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Chapter 1: Hybrid D20 With a few changes, Dungeons & Dragons 3.5
edition rules and/or Pathfinder RPG rules can be made to fit the skills‐based, point‐buy concept of character customization and skill importance, similar to Shadowrun 4th ed. These changes are summarized here.
ABILITIES To avoid confusion with “spell‐like abilities,” “class abilities,” etc., the term “Abilities” is replaced by the term “Attributes.” These may be determined using any of the methods in D&D 3.5. For Pathfinder RPG‐style characters, use any method and add +2 to any one score (to reflect the net +2 racial bonus in that system).
Improving an attribute costs a number of XP equal to 3 times the score desired, on a 1‐point‐at‐a‐time basis. Raising one’s Strength from 11 to 13 would therefore cost (12 + 13) x 3 = 75 XP.
At the start of the game, generated attributes can also be “sold down” for extra points.
RACES Racial traits are simlated with skills and powers. In this manner, any race can serve as a player character, without the need for cumbersome level adjustments, effective character levels, racial levels, and the like.
CLASSES AND EXPERIENCE Classes are abolished, to be replaced by skills and powers. Rather than gaining levels in Fighter, for example, a character will improve his or her Combat skills and take various specializations in order to simulate the fighter’s feats. In this manner, an infinite range of classes and
prestige classes can be customized. NPC classes are simulated by simply allowing the character fewer XP with which to purchase skills and powers.
Classes are replaced with a discretionary spending of experience points. A starting character is built from 100 XP, representing his or her training and life experience up until that point. All of the character’s starting skills, powers, class abilities, racial abilities, saving throws, attack bonus, and the
like are purchased as skills or powers using this pool of points.
Total XP spent must be kept track of separately from unspent XP. A character’s level is determined by his or her total XP spent; each level break occurs at 1.1 times the XP needed for the last break, as summarized in the following table:
XP Spent Character Level 100 1st 210 2nd 331 3rd 464 4th 611 5th 772 6th 949 7th
1,144 8th 1,358 9th 1,594 10th 1,853 11th 2,138 12th 2,452 13th 2,797 14th 3,177 15th 3,595 16th 4,054 17th 4,560 18th 5,116 19th 5,727 20th
Monsters and traps have levels as well; the “challenge rating” (CR) of a monster, trap, or hazard is determined exactly as is character level. Multiple creatures or traps can be assigned encounter levels (EL), as in D&D 3.5.
Adventuring earns XP at a suggested rate of 20 XP per session. This can be modied according to the level and number of significant challenges encountered, the length of the session, and the like.
Expereience points can be spent at the end of the adventure on improving attributes, skills, etc., or they can be ʺsaved upʺ for later, with the restriction that you canʹt spend points in the middle of an adventure (to prevent characters from, say, suddenly realizing they are expert neurosurgeons at a momentʹs notice, because the adventure sure would be easier if they were...).
For those who require a strict conversion of experience, 1 XP in the Hybrid system is equivalent to approximately 25 XP (fast advancement) in the Pathfinder RPG at 7th level. Because of the different built‐in assuptions (ranks in the Hybrid system have a built‐in “diminishing returns” mechanism, and Hybrid characters spend XP on magic items), this ratio scales from 1:12 at 2nd level through 1:426 at 20th level.
HIT DICE AND BASE ATTACK BONUS A character’s base attack bonus with melee weapons, unarmed or natural weapons, and thrown weapons is equal to his or her number of ranks in Hand‐to‐Hand Combat skill. His or her base attack bonus with projectiles, rays, and energy missiles is equal to his or her number of ranks in Fire Combat skill. The two skills, in Hybrid rules, are treated as being totally independent of one another.
Hit Dice are also a function of Combat skill. A character has 1 HD per level in either Hand‐to‐Hand Combat or Fire Combat skill, whichever is higher. Hit Dice are 10‐sided by default. A D20 barbarian’s 12‐sided dice are simulated by taking the Toughness feat.
In 3.5 edition rules, 6‐sided and 8‐sided Hit Dice are associated with a BAB of ¾ character level; an 8th‐level cleric has a BAB of +6 and 8d8 HD (average 36 hp, not including Con bonuses). An identical d20 Hybrid character would have 6 ranks in HTH Combat skill, for a BAB of +6 and 6d10 HD (average 33 hp, not including Con bonuses).
Likewise for 4‐sided Hit Dice and BAB = ½ character level. A 10th level D&D 3.5 wizard has 10d4 HD (25 hp average) and a BAB of +5; a similar d20 Hybrid character, with 5 ranks in Fire Combat skill, has 5d10 HD (average 27 hp, exclusive of Con bonuses).
Iterative attacks work as in D&D 3.5, except that they are determined separately for hand‐to‐hand combat and for fire combat.
SAVING THROWS Saving throws are now divorced from classes and are made into feats (see Chapter 3) instead, with incremental costs as they improve.
In some cases, a skill check (Endurance, Acrobatics, or Concentration) can be substituted for
a Fortitude, Reflex, or Will save (respectively) as a full‐round action, at the player’s option.
SKILLS A list of skills and their useages is included in Chapter 2. To emphasize the importance of skills in Hybrid‐style game play, individual narrow skills in 3.5 edition D&D have been grouped into broader skill groups. This serves two main purposes:
1. It helps equalize the core class skills (base attack bonus, caster level, etc.) with the other skills; and
2. It simplifies skill selection, so that one is not forced to decide whether to put more of an odd number of skill points into Listen vs. Spot, for example.
As an added advantage, broad skill headings eliminate the cumbersome system of “synergy bonuses” in D20 rules.
Skills cost a base 5 XP for 1 rank. A D&D character gets these skills as part of his or her class alotment; the Hybrid character instead buys them. Advancement thereafter is at the rate of 2 XP x the rank to be attained, on a rank‐by‐rank basis. For example, starting untrained and gaining 4 ranks in a skill would cost 23 XP (5 + 4 + 6 + 8). Because skills are purchased, there are no bonus skills for high Intelligence.
Skill Rank XP for Rank Cumulative XP 1st 5 5 2nd 4 9 3rd 6 15 4th 8 23 5th 10 33 6th 12 45 7th 14 59 8th 16 75 9th 18 93 10th 20 113 11th 22 135 12th 24 159 13th 26 185 14th 28 213 15th 30 243 16th 32 275 17th 34 309 18th 36 345 19th 38 383 20th 40 423
SKILL SPECIALIZATION Specific sub‐skills (e.g., Spot, as a sub‐skill of Perception) can be improved above the base number of ranks in the main skill group. Specialization is priced as if the skill were being improved from scratch. For example, a character with 9 ranks in Perception (assume Wis 10, for a +12 bonus) could gain 2 ranks of Spot specialization for 5+4=9 points (+14 bonus in Spot).
Subject to referee approval, “sub‐specializations” may also be possible. For example, a character might have 6 ranks in Disable Device, 3 ranks in Use Magic Device specialization, and 2 more ranks in Use Wands.
FEATS Most feats have ranks, exactly as do skills; indeed, many are now treated as skill specializations. Feats (and class features) will be dealt with in Chapter 3.
POWERS Powers such as spellcasting or channeling energy are dealt with in Chapter 4.
WEAKNESSES Characters can gain extra points by accepting weaknesses—phobias or obsessions that are difficult for him or her to resist. On one level, this system takes some control of the character out of the player’s hands, so many players will avoid taking weaknesses for that reason. Others might enjoy a more “human” character. Each weakness gives the character 5 more XP to spend on character generation.
Weaknesses have ranks, exactly as do skills; each rank provides an additional 2 XP to spend on character generation.
Resisting a weakness requires a Will save at DC 10 + 1 per rank in the weakness in question. For example, a character with 5 ranks of Womanizing would need to succeed at a DC 15 Will save to avoid hitting on an attractive woman he encounters.
Typical examples of weaknesses are summarized in below. Other weaknesses, which are not essentially psychological but rather physical in nature (deafness, deformity, chronic disease, etc.) are not generally recommended. Magical weaknesses (for example, the character is seared by
daylight, like a vampire) will be treated with in a separate section. Arms or armor prohibition. The character must make
a weakness check or else refuse to employ a certain type of weapon or armor, even when itʹs convenient to do so (for example, a noble Paladin character referring to a club as a ʺpeasantʹs weapon,ʺ and attacking barehanded instead). Priests often have severe weapons restrictions; certain other characters might disdain the use of all armor. Attraction to members of the opposite sex
(womanizing/satyriasis/nymphomania). Acrophobia (fear of heights). Character Agoraphobia (fear of open spaces) Arachnophobia (fear of spiders) ʺBlood‐feudʺ with some particular person or class of
people. Character will run off on vendettas instead of cooperating with his or her friends, whenever opportunity presents itself. Cf. Dumas’ The Count of Monte Cristo, Vanceʹs Demon Princes series, or Zelaznyʹs Dilvish, the Damned; also, Steve McQueen in ʺNevada Smith.ʺ Claustrophobia (fear of enclosed spaces). Chemical dependence on nicotine, alcohol, or drugs. Emotional dependence on some person (make Will
checks whenever person is threatened to avoid flying off the handle; if person dies, you pretty much lose it completely until you can earn enough points to remove this weakness). Fear of snakes. The character is shaken whenever
confronted with them unless the Will save succeeds. Galahad complex. Character cannot pass up
opportunities to defend the helpless, right wrongs, etc. His friends may find him a colossal bore. Gambling (compulsive) and general inability to pass
up dares and wagers. Geas. As in Irish mythology, the character is
prohibited from performing some action. Greed (beyond the norm, so that you are driven by
it). Kleptomania (generally possible only if the Sleight of
Hand skill is also taken). Offensive/tactless/poor social skills (instead of a
positive number of ranks for Diplomacy, the character has a negative number of ranks and is despised by all). Sadism (this is NOT recommended for Player
Characters!) Superstition. In medieval campaigns this might be
termed ʺreligious aweʺ or ʺdependence on deity,ʺ and be mandatory for all Priest characters.
ALIGNMENT Alignment is totally optional for mortals; it can be recorded as a measure of convenience, for players for whom it is helpful. Only Outsiders such as demons, etc.—creatures that embody cosmic principles—have alignments in an absolute sense.
HEIGHT AND WEIGHT Players can feel free to roll randomly for these, but simple use of common sense is a better guide. For example, a human character with 18 Strength will not weigh 95 lbs. at 5’5” tall.
AGE AND RESURRECTION SURVIVAL Optionally, races with long life spans can be balanced without the need for creating Powers rules for extended life spans by simply re‐instituting the 1st edition D&D “resurrection survival” concept. In this option, a character who wishes to be brought back from the dead must succeed at a Fortutide save at DC 5 + 1 per 10 years of the race’s “venerable” age break. This translates to the following: Race Venerable Age Resurrect DC Half-orc 60 11 Human 70 12 Halfling 100 15 Half-elf 125 17 Gnome 200 25 Dwarf 250 30 Elf 350 40
OPTIONAL CHANGES TO STANDARD D20 MECHANICS Total Failure: On a natural “1” on a skill or other check, rather than the task simply failing, some major blunder is committed in the process. Other than the usual “drop weapon on an attack roll of 1” commonly houseruled for D&D, skill checks can be adjudicated similarly. For example, a character arrives in a shady bar to meet with an informant; unbeknownst to the player, there is a bad guy lurking there, too. The player rolls vs. Perception to notice; failure indicates that he fails to spot the bad guy. Total Failure results, on the other hand, might mean that the character doesnʹt even spot the informant (who might have stepped out for a moment) and thus blows the whole meeting.
A natural 1 also threatens a critical failure. Roll a second check. If this one fails, the Total Failure is even worse. The referee should then manipulate the situation disastrously for the character. In the example above, if the character rolled a critical failure for the Perception check, then not only would he fail to spot the bad guy AND the informant, but he would fail to notice that his wallet has just been lifted, and that a gang of kids outside is engaged in stealing his car. Referees can have lots of fun with critical failure results. Critical Success and Hero Points: On the other end of the spectrum are critical successes. In this option, skill checks have a crit range of 20 (much like weapons); on a confirmed critical success, in addition to automatic (and spectacular) success, outside of combat the character earns one ʺHero Pointʺ—a concept stolen from Victory Gamesʹ James Bond 007 rules. Hero Points allow the character to change the odds in his or her favor. Instead of situations being manipulated to the characterʹs detriment, as in Total Failure results, Hero Points allow the character to manipulate coincidence for his or her own benefit. In game terms, one Hero Point can be used after a poor roll to change the result to a “10” (as if the character had Taken 10, but without any of the limitations of that mechanic). Alternatively, one Hero Point can be spent to allow a player to completely re‐roll one dice roll for his or her character. If referee and players can all agree on particulars, then Hero Points can also be used to cause remote but non‐quantifiable possibilities to become likelihood or even certainty. For example, a Hero Point might allow a player to ʺrememberʺ that his character he bought more arrows at the end of the last adventure (even though the player himself forgot all about the need to restock ammo). The more reasonable the scenario, the fewer Hero Points would be required; less likely coincidences (ʺWhat are the chances that somebody recently lost a $100 bill near here?ʺ) should require a fairly large outlay. Judgement and compromise are often necessary here. An unlimited number of Hero Points can be accumulated, with the restrictions that Combat rolls do not ever earn Hero Points (except for in once‐in‐a‐lifetime situations), and that characters who sit around all day attempting pointless tasks just to try for excellent results should NOT earn any Hero Points—only tasks that are attempted as part of the ongoing game should count. On the other hand, most referees
will give each character one Hero Point at the start of each adventure, to help ensure his or her survival. In any case, each Hero Point can only be spent once. Be careful—major non‐player characters encountered during an adventure may have one or more ʺsurvival pointsʺ (a kind of equivalent to hero points). Opposed Checks: In the event that two checks are made in opposition to one another (for example, a Perception roll to notice a person using Stealth to sneak up on you), then there are 2 basic means of resoultion: 1. Standard opposed checks, as in D&D 3.5, with the higher results winning. 2. Bidding War: For ongoing contests, in which both parties are determined to outdo one another. One party declares a DL; the opposing party then has three options: (a) give up; (b) ʺcall,ʺ whereupon both parties roll against that DL; or (c) ʺraiseʺ by declaring a higher DL. Raising can go back and forth until someone gives up or calls. Once both parties roll, the higher QR wins (as above); in the case of identical QR, there is either a tie, or else throw again to determine a winner. Generally, this is possible only if some means of ʺupping the anteʺ are actually present (running a red light against traffic while being chased, playing a more difficult song in a duelinʹ banjoes competition, or whatever). Examples of when this method is used: chases (see detailed chase rules, in the Personal Combat section); music competitions between two musicians, or any analogous situation; any situations involving two similar or identical checks being made (two guys attempting to seduce the same girl, etc.). Cf. the progressively more outrageous attempts made by Michael Caineʹs and Steve Martinʹs characters to con the girl, in the film Dirty Rotten Scoundrels.
CHANGES TO THE SRD COMBAT RULES Unless otherwise stated here or in the following chapters, all rules from D&D 3.5 apply to Hybrid RPG gaming. In general, these changes make combat more dangerous than in a standard D&D game. Those skilled in combat are correspondingly more likely to survive it, but the best method for long‐term survival is to avoid combat if possible, and to stack the deck in one’s favor before attacking, if a fight is inevitable. Combat and Movement: Hybrid RPG assumes
less intense focus on a “battlemat” and miniatures.
A full round in 3.5/Pathfinder assumes a spell and a move action, or an attack and a move action, or a 5‐ft. step and a full attack. In Hybrid rules, the following changes are made: Spellcasting: Casting a standard‐action spell with
somatic and/or material components prevents movement during that round except for a single 5‐ft. step. Attacks: A single attack and a full move is one
round. A character with 4 iterative attacks and 30 feet of movement can therefore choose to attack once and move 30 ft., or attack twice and move 20 feet, or attack 3 times and move 10 feet, or attack 4 times and take a 5‐ft. step. Wounds and Dazing: Loss of ¼ of a character’s
normal (full) hp is considered a light wound. Upon incurring a light wound, any living creature with a discernable anatomy must save vs. Fortitude at DC 10 or be dazed one round. Thereafter (whether or not the save is successful), lightly wounded creatures are fatigued, suffering a –2 penalty to Strength and Dexterity and a –1 penalty to attacks, damage, AC, saves, and checks (which subsumes the effects of the attribute reduction).
Loss of ½ of the character’s full hp is a medium wound, requiring a DC 15 Fort save to avoid being dazed 1 round; the penalties to Str and Dex increase to –4 each, and the penalty to attacks, damage, AC, saves, and checks increases to –2 (which subsimes the effects of the attribute reduction).
At ¾ hp lost, the character is heavily wounded (DC 20 Fort or dazed 1 round) and exhausted, suffering a –6 penalty to Strength and Dexterity, and a –3 penalty to attacks, damage, AC, saves, and checks (which subsumes the effects of the attribute reduction).
Spells and effects that remove fatigue and/or exhaustion, but do not cure hp damage, ameliorate the penalties but do not otherwise restore hp. Characters with exceptional ranks in Endurance might be able to ignore some of these penalties; see the Endurance skill for details. Facing: Due to the relative de‐emphasis of grid‐
based combat in Hybrid RPG gaming, the facing rules of D&D 3.0 are retained (the square “space” of D&D 3.5 represents a change intended solely to make miniatures use on a battlemat easier). Holding an Action: If you have 6+ ranks in the
appropriate skill, you can hold an action without declaring it. The action can then be taken any time
before your next turn as an immediate action, possibly interrupting opponents. Partial actions can be withheld in this manner, as can movement.
For example, a character with 6 or more ranks in HTH Combat can attack once on his turn, and elect to withhold his 5‐ft. step and second attack for use later in the round, when he can assess the relative threats posed by nearby opponents. Combat Maneuvers: The concept of combat
manuevers and the combat manuever bonus (CMB) from the Pathfinder RPG are used. Parrying: If you have at least 6 ranks in HTH
Combat skill, whenever you take a full attack action, you can elect not to take one of your attacks. At any time before your next turn you can attempt to parry an attack against you or an adjacent ally as an immediate action. To parry the attack, you make an attack roll, using the same bonuses as the attack you chose to forego during your previous action. If your attack roll is greater than the roll of the attacking creature, the attack automatically misses.
For each size category the attacking creature is larger than you, you take a –4 penalty on the attack roll. You also take a –4 penalty when attempting to parry an attack made against an adjacent ally. You must declare the use of this ability after the attack is announced, but before the roll is made. Damage Reduction: The Hybrid RPG uses a
modified damage reduction system, similar to that used in the Pathfinder RPG. Magic weapons with larger “plusses” can bypass certain materials‐based damage reduction, as shown in the table (the spell greater magic weapon does not allow DR to be bypassed).
Nonmagical weapons of the correct material are useful as in D&D 3.5; for example, a nonmagical alchemical silver dagger will bypass a lycanthrope’s DR 10/magic. The only difference in Hybrid rules is that a +2 or better weapon can also penetrate the lycanthrope’s damage reduction. Damage reduction targeting a certain alignment
or weapon type (bludgeoning, piercing, slashing) works exactly as in D&D 3.5.
Weapon Bonus Bypasses
+1 DR /magic +2 DR /magic or /silver +3 DR /magic or /silver or /cold iron +4 DR /any special material except
adamantine +5 DR /any special material including
adamantine +6 DR /epic
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Chapter 2: Skills
LIST OF SKILLS
Skill Key Ability
Armor Penalty?
Untrained Use? Supercedes
Acrobatics Dex Yes Yes Balance, Jump, Tumble skills Appraise Int No Yes Appraise, Forgery (detect forgeries) skills Athletics Str Double Yes Climb, Swim skills; Run feat Bluff Cha No Yes Bluff, Intimidate, Sense Motive skills Combat, HTH Str No Yes Class-based HD and Base Attack Bonus Combat, Fire Dex No Yes Class-based HD and Base Attack Bonus Concentration Wis No Yes Concentration, Control Shape skills Craft: Alchemy Int No No Craft (alchemy), Craft (brewer) skills, et al. Craft: Smith Str No No Craft (blacksmith), Craft (armorer), Craft (weaponsmith) skills Craft: Construction Wis No No Craft (carpentry), Craft (stonemasonry), Knowledge (architecture &
engineering) skills Craft: Fine Art Dex No No Craft (painting), Forgery skills Diplomacy Cha No Yes Diplomacy skill, Knowledge (nobility & royalty) Disable Device Int Yes No Disable Device, Open Locks, Search skills Drive Dex No No Drive, Pilot Endurance Con No Yes Autohypnosis skill; Endurance, Diehard, Run feats; base land speedFly Dex Yes No Aerial maneuverability class Handle Animal Cha No Yes Handle Animal, Ride skills Heal Wis No Yes Heal skill Knowledge: Lore Int No No Knowledge (history) Knowledge: Planes Int No No Knowledge (the planes), Knowledge (religion), Spellcraft (divine) Knowledge: Warfare Int No No Knowledge (tactics & strategy), Knowledge (games), Profession
(soldier), Profession (siege engineer) skills Linguistics Int No No Decipher Script, Read Languages skills Perception Wis No Yes Listen, Spot skills, plus other senses and memory Perform: Acting Cha Yes Yes Perform (act, comedy, oratory), Disguise skill Perform: Dance Cha Yes Yes Perform (dance) Peform: Music Cha No No Perform (keyboard, percussion, string, wind instuments, sing) Profession: Mining Wis No No Profession (miner) skill; Stonecunning racial ability Profession: Sailing Wis No No Profession (sailor) skill Sleight of Hand Dex Yes No Sleight of Hand, Escape Artist; Quick Draw feat Spellcraft Int No No Knowledge (arcana), Spellcraft (arcane), Use Magic Device, Disable
Device (magic trap), Search (magic trap) skills Stealth Dex Yes Yes Hide, Move Silently skills Streetwise Cha No Yes Knowledge (local), Gather Information skills Survival Wis No Yes Survival, Knowledge (nature) skills; Track feat
SKILL CHECKS When using a skill, a skill check is normally
needed for success, as indicated in the skill description. The results of a standard skill check are as follows: 1d20 + ranks in skill + 3 (if trained in skill) +
attribute modifier + other modifiers = RESULTS. The +3 modifier simulates the 4x skill points that
characters in D&D 3.5 receive at first level (and simulates the class skill bonus in Pathfinder rules); it applies only for skills in which the character has at least 1 rank. A Hybrid d20 character with 6 ranks in Stealth, for example, is equivalent to a D&D 3.5 character with 9 ranks in Hide and 9 ranks in Move Silently, or a Pathfinder RPG character with 6 ranks in Stealth as a class skill. An important exception is for the HTH Combat
and Fire Combat skills; combat is an inherently unstable proposition, and does not get the +3 bonus.
SKILL SPECIALIZATION Major areas of specialization are detailed in the
sub‐headings for each skill.
ACROBATICS (DEX) You can keep your balance while traversing
narrow or treacherous surfaces. You can also dive, flip, and roll, avoiding attacks and confusing your opponents. Check: This skill has several distinct uses. First,
you can use it to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed through such situations. Only one check is needed per round to move across such surfaces. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat‐footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.
Surface Width 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 increase the DC to 10 or higher. This skill can also be used to move past or
through opponents to avoid attacks of opportunity. Your acrobatics check is treated as your AC against attacks made against you while tumbling. If you fail your check (i.e., you are hit) when moving past an opponent, you continue to move but provoke an attack of opportunity as normal. If you fail your check when moving through an opponent’s square, your movement ends before you enter the opponent’s space and you provoke an attack of opportunity as normal. The following modifiers apply to all Acrobatics
skill checks. The modifiers stack with one another, but only the most severe modifier for any given condition applies. Acrobatics Modifiers DC
Mod. Lightly Obstructed (gravel, sand) +2 Severely Obstructed (cavern, rubble) +5 Slightly Slippery (wet) +2 Severely Slippery (icy) +5 Slightly Sloped (less than 45°) +2 Severely Sloped (greater than 45°) +5 Slightly Unsteady (boat in rough water) +2 Mildly Unsteady (boat in a storm) +5 Severely Unsteady (earthquake) +10 Move at normal speed or greater +5
More advanced uses of the Acrobatics skill
include the following: Task Acrobatics DC Slow fall 15 per 10 ft. reduced Kip up 35 10-foot step 40
Slow fall: When falling, you may make an
Acrobatics check to reduce damage. For every 15 points of your check result, you treat the fall as if it were 10 ft. less distance than is actually the case (e.g.,
on an Acrobatics check of 30‐44, you reduce the effective fall height by 20 ft.). Kip up: You may stand up from prone as a free
action, instead of as a move‐equivalent action. 10‐foot Step: You can move 10 feet as a ʺ5‐foot
step,ʺ while also performing a full‐round action during the round (such as a full attack). In melee, you might do a back flip over your opponentʹs head to get on his other side. This move never provokes an attack of opportunity—it is exactly equivalent to a 5‐foot step, except for the distance covered. Action: None. An Acrobatics check is made as
part of another action or as a reaction to a situation. Special: If you are subjected to an effect that
calls for a Reflex save, you can substitute an Acrobatics check as a full‐round action. Skill Specialization: Balance; tumbling
(including avoiding Attacks of Opportunity).
APPRAISE (INT) With this skill, you can evaluate the value of any object or comestible, picking out priceless treasures from worthless junk. You might also be able to determine a place or culture of origin and/or some piece of information associated with the item in question. If you are trained in this skill, you can use it in conjunction with detect magic to ascertain the properties of a magic item. Check: The DC of the Appraise check on non‐magical items depends on their value, as noted on the following chart. If you fail the check you are unable to accurately gauge the value of an item. The GM might invent a value for the item that is wildly off the mark if your check fails by 5 or more. Particularly rare or exotic items might increase the DC of this check by +5. Mundane Item Value Appraise DC
0 gp – 100 gp 5 101 gp – 500 gp 10
501 gp – 1,000 gp 15 1,001 gp – 5,000 gp 20 5,001 gp – 10,000 gp 25
10,001 gp + 30 You can also use this check to determine the
most valuable‐looking item in a treasure hoard. The DC of this check is generally 20, but can increase to as high as 30 for a particularly large hoard.
If you are trained in Appraisal, you can use it in conjunction with detect magic and identify to determine the properties of a standard magic item in your possession. The DC of this check is equal to 15 + the item’s caster level. If successful, you determine the item’s properties and command words. You must be the caster of detect magic to use this skill in this way. You cannot determine the powers of artifacts
through the use of this skill. Artifacts, relics, and other unique magical items are identified using the Knowledge: Lore skill (q.v.). Action: Appraising a non‐magical item takes 1
standard action. Determining the most valuable object in a treasure hoard takes 1 full‐round action. Attempting to ascertain the power of magic items takes 1 standard action per item. Detecting a forgery using Appraise takes 1 round of examination per page. Try Again: Additional attempts to Appraise a
nonmagical item reveal the same result. When using detect magic or identify to Appraise magic items, you may cast the spell again to attempt to ascertain the powers of the item. Additional attempts during the same casting of detect magic or identify reveal the same results. Skill Specialization: Antiques; gems and
jewelry; fine art; magic arms and armor; magical wands/staves/ rods; wondrous items; etc.
ATHLETICS (STR) You know how to climb and swim, and are adept
at other physical sports. Check: With a successful Athletics check, you
can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one‐quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by 4 or less means that
you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. 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.
Example Surface or Activity DC A slope too steep to walk up, or a knotted rope with a wall to brace against.
0
A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
5
A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
10
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.
15
An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
20
A rough surface, such as a natural rock wall or a brick wall.
25
An overhang or ceiling with handholds but no footholds.
25
A perfectly smooth, flat, vertical surface cannot be climbed.
—
Example Surface or Activity
DC
Mod* Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10). –10 Climbing a corner where you can brace against perpendicular walls (reduces DC by 5). –5 Surface is slippery (increases DC by 5). +5
*These modifiers are cumulative; use any that apply.
You need both hands free to climb or swim, 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 or swimming. Any time you take damage while climbing or
swimming, make an Athletics check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage (if climbing), or begin to sink (if swimming). 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).
Making Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall. Catching Yourself When Falling: It’s practically
impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to catch yourself on a slope (DC = slope’s DC + 10). Catching 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 or her 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. Jumping: You can also use the Athletics skill to
jump across gaps and pits, as well as soften your fall. Instead of determining the base DC by the surface width, the base DC is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).
Long Jump Acrobatics DC 5 feet 5 10 feet 10 15 feet 15 20 feet 20
Greater than 20 feet +5 per 5 feet
High Jump Acrobatics DC 1 foot 4 2 feet 8 3 feet 12 4 feet 16
Greater than 4 feet +4 per foot
Jumping Down: If you intentionally jump from a height, you take less damage than if you just fall. The DC to jump down from a height is 15. You do not have to get a running start to jump down (the DC is not doubled if you do not get a running start). If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. Bounding climb: With a DC 50 Athletics check,
you can climb to a height of up to 20 feet (as part of normal movement) by jumping and bouncing off walls or trees. You must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other. Running: 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 succeed at a DC 20 Athletics check. If you make a jump after a running start with a successful run check, you gain a +4 bonus on your Jump check. Long‐distance running falls under the
Endurance skill. Swimming: Make an Athletics check once per
round while you are in the water. Success means you may swim at up to one‐half your speed (as a full‐round action) or at one‐quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater. If you are underwater, either because you failed
a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full‐round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her 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. Diving depth (without equipment) is limited to
10 ft. per rank in this skill; with SCUBA gear or equivalent magical aids, this limit is tripled. If you have ranks in this skill and come from a modern setting, you are assumed to be able to use SCUBA gear. 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 check. Catching yourself or another falling character doesn’t take an action. A successful check allows you to swim one‐
quarter of your speed as a move action or one‐half your speed as a full‐round action. Special: 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 climber’s kit gives you a +2 circumstance bonus on Climb checks. The master of a lizard familiar gains a +3 bonus on Climb checks. A creature with a climb speed has a +8 racial
bonus on all Athletic checks involving climbing. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
A creature with a swim speed can move through water at its indicated speed without making checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard while swimming. The creature always can choose to take 10 on a swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line. Swim checks are subject to double the normal
armor check penalty and encumbrance penalty. Untrained: 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). You are unable to use SCUBA gear effectively, and are limited to 10 feet in diving depth without gear. Skill Specialization: Free Climbing;
Mountaineering; Running (sprints); Jumping; Swimming; Diving.
BLUFF (CHA) You know how to tell a lie and how to notice when
others are lying. You can also use your skill at bluffing to actively intimidate or even demoralize people. Games involving bluffing and the reading of “tells” (poker, etc.) can also be resolved using this skill. Check: You can use the Bluff skill to accomplish the following tasks: Task Bluff DC Lie / Discern Lie Opposed check results Assess level 15 Assess bonuses 25 Demoralize 10 + HD + Wis modifier Feint 10 + BAB + Wis modifier Innuendo (simple) 15 Innuendo (complex) 20 Intimidate 10 + HD + Wis modifier Sense Domination 15 Sense Enchantment 25 Sense Motive (normal) 15 + Wis modifier Sense Motive (bluffing) Opposed check results Lie: You can convince others that what you are saying is true. Bluff is an opposed skill check versus your opponent’s Bluff skill. If you are actively using
Bluff to fool another, with a successful check you convince your opponent that what you are saying is true. Alternatively, if you are being deceived and your check succeeds, you can see through the lies that are being told to you by others. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Circumstances Bluff
Modifier The target wants to believe you +5 The deception is believable +0 The deception is unlikely –5 The deception is far-fetched –10 The deception is impossible –20 The target is drunk or impaired +5 You possess convincing proof up to +10
Assess Prowess: You can size up an opponent as a
starndard action, making a DC 15 check to determine his approximate level of experience (characters have no notion of “level” as such, but can perform an assessment along the lines of “on a scale from 1 to 20, with 1 being a novice, and 20 being world‐class”). If your check results are 25 or higher, you know the opponent’s total attack and damage bonuses with his primary weapon. 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 one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you. Feint: You can also use Bluff to feint in combat,
causing your opponent to be flat‐footed against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Buffing, the DC is instead equal to 10 + your opponent’s Bluff bonus, if higher. For more information on feinting, see the Combat chapter. Innuendo: You can use Bluff to imply hidden
messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target
automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Deception check. Intimidate: You can use this skill to frighten your
opponents or to get them to act in a way that benefits you. This use of the skill includes verbal threats and displays of prowess. You can use Intimidate to force an opponent to act friendly to you for 1d6 x 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, the target will give you information you desire, take actions that do not endanger it, or otherwise offer limited assistance. After the intimidation 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. You can take 10 when making an Intimidate
check, but can’t take 20. A character immune to fear effects can’t be intimidated or demoralized. Sense Enchantment: You can tell that someone’s
behavior is being influenced by an enchantment effect (by definition, a mind‐affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities. Sense Motive: 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, or to intuit the person’s ulterior motives. This is an opposed check against the other person’s Bluff results; if he or she is not attempting to Bluff, the DC is 15 + the other person’s Wisdom modifier. Action: Attempting to deceive someone takes at
least 1 round, but can possibly take longer if the lie is elaborate. Feinting in combat is a standard action. Exchanging a secret message generally takes twice as long as the message itself would take to relay. Using Intimidate to change an opponent’s attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action. Try Again: If you fail to bluff someone, any
further checks made to bluff them are made at a –10
penalty and may be impossible (GM discretion). You can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails. 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 gain a +4 bonus on intimidation
checks if you are larger than your target, and a –4 penalty on intimidation checks if you are smaller than your target. Skill Specialization: Lie; detect lie/sense
motive; assess opponent; demoralize/intimidate; feint; innuendo.
