 
  Bat 
  01–30 
  Wolverine 
  01–30 Grizzly bear
   
  31–60 
  Rat 
  31–60 
  Wolf 
  31–60 
  Lion
   
  61–75 
  Cat 
  61–85 
  Boar 
  61–80 Heavy horse
   76–90 
  Weasel 
  86–100 
  Leopard 
  81–90 
  Tiger
   91–100 Riding dog 
   
   
  91–100 Rhinoceros
  BEAD OF FORCE
  Aura moderate evocation; CL 10th
  Slot —; Price 3,000 gp; Weight —
  DESCRIPTION
  This small black sphere appears to be a lusterless pearl. A bead 
  of force can be thrown up to 60 feet with no range penalties. 
  Upon sharp impact, the bead explodes, sending forth a burst 
  that deals 5d6 points of force damage to all creatures within a 
  10-foot radius.
  Once thrown, a bead of force functions like a resilient sphere spell 
  (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 
  minutes. A globe of shimmering force encloses a creature, provided 
  the latter is small enough to fit within the diameter of the sphere. 
  The sphere contains its subject for the spell’s duration. The sphere is 
  not subject to damage of any sort except from a rod of cancellation, 
  a rod of negation, disintegrate, or a targeted dispel magic spell. These 
  effects destroy the sphere without harm to the subject. Nothing 
  can pass through the sphere, inside or out, though the subject can 
  breathe normally. The subject may struggle, but the globe cannot 
  be physically moved either by people outside it or by the struggles 
  of those within. The explosion completely consumes the bead, 
  making this a one-use item. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, resilient sphere; Cost 
  1,500 gp
  BELT OF DWARVENKIND
  Aura strong divination; CL 12th
  Slot belt; Price 14,900 gp; Weight 1 lb.
  DESCRIPTION
  This belt gives the wearer a +4 competence bonus on Charisma 
  checks and Charisma-based skill checks as they relate to dealing 
  with dwarves, a +2 competence bonus on similar checks when 
  dealing with gnomes and halflings, and a –2 competence penalty 
  on similar checks when dealing with anyone else. The wearer 
  can understand, speak, and read Dwarven. If the wearer is not a 
  dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 
  enhancement bonus to Constitution, and a +2 resistance bonus on 
  saves against poison, spells, and spell-like effects. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, tongues, creator must be a 
  dwarf; Cost 7,450 gp
  Extradimensional Spaces
  A number of spells and magic items utilize extradimensional 
  spaces, such as rope trick, a bag of holding, a handy haversack, 
  and a portable hole. These spells and magic items create a tiny 
  pocket space that does not exist in any dimension. Such items 
  do not function, however, inside another extradimensional 
  space. If placed inside such a space, they cease to function 
  until removed from the extradimensional space. For example, 
  if a bag of holding is brought into a rope trick, the contents of 
  the bag of holding become inaccessible until the bag of holding 
  is taken outside the rope trick. The only exception to this is 
  when a bag of holding and a portable hole interact, forming a 
  rift to the Astral Plane, as noted in their descriptions.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703495
  703495
  451419
  451419
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703496
  703496
  451420
  451420
  502
  502
  BELT OF GIANT STRENGTH
  Aura moderate transmutation; CL 8th
  Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 
  gp (+6)
  DESCRIPTION
  This belt is a thick leather affair, often decorated with huge metal 
  buckles. The belt grants the wearer an enhancement bonus to 
  Strength of +2, +4, or +6. Treat this as a temporary ability bonus 
  for the first 24 hours the belt is worn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bull’s strength; Cost 2,000 
  gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  BELT OF INCREDIBLE DExTERITy
  Aura moderate transmutation; CL 8th
  Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 
  gp (+6)
  DESCRIPTION
  This belt has a large silver buckle, usually depicting the image 
  of a tiger. The belt grants the wearer an enhancement bonus to 
  Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus 
  for the first 24 hours the belt is worn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace; Cost 2,000 gp 
  (+2), 8,000 gp (+4), 18,000 gp (+6)
  BELT OF MIGHTy CONSTITUTION
  Aura moderate transmutation; CL 8th
  Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 
  gp (+6)
  DESCRIPTION
  This belt’s golden buckle depicts a bear. The belt grants the wearer 
  an enhancement bonus to Constitution of +2, +4, or +6.Treat this as 
  a temporary ability bonus for the first 24 hours the belt is worn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bear’s endurance; Cost 2,000 
  gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  BELT OF PHySICAL MIGHT
  Aura strong transmutation; CL 12th
  Slot belt; Weight 1 lb.; Price 10,000 gp (+2), 40,000 gp (+4), 
  90,000 gp (+6)
  DESCRIPTION
  This belt has a large steel buckle, usually depicting the image 
  of a giant. The belt grants the wearer an enhancement bonus to 
  two physical ability scores (Strength, Dexterity, or Constitution) 
  of +2, +4, or +6. Treat this as a temporary ability bonus for the 
  first 24 hours the belt is worn. These bonuses are chosen when 
  the belt is created and cannot be changed.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bear’s endurance, bull’s 
  strength, and/or cat’s grace; Cost 5,000 gp (+2), 20,000 gp (+4), 
  45,000 gp (+6)
  BELT OF PHySICAL PERFECTION
  Aura strong transmutation; CL 16th
  Slot belt; Weight 1 lb.; Price 16,000 gp (+2), 64,000 gp (+4), 
  144,000 gp (+6)
  DESCRIPTION
  This belt has a large platinum buckle, usually depicting the image 
  of a titan. The belt grants the wearer an enhancement bonus to 
  all physical ability scores (Strength, Dexterity, and Constitution) of 
  +2, +4, or +6. Treat this as a temporary ability bonus for the first 
  24 hours the belt is worn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bear’s endurance, bull’s 
  strength, cat’s grace; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 
  gp (+6)
  BLESSED BOOK
  Aura moderate transmutation; CL 7th
  Slot —; Price 12,500 gp; Weight 1 lb.
  DESCRIPTION
  This well-made tome is always of small size, typically no more 
  than 12 inches tall, 8 inches wide, and 1 inch thick. All such 
  books are durable, waterproof, bound with iron overlaid with 
  silver, and locked.
  A wizard can fill the 1,000 pages of a blessed book with spells 
  without paying the material cost. This book is never found as 
  randomly generated treasure with spells already inscribed in it. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, secret page; Cost 6,250 gp
  BOAT, FOLDING
  Aura moderate transmutation; CL 6th
  Slot —; Price 7,200 gp; Weight 4 lbs.
  DESCRIPTION
  A folding boat looks like a small wooden box about 12 inches 
  long, 6 inches wide, and 6 inches deep when it is inactive. In this 
  mode, it can be used to store items just like any other box. Yet 
  when the proper command word is given, the box unfolds itself 
  rapidly in the space of a single round to form a boat 10 feet long, 
  4 feet wide, and 2 feet in depth. A second command word causes 
  it to unfold even further into a ship 24 feet long, 8 feet wide, and 
  6 feet deep. The folding boat cannot unfold if there isn’t enough 
  open space for it to occupy once unfolded. Any objects formerly 
  stored in the box now rest inside the boat or ship.
  In its smaller form, the boat has one pair of oars, an anchor, a 
  mast, and a lateen sail. In its larger form, the boat has a deck, single 
  rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and 
  a mast with a square sail. The boat can hold 4 people comfortably, 
  while the ship carries 15 with ease.
  A third word of command causes the boat or ship to fold itself 
  into a box once again, but only when it is unoccupied. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate, creator must have 
  2 ranks in the Craft (ships) skill; Cost 3,600 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703496
  703496
  451420
  451420
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703497
  703497
  451421
  451421
  503
  503
  15
  Magic Items
  Magic Items
  BOOTS OF ELVENKIND
  Aura faint transmutation; CL 5th
  Slot feet; Price 2,500 gp; Weight 1 lb.
  DESCRIPTION
  These soft boots enable the wearer to move nimbly about in 
  virtually any surroundings, granting a +5 competence bonus on 
  Acrobatics checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be an elf; Cost 
  1,250 gp
  BOOTS OF LEVITATION
  Aura faint transmutation; CL 3rd
  Slot feet; Price 7,500 gp; Weight 1 lb.
  DESCRIPTION
  These soft leather boots are incredibly light and comfortable, 
  with thin soles reinforced by strips of tough hide that provide an 
  unexpected amount of support and protection to the foot. On 
  command, these boots allow the wearer to levitate as if she had 
  cast levitate on herself. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, levitate; Cost 3,750 gp
  BOOTS OF SPEED
  Aura moderate transmutation; CL 10th
  Slot feet; Price 12,000 gp; Weight 1 lb.
  DESCRIPTION
  As a free action, the wearer can click her heels together,  
  letting her act as though affected by a haste spell for up to 10  
  rounds each day. The haste effect’s duration need not be 
  consecutive rounds. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, haste; Cost 6,000 gp
  BOOTS OF STRIDING AND SPRINGING
  Aura faint transmutation; CL 3rd
  Slot feet; Price 5,500 gp; Weight 1 lb.
  DESCRIPTION
  These boots increase the wearer’s base land speed by 10 feet. 
  In addition to this striding ability (considered an enhancement 
  bonus), these boots allow the wearer to make great leaps. She can 
  jump with a +5 competence bonus on Acrobatics checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, longstrider, creator must 
  have 5 ranks in the Acrobatics skill; Cost 2,750 gp
  Horn of 
  Valhalla
  Blessed 
  Book
  Boots of 
  Winterlands
  Lyre of 
  Building
  Cloak of 
  Etherealness
  Goggles of 
  Minute Seeing
  Harp of 
  Charming
  Marvelous 
  Pigments
  Strand of 
  Prayer Beads
  Bracers of 
  Archery
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703497
  703497
  451421
  451421
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703498
  703498
  451422
  451422
  504
  504
  BOOTS OF TELEPORTATION
  Aura moderate conjuration; CL 9th
  Slot feet; Price 49,000 gp; Weight 3 lbs.
  DESCRIPTION
  Any character wearing this footwear may teleport three times per 
  day, exactly as if he had cast the spell of the same name. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, teleport; Cost 24,500 gp
  BOOTS OF THE WINTERLANDS
  Aura faint abjuration and transmutation; CL 5th
  Slot feet; Price 2,500 gp; Weight 1 lb.
  DESCRIPTION
  This footgear bestows many powers upon the wearer. First, he is 
  able to travel across snow at his normal speed, leaving no tracks. 
  Second, the boots also enable him to travel at normal speed across 
  the most slippery ice (horizontal surfaces only, not vertical or 
  sharply slanted ones) without falling or slipping. Finally, boots of 
  the winterlands warm the wearer, as if he were affected by an endure 
  elements spell. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace, endure elements, 
  pass without trace; Cost 1,250 gp
  BOOTS, WINGED
  Aura moderate transmutation; CL 8th
  Slot feet; Price 16,000 gp; Weight 1 lb.
  DESCRIPTION
  These boots appear to be ordinary footgear. On command, they 
  sprout wings at the heel and let the wearer fly, without having to 
  maintain concentration, as if affected by a fly spell (including a +4 
  bonus on Fly skill checks). He can fly three per times day for up to 
  5 minutes per flight.
  CONSTRUCTION
  Requirements Craft Wondrous Item, fly; Cost 8,000 gp
  BOTTLE OF AIR
  Aura moderate transmutation; CL 7th
  Slot —; Price 7,250 gp; Weight 2 lbs.
  DESCRIPTION
  This item appears to be a normal glass bottle with a cork. When 
  taken to any airless environment, it retains air within it at all 
  times, continually renewing its contents. This means that a 
  character can draw air out of the bottle to breathe. The bottle 
  can even be shared by multiple characters who pass it around. 
  Breathing out of the bottle is a standard action, but a character so 
  doing can then act for as long as she can hold her breath. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, water breathing; Cost 3,625 gp
  BRACELET OF FRIENDS
  Aura strong conjuration; CL 15th
  Slot wrists; Price 19,000 gp; Weight —
  DESCRIPTION
  This silver charm bracelet has four charms upon it when created. 
  The owner may designate one person known to him to be keyed 
  to each charm. (This designation takes a standard action, but once 
  done it lasts forever or until changed.) When a charm is grasped 
  and the name of the keyed individual is spoken, that person is 
  called to the spot (a standard action) along with his gear, as long 
  as the owner and the called person are on the same plane. The 
  keyed individual knows who is calling, and the bracelet of friends 
  only functions on willing travelers. Once a charm is activated, it 
  disappears. Charms separated from the bracelet are worthless. A 
  bracelet found with fewer than four charms is worth 25% less for 
  each missing charm. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, refuge; Cost 9,500 gp
  BRACERS OF ARCHERy, GREATER
  Aura moderate transmutation; CL 8th
  Slot wrists; Price 25,000 gp; Weight 1 lb.
  DESCRIPTION
  These wristbands look like normal protective wear. The bracers 
  empower the wearer to use any bow (not including crossbows) as if 
  she were proficient in its use. If she already has proficiency with any 
  type of bow, she gains a +2 competence bonus on attack rolls and a 
  +1 competence bonus on damage rolls whenever using that type of 
  bow. Both bracers must be worn for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, crafter must be proficient with a longbow or shortbow; 
  Cost 12,500 gp
  BRACERS OF ARCHERy, LESSER
  Aura faint transmutation; CL 4th
  Slot wrists; Price 5,000 gp; Weight 1 lb.
  DESCRIPTION
  These wristbands function as greater bracers of archery, except 
  that they grant a +1 competence bonus on attack rolls and no 
  bonus on damage rolls. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, crafter must be proficient with a longbow or shortbow; 
  Cost 2,500 gp
  BRACERS OF ARMOR
  Aura moderate conjuration; CL 7th
  Slot wrists; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 
  64,000 gp (+8); Weight 1 lb.
  DESCRIPTION
  These items appear to be wrist or arm guards. They surround 
  the wearer with an invisible but tangible field of force, granting 
  him an armor bonus of +1 to +8, just as though he were wearing 
  armor. Both bracers must be worn for the magic to be effective. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703498
  703498
  451422
  451422
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703499
  703499
  451423
  451423
  505
  505
  15
  Magic Items
  Magic Items
  Alternatively, bracers of armor can be enchanted with armor 
  special abilities. See Table 15–4 for a list of abilities. Special 
  abilities usually count as additional bonuses for determining the 
  market value of an item, but do not improve AC. Bracers of armor 
  cannot have a modified bonus (armor bonus plus armor special 
  ability bonus equivalents) higher than +8. Bracers of armor must 
  have at least a +1 armor bonus to grant an armor special ability. 
  Bracers of armor cannot have any armor special abilities that add a 
  flat gp amount to their cost. Bracers of armor and ordinary armor 
  do not stack. If a creature receives a larger armor bonus from 
  another source, the bracers of armor cease functioning and do 
  not grant their armor bonus or their armor special abilities. If the 
  bracers of armor grant a larger armor bonus, the other source of 
  armor ceases functioning.
  CONSTRUCTION
  Requirements Craft Wondrous Item, mage armor, creator’s caster 
  level must be at least two times that of the bonus placed in the 
  bracers, plus any requirements of the armor special abilities; 
  Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 
  12,500 gp (+5), 18,000 gp (+6), 24,500 gp (+7), 32,000 gp (+8)
  BROOCH OF SHIELDING
  Aura faint abjuration; CL 1st
  Slot  neck; Price 1,500 gp; Weight —
  DESCRIPTION
  This appears to be a piece of silver or gold jewelry used to fasten 
  a cloak or cape. In addition to this mundane task, it can absorb 
  magic missiles of the sort generated by the spell or spell-like 
  ability. A brooch can absorb up to 101 points of damage from 
  magic missiles before it melts and becomes useless. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, shield; Cost 750 gp
  BROOM OF FLyING
  Aura moderate transmutation; CL 9th
  Slot —; Price 17,000 gp; Weight 3 lbs.
  DESCRIPTION
  This broom is able to fly through the air as if affected by an overland 
  flight spell (+4 on Fly skill checks) for up to 9 hours per day (split 
  up as its owner desires). The broom can carry 200 pounds and fly 
  at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In 
  addition, the broom can travel alone to any destination named by 
  the owner as long as she has a good idea of the location and layout 
  of that destination. It flies to its owner from as far away as 300 yards 
  when she speaks the command word. The broom of flying has a 
  speed of 40 feet when it has no rider. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, overland flight, permanency; 
  Cost 8,500 gp
  CANDLE OF INVOCATION
  Aura strong conjuration; CL 17th
  Slot —; Price 8,400 gp; Weight 1/2 lb.
  DESCRIPTION
  Each of these special tapers is dedicated to one of the nine 
  alignments. Simply burning the candle generates a favorable 
  aura for the individual if the candle’s alignment matches that of 
  the character. Characters of the same alignment as the burning 
  candle add a +2 morale bonus on attack rolls, saving throws, and 
  skill checks while within 30 feet of the flame.
  A cleric whose alignment matches the candle’s operates as if 
  two levels higher for purposes of determining spells per day if he 
  burns the candle during or just prior to his spell preparation time. 
  He can even cast spells normally unavailable to him as if he were of 
  that higher level, but only so long as the candle continues to burn. 
  Except in special cases (see below), a candle burns for 4 hours. It 
  is possible to extinguish the candle simply by blowing it out, so 
  users often place it in a lantern to protect it from drafts and the like. 
  Doing this doesn’t interfere with its magical properties.
  In addition, burning a candle also allows the owner to cast a gate 
  spell, the respondent being of the same alignment as the candle, 
  but the taper is immediately consumed in the process. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, gate, creator must be same 
  alignment as candle created; Cost 4,200 gp
  CANDLE OF TRUTH
  Aura faint enchantment; CL 3rd
  Slot —; Price 2,500 gp; Weight 1/2 lb.
  DESCRIPTION
  This white tallow candle, when burned, calls into place a zone of 
  truth spell (Will DC 13 negates) in a 5-foot radius centered on the 
  candle. The zone lasts for 1 hour, while the candle burns. If the 
  candle is snuffed before that time, the effect is canceled and the 
  candle ruined. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, zone of truth; Cost 1,250 gp
  CAPE OF THE MOUNTEBANK
  Aura moderate conjuration; CL 9th
  Slot shoulders; Price 10,080 gp; Weight 1 lb.
  DESCRIPTION
  On command, this bright red and gold cape allows the wearer 
  to use the magic of the dimension door spell once per day. When 
  he disappears, he leaves behind a cloud of smoke, appearing in a 
  similar fashion at his destination. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, dimension door; Cost 5,400 gp
  CARPET OF FLyING
  Aura moderate transmutation; CL 10th
  Slot —; Price varies; Weight —
  DESCRIPTION
  This rug is able to fly through the air as if affected by an overland 
  flight spell of unlimited duration. The size, carrying capacity, and 
  speed of the different carpets of flying are shown on the table 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703499
  703499
  451423
  451423
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703500
  703500
  451424
  451424
  506
  506
  below. Beautifully and intricately made, each carpet has its own 
  command word to activate it—if the device is within voice range, 
  the command word activates it, whether the speaker is on the 
  rug or not. The carpet is then controlled by spoken directions.
    
   
   
   
  Market 
  Size 
  Capacity 
  Speed 
  Weight 
  Price
  5 ft. by 5 ft. 
  200 lbs. 
  40 ft. 
  8 lbs. 
  20,000 gp
  5 ft. by 10 ft. 
  400 lbs. 
  40 ft. 
  10 lbs. 
  35,000 gp
  10 ft. by 10 ft. 800 lbs. 
  40 ft. 
  15 lbs. 
  60,000 gp
  A carpet of flying can carry up to double its capacity, but doing 
  so reduces its speed to 30 feet. A carpet of flying can hover without 
  making a Fly skill check and gives a +5 bonus to other Fly checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, overland flight; Cost 10,000 gp 
  (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 gp (10 ft. by 10 ft.)
  CHIME OF INTERRUPTION
  Aura moderate evocation; CL 7th
  Slot —; Price 16,800 gp; Weight 1 lb.
  DESCRIPTION
  This instrument can be struck once every 10 minutes, and its 
  resonant tone lasts for 3 full minutes.
  While the chime is resonating, no spell requiring a verbal 
  component can be cast within a 30-foot radius of it unless the caster 
  can make a concentration check (DC 15 + the spell’s level). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, shout; Cost 8,400 gp
  CHIME OF OPENING
  Aura moderate transmutation; CL 11th
  Slot —; Price 3,000 gp; Weight 1 lb.
  DESCRIPTION
  A chime of opening is a hollow mithral tube about 1 foot long. 
  When struck, it sends forth magical vibrations that cause locks, 
  lids, doors, valves, and portals to open. The device functions 
  against normal bars, shackles, chains, bolts, and so on. A chime 
  of opening also automatically dispels a hold portal spell or even an 
  arcane lock cast by a wizard of lower than 15th level.
  The chime must be pointed at the item or gate to be loosed or 
  opened (which must be visible and known to the user). The chime 
  is then struck and a clear tone rings forth. The wielder can make 
  a caster level check against the lock or binding, using the chime’s 
  caster level of 11th. The DC of this check is equal to the Disable 
  Device DC to open the lock or binding. Each sounding only opens 
  one form of locking, so if a chest is chained, padlocked, locked, and 
  arcane locked, it takes four successful uses of a chime of opening to 
  get it open. A silence spell negates the power of the device. A brand-
  new chime can be used a total of 10 times before it cracks and 
  becomes useless. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, knock; Cost 1,500 gp
  CIRCLET OF PERSUASION
  Aura faint transmutation; CL 5th
  Slot head; Price 4,500 gp; Weight —
  DESCRIPTION
  This silver headband grants a +3 competence bonus on the 
  wearer’s Charisma-based checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor; Cost 2,250 gp
  CLOAK OF ARACHNIDA
  Aura moderate conjuration and transmutation; CL 6th
  Slot shoulders; Price 14,000 gp; Weight 1 lb.
  DESCRIPTION
  This black garment, embroidered with a web-like pattern in 
  silk, gives the wearer the ability to climb as if a spider climb 
  spell had been placed upon her. In addition, the cloak grants 
  her immunity to entrapment by web spells or webs of any 
  sort; she can actually move in webs at half her normal speed. 
  Once per day, the wearer of this cloak can cast web. She also 
  gains a +2 luck bonus on all Fortitude saves against poison 
  from spiders. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, spider climb, web; Cost 7,000 gp
  CLOAK OF THE BAT
  Aura moderate transmutation; CL 7th
  Slot shoulders; Price 26,000 gp; Weight 1 lb.
  DESCRIPTION
  Fashioned of dark brown or black cloth, this cloak bestows a +5 
  competence bonus on Stealth checks. The wearer is also able to 
  hang upside down from the ceiling like a bat.
  By holding the edges of the garment, the wearer is able to 
  fly as per the spell (including a +7 bonus on Fly skill checks). 
  If he desires, the wearer can actually polymorph himself into 
  an ordinary bat and fly accordingly (as beast shape III). All 
  possessions worn or carried are part of the transformation. 
  Flying, either with the cloak or in bat form, can be accomplished 
  only in darkness (either under the night sky or in a lightless or 
  near-lightless environment underground). Either of the flying 
  powers is usable for up to 7 minutes at a time, but after a flight 
  of any duration the cloak cannot bestow any flying power for a 
  like period of time. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape III, fly; Cost 
  13,000 gp
  CLOAK OF DISPLACEMENT, MAJOR
  Aura moderate illusion; CL 7th
  Slot shoulders; Price 50,000 gp; Weight 1 lb.
  DESCRIPTION
  This item appears to be a normal cloak, but on command 
  its magical properties distort and warp light waves. This 
  displacement works just like the displacement spell and lasts for a 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703500
  703500
  451424
  451424
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703501
  703501
  451425
  451425
  507
  507
  15
  Magic Items
  Magic Items
  total of 15 rounds per day, which the wearer can divide up as she 
  sees fit. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Extend Spell, displacement; 
  Cost 25,000 gp
  CLOAK OF DISPLACEMENT, MINOR
  Aura faint illusion; CL 3rd
  Slot shoulders; Price 24,000 gp; Weight 1 lb.
  DESCRIPTION
  This item appears to be a normal cloak, but when worn by a 
  character, its magical properties distort and warp light waves. 
  This displacement works similar to the blur spell, granting a 
  20% miss chance on attacks against the wearer. It functions 
  continually. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, blur; Cost 12,000 gp
  CLOAK OF ELVENKIND
  Aura faint illusion; CL 3rd
  Slot shoulders; Price 2,500 gp; Weight 1 lb.
  DESCRIPTION
  When this plain gray cloak is worn with the hood drawn up 
  around the head, the wearer gains a +5 competence bonus on 
  Stealth checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, invisibility, creator must be 
  an elf; Cost 1,250 gp
  CLOAK OF ETHEREALNESS
  Aura strong transmutation; CL 15th
  Slot shoulders; Price 55,000 gp; Weight 1 lb.
  DESCRIPTION
  This silvery gray cloak seems to absorb light rather than be 
  illuminated by it. On command, the cloak makes its wearer ethereal 
  (as the ethereal jaunt spell). The effect is dismissible. The cloak 
  works for a total of up to 10 minutes per day. This duration need 
  not be continuous, but it must be used in 1 minute increments. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, ethereal jaunt; Cost 27,500 gp
  CLOAK OF THE MANTA RAy
  Aura moderate transmutation; CL 9th
  Slot shoulders; Price 7,200 gp; Weight 1 lb.
  DESCRIPTION
  This cloak appears to be made of leather until the wearer enters 
  salt water. At that time, the cloak of the manta ray adheres to the 
  individual, and he appears nearly identical to a manta ray (as the 
  beast shape II spell, except that it allows only manta ray form). He 
  gains a +3 natural armor bonus, the ability to breathe underwater, 
  and a swim speed of 60 feet, like a real manta ray.
  The cloak does allow the wearer to attack with a manta ray’s tail 
  spine, dealing 1d6 points of damage. This attack can be used in 
  addition to any other attack the character has, using his highest 
  melee attack bonus. The wearer can release his arms from the cloak 
  without sacrificing underwater movement if so desired. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape II, water 
  breathing; Cost 3,600 gp
  CLOAK OF RESISTANCE
  Aura faint abjuration; CL 5th
  Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
  DESCRIPTION
  These garments offer magic protection in the form of a +1 to +5 
  resistance bonus on all saving throws (Fortitude, Reflex, and Will). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, resistance, creator’s caster 
  level must be at least three times the cloak’s bonus; Cost 500 gp 
  (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)
  CROWN OF BLASTING, MINOR
  Aura moderate evocation; CL 6th
  Slot head; Weight 1 lb.; Price 6,480 gp
  DESCRIPTION
  On command, this simple golden crown projects a blast of searing 
  light (3d8 points of damage) once per day.
  CONSTRUCTION
  Requirements Craft Wondrous Item, searing light; Cost 3,240 gp
  CROWN OF BLASTING, MAJOR
  Aura strong evocation; CL 17th
  Slot head; Weight 1 lb.; Price 23,760 gp
  DESCRIPTION
  On command, this elaborate golden crown projects a blast of 
  searing light (5d8 maximized for 40 points of damage) once per day.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Maximize Spell, searing light; 
  Cost 11,880 gp
  CRySTAL BALL
  Aura moderate divination; CL 10th
  Slot —; Price varies; Weight 7 lbs.
  DESCRIPTION
  This is the most common form of scrying device, a crystal sphere 
  about 6 inches in diameter. So well-known are these items that 
  many so-called oracles or fortune-tellers use similar appearing 
  (but completely non-magical) replicas of these items to ply their 
  trades. A character can use a magical crystal ball to see over 
  virtually any distance or into other planes of existence, as with 
  the spell scrying (Will DC 16 negates). A crystal ball can be used 
  multiple times per day, but the DC to resist its power decreases by 
  1 for each additional use.
  Certain crystal balls have additional powers that can be used 
  through the crystal ball on the target viewed.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703501
  703501
  451425
  451425
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703502
  703502
  451426
  451426
  508
  508
  Crystal Ball Type 
  Market Price
  Crystal ball 
  42,000 gp
  Crystal ball with see invisibility 
  50,000 gp
  Crystal ball with detect thoughts  
  51,000 gp 
   (Will DC 13 negates) 
  Crystal ball with telepathy* 
  70,000 gp
  Crystal ball with true seeing 
  80,000 gp
  *  The viewer is able to send and receive silent mental 
  messages with the person appearing in the crystal ball. 
  Once per day, the character may attempt to implant a 
  suggestion (as the spell, Will DC 14 negates) as well. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, scrying (plus any additional 
  spells put into item); Cost 21,000 gp (standard), 25,000 (with 
  see invisibility), 25,500 gp (with detect thoughts), 35,000 gp (with 
  telepathy), 40,000 gp (with true seeing)
  CUBE OF FORCE
  Aura moderate evocation; CL 10th
  Slot —; Price 62,000 gp; Weight 1/2 lb.
  DESCRIPTION
  This device is just under an inch across and can be made of 
  ivory, bone, or any hard mineral. Typically, each of the cube’s 
  faces are polished smooth, but sometimes they are etched with 
  runes. The device enables its possessor to put up a special cube 
  made up of 6 individual wall of force spells, 10 feet on a side 
  around her person. This cubic screen moves with the character 
  and is impervious to the attack forms mentioned on the table 
  below. The cube has 36 charges when fully charged—charges 
  used are automatically renewed each day. The possessor presses 
  one face of the cube to activate a particular type of screen or 
  to deactivate the device. Each effect costs a certain number of 
  charges to maintain for every minute (or portion of a minute) 
  it is in operation. Also, when an effect is active, the possessor’s 
  speed is limited to the maximum value given on the table.
  When the cube of force is active, attacks dealing more than 30 
  points of damage drain 1 charge for every 10 points of damage 
  beyond 30 that they deal. The charge cost to maintain each of the 
  cube’s six walls is summarized below.
  Cube 
  Charge Cost 
  Max. 
   
  Face  
  per Minute 
  Speed 
  Effect
  1  
  1 
  30 ft. 
  Keeps out gases, wind, etc.
  2  
  2 
  20 ft. 
  Keeps out nonliving  
    
   
   
  matter
  3  
  3 
  15 ft. 
  Keeps out living matter
  4  
  4 
  10 ft. 
  Keeps out magic
  5  
  6 
  10 ft. 
  Keeps out all things
  6  
  0 
  As normal 
  Deactivates
  Spells that affect the integrity of the screen also drain extra 
  charges. These spells cannot be cast into or out of the cube. 
  Attack Form 
  Extra Charges
  Disintegrate 
  6
  Horn of blasting 
  6
  Passwall 
  3
  Phase door 
  5
  Prismatic spray 
  7 
  Wall of fire 
  2
  CONSTRUCTION
  Requirements Craft Wondrous Item, wall of force; Cost 31,000 gp
  CUBE OF FROST RESISTANCE
  Aura faint abjuration; CL 5th
  Slot —; Price 27,000 gp; Weight 2 lbs.
  DESCRIPTION
  This cube is activated or deactivated by pressing one side. When 
  activated, it creates a cube-shaped area 10 feet on a side centered 
  on the possessor (or on the cube itself, if the item is later placed 
  on a surface). The temperature within this area is always at least 
  65° F. The field absorbs all cold-based attacks. However, if the 
  field is subjected to more than 50 points of cold damage in 1 
  round (from one or multiple attacks), it collapses and cannot be 
  reactivated for 1 hour. If the field absorbs more than 100 points of 
  cold damage in a 10-round period, the cube is destroyed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, protection from energy; Cost 
  13,500 gp
  CUBIC GATE
  Aura strong conjuration; CL 13th
  Slot —; Price 164,000 gp; Weight 2 lbs.
  DESCRIPTION
  This potent magical item is a small cube fashioned from carnelian. 
  Each of the six sides of the cube is keyed to a different plane of 
  existence or dimension, one of which is the Material Plane. The 
  character creating the item chooses the planes to which the other 
  five sides are keyed.
  If a side of the cubic gate is pressed once, it opens a gate to a 
  random point on the plane keyed to that side. There is a 10% chance 
  per minute that an outsider from that plane (determine randomly) 
  comes through it looking for food, fun, or trouble. Pressing the side 
  a second time closes the gate. It is impossible to open more than 
  one gate at a time.
  If a side is pressed twice in quick succession, the character so 
  doing is transported to a random point on the other plane, along 
  with all creatures in adjacent squares. The other creatures may avoid 
  this fate by succeeding on DC 23 Will saves. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, plane shift; Cost 82,000 gp
  DARKSKULL
  Aura moderate evocation [evil]; CL 9th
  Slot —; Price 60,000 gp; Weight 5 lbs.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703502
  703502
  451426
  451426
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703503
  703503
  451427
  451427
  509
  509
  15
  Magic Items
  Magic Items
  DESCRIPTION
  This skull, carved from ebony, is wholly evil. Wherever the skull 
  goes, the area around it is treated as though an unhallow spell 
  had been cast with the skull as the touched point of origin. 
  Each darkskull has a single spell effect tied to it. This spell is 
  from the standard list given in the unhallow spell description, 
  and it cannot be changed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, unhallow, creator must be 
  evil; Cost 30,000 gp
  DECANTER OF ENDLESS WATER
  Aura moderate transmutation; CL 9th
  Slot —; Price 9,000 gp; Weight 2 lbs.
  DESCRIPTION
  If the stopper is removed from this ordinary-looking flask and a 
  command word spoken, an amount of fresh or salt water pours 
  out. Separate command words determine the type of water as 
  well as the volume and velocity.
  •	 “Stream”	pours	out	1	gallon	per	round.
  •	 “Fountain”	produces	a	5-foot-long	stream	at	5	gallons	per	round.
  •	 “Geyser”	produces	a	20-foot-long,	1-foot-wide	stream	at	30	
  gallons per round.
  The geyser effect exerts considerable pressure, requiring the 
  holder to make a DC 12 Strength check to avoid being knocked down 
  each round the effect is maintained. In addition, the powerful force of 
  the geyser deals 1d4 points of damage per round to a creature that is 
  subjected to it. The geyser can only affect one target per round, but 
  the user can direct the beam of water without needing to make an 
  attack role to strike the target since the geyser’s constant flow allows 
  for ample opportunity to aim. Creatures with the fire subtype take 
  2d4 points of damage per round from the geyser rather than 1d4. The 
  command word must be spoken to stop it. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, control water; Cost 4,500 gp
  DECK OF ILLUSIONS
  Aura moderate illusion; CL 6th
  Slot —; Price 8,100 gp; Weight 1/2 lb.
  DESCRIPTION
  This set of parchment cards is usually found in an ivory, leather, 
  or wooden box. A full deck consists of 34 cards. When a card is 
  drawn at random and thrown to the ground, a major image of a 
  creature is formed. The figment lasts until dispelled. The illusory 
  creature cannot move more than 30 feet away from where the 
  card landed, but otherwise moves and acts as if it were real. At 
  all times it obeys the desires of the character who drew the card. 
  When the illusion is dispelled, the card becomes blank and cannot 
  be used again. If the card is picked up, the illusion is automatically 
  and instantly dispelled. The cards in a deck and the illusions they 
  bring forth are summarized on the following table. (Use one of 
  the first two columns to simulate the contents of a full deck using 
  either ordinary playing cards or tarot cards.)
  Playing Card 
  Tarot Card 
  Creature
  Ace of hearts 
  IV. The Emperor 
  Red dragon
  King of hearts 
  Knight of swords 
  Male human fighter  
    
   
  and four guards
  Queen of hearts 
  Queen of staves Female human wizard
  Jack of hearts 
  King of staves 
  Male human druid
  Ten of hearts 
  VII. The Chariot 
  Cloud giant
  Nine of hearts 
  Page of staves 
  Ettin
  Eight of hearts 
  Ace of cups 
  Bugbear
  Two of hearts 
  Five of staves 
  Goblin
   
  Playing Card 
  Tarot Card 
  Creature
  Ace of diamonds III. The Empress 
  Glabrezu (demon)
  King of diamonds 
  Two of cups 
  Male elf wizard  
   
   
  and female apprentice
  Queen of diamonds Queen of swords 
  Half-elf ranger
  Jack of diamonds XIV. Temperance 
  Harpy
  Ten of diamonds 
  Seven of staves Male half-orc barbarian
  Nine of diamonds Four of pentacles 
  Ogre mage
  Eight of diamonds Ace of pentacles 
  Gnoll
  Two of diamonds Six of pentacles 
  Kobold
   
  Playing Card 
  Tarot Card 
  Creature
  Ace of spades 
  II. The High Priestess 
  Lich
  King of spades 
  Three of staves 
  Three human clerics
  Queen of spades 
  Four of cups 
  Medusa
  Jack of spades 
  Knight of pentacles Male dwarf paladin
  Ten of spades 
  Seven of swords 
  Frost giant
  Nine of spades 
  Three of swords 
  Troll
  Eight of spades 
  Ace of swords 
  Hobgoblin
  Two of spades 
  Five of cups 
  Goblin
  Playing Card 
  Tarot Card 
  Creature
  Ace of clubs 
  VIII. Strength 
  Iron golem
  King of clubs 
  Page of pentacles 
  Three halfling rogues
  Queen of clubs 
  Ten of cups 
  Pixies
  Jack of clubs 
  Nine of pentacles 
  Half-elf bard
  Ten of clubs 
  Nine of staves 
  Hill giant
  Nine of clubs 
  King of swords 
  Ogre
  Eight of clubs 
  Ace of staves 
  Orc
  Two of clubs 
  Five of cups 
  Kobold
  Playing Card 
  Tarot Card 
  Creature
  Joker 
  Two of pentacles Illusion of deck’s owner
  Joker 
  Two of staves 
  Illusion of deck’s  
    
   
  owner (sex reversed)
  A randomly generated deck is usually complete (11–100 
  on d%), but may be discovered (01–10) with 1d20 of its 
  cards missing. If cards are missing, reduce the price by a 
  corresponding amount. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, major image; Cost 4,050 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703503
  703503
  451427
  451427
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703504
  703504
  451428
  451428
  510
  510
  DIMENSIONAL SHACKLES
  Aura moderate abjuration; CL 11th
  Slot wrists; Price 28,000 gp; Weight 5 lbs.
  DESCRIPTION
  These shackles have golden runes traced across their cold iron 
  links. Any creature bound within them is affected as if a dimensional 
  anchor spell were cast upon it (no save). They fit any Small to Large 
  creature. The DC to break or slip out of the shackles is 30. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, dimensional anchor; Cost 
  14,000 gp
  DRUMS OF PANIC
  Aura moderate necromancy; CL 7th
  Slot —; Price 30,000 gp; Weight 10 lbs. for the pair.
  DESCRIPTION
  These drums are kettle drums (hemispheres about 1-1/2 feet in 
  diameter on stands). They come in pairs and are unremarkable in 
  appearance. If both of the pair are sounded, all creatures within 
  120 feet (with the exception of those within a 20-foot-radius safe 
  zone around the drums) are affected as by a fear spell (Will DC 16 
  partial). Drums of panic can be used once per day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, fear; Cost 15,000 gp
  DUST OF APPEARANCE
  Aura faint conjuration; CL 5th
  Slot —; Price 1,800 gp; Weight —
  DESCRIPTION
  This powder appears to be a very fine, very light metallic dust. A 
  single handful of this substance flung into the air coats objects 
  within a 10-foot radius, making them visible even if they are 
  invisible. It likewise negates the effects of blur and displacement. 
  In this, it works just like the faerie fire spell. The dust also reveals 
  figments, mirror images, and projected images for what they are. 
  A creature coated with the dust takes a –30 penalty on its Stealth 
  checks. The dust’s effect lasts for 5 minutes.
  Dust of appearance is typically stored in small silk packets or 
  hollow bone tubes. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, glitterdust; Cost 900 gp
  DUST OF DISAPPEARANCE
  Aura moderate illusion; CL 7th
  Slot —; Price 3,500 gp; Weight —
  DESCRIPTION
  This dust looks like dust of appearance and is typically stored in the 
  same manner. A creature or object touched by it becomes invisible 
  (as greater invisibility). Normal vision can’t see dusted creatures or 
  objects, nor can they be detected by magical means, including see 
  invisibility or invisibility purge. Dust of appearance, however, does 
  reveal people and objects made invisible by dust of disappearance. 
  Other factors, such as sound and smell, also allow possible detection. 
  The greater invisibility bestowed by the dust lasts for 2d6 rounds. The 
  invisible creature doesn’t know when the duration will end. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater invisibility; Cost 1,750 gp
  DUST OF DRyNESS
  Aura moderate transmutation; CL 11th
  Slot —; Price 850 gp; Weight —
  DESCRIPTION
  This special dust has many uses. If it is thrown into water, a volume 
  of as much as 100 gallons is instantly transformed into nothingness, 
  and the dust becomes a marble-sized pellet, floating or resting 
  where it was thrown. If this pellet is hurled, it breaks and releases 
  the same volume of water. The dust affects only water (fresh, salt, 
  alkaline), not other liquids.
  If the dust is employed against an outsider with the elemental and 
  water subtypes, the creature must make a DC 18 Fortitude save or be 
  destroyed. The dust deals 5d6 points of damage to the creature even 
  if its saving throw succeeds. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, control water; Cost 425 gp
  DUST OF ILLUSION
  Aura moderate illusion; CL 6th
  Slot —; Price 1,200 gp; Weight —
  DESCRIPTION
  This unremarkable powder resembles chalk dust or powdered 
  graphite. Stare at it, however, and the dust changes color and 
  form. Put dust of illusion on a creature, and that creature is 
  affected as if by a disguise self glamer, with the individual who 
  sprinkles the dust envisioning the illusion desired. An unwilling 
  target is allowed a DC 11 Reflex save to avoid the dust. The glamer 
  lasts for 2 hours. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, disguise self; Cost 600 gp
  DUST OF TRACELESSNESS
  Aura faint transmutation; CL 3rd
  Slot —; Price 250 gp; Weight —
  DESCRIPTION
  This normal-seeming dust is actually a magic powder that can 
  conceal the passage of its possessor and his companions. Tossing 
  a handful of this dust into the air causes a chamber of up to 100 
  square feet of floor space to become as dusty, dirty, and cobweb-
  laden as if it had been abandoned and disused for a decade.
  A handful of dust sprinkled along a trail causes evidence of the 
  passage of as many as a dozen men and horses to be obliterated 
  for 250 feet back into the distance. The results of the dust are 
  instantaneous, and no magical aura lingers afterward from this use 
  of the dust. Survival checks made to track a quarry across an area 
  affected by this dust have a DC 20 higher than normal. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, pass without trace; Cost 125 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703504
  703504
  451428
  451428
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703505
  703505
  451429
  451429
  511511
  15
  Magic Items
  Magic Items
  EFFICIENT QUIVER
  Aura moderate conjuration; CL 9th
  Slot —; Price 1,800 gp; Weight 2 lbs.
  DESCRIPTION
  This appears to be a typical arrow container capable of holding 
  about 20 arrows. It has three distinct portions, each with a 
  nondimensional space allowing it to store far more than would 
  normally be possible. The first and smallest one can contain up 
  to 60 objects of the same general size and shape as an arrow. The 
  second slightly longer compartment holds up to 18 objects of the 
  same general size and shape as a javelin. The third and longest 
  portion of the case contains as many as 6 objects of the same 
  general size and shape as a bow (spears, staffs, or the like). Once 
  the owner has filled it, the quiver can quickly produce any item 
  she wishes that is within the quiver, as if from a regular quiver or 
  scabbard. The efficient quiver weighs the same no matter what’s 
  placed inside it. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, secret chest; Cost 900 gp
  EFREETI BOTTLE
  Aura strong conjuration; CL 14th
  Slot —; Price 145,000 gp; Weight 1 lb.
  DESCRIPTION
  This item is typically fashioned of brass or bronze, with a lead 
  stopper bearing special seals. Periodically, a thin stream of 
  bitter-smelling smoke issues from the bottle’s top. The bottle 
  can be opened once per day. When opened, the efreeti (see 
  the Pathfinder RPG Bestiary) imprisoned within issues from 
  the bottle instantly amid a cloud of noxious smoke. There 
  is a 10% chance (01–10 on d%) that the efreeti is insane and 
  attacks immediately upon being released. There is also a 
  10% chance (91–100) that the efreeti of the bottle grants 
  three wishes. In either case, afterward the efreeti disappears 
  forever, and the bottle becomes nonmagical. The other 
  80% of the time (11–90), the inhabitant of the bottle loyally 
  serves the character for up to 10 minutes per day (or until the 
  efreeti’s death), doing as she commands. Roll each day the 
  bottle is opened for that day’s effect. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, planar binding; Cost 72,500 
  gp
  ELEMENTAL GEM
  Aura moderate conjuration; CL 11th
  Slot —; Price 2,250 gp; Weight —
  DESCRIPTION
  An elemental gem comes in one of four different varieties. Each 
  contains a conjuration spell attuned to a specific elemental plane 
  (Air, Earth, Fire, or Water).
  When the gem is crushed, smashed, or broken (a standard action), a 
  Large elemental appears as if summoned by a summon nature’s ally spell. 
  The elemental is under the control of the creature that broke the gem.
  The coloration of the gem varies with the type of elemental it 
  summons. Air elemental gems are transparent, earth elemental 
  gems are light brown, fire elemental gems are reddish orange, and 
  water elemental gems are blue-green. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon monster V or 
  summon nature’s ally V; Cost 1,125 gp
  ELIxIR OF FIRE BREATH
  Aura moderate evocation; CL 11th
  Slot —; Price 1,100 gp; Weight —
  DESCRIPTION
  This strange bubbling elixir bestows upon the drinker the ability 
  to spit gouts of flame. He can breathe fire up to three times, 
  each time dealing 4d6 points of fire damage to a single target 
  up to 25 feet away. The victim can attempt a DC 13 Reflex save 
  for half damage. Unused blasts of fire dissipate 1 hour after the 
  liquid is consumed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, scorching ray; Cost 550 gp
  ELIxIR OF HIDING
  Aura faint illusion; CL 5th
  Slot —; Price 250 gp; Weight —
  DESCRIPTION
  A character drinking this liquid gains an intuitive ability to sneak 
  and hide (+10 competence bonus on Stealth checks for 1 hour). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, invisibility; Cost 125 gp
  ELIxIR OF LOVE
  Aura faint enchantment; CL 4th
  Slot —; Price 150 gp; Weight —
  DESCRIPTION
  This sweet-tasting liquid causes the character drinking it 
  to become enraptured with the first creature she sees after 
  consuming the draft (as charm person—the drinker must be a 
  humanoid of Medium or smaller size, Will DC 14 negates). The 
  charm effect wears off in 1d3 hours. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm person; Cost 75 gp
  ELIxIR OF SWIMMING
  Aura faint transmutation; CL 2nd
  Slot —; Price 250 gp; Weight —
  DESCRIPTION
  This elixir bestows swimming ability. An almost imperceptible 
  magic sheath surrounds the drinker, allowing him to glide 
  through the water easily (+10 competence bonus on Swim checks 
  for 1 hour). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must have 5 ranks in 
  the Swim skill; Cost 125 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703505
  703505
  451429
  451429
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703506
  703506
  451430
  451430
  512
  512
  ELIxIR OF TRUTH
  Aura faint enchantment; CL 5th
  Slot —; Price 500 gp; Weight —
  DESCRIPTION
  This elixir forces the drinker it to say nothing but the truth for 10 
  minutes (Will DC 13 negates). She must answer any questions put 
  to her in that time, but with each question she can make a separate 
  DC 13 Will save. If one of these secondary saves is successful, she 
  doesn’t break free of the truth-compelling enchantment but also 
  doesn’t have to answer that particular question (if she does answer, 
  she must tell the truth). No more than one question can be asked 
  each round. This is a mind-affecting compulsion enchantment. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, zone of truth; Cost 250 gp
  ELIxIR OF TUMBLING
  Aura faint transmutation; CL 5th
  Slot —; Price 250 gp; Weight —
  DESCRIPTION
  This draught of liquid grants the drinker the ability to tumble 
  about, avoiding attacks and moving carefully across nearly any 
  surface, granting a +10 competence bonus on Acrobatics checks 
  for 1 hour. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace; Cost 125 gp
  ELIxIR OF VISION
  Aura faint divination; CL 2nd
  Slot —; Price 250 gp; Weight —
  DESCRIPTION
  Drinking this elixir grants the imbiber the ability to notice 
  acute details with great accuracy (+10 competence bonus on 
  Perception checks for 1 hour). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, true seeing; Cost 125 gp
  EVERSMOKING BOTTLE
  Aura faint transmutation; CL 3rd
  Slot —; Price 5,400 gp; Weight 1 lb.
  DESCRIPTION
  This metal urn is identical in appearance to an efreeti bottle, 
  except that it does nothing but smoke. The amount of smoke is 
  great if the stopper is pulled out, pouring from the bottle and 
  totally obscuring vision across a 50-foot spread in 1 round. If 
  the bottle is left unstoppered, the smoke billows out another 10 
  feet per round until it has covered a 100-foot radius. This area 
  remains smoke-filled until the eversmoking bottle is stoppered.
  The bottle must be resealed by a command word, after 
  which the smoke dissipates normally. A moderate wind (11+ 
  mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) 
  disperses the smoke in 1 round. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, pyrotechnics; Cost 2,700 gp
  EyES OF CHARMING
  Aura moderate enchantment; CL 7th
  Slot eyes; Price 56,000 gp for a pair; Weight —
  DESCRIPTION
  These two crystal lenses fit over the user’s eyes. The wearer is able 
  to use charm person (one target per round) merely by meeting a 
  target’s gaze. Those failing a DC 16 Will save are charmed as per the 
  spell. Both lenses must be worn for the magic item to take effect. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Heighten Spell, charm 
  person; Cost 28,000 gp
  EyES OF DOOM
  Aura moderate necromancy; CL 11th
  Slot eyes; Price 25,000 gp; Weight —
  DESCRIPTION
  These crystal lenses fit over the user’s eyes, enabling him to 
  cast doom upon those around him (one target per round) as a 
  gaze attack, except that the wearer must take a standard action, 
  and those merely looking at the wearer are not affected. Those 
  failing a DC 11 Will save are affected as by the doom spell. The 
  wearer also gains the additional power of a continual deathwatch 
  effect and can use fear (Will DC 16 partial) as a normal gaze 
  attack once per week.  Both lenses must be worn for the magic 
  item to take effect. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, doom, deathwatch, fear; Cost 
  12,500 gp
  EyES OF THE EAGLE
  Aura faint divination; CL 3rd
  Slot eyes; Price 2,500 gp; Weight —
  DESCRIPTION
  These items are made of special crystal and fit over the eyes 
  of the wearer. These lenses grant a +5 competence bonus 
  on Perception checks. Wearing only one of the pair causes 
  a character to become dizzy and stunned for 1 round. Both 
  lenses must be worn for the magic item to take effect. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, clairaudience/clairvoyance; 
  Cost 1,250 gp
  FEATHER TOKEN
  Aura strong conjuration; CL 12th
  Slot —; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp 
  (swan boat), 400 gp (tree), 500 gp (whip); Weight —
  DESCRIPTION
  Each of these items is a small feather that has a power to 
  suit a special need. The kinds of tokens are described below. 
  Each token is usable once. A particular feather token has 
  no specific features to identify it unless its magic aura is 
  viewed—even tokens with identical powers can be wildly 
  different in appearance.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703506
  703506
  451430
  451430
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703507
  703507
  451431
  451431
  513
  513
  15
  Magic Items
  Magic Items
  Anchor: A token that creates an anchor that moors a craft in 
  water so as to render it immobile for up to 1 day.
  Bird: A token that creates a small bird that can be used to 
  deliver a small written message unerringly to a designated 
  target. The token lasts as long as it takes to carry the message.
  Fan: A token that forms a huge flapping fan, causing a breeze 
  of sufficient strength to propel one ship (about 25 mph). This 
  wind is not cumulative with existing wind speed. The token can, 
  however, be used to lessen existing winds, creating an area of 
  relative calm or lighter winds (but wave size in a storm is not 
  affected). The fan can be used for up to 8 hours. It does not 
  function on land.
  Swan Boat: A token that forms a swan-like boat capable of 
  moving on water at a speed of 60 feet. It can carry eight horses and 
  gear, 32 Medium characters, or any equivalent combination. The 
  boat lasts for 1 day.
  Tree: A token that causes a great oak to spring into being (5-foot-
  diameter trunk, 60-foot height, 40-foot top diameter). This is an 
  instantaneous effect.
  Whip: A token that forms into a huge leather whip and wields 
  itself against any opponent desired just like a dancing weapon. The 
  weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal 
  damage, has a +1 enhancement bonus on attack and damage rolls, 
  and a makes a free grapple attack (with a +15 bonus on its combat 
  maneuver checks) if it hits. The whip lasts no longer than 1 hour. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, major creation; Cost 25 gp 
  (anchor), 150 gp (bird), 100 gp (fan), 225 gp (swan boat), 200 gp 
  (tree), 250 gp (whip)
  FIGURINES OF WONDROUS POWER
  Aura varies; CL varies
  Slot —; Price 10,000 gp (bronze griffon), 10,000 gp (ebony 
  fly), 16,500 gp (golden lions), 21,000 gp (ivory goats), 17,000 
  gp (marble elephant), 28,500 gp (obsidian steed), 15,500 gp 
  (onyx dog), 9,100 gp (serpentine owl), 3,800 gp (silver raven); 
  Weight 1 lb.
  DESCRIPTION
  Each of the several kinds of figurines of wondrous power appears 
  to be a miniature statuette of a creature an inch or so high (with 
  one exception). When the figurine is tossed down and the correct 
  command word spoken, it becomes a living creature of normal 
  size (except when noted otherwise below). The creature obeys 
  and serves its owner. Unless stated otherwise, the creature 
  understands Common but does not speak.
  If a figurine of wondrous power is broken or destroyed in its 
  statuette form, it is forever ruined. All magic is lost, its power 
  departed. If slain in animal form, the figurine simply reverts to a 
  statuette that can be used again at a later time.
  Bronze Griffon: When animated, a bronze griffon acts in all 
  ways like a normal griffon under the command of its possessor (see 
  the Pathfinder RPG Bestiary). The item can be used twice per week 
  for up to 6 hours per use. When 6 hours have passed or when the 
  command word is spoken, the bronze griffon once again becomes 
  a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous 
  Item, animate objects.
  Ebony Fly: When animated, an ebony fly is the size of a pony and 
  has all the statistics of a pegasus but can make no attacks. The item 
  can be used three times per week for up to 12 hours per use. When 
  12 hours have passed or when the command word is spoken, the 
  ebony fly again becomes a tiny statuette. Moderate transmutation; 
  CL 11th; Craft Wondrous Item, animate objects.
  Golden Lions: These figurines come in pairs. They become 
  normal adult male lions. If slain in combat, the lions cannot be 
  brought back from statuette form for 1 full week. Otherwise, they 
  can be used once per day for up to 1 hour. They enlarge and shrink 
  upon speaking the command word. Moderate transmutation; CL 
  11th; Craft Wondrous Item, animate objects.
  Ivory Goats: These figurines come in threes. Each goat of 
  this trio looks slightly different from the others, and each has a 
  different function:
  •	 The Goat of Traveling: This statuette provides a speedy and 
  enduring mount equal to that of a heavy horse in every way 
  except appearance. The goat can travel for a maximum of 1 day 
  each week—continuously or in any combination of periods 
  totaling 24 hours. At this point, or when the command word is 
  uttered, it returns to its statuette form for no less than 1 day 
  before it can again be used.
  •	 The Goat of Travail: This statuette becomes an enormous 
  creature, larger than a bull, with the statistics of a nightmare (see 
  the Pathfinder RPG Bestiary) except for the addition of a pair of 
  wicked horns of exceptional size (damage 1d8+4 for each horn). If 
  it is charging to attack, it may only use its horns (but add 6 points 
  of damage to each successful attack in that round). It can be 
  called to life just once per month for up to 12 hours at a time.
  •	 The Goat of Terror: When called upon with the proper command 
  word, this statuette becomes a destrier-like mount with the 
  statistics of a light horse. However, its rider can employ the goat’s 
  horns as weapons (one horn as a +3 heavy lance, the other as a +5 
  longsword). When ridden in an attack against an opponent, the 
  goat of terror radiates fear as the spell in a 30-foot radius (Will 
  DC 16 partial). It can be used once every 2 weeks for up to 3 hours 
  per use. Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects.
  Marble Elephant: This is the largest of the figurines, the 
  statuette being about the size of a human hand. Upon utterance 
  of the command word, a marble elephant grows to the size and 
  specifications of a true elephant. The animal created from the 
  statuette is fully obedient to the figurine’s owner, serving as a 
  beast of burden, a mount, or a combatant. The statuette can be 
  used four times per month for up to 24 hours at a time. Moderate 
  transmutation; CL 11th; Craft Wondrous Item, animate objects.
  Obsidian Steed: This figurine appears to be a small, shapeless 
  lump of black stone. Only careful inspection reveals that it vaguely 
  resembles some form of quadruped. On command, the near-
  formless piece of obsidian becomes a fantastic mount. Treat it as 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703507
  703507
  451431
  451431
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703508
  703508
  451432
  451432
  514
  514
  a heavy horse with the following additional powers usable once 
  per round at will: overland flight, plane shift, and ethereal jaunt. The 
  steed allows itself to be ridden, but if the rider is of good alignment, 
  the steed is 10% likely per use to carry him to the lower planes and 
  then return to its statuette form. The statuette can be used once 
  per week for one continuous period of up to 24 hours. Note that 
  when an obsidian steed becomes ethereal or plane shifts, its rider 
  and his gear follow suit. Thus, the user can travel to other planes via 
  this means. Strong conjuration and transmutation; CL 15th; Craft 
  Wondrous Item, animate objects, etherealness, fly, plane shift.
  Onyx Dog: When commanded, this statuette changes into 
  a creature with the same properties as a riding dog except that 
  it is endowed with an Intelligence of 8, can communicate in 
  Common, and has exceptional olfactory and visual abilities. It has 
  the scent ability and adds +4 on its Perception checks. It has 60-
  foot darkvision, and it can see invisibility. An onyx dog can be used 
  once per week for up to 6 hours. It obeys only its owner. Moderate 
  transmutation; CL 11th; Craft Wondrous Item, animate objects.
  Serpentine Owl: This figurine becomes either a normal-sized 
  horned owl or a giant owl (use the stats for the giant eagle) according 
  to the command word used. The transformation can take place once 
  per day, with a maximum duration of 8 continuous hours. However, 
  after three transformations into giant owl form, the statuette loses 
  all its magical properties. The owl communicates with its owner by 
  telepathic means, informing her of all it sees and hears. Moderate 
  transmutation; CL 11th; Craft Wondrous Item, animate objects.
  Silver Raven: This silver figurine turns into a raven on command (but 
  it retains its metallic consistency, which gives it hardness 10). Another 
  command sends it off into the air, bearing a message just like a creature 
  affected by an animal messenger spell. If not commanded to carry a 
  message, the raven obeys the commands of its owner, although it has 
  no special powers or telepathic abilities. It can maintain its nonfigurine 
  status for only 24 hours per week, but the duration need not be 
  continuous. Moderate enchantment and transmutation; CL 6th; Craft 
  Wondrous Item, animal messenger, animate objects.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, additional 
  spells, see text; Cost 5,000 gp (bronze griffon), 5,000 gp (ebony 
  fly), 8,250 gp (golden lions), 10,500 gp (ivory goats), 8,500 gp 
  (marble elephant), 14,250 gp (obsidian steed), 7,750 gp (onyx 
  dog), 4,550 gp (serpentine owl), 1,900 gp (silver raven)
  GAUNTLET OF RUST
  Aura moderate transmutation; CL 7th
  Slot hands; Price 11,500 gp; Weight 2 lbs.
  DESCRIPTION
  This single metal gauntlet looks rusted and pitted but is actually 
  quite powerful. Once per day, it can affect an object as with the 
  rusting grasp spell. It also completely protects the wearer and her 
  gear from rust (magical or otherwise), including the attack of a 
  rust monster. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, rusting grasp; Cost 5,750 gp
  GEM OF BRIGHTNESS
  Aura moderate evocation; CL 6th
  Slot —; Price 13,000 gp; Weight —
  DESCRIPTION
  This crystal appears to be a long, rough prism. Upon utterance of 
  a command word, though, the gem’s facets suddenly grow highly 
  polished as the crystal emits bright light of one of three sorts.
  •		 One	command	word	causes	the	gem	to	shed	light	as	a	hooded	
  lantern. This use of the gem does not expend any charges, and 
  it continues to emit light until this command word is spoken a 
  second time to extinguish the illumination.
  •		 Another	command	word	causes	the	gem of brightness to send 
  out a bright ray 1 foot in diameter and 50 feet long. This strikes 
  as a ranged touch attack, and any creature struck by this beam 
  is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. 
  This use of the gem expends 1 charge.
  •		 The	third	command	word	causes	the	gem	to	flare	in	a	blinding	
  flash of light that fills a 30-foot cone. Although this glare 
  lasts but a moment, any creature within the cone must make 
  a DC 14 Fortitude save or be blinded for 1d4 rounds. This use 
  expends 5 charges.
  A newly created gem of brightness has 50 charges. When all its 
  charges are expended, the gem becomes nonmagical and its facets 
  grow cloudy with a fine network of cracks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, daylight; Cost 6,500 gp
  GEM OF SEEING
  Aura moderate divination; CL 10th
  Slot —; Price 75,000 gp; Weight —
  DESCRIPTION
  This finely cut and polished stone is indistinguishable from an 
  ordinary jewel in appearance. When it is gazed through, a gem of 
  seeing enables the user to see as though she were affected by the 
  true seeing spell. A gem of seeing can be used for as many as 30 
  minutes a day, in increments of 5 minutes. These increments do 
  not need to be consecutive.
  CONSTRUCTION
  Requirements Craft Wondrous Item, true seeing; Cost 37,500 gp
  GLOVES OF ARROW SNARING
  Aura faint abjuration; CL 3rd
  Slot hands; Price 4,000 gp; Weight —
  DESCRIPTION
  Once worn, these snug gloves seem to meld with the hands, 
  becoming almost invisible to casual observation. Twice per 
  day, the wearer can act as if he had the Snatch Arrows feat (see 
  Chapter 5 for details), even if he does not meet the prerequisites 
  for the feat. Both gloves must be worn for the magic to be 
  effective, and at least one hand must be free to take advantage 
  of the magic. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, shield; Cost 2,000 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703508
  703508
  451432
  451432
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703509
  703509
  451433
  451433
  515
  515
  15
  Magic Items
  Magic Items
  GLOVE OF STORING
  Aura moderate transmutation; CL 6th
  Slot hands; Price 10,000 gp (one glove); Weight —
  DESCRIPTION
  This device is a single leather glove. On command, one item 
  held in the hand wearing the glove disappears. The item can 
  weigh no more than 20 pounds and must be able to be held in 
  one hand. While stored, the item has negligible weight. With 
  a snap of the fingers wearing the glove, the item reappears. A 
  glove can only store one item at a time. Storing or retrieving the 
  item is a free action. The item is shrunk down so small within 
  the palm of the glove that it cannot be seen. Spell durations are 
  not suppressed, but continue to expire. If the glove’s effect is 
  suppressed or dispelled, the stored item appears instantly. A 
  glove of storing uses up your entire hands slot. You may not use 
  another item (even another glove of storing) that also uses the 
  hands slot.
  CONSTRUCTION
  Requirements Craft Wondrous Item, shrink item; Cost 5,000 gp
  GLOVES OF SWIMMING AND CLIMBING
  Aura faint transmutation; CL 5th
  Slot hands; Price 6,250 gp; Weight —
  DESCRIPTION
  These apparently normal lightweight gloves grant a +5 
  competence bonus on Swim checks and Climb checks. Both 
  gloves must be worn for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, bull’s strength, cat’s grace; 
  Cost 3,125 gp
  GOGGLES OF MINUTE SEEING
  Aura faint divination; CL 3rd
  Slot eyes; Price 2,500 gp; Weight —
  DESCRIPTION
  The lenses of this item are made of special crystal. When placed 
  over the eyes of the wearer, the lenses enable her to see much 
  better than normal at distances of 1 foot or less, granting her 
  a +5 competence bonus on Disable Device checks. Both lenses 
  must be worn for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, true seeing; Cost 1,250 gp
  GOGGLES OF NIGHT
  Aura faint transmutation; CL 3rd
  Slot eyes; Price 12,000 gp; Weight —
  DESCRIPTION
  The lenses of this item are made of dark crystal. Even though the 
  lenses are opaque, when placed over the eyes of the wearer, they 
  enable him to see normally and also grant him 60-foot darkvision. 
  Both lenses must be worn for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, darkvision; Cost 6,000 gp
  GOLEM MANUAL
  Aura varies; CL varies
  Slot —; Price 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp (iron), 
  22,000 gp (stone), 44,000 gp (stone guardian); Weight 5 lbs.
  DESCRIPTION
  A golem manual contains information, incantations, and 
  magical power that help a character to craft a golem (see the 
  Pathfinder RPG Bestiary). The instructions therein grant a +5 
  competence bonus on skill checks made to craft the golem’s 
  body. Each manual also holds the prerequisite spells needed 
  for a specific golem (although these spells can only be used to 
  create a golem and cannot be copied), effectively granting the 
  builder use of the Craft Construct feat during the construction 
  of the golem, and an increase to her caster level for the 
  purpose of crafting a golem.
  The spells included in a golem manual require a spell trigger 
  activation and can be activated only to assist in the construction of a 
  golem. The cost of the book does not include the cost of constructing 
  the golem’s body. Once the golem is finished, the writing in the 
  manual fades and the book is consumed in flames. When the book’s 
  ashes are sprinkled upon the golem, it becomes fully animated.
  Clay Golem Manual: The book contains animate objects, bless, 
  commune, prayer, and resurrection. The reader may treat her caster 
  level as two levels higher than normal for the purpose of crafting 
  a clay golem. Moderate conjuration, divination, enchantment, and 
  transmutation; CL 11th; Craft Construct, creator must be caster 
  level 11th, animate objects, commune, prayer, resurrection.
  Flesh Golem Manual: The book contains animate dead, bull’s 
  strength, geas/quest, and limited wish. The reader may treat her 
  caster level as one level higher than normal for the purpose of 
  crafting a flesh golem. Moderate enchantment, necromancy [evil], 
  and transmutation; CL 8th; Craft Construct, creator must be caster 
  level 8th, animate dead, bull’s strength, geas/quest, limited wish.
  Iron Golem Manual: The book contains cloudkill, geas/quest, 
  limited wish, and polymorph any object. The reader may treat her 
  caster level as four levels higher than normal for the purpose 
  of crafting a iron golem. Strong conjuration, enchantment, and 
  transmutation; CL 16th; Craft Construct, creator must be caster 
  level 16th, cloudkill, geas/quest, limited wish, polymorph any object.
  Stone Golem Manual: The book contains geas/quest, limited wish, 
  polymorph any object, and slow. The reader may treat her caster 
  level as three levels higher than normal for the purpose of crafting 
  a stone golem. Strong abjuration and enchantment; CL 14th; Craft 
  Construct, creator must be caster level 14th, antimagic field, geas/
  quest, limited wish, symbol of stunning.
  Stone Golem Guardian Manual: The book contains geas/quest, 
  imbue with spell-like ability, limited wish, polymorph any object, shield 
  other, and slow. The reader may treat her caster level as three 
  levels higher than normal for the purpose of crafting a stone 
  golem guardian. Strong abjuration and enchantment; CL 14th; 
  Craft Construct, creator must be caster level 14th, antimagic field, 
  geas/quest, imbue with spell-like ability, limited wish, polymorph any 
  object, shield other, slow.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703509
  703509
  451433
  451433
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703510
  703510
  451434
  451434
  516
  516
  CONSTRUCTION
  Requirements Craft Construct, caster must be of a specific level, 
  additional spells; Cost 6,000 gp (clay), 4,000 gp (flesh), 17,500 
  gp (iron), 11,000 gp (stone), 22,000 gp (stone guardian)
  HAND OF GLORy
  Aura faint varied; CL 5th
  Slot neck; Price 8,000 gp; Weight 2 lbs.
  DESCRIPTION
  This mummified human hand hangs by a leather cord around a 
  character’s neck (taking up space as a magic necklace would). If a 
  magic ring is placed on one of the fingers of the hand, the wearer 
  benefits from the ring as if wearing it herself, and it does not 
  count against her two-ring limit. The hand can wear only one ring 
  at a time. Even without a ring, the hand itself allows its wearer to 
  use daylight and see invisibility each once per day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate dead, daylight, see 
  invisibility; Cost 4,000 gp
  HAND OF THE MAGE
  Aura faint transmutation; CL 2nd
  Slot neck; Price 900 gp; Weight 2 lbs.
  DESCRIPTION
  This mummified elf hand hangs by a golden chain around a 
  character’s neck (taking up space as a magic necklace would). It 
  allows the wearer to utilize the spell mage hand at will. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, mage hand; Cost 450 gp
  HANDy HAVERSACK
  Aura moderate conjuration; CL 9th
  Slot —; Price 2,000 gp; Weight 5 lbs.
  DESCRIPTION
  A backpack of this sort appears to be well made, well used, 
  and quite ordinary. It is constructed of finely tanned leather, 
  and the straps have brass hardware and buckles. It has two 
  side pouches, each of which appears large enough to hold 
  about a quart of material. In fact, each is like a bag of holding 
  and can actually hold material of as much as 2 cubic feet in 
  volume or 20 pounds in weight. The large central portion 
  of the pack can contain up to 8 cubic feet or 80 pounds of 
  material. Even when so filled, the backpack always weighs 
  only 5 pounds.
  While such storage is useful enough, the pack has an even 
  greater power. When the wearer reaches into it for a specific 
  item, that item is always on top. Thus, no digging around and 
  fumbling is ever necessary to find what a haversack contains. 
  Retrieving any specific item from a haversack is a move 
  action, but it does not provoke the attacks of opportunity that 
  retrieving a stored item usually does. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, secret chest; Cost 1,000 gp
  HARP OF CHARMING
  Aura faint enchantment; CL 5th
  Slot —; Price 7,500 gp; Weight 5 lbs.
  DESCRIPTION
  This beautiful and intricately carved harp can be held 
  comfortably in one hand, but both hands are required to 
  utilize its magic. When played, a harp of charming enables 
  the performer to work one suggestion (as the spell, Will DC 14 
  negates) into the music for each 10 minutes of playing if he 
  can succeed on a DC 14 Perform (string instruments) check. If 
  the check fails, the audience cannot be affected by any further 
  performances from the harpist for 24 hours. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, suggestion; Cost 3,750 gp
  HAT OF DISGUISE
  Aura faint illusion; CL 1st
  Slot head; Price 1,800 gp; Weight —
  DESCRIPTION
  This apparently normal hat allows its wearer to alter her 
  appearance as with a disguise self spell. As part of the disguise, the 
  hat can be changed to appear as a comb, ribbon, headband, cap, 
  coif, hood, helmet, and so on. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, disguise self; Cost 900 gp
  HEADBAND OF ALLURING CHARISMA
  Aura moderate transmutation; CL 8th
  Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); 
  Weight 1 lb.
  DESCRIPTION
  This attractive silver headband is decorated with a number of 
  small red and orange gemstones. The headband grants the 
  wearer an enhancement bonus to Charisma of +2, +4, or +6. 
  Treat this as a temporary ability bonus for the first 24 hours the 
  headband is worn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor; Cost 2,000 
  gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  HEADBAND OF INSPIRED WISDOM
  Aura moderate transmutation; CL 8th
  Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); 
  Weight 1 lb.
  DESCRIPTION
  This simple bronze headband is decorated with an intricate 
  pattern of small green gemstones. The headband grants the 
  wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat 
  this as a temporary ability bonus for the first 24 hours the 
  headband is worn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, owl’s wisdom; Cost 2,000 gp 
  (+2), 8,000 gp (+4), 18,000 gp (+6)
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703510
  703510
  451434
  451434
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703511
  703511
  451435
  451435
  517
  517
  15
  Magic Items
  Magic Items
  HEADBAND OF MENTAL PROWESS
  Aura strong transmutation; CL 12th
  Slot headband; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp 
  (+6); Weight 1 lb.
  DESCRIPTION
  This simple copper headband has a small yellow gem set so that 
  when it rests upon the forehead of the wearer, the yellow gem sits 
  perched on the wearer’s brow as if it were a third eye in the middle 
  of his forehead. Often, the headband contains additional designs to 
  further accentuate the appearance of a third, crystal eye.
  The headband grants the wearer an enhancement bonus to two 
  mental ability scores (Intelligence, Wisdom, or Charisma) of +2, 
  +4, or +6. Treat this as a temporary ability bonus for the first 24 
  hours the headband is worn. These bonuses are chosen when the 
  headband is created and cannot be changed. If the headband grants 
  a bonus to Intelligence, it also grants skill ranks as a Headband of 
  vast intelligence.
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor, fox’s cunning, 
  and/or owl’s wisdom; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 
  gp (+6)
  HEADBAND OF MENTAL SUPERIORITy
  Aura strong transmutation; CL 16th
  Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp 
  (+6); Weight 1 lb.
  DESCRIPTION
  This ornate headband is decorated with numerous small white 
  gemstones. The headband grants the wearer an enhancement 
  bonus to all mental ability scores (Intelligence, Wisdom, 
  and Charisma) of +2, +4, or +6. Treat this as a temporary 
  ability bonus for the first 24 hours the headband is worn. 
  The headband also grants skill ranks as a Headband of vast 
  intelligence.
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor, fox’s 
  cunning, owl’s wisdom; Cost 8,000 gp (+2), 32,000 gp (+4), 
  77,000 gp (+6) 
  HEADBAND OF VAST INTELLIGENCE
  Aura moderate transmutation; CL 8th
  Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); 
  Weight 1 lb.
  Druid’s 
  vestments
  Incense of 
  Meditation
  Crystal Ball
  Scarab of 
  Protection
  Mask of  
  the skull
  Mirror of Life 
  Trapping
  Helm of 
  Telepathy
  Wings of Flying
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703511
  703511
  451435
  451435
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703512
  703512
  451436
  451436
  518
  518
  DESCRIPTION
  This intricate gold headband is decorated with several small 
  blue and deep purple gemstones. The headband grants the 
  wearer an enhancement bonus to Intelligence of +2, +4, or +6. 
  Treat this as a temporary ability bonus for the first 24 hours 
  the headband is worn. A headband of vast intelligence has one 
  skill associated with it per +2 bonus it grants. After being worn 
  for 24 hours, the headband grants a number of skill ranks in 
  those skills equal to the wearer’s total Hit Dice. These ranks do 
  not stack with the ranks a creature already possesses. These 
  skills are chosen when the headband is created. If no skill is 
  listed, the headband is assumed to grant skill ranks in randomly 
  determined Knowledge skills.
  CONSTRUCTION
  Requirements Craft Wondrous Item, fox’s cunning; Cost 2,000 gp 
  (+2), 8,000 gp (+4), 18,000 gp (+6)
  HELM OF BRILLIANCE
  Aura strong varied; CL 13th
  Slot head; Price 125,000 gp; Weight 3 lbs.
  DESCRIPTION
  This normal-looking helm takes its true form and manifests its 
  powers when the user dons it and speaks the command word. 
  Made of brilliant silver and polished steel, a newly created helm is 
  set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, 
  and 40 opals. When struck by bright light, the helm scintillates 
  and sends forth reflective rays in all directions from its crown-like, 
  gem-tipped spikes. The jewels’ functions are as follows:
  •	 Diamond:	Prismatic spray (save DC 20)
  •	 Ruby:	Wall of fire
  •	 Fire	opal:	Fireball (10d6, Reflex DC 20 half)
  •	 Opal:	Daylight
  The helm may be used once per round, but each gem can 
  perform its spell-like power just once. Until all its jewels are 
  depleted, a helm of brilliance also has the following magical 
  properties when activated.
  •	 It	emanates	a	bluish	light	when	undead	are	within	30	feet.	This	
  light causes 1d6 points of damage per round to all such creatures 
  within that range.
  •	 The	wearer	may	command	any	weapon	he	wields	to	become	
  a flaming weapon. This is in addition to whatever abilities the 
  weapon may already have (unless the weapon already is a flaming 
  weapon). The command takes 1 round to take effect.
  •	 The	helm	provides	fire	resistance	30.	This	protection	does	not	
  stack with similar protection from other sources.
  Once all its jewels have lost their magic, the helm loses its 
  powers and the gems turn to worthless powder. Removing a jewel 
  destroys it.
  If a creature wearing the helm is damaged by magical fire (after 
  the fire protection is taken into account) and fails an additional 
  DC 15 Will save, the remaining gems on the helm overload and 
  detonate. Remaining diamonds become prismatic sprays that each 
  randomly target a creature within range (possibly the wearer), 
  rubies become straight-line walls of fire extending outward in a 
  random direction from the helm wearer, and fire opals become 
  fireballs centered on the helm wearer. The opals and the helm 
  itself are destroyed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect undead, fireball, flame 
  blade, daylight, prismatic spray, protection from energy, wall of 
  fire; Cost 62,500 gp
  HELM OF COMPREHEND LANGUAGES AND READ MAGIC
  Aura faint divination; CL 4th
  Slot head; Price 5,200 gp; Weight 3 lbs.
  DESCRIPTION
  Appearing as a normal helmet, a helm of comprehend languages 
  and read magic grants its wearer the ability to understand the 
  spoken words of any creature and to read text in any language and 
  any magical writing. The wearer gains a +5 competence bonus on 
  Linguistics checks to understand messages written in incomplete, 
  archaic, or exotic forms. Note that understanding a magical text 
  does not necessarily imply spell use. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, comprehend languages, read 
  magic; Cost 2,600 gp
  HELM OF TELEPATHy
  Aura faint divination and enchantment; CL 5th
  Slot head; Price 27,000 gp; Weight 3 lbs.
  DESCRIPTION
  This pale metal or ivory helm covers much of the head when 
  worn. The wearer can use detect thoughts at will. Furthermore, he 
  can send a telepathic message to anyone whose surface thoughts 
  he is reading (allowing two-way communication). Once per day, 
  the wearer of the helm can implant a suggestion (as the spell, Will 
  DC 14 negates) along with his telepathic message. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect thoughts, suggestion; 
  Cost 13,500 gp
  HELM OF TELEPORTATION
  Aura moderate conjuration; CL 9th
  Slot head; Price 73,500 gp; Weight 3 lbs.
  DESCRIPTION
  A character wearing this device may teleport three times per day, 
  exactly as if he had cast the spell of the same name. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, teleport; Cost 36,750 gp
  HELM OF UNDERWATER ACTION
  Aura faint transmutation; CL 5th
  Slot head; Price 24,000 gp; Weight 3 lbs.
  DESCRIPTION
  The wearer of this helmet can see underwater. Drawing the small 
  lenses in compartments on either side into position before the 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703512
  703512
  451436
  451436
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703513
  703513
  451437
  451437
  519
  519
  15
  Magic Items
  Magic Items
  wearer’s eyes activates the visual properties of the helm, allowing 
  her to see five times farther than water and light conditions would 
  allow for normal human vision. (Weeds, obstructions, and the like 
  block vision in the usual manner.) If the command word is spoken, 
  the helm of underwater action gives the wearer a 30-foot swim 
  speed and creates a globe of air around the wearer’s head and 
  maintains it until the command word is spoken again, enabling 
  her to breathe freely.
  CONSTRUCTION
  Requirements Craft Wondrous Item, water breathing; Cost 12,000 gp
  HORN OF BLASTING
  Aura moderate evocation; CL 7th
  Slot —; Price 20,000 gp; Weight 1 lb.
  DESCRIPTION
  This horn appears to be a normal trumpet. It can be sounded 
  as a normal horn, but if the command word is spoken and the 
  instrument is then played, it deals 5d6 points of sonic damage to 
  creatures within a 40-foot cone and causes them to be deafened for 
  2d6 rounds (a DC 16 Fortitude save reduces the damage by half and 
  negates the deafening). Crystalline objects and creatures take 7d6 
  points of sonic damage, with no save unless they’re held, worn, or 
  carried by creatures (Fortitude DC 16 negates).
  If a horn of blasting is used magically more than once in a given 
  day, there is a 20% cumulative chance with each extra use that it 
  explodes and deals 10d6 points of sonic damage to the person 
  sounding it. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, shout; Cost 10,000 gp
  HORN OF BLASTING, GREATER
  Aura strong evocation; CL 16th
  Slot —; Price 70,000 gp; Weight 1 lb.
  DESCRIPTION
  This horn functions as a horn of blasting, except that it deals 
  10d6 points of sonic damage, stuns creatures for 1 round, 
  and deafens them for 4d6 rounds (a DC 19 Fortitude reduces 
  the damage by half and negates the stunning and deafening). 
  Crystalline objects take 16d6 points of sonic damage as 
  described for the horn of blasting. A greater horn of blasting 
  also has a 20% cumulative chance of exploding for each usage 
  beyond the first each day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater shout; Cost 35,000 gp
  HORN OF FOG
  Aura faint conjuration; CL 3rd
  Slot —; Price 2,000 gp; Weight 1 lb.
  DESCRIPTION
  This small bugle allows its possessor to blow forth a thick cloud 
  of heavy fog similar to that of an obscuring mist spell. The fog 
  covers a 10-foot square next to the horn blower each round that 
  the user continues to blow the horn; a fog cloud travels 10 feet 
  each round in a straight line from the emanation point unless 
  blocked by something substantial such as a wall. The device 
  makes a deep, foghorn-like noise, with the note dropping abruptly 
  to a lower register at the end of each blast. The fog dissipates 
  after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 
  rounds; a strong wind (21+ mph) disperses the fog in 1 round. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, obscuring mist; Cost 1,000 gp
  HORN OF GOODNESS/EVIL
  Aura moderate abjuration; CL 6th
  Slot —; Price 6,500 gp; Weight 1 lb.
  DESCRIPTION
  This trumpet adapts itself to its owner, so it produces either a 
  good or an evil effect depending on the owner’s alignment. If the 
  owner is neither good nor evil, the horn has no power whatsoever. 
  If he is good, then blowing the horn has the effect of a magic circle 
  against evil. If he is evil, then blowing the horn has the effect of a 
  magic circle against good. In either case, this ward lasts for 1 hour. 
  The horn can be blown once per day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, magic circle against good, 
  magic circle against evil; Cost 3,250 gp
  HORN OF VALHALLA
  Aura strong conjuration; CL 13th
  Slot —; Price 50,000 gp; Weight 2 lbs.
  DESCRIPTION
  This magic instrument comes in four varieties. Each appears to be 
  normal until someone speaks its command word and blows the 
  horn. Then the horn summons a number of human barbarians to 
  fight for the character who summoned them. Each horn can be 
  blown just once every 7 days. Roll d% and refer to the table above 
  to see what type of horn is found. The horn’s type determines 
  what barbarians are summoned and what prerequisite is needed 
  to use the horn. Any character who uses a horn of Valhalla but 
  Horn of Valhalla
    
   
  Barbarians 
  d% 
  Type of Horn 
  Summoned 
  Prerequisite
  01–40 
  Silver 
  2d4+2, 2nd-level 
  None
  41–75 
  Brass 
  2d4+1, 3rd-level 
  Spellcaster level 1st
  76–90 
  Bronze 
  2d4, 4th-level 
  Proficiency with all martial weapons or bardic performance ability
  91–100 
  Iron 
  1d4+1, 5th-level 
  Proficiency with all martial weapons or bardic performance ability
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703513
  703513
  451437
  451437
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703514
  703514
  451438
  451438
  520
  520
  doesn’t have the prerequisite is attacked by the barbarians she 
  herself summoned.
  Summoned barbarians are constructs, not actual people 
  (though they seem to be); they arrive with the starting equipment 
  for barbarians. They attack anyone the possessor of the horn 
  commands them to fight until they or their opponents are slain or 
  until 1 hour has elapsed, whichever comes first. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon monster VI; Cost 
  25,000 gp
  HORSESHOES OF SPEED
  Aura faint transmutation; CL 3rd
  Slot feet; Price 3,000 gp; Weight 12 lbs. (for four)
  DESCRIPTION
  These iron shoes come in sets of four like ordinary horseshoes. 
  When affixed to an animal’s hooves, they increase the animal’s 
  base land speed by 30 feet; this counts as an enhancement bonus. 
  As with other effects that increase speed, jumping distances 
  increase proportionally (see Chapter 4). All four shoes must be 
  worn by the same animal for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, haste; Cost 1,500 gp
  HORSESHOES OF A zEPHyR
  Aura faint transmutation; CL 3rd
  Slot feet; Price 6,000 gp; Weight 4 lbs. (for four).
  DESCRIPTION
  These four iron shoes are affixed like normal horseshoes. They 
  allow a horse to travel without actually touching the ground. 
  The horse must still run above (always around 4 inches above) a 
  roughly horizontal surface. This means that non-solid or unstable 
  surfaces can be crossed, and that movement is possible without 
  leaving tracks on any sort of ground. The horse moves at its 
  normal base land speed. All four shoes must be worn by the same 
  animal for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, levitate; Cost 3,000 gp
  INCENSE OF MEDITATION
  Aura moderate enchantment; CL 7th
  Slot —; Price 4,900 gp; Weight 1 lb.
  DESCRIPTION
  This small rectangular block of sweet-smelling incense is 
  visually indistinguishable from nonmagical incense until lit. 
  When it is burned, the special fragrance and pearly hued 
  smoke of this special incense are recognizable by anyone 
  making a DC 15 Spellcraft check.
  When a divine spellcaster lights a block of incense of 
  meditation and then spends 8 hours praying and meditating 
  nearby, the incense enables him to prepare all his spells as 
  though affected by the Maximize Spell feat. However, all the 
  spells prepared in this way are at their normal level, not at 
  three levels higher (as with the regular metamagic feat).
  Each block of incense burns for 8 hours, and the effects persist 
  for 24 hours. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Maximize Spell, bless; Cost 
  2,450 gp
  INSTANT FORTRESS
  Aura strong conjuration; CL 13th
  Slot —; Price 55,000 gp; Weight 1 lb.
  DESCRIPTION
  This metal cube is small, but when activated by speaking a 
  command word it grows to form a tower 20 feet square and 30 
  feet high, with arrow slits on all sides and a crenellated battlement 
  atop it. The metal walls extend 10 feet into the ground, rooting it 
  to the spot and preventing it from being tipped over. The fortress 
  has a small door that opens only at the command of the owner of 
  the fortress—even knock spells can’t open the door.
  The adamantine walls of an instant fortress have 100 hit points 
  and hardness 20. The fortress cannot be repaired except by a wish or 
  a miracle, which restores 50 points of damage taken.
  The fortress springs up in just 1 round, with the door facing 
  the device’s owner. The door opens and closes instantly at his 
  command. People and creatures nearby (except the owner) must be 
  careful not to be caught by the fortress’s sudden growth. Anyone so 
  caught takes 10d10 points of damage (Reflex DC 19 half).
  The fortress is deactivated by speaking a command word 
  (different from the one used to activate it). It cannot be deactivated 
  unless it is empty. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, mage’s magnificent mansion; 
  Cost 27,500 gp
  IOUN STONES
  Aura strong varied; CL 12th
  Slot —; Price varies; Weight —
  DESCRIPTION
  These crystalline stones always float in the air and must be within 
  3 feet of their owner to be of any use. When a character first 
  acquires a stone, she must hold it and then release it, whereupon 
  it takes up a circling orbit 1d3 feet from her head. Thereafter, a 
  stone must be grasped or netted to separate it from its owner. 
  The owner may voluntarily seize and stow a stone (to keep it safe 
  while she is sleeping, for example), but she loses the benefits of 
  the stone during that time. Ioun stones have AC 24, 10 hit points, 
  and hardness 5. The powers of each stone vary depending on its 
  color and shape (see the table).
  Regeneration from the pearly white ioun stone works like a ring 
  of regeneration. It only cures damage taken while the character is 
  using the stone. The pale lavender and lavender-and-green stones 
  work like a rod of absorption, but absorbing a spell requires a readied 
  action, and these stones cannot be used to empower spells. Stored 
  spells in the vibrant purple stone must be placed by a spellcaster but 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703514
  703514
  451438
  451438
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703515
  703515
  451439
  451439
  521
  521
  15
  Magic Items
  Magic Items
  can be used by anyone (see ring of minor spell storing). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be 12th level; 
  Cost half the market price
  IRON BANDS OF BINDING
  Aura strong evocation; CL 13th
  Slot —; Price 26,000 gp; Weight 1 lb.
  DESCRIPTION
  This potent item appears to be a 3-inch-diameter rusty iron 
  sphere with bandings on the globe.
  When the proper command word is spoken and the spherical 
  iron device is hurled at an opponent, the bands expand and then 
  contract to bind the target creature on a successful ranged touch 
  attack. A single Large or smaller creature can be captured thus and 
  held immobile (as if pinned) until the command word is spoken to 
  bring the bands into spherical form again. The creature can break 
  (and destroy) the bands with a DC 30 Strength check or escape 
  them with a DC 30 combat maneuver check or Escape Artist check. 
  Iron bands of binding are usable once per day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, grasping hand; Cost 
  13,000 gp
  IRON FLASK
  Aura strong conjuration; CL 20th
  Slot —; Price 170,000 gp (empty); Weight 1 lb.
  DESCRIPTION
  These special containers are typically inlaid with runes of silver 
  and stoppered by a brass plug bearing a seal engraved with sigils, 
  glyphs, and special symbols. When the user speaks the command 
  word, he can force any creature from another plane into the 
  container, provided that creature fails a DC 19 Will save. The range 
  of this effect is 60 feet. Only one creature at a time can be so 
  contained. Loosing the stopper frees the captured creature. 
  The command word can be used only once per day.
  If the individual freeing the captured creature speaks the 
  command word, the creature can be forced to serve for 1 hour. 
  If freed without the command word, the creature acts according 
  to its natural inclinations. (It usually attacks the user, unless it 
  perceives a good reason not to.) Any attempt to force the same 
  creature into the flask a second time provides it a +2 bonus on its 
  saving throw and makes it hostile. A newly discovered bottle might 
  contain any of the following:
  d% 
  Contents 
  d% 
  Contents
  01–50 
  Empty 
  89 
  Demon (glabrezu)
  51–54 
  Large air elemental 
  90 
  Demon (succubus)
  55–58 
  Invisible stalker 
  91 
  Devil (osyluth)
  59–62 
  Large earth elemental 
  92 
  Devil (barbazu)
  63–66 
  Xorn 
  93 
  Devil (erinyes)
  67–70 
  Large fire elemental 
  94 
  Devil (cornugon)
  71–74 
  Salamander 
  95 
  Agathion (avoral)
  75–78 
  Large water elemental 
  96 
  Azata (ghaele)
  79–82 
  Xill 
  97 
  Archon (trumpet)
  83–85 
  Yeth hound 
  98 
  Rakshasa
  86 
  Demon (shadow) 
  99 
  Demon (balor)
  87 
  Demon (vrock) 
  100 
  Devil (pit fiend) 
  88 
  Demon (hezrou) 
   