CONCENTRATION (WIS) You are particularly good at focusing your mind.
You can force yourself to ignore damaging or distracting conditions, or to avoid losing a spell if you are damaged or distracted while casting. Check: A character makes a Concentration
check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a Disable Device or Treat Injury check). Situations such as taking damage, working in a bouncing vehicle, or dealing with severe weather can require a character to make a Concentration check. If the Concentration check succeeds, the
character may continue with the action. If the Concentration check fails, the action automatically fails (with the appropriate ramifications, if any), and the action is wasted. The check DC depends on the nature of the
distraction. Casting spells while distracted (i.e., threatened) is particularly difficult; add the level of the spell attempted to the Concentration DC. Distraction DC Damaged during the action* 10 + damage dealt Taking continuous damage during the action*
10 + ½ continuous damage last dealt
Distracted by a non-damaging spell
Spell’s DC
Threatened in combat Attack bonus of threatening foe
Vigorous motion (bouncy vehicle ride, small boat in rough water, belowdecks in a storm-tossed ship, riding a
10
horse) Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse)
15
Extraordinarily violent motion (earthquake, falling)
20
Entangled 15 Grappling or pinned Opposed grapple
check results Weather is a high wind carrying blinding rain or sleet
5
Weather is wind-driven hail, dust, or debris
10
* Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action).
** Such as from catching on fire.
Certain other tasks can also be attempted, as summarized in the following table.
Task DC Avoid attack of opportunity Attack bonus of
threatening foe Memorize 15 Resist fear Fear effect DC Skill Mastery Check DC + 10 Cast a spell while damaged or distracted
10 + level of spell + damage
Avoid Attack of Opportunity: A character can use
Concentration to avoid attacks of opportunity when attempting a skill check that normally provokes attacks of opportunity. The DC to do so is 15. If the Concentration check succeeds, the
character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check fails, the related check automatically fails just as if the character’s concentration had been disrupted by a distraction. The character does not provoke attacks of opportunity, however. This use of Concentration applies only to skill
checks. It does not apply to other actions that normally provoke attacks of opportunity, such as movement or making unarmed attacks. Resist Fear: In response to any fear effect, you
make a saving throw normally. If you fail the saving throw, you can make a Concentration check on your next round even while overcome by fear. If your
check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect. Skill Mastery: You can attempt to Take 10 on a
skill check even if stress and distractions would normally prevent you from doing so. This requires a successful Concentration check at a DC equal to 10 + the DC of the skill check. Cast a Spell While Damaged or Distracted: If you
are casting a spell, and you succeed at the check, you may continue casting the spell as normal. If the check fails, the spell is wasted. Use the same DCs for any Concentration checks made due to distraction while concentrating on a spell or effect. The basic Concentration check DC for casting a spell under stressful or distracting conditions (e.g., on a moving mount or vehicle, or in extreme weather) is 10 + the level of the spell. This DC is modified by the situation, per the table. Action: For most uses, making a Concentration
check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). For example, making a Concentration check to avoid losing a spell as it is being cast or concentrated on does not require an action. Retry: Yes, though a success doesn’t cancel the
effects of a previous failure, such as the disruption of an action that was being concentrated on. Special: If you are attacked by an effect that
calls for a Will saving throw, you can substitute a Concentration check instead as a full‐round action. Skill Specialization: Avoid attack of
opportunity; cast defensively; memorize.
CRAFT (VARIES) You are skilled in making some object or class of objects. 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.
Examples might include alchemy (see separate entry below); blacksmith (see separate entry below); ceramics and pottery; construction (see separate entry below); shipbuilding; tanning and leatherworking; toxicology (see separate entry below), etc. Check: You can practice your trade and make a
decent living, earning about half your check result in gold pieces per week of dedicated work. You know
how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.) The basic function of the Craft skill, however, is
to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, 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. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship. 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 circumstance 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. Put the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table below. 3. Pay one‐third of the item’s price for the cost of raw
materials. 4. Make an appropriate Craft check representing one
week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one‐half or one‐third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Progress by the Day: You can make checks by the
day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces. Creating Masterwork Items: You can make a
masterwork item—a tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one‐third of the given amount, just as it is for the cost in raw materials. Repairing Items: Generally, you can repair an
item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one‐fifth of the item’s price. When you use the Craft skill to make a
particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table. Item Craft
DC Very simple item (wooden spoon) 5 Typical item (iron pot) 10 High-quality item (bell) 15 Complex or superior item (lock) 20
Action: Does not apply. Craft checks are made
by the day or week (see above). Try Again: Yes, but each time you miss by 5 or
more, you ruin half the raw materials and have to pay half the original raw material cost again. Special: You may voluntarily add +10 to the
indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
CRAFT: ALCHEMY (INT) You are able to concoct arcane substances, some
with dubious qualities, others with wondrous properties. You are also capable of brewing beer, fermenting and aging wine, and distilling liquor. Alchemy is an example of the Craft skill, and
follows the basic rules listed for that entry. To make a special alchemical item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. 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. Check: Mundane liquids (beer, etc.) require a
DC 10 check (DC 15 for high‐quality, and DC 20 for superior), and do not require any magical talent on the part of the alchemist. Other substances and items are summarized in the following table.
Item Craft DC
Acid, mild (1d6) 15 Acid, potent (2d6) 20 Acid, concentrated (3d6) 30 Alchemist’s fire, smokestick, or tindertwig
20
Antitoxin, gunpowder, sunrod, tanglefoot bag, or thunderstone
25
Retry: Yes, but rolling a natural ʹ1ʹ during the
process of making gunpowder can results in a catastrophe that results in a bad batch that either will not function at all or could destroy itself in dramatic fashion. Specialization: By individual item/substance
(e.g., brewing; winemaking; distilling; etc.).
CRAFT: SMITH (STR) You are a skilled metalworker. The Blacksmith skill
is an example of a Craft skill (q.v.), and follows all the basic rules listed for that entry. Check: The check DC depends on the item manufactured, according to the following table:
Item Craft DC
Simple repair (patch a kettle) 5 Typical item (iron pot, horseshoe)
10
Armor or shield 10 + AC bonus Crossbow 15 Simple melee or thrown weapon 12 Martial melee or thrown weapon 15 Exotic melee or thrown weapon 18 When attacking an inanimate object crafted
from metal, such as a sword, door, or statue, you can first make a Craft (blacksmith) check at DC 10 as a move action. If you succeed, you ignore 1 point of hardness thereafter per point above 10 by which your roll succeeds (DC 20 to ignore hardness 10, etc.). This bonus applies when you use the sunder action in combat. When faced with a metal construct that
possesses damage reduction (e.g., an iron golem), you can make a Blacksmithing check as a move action, and thereafter penetrate the creature’s damage reduction as if your weapon were of the appropriate material. The DC for this check is equal to 10 + the creature’s damage reduction. For example, on a DC 25 Craft (blacksmithing) check, you would penetrate an iron golem’s damage reduction (15/admantine) as if you had an adamantine weapon. Skill Specialization: Blacksmith; armorer;
gunsmith; weaponsmith.
CRAFT: CONSTRUCTION (WIS) This skill allows you to build wooden, concrete, or
metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets. Check: As per Craft skill (see above), and see
below. Type of Scratch-Built Structure (Examples)
Craft DC
Time
Simple (bookcase, false wall) 15 12 hr. Moderate (catapult, shed, deck) 20 24 hr. Complex (bunker, domed ceiling) 25 60 hr. Advanced (house) 30 600 hr.
When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. When attacking an unattended inanimate object,
wall, or structure, you may first make a DC 10 Craft (construction) check as a move action. For every point by which this check succeeds, you can ignore up to 1 point of hardness. A successful Construction 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. Special: A character without a mechanical tool
kit takes a –4 penalty on Craft (structural) checks. Skill Specialization: Mason; woodworker/
carpenter; plumber; heavy construction; wiring.
CRAFT: FINE ART (DEX) You can draw and sketch, and, with proper
materials, produce works of fine art such as paintings and sculptures.
Check Result Effort Achieved 9 or lower Untalented amateur 10–19 Talented amateur 20–24 Professional 25–30 Expert 31 or higher Master Create Forgeries: Forgery requires writing
materials (such as ink, paper, and wax) appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed.
Factor DC Base Time
Document Type: Simple (typed letter, business card) 10 10 min. Moderate (letterhead, form) 12 20 min. Complex (driver’s license) 15 1 hr. Difficult (passport) 20 4 hrs. Extreme (military ID) 30 24 hrs.
Familiarity: DC Modifier
Unfamiliar (seen once for < 1 minute) +5 Fairly familiar (seen for several minutes) +0 Quite familiar (on hand or studied at leisure)
-5
Forger has produced other documents of same type
-5
Document includes specific signature +5 The forgery check is made secretly, so that
you’re not sure how good your forgery is. As with disguise, you don’t even need to make a check until someone examines the work. Your check is opposed by the Appraise check of the person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditions on the table below exist. Reader’s Condition ModifierType of document unknown to reader –2 Type of document somewhat familiar +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
Action: Creating a forgery takes time as shown
in the table. Creating a work of fine art requires anywhere from 1d4 days to 1d4 weeks, depending on the complexity and type of art. Skill Specialization: Forger; painter; sculptor;
graphic artist; etc.
CRAFT: TOXICOLOGY (INT) You are skilled in making poisons, like the Master
Venefices of Sarkovy in Jack Vance’s The Palace of Love. Given a proper lab and the requisite materials (in many cases, a live monster or plant from which to extract or distill venom), you may craft poisons at the DCs listed. When using these poisons, rather than simply
using the poison DC as the Fortitude save DC to resist, you make an opposed check with this skill, with a bonus equal to the poison’s DC – 20 (if this number is below zero, it acts as a penalty to your check). If you have 10 or more ranks in this skill, you are so certain in the use of poisons that you never risk poisoning yourself. You can detect a substance or creature as
poisonous by making a Perception check against the save DC of the poison. If you succeed by 5 or more, you identify the exact type of poison. Additionally, your long exposure to poisons has
given you some measure of immunity. You receive a bonus on saving throws against poison equal to +1 per 4 ranks in this skill that you possess. Special: This skill supercedes the assassin’s
poison class features.
DIPLOMACY (CHA) You can use this skill to persuade others and
resolve differences. This skill is also used to negotiate conflicts, using the proper etiquette and manners suitable to the problem. 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. Check: There are three specific usages of this
skill: generally improving attitudes towards you (i.e., trying to make people like you); non‐hostile negotations; and seduction. Change Attitude: You can change the attitudes of
nonplayer characters with a successful check. Your Diplomacy check is opposed to a Will save made by the NPC, modified by the NPC’s current attitude towards you. Starting Attitude Diplomacy DC
Modifier
Hostile +10 Unfriendly +5 Indifferent +0 Friendly –5 Helpful –15
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. For every 5 by which your check fails, the character’s attitude toward you is decreased by one step. Any attitude shift caused through Diplomacy
generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion). If the creature’s attitude toward you is at least
indifferent, you can make requests of the creature. This is an additional Diplomacy check, at the same DC with one of the following modifiers. Once a creature’s attitude is shifted to helpful, the creature gives into most requests without a check, unless that check is against their nature or puts them in serious peril. Request Diplomacy
Modifier Give simple advice or directions -5 Give detailed advice +0 Give simple aid +0 Reveal an unimportant secret +5 Give lengthy or complicated aid +5 Give dangerous aid +10 Reveal secret knowledge +10 or more Give aid that could result in punishment
+15 or more
Additional requests +5 each Negotiation: When two characters with this skill
are attempting to gain concessions in an ongoing negotiation, both roll opposed Diplomacy checks, with each check modified by the “Request” table according to the concessions desired. The winner gains that specific concession. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
Seduction: This works as does improving attitude, but takes longer. Depending on the NPC’s attitude towards affairs, modify the Diplomacy DC based on “lengthy or complicated aid” (+5, if the NPC is fairly open) or on “dangerous aid” (+10, if more demure). A “loose” NPC might use the “give simple aid” (+0) modifier instead. Etiquette: If you are trained in Diplomacy, you
have an understanding of etiquette. If faced with a fine point of etiquette (correct address for a noble, for example, or proper way to use cutlery at a Grand Ball), you may roll a Diplomacy check to indicate your mastery of that particular point. As it is always impolite to fail to address nobles correctly, this function of Diplomacy subsumes the D&D 3.5 Knowledge (nobility & royalty) skill. Action: Using Diplomacy to influence a
creature’s attitude takes 1 minute of continuous interaction. Making a request of a creature or negotiating a specific concession takes 1 or more rounds of interaction, depending upon the complexity of the request. Seduction can take anywhere from hours to days. 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. Special: Bribery. Offering money or another
form of favor can, in the right situation, improve a character’s chances with a Diplomacy skill check. Bribery allows you to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering. An illegal act, bribery requires two willing
participants—one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then your Diplomacy check automatically fails if a bribe isn’t attached to it. If a bribe isn’t requires, you can add a bribe to get a bonus on your skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report you to the proper authorities. To bribe a character, make a Wealth check.
Typical DCs are shown on below, but the GM may modify the DC as he or she sees fit. If you succeed in the check, you gain a +2 bonus on the Diplomacy check. For every point by which you beat the DC,
increase the bonus by +1 (to a total maximum bonus of +10). Bribe Target Purchase DC Bouncer 6 Bureaucrat 10 Informant 7 Police officer 10
DISABLE DEVICE (INT) You can pick locks, bypass or disarm
mechanical traps, and rig devices so that they fail. You can also set mechanical traps and construct simple devices yourself. Check: Various tasks that can be accomplished
with this skill, and the relevant time and check DCs, are summarized in the following table.
Example Time DC* Detect/find a mechanical trap
1 round Varies by trap
Detect/find a concealed door 1 round 15+ Detect/find a hidden compartment
1 round 15+
Detect and operate a secret door
1 round 20+
Disarm a trap, reset a trap; circumvent cheap door alarm
2d4 rds 20
Disarm a complex trap, beat store security cameras, cleverly sabotage a clockwork device
2d4 rds 25
Disarm museum motion detector
2d4 rds 30
Disarm bank vault alarm 2d4 min 35 Disarm ultra-high security system
2d4 x 10 min.
40
Find an item Varies 10+ Jam a lock 1 round 10 Sabotage a wagon wheel 1d4 rds 15 Set a trap Hours
to days DC of trap
* If you attempt to leave behind no trace of your tampering, add 5 to the DC. Find Trap, Hidden Compartment, Item, Secret Door,
etc.: You generally must be within 10 feet of the object or surface to be searched. Disable Device: For disabling, the Disable Device
check is made secretly, so that you don’t necessarily
know whether you’ve succeeded. The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If
it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally. If you beat a trap’s DC by 10 or more, you can
study a trap, figure out how it works, and bypass it (with your party) without disarming it. 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). Open Lock: The DC for opening a lock depends
on its quality. If you do not have a set of lockpicks, these DCs increase by +10. Lock Quality (Example) DC Simple (briefcase lock) 20 Average (home deadbolt) 25 Good (business deadbolt) 30 Amazing (branch bank vault) 40 Ultra-high security (bank
headquarters vault) 50
Action: The amount of time needed to make a
Disable Device check depends on the task, as noted above. It takes a full‐round action to search a 5‐foot‐by‐5‐foot area or a volume of goods 5 feet on a side. Disabling a simple device takes 1 round and is a full‐round action. An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full‐round action. Try Again: Varies. You can retry if you have
missed the check by 4 or less, though you must be aware that you have failed in order to try again. Special: You can take 10 when making a Disable
Device check. You can take 20 to open a lock or to disable a security device, unless you are trying to prevent the tampering from being noticed. Possessing the proper tools gives you the best
chance of succeeding on a Disable Device check. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires
either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If you do not have the appropriate tools, you take a –4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check. Skill Specialization: Open lock; find trap;
disable trap; set trap; rig device. SIDEBAR: OTHER WAYS TO BEAT A TRAP It’s possible to ruin many traps without making
a Disable Device check. Ranged Attack Traps: Once a trap’s location
is known, the obvious way to ruin it is to smash the mechanism—assuming the mechanism can be accessed. Failing that, it’s possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition does enough damage to break through the plugs. Melee Attack Traps: These devices can be
thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap as it triggers, he might be able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the next minute. Pits: Disabling a pit trap generally ruins only
the trapdoor, making it an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit by attacking them—they break just as daggers do. Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the trap’s creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).
DRIVE (DEX) Routine tasks, such as ordinary driving, don’t
require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation.
Checks: Whenever you make a Drive check, the vehicleʹs size modifier is added to your check (Medium –0, Large –1, Huge –2, Gargantuan –4, Colossal –8). Avoid Collision: You can make a DC 15 Drive
check as a reaction to reduce or negate the damage from a collision. Dogfight: When operating a flying vehicle, you
can make a Drive check as a standard action to engage in a dogfight. Engage the Enemy (Trained Only): When driving a
vehicle in combat, you may choose to make a Drive check instead of an Initiative check. Escape Grapple (Trained Only): The pilot of a
starship can make a Drive check to escape after being held or immobilized by another starship’s grapplers or tractor beam. Increase Vehicle Speed (Trained Only): You can
make a DC20 Drive check as a swift action to make
your vehicle perform beyond its normal limits. You canʹt take 10 on this check. Ram: You can make a Drive check as a full‐
round action to intentionally collide with your target. Special: You can take 10 on a Drive check,
except when attempting to increase a vehicleʹs speed. You can’t take 20 on a Drive check. Skill Specialization: trucker; race car driver;
airline pilot; fighter pilot; starship pilot; etc.
ENDURANCE (CON) Through training, you are capable of feats of
physical stamina. Check: Use Endurance in place of Constitution
checks when dealing with drowning and suffocation, starvation, thirst, overland movement, running in combat, and landslides and avalanches, as shown in the following table.
Condition DC Frequency
Drowning and Suffocation
10 + 1 for each round since the first check
Each round, starting after a number of rounds equal to twice your Con.
Starvation 10 + 1 for each day since the first check Each day, starting after three days without food.
Thirst 10 + 1 for each hour since the first check Each hour, starting one day plus a number of hours equal to your Con.
Forced March 10 + 2 for each hour since the first check Each hour, starting after 8 hours of walking. Run, in Combat 10 + 1 for each round since the first
check Each round, starting after running a number
of rounds equal to your Con. Sleep Deprivation 10 + 1 for each hour since the first check Each hour, starting after a number of hours
equal to 20 + Con modifier. Avalanche and
Landslide, if pinned 15 Once, after falling unconscious.
Run: A character can run for a maximum
number of rounds equal to his Endurance check results. After this time, he or she is fatigued and must rest. Hustle: A character can hustle (double normal
speed) for a number of minutes equal to three times his or her Endurance check results. Each additional hour of hustling 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. Walk: Eight hours a day is considered a
standard march. Additional walking past this limit is a forced march. For each hour of marching beyond
8 hours, an Endurance 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. Remain Awake: A character can stay awake a
number of hours equal to 20 + his her Constitution modifier. Each additional hour requires an Endurance check, starting at DC 10 (the DC increases by 1 per subsequent check). An untrained character makes Constitution checks instead of Endurance checks to remain awake. If in the midst
of combat or a similar situation, the character need not make checks until the situation is over, but the DC increases by 1. A trained character is capable of the following
tasks:
Task DC Diehard 20 + hp below 0 Ignore caltrop 18 Sleep in armor: Light 15 Medium 25 Heavy 35 Stabilize 10 + hp below 0 Ignore wound Special
Diehard: If reduced to 0 hit points (disabled),
you can make an Endurance check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take; the DC of each such successive check increases by 1. A failed check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled. When reduced to negative hit points, you may
choose to act as if you were disabled, rather than dying. This requires and Endurance check at DC 20 + the number of hp below 0 (i.e., DC 25 at –5 hp). 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 ability, you can take either a
single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach ‐10 hit points, you immediately die. Ignore Caltrop: If you are wounded by stepping
on a caltrop, your speed is reduced to one‐half normal. A successful Endurance check removes this movement penalty. The wound doesn’t go away—it is just ignored through self‐persuasion.
Sleep in Armor: If you sleep in armor, you you do not become fatigued for doing so if you make an Endurance check at the listed DC upon awakening. (For obvious reasons, you cannot take 10 or take 20 on this check.) Stabilize: When reduced below 0 hp, you can
roll an Endurance check at DC 10 + the number of hp below 0 (i.e., DC 15 at –5 hp) to auto‐stabilize. Ignore Wound: If you have at least 6 ranks in
Endurance, you can choose to apply wound penalties to your attributes directly to your Endurance instead, ignoring the fatigue of battle to some extent. For each –1 in penalties to attacks, damage, AC, saves, and checks from wounds that you would normally suffer, you can instead choose to take a –5 penalty to Endurance (dropping land speed by –5 ft. per –1 penalty ignored). Ignoring the penalties for medium and heavy wounds requires a minimum 11 and 16 ranks, respectively, in Endurance. Option: A Medium character’s base land
speed, in feet per round or miles per hour, can be calculated as a function of his or her Dexterity modifier and Endurance bonus.
Dex Modifier + Endurance
Bonus Base Land
Speed (Biped) Base Land Speed
(Quadruped) -10 0 ft. 0 ft.
-6 to -9 10 ft. 20 ft. -1 to -5 15 ft. 25 ft.
+0 20 ft. 30 ft. +1 to +5 25 ft. 35 ft. +6 to +10 30 ft. 40 ft. +11 to +15 35 ft. 45 ft. +16 to +20 40 ft. 50 ft. +21 to +25 45 ft. 55 ft. +26 to +30 50 ft. 60 ft. +31 to +35 55 ft. 65 ft.
+36 or more 60 ft. 70 ft. Untrained: The number of consecutive rounds
a character can run or otherwise maximally exert him or herself is equal to the character’s constitution score. A character can hustle (double normal speed) for 1 hour. Checks to avoid nonlethal damage are Constitution checks. The chance to stabilize when below 0 hp is a flat 10%. An untrained character cannot ignore caltrop wounds, sleep in armor, or stabilize. Try Again: No, for most uses.
Special: If you are subjected to an effect that calls for a Fortitude save, you can substitute an Endurance check as a full‐round action. Skill Specialization: Resist starvation; remain
awake; distance walking/running.
ESCAPE ARTIST (DEX) The table below gives the DCs to escape various
forms of restraints. For ropes, your check is opposed by the binder’s Escape Artist check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check. For manacles, the DC for manacles is set by their construction.
Restraint Escape DC Ropes Binder’s
check at +10 Net, animate rope spell, command plants spell, control plants spell, or entangle spell
20
Snare spell 23 Manacles 30 Tight space 30 Masterwork manacles; handcuffs 35 Grappler Grapple
check result Squeeze Through Tight Space: The DC noted on
the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through. When squeezing through a narrow space at
least half as wide as your Facing (see Playerʹs Handbook, page 148), or when moving through a low area (ceiling shorter than your height, but at least half your height above the floor), each space counts as 1 square of movement and you only suffer a ‐2 penalty on attack rolls if you have at least 5 ranks in this skill. You also retain your Dex bonus to AC under these conditions. If a space is both narrow and low, you treat it
as if only one of those conditions applied. Escape Grapple: You can make an Escape Artist
check opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).
Action: Making an Escape 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: 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. Untrained: You can try to escape as a Dexterity
check. Squeezing causes spaces to count as 2 squares and and the squeezing character suffers a ‐4 penalty on attack rolls and loses its Dexterity bonus to Armor Class. In a space that is both narrow and low, speed is reduced to one‐quarter normal.
FLY (DEX) You are skilled at flying, either through the use of
wings or magic, and can perform daring maneuvers while airborne. Note that this skill does not give you the ability to f ly. Check: You can perform maneuvers while f
lying. 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, can turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a check. The difficulty of these maneuvers varies, as noted on the following chart. Flying Maneuver Fly
DC Move less than half speed and remain flying
10
Hover 15 Turn > 45° by spending 5 ft. of movement 15
Turn 180° by spending 10 ft. of movement 20 Climb steeper than 45° 20
Being attacked while flying: You are not
considered flatfooted while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. Collision while flying: If you are using wings to
f ly 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 during high winds
causes penalties on your Fly checks as noted on the following chart. “Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. “Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to the wind. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked. Action: None. A fly check doesn’t require an
action; it is made as part of another action or as a reaction to a situation. Try Again: Varies. You can attempt a Fly check
to perform the same maneuver on subsequent rounds. If you are using wings and you fail this check by 5 or more, you plummet to the ground, taking the appropriate falling damage. Special: Creatures with a fly speed receive a
bonus (or penalty) on all Fly checks depending on their maneuverability. Creatures with clumsy maneuverability take a –8 penalty on all Fly checks. Creatures with poor maneuverability take a –4 penalty on all Fly checks. Creatures with good maneuverability get a +4 racial bonus on all Fly checks. Creatures with perfect maneuverability get a +8 racial bonus on all Fly checks. Creatures without a maneuverability rating are assumed to have an average maneuverability and take no penalty on Fly checks.
You cannot take this skill without a natural means of flight or a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
HANDLE ANIMAL (CHA) You can train, care for, and ride domestic and
even wild animals. If you are skilled enough, you can apply this skill to vermin or magical beasts as well. Check: The DC depends on what you are
trying to do.
Task 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.
Purpose DC Purpose DC Combat riding 20 Hunting 20 Fighting 20 Performance 15 Guarding 20 Riding 15 Heavy labor 15
Handle an Animal: This task involves
commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. “Push” an Animal: To push an animal means to
get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Teach an Animal a Trick: You can teach an
animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score
of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following. Attack (DC 20): The animal attacks apparent
enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Come (DC 15): The animal comes to you, even
if it normally would not do so. Defend (DC 20): The animal defends you (or is
ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. Down (DC 15): The animal breaks off from
combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Fetch (DC 15): The animal goes and gets
something. If you do not point out a specific item, the animal fetches some random object. Guard (DC 20): The animal stays in place and
prevents others from approaching. Heel (DC 15): The animal follows you closely,
even to places where it normally wouldn’t go. Perform (DC 15): The animal performs a
variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on. Seek (DC 15): The animal moves into an area
and looks around for anything that is obviously alive or animate. Stay (DC 15): The animal stays in place,
waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. Track (DC 20): The animal tracks the scent
presented to it. (This requires the animal to have the scent ability) Work (DC 15): The animal pulls or pushes a
medium or heavy load. Train an Animal for a Purpose: Rather than
teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an
animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2. An animal can be trained for only one general
purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time. Combat Riding (DC 20): An animal trained to
bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose. Fighting (DC 20): An animal trained to engage
in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks. Guarding (DC 20): An animal trained to guard
knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks. Heavy Labor (DC 15): An animal trained for
heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks. Hunting (DC 20): An animal trained for
hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks. Performance (DC 15): An animal trained for
performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks. Riding (DC 15): An animal trained to bear a
rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks. Rear a Wild Animal: To rear an animal means to
raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully
domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later. Typical riding actions don’t require checks. Ride an Animal: You can saddle, mount, ride,
and dismount from a mount without a problem. The following tasks do require checks.
Task Ride DC
Guide with knees 5 Stay in saddle 5 Fight with warhorse 10 Cover 15 Soft fall 15 Leap 15 Spur mount 15 Control mount in battle 20 Fast mount or dismount (armor check penalty applies)
20
Stand on mount 20 Quick turn 25
Guide with Knees: You can react instantly to
guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. Stay in Saddle: You can react instantly to try to
avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action. Fight with Warhorse: If you direct your war‐
trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action. Cover: You can react instantly to drop down
and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action. Soft Fall: You can react instantly to try to take
no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action. Leap: You can get your mount to leap obstacles
as part of its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to
see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement. Spur Mount: You can spur your mount to
greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on). Control Mount in Battle: As a move action, you
can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or warponies. Fast Mount or Dismount: You can attempt to
mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself. Stand on Mount: You can stand on the saddle
while your mount is moving by making a successful DC 20 check. Failure means you fall. Quick Turn: You can make a DC 25 Ride check
as a free action to cause your mount to turn up to 90 degrees while running or charging, provided it can move at least 10 ft. after the turn is made. This can be done only once in any given round. If the check fails, your mount moves 10 ft. in a straight line and then loses the rest of its actions that turn. Action: Varies. Handling an animal is a move
action, while pushing an animal is a full‐round action. (If you have a special animal compaion – see Chapter 4 – you can handle your 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. 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. 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. A non‐intelligent creature (such as a vermin) is not trainable, but can be ridden (add 15 to the check DCs). Such creatures have the same limit on tricks known as animals do. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your ride checks. If you are riding bareback, you take a –5 penalty on checks. If your mount has a military saddle you get a +2 circumstance bonus on Handle Animal checks related to staying in the saddle. If you have a specific animal companion
(Chapter 4), you gain a +4 circumstance bonus on Handle Animal checks involving your animal companion. In addition, your 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. 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. Skill Specialization: Riding; hawking; animal
training (by animal type).
HEAL (WIS) Check: The DC and effect depend on the task you
attempt.
Task Heal DC First Aid 15 Revive 15 Stabilize 15 Long-term care 15 Treat wound from caltrop, spike growth, or spike stones
15
Perform surgery 20
Treat poison Poison’s DC Treat disease Disease’s DC Perform autopsy 15 + 1/day
since death First Aid: If a character has lost hit points, you
can restore some of them. A successful check, as a full‐round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day. If you choose to spend a full minute on the
treatment, rather than one round, the damage healed increases to 1d6. Increasing the treatment time to a full hour increases the damage healed to 1d10. Revive: You can remove the dazed, stunned, or
unconscious condition from a character. This check is a standard action. A successful check removes the dazed, stunned, or unconscious condition from an affected character. You can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character. Stabilize: 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 or her stable. A stable character regains no hit points but stops losing them. Long‐Term Care: Providing long‐term care
means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or attribute score points (lost to ability damage) at a daily rate equal to your check results. You can tend as many as six patients at a time.
You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long‐term care counts as light activity for the healer. You cannot give long‐term care to yourself. Treat Wound from Caltrop, Spike Growth, or Spike
Stones: A creature wounded by stepping on a caltrop moves at one‐half normal speed. A successful Heal check removes this movement penalty. A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one‐third. Another character can remove this penalty by taking 10 minutes to dress
the victim’s injuries and succeeding on a Heal check against the spell’s save DC. Perform Surgery: You can conduct field surgery.
This requires 1d4 hours and appropriate tools; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24‐hour period. A character who undergoes surgery is fatigued
for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion. Treat Poison: To treat poison means to tend a
single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher. Treat Disease: To treat a disease means to tend a
single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher. Perform Autopsy: You can examine a corpse to
determine the cause and approximate time of death. The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy, the time of death can be fixed to within 1d4 rounds (after one day, the estimate is only accurate to within 1d4 hours, and so on). A basic check allows you to determine what, in
general, killed the victim (wounds, a fall, suffocation, disease, poison, a death spell, etc.). To determine a more specific poison or disease requires a check at a DC equal to the DC of the poison or disease, +1 per day since death. Determining a specific spell requires a Spellcraft check at a DC of 25 + the level of the spell + 1 per day since death. 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. Providing long‐term care requires 8 hours of light
activity. Performing an proper autopsy takes 30 minutes. Try Again: Varies. Generally speaking, you
can’t try a Heal check again without proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive. Special: A healer’s kit gives you a +2
circumstance bonus on Heal checks. You can take 10 when making a Treat Injury
check. You can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters. You can use the Treat Injury skill on yourself
only to restore hit points, treat disease, or treat poison. You take a –5 penalty on your check any time you treat yourself.
KNOWLEDGE (INT) Like the Craft, Perform, and Profession skills,
Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Typical fields of study include lore (history,
legends, riddles, and unique items; see below); sociology (laws, lineages, heraldry, family trees, mottoes, personalities); religion and the planes (decribed below); and warfare (described below). Check: Answering a question within your field
of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify
monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. 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. Action: Usually none. In most cases, making a
Knowledge check doesn’t take an action—you simply know the answer or you don’t. Try Again: No. The check represents what you
know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).
KNOWLEDGE: LORE (INT) You are a scholar of history, legends, and old
riddles. Check: You can identify a unique historical
magical item (artifact, relic, or weapon of legacy) or legendary place on a successful check. The amount of information you have on the item in question depends on the check results: Information Knowledge
DC Item is a unique artifact or relic, or important historical site
15
Name of item/place (e.g., “The Sword of Kas”)
20
Basic history of item/place 25 Rumored powers/effects 30 One specific fact about item or place (e.g., “cutting off the Hand will kill the host.”)