    
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, trap the soul; Cost 85,000 gp
  Ioun Stones
  Color 
  Shape 
  Effect 
  Market Price
  Clear 
  Spindle 
  Sustains creature without food or water 
  4,000 gp
  Dusty rose 
  Prism 
  +1 insight bonus to AC  
  5,000 gp
  Deep red  
  Sphere  
  +2 enhancement bonus to Dexterity  
  8,000 gp
  Incandescent blue  
  Sphere  
  +2 enhancement bonus to Wisdom  
  8,000 gp
  Pale blue  
  Rhomboid  
  +2 enhancement bonus to Strength  
  8,000 gp
  Pink  
  Rhomboid  
  +2 enhancement bonus to Constitution  
  8,000 gp
  Pink and green  
  Sphere  
  +2 enhancement bonus to Charisma  
  8,000 gp
  Scarlet and blue  
  Sphere  
  +2 enhancement bonus to Intelligence  
  8,000 gp
  Dark blue  
  Rhomboid  
  Alertness (as the feat)  
  10,000 gp
  Iridescent  
  Spindle  
  Sustains creature without air  
  18,000 gp
  Pale lavender  
  Ellipsoid  
  Absorbs spells of 4th level or lower* 
  20,000 gp
  Pearly white  
  Spindle  
  Regenerate 1 point of damage per 10 minutes  
  20,000 gp
  Pale green  
  Prism  
  +1 competence bonus on attack rolls, saves, skill checks, and ability checks 
  30,000 gp
  Orange  
  Prism  
  +1 caster level  
  30,000 gp
  Vibrant purple  
  Prism  
  Stores three levels of spells, as a ring of spell storing 
  36,000 gp
  Lavender and green  
  Ellipsoid  
  Absorbs spells of 8th level or lower**  
  40,000 gp
  *After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless.
  **After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703515
  703515
  451439
  451439
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703516
  703516
  451440
  451440
  522
  522
  LANTERN OF REVEALING
  Aura faint evocation; CL 5th
  Slot —; Price 30,000 gp; Weight 2 lbs.
  DESCRIPTION
  This lantern operates as a normal hooded lantern. While it is lit, it 
  also reveals all invisible creatures and objects within 25 feet of it, 
  just like the spell invisibility purge. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, invisibility purge; Cost 
  15,000 gp
  LENS OF DETECTION
  Aura moderate divination; CL 9th
  Slot —; Price 3,500 gp; Weight 1 lb.
  DESCRIPTION
  This circular prism lets its user detect minute details, granting 
  a +5 competence bonus on Perception checks. It also aids in 
  tracking, adding a +5 competence bonus on Survival checks when 
  tracking. The lens is about 6 inches in diameter and set in a frame 
  with a handle. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, true seeing; Cost 1,750 gp
  LyRE OF BUILDING
  Aura moderate transmutation; CL 6th
  Slot —; Price 13,000 gp; Weight 5 lbs.
  DESCRIPTION
  This magical instrument is usually made of gold and inlaid with 
  numerous gems. If the proper chords are struck, a single use of 
  this lyre negates any attacks made against inanimate construction 
  (walls, roof, floor, and so on) within 300 feet. This includes the 
  effects of a horn of blasting, a disintegrate spell, or an attack from a 
  ram or similar siege weapon. The lyre can be used in this way once 
  per day, with the protection lasting for 30 minutes.
  The lyre is also useful with respect to building. Once a week, its 
  strings can be strummed so as to produce chords that magically 
  construct buildings, mines, tunnels, ditches, etc. The effect 
  produced in 30 minutes of playing is equal to the work of 100 
  humans laboring for 3 days. Each hour after the first, a character 
  playing the lyre must make a DC 18 Perform (string instruments) 
  check. If it fails, she must stop and cannot play the lyre again for this 
  purpose until a week has passed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate; Cost 6,500 gp
  MANTLE OF FAITH
  Aura strong abjuration [good]; CL 20th
  Slot chest; Price 76,000 gp; Weight —
  DESCRIPTION
  This holy garment, worn over normal clothing, grants damage 
  reduction 5/evil to the character wearing it. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, stoneskin; Cost 38,000 gp
  MANTLE OF SPELL RESISTANCE
  Aura moderate abjuration; CL 9th
  Slot chest; Price 90,000 gp; Weight —
  DESCRIPTION
  This garment, worn over normal clothing or armor, grants the 
  wearer spell resistance 21. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, spell resistance; Cost 45,000 gp
  MANUAL OF BODILy HEALTH
  Aura strong evocation (if miracle is used); CL 17th
  Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
  DESCRIPTION
  This thick tome contains tips on health and fitness, but entwined 
  within the words is a powerful magical effect. If anyone reads this 
  book, which takes a total of 48 hours over a minimum of 6 days, 
  he gains an inherent bonus from +1 to +5 (depending on the type 
  of manual) to his Constitution score. Once the book is read, the 
  magic disappears from the pages and it becomes a normal book. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, wish or miracle; Cost 26,250 
  gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 
  gp (+5)
  MANUAL OF GAINFUL ExERCISE
  Aura strong evocation (if miracle is used); CL 17th
  Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
  DESCRIPTION
  This thick tome contains exercise descriptions and diet 
  suggestions, but entwined within the words is a powerful magical 
  effect. If anyone reads this book, which takes a total of 48 hours 
  over a minimum of 6 days, she gains an inherent bonus from +1 
  to +5 (depending on the type of manual) to her Strength score. 
  Once the book is read, the magic disappears from the pages and 
  it becomes a normal book. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, wish or miracle; Cost 26,250 gp 
  (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)
  MANUAL OF QUICKNESS OF ACTION
  Aura strong evocation (if miracle is used); CL 17th
  Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
  DESCRIPTION
  This thick tome contains tips on coordination exercises and 
  balance, but entwined within the words is a powerful magical 
  effect. If anyone reads this book, which takes a total of 48 hours 
  over a minimum of 6 days, he gains an inherent bonus from +1 
  to +5 (depending on the type of manual) to his Dexterity score. 
  Once the book is read, the magic disappears from the pages and 
  it becomes a normal book. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703516
  703516
  451440
  451440
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703517
  703517
  451441
  451441
  523
  523
  15
  Magic Items
  Magic Items
  CONSTRUCTION
  Requirements Craft Wondrous Item, wish or miracle; Cost 26,250 gp 
  (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)
  MARVELOUS PIGMENTS
  Aura strong conjuration; CL 15th
  Slot —; Price 4,000 gp; Weight —
  DESCRIPTION
  These pigments enable their possessor to create actual, permanent 
  objects simply by depicting their form in two dimensions. The 
  pigments are applied by a stick tipped with bristles, hair, or fur. The 
  emulsion flows from the application to form the desired object as 
  the artist concentrates on the image. One pot of marvelous pigments 
  is sufficient to create a 1,000-cubic-foot object by depicting it two-
  dimensionally over a 100-square-foot surface. 
  Only normal, inanimate objects can be created. Creatures can’t 
  be created. The pigments must be applied to a surface. It takes 
  10 minutes and a DC 15 Craft (painting) check to depict an object 
  with the pigments. Marvelous pigments cannot create magic items. 
  Objects of value depicted by the pigments—precious metals, gems, 
  jewelry, ivory, and so on—appear to be valuable but are really made 
  of tin, lead, glass, brass, bone, and other such inexpensive materials. 
  The user can create normal weapons, armor, and any other 
  mundane item (including foodstuffs) whose value does not exceed 
  2,000 gp. The effect is instantaneous. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, major creation; Cost 2,000 gp
  MASK OF THE SKULL
  Aura strong necromancy and transmutation; CL 13th
  Slot head; Price 22,000 gp; Weight 3 lbs.
  DESCRIPTION
  This fearsome-looking mask of ivory, beaten copper, or pale wood 
  is typically fashioned into the likeness of a human skull with a 
  missing lower jaw, allowing the bottom half of the wearer’s face to 
  remain visible when the mask is worn.
  Once per day, after it has been worn for at least 1 hour, the 
  mask can be loosed to fly from the wearer’s face. It travels up to 50 
  feet away from the wearer and attacks a target assigned to it. The 
  grinning skull mask makes a touch attack against the target based 
  on the wearer’s base attack bonus. If the attack succeeds, the target 
  must make a DC 20 Fortitude save or take 130 points of damage, 
  as if affected by a finger of death spell. If the target succeeds on his 
  saving throw, he nevertheless takes 3d6+13 points of damage. After 
  attacking (whether successful or not), the mask flies back to its user. 
  The mask has AC 16, 10 hit points, and hardness 6. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, finger of 
  death, fly; Cost 11,000 gp
  MATTOCK OF THE TITANS
  Aura strong transmutation; CL 16th
  Slot —; Price 23,348 gp; Weight 120 lbs.
  DESCRIPTION
  This digging tool is 10 feet long. Any creature of at least Huge 
  size can use it to loosen or tumble earth or earthen ramparts 
  (a 10-foot cube every 10 minutes). It also smashes rock (a 10-
  foot cube per hour). If used as a weapon, it is the equivalent of 
  a Gargantuan +3 adamantine warhammer, dealing 4d6 points of 
  base damage. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, move earth; Cost 13,348 gp
  MAUL OF THE TITANS
  Aura strong evocation; CL 15th
  Slot —; Price 25,305 gp; Weight 160 lbs.
  DESCRIPTION
  This mallet is 8 feet long. If used as a weapon, it is the equivalent 
  of a +3 greatclub and deals triple damage against inanimate 
  objects. The wielder must have a Strength of at least 18 to wield it 
  properly. Otherwise, she takes a –4 penalty on attack rolls. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, clenched fist; Cost 12,305 gp
  MEDALLION OF THOUGHTS
  Aura faint divination; CL 5th
  Slot neck; Price 12,000 gp; Weight —
  DESCRIPTION
  This appears to be a normal pendant disk hung from a neck 
  chain. Usually fashioned from bronze, copper, or silver, the 
  medallion allows the wearer to read the thoughts of others, as 
  with the spell detect thoughts. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect thoughts; Cost 6,000 gp
  MIRROR OF LIFE TRAPPING
  Aura strong abjuration; CL 17th
  Slot —; Price 200,000 gp; Weight 50 lbs.
  DESCRIPTION
  This crystal device is usually about 4 feet square and framed in 
  metal or wood. The frame typically depicts dragons, demons, 
  devils, genies, coiling nagas, or other powerful creatures that are 
  well known for their magical powers. It can be hung or placed on a 
  surface and then activated by giving a command word. The same 
  command word deactivates the mirror. A mirror of life trapping has 
  15 extradimensional compartments within it. Any creature coming 
  within 30 feet of the device and looking at its own reflection must 
  make a DC 23 Will save or be trapped within the mirror in one of 
  the cells. A creature not aware of the nature of the device always 
  sees its own reflection. The probability of a creature seeing its 
  reflection, and thus needing to make the saving throw, drops to 
  50% if the creature is aware that the mirror traps life and seeks to 
  avoid looking at it (treat as a gaze attack—see the Pathfinder RPG 
  Bestiary for rules on gaze attacks).
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703517
  703517
  451441
  451441
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703518
  703518
  451442
  451442
  524
  524
  When a creature is trapped, it is taken bodily into the mirror. Size 
  is not a factor, but constructs and undead are not trapped, nor are 
  inanimate objects and other nonliving matter. A victim’s equipment 
  (including clothing and anything being carried) remains behind. If 
  the mirror’s owner knows the right command word, he can call the 
  reflection of any creature trapped within to its surface and engage 
  his powerless prisoner in conversation. Another command word 
  frees the trapped creature. Each pair of command words is specific 
  to each prisoner.
  If the mirror’s capacity is exceeded, one victim (determined 
  randomly) is set free in order to accommodate the latest one. If the 
  mirror is destroyed (Hardness 1, 5 hit points), all victims currently 
  trapped in it are freed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, imprisonment; Cost 100,000 gp
  MIRROR OF OPPOSITION
  Aura strong necromancy; CL 15th
  Slot —; Price 92,000 gp; Weight 45 lbs.
  DESCRIPTION
  This item resembles a normal mirror about 4 feet long and 
  3 feet wide. It can be hung or placed on a surface and then 
  activated by speaking a command word. The same command 
  word deactivates the mirror. If a creature sees its reflection in 
  the mirror’s surface, an exact duplicate of that creature comes 
  into being. This opposite immediately attacks the original. The 
  duplicate has all the possessions and powers of its original 
  (including magic). Upon the defeat or destruction of either the 
  duplicate or the original, the duplicate and its items disappear 
  completely. The mirror functions up to four times per day. 
  Destroying the mirror (Hardness 1, 5 hit points) causes all of 
  the duplicates to immediately vanish.
  CONSTRUCTION
  Requirements Craft Wondrous Item, clone; Cost 46,000 gp
  NECKLACE OF ADAPTATION
  Aura moderate transmutation; CL 7th
  Slot neck; Price 9,000 gp; Weight 1 lb.
  DESCRIPTION
  This necklace is a heavy chain with a platinum medallion. The 
  magic of the necklace wraps the wearer in a shell of fresh air, 
  making him immune to all harmful vapors and gases (such as 
  cloudkill and stinking cloud effects, as well as inhaled poisons) and 
  allowing him to breathe, even underwater or in a vacuum.
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter self; Cost 4,500 gp
  NECKLACE OF FIREBALLS
  Aura moderate evocation; CL 10th
  Slot neck (does not take up slot); Price 1,650 gp (type I), 2,700 gp 
  (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 
  8,100 gp (type VI), 8,700 gp (type VII); Weight 1 lb.
  DESCRIPTION
  This item appears to be a string of beads, sometimes with the 
  ends tied together to form a necklace. (It does not count as an 
  item worn around the neck for the purpose of determining which 
  of a character’s worn magic items is effective.) If a character holds 
  it, however, all can see the strand as it really is—a golden chain 
  from which hang a number of golden spheres. The spheres are 
  detachable by the wearer (and only by the wearer), who can easily 
  hurl one of them up to 70 feet. When a sphere arrives at the end of 
  its trajectory, it detonates as a fireball spell (Reflex DC 14 half).
  Spheres come in different strengths, ranging from those that 
  deal 2d6 points of fire damage to those that deal 10d6. The market 
  price of a sphere is 150 gp for each die of damage it deals.
  Each necklace of fireballs contains a combination of spheres of 
  various strengths. Some traditional combinations, designated types 
  I through VII, are detailed above.
  If the necklace is being worn or carried by a character who fails 
  her saving throw against a magical fire attack, the item must make a 
  saving throw as well (with a save bonus of +7). If the necklace fails to 
  save, all its remaining spheres detonate simultaneously, often with 
  regrettable consequences for the wearer. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, fireball; Cost 825 gp (type I), 
  1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp 
  (type V), 4,050 gp (type VI), 4,350 gp (type VII)
  ORB OF STORMS
  Aura strong varied; CL 18th
  Slot —; Price 48,000 gp; Weight 6 lbs.
  DESCRIPTION
  This glass sphere is 8 inches in diameter. The possessor can call forth 
  all manner of weather, even supernaturally destructive storms. Once 
  Necklace of Fireballs
  Necklace 
  10d6 
  9d6 
  8d6 
  7d6 
  6d6 
  5d6 
  4d6 
  3d6 
  2d6 
  Market Price
  Type I 
  — 
  — 
  — 
  — 
  — 
  1 
  — 
  2 
  — 
  1,650 gp
  Type II 
  — 
  — 
  — 
  — 
  1 
  — 
  2 
  — 
  2 
  2,700 gp
  Type III 
  — 
  — 
  — 
  1 
  — 
  2 
  — 
  4 
  — 
  4,350 gp
  Type IV 
  — 
  — 
  1 
  — 
  2 
  — 
  2 
  — 
  4 
  5,400 gp
  Type V 
  — 
  1 
  — 
  2 
  — 
  2 
  — 
  2 
  — 
  5,850 gp
  Type VI 
  1 
  — 
  2 
  — 
  2 
  — 
  4 
  — 
  — 
  8,100 gp
  Type VII 
  1 
  2 
  — 
  2 
  — 
  2 
  — 
  2 
  — 
  8,700 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703518
  703518
  451442
  451442
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703519
  703519
  451443
  451443
  525
  525
  15
  Magic Items
  Magic Items
  per day, she can call upon the orb to use a control weather spell. Once 
  per month, she can conjure a storm of vengeance. The possessor of 
  the orb is continually protected by an endure elements effect. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, control weather, endure 
  elements, storm of vengeance; Cost 24,000 gp
  PEARL OF POWER
  Aura strong transmutation; CL 17th
  Slot —; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 
  gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 
  gp (8th), 81,000 gp (9th), 70,000 gp (two spells); Weight —
  DESCRIPTION
  This seemingly normal pearl of average size and luster is a 
  potent aid to all spellcasters who prepare spells (clerics, druids, 
  rangers, paladins, and wizards). Once per day on command, 
  a pearl of power enables the possessor to recall any one spell 
  that she had prepared and then cast that day. The spell is then 
  prepared again, just as if it had not been cast. The spell must 
  be of a particular level, depending on the pearl. Different 
  pearls exist for recalling one spell per day of each level from 1st 
  through 9th and for the recall of two spells per day (each of a 
  different level, 6th or lower). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be able to cast 
  spells of the spell level to be recalled; Cost 500 gp (1st), 2,000 
  gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 
  gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 
  35,000 gp (two spells)
  PEARL OF THE SIRINES
  Aura moderate abjuration and transmutation; CL 8th
  Slot —; Price 15,300 gp; Weight —
  DESCRIPTION
  This pearl is worth at least 1,000 gp for its beauty alone, yet if it 
  is clasped firmly in hand or held to the breast while the possessor 
  attempts actions related to the pearl’s powers, she understands 
  and is able to employ the item.
  The pearl enables its possessor to breathe in water as if she were 
  in clean, fresh air. Her swim speed is 60 feet, and she can cast spells 
  and act underwater without hindrance. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, freedom of movement, water 
  breathing; Cost 8,150 gp
  PERIAPT OF HEALTH
  Aura faint conjuration; CL 5th
  Slot neck; Price 7,500 gp; Weight —
  DESCRIPTION
  The wearer of this blue gem on a silver chain (worn on the neck) is 
  immune to disease, including supernatural diseases. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove disease; Cost 3,750 gp
  PERIAPT OF PROOF AGAINST POISON
  Aura faint conjuration; CL 5th
  Slot neck; Price 27,000 gp; Weight —
  DESCRIPTION
  This item is a brilliant-cut black gem on a delicate silver chain 
  meant to be worn about the neck. The wearer is immune to 
  poison, although poisons active when the periapt is first donned 
  still run their course. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, neutralize poison; Cost 13,500 
  gp
  PERIAPT OF WOUND CLOSURE
  Aura moderate conjuration; CL 10th
  Slot neck; Price 15,000 gp; Weight —
  DESCRIPTION
  This stone is bright red and dangles on a gold chain meant to be 
  worn on the neck. The wearer of this periapt automatically becomes 
  stable if his hit points drop below 0 (but not if the damage is 
  enough to kill the wearer). The periapt doubles the wearer’s normal 
  rate of healing or allows normal healing of wounds that would not 
  do so normally. Hit point damage caused by bleeding is negated for 
  the wearer of the periapt, but he is still susceptible to damage from 
  bleeding that causes ability damage or drain. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, heal; Cost 7,500 gp
  PHyLACTERy OF FAITHFULNESS
  Aura faint divination; CL 1st
  Slot headband; Price 1,000 gp; Weight —
  DESCRIPTION
  This item is a tiny box containing religious scripture. The box is 
  affixed to a leather cord and tied around the forehead, worn so 
  that the box sits upon the wearer’s brow. There is no mundane 
  way to determine what function this religious item performs 
  until it is worn. The wearer of a phylactery of faithfulness is 
  aware of any action or item that could adversely affect his 
  alignment and his standing with his deity, including magical 
  effects. He acquires this information prior to performing such 
  an action or becoming associated with such an item if he takes 
  a moment to contemplate the act. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect chaos, detect evil, 
  detect good, detect law; Cost 500 gp
  PHyLACTERy OF NEGATIVE CHANNELING
  Aura moderate necromancy [evil]; CL 10th
  Slot headband; Price 11,000 gp; Weight  —
  DESCRIPTION
  This item is a boon to any character able to channel negative 
  energy, increasing the amount of damage dealt to living creatures 
  by +2d6. This also increases the amount of damage healed by 
  undead creatures.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703519
  703519
  451443
  451443
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703520
  703520
  451444
  451444
  526
  526
  CONSTRUCTION
  Requirements Craft Wondrous Item,  creator must be a 10th-level 
  cleric; Cost 5,500 gp
  PHyLACTERy OF POSITIVE CHANNELING
  Aura moderate necromancy [good]; CL 10th
  Slot headband; Price 11,000 gp; Weight —
  DESCRIPTION
  This item allows channelers of positive energy to increase the 
  amount of damage dealt to undead creatures by +2d6. This also 
  increases the amount of damage healed by living creatures.
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a 10th-level 
  cleric; Cost 5,500 gp
  PIPES OF HAUNTING
  Aura faint necromancy; CL 4th
  Slot —; Price 6,000 gp; Weight 3 lbs.
  DESCRIPTION
  This magic item appears to be a small set of pan pipes. When played 
  by a person who succeeds on a DC 15 Perform (wind instruments) 
  check, the pipes create an eerie, spellbinding tune. Those within 30 
  feet who hear the tune must succeed on a DC 13 Will save or become 
  frightened for 4 rounds. Creatures with 6 or more Hit Dice are 
  unaffected. Pipes of haunting can be sounded twice a day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, scare; Cost 3,000 gp
  PIPES OF THE SEWERS
  Aura faint conjuration; CL 2nd
  Slot —; Price 1,150 gp; Weight 3 lbs.
  DESCRIPTION
  If the possessor learns the proper tune, he can use these pipes to 
  attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot 
  distance the rats have to travel, there is a 1-round delay. The piper 
  must continue playing until the rats appear, and when they do so, 
  the piper must make a DC 10 Perform (wind instruments) check. 
  Success means that they obey the piper’s telepathic commands 
  so long as he continues to play. Failure indicates that they turn on 
  the piper. If for any reason the piper ceases playing, the rats leave 
  immediately. The Perform DC increases by +5 for each time the rats 
  have been successfully called in a 24-hour period.
  If the rats are under the control of another creature, add the HD 
  of the controller to the Perform check DC. Once control is assumed, 
  another check is required each round to maintain it if the other 
  creature is actively seeking to reassert its control. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm animal, summon 
  nature’s ally I, wild empathy ability; Cost 575 gp
  PIPES OF SOUNDING
  Aura faint illusion; CL 2nd
  Slot —; Price 1,800 gp; Weight 3 lbs.
  DESCRIPTION
  When played by a character who has the Perform (wind 
  instruments) skill, these shiny metallic pan pipes create a variety 
  of sounds. The figment sounds are the equivalent of ghost sound. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, ghost sound; Cost 900 gp
  PORTABLE HOLE
  Aura strong conjuration; CL 12th
  Slot —; Price 20,000 gp; Weight —
  DESCRIPTION
  A portable hole is a circle of cloth spun from the webs of a phase 
  spider interwoven with strands of ether and beams of starlight, 
  resulting in a portable extradimensional space. When opened 
  fully, a portable hole is 6 feet in diameter, but it can be folded 
  up to be as small as a pocket handkerchief. When spread upon 
  any surface, it causes an extradimensional space 10 feet deep to 
  come into being. This hole can be picked up from inside or out 
  by simply taking hold of the edges of the cloth and folding it up. 
  Either way, the entrance disappears, but anything inside the hole 
  remains, traveling with the item.
  The only air in the hole is that which enters when the hole is 
  opened. It contains enough air to supply one Medium creature or 
  two Small creatures for 10 minutes. The cloth does not accumulate 
  weight even if its hole is filled. Each portable hole opens on its own 
  particular nondimensional space. If a bag of holding is placed within 
  a portable hole, a rift to the Astral Plane is torn in that place. Both 
  the bag and the cloth are sucked into the void and forever lost. If a 
  portable hole is placed within a bag of holding, it opens a gate to the 
  Astral Plane. The hole, the bag, and any creatures within a 10-foot 
  radius are drawn there, the portable hole and bag of holding being 
  destroyed in the process. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, plane shift; Cost 10,000 gp
  RESTORATIVE OINTMENT
  Aura faint conjuration; CL 5th
  Slot —; Price 4,000 gp; Weight 1/2 lb.
  DESCRIPTION
  A jar of this unguent is 3 inches in diameter and 1 inch deep, 
  and contains five applications. Placed upon a poisoned wound 
  or swallowed, the ointment detoxifies any poison (as neutralize 
  poison with a +5 bonus on the check). Applied to a diseased 
  area, it removes disease (as remove disease with a +5 bonus on 
  the check). Rubbed on a wound, the ointment cures 1d8+5 
  points of damage (as cure light wounds). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, cure light wounds, neutralize 
  poison, remove disease; Cost 2,000 gp
  RING GATES
  Aura strong conjuration; CL 17th
  Slot —; Price 40,000 gp; Weight 1 lb. each.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703520
  703520
  451444
  451444
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703521
  703521
  451445
  451445
  527
  527
  15
  Magic Items
  Magic Items
  DESCRIPTION
  These always come in pairs—two iron rings, each about 18 
  inches in diameter. The rings must be on the same plane of 
  existence and within 100 miles of each other to function. 
  Whatever is put through one ring comes out the other, and up 
  to 100 pounds of material can be transferred each day. (Objects 
  only partially pushed through and then retracted do not count.) 
  This useful device allows for instantaneous transport of items or 
  messages, and even attacks. A character can reach through to 
  grab things near the other ring, or even stab a weapon through 
  if so desired. Alternatively, a character could stick his head 
  through to look around. A spellcaster could even cast a spell 
  through a ring gate. A Small character can make a DC 13 Escape 
  Artist check to slip through. Creatures of Tiny, Diminutive, or 
  Fine size can pass through easily. Each ring has an “entry side” 
  and an “exit side,” both marked with appropriate symbols. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, gate; Cost 20,000 gp
  ROBE OF THE ARCHMAGI
  Aura strong varied; CL 14th
  Slot body; Price 75,000 gp; Weight 1 lb.
  DESCRIPTION
  This normal-appearing garment can be white (01–45 on d%, 
  good alignment), gray (46–75, neither good nor evil alignment), 
  or black (76–100, evil alignment). To most wearers, the robe 
  offers no powers or has no effects unless the wearer’s alignment 
  doesn’t match that of the robe (see below). Only an arcane 
  spellcaster can fully realize this potent magic item’s powers once 
  the robe is donned. These powers are as follows.
  •	 +5	armor	bonus	to	AC.
  •	 Spell resistance 18.
  •	 +4	resistance	bonus	on	all	saving	throws.
  •	 +2	enhancement	bonus	on	caster	level	checks	made	to	overcome	
  spell resistance.
  As mentioned above, all robes of the archmagi are attuned to a 
  specific alignment. If a white robe is donned by an evil character, 
  she immediately gains three permanent negative levels. The same 
  is true with respect to a black robe donned by a good character. 
  An evil or good character who puts on a gray robe, or a neutral 
  character who dons either a white or black robe, gains two 
  permanent negative levels. While these negative levels remain as 
  long as the garment is worn and cannot be overcome in any way 
  (including restoration spells), they are immediately removed if the 
  robe is removed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, antimagic field, mage armor 
  or shield of faith, creator must be of same alignment as robe; 
  Cost 37,500 gp
  ROBE OF BLENDING
  Aura moderate transmutation; CL 10th
  Slot body; Price 8,400 gp; Weight 1 lb.
  DESCRIPTION
  Once per day this simple wool robe allows you to assume the 
  form of another humanoid creature, as if using alter self. This 
  change lasts for 1 hour, although you can end it prematurely as a 
  free action. While in this form, you also gain the ability to speak 
  and understand the basic racial languages of your chosen form. 
  For example, if you take the form of an orc, you can speak and 
  understand Orc. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter self, tongues; Cost 4,200 
  gp
  ROBE OF BONES
  Aura moderate necromancy [evil]; CL 6th
  Slot body; Price 2,400 gp; Weight 1 lb.
  DESCRIPTION
  This sinister item functions much like a robe of useful items for 
  the serious necromancer. It appears to be an unremarkable 
  robe, but a character who dons it notes that it is adorned with 
  small embroidered figures representing undead creatures. 
  Only the wearer of the robe can see the embroidery, recognize 
  them for the creatures they become, and detach them. One 
  figure can be detached each round. Detaching a figure causes 
  it to become an actual undead creature (see the list below). The 
  skeleton or zombie is not under the control of the wearer of the 
  robe, but may be subsequently commanded, rebuked, turned, 
  or destroyed. A newly created robe of bones always has two 
  embroidered figures of each of the following undead (see the 
  Pathfinder RPG Bestiary):
  •	 Human	skeleton
  •	 Wolf	skeleton
  •	 Heavy	horse	skeleton
  •	 Fast	goblin	zombie
  •	 Tough	human	zombie
  •	 Plague	ogre	zombie	
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate dead; Cost 1,200 gp
  ROBE OF EyES
  Aura moderate divination; CL 11th
  Slot body; Price 120,000 gp; Weight 1 lb.
  DESCRIPTION
  This valuable garment appears to be a normal robe until it is put 
  on. Its wearer is able to see in all directions at the same moment 
  due to scores of visible, magical eye-like patterns that adorn the 
  robe. She also gains 120-foot darkvision.
  The robe of eyes sees all forms of invisible or ethereal creatures or 
  objects within 120 feet.
  The wearer of a robe of eyes gains a +10 competence bonus on 
  Perception checks. She retains her Dexterity bonus to AC even when 
  flat-footed, and can’t be flanked. She is not able to avert or close her 
  eyes when confronted by a creature with a gaze attack.
  A light or continual flame spell cast directly on a robe of eyes 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703521
  703521
  451445
  451445
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703522
  703522
  451446
  451446
  528
  528
  causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 
  2d4 minutes. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, true seeing; Cost 60,000 gp
  ROBE, MONK’S
  Aura moderate transmutation; CL 10th
  Slot body; Price 13,000 gp; Weight 1 lb.
  DESCRIPTION
  This simple brown robe, when worn, confers great ability 
  in unarmed combat. If the wearer has levels in monk, her 
  AC and unarmed damage is treated as a monk of five levels 
  higher. If donned by a character with the Stunning Fist feat, 
  the robe lets her make one additional stunning attack per day. 
  If the character is not a monk, she gains the AC and unarmed 
  damage of a 5th-level monk (although she does not add her 
  Wisdom bonus to her AC). This AC bonus functions just like 
  the monk’s AC bonus.
  CONSTRUCTION
  Requirements Craft Wondrous Item, righteous might or 
  transformation; Cost 6,500 gp
  ROBE OF SCINTILLATING COLORS
  Aura moderate illusion; CL 11th
  Slot body; Price 27,000 gp; Weight 1 lb.
  DESCRIPTION
  The wearer of this robe can cause the garment to display a 
  shifting pattern of incredible hues, color after color cascading 
  from the upper part of the robe to the hem in sparkling rainbows 
  of dazzling light. The colors daze those near the wearer, conceal 
  the wearer, and illuminate the surroundings. It takes 1 full round 
  after the wearer speaks the command word for the colors to 
  start flowing on the robe. The colors create the equivalent of a 
  gaze attack with a 30-foot range. Those who look at the wearer 
  are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-
  affecting pattern effect.
  Every round of continuous scintillation of the robe gives the 
  wearer better concealment. The miss chance on attacks against 
  the wearer starts at 10% and increases by 10% each round until 
  it reaches 50% (total concealment).
  The robe illuminates a 30-foot radius continuously.
  The effect can be used no more than a total of 10 rounds 
  per day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, blur, rainbow pattern; Cost 
  13,500 gp
  ROBE OF STARS
  Aura strong varied; CL 15th
  Slot body; Price 58,000 gp; Weight 1 lb.
  DESCRIPTION
  This garment is typically black or dark blue and embroidered with 
  small white or silver stars. The robe has three magical powers.
  •	 It	enables	its	wearer	to	travel	physically	to	the	Astral	Plane,	along	
  with all that she is wearing or carrying.
  •	 It	gives	its	wearer	a	+1	luck	bonus	on	all	saving	throws.
  •	 Its	wearer	can	use	up	to	six	of	the	embroidered	stars	on	the	chest	
  portion of the robe as +5 shuriken. The robe grants its wearer 
  proficiency with such weapons. Each shuriken disappears after it is 
  used. The stars are replenished once per month.
  CONSTRUCTION
  Requirements Craft Wondrous Item, magic missile, astral 
  projection or plane shift; Cost 29,000 gp
  ROBE OF USEFUL ITEMS
  Aura moderate transmutation; CL 9th
  Slot body; Price 7,000 gp; Weight 1 lb.
  DESCRIPTION
  This appears to be an unremarkable robe, but a character 
  who dons it notes that it is adorned with small cloth patches 
  of various shapes. Only the wearer of the robe can see these 
  patches, recognize them for what items they become, and 
  detach them. One patch can be detached each round. Detaching 
  a patch causes it to become an actual item, as indicated below. 
  A newly created robe of useful items always has two each of the 
  following patches:
  •	 Dagger
  •	 Bullseye	lantern	(full	and	lit)
  •	 Mirror	(a	highly	polished	2-foot-by-4-foot	steel	mirror)
  •	 Pole	(10-foot	length)
  •	 Hempen	rope	(50-foot	coil)
  •	 Sack
  In addition, the robe has several other patches. Roll 4d4 for the 
  number of other patches and then roll for each patch on the table 
  below to determine its nature.
  d% 
  Result
  01–08 
  Bag of 100 gold pieces
  09–15 
  Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  16–22 
  Door, iron (up to 10 ft. wide and 10 ft. high and  
    
  barred on one side—must be placed upright,  
    
  attaches and hinges itself)
  23–30 
  Gems, 10 (100 gp value each)
  31–44 
  Ladder, wooden (24 ft. long)
  45–51 
  Mule (with saddle bags)
  52–59 
  Pit, open (10 ft. by 10 ft. by 10 ft.)
  60–68 
  Potion of cure serious wounds
  69–75 
  Rowboat (12 ft. long)
  76–83 
  Minor scroll of one randomly determined spell
  84–90 
  War dogs, pair (treat as riding dogs)
  91–96 
  Window (2 ft. by 4 ft., up to 2 ft. deep)
  97–100 
  Portable ram
  Multiple items of the same kind are permissible. Once removed, 
  a patch cannot be replaced. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703522
  703522
  451446
  451446
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703523
  703523
  451447
  451447
  529
  529
  15
  Magic Items
  Magic Items
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate; Cost 3,500 gp
  ROPE OF CLIMBING
  Aura faint transmutation; CL 3rd
  Slot —; Price 3,000 gp; Weight 3 lbs.
  DESCRIPTION
  A 60-foot-long rope of climbing is no thicker than a wand, but it 
  is strong enough to support 3,000 pounds. Upon command, the 
  rope snakes forward, upward, downward, or in any other direction 
  at 10 feet per round, attaching itself securely wherever its owner 
  desires. It can unfasten itself and return in the same manner.
  A rope of climbing can be commanded to knot or unknot 
  itself. This causes large knots to appear at 1-foot intervals 
  along the rope. Knotting shortens the rope to a 50-foot 
  length until the knots are untied, but lowers the DC of Climb 
  checks while using it by 10. A creature must hold one end of 
  the rope when its magic is invoked. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate rope; Cost 1,500 gp
  ROPE OF ENTANGLEMENT
  Aura strong transmutation; CL 12th
  Slot —; Price 21,000 gp; Weight 5 lbs.
  DESCRIPTION
  A rope of entanglement looks just like any other hempen rope about 30 
  feet long. Upon command, the rope lashes forward 20 feet or upward 
  10 feet to entangle a victim. An entangled creature can break free 
  with a DC 20 Strength check or a DC 20 Escape Artist check.
  A rope of entanglement has AC 22, 12 hit points, hardness 10, and 
  damage reduction 5/slashing. The rope repairs damage to itself 
  at a rate of 1 point per 5 minutes, but if a rope of entanglement is 
  severed (all 12 hit points lost to damage), it is destroyed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, animate rope 
  or entangle; Cost 10,500 gp
  SALVE OF SLIPPERINESS
  Aura moderate conjuration; CL 6th
  Slot —; Price 1,000 gp; Weight —
  DESCRIPTION
  This substance provides a +20 competence bonus on all Escape 
  Artist checks and combat maneuver checks made to escape from 
  a grapple. The salve also grants a +10 competence bonus to the 
  wearer’s Combat Maneuver Defense for the purpose of avoiding 
  grapple attempts. In addition, such obstructions as webs (magical 
  or otherwise) do not affect an anointed individual. Magic ropes 
  and the like do not avail against this salve. If it is smeared on a 
  floor or on steps, the area should be treated as a long-lasting 
  grease spell. The salve requires 8 hours to wear off normally, or it 
  can be wiped off with an alcohol solution (even wine).
  Salve of slipperiness is needed to coat the inside of a container 
  meant to hold sovereign glue. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, grease; Cost 500 gp
  SCABBARD OF KEEN EDGES
  Aura faint transmutation; CL 5th
  Slot —; Price 16,000 gp; Weight 1 lb.
  DESCRIPTION
  This scabbard can shrink or enlarge to accommodate any knife, 
  dagger, sword, or similar weapon up to and including a greatsword. 
  Up to three times per day on command, the scabbard casts keen 
  edge on any blade placed within it. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, keen edge; Cost 8,000 gp
  SCARAB OF PROTECTION
  Aura strong abjuration and necromancy; CL 18th
  Slot neck; Price 38,000 gp; Weight —
  DESCRIPTION
  This device appears to be a silver medallion in the shape of a 
  beetle. If it is held for 1 round, an inscription appears on its 
  surface letting the holder know that it is a protective device.
  The scarab’s possessor gains spell resistance 20. The scarab can 
  also absorb energy-draining attacks, death effects, and negative 
  energy effects. Upon absorbing 12 such attacks, the scarab turns to 
  powder and is destroyed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, death ward, spell resistance; 
  Cost 19,000 gp
  SCARAB, GOLEMBANE
  Aura moderate divination; CL 8th
  Slot neck; Price 2,500 gp; Weight —
  DESCRIPTION
  This beetle-shaped pin enables its wearer to detect any golem 
  within 60 feet, although he must concentrate (a standard action) 
  in order for the detection to take place. A scarab enables its 
  possessor to combat golems with weapons, unarmed attacks, or 
  natural weapons as if those golems had no damage reduction. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect magic, creator must 
  be at least 10th level; Cost 1,250 gp
  SILVERSHEEN
  Aura faint transmutation; CL 5th
  Slot —; Price 250 gp; Weight —
  DESCRIPTION
  This shimmering paste-like substance can be applied to a 
  weapon as a standard action. It gives the weapon the properties 
  of alchemical silver for 1 hour, replacing the properties of any 
  other special material it might have. One vial coats a single 
  melee weapon or 20 units of ammunition. 
  CONSTRUCTION
  Requirements Craft Wondrous Item; Cost 125 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703523
  703523
  451447
  451447
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703524
  703524
  451448
  451448
  530
  530
  SLIPPERS OF SPIDER CLIMBING
  Aura faint transmutation; CL 4th
  Slot feet; Price 4,800 gp; Weight 1/2 lb.
  DESCRIPTION
  When worn, a pair of these slippers enables movement on 
  vertical surfaces or even upside down along ceilings, leaving 
  the wearer’s hands free. Her climb speed is 20 feet. Severely 
  slippery surfaces—icy, oiled, or greased surfaces—make 
  these slippers useless. The slippers can be used for 10 
  minutes per day, split up as the wearer chooses (minimum 1 
  minute per use). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, spider climb; Cost 2,400 gp
  SOVEREIGN GLUE
  Aura strong transmutation; CL 20th
  Slot —; Price 2,400 gp (per ounce); Weight —
  DESCRIPTION
  This pale amber substance is thick and viscous. Because of its 
  particular powers, it can be contained only in a flask whose inside 
  has been coated with 1 ounce of salve of slipperiness, and each 
  time any of the bonding agent is poured from the flask, a new 
  application of the salve of slipperiness must be put in the flask 
  within 1 round to prevent the remaining glue from adhering to 
  the side of the container. A flask of sovereign glue, when found, 
  holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 
  1), with the other ounce of the flask’s capacity taken up by the 
  salve of slipperiness. One ounce of this adhesive covers 1 square 
  foot of surface, bonding virtually any two substances together in 
  a permanent union. The glue takes 1 round to set. If the objects 
  are pulled apart (a move action) before that time has elapsed, that 
  application of the glue loses its stickiness and is worthless. If the 
  glue is allowed to set, then attempting to separate the two bonded 
  objects has no effect, except when universal solvent is applied to 
  the bond. Sovereign glue is dissolved by universal solvent.
  CONSTRUCTION
  Requirements Craft Wondrous Item, make whole; Cost 1,200 gp
  STONE OF ALARM
  Aura faint abjuration; CL 3rd
  Slot —; Price 2,700 gp; Weight 2 lbs.
  DESCRIPTION
  This stone cube, when given the command word, affixes itself 
  to any object. If that object is touched thereafter by anyone who 
  does not first speak that same command word, the stone emits a 
  piercing screech for 1 hour that can be heard up to a quarter-mile 
  away (assuming no intervening barriers). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, alarm; Cost 1,350 gp
  STONE OF GOOD LUCK (LUCKSTONE)
  Aura faint evocation; CL 5th
  Slot —; Price 20,000 gp; Weight —
  DESCRIPTION
  This small bit of agate grants its possessor a +1 luck bonus on 
  saving throws, ability checks, and skill checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, divine favor; Cost 10,000 gp
  STONE SALVE
  Aura strong abjuration and transmutation; CL 13th
  Slot —; Price 4,000 gp per ounce; Weight —
  DESCRIPTION
  This ointment has two uses. If an ounce of it is applied to the 
  flesh of a petrified creature, it returns the creature to flesh as 
  the stone to flesh spell. If an ounce of it is applied to the flesh of a 
  nonpetrified creature, it protects the creature as a stoneskin spell. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, stone to flesh, stoneskin; Cost 
  2,000 gp
  STRAND OF PRAyER BEADS
  Aura faint, moderate or strong (many schools); CL 1st (blessing), 
  5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 
  17th (summons)
  Slot —; Price 9,600 gp (lesser), 45,800 gp (standard), 95,800 gp 
  (greater); Weight 1/2 lb.
  DESCRIPTION
  This item appears to be nothing more than a string of prayer 
  beads until the owner casts a divine spell while the beads are 
  carried. Once that occurs, the owner instantly knows the powers 
  of the prayer beads and understands how to activate the strand’s 
  special magical beads. Each strand includes two or more special 
  beads, each with a different magic power selected from the 
  following list.
  Special Bead Type 
  Special Bead Ability
  Bead of blessing 
  Wearer can cast bless.
  Bead of healing 
  Wearer can cast his choice of cure 
  serious wounds, remove blindness/
  deafness, or remove disease.
  Bead of karma 
  Wearer casts his spells at +4 caster 
  level. Effect lasts 10 minutes.
  Bead of smiting 
  Wearer can cast chaos hammer, holy 
  smite, order’s wrath, or unholy blight 
  (Will DC 17 partial).
  Bead of summons 
  Summons a powerful creature of 
  appropriate alignment from the 
  Outer Planes (an angel, devil, etc.) to 
  aid the wearer for 1 day. (If the wearer 
  uses the bead of summons to summon 
  a deity’s emissary frivolously, the 
  deity takes that character’s items 
  and places a geas upon him as 
  punishment at the very least.)
  Bead of wind walking 
  Wearer can cast wind walk.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703524
  703524
  451448
  451448
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703525
  703525
  451449
  451449
  531
  531
  15
  Magic Items
  Magic Items
  A lesser strand of prayer beads has a bead of blessing and a bead 
  of healing. A strand of prayer beads has a bead of healing, a bead of 
  karma, and a bead of smiting. A greater strand of prayer beads has a 
  bead of healing, a bead of karma, a bead of summons, and a bead of 
  wind walking.
  Each special bead can be used once per day, except for the 
  bead of summons, which works only once and then becomes 
  nonmagical. The beads of blessing, smiting, and wind walking 
  function as spell trigger items; the beads of karma and summons 
  can be activated by any character capable of casting divine 
  spells. The owner need not hold or wear the strand of prayer 
  beads in any specific location, as long as he carries it somewhere 
  on his person.
  The power of a special bead is lost if it is removed from the strand. 
  Reduce the price of a strand of prayer beads that is missing one or 
  more beads by the following amounts: bead of blessing –600 gp, 
  bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting 
  –16,800 gp, bead of summons –20,000 gp, bead of wind walking 
  –46,800 gp. 
  CONSTRUCTION
  Requirements Craft Wondrous Item and one of the following 
  spells per bead, as appropriate: bless (blessing); cure serious wounds, 
  remove blindness/ deafness, or remove disease (healing); righteous 
  might (karma); gate (summons); chaos hammer, holy smite, order’s 
  wrath, or unholy blight (smiting), wind walk (wind walking); Cost 
  4,800 gp (lesser), 22,900 gp (standard), 47,900 gp (greater)
  SUSTAINING SPOON
  Aura faint conjuration; CL 5th
  Slot —; Price 5,400 gp; Weight —
  DESCRIPTION
  If this unremarkable appearing utensil is placed in an empty 
  container, the vessel fills with a thick, pasty gruel. Although the 
  gruel tastes like warm, wet cardboard, it is highly nourishing 
  and contains everything necessary to sustain any herbivorous, 
  omnivorous, or carnivorous creature. The spoon can produce 
  sufficient gruel each day to feed up to four humans. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, create food and water; Cost 
  2,700 gp
  TOME OF CLEAR THOUGHT
  Aura strong evocation (if miracle is used); CL 17th
  Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
  DESCRIPTION
  This heavy book contains instruction on improving memory and 
  logic, but entwined within the words is a powerful magical effect. 
  If anyone reads this book, which takes a total of 48 hours over a 
  minimum of 6 days, she gains an inherent bonus from +1 to +5 
  (depending on the type of tome) to her Intelligence score. Once 
  the book is read, the magic disappears from the pages and it 
  becomes a normal book. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, miracle or wish; Cost 26,250 
  gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 
  gp (+5)
  TOME OF LEADERSHIP AND INFLUENCE
  Aura strong evocation (if miracle is used); CL 17th
  Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
  DESCRIPTION
  This ponderous book details suggestions for persuading and 
  inspiring others, but entwined within the words is a powerful 
  magical effect. If anyone reads this book, which takes a total 
  of 48 hours over a minimum of 6 days, he gains an inherent 
  bonus from +1 to +5 (depending on the type of tome) to his 
  Charisma score. Once the book is read, the magic disappears 
  from the pages and it becomes a normal book. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, miracle or wish; Cost 26,250 
  gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 
  gp (+5)
  TOME OF UNDERSTANDING
  Aura strong evocation (if miracle is used); CL 17th
  Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.
  DESCRIPTION
  This thick book contains tips for improving instinct and perception, 
  but entwined within the words is a powerful magical effect. If anyone 
  reads this book, which takes a total of 48 hours over a minimum of 6 
  days, she gains an inherent bonus from +1 to +5 (depending on the 
  type of tome) to her Wisdom score. Once the book is read, the magic 
  disappears from the pages and it becomes a normal book. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, miracle or wish; Cost 26,250 
  gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 
  gp (+5)
  UNGUENT OF TIMELESSNESS
  Aura faint transmutation; CL 3rd
  Slot —; Price 150 gp; Weight —
  DESCRIPTION
  When applied to any matter that was once alive, such as wood, 
  paper, or a dead body, this ointment allows that substance to 
  resist the passage of time. Each year of actual time affects the 
  substance as if only a day had passed. The coated object gains a +1 
  resistance bonus on all saving throws. The unguent never wears 
  off, although it can be magically removed (by dispelling the effect, 
  for instance). One flask contains enough material to coat eight 
  Medium or smaller objects. A Large object counts as two Medium 
  objects, and a Huge object counts as four Medium objects. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, gentle repose; Cost 75 gp
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703525
  703525
  451449
  451449
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703526
  703526
  451450
  451450
  532
  532
  UNIVERSAL SOLVENT
  Aura faint transmutation; CL 3rd
  Slot —; Price 50 gp; Weight —
  DESCRIPTION
  This substance has the unique property of being able to dissolve 
  sovereign glue, tanglefoot bags, and all other adhesives. Applying 
  the solvent is a standard action. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, acid arrow; Cost 25 gp
  VEST OF ESCAPE
  Aura faint conjuration and transmutation; CL 4th
  Slot chest; Price 5,200 gp; Weight —
  DESCRIPTION
  Hidden within secret pockets of this simple silk vest are magic 
  lockpicks that provide a +4 competence bonus on Disable Device 
  checks. The vest also grants its wearer a +6 competence bonus on 
  Escape Artist checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, knock, grease; Cost 2,600 gp
  VESTMENT, DRUID’S
  Aura moderate transmutation; CL 10th
  Slot body; Price 3,750 gp; Weight —
  DESCRIPTION
  This light garment is worn over normal clothing or armor. Most 
  such vestments are green, embroidered with plant or animal motifs. 
  When this item is worn by a character with the wild shape ability, the 
  character can use that ability one additional time each day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, polymorph or wild shape 
  ability; Cost 1,375 gp
  WELL OF MANy WORLDS
  Aura strong conjuration; CL 17th
  Slot —; Price 82,000 gp; Weight —
  DESCRIPTION
  This strange, interdimensional device looks just like a portable 
  hole. Anything placed within it is immediately cast to another 
  world—a parallel world, another planet, or a different plane 
  (chosen randomly). If the well is moved, it opens to a new plane 
  (also randomly determined). It can be picked up, folded, or rolled, 
  just as a portable hole can be. Objects from the world the well 
  touches can come through the opening just as easily—it is a two-
  way portal.
  CONSTRUCTION
  Requirements Craft Wondrous Item, gate; Cost 41,000 gp
  WIND FAN
  Aura faint evocation; CL 5th
  Slot —; Price 5,500 gp; Weight —
  DESCRIPTION
  A wind fan appears to be nothing more than a wood and papyrus 
  or cloth instrument with which to create a cooling breeze. By 
  uttering the command word, its possessor causes the fan to 
  duplicate a gust of wind spell. The fan can be used once per 
  day with no risk. If it is used more frequently, there is a 20% 
  cumulative chance per usage during that day that the device tears 
  into useless, nonmagical tatters. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, gust of wind; Cost 2,750 gp
  WINGS OF FLyING
  Aura moderate transmutation; CL 10th
  Slot shoulders; Price 54,000 gp; Weight 2 lbs.
  DESCRIPTION
  A pair of these wings might appear to be nothing more than a 
  plain cloak of old, black cloth, or they could be as elegant as a 
  long cape of blue feathers. When the wearer speaks the command 
  word, the cloak turns into a pair of bat or bird wings that empower 
  her to fly with a speed of 60 feet (average maneuverability), also 
  granting a +5 competence bonus on Fly skill checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, fly; Cost 27,000 gp
  iNteLLigeNt items
  Magic items sometimes have intelligence of their own. 
  Magically imbued with sentience, these items think and 
  feel the same way characters do and should be treated as 
  NPCs. Intelligent items have extra abilities and sometimes 
  extraordinary powers and special purposes. Only permanent 
  magic items (as opposed to single-use items or those with 
  charges) can be intelligent. (This means that potions, scrolls, 
  and wands, among other items, are never intelligent.) In 
  general, less than 1% of magic items have intelligence.
  Intelligent items can actually be considered creatures 
  because they have Intelligence, Wisdom, and Charisma 
  scores. Treat them as constructs. Intelligent items often have 
  the ability to illuminate their surroundings at will (as magic 
  weapons do); many cannot see otherwise.
  Unlike most magic items, intelligent items can activate 
  their own powers without waiting for a command word from 
  their owner. Intelligent items act during their owner’s turn in 
  the initiative order.
  Designing an Intelligent Item
  Creating a magic item with intelligence follows these simple 
  guidelines. Intelligent items must have an alignment, mental 
  ability scores, languages, senses, and at least one other special 
  ability. These statistics and abilities can be improved during 
  creation, increasing the item’s overall cost. Many of these 
  abilities add to an item’s Ego score. Intelligent items with high 
  Ego scores are difficult to control and can sometimes take 
  control of their owner, making them dangerous to possess.
  An intelligent magic item has a base price increase of 500 
  gp. When determining the total value of an intelligent item, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703526
  703526
  451450
  451450
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703527
  703527
  451451
  451451
  533
  533
  15
  Magic Items
  Magic Items
  add this value to the sum of the prices of all of its additional 
  abilities gained through being intelligent, before adding 
  them to the magic item’s base price.
  Intelligent Item Alignment
  Any item with intelligence has an alignment (see Table 15–
  21). Note that intelligent weapons already have alignments, 
  either stated or by implication. If you’re generating a random 
  intelligent weapon, that weapon’s alignment must fit with any 
  alignment-oriented special abilities it has.
  Any character whose alignment does not correspond to that 
  of the item (except as noted by the asterisks on the table) gains 
  one negative level if he or she so much as picks up the item. 
  Although this negative level never results in actual level loss, it 
  remains as long as the item is in hand and cannot be overcome 
  in any way (including by restoration spells). This negative level 
  is cumulative with any other penalties the item might place 
  on inappropriate wielders. Items with Ego scores (see below) 
  of 20 to 29 bestow two negative levels. Items with Ego scores of 
  30 or higher bestow three negative levels.
  Intelligent Item Ability Scores
  Intelligent magic items possess all three mental ability scores: 
  Intelligence, Wisdom, and Charisma. Each one of these ability 
  scores begins at a value of 10, but can be increased to as high 
  as 20. Table 15–22 shows the cost to increase one of the item’s 
  ability scores. This cost must be paid for each ability score 
  raised above 10. For example, an intelligent magic item with 
  a 15 Intelligence, 12 Wisdom, and 10 Charisma would cost at 
  least 2,400 gp more than the base item (including the 500 gp 
  for being an intelligent item). 
  Languages Spoken by Item
  Like a character, an intelligent item understands Common 
  plus one additional language per point of Intelligence bonus. 
  Choose appropriate languages, taking into account the item’s 
  origin and purposes. If the item does not possess speech, it 
  can still read and understand the languages it knows.
  Senses and Communication
  Every intelligent magic item begins with the ability to see 
  and hear within 30 feet, as well as the ability to communicate 
  empathically with its owner. Empathy only allows the item to 
  encourage or discourage certain actions through urges and 
  emotions. Additional forms of communication and better senses 
  increase the item’s cost and Ego score, as noted on Table 15–23.
  Empathy (Su): Empathy allows the item to encourage or 
  discourage certain actions by communicating emotions and 
  urges. It does not allow for verbal communication.
  Speech (Su): An intelligent item with the capability for 
  speech can talk using any of the languages it knows.
  Telepathy (Su): Telepathy allows an intelligent item to 
  communicate with its wielder telepathically, regardless of its 
  known languages. The wielder must be touching the item to 
  communicate in this way.
  Senses: Senses allow an intelligent magic item to see 
  and hear out to the listed distance. Adding darkvision or 
  blindsense allows the item to use those senses out to the same 
  range as the item’s base senses.
  Table 15–21: Intelligent Item Alignment
  d% 
  Alignment of Item
  01–10 
  Chaotic good
  11–20 
  Chaotic neutral*
  21–35 
  Chaotic evil
  36–45 
  Neutral evil*
  46–55 
  Lawful evil
  56–70 
  Lawful good
  71–80 
  Lawful neutral*
  81–90 
  Neutral good*
  91–100 
  Neutral
  *  The item can also be used by any character whose 
  alignment corresponds to the non-neutral portion of the 
  item’s alignment.
  Table 15–23: Intelligent Item  
  Senses and Communication
  Ability 
  Base Price Modifier 
  Ego Modifier
  Empathy 
  — 
  —
  Speech 
  +500 gp 
  —
  Telepathy 
  +1,000 gp 
  +1
  Senses (30 ft.) 
  — 
  —
  Senses (60 ft.) 
  +500 gp 
  —
  Senses (120 ft.) 
  +1,000 gp 
  —
  Darkvision 
  +500 gp 
  —
  Blindsense 
  +5,000 gp 
  +1
  Read languages 
  +1,000 gp 
  +1
  Read magic 
  +2,000 gp 
  +1
  Table 15–22: Intelligent Item Ability Scores
  Score 
  Base Price Modifier 
  Ego Modifier
  10 
  — 
  —
  11  
  +200 gp 
  —
  12  
  +500 gp 
  +1
  13  
  +700 gp 
  +1
  14 
  +1,000 gp 
  +2
  15  
  +1,400 gp 
  +2
  16  
  +2,000 gp 
  +3
  17  
  +2,800 gp 
  +3
  18 
  +4,000 gp 
  +4
  19  
  +5,200 gp 
  +4
  20 
  +8,000 gp 
  +5
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703527
  703527
  451451
  451451
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703528
  703528
  451452
  451452
  534
  534
  Table 15–24: Intelligent Item Powers
  d% 
  Item Power 
   
  Base Price Modifier 
  Ego Modifier
  01–10 
  Item can cast a 0-level spell at will 
  +1,000 gp 
  +1
  11–20 
  Item can cast a 1st-level spell 3/day 
  +1,200 gp 
  +1
  21–25 
  Item can use magic aura on itself at will 
  +2,000 gp 
  +1
  26–35 
  Item can cast a 2nd-level spell 1/day 
  +2,400 gp 
  +1
  36–45 
  Item has 5 ranks in one skill* 
  +2,500 gp 
  +1
  46–50 
  Item can sprout limbs and move with a speed of 10 feet 
  +5,000 gp 
  +1
  51–55 
  Item can cast a 3rd-level spell 1/day 
  +6,000 gp 
  +1
  56–60 
  Item can cast a 2nd-level spell 3/day 
  +7,200 gp 
  +1
  61–70 
  Item has 10 ranks in one skill* 
  +10,000 gp 
  +2
  71–75 
  Item can change shape into one other form of the same size 
  +10,000 gp 
  +2
  76–80 
  Item can fly, as per the spell, at a speed of 30 feet 
  +10,000 gp 
  +2
  81–85 
  Item can cast a 4th-level spell 1/day 
  +11,200 gp 
  +2
  86–90 
  Item can teleport itself 1/day 
  +15,000 gp 
  +2
  91–95 
  Item can cast a 3rd-level spell 3/day 
  +18,000 gp 
  +2
  96–100 
  Item can cast a 4th-level spell 3/day 
  +33,600 gp 
  +2
  * Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability 
  to move.
  Table 15–25: Intelligent Item Purpose
  d% 
  Purpose 
  Ego Modifier
  01–20 
  Defeat/slay diametrically opposed alignment* 
  +2
  21–30 
  Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) 
  +2
  31–40 
  Defeat/slay divine spellcasters (including divine entities and servitors) 
  +2
  41–50 
  Defeat/slay non-spellcasters 
  +2
  51–55 
  Defeat/slay a particular creature type (see the bane special ability for choices) 
  +2
  56–60 
  Defeat/slay a particular race or kind of creature 
  +2
  61–70 
  Defend a particular race or kind of creature 
  +2
  71–80 
  Defeat/slay the servants of a specific deity 
  +2
  81–90 
  Defend the servants and interests of a specific deity 
  +2
  91–95 
  Defeat/slay all (other than the item and the wielder) 
  +2
  96–100 
  Choose one 
  +2
  * The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme 
  alignments (LG, LE, CG, CE).
  Table 15–26: Special Purpose Item Dedicated Powers
  d% 
  Dedicated Power 
  Base Price Modifier 
  Ego Modifier
  01–20 
  Item can detect any special purpose foes within 60 feet 
  +10,000 gp 
  +1
  21–35 
  Item can use a 4th-level spell at will 
  +56,000 gp 
  +2
  36–50 
  Wielder gets +2 luck bonus on attacks, saves, and checks 
  +80,000 gp 
  +2
  51–65 
  Item can use a 5th-level spell at will 
  +90,000 gp 
  +2
  66–80 
  Item can use a 6th-level spell at will 
  +132,000 gp 
  +2
  81–95 
  Item can use a 7th-level spell at will 
  +182,000 gp 
  +2
  96–100 
  Item can use true resurrection on wielder, once per month 
  +200,000 gp 
  +2
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703528
  703528
  451452
  451452
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703529
  703529
  451453
  451453
  535
  535
  15
  Magic Items
  Magic Items
  Read Languages (Ex): The item can read script in any 
  language, regardless of its known languages.
  Read Magic (Sp): An intelligent magic item with this ability 
  can read magical writings and scrolls as if through read magic. 
  This ability does not allow the magic item to activate scrolls 
  or other items. An intelligent magic item can suppress and 
  resume this ability as a free action. 
  Intelligent Item Powers
  Each intelligent item should possess at least one power, 
  although more powerful items might possess a host of 
  powers. To find the item’s specific powers, choose or roll 
  on Table 15–24. All powers function at the direction of 
  the item, although intelligent items generally follow the 
  wishes of their owner. Activating a power or concentrating 
  on an active one is a standard action the item takes. The 
  caster level for these effects is equal to the item’s caster 
  level. Save DCs are based off the item’s highest mental 
  ability score.
  Special Purpose Items
  Some intelligent items have special purposes that guide their 
  actions. Intelligent magic items with a special purpose gain 
  a +2 Ego bonus. An item’s purpose must suit the type and 
  alignment of the item and should always be treated reasonably. 
  A purpose of “defeat/slay arcane spellcasters” doesn’t mean 
  that the sword forces the wielder to kill every wizard she sees. 
  Nor does it mean that the sword believes it is possible to kill 
  every wizard, sorcerer, and bard in the world. It does mean that 
  the item hates arcane spellcasters and wants to bring the local 
  wizards’ cabal to ruin, as well as end the rule of a sorcerer-
  queen in a nearby land. Likewise, a purpose of “defend elves” 
  doesn’t mean that if the wielder is an elf, he only wants to 
  help the wielder. It means that the item wants to be used in 
  furthering the cause of elves, stamping out their enemies and 
  aiding their leaders. A purpose of “defeat/slay all” isn’t just a 
  matter of self-preservation. It means that the item won’t rest 
  (or let its wielder rest) until it places itself above all others. 
  Table 15–25 has a number of sample purposes that a magic 
  item might possess. If the wielder specifically ignores or goes 
  against an intelligent item’s special purpose, the item gains a +4 
  bonus to its Ego until the wielder cooperates. This is in addition 
  to the +2 Ego bonus gained by items with a special purpose.
  Dedicated Powers
  A dedicated power operates only when an intelligent item 
  is in pursuit of its special purpose. This determination 
  is always made by the item. It should always be easy and 
  straightforward to see how the ends justify the means. 
  Unlike its other powers, an intelligent item can refuse to 
  use its dedicated powers even if the owner is dominant (see 
  Items Against Characters). The caster level for these effects 
  is equal to the item’s caster level. Save DCs are based on the 
  item’s highest mental ability score. See Table 15–26 for a list 
  of dedicated powers.
  Item Ego
  Ego is a measure of the total power and force of personality that 
  an item possesses. An item’s Ego score is the sum of all of its 
  Ego modifiers plus an additional bonus for the cost of the base 
  magic item (excluding the cost of all of the intelligent item 
  enhancements). An item’s Ego score helps determine whether 
  the item or the character is dominant in their relationship, as 
  detailed below.
  Base Magic Item Value 
  Ego Modifier
  Up to 1,000 gp 
  —
  1,001 gp to 5,000 gp 
  +1
  5,001 gp to 10,000 gp 
  +2
  10,001 gp to 20,000 gp 
  +3
  20,001 gp to 50,000 gp 
  +4
  50,001 gp to 100,000 gp 
  +6
  100,001 gp to 200,000 gp 
  +8
  200,001 gp and higher 
  +12
  Items against Characters
  When an item has an Ego of its own, it has a will of its own. 
  The item is absolutely true to its alignment. If the character 
  who possesses the item is not true to that alignment’s goals or 
  the item’s special purpose, personality conflict—item against 
  character—results. Similarly, any item with an Ego score of 20 
  or higher always considers itself superior to any character, and 
  a personality conflict results if the possessor does not always 
  agree with the item.
  When a personality conflict occurs, the possessor must 
  make a Will saving throw (DC = item’s Ego). If the possessor 
  succeeds, she is dominant. If she fails, the item is dominant. 
  Dominance lasts for 1 day or until a critical situation occurs 
  (such as a major battle, a serious threat to either the item or 
  the character, and so on). Should an item gain dominance, it 
  resists the character’s desires and demands concessions such 
  as any of the following:
  •  Removal of associates or items whose alignment or 
  personality is distasteful to the item.
  •  The character divesting herself of all other magic items or 
  items of a certain type.
  •  Obedience from the character so the item can direct where 
  they go for its own purposes.
  •  Immediate seeking out and slaying of creatures hateful to 
  the item.
  •  Magical protections and devices to safeguard the item from 
  molestation when it is not in use.
  •  That the character carry the item with her on all occasions.
  •  That the character relinquish the item to a more suitable 
  possessor due to alignment differences or conduct.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703529
  703529
  451453
  451453
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703530
  703530
  451454
  451454
  536
  536
  In extreme circumstances, the item can resort to even harsher 
  measures, such as the following:
  •  Force its possessor into combat.
  •  Refuse to strike opponents.
  •  Strike at its wielder or her associates.
  •  Force its possessor to surrender to an opponent.
  •  Cause itself to drop from the character’s grasp.
  Naturally, such actions are unlikely when harmony 
  reigns between the character’s and item’s alignments or 
  when their purposes and personalities are well matched. 
  Even so, an item might wish to have a lesser character 
  possess it in order to easily establish and maintain 
  dominance over him, or a higher-level possessor so as to 
  better accomplish its goals.
  All magic items with personalities desire to play an 
  important role in whatever activity is under way, particularly 
  combat. Such items are natural rivals, even with others of the 
  same alignment. No intelligent item wants to share its wielder 
  with others. An intelligent item is aware of the presence of 
  any other intelligent item within 60 feet, and most intelligent 
  items try their best to mislead or distract their host so that 
  she ignores or destroys the rival. Of course, alignment might 
  change this sort of behavior. 
  Items with personalities are never totally controlled or 
  silenced by the characters that possess them, even though 
  they may never successfully control their possessors. They 
  may be powerless to force their demands, but most remain 
  undaunted and continue to air their wishes and demands.
  Cursed items
  Cursed items are magic items with some sort of potentially 
  negative impact. Occasionally they mix bad with good, 
  forcing characters to make difficult choices. Cursed items 
  are almost never made intentionally. Instead they are the 
  result of rushed work, inexperienced crafters, or a lack of 
  proper components. While many of these items still have 
  functions, they either do not work as intended or come with 
  serious drawbacks. When a magic item creation skill check 
  fails by 5 or more, roll on Table 15–27 to determine the type 
  of curse possessed by the item.
  Identifying Cursed Items: Cursed items are identified like 
  any other magic item with one exception: unless the check 
  made to identify the item exceeds the DC by 10 or more, the 
  curse is not detected. If the check is not made by 10 or more, 
  but still succeeds, all that is revealed is the magic item’s 
  original intent. If the item is known to be cursed, the nature 
  of the curse can be determined using the standard DC to 
  identify the item.
  Removing Cursed Items: While some cursed items can be 
  simply discarded, others force a compulsion upon the user 
  to keep the item, no matter the costs. Others reappear even 
  if discarded or are impossible to throw away. These items 
  can only be discarded after the character or item is targeted 
  by a remove curse or similar magic. The DC of the caster level 
  check to undo the curse is equal to 10 + the item’s caster level. 
  If the spell is successful, the item can be discarded on the 
  following round, but the curse reasserts itself if the item is 
  used again.
  Common Cursed Item Effects
  The following are some of the most common cursed item 
  effects. GMs should feel free to invent new cursed item effects 
  to fit specific items. 
  Delusion: The user believes the item is what it appears 
  to be, yet it actually has no magical power other than to 
  deceive. The user is mentally fooled into thinking the item 
  is functioning and cannot be convinced otherwise without 
  the casting of remove curse.
  Opposite 
  Effect 
  or 
  Target: 
  These 
  cursed 
  items 
  malfunction, so that either they do the opposite of what the 
  creator intended, or they target the user instead of someone 
  else. The interesting point to keep in mind here is that 
  these items aren’t always bad to have. Opposite-effect items 
  include weapons that impose penalties on attack and damage 
  rolls rather than bonuses. Just as a character shouldn’t 
  necessarily immediately know what the enhancement bonus 
  of a noncursed magic item is, she shouldn’t immediately 
  know that a weapon is cursed. Once she knows, however, 
  the item can be discarded unless some sort of compulsion 
  is placed upon it that compels the wielder to keep and use it. 
  In such cases, a remove curse spell is generally needed to get 
  rid of the item.
  Intermittent 
  Functioning: 
  The 
  three 
  varieties 
  of 
  intermittent functioning items all function perfectly as 
  intended—at least some of the time. The three varieties are 
  unreliable, dependent, and uncontrolled items.
  Unreliable: Each time the item is activated, there is a 5% 
  chance (01–05 on d%) that it does not function.
  Dependent: The item only functions in certain situations. To 
  determine the situation, select or roll on the following table.
  d% 
  Situation
  01–03 
  Temperature below freezing
  04–05 
  Temperature above freezing
  06–10 
  During the day
  11–15 
  During the night
  16–20 
  In direct sunlight
  21–25 
  Out of direct sunlight
  26–34 
  Underwater
  35–37 
  Out of water
  38–45 
  Underground
  46–55 
  Aboveground
  56–60 
  Within 10 feet of a random creature type
  61–64 
  Within 10 feet of a random race or kind of creature
  65–72 
  Within 10 feet of an arcane spellcaster
  73–80 
  Within 10 feet of a divine spellcaster
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703530
  703530
  451454
  451454
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703531
  703531
  451455
  451455
  537
  537
  15
  Magic Items
  Magic Items
  81–85 
  In the hands of a nonspellcaster
  86–90 
  In the hands of a spellcaster
  91–95 
  In the hands of a creature of a particular alignment
  96 
  In the hands of a creature of a particular gender
  97–99 
  On holy days or during particular astrological events
  100 
  More than 100 miles from a particular site
  Uncontrolled: An uncontrolled item occasionally activates at 
  random times. Roll d% every day. On a result of 01–05 the item 
  activates at some random point during that day. 
  Requirement: Some items have stringent requirements 
  that must be met for them to be usable. To keep an item with 
  this kind of curse functioning, one or more of the following 
  conditions must be met.
  •  Character must eat twice as much as normal.
  •  Character must sleep twice as much as normal.
  •  Character must undergo a specific quest (one time only, 
  and the item functions normally thereafter).
  •  Character must sacrifice (destroy) 100 gp in valuables per day.
  •  Character must sacrifice (destroy) 2,000 gp worth of magic 
  items each week.
  •  Character must swear fealty to a particular noble or to his 
  entire family.
  •  Character must discard all other magic items.
  •  Character must worship a particular deity.
  •  Character must change her name to a specific name. The 
  item only works for characters of that name.
  •  Character must add a specific class at the next opportunity 
  if not of that class already.
  •  Character must have a minimum number of ranks in a 
  particular skill.
  •  Character must sacrifice some part of her life energy 
  (2 points of Constitution) one time. If the character 
  gets the Constitution points back (such as from a 
  restoration spell), the item ceases functioning. (The item 
  does not cease functioning if the character receives a 
  Constitution increase caused by level gain, a wish, or the 
  use of a magic item.)
  •  Item must be cleansed with holy water each day.
  •  Item must be used to kill a living creature each day.
  •  Item must be bathed in volcanic lava once per month.
  •  Item must be used at least once a day, or it won’t function 
  again for its current possessor.
  •  Item must draw blood when wielded (weapons only). It can’t 
  be put away or exchanged for another weapon until it has 
  scored a hit.
  •  Item must have a particular spell cast upon it each day (such 
  as bless, atonement, or animate objects).
  Requirements are so dependent upon suitability to the item 
  that they should never be determined randomly. An intelligent 
  item with a requirement often imposes its requirement 
  through its personality. If the requirement is not met, the item 
  ceases to function. If it is met, usually the item functions for 
  one day before the requirement must be met again (although 
  some requirements are one time only, others monthly, and 
  still others continuous).
  Drawback: Items with drawbacks are usually still beneficial 
  to the possessor but carry some negative aspect. Although 
  sometimes drawbacks occur only when the item is used (or 
  held, in the case of some weapons), usually the drawback 
  remains with the character for as long as she has the item.
  Table 15–28: Specific Cursed Items
   
  d% 
  Item
   01–05 
  Incense of obsession
   06–15 
  Ring of clumsiness
   16–20 
  Amulet of inescapable location
   
  21–25 
  Stone of weight
   26–30 
  Bracers of defenselessness
   
  31–35 
  Gauntlets of fumbling
   36–40 
  –2 sword, cursed
   
  41–43 
  Armor of rage
   44–46 
  Medallion of thought projection
   47–52 
  Flask of curses
   53–54 
  Dust of sneezing and choking
   
  55 
  Helm of opposite alignment
   56–60 
  Potion of poison
   
  61 
  Broom of animated attack
   62–63 
  Robe of powerlessness
   
  64 
  Vacuous grimoire
   65–68 
  Spear, cursed backbiter
   69–70 
  Armor of arrow attraction
   
  71–72 
  Net of snaring
   
  73–75 
  Bag of devouring
   76–80 
  Mace of blood
   81–85 
  Robe of vermin
   86–88 
  Periapt of foul rotting
   89–92 
  Sword, berserking
   93–96 
  Boots of dancing
   
  97 
  Crystal hypnosis ball
   
  98 
  Necklace of strangulation
   
  99 
  Poisonous cloak
   
  100 
  Scarab of death
  Table 15–27: Common Item Curses
   
  d% 
  Curse
   
  01–15 
  Delusion
   
  16–35 
  Opposite effect or target
   36–45 
  Intermittent functioning
   46–60 
  Requirement
   