35
Each specific fact thereafter +5 Riddling contests (Cf. The Hobbit) are resolved
using a series of opposed Knowledge: Lore checks.
KNOWLEDGE: THE PLANES (INT) You have a working knowledge of the multiverse,
including both the inner and outer planes. You are familiar with many of the conditions and entities found on different planes, from minor spirits to divine powers. Check: You can identify items of information
related to gods and goddesses, religions, ecclesiastic tradition, holy symbols, undead, and extraplanar beings.
Task Knowledge
DC Identify holy symbol/vestments 15 Identify ritual 20 Identify mythic event 30 Identify abilities and weaknesses
10 + CR
Identify a divine spell as it is being cast
15+ spell level
Identify a divine spell effect that is in place
20+ spell level
Identify materials of extra-planar origin or made by divine power
20+ spell level (if applicable)
Identify a divine spell or planar property that just targeted you
25+ spell level (if applicable)
Planar resistance (mild) 20 Planar resistance (strong) 30 Portal Intuition 20 Identify Ritual: You can deduce the significance,
purpose, and patron deity of any religious ritual you observe. You can determine the sacrifices and/or prayers spproved by various deities. Identify Mythic Event: Upon observing an actual
event or a depiction of one in painting or sculpture, you can determine the religious or planar significance of the event. For example, if you see a carving of golden rain falling into a bronze cell, you can identify this as a depiction of the god Zeus entering the prison of the princess Danaë, and you know that the offspring of that union was Perseus, who slew Medusa. Identify Abilities and Weaknesses: you can use
this skill to identify elementals, outsiders, and undead and their special powers or vulnerabilities. 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. Planar Resistance (Mild): If you succeed at a DC
20 Knowledge (the Planes) check upon arriving on a mildly‐aligned plane, you are immune to ability penalties due to alignment variance until you leave that plane. Planar Resistance (Strong): If you succeed at a
DC 30 Knowledge (the Planes) check upon arriving on a strongly‐aligned plane, you are immune to ability penalties due to alignment variance until you leave that plane.
Portal Intuition: By examining any gate or other extraplanar portal, you can determine where it leads by succeeding at a DC 20 Knowledge (the planes) check.
KNOWLEDGE: WARFARE (INT) You are trained in military tactics and strategy,
and can direct troops and operate siege equipment. In addition to military uses, this skill governs your proficiency at chess and similar games of strategy. Check: Basic drills in non‐combat situations
do not require checks. During an actual armed conflict, checks depend on the task attempted. Tactics: By directing a unit of soldiers, your
Warfare check as treated as an opposed check against the Warfare of the enemy leader. Assuming troops of approximately equal strength and arms and armor on each side, the difference between checks is the number of soldiers on the losing side dead per 20 combatants during that engagement. Operate Siege Engine: Loading a catapult
requires a series of full‐round actions. 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 Warfare check latches the arm into place, and then another DC 15 Warfare check loads the catapult ammunition. It takes four full‐round actions to re‐aim a heavy catapult (multiple crew members can perform these full‐round actions in the same round, so it would take a crew of four only 1 round to re‐aim the catapult). Other, lighter siege engines can be reloaded more quickly, but the DC for the Warfare checks is similar. Hitting a target rquires a Warfare check
against the AC of the target, modified by the range penalty as appropriate. Identify Enemy Command: Your military
experience makes you comforable in a chain of command, and allows you to identify comparative rank and possibly even the meanings of military insignia. Try Again: If you miss a target with a siege
engine, you can try again after reloading and re‐aiming the engine (just as, if you miss a target with a ranged attack, you can try again on your next attack). If you misinterpret insignia or a perceived
chain of command, you can try again only if additional orders are given while you are observing.
LINGUISTICS (INT) You are skilled at working with language, both in
its spoken and written forms. You can speak multiple languages and can decipher nearly any tongue given the time. This skill allows you to create short stories,
novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. Check: When creating a work of writing, the
player simply makes a Craft (writing) check, the result of which determines the quality of the work. Check Result Effort Achieved 9 or lower Untalented amateur 10–19 Talented amateur 20–24 Professional 25–30 Expert 31 or higher Master
Other tasks that can be accomplished using
this skill are described below. Decipher Script: 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. Learn Language: When you select this skill you
immediately learn to read any language you can speak. For every even‐numbered rank (2nd, 4th, etc.), you learn to speak an additional language. For every odd‐numbered rank beyond the first, you learn to read the last language you learned to speak. Place Accent: When listening someone speak a
language you understand, you can place his or her region of origin from his or her accent. This check
opposes the speaker’s Linguistics check (attempted in order to speak without an accent). 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 (DC 25 + spell level). Action: Varies. Creating a work of writing
requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Deciphering a written spell requires 1 minute of concentration. Try Again: Yes.
PERCEPTION (WIS) Your senses allow you to notice fine details and
alert you to danger. Perception covers all five senses, including sight, sound, touch, taste, and smell. Check: Perception has a number of uses, the
most common of which is an opposed check versus an opponent’s Stealth check to avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you. Perception is also used to notice fine details in
the environment. For this purpose, the skill is broken down into the five senses, as noted below. Sight: You can spot enemies far away or notice
the small details like the fact that a calendar is turned to the wrong page. The following table outlines the DC of these checks. Note that you automatically fail any Perception skill check made against a target that you cannot see due to insufficient lighting. Sight Perception DC A hidden creature Opposed by Stealth A visible creature 0 Sight Modifiers* DC Modifier Distance in sunlight +1/100 ft. Distance in torchlight +1/10 ft. Distance in moonlight +1/5 ft. Distance in candlelight +1/1 ft.
*These modifiers only apply to spotting creatures. Hidden objects cannot be spotted by creatures that cannot closely examine the area, generally at a distance no greater than 20 feet.
Sound: You can hear the footfalls of approaching monsters, the rumble of a distant dragon, or the cries for help in a burning building. The following table outlines the DC of these checks. If you beat the DC by 10 or more, you can make out fine details about the sound (and can hear the words being spoken, if any). Sound Perception
DC A creature moving silently Opposed by
Stealth Gunfire –20 A battle –10 People talking 0 An armored creature walking 5 An unarmored creature walking 10 People whispering 15 A key being turned in a lock 20 A bow being drawn back to fire 25 A bird flying through the air 30
Sound Modifiers DC Modifier Per 10 ft. of distance +1 Through a door +5 Through a wall (per foot of thickness)
+10
Cavernous space +5 A louder noise is present
+5
Listener asleep +10 Pinpoint an invisible foe +20
Smell: You can pick up fine odors in the air, allowing you to smell nearby creatures, inhaled poisons, and nearby odiferous hazards. The following table outlines the DCs of these checks. Unlike the ability to hear or see an approaching enemy, smell cannot be used to notice hidden foes unless the scent is present for more than 10 minutes. Smell DC Rotting garbage –10 An ogre’s den –5 Smoke or an ogre 0 Perfume or an orc 5 Fresh air or a dwarf 10 Sweat or a human 15 Blood or an elf 20 Inhaled poison Poison’s DC
Smell Modifiers DC Modifier Distance +1/10 feet Time since the smell was present +1/minute Through a door +5 Breeze +5 A stronger odor nearby +5 Cold environment +5 Wind +10 Pinpoint invisible foe by smell +20 Particularly strong –5 Taste: You can taste when food has spoiled, is poisoned, or is diseased. You can also use your sense of taste to identify the properties of common potions. The following table outlines the DCs of these checks. Note that when you intentionally attempt to taste for poison or disease, if you fail the check by 5 or more, you suffer the effects of the poison or disease and must save accordingly. You do not get to make this check automatically when you ingest poison or diseased food unless the DC of the check is less than 20.
Taste DC Spoiled food 5 Ingested poison Poison’s DC Diseased food Disease’s DC Potion 15 + CL Taste Modifiers DC Modifier Taste is intentionally obscured +10 Uncommon potion (GM’s discretion)
+5
Rare potion (GM’s discretion) +10 Touch: You can feel for breezes indicating the route to open air as well as the gentle tremors made by burrowing creatures and marching armies. The following table outlines the DCs of these checks. Touch Perception DC Notice a pickpocket
Opposed by Sleight of Hand
Air movement 20 Burrowing creature 25 Creatures or armies on the move
30
Touch Modifiers DC Modifier Distance to burrower +1/10 feet Distance to large creatures/armies
+1/100 feet
Size of moving creature Size modifier Number of moving creatures –1/10 creatures
Memory: You can attempt to memorize a long
string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful check. Note: Many players will prefer to use
Intelligence checks for memory, rather than using the Perception skill. There is no “correct” usage except on what a particular group agrees upon.
Memory DC Something just about anyone would have noticed and remembered. The general appearance of the man who killed your father, assuming you got a good look at him.
5
Something many people would remember, such as the location of the tavern across town that they were at the day before.
15
Something only those with really good memories might recall, like the kind of earrings a woman was wearing when you spoke to her three days ago.
25
Something only someone with a phenomenal memory might remember, such as the name of a man you met once, when you were only six years old.
35
Something no normal person could remember, such as the 19th six-digit combination code on a list of 80 possible combination codes for a lock, when you only saw the list for a moment or two.
45
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: Creatures with the scent special
quality have a +8 bonus on smell‐based Perception checks. Creatures with the tremorsense special quality have a +8 bonus on touch‐based Perception checks and automatically make any such checks within their range.
PERFORM (CHA) Like Knowledge and Craft, Perform actually
encompasses a number of separate skills. Obvious examples include acting, music, and dance (each described separately), but other Perform skills can be included. Check: You can impress audiences with your
talent and skill. DC Performance 10 Routine performance. Trying to earn
money by playing in public is essentially 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 potential patrons, or even from extraplanar beings.
Special: A bard must have at least 1 rank in a
Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 3 ranks in a Perform skill to inspire competence, 6 ranks to use his suggestion ability, 9 ranks to inspire greatness, 12 ranks to use his song of freedom ability, 15 ranks to inspire heroics, and 18 ranks to use his mass suggestion ability. See Bardic Performance in the bard class description.
PERFORM: ACTING (CHA) When you take your first rank in the skill, choose
one of the categories below (e.g., comedy); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., drama). Gaining two examples from any category gives you access to that entire category. At 5 ranks in the skill, you are proficient in all of the categores listed. • Acting (comedy, drama, mime, disguise) • Comedy (buffoonery, limericks, joke‐telling) • Oratory (epic, ode, storytelling) Disguise: Your Performance check result
determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks. You get only one disguise check per use of the
skill, even if several people are making Perception checks against it. The disguise check is made secretly, so that you can’t be sure how good the result is. The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.
Disguise
Check Modifier
Minor details only +5 Disguised as different gender* –2 Disguised as different race* –2 Disguised as different age category* –2**
* These modifiers are cumulative; use any that apply. ** 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 Spot checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.
Familiarity
Check Bonus
Recognizes on sight +4 Friends or associates +6 Close friends +8 Intimate +10
Usually, an individual makes a Perception
check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group. Action: Varies. Trying to earn money by
playing in public requires anywhere from an evening’s work to a full day’s performance. Creating a disguise requires 1d3×10 minutes of work. 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.) You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious. Magic that alters your form, such as alter self,
disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one. You must make a Perform (disguise) check
when you cast a simulacrum spell to determine how good the likeness is.
PERFORM: DANCE (CHA) When you take your first rank in the skill, choose
one of the categories below (e.g., string instruments); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., harpsichord). Gaining two examples from any category gives you access to that entire category. At
9 ranks in the skill, you are proficient in all of the categores listed.
• Ballroom (tango, waltz, marengue, salsa, etc.) • Ballet • Eastern folk/traditional (punjabi folk dance,
Chinese ribbon dancing, etc.) • Western folk/traditional (jig, polka, square
dancing, line dancing, flamenco, etc.) • Modern (cheerleading, contemporary, disco,
breakdancing, krump, etc.) Once you have acquired proficiency in a
category, if you are exposed to a specific example in that category that you are unfamiliar with, you are able to quickly and easily master the steps.
PERFORM: MUSIC (CHA) When you take your first rank in the skill, choose
one of the categories below (e.g., string instruments); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., harpsichord). Gaining two examples from any category gives you access to that entire category. At 9 ranks in the skill, you are proficient in all of the categores listed. • Keyboard instruments (harpsichord, piano, pipe
organ) • Percussion instruments (bells, chimes, drums,
gong) • String instruments (fiddle, harp, lute, mandolin) • Wind instruments (flute, pan pipes, recorder,
shawm, trumpet) • Singing (ballad, chant, melody) Special: A masterwork musical instrument
gives you a +2 circumstance bonus on Perform checks that involve its use.
PROFESSION (WIS) You are trained in some profession not associated
with an adventuring class. Examples other than sailing (described below) might include Accountancy, Administrator (you can function in a bureaucracy), Cooking (you are a chef), Farming
(including various agricultural subspecialties), Mining (see separate entry below); Sailing (see separate entry below); Tailor (including sewing, weaving, and dying of textiles); etc.
PROFESSION: MINING (WIS) You can conduct mining assays for valuable
mineral deposits, and are skilled in excavating, traversing, and shoring up mine tunnels. From training and experience, you are at home underground. Check: The DC and effect depend on the task.
Task Profession (mining) DC
Conduct mining assay 20 Detect stonework trap DC of trap Identify abilities and weaknesses
10 + CR
Intuit depth underground 10 Notice unsafe stonework 20 Penetrate hardness (or DR) 10 + hardness
Conduct Mining Assay: Given a week’s time, you can determine what types of mineral resources are likely available in a 4 square mile assay area, and the best locations to dig for them. Detect Stonework Trap: You can substitute
Profession (mining) checks for Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. You can use the mining skill to find stonework traps as a rogue can. If you merely come within 10 feet of unusual
stonework, you can make a Perception check as if you were actively searching to notice that something is amiss, and then make a mining check to determine the nature of the feature that caused you to stop. Identify Abilities and Weaknesses: With a
successful check, you can also identify certain monsters associated with mines and the underdark, their abilities, weaknesses, and special powers. You can use this ability with aberrations, humanoids, monstrous humanoids, and oozes. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by
which your check result exceeds the DC you learn another piece of information. Intuit Depth: With a DC 10 Profession (mining)
check, you can intuit depth, sensing your approximate depth underground. Successive successful checks allow you to determine the approximate slope of a passageway. Notice Unsafe Stonework: This applies to unsafe
ceilings, inadequate shorings, and the like. Noticing these features works as does detecting stonework traps, except that the default DC is 20. Penetrate Hardness: If you study an inanimate
stone object as a move action and succeed at a DC 10 Mining check, you ignore 1 point of hardness thereafter per point above 10 by which your roll succeeds (DC 18 to ignore the full hardness of 8). When faced with a stone or earth creature that
possesses damage reduction (e.g., a clay golem), you can make a Mining check as a move action, and thereafter penetrate the creature’s damage reduction as if your weapon were of the appropriate material. The DC for this check is equal to 10 + the creature’s damage reduction. For example, on a DC 20 Profession (mining) check, you would penetrate a stone golem’s damage reduction (10/admantine) as if you had an adamantine weapon. Action: A mining assay requires 1 week per 4
square mile area. Actively searching for unusual or unsafe stonework, for stonework traps, or for weaknesses in a stone wall or creature is a move action. Try Again: Yes.
PROFESSION: SAILING (WIS) You are able to handle various watercraft, from
small canoes to large sailing ships. Task DC Prepare for a voyage 15 Chart course 15 Follow course (in sight of coast) 8 Follow course (open sea) 17 Follow course (in swift current) 21 Weather storm: Severe winds 20 Tropical storm 30 Hurricane 40 Recover course 25
Identify abilities and weaknesses
10 + CR
Avoid sinking (holed ship) 15 + 4 per hole after the first
Navigate unfamiliar reefs, etc. 30 Free ship 20
Prepare for a Voyage: With a successful check,
you can secure a vessel and crew (if in a harbor city) at cost, and calculate and lade adequate supplies and cargo. Follow Course: You can keep a ship generally on
course; a check is made each day. Missing one piloting check doesn’t mean the expedition is lost, but it does increase the next day’s check to DC 10 (if in sight of the coast) or 19 (on the open sea). A second failed check increases the third day’s DC to 13 (22 if at sea). Three consecutive failures indicates that the ship is lost. In a swift current, the base check is at DC 21
(DC 23 after one failed check; DC 27 after two days of failed checks). In general, three successful checks in a row steers clear of the current. Weather Storm: A DC 20 Profession (sailing)
check is required to maintain a course during a storm with severe winds; this check DC increases to 30 in a tropical storm, and 40 in an actual hurricane. Failure indicates the ship is blown off course. In addition, tropical storm conditions require a DC 15 check each hour to avoid washing or rolling 1d6 times. A wash or roll knocks overboard anything on deck that isn’t secured (DC 15 Acrobatics or Strength check to resist). Recover Course: A lost ship requires a DC 25
Profession (sailing) check to regain its course; this costs a day of travel per day of being lost. Identify Abilities and Weaknesses: With a
successful check, you can identify marine creatures and hazards and possibly their abilities, weaknesses, and special powers. Success means that you learn one piece of information (usually the name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information. Avoid Sinking: If a section of your ship is holed,
you can keep the ship afloat on a successful check. If this check fails, the ship sinks in 1d100 minues (1d6 minutes if 25% or more of its hull sections have been holed).
Free Ship: If you have run aground on a sandbar or reef, you can free the ship on a DC 20 check. The hull is likely to be holed in at least one place, but at least the ship is mobile. Action: Preparing for a voyage takes a week.
Checks to follow a charted course are made on a daily basis. Checks to identify marine creatures or hazards are a move action. Try Again: Yes, within the limitations
described above.
SLEIGHT OF HAND (DEX) You are skilled at picking pockets. In addition,
this skill lets you hide objects on your person, and ready objects and weapons (even concealed ones) more quickly than normal. Check: The tasks that can be accomplished
with this skill, and the checks and DCs for each, are described below. Pick Pockets: You can use this skill to pick the
pockets of an unaware creature. This is a DC 20 check, but the DC increases if the item is large or firmly attached (GM’s discretion). The target makes an opposed Perception check to notice your attempt. If the target succeeds, he notices the attempt, regardless of whether or not you succeed. Hide Objects: Hiding an object on your person
is a Sleight of Hand check opposed by a Perception check by those who are looking for the item (such as a guard watching out for weapons at a coronation). Hiding an object that is equal to or smaller than a short sword grants a +2 circumstance bonus on your check, whereas anything equal to or larger than a longsword imposes a –2 penalty on your check. A heavy cloak or other similar clothing grants a +2 circumstance bonus as well. Quick Draw: With a successful DC 10 Sleight of
Hand check, you can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character skilled in Sleight of Hand may throw weapons at his full normal rate of attacks (much like a character with a bow). Action: Hiding objects and picking pockets is a
standard action. Quick draw times are discussed above. Making an Escape 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: You can retry checks made to hide
objects and pick pockets. For escaping, 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. Untrained: You can try to hide objects or
escape as a Dexterity check. Without this skill, 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 skill, you can draw a hidden weapon as a standard action.
SPELLCRAFT (INT) You have a working knowledge of magic and its
various uses, and can identify spells as they are being cast or identify spell effects that are in place. You can also detect, bypass or disarm magical traps, and you can activate magic items that you would normally be unable to use. This skill also allows you to identify the powers and abilities of some monsters, including constructs, dragons, and fey. Checks: Spellcraft is used whenever your
knowledge and skill of the technical art of casting a spell comes into question. You can answer questions concerning magic, symbols, spells, and magic items with a successful check. The DC depends on the difficulty of the question: 10 for easy questions, 15 for basic questions, 20 for difficult questions, and 25+ for truly rare pieces of knowledge. You can use this skill to activate a magic item.
Spellcraft 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 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 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 Spellcraft check for that purpose.
The DCs for various tasks involving checks are summarized in the table below.
Task DC Activate item or spell blindly 25 Detect a magical trap or latent spell 25 + spell
level Disarm a magical trap 25 + spell
level Emulate a class feature 20 Emulate an ability score See text Emulate a race 25 Emulate an alignment 30
Learn arcane spell from a book/ scroll 10 + spell level Identify auras while using detect magic 15 + spell level Identify a spell as it is being cast 15 + spell level Identify a spell effect that is in place 20 + spell level Identify materials made by magic 20 + spell level Identify a spell that just targeted you 25 + spell level Identify monster abilities/weaknesses 10 + CR Improved counterspell 11 + DC Prepare spell from borrowed spellbook 15+ spell level
Use a scroll 20 + CL Use a wand 20
Activate Blindly: Some spells or magic items are
activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you’re not and even if you don’t know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a special +2 bonus on your check if you’ve activated the item in question at least once before. If you fail by 9 or less, you can’t activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally run when you cast a spell from a scroll that you could not otherwise cast yourself. Detect/Disarm Magical Traps and Spells: For
finding and disarming magical traps, the check is made secretly, so that you don’t necessarily know whether you’ve succeeded. The DC depends on how complex the spell is (DC 25 + spell level). If the check succeeds, you detect the presence
of a warding spell, or disable the magic. 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 trap is an attack spell, you activate it. If you’re attempting some sort of sabotage, you think the magic is disabled, but it still works normally. If you beat a warding spell’s DC by 10 or more,
you can study a magic, figure out how it works, and bypass it (with your party) without disarming it. Emulate an Ability Score: To cast a spell from a
scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check. Emulate an Alignment: Some magic items have
positive or negative effects based on the user’s alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time. Emulate a Class Feature: Sometimes you need to
use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above). Emulate a Race: Some magic items work only
for members of certain races, or work better for members of those races. You can use such an item as if you were a race of your choice. You can emulate only one race at a time. Identify Monster Weaknesses and Abilities: With a
scuccessful check, you can also identify certain monsters, their abilities, weaknesses, and special powers. This ability can be used with constructs and dragons. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information. Improved Counterspell: By adding 10 to the
normal counterspelling DC (11 + caster level), you
can counter‐spell using any spell of the same school that is one or more spell levels higher than the target spell. Use a Scroll: If you are casting a spell from a
scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don’t have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check (see above). This use of the skill also applies to other spell completion magic items. Use a Wand: Normally, to use a wand, you
must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. This use of the skill also applies to other spell trigger magic items, such as staves. Action: Identifying a spell as it is being cast
requires no action. Learning a spell from a spellbook takes 1 hour per level of the spell (0‐level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Improved counterspell is performed as part of the counterspelling action. The Use Magic Device check is made as part of the action (if any) required to activate the magic item. Retry: You cannot retry checks made to
identify a spell or monster. 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. For bypassing magic, you can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again. If you ever roll a natural 1 while attempting to activate a magic item and you fail, then you can’t try to activate that item again for 24 hours. Special: You can take 10 when making a
Disable Device check to disarm a magical trap. You can take 20 to bypass a warding spell, unless you are trying to prevent the tampering from being noticed. You cannot take 10 with use magic device checks.
You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check. SIDEBAR: OTHER WAYS TO BEAT A TRAP Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the trap’s creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).
STEALTH (DEX) You are skilled at avoiding detection, allowing you to slip
past foes, strike from an unseen position, or tail someone without being spotted (or lose a tail). Check: Your Stealth check is opposed by the
Perception check of anyone who might notice you. You can move up to one‐half your normal speed and use Stealth at no penalty. When moving at a speed greater than one‐half but less than your normal speed, you take a –5 penalty. It’s impossible to use Stealth while attacking, running, or charging. A creature larger or smaller than Medium
takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16. If people are observing you using any of their
senses (but typically sight), you can’t use Stealth. Against most creatures, f inding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), though, you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast. Sniping: If you’ve already successfully used
Stealth at least 10 feet from your target, you can make one ranged attack, then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location. Creating a Diversion to Hide: You can use Bluff
to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to
immeadiately attempt a Stealth check while people are aware of you. Tailing: When tailing someone, your Stealth
check is opposed to the tail’s Perception check to notice you; the target gets a –10 penalty to the check if he or she has no reason to suspect a tail and does not actively look for one. To lose a tail, the subject makes an opposed Stealth check. If the subject takes evasive maneuvers but is not actually aware of a tail, he or she declares a DC for his or her check; if this evasion check succeeds, any tail must succeed at the same Stealth DC to follow. 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.
STREETWISE (CHA) You know your way around towns and cities, are
conversant with local customs and laws, and have an advantage over others when it comes to dealing with criminal elements. You can easily obtain directions, hail a taxi, find a hotel, get a decent meal, negotiate subways, etc. in strange cities. This skill is also used when attempting to gather information about persons or activities ranging from the Mayor to a Mafia boss; when attempting to recognize local people you come into contact with; and when attempting to locate or buy almost anything: legitimate but unusual items (an imported cuckoo clock from the Black Forest) or contraband ranging from drugs, through illegal arms, to child prostitutes or white slaves. Attempts to hire an assassin also fall under this heading. Check: Basic city living skills, like how to use
subway tokens or how to tell where not to park on street cleaning day, do not require a check. Streetwise has a number of more specialized uses described below, which do require checks. Gather Information: You can also use Streetwise
to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for
most commonly known facts or rumors, it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply not known by the common folk. Identify Marks: You can identify the common
marks made by a thieves’ guild. Identifying the marks of a local thieves’ guild is a DC 20 Theft check, but this might be much higher if the guild is using specialized marks. Identify Local Figures: You can use the
Streetwise skill to identify underworld figures, police, and the like. Upon observing such a figure whom you do not know personally, roll a Streetwise skill at DC 20; if the person has the Bluff skill, roll an opposed check against his or her Bluff skill instead (this does not require an action on that person’s part, or on yours). If the person is in disguise (see Perform skill), you must first penetrate the disguise before you can attempt to identify the person. Pass as Native: On a DC 20 Streetwise check in
an unfamiliar village, town, or city, you can get by without calling undue attention to yourself (unless you are of a race not seen in that locale, in which case a Disguise check is needed). If actually questioned, you can use a Streetwise check (opposed to the questioner’s Buff skill check) to correctly answer questions regarding local geography and the like (“Hey, I’m from Philly, too! What high school did you say you went to?”). If you fail this check, you can still attempt to Bluff your way through the questioning, but the person questioning you receives a +4 bonus to his rolls to see through your bluff. Action: Identifying marks and local figures
does not require an action. Using Streetwise to gather information takes 1d4 hours of wandering the town, searching for rumors and informants. Retry: You can retry Streetwise checks made to
gather information.You cannot retry checks to identify marks or people, or know local landmarks/geography.
SURVIVAL (WIS) You are skilled at surviving in the wild and
following the tracks left by others. Check: You can keep yourself and others safe
and fed in the wild. You can recognize the tracks of, and identify by sight, common creatures of the wilderness.
Task Survival DC Get along in the wild 10 Resist weather 15 Avoid natural hazards 15 Predict weather 15 Follow tracks: Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Identify creature 10 + CR
Get Along in the Wild: On a successful check,
you can move up to one‐half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. Resist Weather: On a successful check, you gain
a +2 bonus on all Fortitude saves against severe weather while moving up to one‐half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. Avoid Natural Hazards: On a successful check,
you can keep from getting lost or avoid natural hazards such as quicksand. Predict Weather: You can forecast 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. 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 ordirty indoor surfaces (thick rugs and very dirty or dusty f loors). 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 f loor. 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). Several modifiers may apply to the Survival
check, as given on the table below. Condition DC
ModifierPer 3 creatures in group being tracked –1 Size of creature(s) being tracked:
Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large –1 Huge –2 Gargantuan –4 Colossal –8
Per 24 hrs since the trail was made +1 Per hr of rain since the trail was made +1 Fresh snow cover since the trail was made
+10
Poor visibility: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3
Tracked party hides trail (while moving at half speed)
+5
For a group of mixed sizes, apply only the
modifier for the largest size category. Apply only
one (the largest) modifier from the visibility category. A check at the same DC for following tracks
allows you to identify the type of creature (animal, giant, etc.) making them. If you succeed by 5 or more, you know the specific type of creature (e.g., ogres), and if you succeed by 10 or more you know how many of them there are. If you succeed by 20 or more, you are also able to determine how long ago the tracks were made, and additional information as determined by the GM (e.g., “three hill giants, probably Veng clan judging from the footwear, passed by here two days ago, and one of them is injured.”) Identify Creature: Identifying creatures by sight
by a Survival check has a DC of 10 + the creature’s CR. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information. This ability works with animals, fey, giants, magical beasts, and plants. Action: Varies. A single Survival check may
represent activity over the course of hours or a full day. A Survival check made to find or interpret tracks is at least a full‐round action, and it may take even longer. Identifying creatures by sight does not require an action. Try Again: Varies. For getting along in the
wild or for gaining the Fortitude save bonus noted in the table above, 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.
Chapter 3: Feats This chapter takes most of the feats in the System Reference Document (and in the Pathfinder RPG Beta playtest) and presents them in terms of d20 Hybrid rules. There are any number of other feats avalailable in non‐open content source material; those can be converted (for personal use only) using those presented here as guidelines.
Most of the so‐called “class features” representing extraordinary abilities have been reclassified as feats and are described here as well.
Feats (including former class features) have been grouped here by basic type: General Feats, General Combat Feats, HTH Combat Feats, and Fire Combat Feats. Feats that apply to various powers (spellcasting, etc.) are described in Chapter 4.
Feats are purchased exactly as are skills, for the same cost; most of them have ranks as do skills. Any feat without “ranks” advancement listing costs a flat 5 XP (i.e., is a 1‐rank skill). Unlike skills, feats represent specific areas of heroic ability; instead of a simple check bonus to accomplish some set of tasks, feats can allow you to accomplish greater things with skills, reduce special penalties, or provide other extraordinary abilities.
In general, feats that reduce penalties (e.g., Two‐Weapon Fighting, Mounted Archery, etc.) reduce those penalties by 1 per rank in that feat. Feats that allow even “swapping” of bonuses and penalties (e.g., Combat Expertise, Power Attack, Weapon Finesse, etc.) allow +/‐1 per rank in that feat. Feats that simply apply a bonus at no cost (e.g., Dodge) generally do so at +1, +1 per 4 ranks in that feat.
General Feats
BRAVERY Prerequisites: HTH Combat or Iron Will 2 ranks,
plus 4 additional ranks per additional rank in Bravery. Ranks: For each rank in Bravery you possess, you
gain a +1 bonus on saving throws against fear and fear effects.
CAMOUFLAGE Prerequisites: Survival 13 ranks, Stealth 13 ranks. Benenfit: You can hide in any sort of natural
terrain, even if the terrain doesn’t grant cover or concealment.
FAST STEALTH Prerequisites: 2 ranks in Stealth per rank in Fast
Stealth. Benefit: Your penalty for Stealthy movement is
reduced by 1. Ranks: For each additional rank in Fast Stealth, the
penalty is reduced by an additional –1 (disappearing altogether at 5 ranks). Normal: When moving at a speed greater than one‐
half but less than your normal speed, you take a –5 penalty to Stealth.
GREAT FORTITUDE Benefit: For each rank, you gain +1 to your base
Fortitude save bonus. Normal: Fortitude saves are resolved as
Constitution checks (as an immediate action) or as Endurance checks (as a full‐round action).
GREAT FORTITUDE, IMPROVED You can draw upon an inner reserve to resist
diseases, poisons, and other grievous harm. Prerequisites: Great Fortitude 1 rank per rank in
Improved 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.
For each 4 additional ranks in Improved Great Fortitude, you can use this ability an additional time per day (maximum 5/day at 17 ranks).
INITIATIVE, IMPROVED Benefit: You get a +1 bonus on initiative checks.
Ranks: For every 2 additional ranks past the first, you gain an additional +1 bonus (total +2 at 3 ranks, +3 at 5 ranks, etc.).
INTIMIDATING PROWESS Benefit: Add your Strength modifier instead of
your Charisma modifier to Bluff checks to intimidate or demoralize (see Chapter 2).
IRON WILL Benefit: For each rank in Iron Will, you receive a
+1 bonus on Will saves. Normal: Will saves are resolved as Wisdom checks
(as an immediate action) or as Concentration checks (as a full‐round action).
IRON WILL, IMPROVED You can draw upon an inner reserve to resist
diseases, poisons, and other grievous harm. Prerequisites: Iron Will 1 rank per rank in
Improved 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. Ranks: For each 4 additional ranks in Improved
Iron Will, you can use this ability an additional time per day (maximum 5/day at 17 ranks).
LEDGE WALKER Prerequisites: 2 ranks in Acrobatics per rank in
Ledge Walker. Benefit: You may move across narrow surfaces at a
rate 5 ft. greater than normal. Ranks: For each additional rank in Ledge Walker,
you can move across narrow surfaces at an additional 5 ft. per round, to a maximum rate equal to your normal land speed. Normal: You may only move at half speed across
narrow surfaces.
LIGHTNING REFLEXES Ranks: For each rank in Lightning Reflexes, you
get a +1 bonus on all Reflex saving throws. Normal: Reflex saves are resolved as Dexterity
checks (as an immediate action) or as Acrobatics checks (as a full‐round action).