  61–75 
  Drawback
   76–90 
  Completely different effect
   91–100 
  Substitute specific cursed item on Table 15–28
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703531
  703531
  451455
  451455
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703532
  703532
  451456
  451456
  538
  538
  Unless otherwise indicated, drawbacks remain in effect as 
  long as the item is possessed. The DC to save against any of 
  these effects is usually equal to 10 + the item’s caster level.
  d% 
  Drawback
  01–04 
  Character’s hair grows 1 inch longer every hour.
  05–09  
  Character either shrinks 6 inches (01–50 on d%) or 
  grows that much taller (51–100). Only happens once.
  10–13 
  Temperature around item is 10° F cooler than normal.
  14–17 
  Temperature around item is 10° F warmer than normal.
  18–21 
  Character’s hair color changes.
  22–25 
  Character’s skin color changes.
  26–29 
  Character now bears some identifying mark (tattoo, 
  weird glow, or the like).
  30–32 
  Character’s gender changes.
  33–34 
  Character’s race or kind changes.
  35 
  Character is afflicted with a random disease that  
  cannot be cured.
  36–39 
  Item continually emits a disturbing sound  
  (moaning, weeping, screaming, cursing, insults).
  40 
  Item looks ridiculous (garishly colored, silly shape, 
  glows bright pink).
  41–45 
  Character becomes selfishly possessive.
  46–49 
  Character becomes paranoid about losing the item 
  and afraid of damage occurring to it.
  50–51 
  Character’s alignment changes.
  52–54 
  Character must attack nearest creature (5% chance 
  [01–05 on d%] each day).
  55–57 
  Character is stunned for 1d4 rounds once item  
  function is finished (or randomly, 1/day).
  58–60 
  Character’s vision is blurry (–2 penalty on attack  
  rolls, saves, and skill checks requiring vision).
  61–64 
  Character gains one negative level.
  65 
  Character gains two negative levels.
  66–70 
  Character must make a Will save each day or take 1 
  point of Intelligence damage.
  71–75 
  Character must make a Will save each day or take 1 
  point of Wisdom damage.
  76–80 
  Character must make a Will save each day or take 1 
  point of Charisma damage.
  81–85 
  Character must make a Fortitude save each day or 
  take 1 point of Constitution damage.
  86–90 
  Character must make a Fortitude save each day or 
  take 1 point of Strength damage.
  91–95 
  Character must make a Fortitude save each day or 
  take 1 point of Dexterity damage.
  96 
  Character is polymorphed into a specific creature  
  (5% chance [01–05 on d%] each day).
  97 
  Character cannot cast arcane spells.
  98 
  Character cannot cast divine spells.
  99 
  Character cannot cast any spells.
  100 
  Either pick one of the above that’s appropriate or 
  create a drawback specifically for that item.
  speCiFiC Cursed items
  Perhaps the most dangerous and insidious of all cursed items 
  are those whose intended functions are completely replaced by 
  a curse. Yet even these items can have their uses, particularly 
  as traps or weapons. The following are provided as specific 
  examples of cursed items. Instead of prerequisites, each 
  cursed item is associated with one or more ordinary magic 
  items whose creation might result in the cursed item. Cursed 
  items can be sold, if the curse is not known to the buyer, as if 
  they were the item they appear to be.
  Cursed suits of armor and weapons can come in many 
  forms, and the examples listed here are merely the most 
  common. For example, a cursed –2 sword, might appear as a 
  +3 shortsword or a +1 dagger, with a similar negative instead of 
  the listed –2.
  AMULET OF INESCAPABLE LOCATION
  Aura moderate abjuration; CL 10th
  Slot neck; Weight 1/2 lb.
  DESCRIPTION
  This device appears to prevent location, scrying and detection, or 
  influence by detect thoughts or telepathy, as per an amulet of proof 
  against detection and location. Actually, the amulet gives the wearer 
  a –10 penalty on all saves against divination spells. 
  CREATION
  Magic Items amulet of proof against detection and location
  ARMOR OF ARROW ATTRACTION
  Aura strong abjuration; CL 16th
  Slot body; Weight 50 lbs.
  DESCRIPTION
  Magical analysis indicates that this armor is a normal suit of +3 full 
  plate. The armor works normally with regard to melee attacks but 
  actually attracts ranged weapons. The wearer takes a –15 penalty to 
  AC against ranged weapons. The true nature of the armor does not 
  reveal itself until the character is fired upon in earnest. 
  CREATION
  Magic Items +3 full plate
  ARMOR OF RAGE
  Aura strong necromancy; CL 16th
  Slot body; Weight 50 lbs.
  DESCRIPTION
  This armor is similar in appearance to armor of command and 
  functions as a suit of +1 full plate. However, when it is worn, the 
  armor causes the character to take a –4 penalty to Charisma. All 
  unfriendly characters within 300 feet have a +1 morale bonus on 
  attack rolls against her. The effect is not noticeable to the wearer 
  or those affected. In other words, the wearer does not immediately 
  notice that donning the armor is the cause of her problems, nor do 
  foes understand the reason for the depth of their enmity.
  CREATION
  Magic Items armor of command, +1 full plate
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703532
  703532
  451456
  451456
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703533
  703533
  451457
  451457
  539
  539
  15
  Magic Items
  Magic Items
  Helm of Opposite 
  Alignment
  Stone of 
  Weight
  Gauntlets of 
  Fumbling
  Necklace of 
  Strangulation
  Poisonous  
  Cloak
  Bag of Devouring
  BAG OF DEVOURING
  Aura strong conjuration; CL 17th
  Slot none; Weight 15 lbs.
  DESCRIPTION
  This bag appears to be an ordinary sack. Detection for magical 
  properties makes it seem as if it were a bag of holding. The sack is, 
  however, something entirely different and more insidious. It is—in 
  fact, one of the feeding orifices of an extradimensional creature.
  Any substance of animal or vegetable nature is subject to 
  “swallowing’’ if thrust within the bag. The bag of devouring is 90% 
  likely to ignore any initial intrusion, but anytime thereafter that it 
  senses living flesh within (such as if someone reaches into the bag 
  to pull something out), it is 60% likely to close around the offending 
  member and attempt to draw the whole victim in. The bag has a 
  +8 bonus on combat maneuver checks made to grapple. If it pins a 
  creature, it pulls them inside as a free action. The bag has CMD of 
  18 for those attempting to break free.
  The bag can hold up to 30 cubic feet of matter. It acts as a bag 
  of holding type I, but each hour it has a 5% cumulative chance of 
  swallowing the contents and then spitting the stuff out in some 
  nonspace or on some other plane. Creatures drawn within are 
  consumed in 1 round. The bag destroys the victim’s body and 
  prevents any form of raising or resurrection that requires part 
  of the corpse. There is a 50% chance that a wish, miracle, or true 
  resurrection spell can restore a devoured victim to life. Check once 
  for each destroyed creature. If the check fails, the creature cannot 
  be brought back to life by mortal magic. 
  CREATION
  Magic Items bag of holding (any type)
  BOOTS OF DANCING
  Aura strong enchantment; CL 16th
  Slot feet; Weight 1 lb.
  DESCRIPTION
  These boots appear and function as one of the other kinds of 
  magic boots. When the wearer is in (or fleeing from) melee 
  combat, boots of dancing impede movement, making him behave 
  as if irresistible dance had been cast upon him. Only a remove curse 
  spell enables the wearer to be rid of the boots once their true 
  nature is revealed. 
  CREATION
  Magic Items boots of elvenkind, boots of levitation, boots of speed, 
  boots of striding and springing, boots of teleportation, boots of the 
  winterlands, winged boots
  Berserking 
  Sword
  Backbiter  
  Spear
  Amulet of 
  Inescapable Location
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703533
  703533
  451457
  451457
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703534
  703534
  451458
  451458
  540
  540
  BRACERS OF DEFENSELESSNESS
  Aura strong conjuration; CL 16th
  Slot arms; Weight 1 lb.
  DESCRIPTION
  These bejeweled and shining bracers initially appear to be 
  bracers of armor +5 and actually serve as such until the wearer is 
  attacked in anger by an enemy with a Challenge Rating equal 
  to or greater than her level. At that moment and thereafter, the 
  bracers cause a –5 penalty to AC. Once their curse is activated, 
  bracers of defenselessness can be removed only by means of a 
  remove curse spell. 
  CREATION
  Magic Items bracers of armor +5
  BROOM OF ANIMATED ATTACK
  Aura moderate transmutation; CL 10th
  Slot none; Weight 3 lbs.
  DESCRIPTION
  This item is indistinguishable in appearance from a normal 
  broom. It is identical to a broom of flying by all tests short of 
  attempted use.
  If a creature attempts to fly using the broom, the broom does 
  a loop-the-loop with its hopeful rider, dumping him on his head 
  from 1d4+5 feet off the ground (no falling damage, since the fall is 
  less than 10 feet). The broom then attacks the victim, swatting the 
  victim’s face with the straw or twig end and beating him with the 
  handle end. The broom gets two attacks per round with each end 
  (two swats with the straw and two with the handle, for a total of 
  four attacks per round). It attacks with a +5 bonus on each attack 
  roll. The straw end causes a victim to be blinded for 1 round when 
  it hits. The handle deals 1d6 points of damage when it hits. The 
  broom has AC 13, CMD 17, 18 hit points, and hardness 4. 
  CREATION
  Magic Items broom of flying
  CRySTAL HyPNOSIS BALL
  Aura strong divination; CL 17th
  Slot none; Weight 7 lbs.
  DESCRIPTION
  This cursed scrying device is indistinguishable, at first glance, 
  from a normal crystal ball. However, anyone attempting to use 
  the scrying device becomes fascinated for 1d6 minutes, and 
  a telepathic suggestion is implanted in his mind (Will DC 19 
  negates).
  The user of the device believes that the desired creature or 
  scene was viewed, but actually he came under the influence of a 
  powerful wizard, lich, or even some power or being from another 
  plane. Each further use brings the crystal hypnosis ball gazer 
  deeper under the influence of the controller, either as a servant or 
  a tool. Note that throughout this time, the user remains unaware 
  of his subjugation. 
  CREATION
  Magic Items crystal ball
  DUST OF SNEEzING AND CHOKING
  Aura moderate conjuration; CL 7th
  Slot none; Weight —
  DESCRIPTION
  This fine dust appears to be dust of appearance. If cast into the air, 
  it causes those within a 20-foot spread to fall into fits of sneezing 
  and coughing. Those failing a DC 15 Fortitude save take 3d6 points 
  of Constitution damage immediately. Those who succeed on 
  this saving throw are nonetheless disabled by choking (treat as 
  stunned) for 5d4 rounds. 
  CREATION
  Magic Items dust of appearance, dust of tracelessness
  FLASK OF CURSES
  Aura moderate conjuration; CL 7th
  Slot none; Weight 2 lbs.
  DESCRIPTION
  This item looks like an ordinary beaker, bottle, container, 
  decanter, flask, or jug. It may contain a liquid, or it may emit 
  smoke. When the flask is first unstoppered, all within 30 feet must 
  make a DC 17 Will save or be cursed, taking a –2 penalty on attack 
  rolls, saving throws, and skill checks until a remove curse spell is 
  cast upon them. 
  CREATION
  Magic Items decanter of endless water, efreeti bottle, eversmoking 
  bottle, iron flask
  GAUNTLETS OF FUMBLING
  Aura moderate transmutation; CL 7th
  Slot hands; Weight 2 lbs.
  DESCRIPTION
  These gauntlets perform according to their appearance until 
  the wearer finds herself under attack or in a life-and-death 
  situation. At that time, the curse is activated. The wearer 
  becomes fumble-fingered, with a 50% chance each round of 
  dropping anything held in either hand. The gauntlets also 
  lower Dexterity by 2 points. Once the curse is activated, the 
  gloves can be removed only by means of a remove curse spell, a 
  wish, or a miracle. 
  CREATION
  Magic Items gauntlet of rust, gloves of arrow snatching, glove of 
  storing, gloves of swimming and climbing
  HELM OF OPPOSITE ALIGNMENT
  Aura strong transmutation; CL 12th
  Slot head; Weight 3 lbs.
  DESCRIPTION
  When placed upon the head, this item’s curse immediately 
  takes effect (Will DC 15 negates). On a failed save, the 
  alignment of the wearer is radically altered to an alignment 
  as different as possible from the former alignment—good to 
  evil, chaotic to lawful, neutral to some extreme commitment 
  (LE, LG, CE, or CG). Alteration in alignment is mental as well 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703534
  703534
  451458
  451458
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703535
  703535
  451459
  451459
  541
  541
  15
  Magic Items
  Magic Items
  as moral, and the individual changed by the magic thoroughly 
  enjoys his new outlook. A character who succeeds on his save 
  can continue to wear the helmet without suffering the effect 
  of the curse, but if he takes it off and later puts it on again, 
  another save is required. 
  Only a wish or a miracle can restore a character’s former alignment, 
  and the affected individual does not make any attempt to return 
  to the former alignment. In fact, he views the prospect with horror 
  and avoids it in any way possible. If a character of a class with an 
  alignment requirement is affected, an atonement spell is needed as 
  well if the curse is to be obliterated. When a helm of opposite alignment 
  has functioned once, it loses its magical properties. 
  CREATION
  Magic Items hat of disguise, helm of comprehend languages and read 
  magic, helm of telepathy
  INCENSE OF OBSESSION
  Aura moderate enchantment; CL 6th
  Slot none; Weight —
  DESCRIPTION
  These blocks of incense appear to be incense of meditation. If 
  meditation is conducted while incense of obsession is burning, the 
  user becomes totally confident that her spell ability is superior due 
  to the magic incense. She uses her spells at every opportunity, 
  even when not needed or useless. The user remains obsessed 
  with her abilities and spells until all have been used or cast, or 
  until 24 hours have elapsed. 
  CREATION
  Magic Items incense of meditation
  MACE OF BLOOD
  Aura moderate abjuration; CL 8th
  Slot none; Weight 8 lbs.
  DESCRIPTION
  This +3 heavy mace must be coated in blood every day, or else its 
  bonus fades away until the mace is coated again. The character 
  using this mace must make a DC 13 Will save every day it is within 
  his possession or become chaotic evil. 
  CREATION
  Magic Items +3 heavy mace
  MEDALLION OF THOUGHT PROJECTION
  Aura moderate divination; CL 7th
  Slot neck; Weight —
  DESCRIPTION
  This device seems like a medallion of thoughts, even down to the 
  range at which it functions, except that the thoughts overheard 
  are muffled and distorted, requiring a DC 15 Will save to sort 
  them out. However, while the user thinks she is picking up the 
  thoughts of others, all she is really hearing are figments created 
  by the medallion itself. These illusory thoughts always seem 
  plausible and thus can seriously mislead any who rely upon them. 
  What’s worse, unknown to her, the cursed medallion actually 
  broadcasts her thoughts to creatures in the path of the beam, 
  thus alerting them to her presence. 
  CREATION
  Magic Items medallion of thoughts
  NECKLACE OF STRANGULATION
  Aura strong conjuration; CL 18th
  Slot neck; Weight —
  DESCRIPTION
  A necklace of strangulation appears to be a wondrous piece of magical 
  jewelry. When placed on the neck, the necklace immediately tightens, 
  dealing 6 points of damage per round. It cannot be removed by any 
  means short of a limited wish, wish, or miracle and remains clasped 
  around the victim’s throat even after his death. Only when he has 
  decayed to a dry skeleton (after approximately 1 month) does the 
  necklace loosen, ready for another victim. 
  CREATION
  Magic Items necklace of adaptation, necklace of fireballs, periapt of 
  health, periapt of proof against poison, periapt of wound closure
  NET OF SNARING
  Aura moderate evocation; CL 8th
  Slot none; Weight 6 lbs.
  DESCRIPTION
  This net provides a +3 bonus on attack rolls but can only be used 
  underwater. Underwater, it can be commanded to shoot forth up 
  to 30 feet to trap a creature. If thrown on land, it changes course 
  to target the creature that threw it.
  CREATION
  Magic Items +3 net
  PERIAPT OF FOUL ROTTING
  Aura moderate abjuration; CL 10th
  Slot neck; Weight —
  DESCRIPTION
  This engraved gem appears to be of little value. If any character 
  keeps the periapt in her possession for more than 24 hours, she 
  contracts a terrible rotting affliction that permanently drains 1 
  point of Dexterity, Constitution, and Charisma every week. The 
  periapt (and the affliction) can be removed only by application 
  of a remove curse spell followed by a cure disease and then a 
  heal, miracle, limited wish, or wish spell. The rotting can also be 
  countered by crushing a periapt of health and sprinkling its dust 
  upon the afflicted character (a full-round action), whereupon the 
  periapt of foul rotting likewise crumbles to dust. 
  CREATION
  Magic Items periapt of health, periapt of proof against poison, 
  periapt of wound closure
  POISONOUS CLOAK
  Aura strong abjuration; CL 15th
  Slot shoulders; Weight 1 lb.
  DESCRIPTION
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703535
  703535
  451459
  451459
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703536
  703536
  451460
  451460
  542
  542
  This cloak is usually made of a wool, although it can be made of 
  leather. A detect poison spell can reveal the presence of poison 
  in the cloak’s fabric. The garment can be handled without 
  harm, but as soon as it is actually donned, the wearer takes 4d6 
  points of Constitution damage unless she succeeds on a DC 28 
  Fortitude save. 
  Once donned, a poisonous cloak can be removed only with a 
  remove curse spell; doing this destroys the magical property of the 
  cloak. If a neutralize poison spell is then used, it is possible to revive a 
  dead victim with a raise dead or resurrection spell. 
  CREATION
  Magic Items cloak of arachnida, cloak of the bat, cloak of 
  etherealness, cloak of resistance +5, major cloak of displacement
  POTION OF POISON
  Aura strong conjuration; CL 12th
  Slot none; Weight —
  DESCRIPTION
  This potion has lost its beneficial abilities and become a potent 
  poison. This poison deals 1d3 Constitution damage per round for 6 
  rounds. A poisoned creature can make a DC 14 Fortitude save each 
  round to negate the damage and end the affliction. 
  CREATION
  Magic Items any potion
  ROBE OF POWERLESSNESS
  Aura strong transmutation; CL 13th
  Slot body; Weight 1 lb.
  DESCRIPTION
  A robe of powerlessness appears to be a magic robe of another 
  sort. As soon as a character dons this garment, she takes a 
  –10 penalty to Strength, as well as to Intelligence, Wisdom, or 
  Charisma, forgetting spells and magic knowledge accordingly. 
  If the character is a spellcaster, the robe targets the character’s 
  primary spellcasting score, otherwise it targets Intelligence. The 
  robe can be removed easily, but in order to restore mind and 
  body, the character must receive a remove curse spell followed by 
  heal. 
  CREATION
  Magic Items robe of the archmagi, robe of blending, robe of bones, 
  robe of eyes, robe of scintillating colors, robe of stars, robe of useful 
  items
  ROBE OF VERMIN
  Aura strong abjuration; CL 13th
  Slot body; Weight 1 lb.
  DESCRIPTION
  The wearer notices nothing unusual when the robe is donned, 
  and it functions normally. However, as soon as he is in a situation 
  requiring concentration and action against hostile opponents, the 
  true nature of the garment is revealed: the wearer immediately 
  suffers a multitude of bites from the insects that magically infest 
  the garment. He must cease all other activities in order to scratch, 
  shift the robe, and generally show signs of the extreme discomfort 
  caused by the bites and movement of these pests.
  The wearer takes a –5 penalty on initiative checks and a –2 
  penalty on all attack rolls, saves, and skill checks. If he tries to cast 
  a spell, he must make a concentration check (DC 20 + spell level) or 
  lose the spell. 
  CREATION
  Magic Items robe of the archmagi, robe of blending, robe of bones, 
  robe of eyes, robe of scintillating colors, robe of stars, robe of useful 
  items
  RING OF CLUMSINESS
  Aura strong transmutation; CL 15th
  Slot ring; Weight —
  DESCRIPTION
  This ring operates exactly like a ring of feather falling. However, it 
  also makes the wearer clumsy. She takes a –4 penalty to Dexterity 
  and has a 20% chance of spell failure when trying to cast any 
  arcane spell that has a somatic component. (This chance of spell 
  failure stacks with other arcane spell failure chances.) 
  CREATION
  Magic Items ring of feather falling
  SCARAB OF DEATH
  Aura strong abjuration; CL 19th
  Slot neck; Weight —
  DESCRIPTION
  If this small scarab brooch is held for more than 1 round or carried 
  in a living creature’s possessions for 1 minute, it changes into a 
  horrible burrowing beetle-like creature. The thing tears through 
  any leather or cloth, burrows into flesh, and reaches the victim’s 
  heart in 1 round, causing death. A DC 25 Reflex save allows the 
  wearer to tear the scarab away before it burrows out of sight, but 
  he still takes 3d6 points of damage. The beetle then returns to its 
  scarab form. Placing the scarab in a container of wood, ceramic, 
  bone, ivory, or metal prevents it from coming to life and allows 
  for long-term storage of the item. 
  CREATION
  Magic Items amulet of mighty fists, amulet of natural armor, amulet 
  of the planes, amulet of proof against detection and location, 
  brooch of shielding, golembane scarab, scarab of protection
  SPEAR, CURSED BACKBITER
  Aura moderate evocation; CL 10th
  Slot none; Weight 3 lbs.
  DESCRIPTION
  This is a +2 shortspear, but each time it is used in melee against 
  a foe and the attack roll is a natural 1, it damages its wielder 
  instead of her intended target. When the curse takes effect, the 
  spear curls around to strike its wielder in the back, automatically 
  dealing the damage to the wielder. The curse even functions 
  when the spear is hurled, and in such a case the damage to the 
  hurler is doubled. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703536
  703536
  451460
  451460
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703537
  703537
  451461
  451461
  543
  543
  15
  Magic Items
  Magic Items
  CREATION
  Magic Items +2 shortspear, any magic weapon
  STONE OF WEIGHT (LOADSTONE)
  Aura faint transmutation; CL 5th
  Slot none; Weight 1 lb.
  DESCRIPTION
  This dark, polished stone reduces the possessor’s base land speed 
  to half of normal. Once picked up, the stone cannot be disposed 
  of by any nonmagical means—if it is thrown away or smashed, it 
  reappears somewhere upon the possessor’s person. If a remove 
  curse spell is cast upon a loadstone, the item may be discarded 
  normally and no longer haunts the individual. 
  CREATION
  Magic Items ioun stone, stone of alarm, stone of controlling earth 
  elementals, stone of good luck
  SWORD, –2 CURSED
  Aura strong evocation; CL 15th
  Slot none; Weight 4 lbs.
  DESCRIPTION
  This longsword performs well against targets in practice, but when 
  used in combat its wielder takes a –2 penalty on attack rolls.
  All damage dealt is also reduced by 2 points, but never below a 
  minimum of 1 point of damage on any successful hit. The sword 
  always forces that character to employ it rather than another 
  weapon. The sword’s owner automatically draws it and fights with 
  it even when she meant to draw or ready some other weapon.
  CREATION
  Magic Items +2 longsword, any magic weapon
  SWORD, BERSERKING
  Aura moderate evocation; CL 8th
  Slot none; Weight 12 lbs.
  DESCRIPTION
  This sword appears to be a +2 greatsword. However, whenever it 
  is used in battle, its wielder goes berserk (gaining all the benefits 
  and drawbacks of the barbarian’s rage ability). He attacks the 
  nearest creature and continues to fight until unconscious or dead 
  or until no living thing remains within 30 feet. Although many see 
  this sword as a cursed object, others see it as a boon. 
  CREATION
  Magic Items +2 greatsword, any magic weapon
  VACUOUS GRIMOIRE
  Aura strong enchantment; CL 20th
  Slot none; Weight 2 lbs.
  DESCRIPTION
  A book of this sort looks like a normal one on some mildly 
  interesting topic. Any character who opens the work and reads so 
  much as a single word therein must make two DC 15 Will saves. 
  The first is to determine if the reader takes 1 point of permanent 
  Intelligence and Charisma drain. The second is to find out if the 
  reader takes 2 points of permanent Wisdom drain. To destroy 
  the book, it must be burned while remove curse is being cast. If 
  the grimoire is placed with other books, its appearance instantly 
  alters to conform to the look of those other works. 
  CREATION
  Magic Items blessed book, manual of bodily health, manual of 
  gainful exercise, manual of quickness of action, tome of clear 
  thoughts, tome of leadership and influence, tome of understanding
  ArtiFACts
  Artifacts are extremely powerful. Rather than merely another 
  form of magical equipment, they are the sorts of legendary 
  relics that whole campaigns can be based on. Each could be 
  the center of a whole set of adventures—a quest to recover it, 
  a fight against an opponent wielding it, a mission to cause its 
  destruction, and so on. 
  Unlike normal magic items, artifacts are not easily 
  destroyed. Instead of construction information, each artifact 
  includes one possible means by which it might be destroyed.
  Artifacts can never be purchased, nor are they found as part 
  of a random treasure hoard. When placing an artifact in your 
  game, be sure to consider its impact and role. Remember that 
  artifacts are fickle objects, and if they become too much of a 
  nuisance, they can easily disappear or become lost once again.
  Minor Artifacts
  Minor artifacts are not necessarily unique items. Even so, 
  they are magic items that no longer can be created, at least by 
  common mortal means.
  BOOK OF INFINITE SPELLS
  Aura strong (all schools); CL 18th
  Slot none; Weight 3 lbs.
  DESCRIPTION
  This work bestows upon any character of any class the ability 
  to use the spells within its pages. However, any character not 
  already able to use spells gains one negative level for as long as 
  the book is in her possession or while she uses its power. A book 
  of infinite spells contains 1d8+22 pages. The nature of each page is 
  determined by a d% roll: 01–50, arcane spell; 51–100, divine spell. 
  Determine the exact spell randomly.
  Once a page is turned, it can never be flipped back—paging 
  through a book of infinite spells is a one-way trip. If the book is 
  closed, it always opens again to the page it was on before the book 
  was closed. When the last page is turned, the book vanishes.
  Once per day the owner of the book can cast the spell to which 
  the book is opened. If that spell happens to be one that is on the 
  character’s class spell list, she can cast it up to four times per day. The 
  pages cannot be ripped out without destroying the book. Similarly, 
  the spells cannot be cast as scroll spells, nor can they be copied into a 
  spellbook—their magic is bound up permanently within the book itself.
  The owner of the book need not have the book on her person in 
  order to use its power. The book can be stored in a place of safety 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703537
  703537
  451461
  451461
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703538
  703538
  451462
  451462
  544
  544
  while the owner is adventuring and still allow its owner to cast spells 
  by means of its power.
  Each time a spell is cast, there is a chance that the energy 
  connected with its use causes the page to magically turn despite all 
  precautions. The chance of a page turning depends on the spell the 
  page contains and what sort of spellcaster the owner is.
    
  Chance of Page  
  Condition 
  Turning
  Caster employing a spell usable 
  10%
   by own class and level
  Caster employing a spell not usable 
  20%
   by own class and level 
  Nonspellcaster employing divine spell 
  25%
  Nonspellcaster employing arcane spell 
  30%
  Treat each spell use as if a scroll were being employed, for 
  purposes of determining casting time, spell failure, and so on. 
  DESTRUCTION
  The book of infinite spells can be destroyed when the current page 
  contains the erase spell, by casting the spell on the book itself.
  DECK OF MANy THINGS
  Aura strong (all schools); CL 20th
  Slot none; Weight —
  DESCRIPTION
  A deck of many things (both beneficial and malign) is usually found 
  in a box or leather pouch. Each deck contains a number of cards 
  or plaques made of ivory or vellum. Each is engraved with glyphs, 
  characters, and sigils. As soon as one of these cards is drawn from 
  the pack, its magic is bestowed upon the person who drew it, for 
  better or worse.
  The character with a deck of many things who wishes to draw 
  a card must announce how many cards she will draw before 
  she begins. Cards must be drawn within 1 hour of each other, 
  and a character can never draw from this deck any more cards 
  than she has announced. If the character does not willingly 
  draw her allotted number (or if she is somehow prevented from 
  doing so), the cards flip out of the deck on their own. If the 
  Jester is drawn, the possessor of the deck may elect to draw two 
  additional cards.
  Each time a card is taken from the deck, it is replaced (making it 
  possible to draw the same card twice) unless the draw is the Jester 
  or the Fool, in which case the card is discarded from the pack. 
  A deck of many things contains 22 cards. To simulate the magic 
  cards, you may want to use tarot cards, as indicated in the second 
  column of the accompanying table. If no tarot deck is available, 
  substitute ordinary playing cards instead, as indicated in the third 
  column. The effects of each card, summarized on the table, are 
  fully described below.
  Balance: The character must change to a radically different 
  alignment. If the character fails to act according to the new 
  alignment, she gains a negative level.
  Comet: The character must single-handedly defeat the next hostile 
  monster or monsters encountered, or the benefit is lost. If successful, 
  the character gains enough XP to attain the next experience level.
  Donjon: This card signifies imprisonment—either by the 
  imprisonment spell or by some powerful being. All gear and spells 
  are stripped from the victim in any case. Draw no more cards.
  Euryale: The medusa-like visage of this card brings a curse that 
  only the Fates card or a deity can remove. The –1 penalty on all 
  saving throws is otherwise permanent.
  The Fates: This card enables the character to avoid even an 
  instantaneous occurrence if so desired, for the fabric of reality is 
  unraveled and respun. Note that it does not enable something to 
  happen. It can only stop something from happening or reverse a 
  past occurrence. The reversal is only for the character who drew 
  the card; other party members may have to endure the situation.
  Flames: Hot anger, jealousy, and envy are but a few of the 
  possible motivational forces for the enmity. The enmity of the 
  outsider can’t be ended until one of the parties has been slain. 
  Determine the outsider randomly, and assume that it attacks the 
  character (or plagues her life in some way) within 1d20 days.
  Fool: The payment of XP and the redraw are mandatory. This card 
  is always discarded when drawn, unlike all others except the Jester.
  Gem: This card indicates wealth. The jewelry is all gold set with 
  gems, each piece worth 2,000 gp, and the gems are worth 1,000 
  gp each. 
  Idiot: This card causes the drain of 1d4+1 points of Intelligence 
  immediately. The additional draw is optional.
  Jester: This card is always discarded when drawn, unlike all others 
  except the Fool. The redraws are optional.
  Key: The magic weapon granted must be one usable by the 
  character. It suddenly appears out of nowhere in the character’s hand.
  Knight: The fighter appears out of nowhere and serves loyally 
  until death. He or she is of the same race (or kind) and gender as 
  the character. This fighter can be taken as a cohort by a character 
  with the Leadership feat.
  Moon: This card bears the image of a moonstone gem with the 
  appropriate number of wishes shown as gleams therein; sometimes 
  it depicts a moon with its phase indicating the number of wishes 
  (full = four; gibbous = three; half = two; quarter = one). These wishes 
  are the same as those granted by the 9th-level wizard spell and must 
  be used within a number of minutes equal to the number received.
  Rogue: When this card is drawn, one of the character’s NPC 
  friends (preferably a cohort) is totally alienated and made forever 
  hostile. If the character has no cohorts, the enmity of some 
  powerful personage (or community, or religious order) can be 
  substituted. The hatred is secret until the time is ripe for it to be 
  revealed with devastating effect.
  Ruin: As implied by its name, when this card is drawn, all 
  nonmagical possessions of the drawer are lost.
  Skull: A dread wraith appears. The character must fight it alone—
  if others help, they get dread wraiths to fight as well. If the character 
  is slain, she is slain forever and cannot be revived, even with a wish 
  or a miracle.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703538
  703538
  451462
  451462
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703539
  703539
  451463
  451463
  545
  545
  15
  Magic Items
  Magic Items
  Star: The 2 points are added to any ability the character chooses. 
  They cannot be divided among two abilities. 
  Sun: Roll for a medium wondrous item until a useful item is indicated.
  Talons: When this card is drawn, every magic item owned or 
  possessed by the character is instantly and irrevocably lost, except 
  for the deck.
  Throne: The character becomes a true leader in people’s eyes. The 
  castle gained appears in any open area she wishes (but the decision 
  where to place it must be made within 1 hour).
  Vizier: This card empowers the character drawing it with the 
  one-time ability to call upon a source of wisdom to solve any single 
  problem or answer fully any question upon her request. The query 
  or request must be made within 1 year. Whether the information 
  gained can be successfully acted upon is another matter entirely.
  The Void: This black card spells instant disaster. The character’s 
  body continues to function, as though comatose, but her psyche 
  is trapped in a prison somewhere—in an object on a far plane or 
  planet, possibly in the possession of an outsider. A wish or a miracle 
  does not bring the character back, instead merely revealing the 
  plane of entrapment. Draw no more cards. 
  DESTRUCTION
  The deck of many things can be destroyed by losing it in a wager with 
  a deity of law. The deity must be unaware of the nature of the deck.
  PHILOSOPHER’S STONE
  Aura strong transmutation; CL 20th
  Slot none; Weight 3 lbs.
  DESCRIPTION
  This rare substance appears to be an ordinary, sooty piece of 
  blackish rock. If the stone is broken open (break DC 20), a cavity 
  is revealed at the stone’s heart. This cavity is lined with a magical 
  type of quicksilver that enables any character with at least 10 
  ranks in Craft (alchemy) to transmute base metals (iron and 
  lead) into silver and gold. A single philosopher’s stone can turn up 
  to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 
  1,000 pounds of lead into gold (worth 50,000 gp). However, the 
  quicksilver becomes unstable once the stone is opened and loses 
  its potency within 24 hours, so all transmutations must take place 
  within that period.
  The quicksilver found in the center of the stone may also be put 
  to another use. If mixed with any cure potion while the substance 
  is still potent, it creates a special oil of life that acts as a true 
  resurrection spell for any dead body it is sprinkled upon. 
  DESTRUCTION
  The philosopher’s stone can be destroyed by being placed in the 
  heel of a titan’s boot for at least 1 entire week.
  SPHERE OF ANNIHILATION
  Aura strong transmutation; CL 20th
  Slot none; Weight —
  DESCRIPTION
  A sphere of annihilation is a globe of absolute blackness 2 feet 
  in diameter. Any matter that comes in contact with a sphere is 
  instantly sucked into the void and utterly destroyed. Only the 
  Deck of Many Things
  Plaque 
  Tarot Card 
  Playing Card 
  Summary of Effect
  Balance 
  XI. Justice 
  Two of spades 
  Change alignment instantly.
  Comet 
  Two of swords 
  Two of diamonds 
  Defeat the next monster you meet to gain one level.
  Donjon 
  Four of swords 
  Ace of spades 
  You are imprisoned.
  Euryale 
  Ten of swords 
  Queen of spades 
  –1 penalty on all saving throws henceforth.
  The Fates 
  Three of cups 
  Ace of hearts 
  Avoid any situation you choose, once.
  Flames 
  XV. The Devil 
  Queen of clubs 
  Enmity between you and an outsider.
  Fool 
  0. The Fool 
  Joker (with trademark) 
  Lose 10,000 experience points and you must draw again.
  Gem 
  Seven of cups 
  Two of hearts 
  Gain your choice of 25 pieces of jewelry or 50 gems.
  Idiot 
  Two of pentacles 
  Two of clubs 
  Lose 1d4+1 Intelligence. You may draw again.
  Jester 
  XII. The Hanged Man 
  Joker (without trademark) 
  Gain 10,000 XP or two more draws from the deck.
  Key 
  V. The Hierophant 
  Queen of hearts 
  Gain a major magic weapon.
  Knight 
  Page of swords 
  Jack of hearts 
  Gain the service of a 4th-level fighter.
  Moon 
  XVIII. The Moon 
  Queen of diamonds 
  You are granted 1d4 wishes.
  Rogue 
  Five of swords 
  Jack of spades 
  One of your friends turns against you.
  Ruin 
  XVI. The Tower 
  King of spades 
  Immediately lose all wealth and property.
  Skull 
  XIII. Death 
  Jack of clubs 
  Defeat dread wraith or be forever destroyed.
  Star 
  XVII. The Star 
  Jack of diamonds 
  Immediately gain a +2 inherent bonus to one ability score.
  Sun 
  XIX. The Sun 
  King of diamonds 
  Gain beneficial medium wondrous item and 50,000 XP.
  Talons 
  Queen of pentacles 
  Ace of clubs 
  All magic items you possess disappear permanently.
  Throne 
  Four of wands 
  King of hearts 
  Gain a +6 bonus on Diplomacy checks plus a small castle.
  Vizier 
  IX. The Hermit 
  Ace of diamonds 
  Know the answer to your next dilemma.
  The Void 
  Eight of swords 
  King of clubs 
  Body functions, but soul is trapped elsewhere.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703539
  703539
  451463
  451463
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703540
  703540
  451464
  451464
  546
  546
  direct intervention of a deity can restore an annihilated character.
  A sphere of annihilation is static, resting in some spot as if it 
  were a normal hole. It can be caused to move, however, by mental 
  effort (think of this as a mundane form of telekinesis, too weak 
  to move actual objects but a force to which the sphere, being 
  weightless, is sensitive). A character’s ability to gain control of a 
  sphere of annihilation (or to keep controlling one) is based on the 
  result of a control check against DC 30 (a move action). A control 
  check is 1d20 + character level + character Int modifier. If the 
  check succeeds, the character can move the sphere (perhaps to 
  bring it into contact with an enemy) as a free action.
  Control of a sphere can be established from as far away as 40 
  feet (the character need not approach too closely). Once control is 
  established, it must be maintained by continuing to make control 
  checks (all DC 30) each round. For as long as a character maintains 
  control (does not fail a check) in subsequent rounds, he can control 
  the sphere from a distance of 40 feet + 10 feet per character level. The 
  sphere’s speed in a round is 10 feet + 5 feet for every 5 points by which 
  the character’s control check result in that round exceeded 30.
  If a control check fails, the sphere slides 10 feet in the direction of 
  the character attempting to move it. If two or more creatures vie for 
  control of a sphere of annihilation, the rolls are opposed. If none are 
  successful, the sphere slips toward the one who rolled lowest.
  See also talisman of the sphere. 
  DESTRUCTION
  Should a gate spell be cast upon a sphere of annihilation, there is a 
  50% chance (01–50 on d%) that the spell destroys it, a 35% chance 
  (51–85) that the spell does nothing, and a 15% chance (86–100) 
  that a gap is torn in the spatial fabric, catapulting everything 
  within a 180-foot radius into another plane. If a rod of cancellation 
  touches a sphere of annihilation, they negate each other in a 
  tremendous explosion. Everything within a 60-foot radius takes 
  2d6 × 10 points of damage. Dispel magic and mage’s disjunction 
  have no effect on a sphere.
  STAFF OF THE MAGI
  Aura strong (all schools); CL 20th
  Slot none; Weight 5 lbs.
  DESCRIPTION
  A long wooden staff, shod in iron and inscribed with sigils and 
  runes of all types, this potent artifact contains many spell powers 
  and other functions. Unlike a normal staff, a staff of the magi holds 
  50 charges and cannot be recharged normally. Some of its powers 
  use charges, while others don’t. A staff of the magi does not lose 
  its powers if it runs out of charges. The following powers do not 
  use charges:
  •	 Detect magic
  •	 Enlarge person (Fortitude DC 15 negates)
  •	 Hold portal
  •	 Light
  •	 Mage armor
  •	 Mage hand
  The following powers drain 1 charge per usage:
  •	 Dispel magic
  •	 Fireball (10d6 damage, Reflex DC 17 half)
  •	 Ice storm
  •	 Invisibility
  •	 Knock
  •	 Lightning bolt (10d6 damage, Reflex DC 17 half)
  •	 Passwall
  •	 Pyrotechnics (Will or Fortitude DC 16 negates)
  •	 Wall of fire
  •	 Web
  These powers drain 2 charges per usage:
  •	 Monster summoning IX
  •	 Plane shift (Will DC 21 negates)
  •	 Telekinesis (400 lbs. maximum weight; Will DC 19 negates)
  A staff of the magi gives the wielder spell resistance 23. If 
  this is willingly lowered, however, the staff can also be used to 
  absorb arcane spell energy directed at its wielder, as a rod of 
  absorption does. Unlike the rod, this staff converts spell levels 
  into charges rather than retaining them as spell energy usable by 
  a spellcaster. If the staff absorbs enough spell levels to exceed its 
  limit of 50 charges, it explodes as if a retributive strike had been 
  performed (see below). The wielder has no idea how many spell 
  levels are cast at her, for the staff does not communicate this 
  knowledge as a rod of absorption does. (Thus, absorbing spells can 
  be risky.)
  DESTRUCTION
  A staff of the magi can be broken for a retributive strike. Such an 
  act must be purposeful and declared by the wielder. All charges 
  in the staff are released in a 30-foot spread. All within 10 feet of 
  the broken staff take hit points of damage equal to 8 times the 
  number of charges in the staff, those between 11 feet and 20 
  feet away take points equal to 6 times the number of charges, 
  and those 21 feet to 30 feet distant take 4 times the number of 
  charges. A DC 23 Reflex save reduces damage by half. 
  The character breaking the staff has a 50% chance (01–50 on 
  d%) of traveling to another plane of existence, but if she does not 
  (51–100), the explosive release of spell energy destroys her (no 
  saving throw). 
  TALISMAN OF PURE GOOD
  Aura strong evocation [good]; CL 18th
  Slot none; Weight —
  DESCRIPTION
  A good divine spellcaster who possesses this item can cause 
  a flaming crack to open at the feet of an evil divine spellcaster 
  who is up to 100 feet away. The intended victim is swallowed up 
  forever and sent hurtling to the center of the earth. The wielder of 
  the talisman must be good, and if he is not exceptionally pure in 
  thought and deed, the evil character gains a DC 19 Reflex saving 
  throw to leap away from the crack. Obviously, the target must be 
  standing on solid ground for this item to function. 
  A talisman of pure good has 6 charges. If a neutral (LN, N, CN) 
  divine spellcaster touches one of these stones, he takes 6d6 points 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703540
  703540
  451464
  451464
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703541
  703541
  451465
  451465
  547
  547
  15
  Magic Items
  Magic Items
  of damage per round of contact. If an evil divine spellcaster touches 
  one, he takes 8d6 points of damage per round of contact. All other 
  characters are unaffected by the device. 
  DESTRUCTION
  The talisman of pure good can be destroyed by placing it in the 
  mouth of a holy man who died while committing a truly heinous 
  act of his own free will.
  TALISMAN OF THE SPHERE
  Aura strong transmutation; CL 16th
  Slot none; Weight 1 lb.
  DESCRIPTION
  This small adamantine loop and handle is typically fitted with a 
  fine adamantine chain so that it can be worn about as a necklace. 
  A talisman of the sphere is worse than useless to those unable 
  to cast arcane spells. Characters who cannot cast arcane spells 
  take 5d6 points of damage merely from picking up and holding a 
  talisman of this sort. However, when held by an arcane spellcaster 
  who is concentrating on control of a sphere of annihilation, a 
  talisman of the sphere doubles the character’s modifier on his 
  control check (doubling both his Intelligence bonus and his 
  character level for this purpose).
  If the wielder of a talisman establishes control, he need check 
  for maintaining control only every other round thereafter. If 
  control is not established, the sphere moves toward him. Note 
  that while many spells and effects of cancellation have no effect 
  upon a sphere of annihilation, the talisman’s power of control can 
  be suppressed or canceled. 
  DESTRUCTION
  A talisman of the sphere can only be destroyed by throwing the 
  item into a sphere of annihilation.
  TALISMAN OF ULTIMATE EVIL
  Aura strong evocation [evil]; CL 18th
  Slot none; Weight —
  DESCRIPTION
  An evil divine spellcaster who possesses this item can cause a 
  flaming crack to open at the feet of a good divine spellcaster 
  who is up to 100 feet away. The intended victim is swallowed 
  up forever and sent hurtling to the center of the earth. 
  The wielder of the talisman must be evil, and if she is not 
  exceptionally foul and perverse in the sights of her evil deity, 
  the good character gains a DC 19 Reflex save to leap away from 
  the crack. Obviously, the target must be standing on solid 
  ground for this item to function. 
  A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) 
  divine spellcaster touches one of these stones, she takes 6d6 points 
  of damage per round of contact. If a good divine spellcaster touches 
  one, she takes 8d6 points of damage per round of contact. All other 
  characters are unaffected by the device. 
  DESTRUCTION
  If a talisman of ultimate evil is given to the newborn child of a 
  redeemed villain, it instantly crumbles to dust.
  Major Artifacts
  Major artifacts are unique items—only one of each such item 
  exists. These are the most potent of magic items, capable of 
  altering the balance of a campaign. Unlike all other magic 
  items, major artifacts are not easily destroyed. Each should 
  have only a single, specific means of destruction.
  AxE OF THE DWARVISH LORDS
  Aura strong conjuration and transmutation; CL 20th
  Slot none; Weight 12 lbs.
  DESCRIPTION
  This is a +6 keen throwing goblinoid bane dwarven waraxe. Any 
  dwarf who holds it doubles the range of his or her darkvision. 
  Any nondwarf who grasps the Axe takes 4 points of temporary 
  Charisma damage; these points cannot be healed or restored in 
  any way while the Axe is held. The current owner of the Axe gains 
  a +10 bonus on Craft (armor, jewelry, stonemasonry, traps, and 
  weapons) checks. The wielder of the Axe can summon an elder 
  earth elemental (as summon monster IX; duration 20 rounds) once 
  per week. 
  DESTRUCTION
  The Axe of the Dwarvish Lords rusts away to nothing if it is ever 
  used by a goblin to behead a dwarven king.
  CODEx OF THE INFINITE PLANES
  Aura overwhelming transmutation; CL 30th
  Slot none; Weight 300 lbs.
  DESCRIPTION
  The Codex is enormous—supposedly, it requires two strong 
  men to lift it. No matter how many pages are turned, another 
  always remains. Anyone opening the Codex for the first time is 
  utterly annihilated, as with a destruction spell (Fortitude DC 30). 
  Those who survive can peruse its pages and learn its powers, 
  though not without risk. Each day spent studying the Codex 
  allows the reader to make a Spellcraft check (DC 50) to learn 
  one of its powers (choose the power learned randomly; add a 
  +1 circumstance bonus on the check per additional day spent 
  reading until a power is learned). However, each day of study 
  also forces the reader to make a Will save (DC 30 + 1 per day of 
  study) to avoid being driven insane (as the insanity spell). The 
  powers of the Codex of the Infinite Planes are as follows: astral 
  projection, banishment, elemental swarm, gate, greater planar ally, 
  greater planar binding, plane shift, and soul bind. Each of these 
  spell-like abilities are usable at will by the owner of the Codex 
  (assuming that he or she has learned how to access the power). 
  The Codex of the Infinite Planes has a caster level of 30th for 
  the purposes of all powers and catastrophes, and all saving 
  throw DCs are 20 + spell level. Activating any power requires 
  a Spellcraft check (DC 40 + twice the spell level of the power; 
  the character can’t take 10 on this check). Any failure on either 
  check indicates that a catastrophe befalls the user (roll on 
  the table below for the effect). A character can only incur one 
  catastrophe per power use. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703541
  703541
  451465
  451465
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703542
  703542
  451466
  451466
  548
  548
  d% 
  Catastrophe 
  01–25 
  Natural Fury: An earthquake spell centered on the 
  reader strikes every round for 1 minute, and an 
  intensified storm of vengeance spell is centered and 
  targeted on the reader. 
  26–50 
  Fiendish Vengeance: A gate opens and 1d3+1 balors, 
  pit fiends, or similar evil outsiders step through and 
  attempt to destroy the owner of the Codex. 
  51–75 
  Ultimate Imprisonment: Reader’s soul is captured 
  (as trap the soul; no save allowed) in a random gem 
  somewhere on the plane while his or her body is 
  entombed beneath the earth (as imprisonment). 
  76–100 
  Death: The reader utters a wail of the banshee and 
  then is subject to a destruction spell. This repeats 
  every round for 10 rounds until the reader is dead.
   
  DESTRUCTION
  The Codex of the Infinite Planes is destroyed if one page is torn out 
  and left on each plane in existence. Note that tearing out a page 
  immediately triggers a catastrophe.
  THE ORBS OF DRAGONKIND
  Aura strong enchantment; CL 20th
  Slot none; Weight 5 lbs.
  DESCRIPTION
  Each of these fabled Orbs contains the essence and personality of 
  an ancient dragon of a different variety (one for each of the major 
  ten different chromatic and metallic dragons). The bearer of an 
  Orb can, as a standard action, dominate dragons of its particular 
  variety within 500 feet (as dominate monster), the dragon being 
  forced to make a DC 25 Will save to resist. Spell resistance is not 
  useful against this effect. Each Orb of Dragonkind bestows upon 
  the wielder the AC and saving throw bonuses of the dragon within. 
  These values replace whatever values the character would otherwise 
  have, whether they are better or worse. These values cannot be 
  modified by any means short of ridding the character of the Orb. A 
  character possessing an Orb of Dragonkind is immune to the breath 
  weapon—but only the breath weapon—of the dragon variety keyed 
  to the Orb. Finally, a character possessing an Orb can herself use 
  the breath weapon of the dragon in the Orb three times per day.
  All Orbs of Dragonkind can be used to communicate verbally and 
  visually with the possessors of the other Orbs. The owner of an Orb 
  knows if there are dragons within 10 miles at all times. For dragons of 
  the Orb’s particular variety, the range is 100 miles. If within 1 mile of 
  a dragon of the Orb’s variety, the wielder can determine the dragon’s 
  exact location and age. The bearer of one of these Orbs earns the 
  enmity of dragonkind forever for profiting by draconic enslavement, 
  even if she later loses the item. Each Orb also has an individual power 
  that can be invoked once per round at caster level 10th.
  •	 Black Dragon Orb: Fly.
  •	 Blue Dragon Orb: Haste.
  •	 Brass Dragon Orb: Teleport.
  •	 Bronze Dragon Orb: Scrying (Will DC 18 negates).
  •	 Copper Dragon Orb: Suggestion (Will DC 17 negates).
  •	 Gold Dragon Orb: The owner of the gold Orb can call upon 
  any power possessed by one of the other Orbs—including the 
  dominate and breath weapon abilities but not AC, save bonuses, 
  or breath weapon immunity—but can only use an individual 
  power once per day. She can dominate any other possessor of an 
  Orb within 1 mile (Will DC 23 negates).
  •	 Green Dragon Orb: Spectral hand.
  •	 Red Dragon Orb: Wall of fire.
  •	 Silver Dragon Orb: Cure critical wounds (Will DC 18 half).
  •	 White Dragon Orb: Protection from energy (cold) (Fortitude  
  DC 17 negates)
  DESTRUCTION
  An orb of dragonkind immediately shatters if it is caught in the 
  breath weapon of a dragon who is a blood relative of the dragon 
  trapped within. This causes everyone within 90 feet to be struck by 
  the breath weapon of that dragon, released as the orb explodes.
  THE SHADOWSTAFF
  Aura strong conjuration; CL 20th.
  Slot none; Weight 1 lb.
  DESCRIPTION
  This artifact was crafted ages ago, weaving together wispy strands 
  of shadow into a twisted black staff. The Shadowstaff makes the 
  wielder slightly shadowy and incorporeal, granting him a +4 bonus 
  to AC and on Reflex saves (which stacks with any other bonuses). 
  However, in bright light (such as that of the sun, but not a torch) 
  or in absolute darkness, the wielder takes a –2 penalty on all attack 
  rolls, saves, and checks. The Shadowstaff also has these powers.
  •	 Summon Shadows: Three times per day the staff may summon 
  2d4 shadows. Immune to turning, they serve the wielder as if 
  called by a summon monster V spell cast at 20th level.
  •	 Summon Nightshade: Once per month, the staff can summon an 
  advanced shadow demon that serves the wielder as if called by a 
  summon monster IX spell cast at 20th level.
  •	 Shadow Form: Three times per day the wielder can become a living 
  shadow, with all the movement powers granted by gaseous form. 
  •	 Shadow Bolt: Three times per day the staff can project a ray 
  attack that deals 10d6 points of cold damage to a single target. 
  The shadow bolt has a range of 100 feet. 
  DESTRUCTION
  The Shadowstaff fades away to nothingness if it is exposed to true 
  sunlight for a continuous 24 hour period.
  mAgiC item CreAtiON
  To create magic items, spellcasters use special feats which 
  allow them to invest time and money in an item’s creation. 
  At the end of this process, the spellcaster must make a single 
  skill check (usually Spellcraft, but sometimes another skill) to 
  finish the item. If an item type has multiple possible skills, you 
  choose which skill to make the check with. The DC to create 
  a magic item is 5 + the caster level for the item. Failing this 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703542
  703542
  451466
  451466
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703543
  703543
  451467
  451467
  549
  549
  15
  Magic Items
  Magic Items
  check means that the item does not function and the materials 
  and time are wasted. Failing this check by 5 or more results in 
  a cursed item (see Cursed Items for more information).
  Note that all items have prerequisites in their descriptions. 
  These prerequisites must be met for the item to be created. 
  Most of the time, they take the form of spells that must be 
  known by the item’s creator (although access through another 
  magic item or spellcaster is allowed). The DC to create a magic 
  item increases by +5 for each prerequisite the caster does not 
  meet. The only exception to this is the requisite item creation 
  feat, which is mandatory. In addition, you cannot create spell-
  trigger and spell-completion magic items without meeting 
  their spell prerequisites.
  While item creation costs are handled in detail below, note 
  that normally the two primary factors are the caster level of 
  the creator and the level of the spell or spells put into the 
  item. A creator can create an item at a lower caster level than 
  her own, but never lower than the minimum level needed to 
  cast the needed spell. Using metamagic feats, a caster can 
  place spells in items at a higher level than normal.
  Magic supplies for items are always half of the base price 
  in gp. For many items, the market price equals the base price. 
  Armor, shields, weapons, and items with value independent 
  of their magically enhanced properties add their item cost to 
  the market price. The item cost does not influence the base 
  price (which determines the cost of magic supplies), but it 
  does increase the final market price.
  In addition, some items cast or replicate spells with 
  costly material components. For these items, the market 
  price equals the base price plus an extra price for the spell 
  component costs. The cost to create these items is the magic 
  supplies cost plus the costs for the components. Descriptions 
  of these items include an entry that gives the total cost of 
  creating the item.
  The creator also needs a fairly quiet, comfortable, and well-
  lit place in which to work. Any place suitable for preparing 
  spells is suitable for making items. Creating an item requires 
  8 hours of work per 1,000 gp in the item’s base price (or 
  fraction thereof), with a minimum of at least 8 hours. Potions 
  and scrolls are an exception to this rule; they can take as little 
  as 2 hours to create (if their base price is 250 gp or less). Scrolls 
  and potions whose base price is more than 250 gp, but less 
  than 1,000 gp, take 8 hours to create, just like any other magic 
  item. The character must spend the gold at the beginning of 
  the construction process. Regardless of the time needed for 
  construction, a caster can create no more than one magic item 
  per day. This process can be accelerated to 4 hours of work 
  per 1,000 gp in the item’s base price (or fraction thereof) by 
  increasing the DC to create the item by +5.
  The caster can work for up to 8 hours each day. He cannot 
  rush the process by working longer each day, but the days need 
  not be consecutive, and the caster can use the rest of his time as 
  he sees fit. If the caster is out adventuring, he can devote 4 hours 
  each day to item creation, although he nets only 2 hours’ worth 
  of work. This time is not spent in one continuous period, but 
  rather during lunch, morning preparation, and during watches 
  at night. If time is dedicated to creation, it must be spent in 
  uninterrupted 4-hour blocks. This work is generally done in a 
  controlled environment, where distractions are at a minimum, 
  such as a laboratory or shrine. Work that is performed in 
  a distracting or dangerous environment nets only half the 
  amount of progress (just as with the adventuring caster).
  A character can work on only one item at a time. If a 
  character starts work on a new item, all materials used on the 
  under-construction item are wasted.
  Magic Item Gold Piece Values
  Many factors must be considered when determining the price 
  of new magic items. The easiest way to come up with a price 
  is to compare the new item to an item that is already priced, 
  using that price as a guide. Otherwise, use the guidelines 
  summarized on Table 15–29.
  Multiple Similar Abilities: For items with multiple similar 
  abilities that don’t take up space on a character’s body, use 
  the following formula: Calculate the price of the single most 
  costly ability, then add 75% of the value of the next most costly 
  ability, plus 1/2 the value of any other abilities.
  Multiple Different Abilities: Abilities such as an attack 
  roll bonus or saving throw bonus and a spell-like function 
  are not similar, and their values are simply added together 
  to determine the cost. For items that take up a space on a 
  character’s body, each additional power not only has no 
  discount but instead has a 50% increase in price.
  0-Level Spells: When multiplying spell levels to determine 
  value, 0-level spells should be treated as 1/2 level.
  Other Considerations: Once you have a cost figure, reduce 
  that number if either of the following conditions applies:
  Item Requires Skill to Use: Some items require a specific skill 
  to get them to function. This factor should reduce the cost 
  about 10%.
  Item Requires Specific Class or Alignment to Use: Even more 
  restrictive than requiring a skill, this limitation cuts the price 
  by 30%.
  Prices presented in the magic item descriptions (the gold 
  piece value following the item’s slot) are the market value, which 
  is generally twice what it costs the creator to make the item.
  Since different classes get access to certain spells at 
  different levels, the prices for two characters to make the same 
  item might actually be different. An item is only worth two 
  times what the caster of the lowest possible level can make it 
  for. Calculate the market price based on the lowest possible 
  level caster, no matter who makes the item.
  Not all items adhere to these formulas. First and foremost, 
  these few formulas aren’t enough to truly gauge the exact 
  differences between items. The price of a magic item may 
  be modified based on its actual worth. The formulas only 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703543
  703543
  451467
  451467
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703544
  703544
  451468
  451468
  550
  550
  provide a starting point. The pricing of scrolls assumes that, 
  whenever possible, a wizard or cleric created it. Potions and 
  wands follow the formulas exactly. Staves follow the formulas 
  closely, and other items require at least some judgment calls.
  Creating Magic Armor
  To create magic armor, a character needs a heat source and some 
  iron, wood, or leatherworking tools. He also needs a supply of 
  materials, the most obvious being the armor or the pieces of 
  the armor to be assembled. Armor to be made into magic armor 
  must be masterwork armor, and the masterwork cost is added 
  to the base price to determine final market value. Additional 
  magic supply costs for the materials are subsumed in the cost 
  for creating the magic armor—half the base price of the item.
  Creating magic armor has a special prerequisite: The 
  creator’s caster level must be at least three times the 
  enhancement bonus of the armor. If an item has both an 
  enhancement bonus and a special ability, the higher of the 
  two caster level requirements must be met. Magic armor or 
  a magic shield must have at least a +1 enhancement bonus to 
  have any armor or shield special abilities.
  If spells are involved in the prerequisites for making the armor, 
  the creator must have prepared the spells to be cast (or must know 
  the spells, in the case of a sorcerer or bard) and must provide any 
  material components or focuses the spells require. The act of 
  working on the armor triggers the prepared spells, making them 
  unavailable for casting during each day of the armor’s creation. 
  (That is, those spell slots are expended from the caster’s currently 
  prepared spells, just as if they had been cast.)
  Creating some armor may entail other prerequisites 
  beyond or other than spellcasting. See the individual 
  descriptions for details.
  Table 15–29: Estimating Magic Item Gold Piece Values
  Effect  
  Base Price  
  Example
  Ability bonus (enhancement)  
  Bonus squared x 1,000 gp  
  Belt of incredible dexterity +2
  Armor bonus (enhancement)  
  Bonus squared x 1,000 gp  
  +1 chainmail
  Bonus spell  
  Spell level squared x 1,000 gp  
  Pearl of power
  AC bonus (deflection)  
  Bonus squared x 2,000 gp  
  Ring of protection +3
  AC bonus (other)1  
  Bonus squared x 2,500 gp  
  Ioun stone (dusty rose prism)
  Natural armor bonus (enhancement)  
  Bonus squared x 2,000 gp  
  Amulet of natural armor +1
  Save bonus (resistance)  
  Bonus squared x 1,000 gp  
  Cloak of resistance +5
  Save bonus (other)1  
  Bonus squared x 2,000 gp  
  Stone of good luck
  Skill bonus (competence)  
  Bonus squared x 100 gp  
  Cloak of elvenkind
  Spell resistance  
  10,000 gp per point over SR 12; SR 13 minimum 
  Mantle of spell resistance
  Weapon bonus (enhancement)  
  Bonus squared x 2,000 gp  
  +1 longsword
  Spell Effect  
  Base Price  
  Example
  Single use, spell completion  
  Spell level x caster level x 25 gp  
  Scroll of haste
  Single use, use-activated  
  Spell level x caster level x 50 gp  
  Potion of cure light wounds
  50 charges, spell trigger  
  Spell level x caster level x 750 gp  
  Wand of fireball
  Command word  
  Spell level x caster level x 1,800 gp  
  Cape of the mountebank
  Use-activated or continuous  
  Spell level x caster level x 2,000 gp2  
  Lantern of revealing
  Special  
  Base Price Adjustment  
  Example
  Charges per day  
  Divide by (5 divided by charges per day)  
  Boots of teleportation
  No space limitation3  
  Multiply entire cost by 2  
  Ioun stone
  Multiple different abilities  
  Multiply lower item cost by 1.5  
  Helm of brilliance
  Charged (50 charges)  
  1/2 unlimited use base price  
  Ring of the ram
  Component  
  Extra Cost  
  Example
  Armor, shield, or weapon  
  Add cost of masterwork item  
  +1 composite longbow
  Spell has material component cost  
  Add directly into price of item per charge4  
  Wand of stoneskin
  Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
  1  Such as a luck, insight, sacred, or profane bonus.
  2  If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of 
  the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 
  24-hour duration or greater, divide the cost in half.
  3  An item that does not take up one of the spaces on a body costs double.
  4  If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it 
  had 50 charges.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703544
  703544
  451468
  451468
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703545
  703545
  451469
  451469
  551
  551
  15
  Magic Items
  Magic Items
  Crafting magic armor requires one day for each 1,000 gp 
  value of the base price.
  Item Creation Feat Required: Craft Magic Arms and Armor.
  Skill Used in Creation: Spellcraft or Craft (armor).
  Creating Magic Weapons
  To create a magic weapon, a character needs a heat source 
  and some iron, wood, or leatherworking tools. She also 
  needs a supply of materials, the most obvious being the 
  weapon or the pieces of the weapon to be assembled. Only 
  a masterwork weapon can become a magic weapon, and the 
  masterwork cost is added to the total cost to determine 
  final market value. Additional magic supplies costs for the 
  materials are subsumed in the cost for creating the magic 
  weapon—half the base price of the item based upon the 
  item’s total effective bonus.
  Creating a magic weapon has a special prerequisite: 
  The creator’s caster level must be at least three times the 
  enhancement bonus of the weapon. If an item has both an 
  enhancement bonus and a special ability, the higher of the 
  two caster level requirements must be met. A magic weapon 
  must have at least a +1 enhancement bonus to have any melee 
  or ranged special weapon abilities.
  If spells are involved in the prerequisites for making the 
  weapon, the creator must have prepared the spells to be cast 
  (or must know the spells, in the case of a sorcerer or bard) but 
  need not provide any material components or focuses the 
  spells require. The act of working on the weapon triggers the 
  prepared spells, making them unavailable for casting during 
  each day of the weapon’s creation. (That is, those spell slots are 
  expended from the caster’s currently prepared spells, just as if 
  they had been cast.)
  At the time of creation, the creator must decide if the 
  weapon glows or not as a side-effect of the magic imbued 
  within it. This decision does not affect the price or the 
  creation time, but once the item is finished, the decision 
  is binding.
  Creating magic double-headed weapons is treated as 
  creating two weapons when determining cost, time, XP, and 
  special abilities.
  Creating some weapons may entail other prerequisites 
  beyond or other than spellcasting. See the individual 
  descriptions for details.
  Crafting a magic weapon requires 1 day for each 1,000 gp 
  value of the base price.
  Item Creation Feat Required: Craft Magic Arms and Armor.
  Skill Used in Creation: Spellcraft, Craft (bows) (for magic 
  bows and arrows), or Craft (weapons) (for all other weapons).
  Creating Potions
  The creator of a potion needs a level working surface and 
  at least a few containers in which to mix liquids, as well 
  as a source of heat to boil the brew. In addition, he needs 
  ingredients. The costs for materials and ingredients are 
  subsumed in the cost for brewing the potion: 25 gp × the 
  level of the spell × the level of the caster.
  All ingredients and materials used to brew a potion must 
  be fresh and unused. The character must pay the full cost 
  for brewing each potion. (Economies of scale do not apply.)
  The imbiber of the potion is both the caster and the target. 
  Spells with a range of personal cannot be made into potions.
  The creator must have prepared the spell to be placed in 
  the potion (or must know the spell, in the case of a sorcerer or 
  bard) and must provide any material component or focus the 
  spell requires.
  Material components are consumed when he begins 
  working, but a focus is not. (A focus used in brewing a potion 
  can be reused.) The act of brewing triggers the prepared spell, 
  making it unavailable for casting until the character has 
  rested and regained spells. (That is, that spell slot is expended 
  from the caster’s currently prepared spells, just as if it had 
  been cast.) Brewing a potion requires 1 day.
  Item Creation Feat Required: Brew Potion.
  Skill Used in Creation: Spellcraft or Craft (alchemy)
  Creating Rings
  To create a magic ring, a character needs a heat source. He 
  also needs a supply of materials, the most obvious being a 
  ring or the pieces of the ring to be assembled. The cost for 
  the materials is subsumed in the cost for creating the ring. 
  Ring costs are difficult to determine. Refer to Table 15–29 and 
  use the ring prices in the ring descriptions as a guideline. 
  Creating a ring generally costs half the ring’s market price.
  Rings that duplicate spells with costly material components 
  add in the value of 50 × the spell’s component cost. Having 
  a spell with a costly component as a prerequisite does not 
  automatically incur this cost. The act of working on the ring 
  triggers the prepared spells, making them unavailable for 
  casting during each day of the ring’s creation. (That is, those 
  spell slots are expended from the caster’s currently prepared 
  spells, just as if they had been cast.)
  Creating some rings may entail other prerequisites beyond 
  or other than spellcasting. See the individual descriptions 
  for details.
  Potion Base Costs (By Brewer’s Class)
  Spell 
  Cleric, Druid, 
   
   
  Paladin,
  Level 
  Wizard 
  Sorcerer 
  Bard 
  Ranger*
  0  
  25 gp 
  25 gp 
  25 gp 
  —
  1st 
  50 gp 
  50 gp 
  50 gp 
  50 gp
  2nd 
  300 gp 
  400 gp 
  400 gp 
  400 gp
  3rd 
  750 gp 
  900 gp 
  1,050 gp 
  1,050 gp
  * Caster level is equal to class level –3.
  Prices assume that the potion was made at the minimum 
  caster level. The cost to create a potion is half the base price.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703545
  703545
  451469
  451469
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703546
  703546
  451470
  451470
  552
  552
  Forging a ring requires 1 day for each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Forge Ring.
  Skill Used in Creation: Spellcraft or Craft (jewelry).
  Creating Rods
  To create a magic rod, a character needs a supply of 
  materials, the most obvious being a rod or the pieces of the 
  rod to be assembled. The cost for the materials is subsumed 
  in the cost for creating the rod. Rod costs are difficult to 
  determine. Refer to Table 15–29 and use the rod prices in the 
  rod descriptions as a guideline. Creating a rod costs half the 
  market value listed.
  If spells are involved in the prerequisites for making the rod, 
  the creator must have prepared the spells to be cast (or must 
  know the spells, in the case of a sorcerer or bard) but need not 
  provide any material components or focuses the spells require. 
  The act of working on the rod triggers the prepared spells, 
  making them unavailable for casting during each day of the 
  rod’s creation. (That is, those spell slots are expended from the 
  caster’s currently prepared spells, just as if they had been cast.)
  Creating some rods may entail other prerequisites beyond 
  or other than spellcasting. See the individual descriptions 
  for details.
  Crafting a rod requires 1 day for each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Craft Rod.
  Skill Used in Creation: Spellcraft, Craft (jewelry), Craft 
  (sculptures), or Craft (weapons).
  Creating Scrolls
  To create a scroll, a character needs a supply of choice writing 
  materials, the cost of which is subsumed in the cost for 
  scribing the scroll: 12.5 gp × the level of the spell × the level 
  of the caster.
  All writing implements and materials used to scribe a scroll 
  must be fresh and unused. A character must pay the full cost 
  for scribing each spell scroll no matter how many times she 
  previously has scribed the same spell.
  The creator must have prepared the spell to be scribed 
  (or must know the spell, in the case of a sorcerer or bard) 
  and must provide any material component or focus the 
  spell requires. A material component is consumed when 
  she begins writing, but a focus is not. (A focus used in 
  scribing a scroll can be reused.) The act of writing triggers 
  the prepared spell, making it unavailable for casting until 
  the character has rested and regained spells. (That is, that 
  spell slot is expended from the caster’s currently prepared 
  spells, just as if it had been cast.)
  Scribing a scroll requires 1 day per 1,000 gp of the base price. 
  Although an individual scroll might contain more than one 
  spell, each spell must be scribed as a separate effort, meaning 
  that no more than 1 spell can be scribed in a day.
  Item Creation Feat Required: Scribe Scroll.
  Skill Used in Creation: Spellcraft, Craft (calligraphy), or 
  Profession (scribe).
  Creating Staves
  To create a magic staff, a character needs a supply of 
  materials, the most obvious being a staff or the pieces of the 
  staff to be assembled.
  The materials cost is subsumed in the cost of creation: 400 
  gp × the level of the highest-level spell × the level of the caster, 
  plus 75% of the value of the next most costly ability (300 gp × the 
  level of the spell × the level of the caster), plus 1/2 the value of 
  any other abilities (200 gp × the level of the spell × the level of  
  the caster). Staves are always fully charged (10 charges)  
  when created.
  If desired, a spell can be placed into the staff at less than the 
  normal cost, but then activating that particular spell drains 
  additional charges from the staff. Divide the cost of the spell 
  by the number of charges it consumes to determine its final 
  price. Note that this does not change the order in which the 
  spells are priced (the highest level spell is still priced first, 
  Scroll Base Costs (By Scriber’s Class)
  Spell Level 
  Cleric, Druid, Wizard 
  Sorcerer 
  Bard 
  Paladin, Ranger*
  0  
  12 gp 5 sp 
  12 gp 5 sp 
  12 gp 5 sp 
  —
  1st 
  25 gp 
  25 gp 
  25 gp 
  25 gp
  2nd 
  150 gp 
  200 gp 
  200 gp 
  200 gp
  3rd 
  375 gp 
  450 gp 
  525 gp 
  525 gp
  4th 
  700 gp 
  800 gp 
  1,000 gp 
  1,000 gp
  5th 
  1,125 gp 
  1,250 gp 
  1,625 gp 
  —
  6th 
  1,650 gp 
  1,800 gp 
  2,400 gp 
  —
  7th 
  2,275 gp 
  2,450 gp 
  — 
  —
  8th 
  3,000 gp 
  3,200 gp 
  — 
  —
  9th 
  3,825 gp 
  4,050 gp 
  — 
  —
  * Caster level is equal to class level –3.
  Prices assume that the scroll was made at the minimum caster level. The cost to create a scroll is half the base price.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703546
  703546
  451470
  451470
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703547
  703547
  451471
  451471
  553
  553
  15
  Magic Items
  Magic Items
  even if it requires more than one charge to activate). The caster 
  level of all spells in a staff must be the same, and no staff can 
  have a caster level of less than 8th, even if all the spells in the 
  staff are low-level spells.
  The creator must have prepared the spells to be stored (or 
  must know the spells, in the case of a sorcerer or bard) and 
  must provide any focus the spells require as well as material 
  component costs sufficient to activate the spell 50 times 
  (divide this amount by the number of charges one use of the 
  spell expends). Material components are consumed when he 
  begins working, but focuses are not. (A focus used in creating 
  a staff can be reused.) The act of working on the staff triggers 
  the prepared spells, making them unavailable for casting 
  during each day of the staff ’s creation. (That is, those spell 
  slots are expended from the caster’s currently prepared spells, 
  just as if they had been cast.)
  Creating a few staves may entail other prerequisites beyond 
  spellcasting. See the individual descriptions for details.
  Crafting a staff requires 1 day for each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Craft Staff.
  Skill Used in Creation: Spellcraft, Craft (jewelry), Craft 
  (sculptures), or Profession (woodcutter).
  Creating Wands
  To create a magic wand, a character needs a small supply of 
  materials, the most obvious being a baton or the pieces of the 
  wand to be assembled. The cost for the materials is subsumed 
  in the cost for creating the wand: 375 gp × the level of the spell 
  × the level of the caster. Wands are always fully charged (50 
  charges) when created.
  The creator must have prepared the spell to be stored (or 
  must know the spell, in the case of a sorcerer or bard) and must 
  provide any focuses the spell requires. Fifty of each needed 
  material component are required (one for each charge). Material 
  components are consumed when work begins, but focuses are 
  not. A focus used in creating a wand can be reused. The act of 
  working on the wand triggers the prepared spell, making it 
  unavailable for casting during each day devoted to the wand’s 
  creation. (That is, that spell slot is expended from the caster’s 
  currently prepared spells, just as if it had been cast.)
  Crafting a wand requires 1 day per each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Craft Wand.
  Skill Used in Creation: Spellcraft, Craft (jewelry), Craft 
  (sculptures), or Profession (woodcutter).
  Creating Wondrous Items
  To create a wondrous item, a character usually needs some 
  sort of equipment or tools to work on the item. She also 
  needs a supply of materials, the most obvious being the 
  item itself or the pieces of the item to be assembled. The 
  cost for the materials is subsumed in the cost for creating 
  the item. Wondrous item costs are difficult to determine. 
  Refer to Table 15–29 and use the item prices in the item 
  descriptions as a guideline. Creating an item costs half the 
  market value listed.
  If spells are involved in the prerequisites for making the 
  item, the creator must have prepared the spells to be cast (or 
  must know the spells, in the case of a sorcerer or bard) but 
  need not provide any material components or focuses the 
  spells require. The act of working on the item triggers the 
  prepared spells, making them unavailable for casting during 
  each day of the item’s creation. (That is, those spell slots are 
  expended from the caster’s currently prepared spells, just as 
  if they had been cast.)
  Creating some items may entail other prerequisites beyond 
  or other than spellcasting. See the individual descriptions 
  for details.
  Crafting a wondrous item requires 1 day for each 1,000 gp 
  of the base price.
  Item Creation Feat Required: Craft Wondrous Item.
  Skill Used In Creation: Spellcraft or an applicable Craft or 
  Profession skill check.
  Adding New Abilities
  Sometimes, lack of funds or time make it impossible for a 
  magic item crafter to create the desired item from scratch. 
  Fortunately, it is possible to enhance or build upon an existing 
  magic item. Only time, gold, and the various prerequisites 
  required of the new ability to be added to the magic item 
  restrict the type of additional powers one can place.
  The cost to add additional abilities to an item is the same as 
  if the item was not magical, less the value of the original item. 
  Thus, a +1 longsword can be made into a +2 vorpal longsword, 
  with the cost to create it being equal to that of a +2 vorpal sword 
  minus the cost of a +1 longsword.
  If the item is one that occupies a specific place on a 
  character’s body, the cost of adding any additional ability to 
  that item increases by 50%. For example, if a character adds 
  the power to confer invisibility to her ring of protection +2, the 
  cost of adding this ability is the same as for creating a ring of 
  invisibility multiplied by 1.5.    
  Wand Base Costs (By Crafter’s Class)
  Spell 
  Cleric, Druid, 
   
   
  Paladin,
  Level 
  Wizard 
  Sorcerer 
  Bard 
  Ranger*
  0  
  375 gp 
  375 gp 
  375 gp 
  —
  1st 
  750 gp 
  750 gp 
  750 gp 
  750 gp
  2nd 
  4,500 gp 
  6,000 gp 
  6,000 gp 
  6,000 gp
  3rd 
  11,250 gp 
  13,500 gp 15,750 gp 
  15,750 gp
  4th 
  21,000 gp 24,000 gp 30,000 gp 30,000 gp
  * Caster level is equal to class level –3.
  Prices assume that the wand was made at the minimum caster 
  level. The cost to create a wand is half the base price.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703547
  703547
  451471
  451471
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703548
  703548
  451472
  451472
  554
  554
  field). A supernatural ability’s effect cannot be dispelled 
  and is not subject to counterspells. See Table 16–1 for a 
  summary of the types of special abilities.
  Ability Score Bonuses
  Some spells and abilities increase your ability scores. 
  Ability score increases with a duration of 1 day or less give 
  only temporary bonuses. For every two points of i ncrease to 
  a single ability, apply a +1 bonus to the skills and s tatistics 
  listed with the relevant ability.
  Strength: Temporary increases to your Strength 
  score give you a bonus on Strength-based skill checks, 
  melee attack rolls, and weapon damage rolls (if they rely 
  on Strength). The bonus also applies to your Combat 
  Maneuver Bonus (if you are Small or larger) and to your 
  Combat Maneuver Defense.
  Dexterity: Temporary increases to your Dexterity score 
  give you a bonus on Dexterity-based skill checks, ranged 
  attack rolls, initiative checks, and Reflex saving throws. 
  The bonus also applies to your Armor Class, your Combat 
  Maneuver Bonus (if you are Tiny or smaller), and your 
  Combat Maneuver Defense.
  T
  he following appendices contain rules on special 
  abilities and conditions, as well as a recommended 
  reading for those seeking further inspiration.
  AppeNdix 1: speCiAL ABiLities
  The following special abilities include rules commonly 
  used by a number of creatures, spells, and traps.
  Extraordinary Abilities (Ex): Extraordinary abilities 
  are nonmagical. They are, however, not something that 
  just anyone can do or even learn to do without extensive 
  training. Effects or areas that suppress or negate magic 
  have no effect on extraordinary abilities.
  Spell-Like Abilities (Sp): Spell-like abilities, as the 
  name implies, are magical abilities that are very much like 
  spells. Spell-like abilities are subject to spell resistance and 
  dispel magic. They do not function in areas where magic is 
  suppressed or negated (such as an antimagic field). Spell-like 
  abilities can be dispelled and counterspelled as normal.
  Supernatural Abilities (Su): Supernatural abilities are 
  magical but not spell-like. Supernatural abilities are not 
  subject to spell resistance and do not function in areas 
  where magic is suppressed or negated (such as an a ntimagic 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703548
  703548
  451472
  451472
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703549
  703549
  451473
  451473
  555
  555
  Appendices
  Appendices
  Constitution: Temporary increases to your Constitution 
  score give you a bonus on your Fortitude saving throws. In 
  a ddition, multiply your total Hit Dice by this bonus and 
  add that amount to your current and total hit points. When 
  the bonus ends, remove this total from your current and 
  total hit points.
  Intelligence: Temporary increases to your Intelligence 
  score give you a bonus on Intelligence-based skill checks. 
  This b onus also applies to any spell DCs based on 
  Intelligence.
  Wisdom: Temporary increases to your Wisdom score 
  give you a bonus on Wisdom-based skill checks and Will 
  saving throws. This bonus also applies to any spell DCs 
  based on Wisdom.
  Charisma: Temporary increases to your Charisma score 
  give you a bonus on Charisma-based skill checks. This 
  bonus also applies to any spell DCs based on Charisma and 
  the DC to resist your channeled energy.
  Permanent Bonuses: Ability bonuses with a duration 
  greater than 1 day a ctually increase the relevant ability 
  score after 24 hours. Modify all skills and statistics related 
  to that ability. This might cause you to gain skill points, 
  hit points, and other bonuses. These bonuses should be 
  noted separately in case they are removed.
  Ability Score Damage, Penalty, and Drain
  Diseases, poisons, spells, and other abilities can all deal 
  damage directly to your ability scores. This damage does 
  not actually reduce an ability, but it does apply a p enalty to 
  the skills and statistics that are based on that ability.
  For every 2 points of damage you take to a single ability, 
  apply a –1 penalty to skills and statistics listed with the 
  relevant ability. If the amount of ability damage you have 
  taken equals or exceeds your ability score, you immediately 
  fall unconscious until the damage is less than your ability 
  score. The only exception to this is your Constitution score. 
  If the damage to your Constitution is equal to or greater 
  than your Constitution score, you die. Unless otherwise 
  noted, damage to your ability scores is healed at the rate 
  of 1 per day to each ability score that has been damaged. 
  Ability damage can be healed through the use of spells, 
  such as lesser restoration. 
  Some spells and abilities cause you to take an a bility 
  penalty for a limited amount of time. While in effect, these 
  penalties function just like ability damage, but they cannot 
  cause you to fall unconscious or die. In essence, penalties 
  cannot decrease your ability score to less than 1.
  Strength: Damage to your Strength score causes you to 
  take penalties on Strength-based skill checks, m elee attack 
  rolls, and weapon damage rolls (if they rely on Strength). 
  The penalty also applies to your Combat Maneuver Bonus 
  (if you are Small or larger) and your Combat Maneuver 
  Defense.
  Dexterity: Damage to your Dexterity score causes you 
  to take penalties on Dexterity-based skill checks, ranged 
  attack rolls, initiative checks, and Reflex saving throws. 
  The penalty also applies to your Armor Class, your Combat 
  Maneuver Bonus (if you are Tiny or smaller), and to your 
  Combat Maneuver Defense.
  Constitution: Damage to your Constitution score causes 
  you to take penalties on your Fortitude saving throws. 
  In addition, multiply your total Hit Dice by this penalty 
  and subtract that amount from your current and total hit 
  points. Lost hit points are restored when the damage to 
  your Constitution is healed.
  Intelligence: Damage to your Intelligence score causes 
  you to take penalties on Intelligence-based skill checks. This 
  penalty also applies to any spell DCs based on Intelligence.
  Wisdom: Damage to your Wisdom score causes you to 
  take penalties on Wisdom-based skill checks and Will 
  saving throws. This penalty also applies to any spell DCs 
  based on Wisdom.
  Charisma: Damage to your Charisma score causes you 
  to take penalties on Charisma-based skill checks. This 
  penalty also applies to any spell DCs based off Charisma 
  and the DC to resist your channeled energy.
  Ability Drain: Ability drain actually reduces the relevant 
  ability score. Modify all skills and statistics related to that 
  ability. This might cause you to lose skill points, hit points, 
  and other bonuses. Ability drain can be healed through 
  the use of spells such as restoration.
  Afflictions
  From curses to poisons to diseases, there are a n umber 
  of aff lictions that can affect a creature. While each of 
  these aff lictions has a different effect, they all f unction 
  u sing the same basic system. All aff lictions grant a 
  s aving throw when they are contracted. If successful, the 
  c reature does not suffer from the aff liction and does not 
  need to make any further rolls. If the saving throw is 
  Table 16–1: Special Ability Types
    