LIGHTNING REFLEXES, IMPROVED You can draw upon an inner reserve to resist
diseases, poisons, and other grievous harm. Prerequisites: Lightning Reflexes 1 rank per rank
in Improved 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. Ranks: For each 4 additional ranks in Improved
Lightning Reflexes, you can use this ability an additional time per day (maximum 5/day at 17 ranks).
MIND OVER BODY Prerequisites: Con 13. Ranks: You heal ability damage more quickly than
normal. You heal a number of ability points per day equal to 1 + your number of ranks in Mind over Body, to a maximum bonus equal to your Constitution modifier. Normal: You heal ability damage at a rate of 1
point per day.
NIMBLE STEP Prerequisites: Dex 13, Acrobatics 1 rank per rank
in Nimble Step. Benefit: Whenever you move, you may ignore up
to 5 feet of difficult terrain each round. This feat allows you to take a 5‐foot step into difficult terrain. Ranks: For each additional rank in Nimble Step,
you can ignore an additional 5 ft. of difficult terrain per round. If you are able to ignore all difficult terrain between you and an opponent, you can charge that opponent. Normal: Difficult terrain slows movement by half.
You cannot take a 5‐ft. step into difficult terrain, nor charge through difficult terrain.
ROGUE CRAWL Benefit: You can move 10 ft. per round while
prone. This movement provokes attacks of opportunity as normal. You cannot take 5‐foot steps while crawling. Ranks: For each additional rank in Rogue Crawl,
your crawl speed increases by 5 ft. per round, to a maximum rate equal to half your base land speed. Normal: You may move 5 ft. per round while
prone; this movement provokes attacks of opportunity.
SKILL FOCUS Special: This feat is superceded by the point‐buy
system of skill ranks purchasing.
SWIFT TRACKER Prerequisite: Survival 2 ranks per rank in Swift
Tracker. Ranks: For each rank in Swift Tracker, the penalty
for moving at normal speed while tracking is reduced by 1. The penalty for moving at twice normal speed while tracking is reduced by 2 per rank in Swift Tracker. Normal: You can move at normal speed while
following tracks by taking a –5 penalty to your Survival checks to track. You take a –20 penalty to Survival checks when moving at up to twice normal speed while tracking.
TERRAIN, FAVORED Prerequisite: Survival 1 rank per rank in Favored
Terrain. Ranks: Choose one terrain from the Ranger
favored terrain table in the Pathfinder Beta playtest. You gain +1 to Perception and Survival rolls in your favored terrain per rank. For every 2 ranks in Favored Terrain, you gain a +1 to initiative checks made in that terrain. Special: You can choose this feat more than once.
Each time, select a different terrain.
TOUGHNESS Prerequisite: HTH Combat or Fire Combat 1 rank
per rank in Toughness. Benefit: You gain +4 hit points. Ranks: For each rank in Toughness after the first,
you gain an additional +1 hp.
TRAP SENSE Prerequisite: Perception 1 rank per rank in Trap
Sense, Lightning Reflexes 1 rank per rank in Trap Sense. Ranks: For each rank in Trap Sense, you gain a +1
bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
WILD EMPATHY Prerequisite: Handle Animal 1 rank. Benefit: You can use the Handle Animal skill to
improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your number of ranks in Handle Animal and your Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, you and the animal must be able to study each other, which means that you 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.
You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a –4 penalty on the check.
General Combat Feats
CRITICAL, IMPROVED Choose one type of weapon. Prerequisites: Proficient with weapon; HTH
Combat or Fire Combat (as applicable for weapon) 8
ranks, plus at least 1 additional rank in Combat per rank in Improved Critical thereafter. Ranks: When using the weapon you selected, your
threat range increases by 1 (1/2, if it has a x3 critical, 1/3 if x4), to a maximum increase equal to its original threat range. Increases by critical range and multiplier are included in the following table.
Ranks 20/x2 19-20/x2 20/x3 20/x4 Critical Focus Other
1 19-20/x2 18-20/x2 20/x3 20/x4 +0 2 19-20/x2 17-20/x2 19-20/x3 20/x4 +0 3 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +0 4 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +1 5 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +2 6 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +3 7 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +4 8 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +5 Critical Mastery 9 19-20/x2 17-20/x2 19-20/x3 19-20/x4 +6 10 19-20/x3 17-20/x3 19-20/x4 19-20/x5 +7
Critical Focus: If you have at least 4 ranks in this feat, you gain a +1 bonus on rolls made to confirm crits. This bonus improves by +1 per additional rank in Improved Critical. Critical Mastery: If you have at least 8 ranks in Improved Critical, you can apply the effects of two critical feats when confirming a crit. Critical feats are priced as powers (q.v.) which use your ranks in Improved Critical as their caster level. Powerful Critical: If you have at least 10 ranks in Improved Critical, your critical multiplier increases by 1 (for example, a longsword goes from 17‐20/x2 to 17‐20/x3). 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. Normal: Your crit range and multiplier are determined by weapon type, and do not change. You make a normal attack roll to confirm a threatened crit. You may apply the effects of only one critical feat to a confirmed crit.
DEADLY PRECISION Prerequisites: Dex 15, HTH Combat (and
possibly Fire Combat—see below) 4 ranks plus one additional rank per rank in Deadly Precision, Sneak Attack 1 rank per rank in Deadly Precision. Benefit: You have deadly accuracy with your
sneak attacks. You can reroll any result of 1 on your
sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1. Ranks: At 2 ranks in Deadly Precision, any 1’s
you reroll are counted as 2’s instead of being retained. As you progress in ranks, the maximum number you can reroll, and the minimum reroll value, progress according to the following table.
Ranks Maximum Score Rerolled
Minimum Reroll Value
1st 1 1 2nd 1 2 3rd 1 2 4th 1 2 5th 2 2 6th 2 3 7th 2 3 8th 2 3 9th 3 3
10th 3 4 11th 3 4 12th 3 4 13th 4 4 14th 4 5 15th 4 5 16th 4 5 17th 5 5 18th 5 6
Special: Deadly Precision applies to ranged sneak attacks only if you also meet the Fire Combat prerequisite.
DEATH ATTACK Prerequisites: Stealth 5 ranks, Sneak Attack 1
rank + 1 additional rank per rank in Death Attack. Benefit: If you study a victim for 3 rounds and
then make a sneak attack that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack. Ranks: For each rank in Death Attack you
possess, the saving throw DC increases by 1. When using the paralysis attack, the duration of the paralysis increases by 1 round per rank above the 1st you possess. If you have at least 10 ranks, you can use this ability once per day without studying the victim beforehand.
DEFENSIVE ROLL Prerequisites: Lightning Reflexes 1 ranks per
rank in Defensive Roll, Evasion 10 ranks. Benefit: You can roll with a potentially lethal
blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you reduce
damage from the blow by 5%; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, your Evasion feat does not apply to the defensive roll. Ranks: For each additional rank in Defensive
Roll, you reduce the damage by another 5%.
DEFENSIVE TRAINING Prerequisite: Gnome or dwarf. Ranks: You get a +1 dodge bonus to AC against
monsters of the Giant type per rank in Defensive Training you possess, to a maximum bonus of +4.
DODGE Prerequisites: Dex 13, HTH Combat or Fire
Combat 1 rank per rank in Dodge. Benefit: You receive a +1 dodge bonus to Armor
Class as long as you retain your Dex bonus to AC. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Ranks: Each 4 ranks in Dodge increase your
dodge bonus to AC by +1 (+2 at 4 ranks, +3 at 8, etc.). Wind Stance: If you have at least 6 ranks in Dodge
and a Dex of 15+, if you move more than 5 feet in one turn, you gain 20% concealment for 1 round against ranged attacks. Lightning Stance: If you have at least 11 ranks in
Dodge and Dex 17+, you gain 50% concealment for 1 round whenever you take two actions to move or a withdraw action in one turn.
EVASION Prerequisites: Lightning Reflexes 1 rank per rank
in Evasion. Benefit: You can avoid even magical and unusual
attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take 45% normal damage. Evasion can be used only if the you are wearing light armor or no armor. A
helpless character does not gain the benefit of evasion. Ranks: For each additional rank in evasion, you
take 5% less damage on a successful reflex save (you take no damage on a successful save if you have at least 10 ranks in Evasion).
At 11 ranks, you reduce the amount of damage on a failed save by 5% (to a minimum of half damage at 20 ranks).
FAVORED ENEMY Prerequisites: HTH Combat 1 rank per rank in
Favored Enemy, Fire Combat 1 rank per rank in Favored Enemy, Survival 1 rank per rank in Favored Enemy. Benefit: Select a type of creature from among
those given on the table below. You gain a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type.
If you choose humanoids or outsiders as a favored enemy, you must also choose an associated subtype, as indicated on the table. Type (Subtype) Type (Subtype) Aberration Humanoid (reptilian) Animal Magical beast Construct Monstrous humanoid Dragon Ooze Elemental Outsider (air) Fey Outsider (chaotic) Giant Outsider (earth) Humanoid (aquatic) Outsider (evil) Humanoid (dwarf) Outsider (fire) Humanoid (elf) Outsider (good) Humanoid (goblinoid) Outsider (lawful) Humanoid (gnoll) Outsider (native) Humanoid (gnome) Outsider (water) Humanoid (halfling) Plant Humanoid (human) Undead Humanoid (orc) Vermin Ranks: Each additional rank grants an additional
+1 bonus. At 2 ranks in Favored Enemy, you also get a +1
bonus on attacks rolls and weapon damage rolls against such creatures. At each even‐numbered rank, your attack and damage bonus increases by +1.
Special: You may take this feat multiple times, each time choosing a different favored enemy. If a specific creature falls into more than one category of favored enemy, the bonuses do not stack; you simply use whichever bonus is higher.
PENETRATING STRIKE 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: HTH Combat or Fire Combat (as
appropriate to weapon type) 10 ranks plus one additional rank per rank in Penetrating Strike, Weapon Training 1 rank per rank in Penetrating Strike. Ranks: Your attacks with the selected weapon
ignore up to 1 point of damage reduction per rank in Penetrating Strike. This feat does not apply to damage reduction without a type (such as DR 10/—).
RESILIENCY Benefit: Once per day, you can gain 1 temporary
hp as an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent you from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. Ranks: For each additional rank in Resiliency,
you can gain an additional temporary hp per day. These temporary hp can be divided up as you see fit, with the restriction that this ability can be used only when you are brought to below 0 hit points.
SLOW REACTIONS Benefit: Opponents damaged by your sneak
attack cannot make their normal attack of opportunity for 1 round. Ranks: For each additional rank in Slow
Reactions, you negate 1 rank of the struck opponent’s Combat Reflexes feat for that round.
SNEAK ATTACK Prerequisites: Lightning Reflexes 1 rank + 1 rank
per 2 ranks in Sneak Attack, HTH Combat 1 rank per 2 ranks in Sneak Attack Benefit: If you can catch an opponent when he is
unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.
Sneak attack deals 1d6 extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. Should you 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, and if you have at least 1 rank in Fire Combat skill per 2 ranks in Sneak Attack.
With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
You can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Ranks: For every 2 ranks in Sneak Attack after the
first, your sneak attack deals an additional 1d6 damage (2d6 at 3 ranks, 3d6 at 5 ranks, etc.).
As you gain ranks in Sneak Attack, additional feats become available. Examples include Bleeding Attack and Crippling Strike (see below). Master Strike: At 20 ranks in Sneak Attack, you
become incredibly deadly when dealing sneak attack damage. This can have one of three effects. The target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to resist with a DC equal to 20 plus your Intelligence modifier. This attack deals damage normally.
Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to your master strike for 24
hours. Creatures that are immune to sneak attack damage are also immune to this ability.
SNEAK ATTACK, BLEEDING ATTACK Prerequisite: Sneak Attack 2 ranks per rank in
Bleeding Attack. Benefit: You can cause living opponents to bleed
when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round after the sneak attack. Bleeding creatures take damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Ranks: For each additional rank in Bleeding
Attack, the bleed damage increases by 1 hp per round (maximum 10 hp at 10 ranks in Bleeding Attack and 20 ranks in Sneak Attack).
SNEAK ATTACK, CRIPPLING STRIKE Prerequisite: Sneak Attack 10 ranks Benefit: You can sneak attack opponents with
such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 1 point of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Ranks: You can gain a second rank in Crippling
Strike, increasing the Strength damage to 2 points.
SURPRISE ATTACKS Prerequisite: Stealth 2 ranks, Sneak Attack 1 rank. Benefit: During the surprise round, opponents
are always considered flat‐footed to you, even if they have acted. Opponents who cannot be caught flat‐footed are immune.
UNCANNY DODGE Prerequisites: Lightning Reflexes 1 rank per rank
in Uncanny Dodge. Ranks: For each rank in Uncanny Dodge, you
retain 1 point of your Dexterity bonus to AC (if any) even if you are caught flat‐footed or struck by an
invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. You can still be sneak attacked when flat‐footed, but each rank in Uncanny Dodge negates 1 rank of the attacker’s Sneak Attack feat against you.
If each rank in Uncanny Dodge beyond the 4th, the flanking attack bonus for opponents flanking you decreases by 1. You can still be sneak attacked when flanked, but each rank in Uncanny Dodge negates 1 rank of the attacker’s Sneak Attack feat against you.
WEAPON PROFICIENCY, EXOTIC Choose a type of exotic weapon. You understand
how to use that type of exotic weapon in combat. Prerequisite: 1 rank in HTH Combat or Fire
Combat, as applicable for the weapon you select (plus Str 13 for bastard sword or dwarven waraxe). Benefit: You make attack rolls with the weapon
normally. Normal: A character who uses a weapon with
which he or she is not proficient takes a –4 penalty on attack rolls.
WEAPON PROFICIENCY, MARTIAL Choose a group of martial weapons (e.g., axes, or
heavy blades). You understand how to use that type of martial weapon in combat. Prerequisite: HTH Combat 1 rank per rank in
Martial Weapon Proficiency beyond the 3rd. Benefit: You make attack rolls with the selected
weapon group normally. The nonproficiency penalty for attack rolls with other martial weapons is reduced by 1. Ranks: Each additional rank in this feat gives you
proficiency with another martial weapon group, and reduces the nonproficiency penalty with all remaining martial weapons by 1 more. At 4 ranks, you are proficient with all martial weapons. Normal: When using a weapon with which you
are not proficient, you take a –4 penalty on attack rolls.
WEAPON TRAINING Choose one group of weapons, as per the
Weazpon Group lists in the Pathfinder Beta playtest,
or on the optional rules section of the D&D 3.5 System Reference Document. You can also choose unarmed strikes and grapple (or rays and energy orbs, if you are a spellcaster) as your weapon group for purposes of this feat. Prerequisites: Proficiency with selected weapon,
HTH Combat or Fire Combat (as appropriate) 1 rank per rank in Weapon Focus. Benefit: You gain a +1 bonus on attack rolls with
the selected weapon group. Ranks: If you have at least 2 ranks in Weapon
Focus, you gain a +1 bonus to damage with the selected weapon. This bonus increases by an additional +1 per 4 ranks (+2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th).
Your attack bonus also increases by an additional +1 for every 4 ranks in Weapon Focus beyond the first (i.e., +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th). Special: You may select this feat multiple times.
Each time, it applies to a different weapon group. Weapon Specialization: You can choose a specfic
weapon within a weapon group for which you already have Weapon Training (e.g., battleaxe, if you already have Weapon Training in axes). Weapon Specialization ranks work as do skill specialization ranks: additional “virtual ranks” in Weapon Training with that specific weapon, at reduced cost.
This feat supercedes the Weapon Focus and Weapon Specialization feats from D&D 3.5, and the fghter’s Weapon Training class feature from the Pathfinder RPG.
HTH Combat Feats
ADVANCE Prerequisites: Dex 15, Dodge 1 rank per rank in
Advance, Mobility 1 rank per rank in Advance. Benefit: You do not provoke attacks of
opportunity by moving through 5 ft. a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one). Ranks: For each additional rank in Advance, you
can move forward through an additional 5 ft. of any one creature’s threatened area without provoking an attack of opportunity from that creature.
AGILE MANEUVERS Your learned to use your quickness in place of
brute force when performing combat maneuvers. Prerequisite: Strength 13+. Benefit: You lose any Strength bonus or penalty
to your Combat Maneuver Bonus, and instead gain a +1 bonus (from your Str bonus).
Ranks: For each additional rank in Agile Maneuvers, you can apply another +1 to CMB from your Dexterity bonus, to a maximum equal to your Dex modifier.
ARCANE ARMOR TRAINING Prerequisites: Proficiency in armor worn, Arcane
Spellcasting 3 ranks +1 rank per additional rank in Arcane Armor Training. Benefit: You reduce the arcane spell failure
chance due to the armor you are wearing by 5% for any spells with somatic components you cast. Ranks: For each additional rank in Arcane Armor
Training, reduce the arcane spell failure chance due to the armor you are wearing by an additional 5%.
ARMOR PROFICIENCY Prerequisite: HTH Combat 1 rank per rank in Armor Proficiency above the 2nd. Benefit: You are proficient in wearing light
armor. When you are wearing a class of armor in which you are proficient, the armor check penalty for that armor applies only to Acrobatics, Athletics, Escape, Sleight of Hand, and Stealth checks. Ranks: If you have 2 ranks in Armor Proficiency,
you are proficient in medium armor as well as light armor. If you have 3 or more ranks in Armor Proficiency, you are proficient in heavy armor as well. As you gain additional ranks, the benefits you receive from wearing armor improve. Ranks Benefit
1 Proficient in light armor 2 Proficient in medium armor 3 Proficient in heavy armor 4 Armor training –1/+1 5 Armor optimization +1 6 Armored defense (25%) 7 Armor mastery 1/— 8 Armor training –2/+2 9 Armor optimization +2 10 Armored defense (50%) 11 Armor mastery 2/— 12 Armor training –3/+3 13 Armor optimization +3 14 Armored defense (75%) 15 Armor mastery 3/— 16 Armor training –4/+4 17 Armor optimization +4 18 Armored defense (100%) 19 Armor mastery 4/— 20 Armor training -5
Armor Training: If you have at least 4 ranks in
Armor Proficiency, the armor check penalty of any armor you are wearing is reduced by 1 (to a minimum of 0). Every 4 ranks thereafter (8th, 12th, 16th, and 20th), you reduce the check penalty by 1 again, for a total of –5 reduction to the armor check penalty at 20 ranks.
Additionally, the maximum Dex bonus to AC for armor you wear increases by 1 per 4 ranks in Armor Proficiency (+1 at 4 ranks, +2 at 8, etc.). Armor Optimization: If you have at least 5 ranks in
Armor Proficiency, whenever you are wearing armor you gain an additional +1 armor bonus to
your armor class. For every 4 ranks thereafter (9th, 13th, and 17th), you gain even more protection, increasing these bonuses by +1 each time, for a total of +4 to armor class at 17 ranks. Armored Defense: At 6 ranks in Armor Proficiency,
You know exactly where the strongest parts of your armor are, enabling you to twist your body to place those parts between your vital organs and an incoming attack, thus reducing the chance of a successful sneak attack or critical hit. Once per round, when hit by such an attack, you have a 25% chance to turn that sneak attack or critical hit into a normal hit (similar to the fortification magic armor property).
You cannot use this ability if you are denied our Dexterity bonus to AC, cannot see the source of an attack, or cannot otherwise react to attacks. If you are wearing fortification armor or have a similar eff ect, use the greater value (do not make a d% roll for this ability and for the fortification ability).
Your effective fortification increases by 25% for every 4 ranks in Armor Proficiency thereafter (50% at 10 ranks, 75% at 14 ranks, and 100% at 18 ranks). Armor Mastery: If you have at least 7 ranks in
Armor Proficiency, you gain damage reduction 1/— whenever you are wearing armor. This damage reduction increases by 1 for every 4 ranks thereafter, as shown in the table. Any time you lose your Dexterity bonus to Armor Class, you lose this benefit as well, because you cannot properly deflect the blows of the enemy. Normal: A character who is wearing armor with which he or she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including riding. Special: You can gain armor proficiency with shields instead as a separate feat, which applies similar benefits. All armor bonuses from Armor proficiency and from Shield Proficiency stack. Other bonuses (defense and mastery) overlap, but do not stack.
BLIND-FIGHT Prerequisites: HTH Combat 1 rank per rank in
Blind‐Fight, Perception 1 rank per rank in Blind‐Fight. Benefit: In melee, every time you miss because of
concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Invisible or otherwise unseen attackers don’t get the usual +2 bonus in melee for being invisible. Invisible attackers’ bonuses do still apply for ranged attacks, however. Ranks: For each rank in Blind‐Fighting, you
retain 1 point of your Dexterity bonus to Armor Class (if any) when attacked by an unseen attacker. Each rank also reduces the penalty to speed for being unable to see by 5 ft. Normal: Regular attack roll modifiers for
invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. Darkness and poor visibility in general reduces your speed to one‐half. Special: The Blind‐Fight feat is of no use against a character who is the subject of a blink spell.
BULL RUSH, IMPROVED Prerequisites: Str 13, Power Attack, HTH Combat
1 rank per rank in Bull Rush. Benefit: When you perform a bull rush you do
not provoke an attack of opportunity from the defender. Ranks: You gain a +1 bonus on the opposed
Strength check you make to push back the defender per rank in Bull Rush.
If you have at least 6 ranks in Improved Bull Rush, whenever you successfully bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
CANNY DEFENSE Prerequisites: Dodge 1 rank per rank in Canny
Defense, Mobility 1 rank per rank in Canny Defense, Weapon Finesse 1 rank per rank in Canny Defense, base attack bonus +7, Intelligence 13+. Benefit: When not wearing armor or using a
shield, add +1 (from your Intelligence bonus) as a dodge bonus to AC while wielding a melee weapon in one hand (and nothing in the other). If you are caught flat‐footed or otherwise denied your Dexterity bonus, you also lose this bonus. Ranks: For each additional rank in Canny
Defense, add an additional +1 of your Intelligence bonus as a Dodge bonus to AC (to a maximum equal to your Int bonus).
CLEAVE Prerequisites: Str 13, Power Attack, HTH Combat
1 rank per rank in Cleave. Benefit: If you deal a creature enough damage to
make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5‐foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. Ranks: For each additional rank in Cleave, you
may use this ability one more time per round.
COMBAT REFLEXES Prerequsites: 1 rank in HTH Combat per rank in
Combat Reflexes. Benefit: You may make an additional attack of
opportunity each round. With this feat, you may also make attacks of opportunity while flat‐footed. Ranks: For each additional rank in Combat
Expertise, you may make an additional attack of opportunity, to a maximum equal to 1 + your Dexterity modifier. 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.
DEFENSIVE COMBAT TRAINING You have been trained to defend yourself from a
variety of combat maneuvers. Prerequisite: HTH Combat 1 rank per rank in
Defensive Combat Training. Ranks: For each rank in Defensive Combat
Training, add +1 to the DC of performing combat maneuvers against you, such as bull rush, grapple, and trip.
DEFENSIVE FIGHTING, IMPROVED Prerequisite: HTH Combat 1 rank per rank in
Improved Defensive Fighting. Benefit: Your attack to AC ratio for fighting
defensively improves from 2:1 to 1:1. In other words,
you can take a –1 penalty to attacks in exchange for a +1 dodge bonus to AC. Ranks: For each additional rank in Improved
Defensive Fighting, you can increase the penalty to attacks (and corresponding bonus to AC) by +1. Elaborate Parry: If you have at least 7 ranks in
Improved Defensive Fighting, the ratio of attack penalty to AC bonus improves to 1:2. Your maximum dodge bonus to AC from this feat is still limited to your number of ranks in Improved Defensive Fighting, however. Normal: Fighting defensively gives you –2 to
attacks and +1 to AC. Special: This feat supercedes the Combat
Expertise feat (and the Duelist’s Elaborate Parry prestige class feature) in the D&D 3.5 and Pathfinder games.
DISARM, IMPROVED Prerequisites: Int 13, Combat Expertise 1 rank per
rank in Improved Disarm, HTH Combat 1 rank per rank in Improved Disarm. Benefit: You do not provoke an attack of
opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. Ranks: You gain a +1 bonus on the opposed
attack roll you make to disarm your opponent per rank in Improved Disarm.
If you have at least 6 ranks in Improved Disarm, whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction. Normal: See the normal disarm rules. Disarmed
weapons and gear land at the feet of the disarmed creature.
DISRUPTIVE Prerequisites: HTH Combat 6 ranks, plus 1 rank
per additional rank in Disruptive. Ranks: The DC to cast spells defensively
increases by 1 per rank in Disruptive for all enemy casters within your threatened area. This increase 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.
Spellbreaker: If you have at least 10 ranks in Disruptive, enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you. Normal: The DC for casting defensively when
threatened by you is equal to your attack bonus. Enemies that fail to cast spells defensively lose their spells, but do not provoke attacks of opportunity.
DOUBLE SLICE Prerequisites: Dex 15, HTH Combat 1 rank per
rank in Double Slice, Two‐Weapon Fighting 1 rank per rank in Double Slice. Benefit: Add an additional point of damage per
rank in Double Slice to damage rolls made with your off‐hand weapon, to a maximum damage bonus from this feat equal to half your Strength bonus. Normal: You normally add half your Strength
modifier to damage rolls made with your off‐hand weapon.
FEINT, IMPROVED Prerequisites: Int 13, Combat Expertise 1 rank per
rank in Improved Feint, Bluff 1 rank per rank in Improved Feint. Ranks: You can make a Bluff check to feint in
combat as a move action once per combat per rank in Improved Feint.
If you have at least 6 ranks in Improved Feint, 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, if that attack does not come before your next turn.
If you have at least 11 ranks in Improved Feint, you can make a Bluff check to feint in combat as a free action.
If you have at least 16 ranks in Improved Feint, you can take 10 when making a Bluff check to feint in combat, even if stress and distraction would normally prevent you from doing so. Normal: Feinting in combat is a standard action.
You cannot take 10 on a Bluff check in combat.
FLURRY OF BLOWS Prerequisites: HTH Combat 3 ranks per rank in
Flurry of Blows, Improved Unarmed Strike 3 ranks per rank in Flurry of Blows. Benefit: You can strike more often at the expense
of accuracy. When unarmored, you may make an additional attack at your highest attack bonus. That attack, and all other attacks made that round, suffer a –2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.
You must use a full attack action to strike with a flurry of blows. When using flurry of blows, you may attack only with unarmed strikes or with light Simple melee weapons. You may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, you apply your full Strength bonus to damage rolls for all successful attacks, whether you wield a weapon in one or both hands. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, you may still intersperse unarmed strikes with quarterstaff strikes, assuming that you have enough attacks in your flurry of blows routine to do so. Ranks: For each additional rank in Flurry of Blows, the penalty is lessened by one, disappearing at 3+ ranks. If you have at least 4 ranks in Flurry of Blows, you gain an additional attack in your flurry.
FOLLOW-THROUGH Prerequisites: HTH Combat 5 ranks, plus 1
additional rank per rank in Follow‐Through. Ranks: For each rank in Follow‐Through you
possess, you reduce your iterative attack penalties in melee by 1 (at 15 ranks, all your melee attacks are made at your full attack bonus). Normal: Each successive iterative attack suffers a
cumulative –5 penalty.
HIDDEN WEAPONS Prerequisites: Sleight of Hand 1 rank per rank in
Hidden Weapons. Ranks: You are a master at hiding weapons on
your body. For each rank in Hidden Weapons, add
+1 to all Sleight of Hand skill checks made to conceal weapons and to prevent others from noticing them.
IMPROVISED WEAPON USE Prerequisites: HTH Combat 3 ranks, plus 1 rank
per rank in Improvised Weapon Use. Benefit: Unarmed opponents are flat‐footed to
any attacks you make with an improvised melee weapon. Rank: For each rank in Improvised Weapon Use
you possess, reduce the penalty for using an improvised melee weapon by one.
If you have at least 5 ranks in Improvised Weapon Use, you are eligible for the Weapon Training feat with improvised weapons as a weapon group.
If you have at least 6 ranks in Improvised Weapon Use, 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).
If you have at least 8 ranks in Improvised Weapon Use, the improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2. Normal: You take a –4 penalty on attack rolls
made with an improvised weapon.
INSIGHTFUL DEFENSE Prerequisites: HTH Combat 1 rank per rank in
Insightful Defense, Perception 1 rank per rank in Insightful Defense, Wis 13+. Benefit: When unencumbered and not wearing
armor or using a shield, add +1 (from your Wisdom bonus) as an insight bonus to AC. You retain this bonus if caught flat‐footed or otherwise denied your Dexterity bonus, but lose it if you are immobile or helpless. Ranks: For each additional rank in Insightful
Defense, add an additional +1 of your Wisdom bonus as an insight bonus to AC (to a maximum equal to your Wis bonus).
GRAPPLE, IMPROVED Prerequisites: Dex 13, HTH Combat 1 rank per
rank in Improved Grapple, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. Ranks: You gain a bonus on all grapple checks as
shown in the table, regardless of whether you started the grapple. You also gain additional grappling maneuvers as you advance in ranks, per the table.
Ranks Maneuver 1 Attacks of opportunity 2 Grapple +1 3 4 Grapple +2 5 6 Full attack -5 7 Adept wrestling +1 8 Grapple +3 9 Adept wrestling +2 10 Holding mastery 11 Full attack –5/–10 12 Grapple +4 13 14 15 16 Full attack –5/–10/–15 17 18 19 20 Devastating grapple Grapple: You gain the stated bonus on all grapple
checks. Full Attack: At 6 ranks, you may make two
grapple checks as part of a full attack action. The second check is at a –5 penalty. At 11 ranks, you gain a third check, albeit at a –10 penalty. At 16 ranks in Improved Grapple you can make four grapple checks as part of a full attack action; thr fourth check is at a –15 penalty. Adept Wrestling: Holding Mastery: If you have at least 10 ranks in
Improved Grapple, you can grapple or pin an opponent using only one hand (at a –10 penalty), leaving the other free for other tasks, such as attacking. The penalty is reduced by 1 per rank after the 10th (and is eliminated altogether if you have 20 ranks in Improved Grapple). Devastating Grapple: If you maintain a pin for 3
full rounds, the creature pinned must succeed at a
Fortitude save (DC = 10 + ½ your ranks in Improved Grapple + your Strength modifier) or die. Creatures immune to critical hits or without a discenable anatomy are immune. Normal: Without this feat, you provoke an attack
of opportunity when you make a touch attack to start a grapple, you cannot make multiple pin attacks in a round, and you must use both hands to grapple.
LUNGE Prerequisites: HTH Combat 6 ranks, plus 1 rank
per additional rank in Lunge. Benefit: You can increase the reach of your melee
attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. Ranks: For every rank in Lunge beyond the first,
the AC penalty is reduced by 1, to a minimum of –0 at 6 ranks.
MOBILITY Prerequisites: Dex 13, HTH Combat 1 rank per
rank in Mobility, Dodge 1 rank per rank in Mobility. Ranks: For each rank in Mobility, you get a +1
dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Special: Dodge bonuses stack with each other,
unlike most types of bonuses. For example, the dodge bonus provided by this feat stacks with that provided by the Dodge feat. The benefits of the Mobility also stack with the effective AC provided by the Acrobatics skill when tumbling through threatened areas.