  Extraordinary 
  Spell-Like Supernatural
  Dispel 
  No 
  Yes 
  No
  Spell resistance 
  No 
  Yes 
  No
  Antimagic field 
  No 
  Yes 
  Yes
  Attack of opportunity 
  No 
  Yes 
  No
  Dispel: Can dispel magic and similar spells dispel the effects of 
  abilities of that type?
  Spell Resistance: Does spell resistance protect a creature from 
  these abilities?
  Antimagic Field: Does an antimagic field or similar magic 
  suppress the ability?
  Attack of Opportunity: Does using the ability provoke attacks 
  of opportunity the way that casting a spell does?
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703549
  703549
  451473
  451473
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703550
  703550
  451474
  451474
  556
  556
  a failure, the c reature falls victim to the aff liction and 
  must deal with its effects.
  Afflictions require a creature to make a saving throw 
  after a period of time to avoid taking certain penalties. 
  With most afflictions, if a number of saving throws are 
  made consecutively, the affliction is removed and no 
  further saves are necessary. Some afflictions, usually 
  supernatural ones, cannot be cured through s aving throws 
  alone and require the aid of powerful m agic to remove. 
  Each a ffliction is presented as a short block of i nformation 
  to help you better adjudicate its results. 
  Name: This is the name of the affliction. 
  Type: This is the type of the affliction, such as curse, 
  disease, or poison. It might also include the means by which 
  it is contracted, such as contact, ingestion, inhalation, 
  injury, spell, or trap.
  Save: This gives the type of save necessary to avoid 
  contracting the affliction, as well as the DC of that save. 
  Unless otherwise noted, this is also the save to avoid the 
  affliction’s effects once it is contracted, as well as the DC 
  of any caster level checks needed to end the affliction 
  through magic, such as remove curse or neutralize poison.
  Onset: Some afflictions have a variable amount of time 
  before they set in. Creatures that come in contact with an 
  affliction with an onset time must make a saving throw 
  immediately. Success means that the affliction is avoided 
  and no further saving throws must be made. Failure 
  means that the creature has contracted the affliction and 
  must begin making additional saves after the onset period 
  has elapsed. The affliction’s effect does not occur until 
  after the onset period has elapsed and then only if further 
  saving throws are failed.
  Frequency: This is how often the periodic saving throw 
  must be attempted after the affliction has been contracted 
  (after the onset time, if the affliction has any). While some 
  afflictions last until they are cured, others end prematurely, 
  even if the character is not cured through other means. If an 
  affliction ends after a set amount of time, it will be noted in 
  the frequency. For example, a disease with a frequency of “1/
  day” lasts until cured, but a poison with a frequency of “1/
  round for 6 rounds” ends after 6 rounds have passed.
  Afflictions without a frequency occur only once, 
  immediately upon contraction (or after the onset time if 
  one is listed). 
  Effect: This is the effect that the character suffers each 
  time if he fails his saving throw against the affliction. Most 
  afflictions cause ability damage or hit point damage. These 
  effects are cumulative, but they can be cured normally. 
  Other afflictions cause the creature to take penalties or 
  other effects. These effects are sometimes cumulative, 
  with the rest only affecting the creature if it failed its most 
  recent save. Some afflictions have different effects after the 
  first save is failed. These afflictions have an initial effect, 
  which occurs when the first save is failed, and a secondary 
  effect, when additional saves are failed, as noted in the text. 
  Hit point and ability score damage caused by an affliction 
  cannot be healed naturally while the affliction persists.
  Cure: This tells you how the affliction is cured. 
  Commonly, this is a number of saving throws that must 
  be made consecutively. Even if the affliction has a limited 
  frequency, it might be cured prematurely if enough saving 
  throws are made. Hit point damage and ability score damage 
  is not removed when an affliction is cured. Such damage 
  must be healed normally. Afflictions without a cure entry 
  can only be cured through powerful spells, such as neutralize 
  poison and remove curse. No matter how many saving throws 
  are made, these afflictions continue to affect the target. 
  Example: Valeros has been exposed to the red ache 
  disease. He failed a DC 15 Fortitude save to avoid 
  contracting it, so after the onset period of 1d3 days has 
  passed, he must make another DC 15 Fortitude save to 
  avoid taking 1d6 points of Strength damage. From this 
  point onward, he must make a DC 15 Fortitude save each 
  day (according to the disease’s frequency) to avoid further 
  Strength damage. If, on two consecutive days, he makes 
  his Fortitude saves, he is cured of the disease and any 
  damage it caused begins to heal as normal.
  Curses
  Careless rogues plundering a tomb, drunken heroes 
  i nsulting a powerful wizard, and foolhardy adventurers who 
  pick up ancient swords all might suffer from curses. These 
  magic afflictions can have a wide variety of effects, from a 
  simple penalty to certain checks to transforming the victim 
  into a toad. Some even cause the afflicted to slowly rot away, 
  leaving nothing behind but dust. Unlike other afflictions, 
  most curses cannot be cured through a number of successful 
  saving throws. Curses can be cured through magic, however, 
  usually via spells such as remove curse and break enchantment. 
  While some curses cause a p rogressive deterioration, others 
  inflict a static penalty from the moment they are contracted, 
  neither fading over time nor growing worse. In addition, 
  there are a number of magic items that act like curses. See 
  Chapter 15 for a description of these cursed items.
  The following samples present just some of the 
  p ossibilities when creating curses.
  BALEFUL POLyMORPH SPELL 
  Type curse, spell; Save Fortitude DC 17 negates, Will DC 17 
  partial
  Effect transforms target into a lizard; see baleful polymorph 
  description
  BESTOW CURSE TRAP 
  Type curse, spell, trap; Save Will DC 14
  Effect –6 penalty to Strength
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703550
  703550
  451474
  451474
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703551
  703551
  451475
  451475
  557
  557
  Appendices
  Appendices
  CURSE OF THE AGES 
  Type curse; Save Will DC 17
  Frequency 1/day
  Effect age 1 year
  MUMMy ROT 
  Type curse, disease, injury; Save Fortitude DC 16
  Onset 1 minute; Frequency 1/day
  Effect 1d6 Con damage and 1d6 Cha damage; Cure mummy 
  rot can only be cured by successfully casting both remove 
  curse and remove disease within 1 minute of each other.
  UNLUCK
  Type curse; Save Will DC 20 negates, no save to avoid effects
  Frequency 1/hour
  Effect target must reroll any roll decided by the GM and take 
  the worse result
  WEREWOLF LyCANTHROPy 
  Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to 
  avoid effects 
  Onset the next full moon; Frequency on the night of every full 
  moon or whenever the target is injured
  Effect target transforms into a wolf under the GM’s control 
  until the next morning
  Diseases
  From a widespread plague to the bite of a dire rat, disease 
  is a serious threat to common folk and adventurers alike. 
  Diseases rarely have a limited frequency, but most have a 
  lengthy onset time. This onset time can also be variable. 
  Most diseases can be cured by a number of consecutive 
  saving throws or by spells such as remove disease.
  The following samples represent just some of the 
  p ossibilities when creating diseases.
  BLINDING SICKNESS 
  Type disease, ingested; Save Fortitude DC 16 
  Onset 1d3 days; Frequency 1/day
  Effect 1d4 Str damage, if more than 2 Str damage, target must 
  make an additional Fort save or be permanently blinded; 
  Cure 2 consecutive saves
  BUBONIC PLAGUE
  Type disease, injury or inhaled; Save Fortitude DC 17
  Onset 1 day; Frequency 1/day
  Effect 1d4 Con damage and 1 Cha damage and target is 
  fatigued; Cure 2 consecutive saves
  CACKLE FEVER 
  Type disease, inhaled; Save Fortitude DC 16 
  Onset 1 day; Frequency 1/day
  Effect 1d6 Wis damage; Cure 2 consecutive saves
  DEMON FEVER 
  Type disease, injury; Save Fortitude DC 18 
  Onset 1 day; Frequency 1/day
  Effect 1d6 Con damage, target must make a second Fort 
  save or 1 point of the damage is drain instead; Cure 2 
  consecutive saves
  DEVIL CHILLS 
  Type disease, injury; Save Fortitude DC 14 
  Onset 1d4 days; Frequency 1/day
  Effect 1d4 Str damage; Cure 3 consecutive saves
  FILTH FEVER 
  Type disease, injury; Save Fortitude DC 12 
  Onset 1d3 days; Frequency 1/day
  Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 
  consecutive saves
  LEPROSy
  Type disease, contact, inhaled, or injury; Save Fortitude DC 12 
  negates, Fortitude DC 20 to avoid effects
  Onset 2d4 weeks; Frequency 1/week
  Effect 1d2 Cha damage; Cure 2 consecutive saves
  MINDFIRE 
  Type disease, inhaled; Save Fortitude DC 12 
  Onset 1 day; Frequency 1/day
  Effect 1d4 Int damage; Cure 2 consecutive saves
  RED ACHE 
  Type disease, injury; Save Fortitude DC 15 
  Onset 1d3 days; Frequency 1/day
  Effect 1d6 Str damage; Cure 2 consecutive saves
  SHAKES 
  Type disease, contact; Save Fortitude DC 13 
  Onset 1 day; Frequency 1/day
  Effect 1d8 Dex damage; Cure 2 consecutive saves
  SLIMy DOOM 
  Type disease, contact; Save Fortitude DC 14 
  Onset 1 day; Frequency 1/day
  Effect 1d4 Con damage, target must make a second Fort 
  save or 1 point of the damage is drain instead; Cure 2 
  consecutive saves
  Poison
  No other affliction is so prevalent as poison. From the fangs 
  of a viper to the ichor-stained assassin’s blade, poison is a 
  c onstant threat. Poisons can be cured by successful saving 
  throws and spells such as neutralize poison. 
  Contact poisons are contracted the moment someone 
  touches the poison with his bare skin. Such poisons can 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703551
  703551
  451475
  451475
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703552
  703552
  451476
  451476
  558
  558
  be used as injury poisons. Contact poisons usually have 
  an onset time of 1 minute and a frequency of 1 minute. 
  Ingested poisons are contracted when a creature eats 
  or drinks the poison. Ingested poisons usually have an 
  onset time of 10 minutes and a frequency of 1 minute. 
  Injury poisons are primarily contracted through the 
  attacks of certain creatures and through weapons 
  coated in the toxin. Injury poisons do not usually have 
  an onset time and have a frequency of 1 round. Inhaled 
  poisons are contracted the moment a creature enters 
  an area containing such poisons. Most inhaled poisons 
  fill a volume equal to a 10-foot cube per dose. Creatures 
  can attempt to hold their breaths while inside to avoid 
  inhaling the toxin. Creatures holding their breaths 
  receive a 50% chance of not having to make a Fortitude 
  save each round. See the rules for holding your breath 
  and suffocation in Chapter 13. Note that a character that 
  would normally suffocate while attempting to hold its 
  breath instead begins to breathe normally again.
  Unlike other afflictions, multiple doses of the same 
  poison stack. Poisons delivered by injury and contact 
  cannot inflict more than one dose of poison at a time, but 
  inhaled and ingested poisons can inflict multiple doses 
  at once. Each additional dose extends the total duration 
  of the poison (as noted under frequency) by half its total 
  duration. In addition, each dose of poison increases the 
  DC to resist the poison by +2. This increase is cumulative. 
  Multiple doses do not alter the cure conditions of the 
  poison, and meeting these conditions ends the affliction 
  for all the doses. For example, a character is bit three times 
  in the same round by a trio of Medium monstrous spiders, 
  injecting him with three doses of Medium spider venom. 
  The unfortunate character must make a DC 18 Fortitude 
  save for the next 8 rounds. Fortunately, just one successful 
  save cures the character of all three doses of the poison.
  Applying poison to a weapon or single piece of 
  ammunition is a standard action. Whenever a character 
  applies or readies a poison for use there is a 5% chance that 
  he exposes himself to the poison and must save against 
  the poison as normal. This does not consume the dose 
  of poison. Whenever a character attacks with a poisoned 
  weapon, if the attack roll results in a natural 1, he exposes 
  himself to the poison. This consumes the poison on the 
  weapon. Characters with the poison use class feature do 
  not risk accidentally poisoning themselves.
  Poisons can be made using Craft (alchemy). The DC to 
  make a poison is equal to its Fortitude save DC. Rolling 
  a natural 1 on a Craft skill check while making a poison 
  exposes the crafter to the poison. Crafters with the poison 
  use class feature do not risk poisoning themselves when 
  using Craft to make poison.
  The following samples represent just some of the 
  possibilities when creating poisons.
  ARSENIC
  Type poison, ingested; Save Fortitude DC 13 
  Onset 10 minutes.; Frequency 1/minute for 4 minutes
  Effect 1d2 Con damage; Cure 1 save
  BELLADONNA
  Type poison, ingested; Save Fortitude DC 14 
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d2 Str damage, target can attempt one save to cure a 
  lycanthropy affliction contracted in the past hour; Cure 1 save
  BLACK ADDER VENOM 
  Type poison, injury; Save Fortitude DC 11 
  Frequency 1/round for 6 rounds
  Effect 1d2 Con damage; Cure 1 save
  BLACK LOTUS ExTRACT 
  Type poison, contact; Save Fortitude DC 20 
  Onset 1 minute; Frequency 1/round for 6 rounds
  Effect 1d6 Con damage; Cure 2 consecutive saves
  BLOODROOT 
  Type poison, injury; Save Fortitude DC 12 
  Onset 1 round; Frequency 1/round for 4 rounds
  Effect 1 Con damage and 1 Wis damage; Cure 1 save
  BLUE WHINNIS 
  Type poison, injury; Save Fortitude DC 14
  Frequency 1/round for 2 rounds
  Initial Effect 1 Con damage; Secondary Effect unconsciousness 
  for 1d3 hours; Cure 1 save
  BURNT OTHUR FUMES 
  Type poison, inhaled; Save Fortitude DC 18 
  Frequency 1/round for 6 rounds
  Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; 
  Cure 2 consecutive saves
  DARK REAVER POWDER 
  Type poison, ingested; Save Fortitude DC 18 
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d3 Con damage and 1 Str damage; Cure 2 
  consecutive saves
  DEATHBLADE 
  Type poison, injury; Save Fortitude DC 20 
  Frequency 1/round for 6 rounds
  Effect 1d3 Con damage; Cure 2 consecutive saves
  DRAGON BILE 
  Type poison, contact; Save Fortitude DC 26 
  Frequency 1/round for 6 rounds
  Effect 1d3 Str damage
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703552
  703552
  451476
  451476
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703553
  703553
  451477
  451477
  559
  559
  Appendices
  Appendices
  Table 16–2: Sample Poisons
  Name 
  Type 
  Fort DC 
  Onset 
  Frequency 
  Effect 
  Cure 
  Cost
  Arsenic 
  ingested 
  13 
  10 min. 
  1/min. for 4 min. 
  1d2 Con 
  1 save 
  120 gp
  Belladonna 
  ingested 
  14 
  10 min. 
  1/min. for 6 min. 
  1d2 Str, see text 
  1 save 
  100 gp
  Black adder venom 
  injury 
  11 
  — 
  1/rd. for 6 rds. 
  1d2 Con 
  1 save 
  120 gp
  Black lotus extract 
  contact 
  20 
  1 min. 
  1/rd. for 6 rds. 
  1d6 Con 
  2 saves 
  4,500 gp
  Bloodroot 
  injury 
  12 
  1 rd. 
  1/rd. for 4 rds. 
  1 Con and 1 Wis 
  1 save 
  100 gp
  Blue whinnis 
  injury 
  14 
  — 
  1/rd. for 2 rds. 
  1 Con/unconscious 1d3 hours 
  1 save 
  120 gp
  Burnt othur fumes 
  inhaled 
  18 
  — 
  1/rd. for 6 rds. 
  1 Con drain/1d3 Con 
  2 saves 
  2,100 gp
  Dark reaver power 
  ingested 
  18 
  10 min. 
  1/min. for 6 min. 
  1d3 Con and 1 Str 
  2 saves 
  800 gp
  Deathblade 
  injury 
  20 
  — 
  1/rd. for 6 rds. 
  1d3 Con 
  2 saves 
  1,800 gp
  Dragon bile 
  contact 
  26 
  — 
  1/rd. for 6 rds. 
  1d3 Str 
  — 
  1,500 gp
  Drow poison 
  injury 
  13 
  — 
  1/min. for 2 min. 
  unconscious 1 min./2d4 hours 
  1 save 
  75 gp
  Giant wasp poison 
  injury 
  18 
  — 
  1/rd. for 6 rds. 
  1d2 Dex 
  1 save 
  210 gp
  Greenblood oil 
  injury 
  13 
  — 
  1/rd. for 4 rds. 
  1 Con 
  1 save 
  100 gp
  Green prismatic poison 
  spell 
  varies 
  — 
  1/rd. for 6 rds. 
  Death/1 Con 
  2 saves 
  —
  Hemlock 
  ingested 
  18 
  10 min. 
  1/min. for 6 min. 
  1d6 Dex, see text 
  2 saves 
  2,500 gp
  Id moss 
  ingested 
  14 
  10 min. 
  1/min. for 6 min. 
  1d3 Int 
  1 save 
  125 gp
  Insanity mist 
  inhaled 
  15 
  — 
  1/rd. for 6 rds. 
  1d3 Wis 
  1 save 
  1,500 gp
  King’s sleep 
  ingested 
  19 
  1 day 
  1/day 
  1 Con drain 
  2 saves 
  5,000 gp
  Large scorpion venom 
  injury 
  17 
  — 
  1/rd. for 6 rds. 
  1d2 Str 
  1 save 
  200 gp
  Lich dust 
  ingested 
  17 
  10 min. 
  1/min. for 6 min. 
  1d3 Str 
  2 saves 
  400 gp
  Malyass root paste 
  contact 
  16 
  1 min. 
  1/min. for 6 min. 
  1d2 Dex 
  1 save 
  250 gp
  Medium spider venom 
  injury 
  14 
  — 
  1/rd. for 4 rds. 
  1d2 Str 
  1 save 
  150 gp
  Nightmare vapor 
  inhaled 
  20 
  — 
  1/rd. for 6 rds. 
  1 Wis and confused 1 round 
  2 saves 
  1,800 gp
  Nitharit 
  contact 
  13 
  1 min. 
  1/min. for 6 min. 
  1d3 Con 
  1 save 
  650 gp
  Oil of taggit 
  ingested 
  15 
  1 min. 
  — 
  unconscious 1d3 hours 
  1 save 
  90 gp
  Purple worm poison 
  injury 
  24 
  — 
  1/rd. for 6 rds. 
  1d3 Str 
  2 saves 
  700 gp
  Sassone leaf residue 
  contact 
  16 
  1 min. 
  1/min. for 6 min. 
  2d12 hp/1 Con 
  1 save 
  300 gp
  Shadow essence 
  injury 
  17 
  — 
  1/rd. for 6 rds. 
  1 Str drain/1d2 Str 
  1 save 
  250 gp
  Small centipede poison 
  injury 
  11 
  — 
  1/rd. for 4 rds. 
  1 Dex 
  1 save 
  90 gp
  Striped toadstool 
  ingested 
  11 
  10 min. 
  1/min. for 4 min. 
  1d3 Wis and 1 Int 
  1 save 
  180 gp
  Tears of death 
  contact 
  22 
  1 min. 
  1/min. for 6 min. 
  1d6 Con and paralyzed 1 min. 
  — 
  6,500 gp
  Terinav root 
  contact 
  16 
  1 min. 
  1/min. for 6 min. 
  1d3 Dex 
  1 save 
  400 gp
  Ungol dust 
  inhaled 
  15 
  — 
  1/rd. for 4 rds. 
  1 Cha drain/1d2 Cha 
  1 save 
  1,000 gp
  Wolfsbane 
  ingested 
  16 
  10 min. 
  1/min. for 6 min. 
  1d3 Con 
  1 save 
  500 gp
  Wyvern poison 
  injury 
  17 
  — 
  1/rd. for 6 rds. 
  1d4 Con 
  2 saves 
  3,000 gp
  DROW POISON 
  Type poison, injury; Save Fortitude DC 13 
  Frequency 1/minute for 2 minutes
  Initial Effect unconsciousness for 1 minute; Secondary Effect 
  unconsciousness for 2d4 hours; Cure 1 save
  GIANT WASP POISON 
  Type poison, injury; Save Fortitude DC 18 
  Frequency 1/round for 6 rounds
  Effect 1d2 Dex damage; Cure 1 save
  GREENBLOOD OIL 
  Type poison, injury; Save Fortitude DC 13 
  Frequency 1/round for 4 rounds
  Effect 1 Con damage; Cure 1 save
  GREEN PRISMATIC POISON
  Type poison, spell; Save Fort DC varies by spell
  Frequency 1/round for 6 rounds
  Initial Effect death; Secondary Effect 1 Con damage; Cure 2 
  consecutive saves. See prismatic sphere, prismatic spray, or 
  prismatic wall for more details.
  HEMLOCK
  Type poison, ingested; Save Fortitude DC 18
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d6 Dex damage, creatures reduced to 0 Dexterity 
  suffocate; Cure 2 consecutive saves
  ID MOSS 
  Type poison, ingested; Save Fortitude DC 14 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703553
  703553
  451477
  451477
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703554
  703554
  451478
  451478
  560
  560
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d3 Int damage; Cure 1 save
  INSANITy MIST 
  Type poison, inhaled; Save Fortitude DC 15 
  Frequency 1/rounds for 6 rounds
  Effect 1d3 Wis damage; Cure 1 save
  KING’S SLEEP 
  Type poison, ingested; Save Fortitude DC 19 
  Onset 1 day; Frequency 1/day
  Effect 1 Con drain; Cure 2 consecutive saves
  LARGE SCORPION VENOM 
  Type poison, injury; Save Fortitude DC 17 
  Frequency 1/round for 6 rounds
  Effect 1d2 Str damage; Cure 1 save
  LICH DUST 
  Type poison, ingested; Save Fortitude DC 17 
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d3 Str damage; Cure 2 consecutive saves
  MALyASS ROOT PASTE 
  Type poison, contact; Save Fortitude DC 16 
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Effect 1d2 Dex damage; Cure 1 save
  MEDIUM SPIDER VENOM 
  Type poison, injury; Save Fortitude DC 14 
  Frequency 1/round for 4 rounds
  Effect 1d2 Str damage; Cure 1 save
  NIGHTMARE VAPOR 
  Type poison, inhaled; Save Fortitude DC 20 
  Frequency 1/round for 6 rounds
  Effect 1 Wis damage and confused for 1 round; Cure 2 
  consecutive saves
  NITHARIT 
  Type poison, contact; Save Fortitude DC 13 
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Effect 1d3 Con damage; Cure 1 save
  OIL OF TAGGIT 
  Type poison, ingested; Save Fortitude DC 15 
  Onset 1 minute
  Effect unconsciousness for 1d3 hours; Cure 1 save
  PURPLE WORM POISON 
  Type poison, injury; Save Fortitude DC 24 
  Frequency 1/round for 6 rounds
  Effect 1d3 Str damage; Cure 2 consecutive saves
  SASSONE LEAF RESIDUE 
  Type poison, contact; Save Fortitude DC 16 
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Initial Effect 2d12 hit point damage; Secondary Effect 1 Con 
  damage; Cure 1 save
  SHADOW ESSENCE 
  Type poison, injury; Save Fortitude DC 17 
  Frequency 1/round for 6 rounds
  Initial Effect 1 Str drain; Secondary Effect 1d2 Str damage; 
  Cure 1 save
  SMALL CENTIPEDE POISON 
  Type poison, injury; Save Fortitude DC 11 
  Frequency 1/round for 4 rounds
  Effect 1 Dex damage; Cure 1 save
  STRIPED TOADSTOOL 
  Type poison, ingested; Save Fortitude DC 11 
  Onset 10 minutes; Frequency 1/minute for 4 minutes
  Effect 1d3 Wis damage and 1 Int damage; Cure 1 save
  TEARS OF DEATH 
  Type poison, contact; Save Fortitude DC 22 
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Effect 1d6 Con damage and paralyzed for 1 minute
  TERINAV ROOT 
  Type poison, contact; Save Fortitude DC 16 
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Effect 1d3 Dex damage; Cure 1 save
  UNGOL DUST 
  Type poison, inhaled; Save Fortitude DC 15 
  Frequency 1/round for 4 rounds
  Initial Effect 1 Cha drain; Secondary Effect 1d2 Cha damage; 
  Cure 1 save
  WOLFSBANE
  Type poison, ingested; Save Fortitude DC 16 
  Onset 10 minute; Frequency 1/minute for 6 minutes
  Effect 1d3 Con damage; Cure 1 save
  WyVERN POISON 
  Type poison, injury; Save Fortitude DC 17 
  Frequency 1/round for 6 rounds
  Effect 1d4 Con damage; Cure 2 consecutive saves
  Blindsight and Blindsense
  Some creatures possess blindsight, the extraordinary 
  ability to use a nonvisual sense (or a combination senses) 
  to operate effectively without vision. Such senses may 
  include sensitivity to vibrations, acute scent, keen hearing, 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703554
  703554
  451478
  451478
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703555
  703555
  451479
  451479
  561
  561
  Appendices
  Appendices
  or echolocation. This makes invisibility and concealment 
  (even magical darkness) irrelevant to the creature (though it 
  still can’t see ethereal creatures). This ability operates out to 
  a range specified in the creature description.
  • Blindsight never allows a creature to distinguish color or 
  visual contrast. A creature cannot read with blindsight.
  • Blindsight does not subject a creature to gaze attacks 
  (even though darkvision does).
  • Blinding attacks do not penalize creatures that use 
  blindsight.
  • Deafening attacks thwart blindsight if it relies on 
  hearing.
  • Blindsight works underwater but not in a vacuum.
  • Blindsight negates displacement and blur effects.
  Blindsense: Other creatures have blindsense, a lesser 
  ability that lets the creature notice things it cannot see, 
  but without the precision of blindsight. The creature 
  with blindsense usually does not need to make Perception 
  checks to notice and locate creatures within range of its 
  blindsense ability, provided that it has line of effect to 
  that creature. Any opponent that cannot be seen has 
  total concealment (50% miss chance) against a creature 
  with blindsense, and the blindsensing creature still has 
  the normal miss chance when attacking foes that have 
  concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is 
  still denied its Dexterity bonus to Armor Class against 
  attacks from creatures it cannot see.
  Channel Resistance
  Creatures with channel resistance gain a bonus on Will 
  saves made against channeled energy. They add their 
  bonus to any Will saves made to halve the damage and 
  resist the effect.
  Charm and Compulsion
  Many abilities and spells can cloud the minds of c haracters 
  and monsters, leaving them unable to tell friend from 
  foe—or worse yet, deceiving them into thinking that their 
  former friends are now their worst enemies. Two general 
  types of enchantments affect c haracters and creatures: 
  charms and compulsions.
  Charming another creature gives the charming 
  character the ability to befriend and suggest courses of 
  action to his minion, but the servitude is not absolute or 
  mindless. Charms of this type include the various charm 
  spells and some monster abilities. Essentially, a charmed 
  character retains free will but makes choices according to 
  a skewed view of the world.
  • A charmed creature doesn’t gain any magical ability to 
  understand his new friend’s language.
  • A charmed character retains his original alignment and 
  allegiances, generally with the exception that he now 
  regards the charming creature as a dear friend and will 
  give great weight to his suggestions and directions.
  • A charmed character fights his former allies only if they 
  threaten his new friend, and even then he uses the least 
  lethal means at his disposal as long as these tactics show 
  any possibility of success (just as he would in a fight 
  with an actual friend).
  • A charmed character is entitled to an opposed Charisma 
  check against his master in order to resist i nstructions 
  or commands that would make him do something 
  he wouldn’t normally do even for a close friend. If he 
  s ucceeds, he decides not to go along with that order but 
  remains charmed.
  • A charmed character never obeys a command that is 
  obviously suicidal or grievously harmful to him.
  • If the charming creature commands his minion to 
  do something that the influenced character would be 
  v iolently opposed to, the subject may attempt a new 
  s aving throw to break free of the influence altogether.
  • A charmed character who is openly attacked by the 
  creature who charmed him or by that creature’s apparent 
  allies is automatically freed of the spell or effect.
  Compulsion is a different matter altogether. A 
  c ompulsion overrides the subject’s free will in some way or 
  simply changes the way the subject’s mind works. A charm 
  makes the subject a friend of the caster; a c ompulsion 
  makes the subject obey the caster.
  Regardless of whether a character is charmed or 
  c ompelled, he does not volunteer information or tactics 
  that his master doesn’t ask for.
  Damage Reduction
  Some magic creatures have the supernatural ability to 
  instantly heal damage from weapons or ignore blows 
  altogether as though they were invulnerable.
  The numerical part of a creature’s damage reduction 
  (or DR) is the amount of damage the creature ignores 
  from normal attacks. Usually, a certain type of weapon 
  can overcome this reduction (see Overcoming DR). This 
  information is separated from the damage reduction 
  number by a slash. For example, DR 5/magic means that a 
  creature takes 5 less points of damage from all weapons that 
  are not magic. If a dash follows the slash, then the damage 
  reduction is e ffective against any attack that does not 
  ignore d amage reduction.
  Whenever damage reduction completely negates the 
  damage from an attack, it also negates most special 
  effects that accompany the attack, such as injury poison, 
  a monk’s stunning, and injury-based disease. Damage 
  reduction does not negate touch attacks, energy damage 
  dealt along with an attack, or energy drains. Nor does 
  it affect poisons or diseases delivered by inhalation, 
  i ngestion, or contact. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703555
  703555
  451479
  451479
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703556
  703556
  451480
  451480
  562
  562
  Attacks that deal no damage because of the target’s 
  damage reduction do not disrupt spells.
  Spells, spell-like abilities, and energy attacks (even 
  nonmagical fire) ignore damage reduction.
  Sometimes damage reduction represents instant 
  healing. Sometimes it represents the creature’s tough 
  hide or body. In either case, other characters can see that 
  conventional attacks won’t work.
  If a creature has damage reduction from more than one 
  source, the two forms of damage reduction do not stack. 
  Instead, the creature gets the benefit of the best damage 
  reduction in a given situation. 
  Overcoming DR: Damage reduction may be o vercome 
  by special materials, magic weapons (any weapon with 
  a +1 or higher enhancement bonus, not counting the 
  e nhancement from masterwork quality), certain types of 
  weapons (such as slashing or bludgeoning), and weapons 
  imbued with an alignment. 
  Ammunition fired from a projectile weapon with an 
  enhancement bonus of +1 or higher is treated as a magic 
  weapon for the purpose of overcoming damage reduction. 
  Similarly, ammunition fired from a projectile weapon with 
  an alignment gains the alignment of that projectile weapon 
  (in addition to any alignment it may already have).
  Weapons with an enhancement bonus of +3 or greater 
  can ignore some types of damage reduction, regardless 
  of their actual material or alignment. The following 
  table shows what type of enhancement bonus is needed to 
  overcome some common types of damage reduction.
    
  Weapon Enhancement
  DR Type 
  Bonus Equivalent
  cold iron/silver 
  +3
  adamantine* 
  +4
  alignment-based 
  +5
  * Note that this does not give the ability to ignore hardness, 
  like an actual adamantine weapon does
  Darkvision
  Darkvision is the extraordinary ability to see with no 
  light source at all, out to a range specified for the creature. 
  Darkvision is black-and-white only (colors cannot be 
  discerned). It does not allow characters to see anything 
  that they could not see otherwise—invisible objects are 
  still invisible, and illusions are still visible as what they 
  seem to be. Likewise, darkvision subjects a creature to 
  gaze attacks normally. The presence of light does not 
  spoil darkvision.
  Death Attacks
  In most cases, a death attack allows the victim a Fortitude 
  save to avoid the effect, but if the save fails, the character 
  dies instantly.
  • Raise dead doesn’t work on someone killed by a death 
  attack or effect.
  • Death attacks slay instantly. A victim cannot be made 
  stable and thereby kept alive.
  • In case it matters, a dead character, no matter how he 
  died, has hit points equal to or less than his negative 
  Constitution score.
  • The spell death ward protects against these attacks.
  Energy Drain and Negative Levels
  Some spells and a number of undead creatures have the 
  ability to drain away life and energy; this dreadful attack 
  results in “negative levels.” These cause a character to take 
  a number of penalties.
  For each negative level a creature has, it takes a 
  cumulative –1 penalty on all ability checks, attack rolls, 
  combat maneuver checks, Combat Maneuver Defense, 
  saving throws, and skill checks. In addition, the creature 
  reduces its current and total hit points by 5 for each negative 
  level it possesses.  The creature is also treated as one level 
  lower for the purpose of level-dependent variables (such as 
  spellcasting) for each negative level possessed. Spellcasters 
  do not lose any prepared spells or slots as a result of negative 
  levels. If a creature’s negative levels equal or exceed its total 
  Hit Dice, it dies.
  A creature with temporary negative levels receives a 
  new saving throw to remove the negative level each day. 
  The DC of this save is the same as the effect that caused 
  the negative levels.
  Some abilities and spells (such as raise dead) bestow 
  permanent level drain on a creature. These are treated 
  just like temporary negative levels, but they do not allow 
  a new save each day to remove them. Level drain can 
  be removed through spells like restoration. Permanent 
  negative levels remain after a dead creature is restored 
  to life. A creature whose permanent negative levels equal 
  its Hit Dice c annot be brought back to life through spells 
  like raise dead and resurrection without also receiving a 
  r estoration spell, cast the round after it is restored to life.
  Energy Immunity and Vulnerability
  A creature with energy immunity never takes damage from 
  that energy type. If a creature has fire immunity, it also has 
  vulnerability to cold. If a creature has cold immunity, it also 
  has vulnerability to fire. Vulnerability means the creature 
  takes half again as much (+50%) damage as normal from 
  that energy type, regardless of whether a saving throw is 
  allowed or if the save is a s uccess or failure.
  Energy Resistance
  A creature with resistance to energy has the ability (u sually 
  extraordinary) to ignore some damage of a certain type per 
  attack, but it does not have total immunity. 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703556
  703556
  451480
  451480
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703557
  703557
  451481
  451481
  563
  563
  Appendices
  Appendices
  Each resistance ability is defined by what energy type 
  it resists and how many points of damage are resisted. 
  It doesn’t matter whether the damage has a mundane or 
  magical source.
  When resistance completely negates the damage from 
  an energy attack, the attack does not disrupt a spell. This 
  resistance does not stack with the resistance that a spell 
  might provide.
  Fear
  Spells, magic items, and certain monsters can affect 
  characters with fear. In most cases, the character makes a 
  Will saving throw to resist this effect, and a failed roll means 
  that the character is shaken, frightened, or panicked.
  Shaken: Characters who are shaken take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks.
  Frightened: Characters who are frightened are shaken, 
  and in addition they flee from the source of their fear as 
  quickly as they can. They can choose the paths of their 
  flight. Other than that stipulation, once they are out of 
  sight (or hearing) of the source of their fear, they can act as 
  they want. If the duration of their fear continues, h owever, 
  characters can be forced to flee if the source of their fear 
  presents itself again. Characters unable to flee can fight 
  (though they are still shaken).
  Panicked: Characters who are panicked are shaken, and 
  they run away from the source of their fear as quickly as 
  they can, dropping whatever they are holding. Other than 
  running away from the source, their paths are random. They 
  flee from all other dangers that confront them rather than 
  facing those dangers. Once they are out of sight (or hearing) 
  of any source of danger, they can act as they want. Panicked 
  characters cower if they are prevented from fleeing.
  Becoming Even More Fearful: Fear effects are c umulative. 
  A shaken character who is made shaken again becomes 
  frightened, and a shaken character who is made frightened 
  becomes panicked instead. A frightened character who is 
  made shaken or frightened becomes panicked instead.
  Invisibility
  The ability to move about unseen is not foolproof. While 
  they can’t be seen, invisible creatures can be heard, 
  smelled, or felt. 
  Invisibility makes a creature undetectable by vision, 
  including darkvision.
  Invisibility does not, by itself, make a creature immune 
  to critical hits, but it does make the creature immune to 
  extra damage from being a ranger’s favored enemy and 
  from sneak attacks.
  A creature can generally notice the presence of an active 
  invisible creature within 30 feet with a DC 20 Perception 
  check. The observer gains a hunch that “something’s 
  there” but can’t see it or target it accurately with an a ttack. 
  It’s practically impossible (+20 DC) to pinpoint an invisible 
  creature’s location with a Perception check. Even once 
  a character has pinpointed the square that contains an 
  invisible creature, the creature still benefits from total 
  concealment (50% miss chance). There are a number of 
  modifiers that can be a pplied to this DC if the invisible 
  creature is moving or engaged in a noisy activity.
  Invisible creature is... 
  Perception
  In combat or speaking 
  –20
  Moving at half speed 
  –5
  Moving at full speed 
  –10
  Running or charging 
  –20
  Not moving 
  –40
  Using Stealth 
  Stealth check +20
  Some distance away 
  +1 per 10 feet
  Behind an obstacle (door) 
  +5
  Behind an obstacle (stone wall) 
  +15
  A creature can grope about to find an invisible creature. 
  A character can make a touch attack with his hands or a 
  weapon into two adjacent 5-foot squares using a standard 
  action. If an invisible target is in the designated area, there 
  is a 50% miss chance on the touch attack. If successful, the 
  groping character deals no damage but has successfully 
  pinpointed the invisible creature’s current location. If the 
  invisible creature moves, its location, obviously, is once 
  again unknown.
  If an invisible creature strikes a character, the character 
  struck knows the location of the creature that struck him 
  (until, of course, the invisible creature moves). The only 
  exception is if the invisible creature has a reach greater 
  than 5 feet. In this case, the struck character knows the 
  general location of the creature but has not pinpointed the 
  exact location.
  If a character tries to attack an invisible creature whose 
  location he has pinpointed, he attacks normally, but the 
  invisible creature still benefits from full c oncealment 
  (and thus a 50% miss chance). A particularly large and slow 
  invisible creature might get a smaller miss chance.
  If a character tries to attack an invisible creature whose 
  location he has not pinpointed, have the player choose 
  the space where the character will direct the attack. If the 
  invisible creature is there, conduct the attack normally. 
  If the enemy’s not there, roll the miss chance as if it 
  were there and tell him that the character has missed, 
  regardless of the result. That way the player doesn’t know 
  whether the attack missed because the enemy’s not there 
  or because you successfully rolled the miss chance.
  If an invisible character picks up a visible object, the 
  object remains visible. An invisible creature can pick 
  up a small visible item and hide it on his p erson (tucked 
  in a pocket or behind a cloak) and render it e ffectively 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703557
  703557
  451481
  451481
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703558
  703558
  451482
  451482
  564
  564
  invisible. One could coat an invisible o bject with flour to 
  at least keep track of its position (u ntil the flour falls off 
  or blows away). 
  Invisible creatures leave tracks. They can be tracked 
  normally. Footprints in sand, mud, or other soft surfaces 
  can give enemies clues to an invisible creature’s location.
  An invisible creature in the water displaces water, 
  revealing its location. The invisible creature, however, is 
  still hard to see and benefits from concealment.
  A creature with the scent ability can detect an invisible 
  creature as it would a visible one.
  A creature with the Blind-Fight feat has a better chance 
  to hit an invisible creature. Roll the miss chance twice, and 
  he misses only if both rolls indicate a miss. (Alternatively, 
  make one 25% miss chance roll rather than two 50% miss 
  chance rolls.)
  A creature with blindsight can attack (and otherwise 
  interact with) creatures regardless of invisibility.
  An invisible burning torch still gives off light, as does an 
  invisible object with a light or similar spell cast upon it.
  Ethereal creatures (such as ghosts from the Pathfinder 
  RPG Bestiary) are invisible. Since ethereal creatures are 
  not materially present, Perception checks, scent, Blind-
  Fight, and blindsight don’t help locate them. Incorporeal 
  creatures are often invisible. Scent, Blind-Fight, and 
  blindsight don’t help creatures find or attack invisible, 
  i ncorporeal creatures, but Perception checks can help.
  Invisible creatures cannot use gaze attacks.
  Invisibility does not thwart divination spells.
  Since some creatures can detect or even see invisible 
  creatures, it is helpful to be able to hide even when invisible.
  Low-Light Vision
  Characters with low-light vision have eyes that are so 
  sensitive to light that they can see twice as far as normal 
  in dim light. Low-light vision is color vision. A spellcaster 
  with low-light vision can read a scroll as long as even the 
  tiniest candle flame is next to him as a source of light.
  Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day.
  Paralysis
  Some monsters and spells have the supernatural or spell-
  like ability to paralyze their victims, immobilizing them 
  through magical means. Paralysis from poison is d iscussed 
  in the Afflictions section.
  A paralyzed character cannot move, speak, or take any 
  physical action. He is rooted to the spot, frozen and h elpless. 
  Not even friends can move his limbs. He may take purely 
  mental actions, such as casting a spell with no components.
  A winged creature flying in the air at the time that it 
  becomes paralyzed cannot flap its wings and falls. A 
  swimmer can’t swim and may drown.
  Scent
  This extraordinary ability lets a creature detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell.
  A creature with the scent ability can detect opponents by 
  sense of smell, generally within 30 feet. If the opponent is 
  upwind, the range is 60 feet. If it is downwind, the range is 
  15 feet. Strong scents, such as smoke or rotting garbage, can 
  be detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at three times these ranges.
  The creature detects another creature’s presence but not 
  its specific location. Noting the direction of the scent is a 
  move action. If the creature moves within 5 feet (1 square) 
  of the scent’s source, the creature can pinpoint the area 
  that the source occupies, even if it cannot be seen.
  A creature with the Survival skill and the scent ability 
  can follow tracks by smell, making a Survival check to 
  find or follow a track. A creature with the scent ability 
  can attempt to follow tracks using Survival untrained. 
  The typical DC for a fresh trail is 10. The DC increases 
  or decreases depending on how strong the quarry’s odor 
  is, the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. The 
  ability otherwise follows the rules for the Survival skill in 
  regards to tracking. Creatures tracking by scent ignore the 
  effects of surface conditions and poor visibility.
  Creatures with the scent ability can identify familiar 
  odors just as humans do familiar sights.
  Water, particularly running water, ruins a trail for air-
  breathing creatures. Water-breathing creatures that have 
  the scent ability, however, can use it in the water easily.
  False, powerful odors can easily mask other scents. The 
  presence of such an odor completely spoils the ability to 
  properly detect or identify creatures, and the base Survival 
  DC to track becomes 20 rather than 10.
  Spell Resistance
  Spell resistance is the extraordinary ability to avoid being 
  affected by spells. Some spells also grant spell resistance.
  To affect a creature that has spell resistance, a 
  spellcaster must make a caster level check (1d20 + caster 
  level) at least equal to the creature’s spell resistance. 
  The defender’s spell resistance is like an Armor Class 
  against magical attacks. If the caster fails the check, the 
  spell doesn’t affect the creature. The possessor does not 
  have to do anything special to use spell resistance. The 
  c reature need not even be aware of the threat for its spell 
  resistance to operate.
  Only spells and spell-like abilities are subject to spell 
  resistance. Extraordinary and supernatural abilities 
  (i ncluding enhancement bonuses on magic weapons) are 
  not. A creature can have some abilities that are s ubject 
  to spell resistance and some that are not. Even some 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703558
  703558
  451482
  451482
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703559
  703559
  451483
  451483
  565
  565
  Appendices
  Appendices
  spells ignore spell resistance; see When Spell Resistance 
  Applies, below. 
  A creature can voluntarily lower its spell resistance. 
  Doing so is a standard action that does not provoke 
  an a ttack of opportunity. Once a creature lowers its 
  r esistance, it remains down until the creature’s next turn. 
  At the beginning of the creature’s next turn, the creature’s 
  spell resistance automatically returns unless the creature 
  intentionally keeps it down (also a standard action that 
  does not provoke an attack of opportunity).
  A creature’s spell resistance never interferes with its 
  own spells, items, or abilities.
  A creature with spell resistance cannot impart this 
  power to others by touching them or standing in their 
  midst. Only the rarest of creatures and a few magic items 
  have the ability to bestow spell resistance upon another.
  Spell resistance does not stack, but rather overlaps. 
  When Spell Resistance Applies
  Each spell includes an entry that indicates whether spell 
  resistance applies to the spell. In general, whether spell 
  resistance applies depends on what the spell does.
  Targeted Spells: Spell resistance applies if the spell is 
  targeted at the creature. Some individually targeted spells 
  can be directed at several creatures simultaneously. In 
  such cases, a creature’s spell resistance applies only to the 
  portion of the spell actually targeted at that creature. If 
  several different resistant creatures are subjected to such a 
  spell, each checks its spell resistance separately.
  Area Spells: Spell resistance applies if the resistant 
  creature is within the spell’s area. It protects the resistant 
  creature without affecting the spell itself.
  Effect Spells: Most effect spells summon or c reate 
  something and are not subject to spell resistance. 
  Sometimes, however, spell resistance applies to effect 
  spells, usually to those that act upon a creature more or 
  less directly, such as web.
  Spell resistance can protect a creature from a spell that’s 
  already been cast. Check spell resistance when the creature 
  is first affected by the spell.
  Check spell resistance only once for any particular 
  casting of a spell or use of a spell-like ability. If spell 
  resistance fails the first time, it fails each time the creature 
  encounters that same casting of the spell. Likewise, if the 
  spell resistance succeeds the first time, it always succeeds. 
  If the creature has voluntarily lowered its spell resistance 
  and is then subjected to a spell, the creature still has 
  a single chance to resist that spell later, when its spell 
  resistance is back up.
  Spell resistance has no effect unless the energy c reated or 
  released by the spell actually goes to work on the r esistant 
  creature’s mind or body. If the spell acts on anything else 
  and the creature is affected as a c onsequence, no roll is 
  required. Spell-resistant creatures can be harmed by a 
  spell when they are not being directly affected. 
  Spell resistance does not apply if an effect fools the 
  c reature’s senses or reveals something about the creature.
  Magic actually has to be working for spell resistance to 
  apply. Spells that have instantaneous durations but l asting 
  results aren’t subject to spell resistance unless the resistant 
  creature is exposed to the spell the instant it is cast. 
  Successful Spell Resistance
  Spell resistance prevents a spell or a spell-like ability from 
  affecting or harming the resistant creature, but it never 
  removes a magical effect from another creature or negates a 
  spell’s effect on another creature. Spell resistance prevents 
  a spell from disrupting another spell.
  Against an ongoing spell that has already been cast, a 
  failed check against spell resistance allows the resistant 
  creature to ignore any effect the spell might have. The 
  magic continues to affect others normally.
  AppeNdix 2: CONditiONs
  If more than one condition affects a character, apply them 
  all. If effects can’t combine, apply the most severe effect.
  Bleed: A creature that is taking bleed damage takes 
  the listed amount of damage at the beginning of its turn. 
  Bleeding can be stopped by a DC 15 Heal check or through 
  the application of any spell that cures hit point damage 
  (even if the bleed is ability damage). Some bleed effects 
  cause ability damage or even ability drain. Bleed effects do 
  not stack with each other unless they deal different kinds 
  of damage. When two or more bleed effects deal the same 
  kind of damage, take the worse effect. In this case, ability 
  drain is worse than ability damage.
  Blinded: The creature cannot see. It takes a –2 p enalty 
  to Armor Class, loses its Dexterity bonus to AC (if any), and 
  takes a –4 penalty on most Strength- and Dexterity-based 
  skill checks and on opposed Perception skill checks. All 
  checks and activities that rely on vision (such as reading 
  and Perception checks based on sight) a utomatically fail. 
  All opponents are considered to have total concealment 
  (50% miss chance) against the blinded c haracter. Blind 
  c reatures must make a DC 10 Acrobatics skill check to 
  move faster than half speed. Creatures that fail this check 
  fall prone. Characters who remain b linded for a long time 
  grow accustomed to these drawbacks and can overcome 
  some of them.
  Broken: Items that have taken damage in excess of half 
  their total hit points gain the b roken condition, meaning 
  they are less effective at their d esignated task. The 
  broken condition has the following effects, depending 
  upon the item.
  • If the item is a weapon, any attacks made with the item 
  suffer a –2 penalty on attack and damage rolls. Such 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703559
  703559
  451483
  451483
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703560
  703560
  451484
  451484
  566
  566
  weapons only score a critical hit on a natural 20 and 
  only deal ×2 damage on a confirmed critical hit.
  • If the item is a suit of armor or a shield, the bonus it 
  grants to AC is halved, rounding down. Broken armor 
  doubles its armor check penalty on skills.
  • If the item is a tool needed for a skill, any skill check 
  made with the item takes a –2 penalty.
  • If the item is a wand or staff, it uses up twice as many 
  charges when used.
  • If the item does not fit into any of these categories, the 
  broken condition has no effect on its use. Items with 
  the broken condition, regardless of type, are worth 75% 
  of their normal value. If the item is magical, it can only 
  be repaired with a mending or make whole spell cast by 
  a c haracter with a caster level equal to or higher than 
  the item’s. Items lose the broken condition if the spell 
  restores the object to half its original hit points or higher. 
  Non-magical items can be repaired in a similar fashion, 
  or through the Craft skill used to create it. Generally 
  speaking, this requires a DC 20 Craft check and 1 hour of 
  work per point of damage to be repaired. Most craftsmen 
  charge one-tenth the item’s t otal cost to repair such 
  damage (more if the item is badly damaged or ruined).
  Confused: A confused creature is mentally befuddled 
  and cannot act normally. A confused creature cannot tell 
  the difference between ally and foe, treating all creatures 
  as enemies. Allies wishing to cast a beneficial spell that 
  requires a touch on a confused creature must succeed on 
  a melee touch attack. If a confused creature is attacked, it 
  attacks the creature that last attacked it until that creature 
  is dead or out of sight.
  Roll on the following table at the beginning of each 
  confused subject’s turn each round to see what the s ubject 
  does in that round. 
  d% 
  Behavior
  01–25 
  Act normally.
  26–50 
  Do nothing but babble incoherently.
  51–75 
  Deal 1d8 points of damage + Str modifier to self  
     