MOUNTED COMBAT Prerequisite: 1 rank in Ride per rank in Mounted
Combat; 1 rank in HTH Combat per rank in Mounted Combat. Benefit: Once per round when your mount is hit
in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s
attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Ranks: You can attempt to negate an additional
hit against your mount once per round per 2 additional ranks in Mounted Combat (2 hits at 3 ranks, 3 at 5 ranks, etc.). You can also accomplish other maneuvers as you add ranks in Mounted Combat, according to the following table. Ranks Maneuver
2 Trample 3 Ride-by attack 4 Spirited charge 5 6 Full mounted attack -5 7 Unhorse 8 Mounted fighting +1 9 Fell trample 10 Burst of speed 1/day 11 Full mounted attack –5/-10 12 Mounted fighting +2 13 Deadly charge 1/day 14 Burst of speed 2/day 15 Deadly charge 2/day 16 Full mounted attack –5/-10/-15,
Mounted fighting +3 17 Deadly charge 3/day 18 Burst of speed 3/day 19 Deadly charge 4/day 20 Mounted fighting +4
Trample: If you have at least 2 ranks in Mounted
Combat, 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. Ride‐By Attack: If you have at least 4 ranks in
Mounted Combat, 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. Spirited Charge: If you have at least 6 ranks in
Mounted Combat, when mounted and using the
charge action with a melee weapon, you deal +1 damage per rank in Mounted Combat you possess. Full Mounted Attack: If you have at least 6 ranks in
Mounted Combat, when your mount moves more than 5 feet, but no more than its full move, you can make a full attack option, gaining 1 iterative attack at the usual –5 penalty. At 11 ranks, you gain a second iterative attack, at the usual –10 penalty. At 16 ranks, you can make a third iterative attack at the usual –15 penalty. Unhorse: To use this maneuver, you must be
mounted and charge a mounted foe. If your charge attack hits, you may make a free bull rush attempt. If the bull rush attempt succeeds, you move your foe normally, but his mount remains where it was. Mounted Fighting: If you have at least 8 ranks in
Mounted Combat, you gain a +1 competence bonus on all attack and damage rolls you make while mounted. These bonuses stack with all other benefits of the Mounted Combat feat. At 12 ranks in Mounted Combat, the bonus increases to +2, and it increases again at 16 and again at 20 ranks, to +3 and +4 (respectively). Fell Trample: If you have at least 9 ranks in
Mounted Combat, you can make mounted overrun attempts against more than one foe, resolving each attempt according to the rules for overrunning, provided those targets are in a line in the path of your mount. Your mount gets a hoof attack against each foe you successfully overrun. Burst of Speed: If you have at least 10 ranks in
Mounted Combat, you can double the amount of distance your mount can travel when making a charge, up to 4 times its base land speed. You can spur any particular mount in this manner once per day without penalty (2/day at 14 ranks in Mounted Combat, 3/day at 18 ranks); attempting to get a burst of speed from a mount beyond these limits requires a DC 25 Handle Animal check, and fatigues the mount if successful. Deadly Charge: If you have at least 13 ranks in
Mounted Combat, once per day you can double the bonus damage from a Spirited Charge you make with a lance (to +26 damage). This maneuver is useable an additional number of times per day as shown in the table (2/day and +30 damage at 15 ranks, 3/day and +34 damage at 17 ranks, and 4/day and +38 damage at 19 ranks).
NO RETREAT Prerequisite: HTH Combat 15 ranks, Riposte Benefit: Any adjacent enemy that takes a
withdraw action provokes an attack of opportunity from you. Normal: Withdraw is a full‐round double move
that does not provoke attacks of opportunity for moving out of the initial threatened area.
OPPORTUNIST Prerequisites: HTH Combat 7 ranks, Lightning
Reflexes 7 ranks, Sneak Attack 10 ranks. Benefit: Once per round, you 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 your attack of opportunity for that round. Even if you have the Combat Reflexes feat, you can’t use the Opportunist feat more than once per round. Ranks: For every 2 ranks in Opportunist, you
may add +1d6 of your sneak attack damage to one attack of opportunity in any given round. You must decide on the attack it is to be applied to before rolling to hit; if the attack misses, the sneak attack of opportunity is wasted.
OVERHAND CHOP Prerequisities: HTH Combat 1 rank per rank in
Overhand Chop, Strength 12+. Benefit: As a standard action, make a single
attack with a two‐handed melee weapon. If you hit, roll damage normally but add a +1 bonus to the damage roll. Ranks: For each rank in Overhand Chop, add
another +1 bonus to damage, to a maximum bonus from this feat equal to half your Strength bonus. Backswing: If you have at least 6 ranks in
Overhand Chop, you can apply the feat’s damage bonus to the first attack in a full‐attack sequence.
If you have at least 11 ranks in Overhand Chop, the maximum damage bonus increases to 1.5 times your Strength bonus. Devastating Blow: If you have at least 11 ranks in
Overhand Chop, as a standard action you can make a single melee attack with a two‐handed melee weapon at a –5 penalty. If you hit, you score a critical hit. Special weapon abilities that activate
only on a critical hit, such as vorpal and flaming burst, do not activate. For each additional rank in Backswing after the 11th, reduce the attack penalty for your Devastating Blow by 1 (to a minimum of –0 at 16 ranks). Normal: You normally add 1½ times your
Strength modifier to damage rolls with a two‐handed weapon.
OVERRUN, IMPROVED Prerequisites: Str 13, Power Attack. Benefit: When you attempt to overrun an
opponent, the target may not choose to avoid you. Ranks: For each rank in Improved Overrun, you
gain a +1 bonus on your combat maneuver check to knock down your opponent.
If you have at least 6 ranks in Improved Overrun, whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun. Normal: Without this feat, the target of an
overrun can choose to avoid you or to block you. Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.
POWER ATTACK Prerequisites: Str 13, HTH Combat 1 rank per
rank in Power Attack. Ranks: On your action, before making attack rolls
for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your number of ranks in this feat. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two‐handed weapon,
or with a one‐handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You add half the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the full penalty on attack rolls still applies. (Normally, you treat a double weapon as a one‐handed weapon and a light weapon. If you choose to use a double weapon like a two‐handed weapon, attacking with only one end of it in a round, you treat it as a two‐handed weapon.)
PRECISE STRIKE Prerequisites: HTH Combat 6 ranks plus 1
additional rank per rank in Precise Strike, Dodge 1 rank, Weapon Finesse 1 rank per 2 ranks in Precise Strike. Benefit: You deal +1 damage with a light or one‐
handed piercing weapon. When making a precise strike, you cannot attack with a weapon in your other hand or use a shield. Your precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. Ranks: For each additional rank in Precise Strike,
add +1 to the bonus damage.
QUIET DEATH Prerequisites: Stealth 8 ranks, Sneak Attack 6
ranks, Death Attack 6 ranks. Benefit: Whenever you kill a creature using your
death attack, you can also make an opposed Stealth check (vs. their Percpetion checks) to prevent anyone in the vicinity from identifying you as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments (1 round per 2 points by which you beat their Perception), allowing you to avoid detection. Special: This ability cannot be used during
combat.
QUIVERING PALM Prerequisites: HTH Combat 11 ranks, Improved
Unarmed Strike 11 ranks, Stunning Fist 5 ranks. Benefit: You have the supernatural ability to set
up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can use this quivering palm attack once a week, and you must announce your intent before making your attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds.
Thereafter you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your number of ranks in Stunning Fist. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ your number of ranks in Improved Unarmed Strike + your 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. Ranks: You may gain additional ranks in
Quivering Palm. Each even‐numbered rank adds +1 to the saving throw DC.
RIPOSTE Prerequisite: HTH Combat 11 ranks. Benefit: You can make an attack of opportunity
against any creature whose attack you successfully parry, so long as the creature is within reach.
SHIELD BASH, IMPROVED Prerequisite: Shield Proficiency, 1+ ranks in HTH
Combat. 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 who
performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
SHIELD COVER Prerequisite: HTH Combat 1 rank per rank in
Shield Cover, Shield Proficiency 1 rank per rank in Shield Cover. Ranks: When you are actively using a shield for
defense (not merely an animated shield or shield spell), you gain a +1 cover bonus to Reflex saves per rank in Shield Cover you possess, to a maximum bonus equal to your AC bonus from the shield.
SHIELD DEFLECTION Prerequisite: HTH Combat 1 rank per rank in
Shield Deflection, Shield Proficiency 1 rank per rank in Shield Deflection.
Ranks: For each rank in Shield Deflection you possess, apply 1 point of your shield bonus to AC to your touch AC as well. If animated shields are permitted in your campaign, this bonus does not apply to them.
SHIELD PROFICIENCY Prerequisite: HTH Combat 1 rank per rank in
Shield Proficiency. Benefit: You can use a buckler or a light shield
and take only the standard penalties. Ranks: If you have 2 ranks in Shield Proficiency,
you are proficient with heavy shields as well. For each rank thereafter, you may choose an exotic shield (tower shield, vambraces, etc.) with which to become proficient.
Starting at 4 ranks, you gain the ability to reduce the skill check penalties normally associated with shield use. Starting at 6 ranks, you increase your shield bonus to AC when using a shield. Starting at 7 ranks, you gain damage reduction when using a shield. These abilities are as described under Armor Proficiency (q.v.), and improve according to progression given for that feat.
Damage reduction from armor proficiency and shield proficiency overlaps; it does not stack. Normal: When you are using a shield with which
you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including ride checks.
SIDESTEP CHARGE Prerequisites: Dex 13, HTH Combat 1 rank per
rank in Sidestep Charge, Dodge 1 rank per rank in Sidestep Charge. Benefit: If a charging opponent fails to make a
successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat‐footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat. Ranks: You get a +1 dodge bonus to Armor Class
against charge attacks per two ranks in Sidestep Charge you possess.
STUNNING FIST Prerequisites: Dex 13, Wis 13, 1 rank in HTH
Combat per rank in Stunning Fist; 1 rank in Improved Unarmed Strike per rank in Stunning Fist. 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 + ½ your ranks in Stunning Fist + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
You may attempt a stunning attack once per day per rank in Stunning Fist, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Ranks: You may gain additional ranks in
Stunning Fist. Each additional rank enables you to use this ability one additional time per day. Every even‐numbered rank adds +1 to the saving throw DC.
If you have at least 6 ranks in Stunning Fist and at least 2 ranks in Combat Reflexes, you may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round. The maximum number of stunning attacks in a round increases by 1 per 6 ranks in Stunning Fist and 1 rank in Combat Reflexes thereafter (i.e., maximum 3/round at 12 ranks in Stunning Fist, and maximum 4/round at 18 ranks in Stunning Fist).
SUNDER, IMPROVED Prerequisites: Str 13, 1 rank in Power Attack per
rank in Improved Sunder, 1 rank in HTH Combat per rank in Improved Sunder. Benefit: When you strike at an object held or
carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. Ranks: For each rank in Improved Sunder, you
gain a +1 bonus on any attack roll made to attack an object held or carried by another character.
If you possess at least 6 ranks in Improved Sunder, whenever you sunder to destroy a weapon,
any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point. Normal: Without this feat, you provoke an attack
of opportunity when you strike at an object held or carried by another character.
TRIP, IMPROVED Prerequisites: Int 13, 2 ranks in HTH Combat per
rank in Improved Trip, 1 rank in Combat Expertise per rank in Improved Trip. Benefit: You do not provoke an attack of
opportunity when you attempt to trip an opponent while you are unarmed. Ranks: For each rank in Improved Trip, you gain
a +1 bonus on your Strength check to trip your opponent.
If you have 4 or more ranks in this skill and you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. Normal: Without this feat, you provoke an attack
of opportunity when you attempt to trip an opponent while you are unarmed.
TWO-WEAPON DEFENSE Prerequisite: Dex 15, 1 rank in HTH Combat per
rank in Two‐Weapon Defense, 1 rank in Two‐Weapon Fighting per rank in Two‐Weapon Defense. 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. Ranks: This AC bonus improves by +1 per 4
ranks in Two‐Weapon Defense.
TWO-WEAPON FIGHTING Prerequisite: Dex 15, 1 rank in HTH Combat per
rank in Two‐Weapon Fighting. Ranks: For each rank you have in Two‐Weapon
Fighting, your penalties for fighting with two weapons decrease by 1. This reduction of penalties applies only to the standard penalties for fighting with two weapons; see “normal,” below.
Ranks Primary Penalty Off-Hand Penalty 0 -6 / -4 -10 / -8 1 -5 / -3 -9 / -7 2 -4 / -2 -8 / -6 3 -3 / -1 -7 / -5 4 -2 / -0 -6 / -4 5 -1 / -0 -5 / -3 6 -0 / -0 -4 / -2 7 -0 / -0 -3 / -1 8 -0 / -0 -2 / -0 9 -0 / -0 -1 / -0 10 -0 / -0 -0 / -0
Improved Two‐Weapon Fighting: If you have 6 or
more ranks in Two‐Weapon Fighting, 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. Two‐Weapon Rend: If you have 9 or more ranks in
Two‐Weapon Fighting, whenever you successfully hit an opponent with both of the weapons you wield in the same round, you deal extra damage equal to 1d6 + 1½ times your Strength bonus. This extra damage is treated as the same type that your off‐hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
At 13 ranks, this extra damage improves to 1d8 + 1½ times your Strength bonus; at 17 ranks it improves again to 1d10 + 1½ times your Strength bonus. Two‐Weapon Pounce: If you have at least 10 ranks
in Two‐Weapon Fighting, when you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. You gain half the charge bonus (+1) if you have at least 14 ranks in Two‐Weapon Fighting, and you receive the full +2 charge bonus if you have at least 18 ranks in Two‐Weapon Fighting. The ‐2 penalty to AC from charging still applies (although your Two‐Weapon Defense bonus applies as well). Greater Two‐Weapon Fighting: If you have 11 or
more ranks in Two‐Weapon Fighting, you get a third attack with your off‐hand weapon, albeit at a –10 penalty. Superior Two‐Weapon Fighting: If you have 16 or
more ranks in Two‐Weapon Fighting, you get a
fourth attack with your off‐hand weapon, albeit at a –15 penalty. 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.) Special: For conditions that cause you to lose
iterative attacks, treat offhand attacks as occurring simultaneously with the correspondingly‐numbered primary hand iterative attack. For example, if you have 11 ranks in HTH Combat and 11 ranks in Two‐Weapon Fighting, you normally have 3 attacks with each weapon. If you choose to trade the middle attack for 10 ft. of movement, you would attack once with each weapon at your full attack bonus, then move, then attack once with each weapon at –10.
UNARMED STRIKE, IMPROVED Prerequisites: 1 rank in HTH Combat per rank in
Improved Unarmed Strike. Benefit: You are considered to be armed even
when unarmed—that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. Ranks: Your damage with unarmed strikes
improves as you gain ranks. You also gain a dodge bonus to AC while fighting unarmed, as shown in the table. This bonus applies even against touch attacks or when you are flat‐footed. You loses this bonus when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Ranks Damage AC Bonus
1 1d3 +0 2 1d4 +0 3 1d6 +1 4 1d8 +1 5 1d8 +1 6 1d10 +1 7 1d10 +2 8 1d10 +2 9 2d6 +2 10 2d6 +2 11 2d6 +3 12 2d8 +3 13 2d8 +3 14 2d8 +3 15 2d10 +4 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.
VITAL STRIKE Prerequisites: HTH Combat 10 ranks, plus 1 rank
per rank in Vital Strike. Benefit: When performing a full‐attack action,
you get one fewer iterative attack (usually the one at your lowest bonus). Any other attacks with that weapon that hit as part of this full‐attack action deal +1d6 precision‐based damage (this bonus damage is not multiplied on a critical hit). You must choose to use this ability before rolling any of your attacks. Ranks: For every 2 ranks in Vital Strike after the
first, the bonus damage increases by +1d6, to a maximum of +5d6 at 9 ranks in Vital Strike and 19 ranks in HTH Combat.
If you have at least 16 ranks in HTH Combat, you can choose to forego two iterative attacks in order to gain double the normal Vital Strike bonus damage with that weapon (maximum +10d6 at 9 ranks in Vital Strike). Special: If you have the Two‐Weapon Fighting
feat, Vital Strike can be applied to one of your weapons or to each of them separately, at your option.
WEAPON FINESSE Prerequisite: Dexterity 13+. Benefit: You lose any Strength bonus or penalty
to attack rolls using melee weapons, and instead gain +1 to attacks (from your Dex bonus). Ranks: For each additional rank in Weapon
Finesse, you can apply another +1 to attack from your Dexterity bonus, to a maximum equal to your Dex modifier.
WHIRLWIND ATTACK Prerequisites: Dex 13, Int 13, Combat Expertise 1
rank per rank in Whirlwind Attack, Dodge 1 rank per rank in Whirlwind Attack, Mobility 4 ranks, HTH Combat 1 rank per rank in Whirlwind Attack. Ranks: When you use the full attack action, you
can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach, to a maximum number of targets equal to your number of ranks in this feat.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Fire Combat Feats
DEADLY AIM Prerequisite: Dex 13, Fire Combat 1 rank per rank
in Deadly Aim. Benefit: You can choose to take a –1 penalty to all
ranged attack rolls for 1 round and add +1 to the damage caused by those attacks, if they are successful (in addition to the normal damage modifier from a high Strength score, if applicable). Ranks: For each additional rank in Deadly Aim,
you can subtract another point from your ranged attack rolls for 1 round and add that amount to the damage scored. Special: Projectile weapons (bows, crossbows,
firearms, and slings) score +2 damage per –1 to attacks (this is analogous to how two‐handed weapons work, in conjunction with the Power Attack feat).
DEFLECT ARROWS Prerequisites: Dex 13, HTH Combat 1 rank per
rank in Deflect Arrows, Fire Combat 1 rank per rank in Deflect Arrows, Lightning Reflexes 2 ranks per rank in Deflect Arrows, and Unarmed Combat 1 rank per rank in Deflect Arrows; or
Dex 13, HTH Combat 14 ranks plus 1 rank per additional rank in Deflect Arrows, Dodge 2 ranks per rank in Deflect Arrows, and Improved Defensive Fighting 8 ranks plus 1 rank per additional rank in Deflect Arrows. Benefit: You must have at least one hand free
(holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat‐footed.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Ranks: For each additional rank in Deflect
Arrows after the 1st, you can deflect an additional missile per round. If you have at least 6 ranks in Deflect Arrows, Dexterity 21 or better, and Wisdom 19 or better, you can deflect any ranged attacks
(including spells that require ranged touch attacks) as if they were arrows.
FAR SHOT Prerequisite: Fire Combat 1 rank per rank in Far
Shot, Point Blank Shot 1 rank. Ranks: For each rank in Far Shot, you reduce the
total range penalty for a projectile weapon you fire by 1. For example, if you have 5 ranks in Far Shot and fire a bow at a target 3 range bands away, your penalty for range would be –1 instead of –6. You cannot receive a bonus to attacks at range by using this feat; it merely negates an existing penalty. Normal: You suffer an attack penalty of –2 per
range band when firing projectiles.
MIGHTY THROW Prerequisite: Strength 13+. Benefit: You lose any Dexterity bonus or penalty
to attack rolls using thrown weapons, and instead gain +1 to attacks (from your Str bonus). Ranks: For each additional rank in Mighty
Throw, you can apply another +1 to attack from your Strength bonus, to a maximum equal to your Str modifier.
MOUNTED ARCHERY Prerequisites: Ride 1 rank per rank in Mounted
Archery, Mounted Combat 1 rank per rank in Mounted Archery. Ranks: For each rank in Mounted Archery you
possess, the penalty you take when using a ranged weapon while mounted is reduced by 1. Normal: There is a –4 penalty to ranged attacks
made from a mount taking a double move, and a –8 penalty to ranked attacks made from a running mount. Special: This feat could be made to apply to
discharging a firearm from a moving vehicle as well.
POINT BLANK SHOT Prerequisites: 1 rank in Fire Combat per rank in
Point‐Blank Shot.
Benefit: You get a +1 bonus on attack rolls with ranged weapons at ranges of up to 30 feet. Ranks: The attack bonus increases by +1 for every
odd‐numbered rank thereafter. At every even‐numbered rank, you gain a +1 bonus on damage rolls with ranged weapons if your target is within 30 feet.
PRECISE SHOT Prerequisite: Point Blank Shot 1 rank per rank in
Precise Shot, Fire Combat 1 rank per rank in Precise Shot. Ranks: For each rank in this skill, you reduce the
miss chance for firing at an opponent with concealment by 5%. You also eliminate –1 worth of the penalty for shooting or throwing ranged weapons at an opponent engaged in melee or a grapple, or for making ranged attacks against an opponent with cover. Special: This feat is not effective in mitigating
100% cover or total concealment. Normal: See the normal rules on the effects of
cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
RAPID RELOAD Choose a type of crossbow (hand, light, or heavy)
or firearm. Prerequisite: Weapon Proficiency (crossbow type
chosen), Fire Combat 1 rank. Benefit: The time required for you to reload your
chosen type of crossbow or firearm is reduced to a free action (for a hand or light crossbow or automatic pistol) or a move action (for a heavy crossbow or revolver). Reloading 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 or firearm.
RAPID SHOT Prerequisites: Dex 13, Fire Combat 1 rank, Point
Blank Shot 1 rank. Benefit: You can get one extra attack per round
with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty.
MANYSHOT Prerequisites: Dex 17, Fire Combat 6 ranks, Point
Blank Shot 1 rank per rank in Manyshot, Rapid Shot Benefit: As a standard action, you may fire two
arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). Ranks: For every additional rank in Manyshot
and five ranks in Fire Combat above 6, you may add one additional arrow to this attack, to a maximum of four arrows with 16 ranks in Fire Combat. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
If you have at least X ranks in Manyshot, when you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target.
Your precision‐based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: Regardless of the number of arrows you
fire, you apply precision‐based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. Damage reduction and other resistances apply separately against each arrow fired.
SNATCH ARROWS Prerequisites: Dex 15, Deflect Arrows, Improved
Unarmed Strike. Benefit: When using the Deflect Arrows feat you
may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original 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.
SUCCESSIVE FIRE Prerequisites: Fire Combat 5 ranks, plus 1
additional rank per rank in Successive Fire. Ranks: For each rank in Successive Fire you
possess, you reduce your iterative attack penalties in fire combat by 1 (at 15 ranks, all your ranged attacks are made at your full attack bonus). Normal: Each successive iterative attack suffers a
cumulative –5 penalty.
THROW ANYTHING Prerequisites: HTH Combat 1 rank per rank in
Throw Anything. Benefit: You reduce the penalty for throwing an
improvised throwing weapon by 1. You also receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Ranks: For each additional rank in Throw
Anything, you reduce the penalty for improvised throwing weapons by an additional –1, to a mimum penalty of –0 at 4 ranks. Normal: You take a –4 penalty on attack rolls
made with an improvised weapon.
Chapter 4: Powers
SPELL-LIKE ABILITIES In D&D 3.5, almost all powers are either class features, racial features, or tied to magical items. In Hybrid rules, such abilities can be built using XP, eliminating the need for ad hoc “level adjustments.” Spell‐Like Abilities. These are the basic level of ability. Use of a particular spell as an at‐will spell‐like ability costs 10 XP per level of the spell (0‐level spells cost 5 XP). Spells that are caster‐level dependent (e.g., fireball), or that give a significant tactical advantage (e.g., haste, displacement, etc.) are always treated as level‐dependent abilities. The caster level for level‐dependent abilities is determined by puchasing ranks in Spellcasting (q.v.), to a minimum caster level equal to the minimum spellcaster level with access to spells of that level. Example: A character able to use ray of frost (CL 1st) at will would spend 10 XP x 1 (for a 0‐level spell) = 10 XP, plus 5 XP for the 1 rank in spellcasting = 15 XP total on that ability. Daily Usage: This can be handled using the
magic item “limited daily usage” scaler of 1/5 x uses per day. A character able to use magic missile at CL 3rd twice per day would spend 10 XP x 1 (level of spell) x 2 (uses per day) x 1/5 (daily usage scaler) = 4 XP for this ability (plus 15 XP for the 3 ranks in spellcasting ability = 19 XP total).
As in any a‐la‐carte system, there is potential for some abuse: a starting character could be like “Charlie” in Firestarter, able to cast a fireball once per day at the 9th caster level (XP cost = 10 XP x 3rd level spell x 1/5 (for 1/day use) = 6 XP, plus 93 XP for the caster level ranks = 99 XP total). This ability is certainly impressive for a 1st level character, but is overshadowed by that character’s lack of any other abilities whatsoever. Swift‐Activation Effects. The Quicken Spell feat
adds 4 levels to the spell level, and allows standard casting‐time spells to be cast as swift actions. Applying this to the above rules means that swift‐activation spell‐like abilities should cost (spell level + 4) x 10 XP. Scaling this for move‐action and immediate‐action activations as well yields the following:
Activation Type Added Spell Level
Move Action +2 Swift Action +4
Immediate Action +5 Using this valuation, a paladin’s move‐action
detect evil ability costs (1st level spell + 2 levels for move acivation) x 10 XP = 30 XP. Continuous Effects. Having an always‐active
effect has a scaling multiplier to the basic at‐will spell‐like ability, based on the duration of the base spell:
Original Spell Duration
Multiplier for Continuous Effects
1 hour/level x 1 10 minutes/level x 1.5 1 minute/level x 2 1 round/level x 4
Instantaneous N/A Elves’ low‐light vision therefore costs 10 XP, the
same as an at‐will 1st level low‐light vision spell (original duration 1 hour/level). Orcs’ darkvision costs 20 XP, the same as a continuous 2nd level darkvision spell (1 hr./lvl). Multiple Spell‐Like Abilities. As in the 3.5 D&D
example of magic staves, which provide a cost‐savings mechanism for multiple similar abilities tied together, it is reasonable to provide some means of gaining a “bulk rate” on spell‐like abilities. This is done by having one set caster level to which multiple similar abilities are tied.
Most of the paladin’s abilities can be handled using this sort of mechanic, treating each spell‐like or supernatural class feature as a spell‐like ability and applying a single “caster level” to all of those powers.
This option is generally not applicable to continuously‐active abilities; for those sorts of powers, caster level is purchased separately for each ability (Cf. Armored Skin, below). Flexibility. Some ad hoc adjustments can be made
to tailor‐fit abilities. Examples included in the table below are typical, but by no means exhaustive. These are included largely to illustrate the types of reasoning that go into pricing character abilities; in all cases, common sense and judgement are needed.
Adjustment/Effect Cost Adjustment
Partial/Contingent Effect x 1/2 Duration can be split up at will x 2 Self-only vs. creature touched -1 level Self-only vs. number of creatures -2 levels Touch required -1 level Affects only once x 1/2 No saving throw Special Partial or contingent effects include such cases as
rage powers, which apply only while raging. Splitting up duration applies to daily‐use powers (e.g., haste 1/day) with limited durations that can be taken in “installments” rather than all at once.
Self‐only applies to spells that normally have a target of “creature touched” or a number of creatures, but that apply only to you (Cf. the ability to haste yourself 1/day, vs. the ability to cast haste 1/day). Abilities that normally operate at a range, that instead require a touch, use the cost adjustment listed.
If a given creature can be affected by the power only once per day (for powers with multiple daily uses and short durations), an ad hoc adjustment of x ½ can be used.
Abilities that normally allow a saving throw (e.g., daze) can be made to bypass the save. Cost is, at minimum, twice normal; adjust upward based on the potential for abuse.
SPELLS It is possible to establish an even larger repertoire of spell‐like abilities at an even more greatly reduced cost. This is accomplished using the Spell Repertoire power (see below), essentially giving you multiple
1/day spell‐like abilities of each spell level at the cost of progression in an additional skill.
Mathematically, purchasing individual powers à la carte is more cost‐effective and more versatile, at the higher levels, than paying for ranks in an array. However, a proper array is required for Clerical Ordainment, Druidical Initiation, Sorcery, and Wizardry (detailed below), which are in turn far more versatile than a simple selection of 1/day abilities. In summary:
Minimum Spellcasting ranks are needed to use any caster level‐dependent abilities.
Establishing a Vancian array of spell‐like abilities, rather than purchasing each ability à la carte, requires equivalent ranks in the Spell Repertoire power.
The ability to “swap out” spells on a daily basis requires ranks in Wizardry (for arcane spells), Clerical Ordainment (for divine spells), or Druidical Initiation (for druid spells).
The ability to freely use an array of spells interchangeably, multiple times per day per spell level, requires ranks in Sorcery.
Intelligence bonuses for spells known apply only if you have the Wizardry power with sufficient ranks. Likewise for Wisdom bonuses (vis‐a‐vis the Clerical Ordainment power). Charisma bonuses to spells per day apply only if you have sufficient ranks in Sorcery.
Unlike in D&D and in the Pathfinder RPG, under Hybrid rules it is possible to “mix and match” wizardry and sorcery, as described under the Wizardry power.
The following table breaks down the major D&D/Pathfinder spellcasting classes in terms of powers purchased.
D&D/Pathfinder Class Spellcasting Powers Other Powers Bard Spellcasting (Arcane) Bardic Performance Powers Spell Repertoire (Bard) Sorcery (Optional) Cleric Spellcasting (Divine) Lay on Hands/Touch of Death Spell Repertoire (Divine) Channel Positive/Negative Energy Clerical Ordainment Domain Powers Druid Spellcasting (Druidical) Trackless Step Spell Repertoire (Druid) Wild Shape Druidical Initiation Natural Spell Paladin Spellcasting (Divine) Lay on Hands, channel positive energy, etc.
Spell Repertoire (Divine) Divine Grace, etc. Clerical Ordainment (optional) Sorcerer Spellcasting (Arcane) Bloodline Abilities Spell Repertoire (sorcerer) Sorcery Wizard Spellcasting (Arcane) School Powers Spell Repertoire (wizard) Spell Mastery Wizardry
ANIMAL FORM Cost: 20 XP (4th level beast shape II spell x ½ for
having one set animal form). Benefit: Select a single animal of a size between
Tiny and Large. You can change your shape to that of this animal at will, as per the beast shape II spell. The change requires a standard action and lasts until you change back. Your gear changes with you and cannot be used while you are in animal form. You gain the following maximum adjustments (or the animal’s, whichever is smaller): +4 to natural AC, +4 Str, +4 Dex, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low‐light vision, scent, improved grab, pounce, and trip.
ARCANE ARROW Prerequisites: Arcane Spellcasting 1 rank, Arcane
Spell Reprtoire 1 rank, Fire Combat 7 ranks, Point‐Blank Shot 1 rank, Precise Shot 1 rank, Weapon Training (bows) 1 rank. Cost: Varies (see below). Benefit: The various class features of the Arcane
Archer prestige class can be purchased as spell‐like abilities, using the character’s ranks in Arcane Spellcasting as the caster level. These abilities require minimum ranks in Fire Combat, as shown in the table.
Power Minimum Ranks
XP Cost
Enhance Arrows 7th 35 Imbue Arrow 8th 45 Energy Arrow 9th 60 Seeker Arrow 10th 12 DIstance Arrow 11th 20 Phase Arrow 12th 17 Energy Burst Arrow 13th 70 Hail of Arrows 14th 26
Aligned Arrow 15th 40 Arrow of Death 16th 24 Enhance Arrows: Every nonmagical arrow you
nock and let fly becomes magical, gaining a +1 enhancement bonus per 4 ranks in Arcane Spellcasting you possess. However, your magic arrows only function for you. Pricing: (3rd level greater magic weapon spell + 4 ranks for swift activation) x ½ for reduced duration and number of arrows = 35 XP.
In addition, the arcane archer’s arrows gain a number of additional abilities as he gains additional levels. The elemental, elemental burst, and aligned abilities can be changed once per day, altering the type of ability granted. These abilities can be changed whenever the arcane archer prepares spells or spell slots each day. Imbue Arrow: You can place an area spell upon
an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows you to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. Pricing: (5th level focal stone spell + 4 levels for swift activation) x ½ (area spells only) = 45 XP. Energy Arrow: Every nonmagical arrow fired by
you gains the flaming, frost, or shock special ability (choose one each round you use this ability). This power stacks with the Enhance Arrow, Distance Arrow, and Aligned Arrow abilities. Pricing: (2nd level flame arrow spell +4 levels for swift activation) x ½ for reduced duration, x 2 for freedom to select between energy types. Seeker Arrow: You can launch an arrow once per
day at a target known to you 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 flight. 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). Pricing: (1st level true strike + 4 levels for swift activation + 1st level guided shot) x 1/5 for daily usage = 12 XP. Distance Arrow: Every arrow fired by you gains
the distance special ability. Pricing: 1st level accuracy spell x 1.5 for 10 min./lvl to continuous effects. Phase Arrow: You can launch an arrow once per
day at a target known to you 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, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). You can gain multiple daily uses by paying the cost multiple times; at 5/day, you can use this ability at will. At 10 uses/day [170 XP], the effect is automatic whenever you fire an arrow. Pricing: (6th level brilliant blade spell +4 levels for swift activation, plus 3rd level mark of the hunter +4 levels for swift activation) x ½ for reduced duration x 1/5 for daily usage = 17 XP. Energy Burst Arrow: Every nonmagical arrow
fired by you gains the flaming burst, icy burst, or shocking burst special ability (choose one each round you use this ability). This power stacks with the Enhance Arrow, Distance Arrow, and Aligned Arrow abilities, and supercedes the Energy Arrow ability (upgrading from that power to this one costs only 10 XP). Pricing: (3rd level greater weapon of energy spell +4 levels for swift activation) x ½ for reduced duration, x 2 for freedom to select between energy types. Aligned Arrow: Every nonmagical arrow fired by
you gains the anarchic, axiomatic, holy, or unholy special ability. You cannot choose an ability that is the opposite of your alignment (a Lawful Good arcane archer could not choose anarchic or unholy as his special ability). This power stacks with the Enhance Arrow, Energy Arrow, and Distance Arrow abilities. Pricing: (4th level holy sword spell +4 levels for swift activation) x ½ for reduced duration and effects. Hail of Arrows: In lieu of your regular attacks,
once per day you can fire an arrow at each and every target within range, to a maximum of one target for every rank above 6th in Fire Combat you
possess. Each attack uses your primary attack bonus, and each enemy may only be targeted by a single arrow. Pricing: (4th level arrow storm spell + 9 for Enlarge Spell 9x for full range) x 1/5 for daily usage = 26 XP. At 5 daily uses, you can use this ability at will. Arrow of Death: You can create an arrow of death
that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately (damage on save = 3d6 + 1/rank in Arcane Spellcasting you possess; maximum 3d6+10). It takes one day to make an arrow of death, and the arrow only functions for you. The arrow of death lasts no longer than one year, and you can only have one such arrow in existence at a time. Pricing: 6th level arrow of bone spell x 2 (for change in duration from 8 hrs to 1 year) x 1/5 (for 1 day to make and 1 at a time only) = 24 XP.