  with item in hand.
  76–100 
  Attack nearest creature (for this purpose, a  
     
  familiar counts as part of the subject’s self).
  A confused creature who can’t carry out the indicated 
  action does nothing but babble incoherently. Attackers 
  are not at any special advantage when a ttacking a 
  c onfused creature. Any confused creature who is attacked 
  a utomatically attacks its attackers on its next turn, as 
  long as it is still confused when its turn comes. Note that 
  a confused creature will not make attacks of o pportunity 
  against anything that it is not already devoted to a ttacking 
  (e ither because of its most recent action or because it has 
  just been attacked).
  Cowering: The character is frozen in fear and can take 
  no actions. A cowering character takes a –2 penalty to 
  Armor Class and loses his Dexterity bonus (if any).
  Dazed: The creature is unable to act normally. A dazed 
  creature can take no actions, but has no penalty to AC.
  A dazed condition typically lasts 1 round.
  Dazzled: The creature is unable to see well because of 
  overstimulation of the eyes. A dazzled creature takes a –1 
  penalty on attack rolls and sight-based Perception checks.
  Dead: The character’s hit points are reduced to a negative 
  amount equal to his Constitution score, his Constitution 
  drops to 0, or he is killed outright by a spell or effect. The 
  character’s soul leaves his body. Dead c haracters cannot 
  benefit from normal or magical h ealing, but they can be 
  restored to life via magic. A dead body decays normally 
  unless magically preserved, but magic that restores a dead 
  character to life also restores the body either to full health 
  or to its condition at the time of death (depending on the 
  spell or device). Either way, resurrected characters need 
  not worry about rigor mortis, decomposition, and other 
  conditions that affect dead bodies.
  Deafened: A deafened character cannot hear. He takes a –4 
  penalty on initiative checks, automatically fails Perception 
  checks based on sound, takes a –4 penalty on o pposed 
  Perception checks, and has a 20% chance of spell failure 
  when casting spells with verbal c omponents. Characters 
  who remain deafened for a long time grow accustomed to 
  these drawbacks and can o vercome some of them.
  Disabled: A character with 0 hit points, or one who has 
  negative hit points but has become stable and conscious, 
  is disabled. A disabled character may take a single move 
  action or standard action each round (but not both, nor 
  can he take full-round actions, but he can still take swift, 
  immediate, and free actions). He moves at half speed. 
  Taking move actions doesn’t risk further injury, but 
  performing any standard action (or any other action the 
  GM deems strenuous, including some free actions such as 
  casting a quickened spell) deals 1 point of damage after 
  the completion of the act. Unless the action increased the 
  disabled character’s hit points, he is now in negative hit 
  points and dying.
  A disabled character with negative hit points recovers hit 
  points naturally if he is being helped. Otherwise, each day 
  he can attempt a DC 10 Constitution check after resting 
  for 8 hours, to begin recovering hit points naturally. The 
  character takes a penalty on this roll equal to his negative 
  hit point total. Failing this check causes the character to 
  lose 1 hit point, but this does not cause the character to 
  become unconscious. Once a character makes this check, 
  he continues to heal naturally and is no longer in danger 
  of losing hit points naturally.
  Dying: A dying creature is unconscious and near death. 
  Creatures that have negative hit points and have not 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703560
  703560
  451484
  451484
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703561
  703561
  451485
  451485
  567
  567
  Appendices
  Appendices
  stabilized are dying. A dying creature can take no actions. 
  On the character’s next turn, after being reduced to negative 
  hit points (but not dead), and on all subsequent turns, the 
  character must make a DC 10 Constitution check to become 
  stable. The character takes a penalty on this roll equal to his 
  negative hit point total. A character that is stable does not 
  need to make this check. A natural 20 on this check is an 
  automatic success. If the character fails this check, he loses 
  1 hit point. If a dying creature has an amount of negative hit 
  points equal to its Constitution score, it dies.
  Energy Drained: The character gains one or more 
  n egative levels, which might become permanent. If the 
  subject has at least as many n egative levels as Hit Dice, he 
  dies. See Energy Drain and Negative levels on page 562 for 
  more information. 
  Entangled: The character is ensnared. Being e ntangled 
  impedes movement, but does not entirely prevent it u nless 
  the bonds are anchored to an immobile object or tethered 
  by an opposing force. An entangled creature moves at half 
  speed, cannot run or charge, and takes a –2 penalty on all 
  attack rolls and a –4 penalty to Dexterity. An entangled 
  character who attempts to cast a spell must make a 
  concentration check (DC 15 + spell level) or lose the spell. 
  Exhausted: An exhausted character moves at half speed, 
  cannot run or charge, and takes a –6 penalty to Strength 
  and Dexterity. After 1 hour of complete rest, an exhausted 
  character becomes fatigued. A fatigued character becomes 
  exhausted by d oing something else that would normally 
  cause fatigue.
  Fascinated: A fascinated creature is entranced by a 
  s upernatural or spell effect. The creature stands or sits 
  quietly, taking no actions other than to pay attention to 
  the fascinating effect, for as long as the effect lasts. It takes 
  a –4 penalty on skill checks made as reactions, such as 
  Perception checks. Any potential threat, such as a h ostile 
  creature approaching, allows the f ascinated c reature a new 
  saving throw against the fascinating e ffect. Any obvious 
  threat, such as someone drawing a weapon, casting a spell, 
  or aiming a ranged weapon at the fascinated creature, 
  automatically breaks the effect. A fascinated creature’s ally 
  may shake it free of the spell as a standard action. 
  Fatigued: A fatigued character can neither run nor charge 
  and takes a –2 penalty to Strength and Dexterity. Doing 
  anything that would normally cause fatigue causes the 
  fatigued character to become exhausted. After 8 hours of 
  complete rest, fatigued characters are no l onger fatigued. 
  Flat-Footed: A character who has not yet acted during 
  a combat is flat-footed, unable to react normally to the 
  s ituation. A flat-footed character loses his Dexterity bonus 
  to AC (if any) and cannot make attacks of opportunity. 
  Frightened: A frightened creature flees from the source 
  of its fear as best it can. If unable to flee, it may fight. A 
  frightened creature takes a –2 penalty on all a ttack rolls, 
  saving throws, skill checks, and ability checks. A f rightened 
  creature can use special abilities, including spells, to flee; 
  indeed, the creature must use such means if they are the 
  only way to escape. 
  Frightened is like shaken, except that the creature must 
  flee if possible. Panicked is a more extreme state of fear.
  Grappled: A grappled creature is restrained by a creature, 
  trap, or effect. Grappled creatures cannot move and take a –4 
  penalty to Dexterity. A grappled creature takes a –2 penalty 
  on all attack rolls and combat maneuver checks, except 
  those made to grapple or escape a grapple. In addition, 
  grappled c reatures can take no action that requires two 
  hands to perform. A grappled character who attempts to cast 
  a spell must make a concentration check (DC 10 + grappler’s 
  CMB + spell level, see page 206),  or lose the spell. Grappled 
  creatures cannot make attacks of opportunity.
  A grappled creature cannot use Stealth to hide from 
  the creature grappling it, even if a special ability, such as 
  hide in plain sight, would normally allow it to do so. If 
  a grappled creature becomes invisible, through a spell or 
  other ability, it gains a +2 circumstance bonus on its CMD 
  to avoid being grappled, but receives no other benefit.
  Helpless: A helpless character is paralyzed, held, bound, 
  sleeping, unconscious, or otherwise c ompletely at an 
  o pponent’s mercy. A helpless target is treated as h aving 
  a Dexterity of 0 (–5 modifier). Melee attacks against a 
  h elpless target get a +4 bonus (equivalent to attacking a 
  prone t arget). Ranged attacks get no special bonus against 
  helpless targets. Rogues can sneak attack helpless targets. 
  As a full-round action, an enemy can use a melee weapon 
  to deliver a coup de grace to a helpless foe. An enemy can 
  also use a bow or crossbow, provided he is adjacent to the 
  target. The attacker automatically hits and scores a critical 
  hit. (A rogue also gets his sneak attack damage bonus 
  against a helpless foe when delivering a coup de grace.) 
  If the defender survives, he must make a Fortitude save 
  (DC 10 + damage dealt) or die. Delivering a coup de grace 
  provokes attacks of opportunity. 
  Creatures that are immune to critical hits do not take 
  critical damage, nor do they need to make Fortitude saves 
  to avoid being killed by a coup de grace.
  Incorporeal: Creatures with the incorporeal condition do 
  not have a physical body. Incorporeal creatures are immune 
  to all nonmagical attack forms. Incorporeal creatures take 
  half damage (50%) from magic weapons, spells, spell-like 
  effects, and supernatural effects. Incorporeal creatures 
  take full damage from other incorporeal creatures and 
  effects, as well as all force effects. 
  Invisible: Invisible creatures are visually undetectable. 
  An invisible creature gains a +2 bonus on attack rolls 
  against sighted o pponents, and ignores its opponents’ 
  Dexterity bonuses to AC (if any). See Invisibility, under 
  Special Abilities.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703561
  703561
  451485
  451485
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703562
  703562
  451486
  451486
  568
  568
  Nauseated: Creatures with the nauseated condition 
  experience stomach distress. Nauseated creatures are 
  unable to attack, cast spells, concentrate on spells, or do 
  anything else requiring attention. The only action such a 
  character can take is a single move actions per turn.
  Panicked: A panicked creature must drop anything it 
  holds and flee at top speed from the source of its fear, as well 
  as any other dangers it encounters, along a r andom path. 
  It can’t take any other actions. In a ddition, the c reature 
  takes a –2 penalty on all saving throws, skill checks, and 
  ability checks. If cornered, a panicked c reature cowers and 
  does not attack, typically using the total defense action 
  in combat. A panicked creature can use special abilities, 
  including spells, to flee; indeed, the creature must use 
  such means if they are the only way to escape.
  Panicked is a more extreme state of fear than shaken or 
  frightened.
  Paralyzed: A paralyzed character is frozen in place and 
  unable to move or act. A paralyzed character has effective 
  Dexterity and Strength scores of 0 and is helpless, but can 
  take purely mental actions. A winged creature f lying in the 
  air at the time that it becomes paralyzed c annot flap its wings 
  and falls. A paralyzed swimmer can’t swim and may drown. 
  A creature can move through a space o ccupied by a paralyzed 
  creature—ally or not. Each square o ccupied by a paralyzed 
  creature, however, counts as 2 squares to move through.
  Petrified: A petrified character has been turned to stone 
  and is considered unconscious. If a petrified character 
  cracks or breaks, but the broken pieces are joined with 
  the body as he returns to flesh, he is unharmed. If the 
  character’s petrified body is incomplete when it returns 
  to flesh, the body is likewise incomplete and there is some 
  amount of permanent hit point loss and/or debilitation.
  Pinned: A pinned creature is tightly bound and can take 
  few actions. A pinned creature cannot move and is flat-
  footed. A pinned character also takes an additional –4 
  penalty to his Armor Class. A pinned creature is l imited 
  in the actions that it can take. A pinned creature can 
  a lways attempt to free itself, usually through a c ombat 
  maneuver check or Escape Artist check. A pinned c reature 
  can take verbal and mental actions, but cannot cast any 
  spells that require a somatic or material component. A 
  pinned character who attempts to cast a spell must make 
  a concentration check (DC 10 + grappler’s CMB + spell 
  level) or lose the spell. Pinned is a more severe version of 
  grappled, and their e ffects do not stack.
  Prone: The character is lying on the ground. A prone 
  attacker has a –4 penalty on melee attack rolls and cannot 
  use a ranged weapon (except for a crossbow). A prone 
  defender gains a +4 bonus to Armor Class against ranged 
  attacks, but takes a –4 penalty to AC against melee attacks.
  Standing up is a move-equivalent action that provokes 
  an attack of opportunity.
  Shaken: A shaken character takes a –2 penalty on attack 
  rolls, saving throws, skill checks, and ability checks. Shaken 
  is a less severe state of fear than frightened or panicked.
  Sickened: The character takes a –2 penalty on all attack 
  rolls, weapon damage rolls, saving throws, skill checks, 
  and ability checks.
  Stable: A character who was dying but who has stopped 
  losing hit points each round and still has negative hit 
  points is s table. The character is no longer dying, but is still 
  u nconscious. If the character has become stable because of 
  aid from a nother character (such as a Heal check or magical 
  h ealing), then the character no longer loses hit points. The 
  character can make a DC 10 Constitution check each hour 
  to become conscious and disabled (even though his hit 
  points are still negative). The character takes a penalty on 
  this roll equal to his negative hit point total. 
  If a character has become stable on his own and hasn’t 
  had help, he is still at risk of losing hit points. Each hour 
  he can make a Constitution check to become stable (as a 
  character that has received aid), but each failed check 
  causes him to lose 1 hit point.
  Staggered: A staggered creature may take a single move 
  action or standard action each round (but not both, nor 
  can he take full-round actions). A staggered creature can 
  still take swift and immediate actions. A creature with 
  nonlethal damage exactly equal to its current hit points 
  gains the staggered condition.
  Stunned: A stunned creature drops everything held, 
  can’t take actions, takes a –2 penalty to AC, and loses its 
  Dexterity bonus to AC (if any).
  Unconscious: Unconscious creatures are knocked out 
  and helpless. Unconsciousness can result from having 
  negative hit points (but not more than the creature’s 
  Constitution score), or from nonlethal damage in excess of 
  current hit points.
  AppeNdix 3: iNspiriNg reAdiNg
  The Pathfinder Roleplaying Game and the fantasy RPGs 
  that preceded it took inspiration from the great classics of 
  fantasy fiction. The following list includes those authors 
  and tales that specifically inspired Paizo Publishing in the 
  creation of this version of fantasy RPG rules.
  Barker, Clive: The Hellbound Heart, Imagica, Weaveworld
  Beowulf (anonymous)
  Blackwood, Algernon: “The Willows,” “The Wendigo,” et al.
  Brackett, Leigh: The Sword of Rhiannon, Skaith series, et al.
  Burroughs, Edgar Rice: Pellucidar, Mars, and Venus series
  Campbell, Ramsey: Ryre the Swordsman series, et al.
  Dunsany, Lord: The King of Elfland’s Daughter, et al.
  Farmer, Philip José: World of Tiers series, et al.
  Carter, Lin: ed. The Year’s Best Fantasy, Flashing Swords
  Feist, Raymond: Riftwar saga, et al.
  Gygax, Gary: Gord the Rogue series, et al.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703562
  703562
  451486
  451486
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703563
  703563
  451487
  451487
  569
  569
  Appendices
  Appendices
  Kuttner, Henry: Elak of Atlantis, The Dark World
  Homer: The Odyssey
  Howard, Robert E.: Conan series, et al.
  Hugo, Victor: Les Miserables
  King, Stephen: Dark Tower series
  Leiber, Fritz: Fafhrd & Gray Mouser series, et al.
  Lovecraft, H. P.: Cthulhu Mythos tales, et al.
  Machen, Arthur: “The White People,” et al.
  Martin, George R. R.: Song of Ice and Fire series
  Merritt, A.: The Ship of Ishtar, The Moon Pool, et al.
  Miéville, China: Bas-Lag series
  Moorcock, Michael: Elric series, et al.
  Moore, C. L.: Black God’s Kiss
  Offutt, Andrew J.: ed. Swords Against Darkness
  One Thousand and One Nights (traditional)
  Poe, Edgar Allan: “The Fall of the House of Usher,” et al.
  Saberhagen, Fred: Changeling Earth, et al.
  Saunders, Charles: Imaro series, et al.
  Shakespeare, William: Macbeth, et al.
  Simmons, Dan: Hyperion series, The Terror, et al.
  Smith, Clark Ashton: Averoigne and Zothique tales, et al.
  Stoker, Bram: Dracula, Lair of the White Worm, et al.
  Tolkien, J. R. R.: Lord of the Rings trilogy, The Hobbit
  Vance, Jack: Dying Earth series, et al.
  Wagner, Karl Edward: Kane series, ed. Echoes of Valor
  Wells, H. G.: The Time Machine, et al.
  Wellman, Manly Wade: John the Balladeer series, et al.
  Zelazny, Roger: Amber series, et al.
  AppeNdix 4: gAme Aids
  In addition to a few character sheets and some dice, 
  there are a wide variety of additional tools available to 
  enhance your game. The following game aids can be 
  found at your local game store, or purchased online at 
  paizo.com.
  Pathfinder Adventure Path: These monthly adventures 
  provide everything a GM needs to run an entire campaign, 
  taking characters from 1st level to the heights of power. 
  Each campaign is divided into six parts, with one adventure 
  in each installment.
  Pathfinder Modules: Great for a GM with little time to 
  prepare for a game, each of these modules contains one 
  adventure, suitable for a few sessions of play.
  Pathfinder Chronicles: These products detail the world of 
  Golarion, the setting for all Pathfinder Adventure Paths 
  and Modules. With these books you can design your own 
  games set in this rich and exciting world.
  Pathfinder Roleplaying Game GM Screen: This screen can 
  be placed on the table to allow the GM to keep all of his 
  notes and dice rolls secret. The inside of the screen is 
  packed with useful tables and charts for the GM to easily 
  reference during play.
  GameMastery Flip-Mats and GameMastery Map Packs: 
  These full-color map products are scaled for use with 
  most miniatures, making combat vibrant and exciting. 
  Flip-Mats are laminated so that you can write on them 
  with nearly any marker. Map Packs include 18 tiles each, 
  allowing you to customize the terrain.
  GameMastery Item Cards: Packaged in decks with a 
  wide variety of items, each of these cards has a full-color 
  illustration of a magic item on one side, with a space 
  for customizing the item on the back. Item Cards make 
  sorting through your treasure quick and easy.
  GameMastery Critical Hit Deck: Add a dramatic flair to 
  combat with this deck of 52 cards. Each one transforms an 
  ordinary critical hit into an exciting combat effect, from 
  broken bones to severed limbs.
  3.5/Pathfinder Conversion PDF: Finally, if you want help in 
  converting a 3.5 product to the Pathfinder RPG, or vice versa, 
  head over to paizo.com for this handy conversion guide.
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the  owner of each 
  element of that Product Identity. You agree not to indicate compatibility or  co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the  owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game  Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 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.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You 
  a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703563
  703563
  451487
  451487
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703564
  703564
  451488
  451488
  Conditional Modifiers:
  Languages:
  Total
  Bonus
  Skill Names
  strength
  dexterity
  constitution
  intelligence
  wisdom
  charisma
  TOTAL
  TOTAL
  SAVING THROWS
  TOTAL
  TOTAL
  10 +
  =
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  =
  =
  =
  =
  =
  =
  TOTAL
  armor
  bonus
  shield
  bonus
  dex
  modifier
  dex
  modifier
   Temp
  modifier
  Temp
  Adjustment
  ability
  score
  ability name
  Character Name
  Player
  Alignment
  Character Level
  Deity
  Homeland
  Race
  Height
  Size
  Gender
  Age
  Weight
  Hair
  Eyes
  Total
  ft.
  ft.
  ft.
  ft.
  ft.
  ft.
  sq.
  sq.
  base speed
  temp modifiers
  fly
  swim
  climb
  burrow
  maneuverability
  with armor
  DR
  ability 
  modifier
  nonlethal damage
  wounds/current hp
  size
  modifier
  size
  modifier
  dexterity
  modifier
  size
  modifier
  strength 
  modifier
  strength 
  modifier
  base attack
  bonus
  base attack
  bonus
  natural
  armor deflection
  modifier
  misc
  modifier
  misc
  modifier temporary
  modifier
  magic
  modifier
  ability
  modifier
  base
  save
  misc
  modifier
  Ability
  Mod.
   
  Ranks
  Misc. 
  Mod.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Acrobatics
  Climb
  Appraise
  Craft
  Bluff
  Craft
  Craft
  Diplomacy
  Disable Device*
  Disguise
  Escape Artist
  Fly
  Handle Animal*
  Heal
  Intimidate
  Knowledge (arcana)*
  Knowledge (dungeoneering)*
  Knowledge (engineering)*
  Knowledge (geography)*
  Knowledge (history)*
  Knowledge (local)*
  Knowledge (nature)*
  Knowledge (nobility)*
  Knowledge (planes)*
  Knowledge (religion)*
  Linguistics*
  Perception
  Perform
  Perform
  Profession*
  Profession*
  Ride
  Sense Motive
  Sleight of Hand*
  Spellcraft*
  Stealth
  Survival
  Swim
  Use Magic Device*
  modifiers
  modifiers
  modifiers
  hit points
  HP
  land
  SPEED
  SKILLS
  =Dex
  =Dex
  =Int
  =Cha
  =Cha
  =Dex
  =Int
  =Cha
  =Int
  =Cha
  =Int
  =Wis
  =Str
  =Dex
  =Cha
  =Int
  =Int
  =Int
  =Int
  =Cha
  =Int
  =Wis
  =Int
  =Wis
  =Int
  =Int
  =Int
  =Wis
  =Int
  =Cha
  =Int
  =Dex
  =Dex
  =Dex
  =Str
  =Int
  =Wis
  =Wis
  =Cha
  armor class
  armor class
  armor class
  (Constitution)
  (dexterity)
  (wisdom)
  AC
  TOUCH
  FLAT-FOOTED
  FORTITUDE
  REFLEX
  BASE ATTACK BONUS
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  SPELL 
  RESISTANCE
  CMB
  CMD
  WILL
  modifier
  INITIATIVE
  ®
  ™
  © 2009 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
  10 
  Character Sheet
  * Trained Only
  Class Skill
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703564
  703564
  451488
  451488
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703565
  703565
  451489
  451489
  Pathfinder RPG Character Sheet
  DOMAINS/SPECIALTy SCHOOL
  Light
  Load
  CP
  ITEM
  WT.
  Conditional Modifiers
  SP
  GP
  PP
  Lift Over
  Head
  Medium
  Load
  Lift off  
  Ground
  Heavy
  Load
  Drag or 
  Push
  SPELLS
  KNOWN
  SPELLS
  PER DAy
  SPELL
  SAVE DC
  LEVEL
  0
  0
  —
  1st
  1st
  3rd
  3rd
  2nd
  2nd
  4th
  4th
  5th
  5th
  6th
  6th
  7th
  7th
  8th
  8th
  9th
  9th
  BONUS
  SPELLS
  AC  ITEMS
  TOTALS
  GEAR
  FEATS
  SPELLS
  SPECIAL ABILITIES
  MONEY
  EXPERIENCE POINTS
  NExT LEVEL
  TOTAL WEIGHT
   BONUS 
  TyPE 
  CHECK PENALTy SPELL FAILURE 
  WEIGHT 
  PROPERTIES
  © 2009 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703565
  703565
  451489
  451489
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703566
  703566
  451490
  451490
  572
  572
  o-level spells 
  212
   
  in a spellbook 
  219
  5-foot step 
  189
   
  through difficult terrain 
  188 
  a thousand faces (druid) 
  51
  aberrant bloodline (sorcerer) 
  72
  ability scores 
  15–17
   
  bonuses 
  554–555
   
  checks 
  15
   
  damage and drain 
  555
   
  generation 
  15
   
  modifiers 
  17
   
  racial modifiers 
  20
  abjuration school (wizard) 
  79 
  abjuration spells 
  209
  abundant step (monk) 
  59
  abyssal bloodline (sorcerer) 
  72
  acid effects 
  442
  Acrobatics skill 
  87–90
  actions in combat 
  181–189 
   
  free actions 
  188
   
  full-round actions 
  187–188
   
  immediate actions 
  189
   
  miscellaneous actions 
  189
   
  move actions 
  186–187
   
  standard actions 
  182–186
   
  swift actions 
  188
  adamantine 
  154
  adept 
  448–449
  advanced talents (rogue) 
  69
  advancing in level 
  30
  adventure building 
  396–401
  adventuring gear 
  155–160
  afflictions 
  555–560
  age 
  168–169
   
  effects 
  169
  aid another (combat action) 
  197
  aid another (skills) 
  86 
  Air domain (cleric) 
  41
  alchemical items 
  160–161
  alignment 
  166–168
  altitude 
  430
  ammunition 
  141
  animal companion (druid) 
  51–54
  Animal domain (cleric) 
  41
  animal tricks 
  97
  Appraise skill 
  90 
  aquatic terrain 
  432–433
  arcane archer 
  374–376
  arcane bloodline (sorcerer) 
  73
  arcane bond (wizard) 
  78
  arcane school (wizard) 
  78
  arcane spells 
  218–220
   
  casting in armor 
  83, 150
   
  magical writings 
  218–220
   
  preparing wizard spells 
  218 
   
  researching new spells 
  219
   
  sorcerers and bards 
  220
   
  spell failure 
  150
  arcane trickster 
  376–378
  area of effect 
  214–215
  aristocrat 
  449
  armor 
  149–153
   
  arcane spell failure 
  150
   
  armor check penalty 
  150
   
  barding 
  162
   
  creating magic armor 
  550–551
   
  for unusual sizes 
  153
   
  getting into and out of 
  153
   
  magic 
  461–467
   
  masterwork 
  153
  Armor Class 
  179
   
  flat-footed 
  178
   
  modifiers 
  195
   
  touch 
  179
   
  size modifiers 
  179
  Armor Class (AC) bonus (monk) 
  57
  armor mastery (fighter) 
  56
  armor training (fighter) 
  55
  artifacts 
  543–548
  Artifice domain (cleric) 
  41
  assassin 
  378–380
  Astral Plane 
  440 
  Attack 
  178–179, 182–184
   
  action 
  182–184
   
  bonus 
  178
   
  full attack 
  187
   
  modifiers 
  195
   
  roll 
  178 
   
  size modifiers 
  179
  attacks of opportunity 
  180
   
  actions that provoke 
  183
   
  avoiding through Acrobatics 
  87
   
  diagram 
  181
   
  spellcasting 
  185
  aura (cleric) 
  39 
  aura of courage (paladin) 
  61
  aura of faith (paladin) 
  63
  aura of good (paladin) 
  60
  aura of justice (paladin) 
  63
  aura of righteousness (paladin) 
  63 
  aura of resolve (paladin) 
  63 
  automatic hits and misses 
  178
  avalanche 
  429–430
  balancing 
  87
  ballista 
  435
  barbarian 
  31–34 
  bard 
  34–38
   
  spell list 
  224–226
  bardic knowledge (bard) 
  35
  bardic performance (bard) 
  35
  barding 
  162
  base attack bonus 
  11
  berm 
  431
  beyond 20th level 
  406–407
  big and little creatures in combat 
  194–195
  bleed (condition) 
  565
  blinded (condition) 
  565
  blindsight and blindsense 
  560–561
  bloodline (sorcerer) 
  71
  Bluff skill 
  90
  bogs 
  427
  bonus feats (fighter) 
  55
   
  (human) 
  27
   
  (monk) 
  58
   
  (wizard) 
  79 
  bonus languages (cleric) 
  41
   
  (druid) 
  50
   
  (wizard) 
  78
  bonus spells 
  17
  brace weapons 
  144, 198
  bravery (fighter) 
  55
  breaking and entering 
  173–175 
  breaking items 
  173–175
  broken (condition) 
  565–566
  brown mold 
  416
  buildings 
  437
  bull rush 
  199 
  calling (conjuration subschool) 
  209
  camouflage (ranger) 
  67
  campaign 
  396–401
   
  tips 
  404–406
  cantrips (bard) 
  38
   
  (sorcerer) 
  71
   
  (wizard) 
  79
  carrying capacity 
  169–170
  caster level 
  208
  casting spells 
  206–209 
   
  casting arcane spells in armor 
  83, 150
   
  combining effects 
  208–209
   
  concentration checks 
  206–207
   
  counterspells 
  207–208
   
  full-round action 
  187–188
   
  spontaneous metamagic 
  187–188
   
  on the defensive 
  185
   
  quickened spells 
  188
   
  spell failure 
  208
   
  standard action 
  184–186
   
  underwater 
  432
   
  while grappled 
  206
   
  while mounted 
  202
  casting time 
  213
  catapults 
  434–435
  catching on fire 
  444
  celestial bloodline (sorcerer) 
  74
  changing alignment 
  168
  channel energy (cleric) 
  40
  channel positive energy (paladin) 
  62
  channel resistance 
  561
  Chaos domain (cleric) 
  42
  charge 
  198 
  Charisma 
  17
  charm and compulsion 
  561
  Charm domain (cleric) 
  42
  charm (enchantment subschool) 
  210
  chasm 
  428
  class level 
  31
  class skills 
  86, 89
  cleric 
  38–48 
   
  deities 
  43
   
  domains 
  40, 41–48
   
  ex-clerics 
  41
   
  spell list 
  226–229
  cliffs 
  428
  Climb skill 
  90–91 
  clothing 
  161–162
  code of conduct (paladin) 
  63
  coins 
  140
  cold dangers 
  442
  cold iron 
  154
  combat 
  176–203 
   
  attacks of opportunity 
  180
   
  basics 
  178–180
   
  big and little creatures 
  194–195
   
  concealment 
  196–197
   
  cover 
  195–196
   
  flanking 
  197
   
  helpless defenders 
  197
   
  mounted 
  201–202
   
  underwater 
  432–433
  combat maneuvers 
  198–201
   
  bonus (CMB) 
  198
   
  bull rush 
  199
   
  defense (CMD) 
  199
   
  disarm 
  199
   
  grapple 
  199–201
   
  overrun 
  201
   
  sunder 
  201
   
  trip 
  201
  combat style feat (ranger) 
  65 
  commoner 
  449
  Community domain (cleric) 
  42
  compulsion (enchantment subschool) 
  210
  pAthFiNder rpg iNdex
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703566
  703566
  451490
  451490
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703567
  703567
  451491
  451491
  573
  573
  Index
  Index
  concealment 
  196–197
  concentration checks 
  206–207
  conditions 
  565–568
  confused (condition) 
  566
  conjuration school (wizard) 
  80
  conjuration spells 
  209–210
  Constitution 
  16
  cost of living 
  405
  counterspells 
  207–208
  coup de grace 
  197
  cover 
  195–196
  cowering (condition) 
  566
  Craft skill 
  91–93
  creating magic items 
  548–553
  creation (conjuration subschool) 
  209
  critical hits 
  184
  crowds 
  436–437
  cursed magic items 
  536–543
  curses 
  556–557
  damage 
  179
   
  to magic items 
  459
   
  nonlethal 
  191–192
  damage reduction 
  561–562
  damage reduction (barbarian) 
  34 
  darkness 
  442–443
  Darkness domain (cleric) 
  42
  darkvision 
  562
  darkwood 
  154
  dazed (condition) 
  566
  dazzled (condition) 
  566
  dead 
  190
   
  bringing back the dead 
  208
   
  (condition) 
  566
  deafened (condition) 
  566
  death attacks 
  562
  Death domain (cleric) 
  42
  deities of the Pathfinder Chronicles 
  43
  delay action 
  203
  demiplanes 
  441
  desert terrain 
  430–431
  designing encounters 
  397–399
  destined bloodline (sorcerer) 
  74
  Destruction domain (cleric) 
  43
  detect evil (paladin) 
  60
  Dexterity 
  16
  diamond body (monk) 
  59
  diamond soul (monk) 
  59
  difficult terrain 
  193
  Diplomacy skill 
  93–94
  Disable Device skill 
  94–95
   
  disabling siege engines 
  434
  disabled 
  189
   
  (condition) 
  566
  disarm 
  199
  disarm weapons 
  144
  diseases 
  557
   
  treat 
  99
  Disguise skill 
  95
  dismount a steed 
  187
  divination school (wizard) 
  80
  divination spells 
  210
  divine bond (paladin) 
  63
  divine grace (paladin) 
  61
  divine health (paladin) 
  61
  divine spells 
  220–221
   
  magical writings 
  221
   
  preparing 
  220–221
  domains 
  41–48
  doors 
  412–415
  double weapons 
  141, 144
  draconic bloodline (sorcerer) 
  75
  dragon disciple 
  380–382
  dragonhide 
  154
  draw a weapon 
  186
  drowning 
  445
  druid 
  48–54
   
  animal companion 
  51
   
  ex-druids 
  51
   
  spell list 
  229–231
  duelist 
  382–384
  dungeons 
  410–424
   
  cave-ins and collapses 
  415
   
  doors 
  412–415
   
  floors 
  411–412
   
  slimes, molds, and fungi 
  415–416
   
  stairs 
  415
   
  traps 
  416–424
   
  walls 
  410–411
  duststorm 
  438
  dwarf 
  21
  dying 
  189–190
   
  (condition) 
  566–567
  Earth domain (cleric) 
  43
  eldritch knight 
  384–385
  elemental bloodline (sorcerer) 
  75
  Elemental Planes 
  440
  elf  
  22
  empty body (monk) 
  60
  enchantment school (wizard) 
  81
  enchantment spells 
  210
  encounters 
  397–400
  encumbrance 
  169–170
  endurance (ranger) 
  65
  energy drain 
  562
   
  (condition) 
  567
  energy immunity and vulnerability 
  562
  Energy Planes 
  440
  energy resistance 
  562–563
  entangled (condition) 
  567
  Escape Artist skill 
  95–96
  Eschew Materials (sorcerer) 
  71
  Ethereal Plane 
  440
  evasion (monk) 
  59
   
  (ranger) 
  67
   
  (rogue) 
  68
  Evil domain (cleric) 
  43
  evocation school (wizard) 
  81
  evocation spells 
  210
  exhausted (condition) 
  567
  experience points (XP) 
  397–399
   
  awards table 
  398
  expert 
  450
  extraordinary abilities (Ex) 
  221, 554
  falling 
  443
   
  objects 
  443–444 
  familiars 
  82–83
   
  improved 
  127
  fascinated (condition) 
  567
  fast movement (barbarian) 
  31
   
  (monk) 
  59
  fatigued (condition) 
  567
  favored class 
  31
  favored enemy (ranger) 
  64
  favored terrain (ranger) 
  65
  fear 
  563
  feats 
  110–137
   
  combat feats 
  112
   
  critical feats 
  112
   
  item creation feats 
  112
   
  metamagic feats 
  112
   
  prerequisites 
  112
   
  types 
  112
  feint 
  90, 201
  fences 
  431
  fey bloodline (sorcerer) 
  76
  fighter 
  55–56
  fighting defensively
   
  as a standard action 
  184
   
  as a full-round action 
  187
  figment (illusion subschool) 
  210
  Fire domain (cleric) 
  44
  first aid 
  98
  flanking 
  196–197
  flat-footed 
  178
   
  (condition) 
  567
  floods 
  433
  floors 
  411–412
  flurry of blows (monk) 
  57
  Fly skill 
  96–97
  fog 
  439
  forest canopy 
  426
  forest fires 
  426
  forest terrain 
  425–426
  forgeries, create or detect 
  101
  Fortitude saving throws 
  180
  free actions 
  188
  frightened (condition) 
  567
  full attack 
  187
  full-round action 
  187–188
   
  start/complete as a standard action 186
  game aids 
  569
  gamemastering 
  394–407
  gather information 
  94
  gems 
  400
  generating ability scores 
  15
  generating a character 
  14
  getting started 
  8
  glamer (illusion subschool) 
  210
  Glory domain (cleric) 
  44
  gnome 
  23
  Good domain (cleric) 
  44
  grapple 
  199–201
   
  (condition) 
  567
  greater rage (barbarian) 
  34
  green slime 
  416
  guards and soldiers 
  434
  half-elf 
  24
  half-orc 
  25
  halfling 
  26
  Handle Animal skill 
  97–98
  hardness and hit points of items 
  175
  Heal skill 
  98–99
  healing 
  191
   
  (conjuration subschool) 
  209
  Healing domain (cleric) 
  44
  heat dangers 
  444
  hedgerows 
  427
  height 
  169
  helpless (condition) 
  567
  hide in plain sight (ranger) 
  67
  high jump (monk) 
  59
  hills terrain 
  427–428
  hit points 
  179
   
  loss 
  189
   
  temporary 
  191
  holy champion (paladin) 
  63
  human 
  27
  hunter’s bond (ranger) 
  66
  ice effects 
  442
  ice sheet 
  430
  illusion school (wizard) 
  81
  illusion spells 
  210–211
  immediate actions 
  189
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703567
  703567
  451491
  451491
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703568
  703568
  451492
  451492
  574
  574
  improved cover 
  196
  improved evasion (monk) 
  59
   
  (ranger) 
  67
  Improved Familiar 
  127
  improved quarry (ranger) 
  67
  improved uncanny dodge (barbarian) 
  34
   
  (rogue) 
  69
  improvised weapons 
  144
  inappropriately sized weapons 
  144
  incorporeal (condition) 
  567
  indomitable will (barbarian) 
  34
  infernal bloodline (sorcerer) 
  76
  initiative 
  178
  injury and death 
  189–192
   
  dead 
  190
   
  disabled 
  189
   
  dying 
  189–190
   
  healing 
  191
   
  nonlethal damage 
  191–192
   
  stable 
  190–191
   
  temporary hit points 
  191
   
  while casting a spell 
  206
  Intelligence 
  16
  intelligent magic items 
  532–536
  Intimidate skill 
  99
  invisibility 
  563–564
   
  (condition) 
  567
  jack-of-all-trades (bard) 
  38
  jumping 
  88
  ki pool (monk) 
  59 
  Knowledge skill 
  99–100
  Knowledge domain (cleric) 
  45
  languages 
  101
  lava effects 
  444
  Law domain (cleric) 
  45
  lay on hands (paladin) 
  61
  Leadership 
  129
  Liberation domain (cleric) 
  45
  light 
  172–173
  light weapons 
  141
  Linguistics skill 
  100–102
  locks 
  156, 413–414
   
  open (see Disable Device) 
  94
  long-term care 
  98
  lore master (bard) 
  38
  loremaster (prestige class) 
  385–387
  lost, getting 
  424–425
  low-light vision 
  564
  Luck domain (cleric) 
  45
  Madness domain (cleric) 
  45
  Magic domain (cleric) 
  46
  magic items 
  456–553
   
  activate action 
  184
   
  adding new abilities 
  553
   
  armor 
  461–467
   
  artifacts 
  543–548
   
  creation 
  548–553
   
  cursed items 
  536–543
   
  damaging 
  459
   
  descriptions 
  460–461
   
  detect magic 
  458
   
  intelligent items 
  532–536
   
  potions 
  477–478
   
  purchasing 
  460
   
  random generation 
  461
   
  rings 
  478–484
   
  rods 
  484–490
   
  saving throws against 
  459
   
  scrolls 
  490–491
   
  size 
  459
   
  slots 
  459
   
  staves 
  491–496
   
  using items 
  458–459
   
  wands 
  496
   
  weapons 
  467–477
   
  wondrous items 
  496–532
  maneuver training (monk) 
  59
  marsh terrain 
  427
  master hunter (ranger) 
  67
  master strike (rogue) 
  70
  masterwork armor 
  153
  masterwork weapons 
  149
  Material Plane 
  440
  melee attacks 
  182
  mercy (paladin) 
  61
  mighty rage (barbarian) 
  34
  mithral 
  154
  monk 
  56–60
   
  ex-monks 
  60
  monk weapons 
  57, 145
  monstrous characters 
  405–406
  mount a steed 
  187
  mountain terrain 
  428–430
  mountain travel 
  430
  mounted combat 
  201–202
  mounts and related gear 
  162
  move 
  186
  move actions 
  186–187
  movement 
  170–172, 192–194
   
  during a charge 
  198
   
  measuring distance 
  192–193
   
  overland 
  171
   
  squeezing 
  193
   
  tactical 
  192
   
  terrain and obstacles 
  193–194
   
  through a square 
  193
  multiclassing 
  30
  mystic theurge 
  387–388
  natural abilities 
  221
  natural attacks 
  182
  nature bond (druid) 
  50
  nature sense (druid) 
  50
  nauseated (condition) 
  568
  necromancy school (wizard) 
  81
  necromancy spells 
  211
  negative levels 
  562
  Nobility domain (cleric) 
  46
  nonlethal damage 
  191
  nonlethal weapons 
  145
  NPC classes 
  448–450
  NPC wealth by level 
  454
  NPCs, creating 
  450–455
  one-handed weapons 
  141
  open locks 
  94
  orisons (cleric) 
  41
   
  (druid) 
  49
  Outer Planes 
  440–441
  overrun 
  201
  paladin 
  60–64
   
  ex-paladins 
  64
   
  spell list 
  231
  panicked (condition) 
  568
  paralyzed 
  564
   
  (condition) 
  568
  partial cover 
  196
  pathfinder chronicler 
  388–391
  pattern (illusion subschool) 
  210
  Perception skill 
  102–103
  perfect self (monk) 
  60
  Perform skill 
  102
  petrified (condition) 
  568
  phantasm (illusion subschool) 
  210–211
  pinned, as part of a grapple 
  200
   
  (condition) 
  568
  plains terrain 
  431–432
  planes 
  440–442
  Plant domain (cleric) 
  46
  player character (PC) 
  12
   
  advancement 
  30
   
  wealth by level 
  399
   
  starting wealth 
  140
  poisons 
  557–560
   
  treat 
  99
  polymorph (transmutation subschool) 
  211
  portcullis 
  414
  potions 
  477–478
   
  creating 
  551
  precipitation 
  438
  preparing for the game 
  401–402
  prestige classes 
  372–393
  Profession skill 
  103
  projectile weapons 
  141
  prone (condition) 
  568
  Protection domain (cleric) 
  46
  published adventures 
  396
  purchasing magic items 
  460
  purity of body (monk) 
  59
  quarry (ranger) 
  67
  quicksand 
  427
  quivering palm (monk) 
  60
  races 
  18–27
  rage (barbarian) 
  32
  rage powers (barbarian) 
  32
  ram 
  435–436
  ranged attacks 
  182
   
  into melee 
  184
  ranger 
  64–67
   
  spell list 
  232
  reach weapons 
  141, 145
  ready action 
  203
  Reflex saving throws 
  180
  repairing magic items 
  459
  Repose domain (cleric) 
  46
  resist nature’s lure (druid) 
  51
  Ride skill 
  103–104
  rings 
  478–484
   
  creating 
  551–552
  rock wall 
  428
  rods 
  484–490
   
  creating 
  552
  rogue 
  67–70
  rogue talents (rogue) 
  68
  rooftops 
  437
  rubble, dense 
  428 
  run as a full-round action 
  188
  Rune domain (cleric) 
  47
  sand dunes 
  430
  sandstorms 
  431
  saving throws 
  180
   
  against magic items 
  459
   
  items affected 
  216–217
   
  spells 
  216–217
  scent 
  564
  scree 
  428
  Scribe Scroll (wizard) 
  79
  scrolls 
  490–491
   
  creating 
  552
  scrying (divination subschool) 
  210
  secret doors 
  414
  secret messages 
  90
  Sense Motive skill 
  104
  services 
  163
  sewers 
  437
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703568
  703568
  451492
  451492
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703569
  703569
  451493
  451493
  575
  575
  Index
  Index
  shadow (illusion subschool) 
  211
  Shadow Plane 
  440
  shadowdancer 
  391–393
  shaken (condition) 
  568
  sheathe a weapon 
  186
  shields (see armor) 
  149–153
   
  ready or drop 
  187
   
  shield bash 
  152
   
  spikes 
  153
   
  tower 
  153
  sickened (condition) 
  568
  siege engines 
  434–436
  siege tower 
  436
  silver, alchemical 
  155
  size modifiers 
  179
  skill checks 
  86
  skill kits 
  161
  skills 
  84–109
   
  acquiring 
  86
   
  checks 
  86
   
  summary 
  89
   
  taking 10 and taking 20 
  86
  Sleight of Hand skill 
  104–106
  slopes 
  427–428
  slots, for magic items 
  459
  slow fall (monk) 
  59
  smite evil (paladin) 
  60
  smoke effects 
  444
  sneak attack (rogue) 
  68
  snow 
  438
  sorcerer 
  70–77
   
  bloodlines 
  71–77
   
  spell list 
  232–239
  special materials 
  154–155
  speed 
  180
   
  in armor 
  150
  spell resistance (SR) 
  564–565
  spellbook 
  219–220
   
  adding spells 
  219
   
  replacing 
  219–220
   
  (wizard) 
  79
  spellcasting services 
  163
  Spellcraft skill 
  106
  spell-like abilities (Sp) 
  221, 554
  spells 
  222–371
   
  aiming a spell 
  213–215
   
  bonus 
  17
   
  cast a spell (action) 
  184
   
  casting time 
  213
   
  casting underwater 
  432
   
  combining effects 
  208–209
   
  components 
  184, 212–213
   
  concentration 
  184, 206–207
   
  descriptor 
  212
   
  direct or redirect 
  186
   
  dismiss a spell 
  186
   
  duration 
  215–216
   
  level 
  212
   
  line of effect 
  215
   
  lists 
  224–239
   
  range 
  213
   
  saving throw 
  216–217
   
  spell resistance (SR) 
  217–218
   
  touch spells in combat 
  185
  splash weapon 
  202
  spontaneous casting (cleric) 
  41
   
  (druid) 
  49
  squeezing 
  193–194
  stable (condition) 
  568
  stable characters 
  190–191
  staggered (condition) 
  568
  stairs 
  415
  stand up from prone 
  187
  standard actions 
  182–186
  starting wealth 
  140
  starvation and thirst 
  444–445
  stat blocks 
  397
  staves 
  491–496
   
  creating 
  552–553
  Stealth skill 
  106–107
  still mind (monk) 
  59
  storms 
  438–439
  Strength 
  16
  Strength domain (cleric) 
  47
  stunned (condition) 
  568
  stunning fist (monk) 
  59
  suffocation 
  445
  summoning (conjuration subschool) 
  210
  Sun domain (cleric) 
  47
  sunder 
  201
   
  item hardness and hit points 
  175
  supernatural abilities (Su) 
  221, 554
  surprise 
  178
  Survival skill 
  107–108
  swift actions 
  188
  swift tracker (ranger) 
  67
  Swim skill 
  108
  taking 10 and taking 20 
  86
  teleportation (conjuration subschool) 
  210
  temporary hit points 
  191
  thirst 
  444–445
  thrown weapons 
  141
  thunderstorm 
  438
  tie up as part of a grapple 
  200
  timeless body (druid) 
  51
   
  (monk) 
  60
  tireless rage (barbarian) 
  34
  tongue of the sun and moon (monk) 
  60
  tools 
  161
  total concealment 
  197
  total cover 
  196
  total defense 
  186
  track (ranger) 
  64
  trackless step (druid) 
  51
  tracks, follow 
  107
  trade goods 
  140
  transmutation school (wizard) 
  82
  transmutation spells 
  211–212
  transport 
  163
  trap sense (barbarian) 
  34
   
  (rogue) 
  69
  trapfinding (rogue) 
  68
  traps 
  416–424
   
  bypass 
  418
   
  designing a trap 
  422–424
   
  duration 
  417
   
  effect 
  418–419
   
  miscellaneous features 
  419–420
   
  perception and disable device DCs 
  417
   
  reset 
  417
   
  sample traps 
  420–422
   
  trigger 
  417
   
  type 
  416–417
  Travel domain (cleric) 
  47
  treasure 
  399–401
   
  building a hoard 
  400–401
   
  magic items 
  401
   
  treasure per encounter 
  399
  treat deadly wounds 
  99
  trees 
  425–426
  trench 
  431
  Trickery domain (cleric) 
  48
  trip 
  201
  trip weapons 
  145
  two-handed weapons 
  141
  two-weapon fighting 
  202
   
  feat 
  136
  unarmed attacks 
  182
  unarmed damage 
  182
   
  Large and Small monks 
  58
  unarmed strike (monk) 
  58
  uncanny dodge (barbarian) 
  34
   
  (rogue) 
  69
  unconscious (condition) 
  568
  undead bloodline (sorcerer) 
  77
  undergrowth 
  426
  underwater combat 
  432–433
  universal school (wizard) 
  82
  urban adventures 
  433–437
  Use Magic Device skill 
  108–109
  using this book 
  9
  venom immunity (druid) 
  51 
  versatile performance (bard) 
  38
  walls 
  410–411
   
  city walls and gates 
  433–434
  wands 
  496
   
  creating 
  553
  War domain (cleric) 
  48
  warrior 
  450
  watch towers 
  434
  water 
  432
   
  dangers 
  445
   
  falling into 
  443
  Water domain (cleric) 
  48
  wealth 
  399–401
   
  NPC gear 
  454
   
  PC wealth by level 
  399
   
  starting (1st level) 
  140
  weapon mastery (fighter) 
  56
  weapon training (fighter) 
  56 
  weapons 
  140–149
   
  creating magic weapons 
  551
   
  draw or sheathe 
  186 
   
  improvised 
  144
   
  inappropriately sized 
  144
   
  natural 
  182
   
  magic 
  467–477
   
  masterwork 
  149
   
  Tiny and Large weapon damage 
  145
  weather 
  437–440
   
  while casting a spell 
  207
  Weather domain (cleric) 
  48
  weight 
  169
  well versed (bard) 
  38
  wild empathy (druid) 
  50
   
  (ranger) 
  64
  wild shape (druid) 
  51
  wilderness 
  424–433
  Will saving throws 
  180
  wind 
  439–440
  wind effects on flight 
  96–97
  Wisdom 
  17
  withdraw 
  188
  wizard 
  77–83
   
  arcane schools 
  79–82
   
  familiars 
  82
   
  spell list 
  232–239
  wholeness of body (monk) 
  59
  woodland stride (druid) 
  51
   
  (ranger) 
  66
  wondrous items 
  496–532
   
  creating 
  553
  yellow mold 
  416
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703569
  703569
  451493
  451493
  
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703570
  703570
  451494
  451494
  MORE THAN 300 NEW AND UPDATED MONSTERS
  HUNDREDS OF FULL-COLOR ILLUSTRATIONS
  PAIZO.COM/PATHFINDER
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game is a 
  trademark of Paizo Publishing, LLC. ©2009 Paizo Publishing, LLC.
  PATHFINDER RPG BESTIARY RELEASES SEPTEMBER 2009
  ™
  ®
  paizo.com #1237617, D M <dm_123_456@yahoo.com>, Aug 23, 2009
  703570
  703570
  451494
  451494
  
  paizo.com/pathfinder
  Printed in China. PZO1110
  T
  he Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting 
  to survive in a world beset by magic and evil. Will you cut your way through 
  monster-filled ruins and cities rife with political intrigue to emerge as a famous hero 
  laden with fabulous treasure, or will you fall victim to treacherous traps and 
  fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this 
  giant Core Rulebook that provides everything a player needs to set out 
  on a life of adventure and excitement!
   This imaginative tabletop game builds upon more than 10 years 
  of system development and an open playtest involving more than 
  50,000 gamers to create a cutting-edge RPG experience that brings the  
  all-time best-selling set of fantasy rules into the new millennium.
  The Pathfinder Roleplaying Game Core Rulebook includes:
  •  All player and Game Master rules in a single volume
  •  Complete rules for fantastic player races like elves, dwarves, gnomes, 
  halflings, and half-orcs
  •  Exciting new options for character classes like fighters, wizards, 
  rogues, clerics, and more
  •  Streamlined and updated rules for feats and skills that increase 
  options for your hero
  •  A simple combat system with easy rules for grapples, bull rushes, 
  and other special attacks
  •  Spellcaster options for magic domains, familiars, bonded 
  items, specialty schools, and more
  •  Hundreds of revised, new, and updated spells and magical 
  treasures
  •  Quick-generation guidelines for nonplayer characters
  •  Expanded rules for curses, diseases, and poisons
  •  A completely overhauled experience system with options for 
  slow, medium, and fast advancement
  •  AND MUCH, MUCH MORE!
  ®
  ENTER A FANTASTIC  
  WORLD OF ADVENTURE!
  
SOURCE: textdata/thevault/Pathfinder/Core Rulebook.pdf