ARCANE RESISTANCE, LESSER Cost: 40 XP (2nd level spell shield x 2 for 1 min./lvl
duration to continuous effects), plus ranks. Ranks: You gain a +1 resistance bonus on saving
throws against spells and spell‐like abilities for each rank in Arcane Resistance, to a maximum bonus of +3.
ARCANE RESISTANCE, GREATER Cost: 60 XP plus ranks (8th level protection from
spells –4 levels for non‐mass effects) x 1.5 for 10 min./lvl duration to continuous effects. Benefit: You gain a +1 resistance bonus on saving
throws against spells and spell‐like abilities. Ranks: For every 2 ranks in Arcane Resistance
beyond the first, the saving throw bonus increases by +1 (to a maximum of +10 at 19 ranks).
ARCANE SIGHT Cost: 30 XP (3rd level spell effect). Benefit: As a standard action, you can see
magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s
functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. Make one check per aura; DC 15 + spell level, or 15 + one‐half caster level for a nonspell effect.
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell‐like abilities, whether these are arcane or divine (spell‐like abilities register as arcane), and the strength of the most powerful spell or spell‐like ability the creature currently has available for use.
ARCANE STRIKE Prerequisite: Arcane Spellcasting 1 rank. Cost: 50 XP (1st level spell effect +4 levels for swift
activation). 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 ranks in Arcane Spellcasting you possess, this bonus increases by +1, to a maximum of +5 at 20 ranks.
ARCANE THEURGY Prerequisite: Arcane Spellcasting 1 rank per rank in Arcane Theurgy, Arcane Spell Repertoire 1 rank per rank in Arcane Theurgy, Sorcery 1 rank per rank in Arcane Theurgy, Wizardry 1 rank per rank in Arcane Theurgy. Cost: Ranks only. Benefit: Rather than designating Spells Known to
be cast with your Sorcery slots, you can fill your array with prepared spells (as a wizard), but cast the prepared spells freely using your spells per day usages (as a sorcerer), exactly as if they were spells known. In other words, you function much like a Magister from Arcana Evolved.
ARMORED SKIN Cost: 30 XP plus ranks (2nd level barkskin spell,
x1.5 for 10 min./level to continuous duration).
Benefit: You gain a +1 natural armor bonus to AC. Ranks: For every 3 ranks in Armored Skin, your
natural armor bonus to AC improves by +1. Special: If you also have the Druidical Initiation
power (q.v.), you can use your ranks in Druidical Initiation as your caster level for Armored Skin, rather than purchasing ranks separately. If you have the Rage power (q.v.), you can use your ranks in Rage as your caster level for Armored Skin, rather than purchasing ranks separately.
In any event, some sort of flavor is essential to this power. Perhaps the blood of gods flows in your veins, or you were bathed in the waters of the Styx (as Achilles in The Iliad), or in the blood of a dragon (as Siegfried, in The Niebelungenlied). Alternate: For 100 XP, you can gain metal skin (+8
natural AC bonus), but you suffer a –2 penalty to Dexterity. Pricing: As 5th level metal skin spell x 2 for 1 min./lvl to continuous effects.
AUGMENT SUMMONING Prerequisite: Spell Focus (conjuration) 1 rank. Cost: 45 XP (2nd level bull’s strength + 2nd level
bear’s endurance + 5 levels for immediate activation) x ½ for contingent usage (summoned monsters only). 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 summoned it.
BARDIC PERFORMANCE Bardic performances can be treated as spell‐like
abilities that use your ranks in Perform skill as caster level. Instead of using spell level to determine saving throw DCs, these abilities instead use the formula DC = 10 + ½ your ranks in Perform + your Charisma modifier.
Daily spell‐like abilities normally cost (10 x spell level x 1/5 =) 2 XP x spell level; at‐will uses cost 10 XP per spell level. As a compromise, bardic performances are priced at 4 XP per spell level, and are usable a total of once per day per rank in Perform you possess. Prerequisites: Perform ranks as shown in the
table. Cost: Special (see table).
Benefit: Effects that can be accomplished with bardic music, and cost and requisite number of ranks for each, are summarized in the following table.
Effect Minimum Ranks
XP Cost
Countersong/distraction 1st 4 Inspire courage +1 1st 4 Fascinate 2nd 8 Inspire competence 3rd 8 Inspire courage +2 5th -- Suggestion 6th 12 Dirge of doom 8th 12
Discordant performance
8th 16
Inspire greatness 9th 12 Inspire courage +3 11th -- Song of freedom 12th 20
Soothing performance
12th 20
Frightening tune 13th 16 Paralyzing show 14th 28
Inspire heroics 15th 16 Inspire courage +4 17th -- Mass suggestion 18th 20
Deadly performance 20th 28 While the descriptions discuss singing or playing
instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means you must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, you cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, if you are deafened you have a 20% chance to fail when attempting to use bardic music. If you fail, the attempt still counts against your daily limit. Countersong/Distraction: You can use your
performance to counter magical effects that depend on sound (but not spells that simply have verbal components) or sight.
Countersong: Each round of the countersong, you make a Perform check. Any creature within 30 feet of you (including you) that is affected by a sonic or language‐dependent magical attack may use your 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 your Perform check result for the save. Countersong has no effect against effects that don’t allow saves. You may keep up the countersong for 10 rounds. Distraction: Each round of the distraction, make a
Perform check. Any creature within 30 feet of you (including you) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non‐instantaneous 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 your Perform check result for the save. Distraction does not work on effects that don’t allow saves. You may keep up the distraction for 10 rounds. Inspire Courage (Su): You can use song or
poetics to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear you sing. The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. The bonus increases to +2 at 5 ranks in Perform, and by an additional +1 for every six ranks in Perform thereafter (+3 at 11 ranks, and +4 at 17 ranks). Inspire courage is a mind‐affecting ability. Fascinate: You can use music or poetics to cause
one or more creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and able to pay attention you. You must also be able to see the creature. The distraction of a nearby combat or other
dangers prevents the ability from working. For every 3 ranks in Arcane Spellcasting beyond the 1st, you can target one additional creature with a single use of this ability (two creatures at 4 ranks, three creatures at 7 ranks, etc.).
If a creature’s Will saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as you continue to play and concentrate (up to a maximum of 1 round per rank in Perform). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as most Perception checks. Any potential threat requires you to make another Perform check and allows the creature a new saving throw.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind‐affecting ability. Inspire Competence: If you have 3 or more ranks
in Perform, you can spend 10 XP for the ability to use music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear you. You must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear you. Certain uses of this ability are infeasible. The effect lasts as long as you concentrate, up to a maximum of 2 minutes. You can’t inspire competence in yourself. Inspire competence is a mind‐affecting ability. Suggestion: You can make a suggestion (as the
spell) to a creature that you have already fascinated (see above). Using this ability does not break your concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against your daily limit on bardic performances. A Will saving throw negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind‐affecting, language dependent ability. Dirge of Doom: Your performance fosters a sense
of growing dread in your enemies, causing them to take a number of penalties. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. The effect lasts for as long as the enemy hears you and remains within 30 feet, and it persists
for 3 rounds after you stop playing or the enemy leaves the area. Affected enemies are shaken and take a –2 penalty on ability checks, attack rolls, saving throws, and skill checks. Discordant Performance: This ability is simply a
confusion spell‐like ability, with the save DC determined as discussed above. Inspire Greatness: You can use music or poetics
to inspire greatness in yourself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three ranks in Perform you possess beyond the 9th, you can target one additional ally with a single use of this ability (two at 12 ranks, three at 15, four at 18).
To inspire greatness, you must sing and an ally must hear you sing. The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind‐affecting ability. Soothing Performance: You can create an effect
equivalent to the mass cure light wounds spell. In addition, this performance removes the fatigued, sickened, and shakened condition from all those affected. Using this ability requires 1 minute of uninterrupted concentration and performance, and it functions on all targets within 30 feet. Frightening Tune: This is equivalent to a fear
spell‐like ability, with the DC as determined above. Those failing their saving throws become frightened for 1d4 rounds plus your Charisma modifier. Paralyzing Show: This is equivalent to a mass hold
person spell‐like ability, with the DC as determined above. A new save is permitted each round to break the effect. Song of Freedom: You can use music or poetics to
create an effect equivalent to the break enchantment spell (caster level equals your ranks in Perform). Inspire Heroics: You can use music or poetics to
inspire tremendous heroism in yourself or a single willing ally within 30 feet. For every three ranks in Perform beyond the 15th, you can inspire heroics in one additional creature. To inspire heroics, you must sing and an ally must hear you sing for a full round.
A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears you sing and for up to 5 rounds thereafter. Inspire heroics is a mind‐affecting ability. Mass Suggestion: This ability functions like
suggestion, above, except that you can make the suggestion simultaneously to any number of creatures that you have already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind‐affecting, language‐dependent ability. Deadly Performance: Your performance can
cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the performance and be within 30 feet. The target recieves a Will save to negate the effect. If a creature’s saving throw succeeds, the target is stunned for 1d4 rounds and you cannot use deadly performance on that creature again for 24 hours. If its saving throw fails, the target dies.
BLINDING SPEED Prerequisites: Dex 25+. Cost: 50 XP (3rd level haste + 4 for swift activation,
–2 for self‐only), plus ranks. Benefit: If you have at least 5 ranks in Blinding
Speed, you can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action. Ranks: For each additional rank after the 5th, add
another round per day to the total amount of time you can spend hasted.
BLINDSIGHT Prerequisites: Blind‐Fight 1 rank per 15 ft. range
of Blindsight. Cost: 40 XP (2nd level spell, x2 for 1 min/lvl to
continuous effects). Benefit: You have blindsight to a range of 30 ft. Special: You can extend the range of your
blindsight by spending additional points. Every 15‐ft. extension in the range costs 20 additional XP.
BLOODLINE ABILITIES Prerequisites: Sorcery.
Cost: As shown below. Benefit: The Pathfinder RPG introduced Sorcerer
bloodline abilities. Under Hybrid rules, these are priced as spell‐like abilities that work off of the sorcerer’s ranks in Sorcery as their caster level. A single character can generally have only one bloodline, unless ranks in a separate sorcerer bloodline are maintained.
On the other hand, there is no reason one cannot ignore the suggested bloodline powers given in the Pathfinder rules and design new ones (or have none at all, for that matter, if the player prefers).
Those abilities not listed here have already been described elsewhere. For example, the aberrant bloodline’s 20th level capstone ability includes blindsight (q.v.) and damage reduction (q.q.v.). Those abilities are not re‐described here.
Power Bloodline Minimum Ranks
XP Cost
Acidic ray Aberrant 1st 10 Long Limbs Aberrant 3rd 60 Unusual Anatomy Aberrant 9th 30 Alien Resistance Aberrant 15th 100 Claws Abyssal 1st 20 Added Summonings Abyssal 15th 20 Heavenly Fire Celestial 1st 20 Wings of Heaven Celestial 9th 14 Conviction Celestial 15th 26 Touch of Destiny Destined 1st 20 Fated Destined 3rd 30 It Was Meant to Be Destined 9th 14 Within Reach Destined 15th 22 Destiny Realized Destined 20th 68 Breath Weapon Draconic 9th 14 Wings Draconic,
Infernal 15th 30
Elemental Ray Elemental 1st 10 Elemental Blast Elemental 9th 14 Laughing Touch Fey 1st 10 Fey Magic Fey 15th 90 Soul of the Fey Fey 20th 90 Corrupting Touch Infernal 1st 10 Hellfire Infernal 9th 14 Grave Touch Undead 1st 10 Death’s Gift Undead 3rd 30 Grasp of the Dead Undead 9th 14 Incorporeal Form Undead 15th 48 One of Us Undead 20th 15 Acidic Ray: You can fire an acidic ray as a
standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points
of acid damage + 1 for every two caster levels you possess.
Long Limbs: Your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area. If you have at least 11 ranks in Sorcery, this bonus to your reach increases to 10 feet. At 17 ranks, this bonus to your reach increases to 15 feet. Pricing: 2nd level spell, +4 levels for swift activation. Unusual Anatomy: Your anatomy changes,
giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. If you have at least 15 ranks in Sorcery, this chance increases to 50%; at 20 ranks, you are immune. Pricing: 3rd level magic vsetment spell x1 for 1 hour/level to continuous usage. Alien Resistance: You gain spell resistance equal
to 11 + your number of ranks in Sorcerery. Claws: You can make two claw attacks as your
full‐attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). Pricing: augmented (2nd level) claws of the beast power, x1 for 1 hr./lvl to continuous effect.
If you have at least 5 ranks in Sorcery, you can give your claws a +1 enhancement bonus for 20 XP. At 7 ranks or more in Sorcery, the damage can be increased by one step to 1d8 points of damage (1d6 if you are Small) for 10 XP. If you have at least 11 ranks in Sorcery, these claws can become flaming weapons as a standard action, dealing 1d6 points of fire damage on a successful hit, for 20 XP. Added Summonings: Whenever you summon a
creature with the Demon subtype or the fiendish template using a summon monster spell, you summon one additional creature. Heavenly Fire: You can unleash a ray of heavenly
fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.
Wings of Heaven: You can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments. Pricing: (3rd level fly spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 28 XP. Conviction: You can reroll any one ability check,
attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this ability once per day. Pricing: 3rd level alter fortune spell x 1/5 (daily usage) = 6 XP, plus 20 XP to cover spell’s 3.5 edition XP cost = 26 XP total.
Touch of Destiny: You can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw equal to half your caster level (minimum +1). This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no further benefit from this ability for 1 day. Pricing: 8th level moment of prescience x ½ for reduced duration x ½ for 1/day per creature = 20 XP. Fated: You gain a +1 luck bonus on all of your
saving throws during surprise rounds or if you are otherwise unaware of the attack. If you have at least 7 ranks in Sorcery, the bonus increases to +2; it increases by an additional +1 per four ranks thereafter, this bonus increases by +1, to a maximum of +5 at 19th rank. Pricing: 1st level twilight luck spell, +5 levels for immediate activation x ½ for contingent effects only. It Was Meant To Be: You may reroll any one
attack roll, critical hit confirmation roll, or level check made to overcome spell resistance per day. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. If you have at least 17 ranks in Sorcery, you can purchase this ability again, for 2 uses per day. Pricing: (2nd level insight of good fortune spell + 5 levels for immediate activation) x 1/5 (daily usage). Within Reach: Once per day, when an attack or
spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –9 hit points and are automatically stabilized. The bonus from your fated ability applies to this save. Pricing: (6th level Tenser’s
fortunes of war spell + 5 levels for immediate activation) x 1/5 for daily usage = 22 XP. Destiny Realized: Any critical threats made
against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. Pricing: (2nd level living death x2 for 1 min./lvl to continuous effects) + (2nd level sense weakness spell with at‐will usage) + (4th level assay resistance x 1/5 for 1/day usage) = 68 XP. Breath Weapon: You gain a breath weapon that
deals 1d6 points of damage of your energy type per rank in Sorcery. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + ½ your ranks in Sorcery + your Constitution modifier. The shape of the breath weapon depends on your dragon type. Pricing: 7th level spell (max 20d6) x 1/5 for daily usage = 14 XP per use per day.) Wings: Wings (of a type appropriate to your
bloodline) 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. Elemental Ray: You can unleash an elemental ray
as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two caster levels you possess. Elemental Blast: You can unleash a blast of
elemental power once per day. This 20‐foot‐radius burst does 1d6 points of damage of your energy type per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. The DC of this save is equal to 10 + ½ your ranks in Sorcery + your Constitution modifier. This power has a range of 60 feet. You can purchase this power multiple times, to gain multiple uses per day. Laughing Touch: You can cause a creature to
burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day. Fey Magic: You may reroll any caster level check
made to overcome spell resistance. You must decide to use this ability before the results are revealed.
You must take the second result, even if it is worse. You can use this ability at will. (Pricing: reversed 5th level resonating resistance, +4 levels for swift activation). Soul of the Fey: Creatures of the animal type do
not attack you unless compelled to do so through magic. Corrupting Touch: You can cause a creature to
become shaken as a melee touch attack. The target also takes an additional –2 penalty on saves versus spells of the enchantment school. This effect persists for 1 round per two caster levels you possess (minimum 1). Multiple touches do not stack, but they do reset the duration. Hellfire: You can call down a column of hellfire.
This 10‐foot‐radius burst does 1d6 points of fire damage per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their save are shaken for 1 round per caster level. The DC of this save is equal to 10 + ½ your ranks in Sorcery + your Constitution modifier. This power has a range of 60 feet. Grave Touch: You can make a melee touch attack
as a standard action that deals 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack automatically fail all stabilization checks made within 1 minute of your touch. Death’s Gift: You gain DR 5/— against nonlethal
damage. You can select this power a second time to gain DR 10/— vs. nonlethal. Grasp of the Dead: You can cause a swarm of
skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20‐foot‐radius burst. Anyone in this area takes 1d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + ½ your ranks in Sorcery + your Constitution modifier. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. This power has a range of 60 feet. Incorporeal Form: You can become incorporeal
for 1 round per day per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures, but your grave touch ability functions normally. You can use this ability once per day. Pricing: (8th level ghostform
spell + 4 levels for swift activation) x 1/5 for daily usage x2 for split duration = 48 XP. One of Us: Unintelligent undead do not notice
you unless you attack them. Pricing: 1st level hide from undead, x 1.5 for 10 min./lvl to continuous effects.
CALL TO MIND Prerequisite: Concentration 1 rank, Perception 1
rank. Cost: 10 XP plus ranks. Ranks: By meditating on a subject, you can recall
natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can gain a new check as a standard action with a +1 competence bonus per rank in Call to Mind you possess. If successful, you instantly recall what was previously buried in your subconscious.
CHANNELING, SELECTIVE Prerequisite: Lay on Hands or 1 rank per rank in
Selective Channeling, Channel Positive Energy or Channel Negative Energy. Cost: Ranks only. Ranks: When you channel energy, you may
choose to omit up to one creature within the burst area from the effects of the channeled energy for each rank in Selective Channeling you possess.
CHANNELING SMITE Prerequisite: Lay on Hands or Touch of Death,
Channel Positive or Negative Energy. Cost: 20 XP. Benefit: Before you make your attack roll, spend
two Lay on Hands or Touch of Death uses as a swift action. If you hit, your target takes normal damage and suffers the effect of your Channel Energy ability if applicable. You can make all of the choices normally associated with your channeling ability (such as applying it to elementals or outsiders if you have that ability). If you miss, the channeling attempt is still expended with no effect.
CLERICAL ORDAINMENT Prerequisite: 1 rank in Knowledge (the planes)
per rank in Clerical Ordainment; 1 rank in Spellcasting (clerical) per rank in Clerical Ordainment; Wisdom bonus +1, +1 per 2 ranks in Clerical Ordainment thereafter. Cost: Ranks. Benefit: Your spell repertoire becomes an array of
“slots,” which you can fill each day with any cleric spells of the appropriate levels by praying. You gain bonus spells for a high Wisdom score.
When casting divine spells, you need no arcane material components; rather, a single divine focus (a “holy symbol”) subsumes the need for them, as described under the “Special” heading for the Eschew Materials power (q.v.).
COMBAT FOCUS Prerequisites: HTH or Fire Combat 1 rank per
rank in Combat Focus, Concentration 1 rank per rank in Combat Focus. Cost: 40 XP (array of swift activation abilities),
plus possible ranks. Benefit: You can gain combat focus by taking a
standard action and succeeding at a DC 20 Concentration check. Once you are focused, you remain focused until you expend your focus, become unconscious, or go to sleep. Ranks: For each rank in Combat Focus you
possess, you gain a +1 bonus on Concentration checks made to gain Combat Focus.
Combat Focus is also a prerequisite for a number of combat maneuver powers, described below, that use your number of ranks in Combat skill as the caster level. Some of these abilities have a prerequisite number of ranks. Unless stated otherwise, use of these abilities expends your combat focus. Special: You can substitute ranks in Psychic
Warrior (q.v.) for ranks in Combat Focus as a prerequisite for these abilities. They otherwise work similarly.
Combat Focus Maneuver Minimum Ranks
XP Cost
Fast Movement 1st 10 Focused Fist 3rd 30 Focused Shot 3rd 30 Focused Weapon 3rd 30
Prowess 4th 20 Deep Impact 5th 20 Fell Shot 5th 20 Ghost Attack 5th 30 Hustle 5th 30 Unavoidable Strike 5th 20 Focus Meditation 7th 20 Wounding Attack 8th 50 Focused Sunder 9th 50 Fast Movement: As long as you have combat
focus and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. Pricing: as 1st level longstrider spell. Focused Fist: One unarmed strike or attack with a
natural weapon deals an extra 1d6 points of damage per 2 ranks in HTH Combat you possess. You must decide whether or not to use this ability prior to making an attack. If your attack misses, you still expend your combat focus. Focused Shot: One ranged attack deals an extra
1d6 points of damage per 2 ranks in Fire Combat you possess. You must decide whether or not to use this ability prior to making an attack. If your attack misses, you still expend your combat focus. Focused Weapon: One attack with a melee
weapon deals an extra 1d6 points of damage per 2 ranks in HTH Combat you possess. You must decide whether or not to use this ability prior to making an attack. If your attack misses, you still expend your combat focus. Prowess: If an enemy provokes an attack of
opportunity from you, you can make the attack even if you’ve already taken your allotted number of attacks of opportunity this round (usually one). You can manifest this power as an immediate action, quickly enough to gain an extra attack of opportunity in the same round. Pricing: as 2nd level prowess Psychic Warrior power. Deep Impact: You can resolve one attack with a
melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus. Pricing: as 2nd level wraithstrike spell. Fell Shot: To use this feat, you must expend your
combat focus. You can resolve one ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Ghost Attack: You must be combat focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Pricing: As 3rd level lesser ghost touch spell. Hustle: By expending your combat focus, you
gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this maneuver to move away from your foe does provoke attacks of opportunity. Pricing: as 3rd level psionic hustle power. Unavoidable Strike: You can resolve one
unarmed strike or attack with a natural weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus. Focus Meditation: You can take a move action,
rather than a standard action, to gain combat focus. Focused Sunder: When you strike at an
opponent’s weapon, you ignore half of the weapon’s total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness. You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (round down) when attacking that object. Pricing: as 5th level touch of adamantine spell. Wounding Attack: You can make an attack with
such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus. Pricing: as 5th level lesser bloodblade spell.
CRITICAL FEATS Most of the proposed “critical feats” in the
Pathfinder RPG rules are priced as spell‐like abilities; they use your number of ranks in the Improved Critical feat (q.v.) as the associated caster level. Most of these effects have a prerequisite number of ranks in Improved Critical before they can be selected. Prerequisites: Improved Critical (ranks as shown
in the table).
Cost: As shown in the table.
Critical Effect Minimum Ranks
XP Cost
Bleeding Critical 4th 35 Sickening Critical 6th 40 Deafening Critical 6th 45 Staggering Critical 6th 35 Tiring Critical 6th 50 Blinding Critical 8th 45 Exhausting Critical 8th 80 Stunning Critical 10th 30 Spell Critical 11th 40 Devastating Critical 20th 50 Bleeding Critical: Whenever you score a critical
hit with a slashing or piercing weapon, your opponent takes 1d6 points of bleed damage each round on their 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. Pricing: (3rd level Vangal’s Wounding –1 level for touch required + 5 levels for immediate activation) x ½ (contingent on critical hit). Sickening Critical: 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 duration. Pricing: (1st level doom spell +5 levels for instantaneous activation –1 level for touch required) x ½ (contingent on critical hit) x 2 (no saving throw) = 40 XP. Deafening Critical: Whenever you score a critical
hit, your opponent 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.
Pricing: (2nd level deafness spell + 5 levels for instantaneous activation –1 level for hit required) x ½ (contingent use: critical hit) x 1.5 (effects even on successful save) = 45 XP. Staggering Critical: 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 number of ranks in Improved Critical. The effects of this feat do not stack. Additional hits instead add to the duration.
Pricing: (2nd level ray of dizziness, +5 levels for instantaneous activation) x ½ (contingent on critical hit) = 35 XP. Tiring Critical: Whenever you score a critical hit,
your opponent becomes fatigued. The effects of this feat do not stack. Pricing: (0 level touch of fatigue + levels for instantaneous activation) x ½ (contingent on critical hit) x 2 (no save) = 50 XP. Blinding Critical: Whenever you score a critical
hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. 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, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Pricing: (2nd level blindness spell + 5 levels for instantaneous activation –1 level for hit required) x ½ (contingent use: critical hit) x 1.5 (effects even on successful save) = 45 XP. Exhausting Critical: Whenever you score a
critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures. Pricing: (3rd level ray of exhaustion + 5 levels for instantaneous activation) x ½ (contingent on critical hit) x 2 (no save) = 80 XP. Stunning Critical: Whenever you score a critical
hit, your opponent becomes stunned 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 number of ranks in Improved Critical. The effects of this feat do not stack. Additional hits instead add to the duration. Pricing: (1st level stun ray spell + 5 levels for instantaneous acrivation) x ½ (contingent on critical hit) = 30 XP. Spell Critical: Whenever you successfully
confirm a critical hit, you 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. You must still meet all of the spell’s components and must roll for arcane spell failure if necessary. Pricing: 4 levels for Quicken Spell feat x ½ (contingent on critical hit) x 2 (no change in spell level). Devastating Critical: Whenever you score a
critical hit a weapon with which you have Weapon
Training, the target must make a Fortitude save (DC 20 + Strength modifier) or die instantly. Those who save take an additional 3d6 critical damage. Creatures immune to critical hits can’t be affected by this ability. Pricing: (5th level slay living + 5 levels for instantanous activation) x ½ (contingent on critical hit) = 50 XP.
DAMAGE REDUCTION Prerequisite: Endurance 5 ranks, Great Fortitude
5 ranks Cost: 4 XP x bonus required x reduction Benefit: You gain damage reduction 1, bypassed
by a material dependent on the amount you spend:
Bypassed By XP Cost* +1 4 +2 or silver 8 +3 or cold iron 12 +4 or alignment 16 +5 or adamantine or type (piercing, bludgeoning, slashing)
20
+6 or epic 24 — 28
* Per hit point of damage reduced. The cost shown applies for every 1 hp reduced, so
that DR 10/adamantine (like a continuous stoneskin spell) costs 200 XP. This is priced as a 4th level spell x 1.5 for continuous effects from 10 min./lvl duration, plus 40 XP for subsuming materials costs, all x2 for having no hp limit.
A lycanthrope with DR 10/silver has an 80 XP power; a fey with DR 5/cold iron would spend 60 XP. A 10th level barbarian’s DR 2/— costs 56 XP total.
DARKVISION Prerequisite: Profession (Mining) 2 ranks, or
long‐term resident underground. Cost: 20 XP (2nd level darkvision spell, x1 for 1
hr./level duration converted to continuous effect). Benefit: You can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight, and you can function just fine with no light at all (but not in magical darkness).
Special: You can extend the range of your darkvision by spending 5 XP per additional 10 ft. of range.
DAZZLING DISPLAY Prerequisites: HTH Combat 1 rank, Bluff
(Intimidate) 1 rank, Weapon Training 1 rank. Cost: 20 XP (1st level demoralize power) x 2 (save
DC based on skill check, not power level). Benefit: While wielding a weapon for which you
have Weapon Training, you can perform a dazzling display as a full‐round action. Make a demoralize (Bluff) check against all foes within 30 feet who can see you. Special: There are several auxiliary powers that
use Dazzling Display as a base, with your ranks in Bluff (intimidate) and HTH Combat as the minimum effective caster level:
Ability Minimum Ranks XP Cost Stunning Defense 7th 10 Staredown 9th 20 Deadly Stroke 11th 50 Frightful Presence 13th 80 Stunning Defense: One 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. For each additional rank in Bluff after the 7th, you can apply this feat to one additional shaken, frightened, or panicked opponent. Pricing: 1st level distract assailant spell x 2 (no save) x ½ (contingent on hit). Staredown: You can use your Dazzling Display
feat to demoralize opponents as a move action. Pricing: 20 XP for move‐action activation. Deadly Stroke: As a standard action, you can
make a single attack with the weapon for which you have Weapon Training 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. Pricing: 5th level lesser bloodblade spell x ½ (contingent usage) x 2 (double damage). Frightful Presence: When you draw a weapon or
charge, those within 60 ft. of you must save vs. Will (DC 10 + ½ your ranks in Bluff + your Charisma modifier + your size modifier) or be shaken until you back down or are out of sight. Pricing: (6th level
aura of terror spell + 4 levels for swift activation), minus 20 XP for base Dazzling Display power (if you also have Staredown, the upgrade cost is 60 XP).
DEATHLESS Prerequisites: Wizardry 20 ranks, or Wizardry or
Clerical Ordainment 11 ranks plus Craft Magical Item 11 ranks. Cost: 120 XP (8th level veil of undeath spell, x 1.5 for
10 min./lvl to continuous effect) plus possible ranks. Benefit: You cease to age and your type changes
to undead, granting you all undead immunities and weaknesses. You lose your Con adjustments to Fort saves and hp, and gain 1 point of Charisma bonus in place for each rank in Deathless you possess.
DIMENSION SPRING ATTACK Prerequisites: HTH Combat 11 ranks, Dodge
ranks, Mobility ranks, Psionic Awareness or Arcane Spellcasting 9 ranks. Cost: 100 XP (as 5th level dimension jumper spell x 2
for split duration). Benefit: You can dimension door up to a target
within 60 ft., attack, and then dimension door back to your starting point. The two dimesion door uses count as two attacks or 10‐ft. moves, leaving you one iterative attack (at –5) at 11 ranks in HTH Combat, or two attacks (at –5/‐10) if have at least 16 ranks in HTH Combat.
You can use this ability a number of rounds per day equal to your number of ranks in Psionic Awareness or Arcane Spellcasting.
DISPELLING ATTACK Prerequisite: HTH Combat 1 rank. Cost: 35 XP (3rd level dispel magic +4 levels for
swift activation) x ½ for contingent upon attack and lowest‐level spell only. Benefit: Those struck by your melee attacks 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 your number of ranks in HTH Combat skill or your number of ranks in Spellcasting skill (your choice), to a maximum of 10 ranks.
DISPELLING ATTACK, GREATER Prerequisite: HTH Combat 1 rank. Cost: 50 XP. Benefit: Those struck by your melee attacks 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 your number of ranks in HTH Combat skill or your number of ranks in Spellcasting skill (your choice), to a maximum of 20 ranks.
DISPELLING ATTACK, REAVING Prerequisite: HTH Combat 1 rank. Cost: 70 XP. Benefit: As dispelling attack, but if the first spell
effect is dispelled, continue checking against other active effects until a check fails or all active spells have been dispelled.
DISPELLING ATTACK, GREATER REAVING Prerequisite: HTH Combat 1 rank. Cost: 100 XP. Benefit: As dispelling attack, but if the first spell
effect is dispelled, continue checking against other active effects until a check fails or all active spells have been dispelled.
DIVINE GRACE Prerequisite: Charisma 13+ Cost: 20 XP (1st level conviction spell, x2 for 1
min./lvl to continuous effects), plus ranks. Benefit: You gain a +1 sacred bonus to all saving
throws. Ranks: For every three ranks in Divine Grace,
your bonus to saving throws improves by +1, to a maximum bonus equal to your Charisma modifier. Evil: Characters in the service of the lower planes
can also purchase this power, and have an aura of evil; simply rename the power Devil’s Favor or Dark Blessing. Special: Your divine protection marks you as
much as it protects you. You have an aura of Good, detectable by the detect good spell, of a strength proportional to your number of ranks in Divine
Grace. You take additional damage from unholy weapons and are treated as a Good outsider for the purpose of adjudicating spell effects.
A number of powers can be added, using Divine Grace as a prerequisite and caster level; these abilities are described below.
Effect Minimum Ranks
XP Cost
Aura of Courage 2nd 30 Divine Weapon 5th 18 Aura of Righteousness 7th 45
Aura of Faith 14th 100 Holy Aura 16th 160 Aura of Courage (Su): You are immune to fear
(magical or otherwise). Each ally within 10 feet of you gains a +1 morale bonus on saving throws against fear effects per 2 ranks in Divine Grace you possess. This ability functions while you are conscious, but not if you are unconscious or dead. Pricing is as for the 4th level cloak of bravery spell, x 1.5 for 10 min./lvl to continuous usage, x ½ for reduced area. Divine Weapon: Once per day, when called as a
standard action, a celestial spirit enhances your weapon, causing it to shed light as a torch for 1 minute per rank you possess in Divine Grace. At 5 ranks, this spirit grants the weapon a +1 enhancement bonus. For every three ranks beyond the 5th, the weapon gains another +1 bonus, to a maximum of +6 at 20th rank.
These bonuses can be added to the weapon or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. These bonuses do not stack with any identical properties the weapon already has. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other abilities can be added. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you, but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon.
You can gain this power multiple times. Each time, you gain an additional use per day. At 5 uses per day, you can use this ability at will. At 10 uses per day [90 XP], your weapon is continuously imbued with the celestial spirit. If a weapon bearing a celestial spirit is destroyed, you lose the use of this
ability for 30 days. During this 30‐day period, you take a –1 penalty on all attack and weapon damage rolls.
Pricing: 3rd level greater magic weapon + (6th level brilliant blade x 2 for array of equal ot lesser abilities), x ½ for contingent use x 1/5 for daily usage. Aura of Righteousness: You continually radiate a
magic circle against evil effect. All creatures within 10 ft. of you gain the effects of a protection from evil spell (+2 deflection to AC vs. evil, +2 resistance to saves vs. evil, blocks ongoing mental control by charms or compulsions).
No nongood summoned creatures can enter the area. You must overcome a creature’s spell resistance (CL = your number of ranks in Divine Grace) 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 ability functions while you are conscious, but not if you are unconscious or dead.
Pricing: 3rd level magic circle against evil x 1.5 for 10 min./lvl to continuous effects. Aura of Faith: Your weapons are treated as good‐
aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of you is treated as good‐aligned for the purposes of overcoming damage reduction. Critical hits against evil enemies within 10 ft. of you are automatically confirmed. This ability functions while you are conscious, but not if you are unconscious or dead. Pricing: (1st level bless weapon, +4 levels for mass effect) x2 for 1 min./lvl to continuous effects. Holy Aura: A brilliant divine radiance surrounds
you. Allies within 10 ft. of you gain a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, these benefits apply against all attacks, not just against attacks by evil creatures.
Each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. The aura blocks possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against DC 18 + your Charisma modifier).
Pricing: 8th level holy aura spell x ½ for reduced area x 4 for 1 round/lvl to continuous effects.
DOMAIN POWERS Prerequisite: Divine Spellcasting, Divine Spell
Repertoire. Cost: As listed below. Benefit: Pathfinder RPG domain powers are
priced as spell‐like abilities, with the caster level keyed to your number of ranks in Divine Spellcasting. Domain powers that duplicate spells are priced per spells (10 XP x spell level x 1/5 uses per day). Other powers are listed below, with pricing information as examples and illustrations.
Power Domain Minimum Ranks
XP Cost
Lightning Arc Air 1st 10 Touch of Chaos Chaos 1st 30 Dazing Touch Charm 1st 10 Calming Touch Community 1st 10 Touch of Darkness Darkness 1st 20 Aura of Shadows Darkness 8th 28 Bleeding Touch Death 1st 30 Call Undead Death 8th 30 Destructive Smite Destruction 1st 20 Aura of Destruction Destruction 8th 44 Body of Stone Earth 8th 40 Touch of Evil Evil 1st 20 Crown of Flames Fire 8th 24 Touch of Glory Glory 1st 10 Divine Presence Glory 8th 36 Touch of Good Good 1st 20 Rebuke Death Healing 1st 10 Healer’s Blessing Healing 8th 40 Lore Keeper Knowldge 1st 30 Touch of Law Law 1st 20 Inspiring Word Liberation 1st 30 Freedom’s Call Liberation 8th 40 Bit of Luck Luck 1st 20 Lucky Aura Luck 8th 28 Vision of Madness Madness 1st 15 Wooden Fist Plant 1st 10 Bramble Armor Plant 8th 28 Aura of Protection Protection 8th 42 Gentle Rest Repose 1st 20 Ward against Death Repose 8th 48 Minor Rune Rune 1st 10 Strength Surge Strength 1st 10 Might of the Gods Strength 8th 36 Sun’s Touch Sun 1st 10 Nimbus of Light Sun 8th 32
Copy Cat Trickery 1st 15 Battle Smite War 1st 10 Weapon Master War 8th 28 Lighning Arc: As a standard action you can
unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The lightning arc deals 1d6 points of electricity damage +1 for every two caster levels you possess.
The Earth Domain acid dart, Fire Domain fire bolt, Water Domain icicle, and Weather Domain storm burst powers can be treated similarly. Touch of Chaos: You may imbue a target with
chaos as a melee touch attack. For the next 3 rounds, any time the target rolls a d20, he must roll twice and take the less favorable result. This effect fades after 3 rounds or when the target fails an attack roll, save, skill, or ability check. Once a target has been affected by the touch of chaos, he is immune to its effects for 1 day. Dazing Touch: You can cause a living creature to
become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day. Pricing: (2nd level daze monster, –1 level for touch required) x2 for no saving throw x ½ (1/day per creature) = 10 XP. Calming Touch: You can touch a creature as a
standard action to heal the target of 1d6 points of nonlethal damage + 1 point per caster level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). Touch of Darkness: As a melee touch attack, you
can cause a creature’s vision to become fraught with shadows and darkness, causing them to take a –2 penalty on attack rolls and saves against fear effects. This effect persists for 1 round per caster level. Touching a creature affected by this ability causes the duration to reset but does not stack. This touch also automatically extinguishes non‐magical light sources such as torches and lanterns. Pricing: (1st level bane spell –1 for touch required) x 2 for double normal effect x2 for no saving throw. Aura of Shadows: You can emit a 30‐ft. aura of
shadow for a number of rounds per day equal to your caster level. You and all of your allies in the area gain 20% concealment while inside this aura. These rounds do not need to be consecutive. Pricing:
(3rd level scattergloom spell, +4 levels for swift activation) x 1/5 (once per day) x2 (split duration) = 28 XP. Bleeding Touch: As a melee touch attack, you can
cause a living creature to take 1d6 points of damage per round. This effect persists for 1 round per caster level or until stopped with a DC 15 Heal check or any spell or effect that heals damage. Touching a creature affected by this ability causes the duration to reset but does not stack. This is a bleed effect (see the Glossary Chapter). Pricing is as for the 3rd level Vangal’s wounding spell. Call Undead: You can summon undead to aid
you. With this ability you can summon a number of skeletons and zombies whose total Hit Dice do not exceed your caster level. These undead do not count against the total number of undead you can control and remain until destroyed. You cannot use this ability again until 1 hour after the last undead created by this ability is destroyed. Destructive Smite: As a full‐round action, you
can make a single melee attack against an opponent with a bonus on damage equal to half your caster level (minimum 1). If the attack hits, all critical threats against the target are automatically confirmed for 1 round, including this attack. Pricing: 3rd level curse of arrow attraction, ‐1 level (touch). Aura of Destruction: You can emit a 30 ft. aura of
destruction for a number of rounds per day equal to your caster level. All attacks made against targets inside this aura (including you) gain a bonus to damage equal to half your caster level, and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Pricing: 3rd level curse of arrow attraction, +4 levels for area‐effect, +4 levels for swift activation, x 1/5 for daily usage x 2 for split duration. Body of Stone: Your skin can take on the
appearance of stone for a number of rounds per day equal to your caster level. While affected in this way, you gain DR 5/adamantine. These rounds do not need to be consecutive. Pricing: 20 XP x DR 5 = 100 XP x 1/5 (limited uses per day) x2 (split duration) = 40 XP. Touch of Evil: You can cause a creature to
become sickened as a melee touch attack. While sickened, the target is treated as good‐aligned for the purposes of spells with the evil descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists
for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day. Pricing: (2nd level stolen breath –1 level for touch required +1 level for alignment nudge) x ½ (1/day usage per creature) x 2 (no save) = 20 XP. Crown of Flames: A crown of flames can appear
on your brow for a number of rounds per day equal to your caster level. While the crown of flames is in effect, any adjacent foe striking you with a melee weapon takes 1d6 points of fire damage +1 per two caster levels you possess. Pricing: 4th level fire shield, +4 levels (swift activation) ‐2 levels (no fire resistance) x 1/5 (daily usage) x 2 (split duration) = 24 XP. Touch of Glory: You can touch a creature as a
standard action, giving it a bonus to a single Charisma‐based skill check or ability check equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of glory, it gains no further benefit from this ability for 1 hour. Divine Presence: You can emit a 30‐ft. aura for a
number of rounds per day equal to your caster level. Any creature attempting to strike or otherwise directly attack you or your allies in this area must make a Will save. The DC for this save is equal to 10 + ½ your caster level + your Charisma modifier. If the save fails, the opponent cannot follow through with the attack and the action is lost. These rounds do not need to be consecutive. If you or any of your allies attack an opponent, or leave the area, the effect ends for that individual. Pricing: 1st level sanctuary + 4 (mass spell) +4 (swift activation), x 1/5 (daily usage) x 2 (split duration) = 36 XP. Touch of Good: You can touch a creature as a
standard action giving it a bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of good, it can gain no further benefit from this ability for 1 day. Rebuke Death: You can touch a creature as a
standard action, healing it of 1d4 points of damage plus 1 for every two caster levels you possess. You can only use this ability on a creature that is below 0 hit points. If you touch an undead creature with this effect, it is shaken for a number of rounds equal to your caster level. Healer’s Blessing: You can emit a 30 ft. aura of
healing for a number of rounds per day equal to
your caster level. You and your allies within this aura gain fast healing equal to 1/4 your caster level as long as they remain in range. This fast healing only applies to damage caused after the aura began. These rounds do not need to be consecutive. Pricing: (6th level vigorous circle +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 40 XP. Lore Keeper: You can touch a creature to learn
about its abilities and weaknesses as a melee touch attack. If successful, you gain information as if you had made the appropriate Knowledge skill check with a result equal to 10 + your caster level + your Intelligence modifier. Pricing: 4th level know vulnerability –1 level (touch needed) = 30 XP. Touch of Law: As a standard action, you can
touch a creature, giving it the ability to treat one d20 roll as if its natural result was an 11. This ability lasts 3 rounds or until it is used. This ability can be used after the die is rolled to change the result. Once a creature has benefited from touch of law, it can gain no further benefit from this ability for 1 day. Pricing: 7th level conformance spell – 2 (non‐mass effect) –1 (touch) x ½ (1/day per creature) = 20 XP. Inspiring Word: As a standard action, you can
speak an inspiring word to a creature within 30 ft. For the next round, the target adds a bonus to its attack rolls, skill checks, ability checks, and saving throws equal to your Charisma bonus. Once a target has been affected by inspiring word, he can gain no further benefit from it for 1 day. Pricing: 3rd level good hope spell. Freedom’s Call: You can emit a 30‐ft. aura of
freedom for a number of rounds per day equal to your caster level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. 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. Pricing: (5th level break enchantment spell +5 levels for immediate activation) x 1/5 (daily usage) x 2 (split duration) = 40 XP. Bit of Luck: As a standard action, you can touch a
creature, giving it a bit of luck. For the next 3 rounds, any time the target rolls a d20, he can roll twice and take the better result. The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by bit of luck, he can
gain no further benefit from it for 1 day. Pricing: 2nd level insight of good fortune spell. Lucky Aura: You can emit a 30‐ft. aura of luck for
a number of rounds per day equal to your caster level. Allies within this aura automatically succeed on stabilization checks, checks made to overcome concealment, and gain a +2 luck bonus on all d20 rolls. If an attack roll or saving throw made by an ally in the aura results in a natural 1, it is not automatically considered a failure. These rounds do not need to be consecutive. Pricing: (3rd level prayer spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 28 XP. Vision of Madness: You can give a creature a
vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to your Charisma modifier and a penalty to the other two types of rolls equal to your Charisma modifier. This effect fades after 3 rounds. Once a target has been affected by vision of madness, it has no effect on him for 1 day. Pricing: 3rd level bestow curse –1 level (touch) x 2 (no save) x ½ (1/day per creature) = 20 XP. Wooden Fist: Your unarmed strikes do not
provoke attacks of opportunity and gain a bonus on damage rolls equal to half your caster level. Bramble Armor: A host of wooden thorns bursts
from your skin for a number of rounds per day equal to your caster level. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of damage +1 per two caster levels you possess. These rounds do not need to be consecutive. Pricing: (3rd level thornskin spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 28 XP. Aura of Protection: You can emit a 30‐ft. aura of
protection for a number of rounds per day equal to your caster level. You and your allies within this aura gain a +1 resistance bonus on all saving throws and a +1 deflection bonus to AC. These bonuses increase by +1 for every 4 caster levels you possess beyond 8th level. These rounds do not need to be consecutive. Pricing: (3rd level crown of protection spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (effects scale with CL) x 2 (split duration) = 42 XP. Gentle Rest: You can cause a living creature to
fall asleep for 1 round as a melee touch attack. This ability has no effect on creatures of a higher level
than you or with more HD. Undead creatures touched by you are slowed for a number of rounds equal to your Charisma modifier. Once a creature has been affected by gentle rest, it is immune to its effects for 1 day. Pricing: (5th level symbol of sleep, ‐1 level for touch) x ½ (reduced duration) x 2 (no save) x ½ (1/day per creature) = 20 XP. Ward Against Death: You can emit a 30‐ft. ward
against death for a number of rounds per day equal to your caster level. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive. Pricing: (8th level mass feath ward spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 48 XP. Minor Rune: As a standard action, you can create
a minor rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 for every two caster levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your caster level or until discharged. You cannot create a rune in a square occupied by another creature. Pricing: Diminished (1st level) glyph of warding spell. Strength Surge: As a standard action, you can
touch a creature, giving it great strength. During the next 3 rounds, the target may add an enhancement bonus equal to 1/2 your caster level on one melee attack roll or Strength check (minimum +1). The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the bonus is used. Once a target has been affected by strength surge, he can gain no further benefit from it for 1 day. Might of the Gods: You can add your caster level
as an enhancement bonus to your Strength score for a number of rounds per day equal to your caster level. This bonus only applies on Strength checks and Strength‐based skill checks. These rounds do not need to be consecutive. Pricing: (5th level giant’s grip spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 36 XP. Sun’s Touch: You can smite an undead creature
as a melee touch attack, dealing 1d8 points of positive energy damage +1 for every two caster
levels you possess. This touch has no effect on living creatures. Nimbus of Light: You can emit a 30‐ft. nimbus of
light for a number of rounds per day equal to your caster level. Undead within this radius take 1d8 points of positive energy damage +1 for every two caster levels you possess. Spells and spell‐like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. This nimbus has no effect on living creatures. Pricing: (4th level diminished light of the earth spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 32 XP. Copy Cat: You can create an illusory double of
yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your caster level (unless dispelled or destroyed). You can have no more than one copy cat at a time. This ability does not stack with mirror image. Pricing: Dimished (1st level) mirror image spell + 2 levels (move activation) = 30 XP. Battle Smite: You can touch your deity’s favored
weapon as a stanard action and give it the ability to deal a battle smite. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on one damage roll equal to half your caster level for one attack. The target must decide to use this ability before rolling to attack. This effect fades after 3 rounds or when the battle smite is used. Once a wielder has used a battle smite, he can gain no further benefit from it for 1 day. Pricing: 1st level greater bash x 2 (scaling damage) x ½ (1/day per creature) = 10 XP. Weapon Master: You gain the use of one combat
feat for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use these feats. Pricing: (3rd level war mastery spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 28 XP.
DRUIDICAL INITIATION Prerequisite: Survival 1 rank per 2 ranks in
Druidical Initiation; Spellcasting (druidical) 1 rank per rank in Druidical Initiation; Spell Repertoire 1 rank per rank in Druidical Initiation; Wisdom bonus +1, +1 per 2 ranks in Druidical Initiation thereafter.
Cost: Ranks only. Benefit: Your spell repertoire becomes an array of
“slots,” which you can fill each day with any druid spells of the appropriate levels by meditating. You gain bonus spells for a high Wisdom score.
You may spontaneously convert any uncast spell or unfilled slot in your array into a summon nature’s ally spell of the appropriate spell level.
Your number of ranks in Druidical Initiation is your caster level or “class level” when using the Wild Shape power (q.v.).
ENERGY RESISTANCE Cost: 3 XP per hp resisted (2nd level resist energy
spell x 1.5 for 10 min./lvl to continuous effects) x 1/10 to scale to hp resisted. Benefit: Choose one type of energy (acid, cold,
fire, negative energy, positive energy, sonic). You gain resistance 1 against that energy type per 3 XP spent (e.g., resist fire 5 would cost 15 XP).
ESCHEW MATERIALS Prerequisite: Ability to cast conjuration spells. Cost: 20 XP (1st level summon component spell + 1
level for swift to free activation), plus ranks. Benefit: You can cast any 0‐level spell that has 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 at hand to cast the spell, just as normal. Ranks: For each rank in Eschew Materials, you
eschew the materials for an additional spell level (1st level spells at 1 rank, etc.). Special: You can choose to instead replace
material components with a focus item, worth at least ten times the value of the most expensive material component to be replaced. In this manner, you transcend the 1 gp limit, but constantly require the use of a focus item.
FAST HEALING Prerequisites: Endurance 1 rank per rank in Fast
Healing.
Cost: 40 XP (3rd level mass vigor – 2 levels for non‐mass effects, x 4 for rounds/level to continuous effect), plus ranks. Benefit: You gain fast healing, at a rate
dependent on your number of ranks in Fast Healing:
Ranks Fast Healing Rate 1st 1 hp/hour 2nd 2 hp/hour 3rd 3 hp/hour 4th 4 hp/hour 5th 5 hp/hour 6th 6 hp/hour 7th 1 hp/minute 8th 2 hp/minute 9th 3 hp/minute 10th 4 hp/minute 11th 5 hp/minute 12th 6 hp/minute 13th 7 hp/minute 14th 8 hp/minute 15th 9 hp/minute 16th 1 hp/round 17th 2 hp/round 18th 3 hp/round 19th 4 hp/round 20th 5 hp/round
FEYTOUCHED Prerequisite: Low‐light vision, damage reduction
5/cold iron. Cost: 68 XP (as 9th level shapechange x 1.5 for 10
min./lvl to continuous effects, x ½ for fixed form). Benefit: Your type is fey, rather than humanoid.
FONT OF POWER Prerequisites: Spellcraft 13 ranks, Psionic
Awareness 13 ranks or Sorcery 13 ranks, Free Casting and/or Free Manifesting 9 ranks. Cost: 30 XP (as 6th level lucubration spell +5 levels
for instantaneous effect +4 levels for extended duration, x 1/5 for daily usage). Benefit: You can access seemingly endless power
once per day, for up to 1 minute. Your eyes shine like tiny stars, and faint illumination seems to beam out of your mouth and the end of each of your fingers. While so empowered, you can cast any
arcane spells known without using spell slots (if you meet the Free Casting prerequisite), or manifest any of your psionic powers without drawing from your power point reserve (if you meet the Free Manifesting prerequisite), or both (if you meet both). Special: If a psion using this ability enters a
metaconcert, his power point reserve is accessed normally for the purpose of his contributing to the pool.
FREE CASTING Prerequisites: Spellcraft 4 ranks plus 1 additional
rank per rank in Free Casting, Sorcery 4 ranks plus 1 additional rank per rank in Free Casting. Cost: 26 XP per daily use, plus ranks (as 4th level
mnemonic enhancer x2 for scaling benefits, +5 levels for instantaneous effect, all x 1/5 for daily use). Benefit: Once per day, you can cast any 1st‐level
spell you know for free (without expending a spell slot). This benefit applies only to the slot cost of an unaugmented spell. Additional levels required to augment a spell with a metamagic feat must still be expended, and any experience point cost must be paid as normal. Ranks: For each additional rank in Free
Manifesting, you gain the ability to freely manifest additional higher‐level powers: 2nd level powers at 2 ranks, etc.
FREE MANIFESTING Prerequisites: Psionic Awareness 4 ranks plus 1
additional rank per rank in Free Manifesting. Cost: 26 XP per daily use, plus ranks (as 4th level
mnemonic enhancer x2 for scaling benefits, +5 levels for instantaneous effect, all x 1/5 for daily use). Benefit: Once per day, you can manifest any 1st‐
level power you know for free (without spending power points). This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal. Ranks: For each additional rank in Free
Manifesting, you gain the ability to freely manifest additional higher‐level powers: 2nd level powers at 2 ranks, etc.
HAND OF THE APPRENTICE Prerequisites: Arcane Spellcasting 1 rank, Spell
Repertoire 1 rank, Wizardry 1 rank. Cost: 20 XP. Benefit: As a standard action, you can summon a
ghostly hand to do your bidding. This functions like mage hand, with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on your person as a free action, so long as you are proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus, plus your Intelligence modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.
The “hand” manifested by this power cannot carry touch spells; see Spectral Tendril, below. At the referee’s option, it might be possible for a clairvoyant character to manifest the “arm” through a scrying medium, however (Cf. Larry Niven’s “Gil the ARM” stories).
IMMUNITY Cost: Special; see below. Benefit: Blanket immunities can typically be
handled as straight spell‐like abilities (if available), or else as self‐only, immediate‐activation cures (for example, immunity to disease would use the 3rd level remove disease spell, +5 levels for immediate activation, ‐1 level for self‐only (cannot use on others) = 70 XP total). A partial list of immunities, and the costs for each, is provided in the following table.
Immunity to XP Cost Ability Damage 60 Ability Damage and Drain, Fatigue, and Exhaustion
80
Addiction 20 Blindness/deafness 70 Death spells/effects 80 Disease 70 Divinations & mind-affecting 70 Energy (1 type) 60 Fear 40 Gases and stench 40
Mental control 50 Nausea 60 Negative levels 80 Paralysis, hold, and slow 40 Poison 50 Possession and domination 30 Ranged crits 40 Sneak attacks & criticals 60 Spell (any one) 60 Spells (any one school) 105 Subdual, stunning, and pain 80
INERTIAL ARMOR Prerequisite: Psionic Awareness. Cost: 10 XP (1st level inertial armor power x 1 for 1
hr./lvl to continuous effects), plus ranks. Ranks: While you retain 1 or more power points,
your mind automatically generates a tangible field of force that provides a +1 armor bonus to AC per rank in Psionic Awareness you possess (maximum +4). Unlike mundane armor, Inertial Armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures canʹt bypass it the way the do normal armor. Your inertial armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by Inertial Armor does not stack with the armor bonus provided by a shield or regular armor. Special: If you continue to advance in ranks past
the 4th, for each rank thereafter you can increase the armor bonus by +1 by spending an additional 10 XP per additional rank (for example, with 6 ranks and 30 XP, your Inertial Armor would provide a +6 armor bonus).
KI MASTERY Monk supernatural abilities can be priced as
spell‐like abilities with a common caster level reprsesented by a number of ranks in Ki Mastery. Unless otherwise noted, ki abilities are continuously operating as long as you have at least 1 ki point remaining in your pool, and are priced accordingly. Those requiring the use of ki points are priced using the daily usage modifier (x1/5). Prerequisite: Concentration 1 rank per rank in Ki
Mastery.
Cost: Ranks only. Benefit: Selection of this power bestows a ki pool
on you, with a number of points equal to your Wisdom bonus + 1 per 2 ranks in Ki Mastery. The ki pool is replenished each morning after 8 hours of rest or meditation.
You manifest ki powers (described below) at a caster level/manifester level equal to your number of ranks in ki mastery.
Ki Power Minimum Ranks XP Cost Slow Fall 1st 10 Ki Strike, Aligned 2nd 20 Ki Strike 4th 30 Ki alacrity 4th 4 Ki dodge 4th 6 Ki flurry 4th 12 Gorgon’s Fist 6th 20 Abundant Step 12th 12 Axiomatic Strike 13th 60 Quivering Palm 15th 20 Empty Body 19th 18 Slow Fall: If you are within arm’s reach of a wall,
you can use it to slow your descent, taking damage as if the fall were 5 feet shorter than it actually is. Your ability to reduce the effective distance of the fall when next to a wall improves by 5 ft. per rank in Ki Mastery thereafter. At 20 ranks (100 ft.) you can slow fall any distance. Ki Strike, Aligned: Your unarmed attacks are
treated as lawfully‐aligned for purposes of bypassing damage reduction. Ki Strike: Your unarmed attacks receive an
enhancement bonus of +1 per 4 ranks in Ki Mastery (+2 at 8 ranks, etc.). This applies to attack and damage rolls, in addition to the ability to penetrate damage reduction. Cost is as for a 3rd level greater magic fang spell, x1 for 1 hr./lvl to continuous effect. Ki Alacrity: As a swift action, you can spend 1 ki
point to gain a +5 ft. enhancement bonus to your base land speed for 1 round. For every 4 ranks in ki mastery you possess beyond the 4th, this bonus increases by an additional +5 ft. (+25 ft. total at 20 ranks). Ki Dodge: As a swift action, you can spend 1 ki
point to gain a +1 dodge bonus to AC. This bonus increases by +1 per 4 ranks in Ki Mastery beyond the 4th (maximum +5 at 20 ranks).
Ki Flurry: As a swift action, you can spend 1 ki point to make one additional attack at your highest attack bonus when making a flurry of blows attack (see the Flurry of Blows feat in Chapter 3). Gorgon’s Fist: As a standard action, you can
make a single unarmed melee attack. If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + ½ your ranks in ki mastery + your Wis modifier). This feat has no effect on targets that are staggered. Pricing: as 2nd level ray of dizziness. Abundant Step: You can slip magically between
spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from your ki pool. Pricing: (4th level dimension door +2 levels for move activation) x 1/5 for daily usage. Axiomatic Strike: Your unarmed strikes deal an
additional +2d6 damage against Chaotically‐aligned creatures. Cost is for a 3rd level checkmate’s light spell x 2 for 1 min./level to continuous effects. Quivering Palm: You can set up vibrations
within the body of another creature that can thereafter be fatal if you so desire. You can use this quivering palm attack once per day, and you must announce the intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your number of ranks in Ki Mastery. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ your ranks in Ki Mastery + your 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.
Pricing: (5th level slay living spell + 5 levels for special activation) x 1/5 for daily usage. Empty Body: You gain the ability to assume an
ethereal state for 1 round per rank in Ki Mastery, as though using the spell etherealness. Using this ability is a move action that consumes 3 points from your ki pool. Pricing: (7th level ethereal jaunt + 2 levels for swift activation) x 1/5 for daily usage.
KNOW DIRECTION AND LOCATION Prerequisites: Perception 1 rank, Survival 1 rank. Cost: 10 XP. Benefit: You generally know where you are. This
power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. A standard action reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.
LAY ON HANDS Cost: 10 XP per daily usage, plus ranks (5th level
battle healing spell x 1/5 for daily usage). Benefit: If you have ranks in Divine Spell
Repertoire, you may spontaneously convert any uncast cleric spell or slot in your array into a cure spell of the appropriate level.
You can also heal wounds (your own or those of others) by touch. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Alternatively, you can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Ranks: You channel an additional 1d6 points of
positive energy for every two ranks you have attained beyond the first (2d6 at 3 ranks, 3d6 at 5, and so on). Special: You can use this ability to create other
effects, purchased separately as spell‐like abilities. Daily spell‐like abilities normally cost 2 XP x spell level; at‐will uses cost 10 XP per spell level. As a compromise, lay on hands abilities are priced at 3 XP per spell level, and cost additional daily usages of your lay on hands ability, as follows. The DC for any of these abilities is based off your Charisma. Using any other ability is a standard action, regardless of the target.
Effect Minimum Ranks
XP Cost
Daily Usage Cost
Channel Positive Energy
1st 25 2
Lesser restoration 4th 6 2 Remove blindness/ deafness
4th 6 2
Remove paralysis 5th 6 2 Remove disease 6th 9 2 Remove curse 9th 9 2 Neutralize poison 12th 12 3 Restoration 12th 12 3 Break enchantment 15th 15 3 Heal 18th 18 4 Greater restoration 20th 21 4 Holy Champion 20th 25 0 Channel Positive Energy: As a standard action,
you can unleash a wave of positive energy in a 30‐foot burst. All undead in this radius take positive energy damage as if you had used lay on hands on them, and must flee from you (as if frightened) for a number of rounds equal to 1d4 + your Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10 + your Charisma modifier + half your ranks in Lay on Hands. Undead who take damage greater than their hit points crumble to ash and are destroyed by the power of your deity.
If a fleeing undead is subject to channeled negative energy, it is not commanded, but does receive a new saving throw to dispel the flee effect.
Living creatures within the area are healed a like amount by this wave of positive energy. You can choose whether or not to include yourself in this effect. Hit points gained above a living creature’s maximum total are lost.
Pricing is as per the application of the Reach Spell and Ray Burst metamagic feats (+5 spell levels) x ½ (contingent on use of Lay on Hands). Holy Champion: Whenever you channel positive
energy or use lay on hands to heal a creature, you heal the maximum possible amount. Pricing: (3 levels for maximize spell + 2 levels for swift activation) x ½ for contingent use.
LION’S CHARGE Prerequisites: HTH Combat 3 ranks, Psionic
Awareness or Ki Mastery or Combat Focus 3 ranks. Cost: 20 XP (2nd level psionic lion’s charge power). Benefit: You gain the powerful charging ability of
a lion. When you charge, you can make a full attack in the same round. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you charge. Manifesting the power is a swift action You cannot manifest this power when it isn’t your turn.
LOW-LIGHT VISION Cost: 10 XP (1st level low‐light vision spell, x1 for 1
hr./lvl to continuous effects). Benefit: You can see twice as far as a normal
human in starlight, moonlight, torchlight, or similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.
LUCK Prerequisites: Halfling or fey. Cost: 20 XP (1st level twilight luck spell, x2 for 1
min./lvl to continuous effects). Benefit: You have a +1 luck bonus on all saving
throws.
METAMAGIC ADEPT Prerequisites: Arcane Spellcasting 3 ranks,
Arcane Spell Repertoire 3 ranks, Sorcery 3 ranks. Cost: 8 XP per daily usage (4 levels for swift
activation x 1/5 for daily usage). Benefit: 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.
At 5 daily usages and 20 ranks in Sorcery, 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.
METAMAGIC MASTERY Prerequisites: Spellcraft 8 ranks, Arcane
Spellcasting 8 ranks, Arcane Spell Repertoire 8 ranks, Wizardry 8 ranks. Cost: 10 XP per spell level per day (1 spell level +
4 levels for swift activation, x 1/5 for daily usage). Benefit: 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 purchase a maximum of one spell level per day per two caster levels you possess. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
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.
MIND OVER BODY Prerequisite: Constitution 13+, Endurance 1 rank
per rank in Mind over Body, Concentration 1 rank per rank in Mind over Body. Cost: Benefit: You heal ability damage and ability burn
damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. Ranks: For each additional rank in Mind over
Body, you heal an additional point per day, to a maximum daily rate equal to 1 + your Constitution modifier. Normal: You heal ability damage and ability burn
damage at a rate of 1 point per day.
NATURAL SPELL Prerequisites: Wis 13, Wild Shape ability. Cost: 35 XP (1 level for Still Spell + 1 level for
Silent Spell + 5 for immediate activation, x ½ for contingent use in Wild Shape), plus ranks. Benefit: You can complete the verbal and somatic
components of some spells while in a 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 in a wild shape. Ranks: The maximum level spell you can cast
while in wild shape is equal to the number of ranks in Natural Spell you possess (e.g., up to 5th level spells if you have 5 ranks, etc.). Special: A form of this ability could also be
applied to allow lycanthropes to cast spells in animal form.
OPPORTUNISTIC STRIKE Prerequisites: Concentration 8 ranks, Dodge 1
rank, Mobility 1 rank, Psionic Awareness 1 rank per rank in Opportunistic Strike. Cost: 15 XP plus ranks (as 1st level battle mark spell
+5 levels for immediate activation, x ½ for contingent use, x ½ for reduced duration). Benefit: Your hyperawareness of spatial relations
gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. You gain a +1 insight bonus on your attack roll and damage roll (if the attack hits) for the first attack you makes against an opponent that has been dealt damage in melee by another character since your last action. Ranks: For each additional rank in Opportunitic
Strike you possess, the insight bonus increases by +1.
PERFECT SELF Prerequisite: Darkvision 60 ft., damage reduction
10/magic (+1) or better. Cost: 68 XP (as 9th level shapechange x 1.5 for 10
min./lvl to continuous effects, x ½ for fixed form). Benefit: You become a magical creature. You are
forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.
POWER OVER SHADOW Cost: 70 XP plus ranks.
Benefit: You can walk in Shadow, as a Prince of Amber or a Lord of Chaos is able to do. Walking in Shadow requires a check (bonus equals ranks in Power over Shadow plus your Charisma modifier), with DCs as follows:
Task Check DC Moving to very familiar inner plane 10 Moving to plane visited briefly 15 Moving to unfamiliar or distant plane 20 Moving into Amber or out of the Courts of Chaos
10
Moving into Shadow from Amber 30 Slightly change probabilities 10 + 1 per
5% alterationBlatantly alter clothing, cash, etc. to local equivalents
15
“Find” common item or creature 10 “Find” uncommon item/creature 15 “Find” rare item/creature 25 “Find” very rare or unique item or creature 30 Spontaneously alter spells to fit magic rules of other plane
10 + spell level
Allow use of magical or technological item on other plane
25
Note that Shadows/demi‐planes can be tailor‐
made or ʺboughtʺ by sufficiently skilled characters. A private demi‐plane costs 90 XP for someone with this skill (9th level genesis power), plus additional XP for various special planar features.
PIERCE THE FOG OF WAR Prerequisites: Con 13, HTH Combat 1 rank per
rank in Pierce the Fog of War, Blind‐Fight 1 rank per rank in Pierce the Fog of War, Disruptive 1 rank per rank in Pierce the Fog of War. Cost: 90 XP (6th level true seeing spell x 2 for 1
min./lvl to continuous effect x 3/4 for limited effects). Benefit: Your superior tactical reasoning allows
you to deduce the true positions of enemies, despite magical cloaking or nonmagical concealment. You disregard any miss chance granted by spells or spell‐like abilities (such as darkness, blur, displacement, invisibility, obscuring mist, ghostform, etc.) of spell level less than or equal to half the number of ranks in Blind‐Fight you possess. You also ignore the effects of normal concealment from sources that duplicate spell effects of the appropriate level (for example, at 4 ranks in Blind‐Fight, you ignore miss
chances due to natural darkness or fog, because darkness and fog cloud are 2nd level spells).
When facing a creature protected by mirror image, you can immediately pick out the real creature from its figments if you have 4 or more ranks in Blind‐Fight. At 6 or more ranks, after 1 round you suffer no miss chance against blinking opponents, as you have observed the effects and are able to anticipate the likely time and location of their next arrival. At 14 or more ranks, you can deduce the true position of a caster using a project image spell.
PRECOGNITION, DEFENSIVE Cost: 20 XP (1st level defensive precognition power,
x2 for 1 min./lvl to continuous effects), plus ranks. Benefit: As long as you are conscious, you gain a
+1 insight bonus to AC. Ranks: For every 2 ranks beyond the 1st, you can
increase this bonus by +1 by spending an additional 20 XP. Special: If you possess ranks in Ki Mastery or
Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (rather than purchasing additional ranks separately).
PRECOGNITION, OFFENSIVE Cost: 20 XP (1st level offensive precognition power,
x2 for 1 min./lvl to continuous effects), plus ranks. Benefit: Your awareness extends a fraction of a
second into the future, allowing you to better land blows against your opponents. You gain a +1 insight bonus to attack rolls. Ranks: For every 2 ranks beyond the 1st, you can
increase this bonus by +1 by spending an additional 20 XP. Special: If you possess ranks in Ki Mastery or
Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (rather than purchasing additional ranks separately).
PRESCIENCE, DEFENSIVE Cost: 20 XP (1st level defensive precognition power,
x2 for 1 min./lvl to continuous effects), plus ranks. Benefit: As long as you are conscious, you gain a
+1 insight bonus to saving throws.
Ranks: For every 2 ranks beyond the 1st, you can increase this bonus by +1 by spending an additional 20 XP. Special: If you possess ranks in Ki Mastery or
Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (rather than purchasing additional ranks separately).
PRESCIENCE, OFFENSIVE Cost: 20 XP (1st level offensive prescience power, x2
for 1 min./lvl to continuous effects), plus ranks. Benefit: Your awareness extends a fraction of a
second into the future, allowing you to better aim blows against your opponents. You gain a +2 insight bonus on your damage rolls. Ranks: For every 2 ranks beyond the 1st, you can
increase this bonus by +1 by spending an additional 20 XP. Special: If you possess ranks in Ki Mastery or
Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (rather than purchasing additional ranks separately).
PSIONIC AWARENESS Cost: Ranks only. Benefit: You gain a pool of 2 psionic power
points per day. You also gain bonus power points for high attriute scores, according to your discipline:
Discipline Primary Attribute Clairsentience Wisdom Metacreativity Charisma Psychometabolism Wisdom Psychokinesis Charisma Psychoportation Intelligence Telepathy Intelligence Choose one psionic discipline (clairsentience,
metecreativity, psychometabolism, psychokinesis, psychoportation, or telepathy). You may purchase general psionic powers and discipline powers in your discipline if you meet the prerequisite number of ranks (see below), at a cost of 4 XP x the level of the power. Manifesting powers costs XP as listed for that power; for any given manifestation of a power, you can invest no more than 1 power point per rank in Psionic Awareness you possess.
Ranks: You gain psionic power points as per the Psion class. Your number of ranks in Psionic Awareness is your manifester level for psionic abilities (treat as spell‐like abilities, purchased à la carte).
Ranks Base Power Points
Maximum Power Level
1st 2 1st 2nd 6 1st 3rd 11 2nd 4th 17 2nd 5th 25 3rd 6th 35 3rd 7th 46 4th 8th 58 4th 9th 72 5th 10th 88 5th 11th 106 6th 12th 126 6th 13th 147 7th 14th 170 7th 15th 195 8th 16th 221 8th 17th 250 9th 18th 280 9th 19th 311 9th 20th 343 9th
Special: While manifesting a power, you can
Overchannel, increasing your effective manifester level by one, but in so doing you take 1d8 points of damage. If you have at least 8 ranks in Psionic Awareness, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15 ranks, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level‐dependent effects, such as range, duration, and overcoming power resistance.
PSYCHIC WARRIOR Prerequisites: HTH Combat 1 rank per rank in
Psychic Warrior. Cost: Ranks only. Ranks: Ranks in Psychic Warrior function exactly
as do ranks in Psionic Awareness (q.v.), except for
the additional prerequisite. Also, rather than selecting a discipline and purchasing powers from the Psion list, you choose powers from the Psychic Warrior list. Your primary manifesting attribute is Wisdom.
As you gain ranks in Psychic Warrior, additional powers become available to you, as summarized below.
Power Minimum Ranks
XP Cost
Chain of Personal Superiority 4th 12 Chain of Defensive Posture 5th 8 Chain of Overwhelming Force 10th 16 Chain of Personal Superiority: Calling upon
inner reserves of knowledge and dedication, you mind can provide yourself with a +2 insight bonus to Strength and Constitution for up to 1 minute. Activating this power is a free action. Pricing: (3rd level rage spell – 2 levels for non‐mass effects +5 levels for immediate activation) x 1/5 for daily use. You can purchase this power multiple times to gain additional uses per day.
If you have at least 10 ranks in Psychic Warrior, you can pay an additional 6 XP per daily usage to improve the bonuses to +4. At 18 ranks, you can again improve the bonus to +6 (for 24 XP total per daily usage). Chain of Defensive Posture: Calling upon inner
reserves of knowledge and dedication, you can provide yourself with a +1 insight bonus to Armor Class for up to 1 minute as a swift action. Pricing: (1st level defensive precognition power augmented by 6 power points (3 levels) for swift activation) x 1/5 for daily use. You can purchase this power multiple times to gain additional uses per day.
For every 3 additional ranks beyond the 5th, you can spend an additional 3 XP per daily usage to improve the bonus by an additional +1 (maximum +6 to AC at 20 ranks and 23 XP per daily use). Chain of Overwhelming Force: Once per day,
you can tap into the underlying violence in the universe and apply it to a single attack, dealing an extra 10d6 points of damage. Activating this power is a swift action. If the attack misses, the power is wasted. Pricing: (4th level orb of force spell + 4 levels for swift activation). You can purchase this power multiple times to gain additional uses per day.
RAGE Prerequisite: HTH Combat 1 rank per rank in
Rage, Endurance 1 rank per rank in Rage, Great Fortitude 2 ranks Cost: 16 XP (2nd level rage spell x 2 for double
effect x 1/5 for 1 daily usage x 2 for split duration), plus ranks. Benefit: You can fly into a rage. In a rage, you
temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but you take a –2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per rank in HTH Combat, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)
More importantly, while raging, you ignore the fatigue penalties for wounds, and do not risk being dazed when dropping into the next wound category.
While raging, you cannot use any Charisma‐, Dexterity‐, or Intelligence‐based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats.
You may prematurely end your rage. At the end of your rage, you loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless you have at least 17 ranks in Rage, at which point this limitation no longer applies; see below).
Entering a rage takes no time itself, but you can do it only during your action, not in response to someone else’s action. Ranks: You can rage for 2 rounds per day per
rank in Rage. These rounds need not be consecutive. At 20 ranks, you can rage at will. Special: If you have the Armored Skin power
(q.v.), you can use your ranks in Rage as the caster level of that power as well.
There are also a number of special Rage powers, priced as spell‐like abilities (+4 levels for swift activation unless otherwise noted, x ½ for contingent use while raging), that use your number of ranks in
Rage as their caster level. These abilities are usable when you are raging, subject to the limitations shown. You can use the same power more than once during an individual rage.
Rage Power Minimum Ranks XP Cost Animal Fury 2nd 20 Guarded Stance 2nd 10 Intimidating Glare 2nd 10 Knockback 2nd 20 Low-Light Vision 2nd 5 Moment of Clarity 2nd 20 Night Vision 2nd 15 Powerful Blow 2nd 10 Quick Reflexes 2nd 10 Rolling Dodge 2nd 10 Roused Anger 2nd 20 Strength Surge 2nd 10 Surprise Accuracy 2nd 10 Swift Foot 2nd 5 Renewed Vigor 4th 10 Clear Mind 8th 30 Increased DR 8th 18 Terrifying Howl 8th 20 Unexpected Strike 8th 15 Greater Rage 11th 40 Elemental Rage 12th 20 Mighty Swing 12th 20 Tireless Rage 17th 30 Mighty Rage 20th 40 Animal Fury: You may make a bite attack using
your full base attack bonus plus your Strength modifier. If the bite hits, it deals 1d6 points of damage (assuming you are Medium; 1d4 points of damage if Small) plus half your Strength modifier. You can use this power while grappled. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus. Guarded Stance: You gain a +1 dodge bonus to your Armor Class against melee attacks for one round. This bonus increases by +1 for every 6 ranks in Rage you possess. Intimidating Glare: You can make an Intimidate check against one adjacent foe. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds +1 round for 5 points by which you exceed the DC. Knockback: You can make one free bull rush attempt against one target hit in melee this round.
You do not need to move back with the target if successful. This power is used as an immediate action after the attack roll is made. Low‐Light Vision: You gain low‐light vision while raging. Moment of Clarity: You do not take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against your total number of rounds of rage per day. This power can only be used once per minute. Night Vision: You gain darkvision 60 feet for 1 round. You must have low‐light vision as a power or a rage power in order to select this rage power. Powerful Blow: You gain a +1 bonus to a single damage roll. This bonus increases by +1 for every 6 ranks in Rage you possess. This power is used as a swift action before the roll to hit is made. Quick Reflexes: You can make an additional attack of opportunity above the normal limit of one per round. This power is used as an immediate action when an opponent takes an action that provokes an attack of opportunity. Renewed Vigor: As a standard action, you heal 1d8 points of damage per 4 ranks in Rage, plus your Constitution modifier, to a maximum of 5d8 + Con bonus at 20 ranks. This power can only be used once per day. Rolling Dodge: You gain a +1 dodge bonus to your Armor Class against ranged attacks for 1 round. This bonus increases by +1 for every 6 ranks in Rage you possess. Roused Anger: You may enter a rage even if fatigued. Once this rage ends, you are exhausted for a number of minutes equal to the number of rounds spent raging. Strength Surge: You add your number of ranks in Rage on one Strength check or combat maneuver check, or to your combat maneuver bonus when an opponent attempts a maneuver against you. This power is used as an immediate action. Once used, this power cannot be used again for 1 minute. Surprise Accuracy: You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 6 ranks in Rage you possess. This power is used as a swift action before the roll to hit is made. Swift Foot: You gain a 5‐foot enhancement bonus to your speed. This increase is always active while you are raging. You can select this rage power up to three times; its effects stack.
Clear Mind: You may reroll a failed Will save. This power is used as an immediate action after the save is failed. You must take the second result, even if it is worse. Increased Damage Reduction: Your damage reduction increases by 1/—. This increase is always active while you are raging. You can select this rage power up to three times; its effects stack. Terrifying Howl: You can unleash a terrifying howl as a standard action while raging. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 your ranks in Rage + your 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. You must have the intimidating glare rage power to select this rage power. Unexpected Strike: You can make a free attack, at
your highest attack bonus, against a foe that moves adjacent to you. Using this power is an immediate action that counts as an attack of opportunity. Once used, this power cannot be used again for 1 minute. Greater Rage: Your bonuses to Strength and
Constitution during your rage are +6 each, and your morale bonus on Will saves is +3. The penalty to AC remains at –2. This power is always active while you are raging.
The cost is figured as Empower Spell applied twice, x 20 XP for swift activation, x ½ for contingent use when raging. Elemental Rage: All of your attacks deal an additional 1d6 points of energy damage for 1 round. The energy type must be acid, cold, electricity, or fire. This energy damage does not stack with energy damage dealt by special weapon abilities if it is of the same type. Pricing: 2nd level weapon of energy + 4 levels (swift activation) Mighty Swing: You automatically confirm one critical hit. This power is used as an immediate action once a critical threat has been determined. Tireless Rage: You no longer become fatigued at
the end of your rage. Mighty Rage: Your bonuses to Strength and
Constitution during your rage are +8 each, and your morale bonus on Will saves is +4. The penalty to AC remains at –2. This power is always active while you are raging.
Upgrading Greater Rage to Mighty Rage costs 40 XP. Upgrading Rage directly to Mighty Rage costs 80 XP.
RANGED LEGERDEMAIN Prerequisites: Disable Device 4 ranks; ability to
cast mage hand. Cost: 30 XP (as heightening mage hand to 1st level
and using it as a move action). Benefit: You can perform any of the following
skills at a range of 30 feet: Disable Device, Sleight of Hand, and Use Magic Device. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
REGENERATION Prerequisites: Fast Healing. Cost: 120 XP (7th level regenerate spell + 5 levels for
immediate activation). Benefit: Your fast healing becomes limited
regeneration instead, with all lethal damage being treated as subdual damage (fire and acid still deal lethal damage), although you are still killed if subdual damage exceeds your (unwounded) hp total + your Constitution score. Severed body members (fingers, toes, hands, feet, arms, legs, tails), broken bones, and ruined organs grow back as lost hp are recovered.
SCENT Prerequisites: Perception 1 rank, Survival 1 rank,
Low‐Light Vision. Cost: 30 XP. Benefit: You gain the scent special quality. You
can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, 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 triple normal range. When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source’s location.
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.
SCHOOL DEFENSE Cost: 10 XP plus ranks. Ranks: For each rank in School Defense you
possess, you gain a +1 competence bonus on saving throws against spells and effects from one school of magic (abjuration, conjuration, divination, enchant‐ment, evocation, illusion, necromancy, or trans‐mutation). Alternatively, you may select a subtype descriptor (e.g., [evil], [fire], etc.). At 10 ranks, you are immune to spells of that school (see Immunity, q.v.). Special: You may select this feat multiple times.
Each time you take a new 1st rank, select a different school.
SCHOOL FOCUS Prerequisite: Spellcasting 1 rank, plus 2 ranks per
additional rank in Spell Focus. Cost: 11 XP, plus ranks (3rd level enhance magical
flow x 1.5 for 10 min/lvl to continuous effect, x ¼ for contingent effects (1 school only)). Benefit: You add +1 the Difficulty Class for all
saving throws against spells from one school of magic you select. Ranks: Each additional 3 ranks in School Focus
give +1 to the DC of spells from that school. Special: If you purchase School Focus for at least
5 schools of magic, it automatically applies to the other 3 schools as well at the lowest number of ranks you possess for any of the 5 schools.
SCHOOL POWERS Prerequisites: Arcane Spellcasting 1 rank, Spell
Repertoire 1 rank, Wizardry 1 rank. Cost: Varies; see table. Benefit: Various specialist school powers can be
gained, as in the Pathfinder RPG. Bonus spells are simply purchased as spell‐like abilities (10 XP x spell level x daily usage multiplier); other powers that are described elsewhere in these rules (e.g., energy
resistance) are not repeated here. Possibly pricing for unique abilities are summarized below. All of these use your ranks in Arcane Spellcasting as the caster level.
Power School Min. Ranks
XP Cost
Protective Ward Abjuration 1st 28 Energy Absorption Abjuration 8th 50 Mage Armor Conjuration 1st 20 Dimensional Steps Conjuration 8th 16 Summoning Master Conjuration 20th 40 Divinatory Awareness
Divination 1st 20
Diviner’s Fortune Divination 1st 20 Scrying Adept Divination 8th 60 Near Omniscience Divination 20th 105 Scrying Master Divination 20th 110 Enchanter’s Mask Enchantment 1st 30 Dazing Touch Enchantment 1st 10 Aura of Despair Enchantment 8th 32 Legendary Charm Enchantment 20th 36 Evoker’s Edge Evocation 1st 25 Elemental Wall Evocation 8th 32 Elemental Power Evocation 20th 60 Lasting Illusion Illusion 1st 15 Blinding Ray Illusion 1st 10 Invisibility Field Illusion 8th 32 Master of Illusions Illusion 20th 80 Control Undead Necromancy 1st 70 Grave Touch Necromancy 1st 10 Animate Necromancy 8th 30 Enhanced Attribute Alteration 1st 60 Telekinetic Fist Alteration 1st 10 Change Shape Alteration 8th 32 Fluid Form Alteration 20th 140
Protective Ward: As a standard action, you can
create a 10‐foot‐radius field of protective magic centered on you. All allies in this area receive a +1 deflection bonus to their AC for one round. This bonus increases by +1 for every 5 caster levels you possess. Pricing: (8th level telekinetic shield spell +3 levels for Widen Spell) x ½ for reduced protection x ½ for reduced duration = 28 XP. Energy Absorption: You gain an amount of
energy absorption equal to 3 times your level per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally. Pricing: 5th level energy buffer spell (base spell lasts 24 hours, so no adjustment for continuous effects).
Mage Armor: You gain a +2 armor bonus to your Armor Class. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20 ranks in Wizardry. Pricing: 1st level mage armor x1 for 1 hr./lvl to continuous effects + 1 level for scaling bonus up to +6. Dimensional Steps: You can teleport up to 30 feet
per caster level per day as a standard action. This teleportation must be used in 5‐foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you. Pricing: 4th level dimension door spell x 1/5 (daily usage) x 2 (split duration) = 16 XP. Summoning Master: Once per day, you can cast
any summon monster spell that you have prepared, extending its duration to 1 day. Creatures summoned in this way have maximum hit points and gain a +2 insight bonus on ability checks, attack rolls, saving throws, and skill checks. Pricing: (6 levels to extend 1 rd./lvl to all day + 2nd level heroism spell) x ½ for contingent use = 40 XP. Divinitory Awareness: You can always act in the
surprise round, but you are still considered flat‐footed until you take an action. Pricing: 4th level celerity spell (extra action) x ½ (contingent effects). Diviner’s Fortune: You can touch a creature as a
standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until used. Once a creature has benefitted from diviner’s fortune, it can gain no further benefit from this ability for 1 day. Pricing: 8th level moment of prescience spell x ½ for reduced duration x ½ for 1/day per creature = 20 XP. Scrying Adept: 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. Pricing: 4th level detect scrying + (reversed 2nd level greater resist scrying) = 60 XP. Near Omniscience: You are never surprised and
cannot be caught flat‐footed. Pricing: 9th level foresight –2 levels for no AC, save bonus, x 1.5 for 10 min./lvl to continuous effects = 105 XP. Scrying Master: You can cast scrying at will and
subjects get a –10 penalty on their save, regardless of
how familiar they are to you. You can even use this ability to scry on areas protected from scrying, although the subjects get a +5 bonus on their save to resist. Pricing: 4th level scrying + reversed 2nd level greater resist scrying + reversed 5th level private sanctum = 110 XP, or 90 XP if you already have the scrying adept power. Enchanter’s Mask: You gain a +2 enhancement
bonus on Bluff and Diplomacy skill checks. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20 ranks in Wizardry. Pricing: 2nd level mask of the ideal spell x 1.5 for 10 min./lvl to continuous effects = 30 XP. Dazing Touch: As the Domain power of the same
name. Aura of Despair: You can emit a 30‐ft. aura of
despair for a number of rounds per day equal to your caster level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. Pricing: (4th level battle prayer spell + 4 levels for swift activation) x ½ (no bonus to allies) x 2 (no save) x 1/5 (daily usage) x 2 (split duration) = 32 XP. Legendary Charm: You can cast dominate monster
1/day with a duration of permanent. You can only have one such creature in your service at a time. If you cast this spell again, the first creature is immediately released. Pricing: 9th level dominate monster x 1/5 (daily usage) x 2 (no additional saves) = 36 XP. Evoker’s Edge: Whenever you cast an evocation
spell that deals damage, it deals +1 point per die of damage. This damage is of the same type as the spell. Pricing: (+1 level for Fiery Spell feat, +4 levels for swift activation) x ½ for contingent use (evocations only) = 25 XP. Elemental Wall: As a standard action, you can
create a wall of energy that lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire. Pricing: 4th level wall of fire + 4 levels for swift activation x 1/5 for daily usage x 2 for split duration = 32 XP. Elemental Power: Creatures affected by your
spells only receive half their energy resistance. Creatures with energy immunity are instead treated as if they have resistance 20 against that energy.
Pricing: +2 levels for Arcane Power feat, +4 levels for swift activation. Lasting Illusion: Any illusion spell you cast with
a duration of “concentration” lasts an additional 2 rounds after you stop maintaining concentration. This bonus increases by 1 round for every 5 levels you possess, to a maximum of 6 rounds at 20 ranks in Wizardry. Pricing: (2nd level sonorous hum +4 levels for swift activation) x ½ (illusion contingent) x ½ (reduced duration) = 15 XP. Blinding Ray: As a standard action, you can fire a
blinding ray targeting any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your caster level are dazzled for 1 round instead. Blind creatures are immune to this effect. Pricing: (2nd level Nystul’s flash –1 level for attack needed) x 2 (no save) x ½ (reduced duration) = 10 XP. Invisibility Field: You can make yourself
invisible as a swift action for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility. Pricing: (4th level greater invisibility + 4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration) = 32 XP. Master of Illusions: You can assume the form of
any creature of your size as a standard action. You can make yourself appear to be carrying any sort of gear or clothing as well. You can also use this ability to exactly mimic any specific individual you have observed for more than 1 minute in the past day. This illusion includes all five senses and does not radiate magic if checked. True seeing and similar effects reveal that an illusion is present, but do not reveal your identity. Pricing: 1st level disguise self + 1st level magic aura + 6th level reversed true seeing. Control Undead: You can control 8 HD worth of
undead creatures per caster level. If you prepare spells of your opposition schools, excess undead immediately become free‐willed and do not return to your control when you regain this bonus. You choose which undead are released. Pricing: 7th level control undead spell x2 (1 min./lvl to continuous effect) x ½ (contingent: only undead you create). Grave Touch: As the Undead Bloodline ability of
the same name. Animate: You can animate a number of skeletons
and zombies per day with a total number of HD equal to your caster level. This ability otherwise
functions as animate dead without the material component. Enhanced Attribute: You gain a +1 enhancement
bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20 ranks in Wizardry. You can change this bonus to a new ability score when you prepare spells. Pricing: 2nd level bull’s strength + 4 levels for 1 min./level to 1 day effect. Telekinetic Fist: As a standard action, you can
strike with a telekinetic fist targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage +1 for every two caster levels you possess. Change Shape: You can change your shape for a
number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. Pricing: (4th level beast shape II or elemental body I +4 levels for swift activation) x 1/5 for daily usage x 2 for split duration = 32 XP. Fluid Form: As a swift action, you gain one of the
following abilities: blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one of these abilities at any one time, but you can change the ability as often as you like. Pricing: (3rd level fly spell +4 levels for swift activation) x 2 for myriad forms = 140 XP.
SCHOOL SPECIALIZATION Prerequisite: Spellcasting 3 ranks per rank in
School Specialization. Cost: 45 XP plus ranks (6th level greater mystic flow
x 1.5 for 10 min./lvl to continuous effects, x ½ for applying to one school only). Ranks: Choose one school of magic (abjuration,
conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation), or one subtype descriptor (e.g., [evil], [fire], etc.). For each rank in School Specialization, your caster level for spells of that school or descriptor is treated as one higher than normal for all purposes, including range, duration, resistance to dispel checks, and overcoming spell resistance.
Spell Specialization: This is a form of sub‐specialization in School Specialization. Choose a spell that you can cast. When casting the chosen spell, add your ranks in Spell Specialization to your number of ranks in School Specialization to determine the effective caster level increase.
SLIPPERY MIND Prerequisites: Perception 10 ranks; and either
Iron Will 3 ranks and Lightning Reflexes 7 ranks, or Iron Will 8 ranks and Lightning Reflexes 5 ranks. Cost: 35 XP (as 1st level resurgence spell + 6th level
contingency spell, x ½ for contingent use). Benefit: You have the ability to wriggle free from
magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
SMITE EVIL Prerequisites: Lay on Hands 1 rank. Cost: 14 XP per daily usage (3rd level spell +4
levels for swift activation, x 1/5 for daily usages). Benefit: Once per day, you can call out to the
powers of good to aid you in your struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, you add your Charisma bonus (if any) on your attack rolls and deal 1 extra point of damage per rank in Lay on Hands (q.v.) you possess whenever you attack an evil creature. If the creature hit using smite evil is an outsider with the evil subtype or undead creature, the bonus to damage increases to 1d6 points of damage per two ranks in Lay on Hands (minimum +1d6) and the damage automatically bypasses any DR the creature might possess.
In addition, while smite evil is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by evil creatures. If you accidentally smite a creature that is not evil, you do not gain any bonuses on attack or damage rolls, but you retain the AC bonus against evil creatures. At 8 ranks and 16 ranks in Lay on Hands,
respectively, the duration of the smite increases by 1
round each, to a total of 3 rounds at 16th rank. You may select this power multiple times. Each time, you gain an additional daily usage. At 5 uses per day, you may smite evil at will. At 10 uses per day [120 points], this power is continuously active for you.
Effect Minimum Ranks
XP Cost
Daily Use Cost
Smite Evil 1st 14 1 Searing Smite 6th 12 1 Holy Smite 7th 16 1 Aura of Justice 11th 12 2 Banishing Smite 12th 50 0 Holy Strike 20th 60 0 Searing Smite: Other spells can be used as
templates to create variant smite abilities. For example, the 3rd level searing light spell could be used; once per day on a successful hit, it would deal +1d8 damage to an evil creature per 4 ranks you possess in Lay on Hands (maximum +5d8; undead take +1d6 per 2 ranks, to a maximum of +10d6, and undead particularly vulnerable to bright light take +1d8 per 2 ranks).
You may select this power multiple times. Each time, you gain an additional round per day of usage. At 5 uses per day, you may searing smite at will. At 10 uses per day [120 points], this power is continuously active for you.
Pricing: (3rd level spell +4 levels for swift activation –1 level for touch required) x 1/5 for daily usage = 12 XP per daily use. Holy Smite: Another variant smite ability, using
the 4th level holy smite spell. Once per day on a successful hit, it would deal +1d8 damage per 4 ranks in Lay on Hands (maximum +5d8; evil outsiders take +1d6 per 2 ranks, to a maximum of +10d6) and blind the target for 1 round. A Will save (DC 14 + your Charisma bonus) would reduce damage by half and eliminate the blindness effect.
You may select this power multiple times. Each time, you gain an additional round per day of usage. At 5 uses per day, you may holy smite at will. At 10 uses per day [160 points], this power is continuously active for you. Aura of Justice: You can expend two uses of your
smite evil ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this smite evil ability by the start of your next turn. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Banishing Smite: Whenever you use smite evil and successfully strike an evil outsider, the outsider is also subject to a banishment effect, using your ranks in the Path of Righteousness as the caster level (your weapon and holy symbol automatically count as objects that the subject hates). Cost is for a (6th level spell +4 for swift activation) x ½ (contingent on smite evil use) = 50 XP. Holy Strike: Any weapon the character wields is
treated as a holy weapon (is good‐aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon. Cost is for a 3rd level checkmate’s light spell x 2 for 1 min./level to continuous effects.
SNEAK ATTACK, IMPROMPTU Prerequisites: Arcane Spellcasting 6 ranks, Sneak
Attack 5 ranks. Cost: 8 XP per daily use = (1st level distract
assailant spell) x 4 (no save) x 1/5 (daily usage). Benefit: Once per day you can declare one melee
or ranged attack you make 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 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).
SORCERY Prerequisites: Arcane Spellcasting 1 rank per
rank in Sorcery, Spell Repertoire (arcane) 1 rank per rank in Sorcery. Cost: 10 XP per spell level (cumulative), plus
ranks. Benefit: You are able to draw magical power,
establishing a reserve of arcane energy enabling you to use the spell‐like abilities in your repertoire multiple times per day. Because your spell‐like powers were established by repertoire, rather than individually, you gain daily usages by spell level, not by individual spell. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
The number of daily usages you gain by spell level is shown in the following table (0‐level spells become usable at will). You also gain bonus daily usages based on your Charisma modifier.
Spells per Day by Spell Level:
Rank 1 2 3 4 5 6 7 8 9 1st 3 — — — — — — — — 2nd 4 — — — — — — — — 3rd 5 1 — — — — — — — 4th 6 3 — — — — — — — 5th 6 4 1 — — — — — — 6th 6 5 3 — — — — — — 7th 6 6 4 1 — — — — — 8th 6 6 5 3 — — — — — 9th 6 6 6 4 1 — — — —
10th 6 6 6 5 3 — — — — 11th 6 6 6 6 4 1 — — — 12th 6 6 6 6 5 3 — — — 13th 6 6 6 6 6 4 1 — — 14th 6 6 6 6 6 5 3 — — 15th 6 6 6 6 6 6 4 1 — 16th 6 6 6 6 6 6 5 3 — 17th 6 6 6 6 6 6 6 4 1 18th 6 6 6 6 6 6 6 5 3 19th 6 6 6 6 6 6 6 6 4 20th 6 6 6 6 6 6 6 6 6 Multiple Sources: During the course of your
career, you might find another source of magical power and learn to tap into it. In essence, you can take the Sorcery power again, gaining additional spell slots equal to those shown in the table above minus those listed in the Spell Repertoire table (for example, at 5th rank in a second source, you would have 3 additional 1st level slots and 2 additional 2nd level slots). You gain bonus slots for Charisma only once (2 first‐level slots at 1 rank, 3 at 2 ranks, 4 first‐ and 0 second‐level slots at 3 ranks, etc.).
SOULKNIFE Cost: 30 XP plus ranks (as 1st level call weaponry
power +2 levels for move activation). Benefit: As a move action, you can create a
semisolid mind blade composed of psychic energy. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. The wielder of a mind blade gains the usual benefits
to attack rolls and damage from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, you can simply create another on your next move action. The moment you relinquish your grip on your blade, it dissipates (unless you intend to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. You can use feats such as Power Attack or Combat Expertise in conjunction with tyou mind blade just as if it were a normal weapon. You can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
As you gain ranks in Soulknife, you can purchase various powers to enhance the effectiveness of your mind blade.
Ability Minimum Ranks
XP Cost
Sustain Mind Blade 1st 15 Throw Mind Blade 2nd 20 Psychic Strike 3rd 10 Enhance Mind Blade 4th 30 Free Draw 5th 20 Shape Mind Blade 5th 20 Imbue Mind Blade 6th (varies)Imbue Array 6th (x 1/5) Bladewind 9th 50 Knife to the Soul 13th Multiple Throw 17th Sustain Mind Blade: Even in places where
psionic effects do not normally function (such as within a null psionics field), you can attempt to sustain your mind blade by making a DC 20 Will save. On a successful save, you maintain your mind blade for a number of rounds equal to your number of ranks in Soulknife before you needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize your mind blade while you remain within the psionics‐negating effect. Pricing: as 6th level antipsionic field counterspell x ½ for save required x ½ for contingent use (your mind blade only). Throw Mind Blade: You can throw your mind
blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. If you have at least 3 ranks in Soulknife, you can make a psychic strike
(see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). Pricing: as 2nd level returning weapon spell. Psychic Strike: As a move action, you can imbue
your mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target you successfully hit with a melee attack (or ranged attack, if you is using the throw mind blade ability). Creatures immune to mind‐affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind‐affecting effects.) A mind blade deals this extra damage only once when the ability is called upon, but you can imbue your mind blade with psychic energy again by taking another move action.
Once you have prepared your blade for a psychic strike, it holds the extra energy until it is used. Even if you drop the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when you next materialize it.
At every four ranks beyond the 3rd (7th, 11th, 15th, and 19th), the extra damage from your psychic strike increases by an additional +1d8. Pricing: as 1st level blade of blood spell x 2 for scaling effects, –1 level for move (rather than swift) activation. Enhance Mind Blade: For every 4 ranks in
Soulknife you possess, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (up to +5 at 20th rank). Pricing: as 3rd level greater magic weapon spell x 1 for 1 hr./lvl to continuous effects. Free Draw: You become able to materialize your
mind blade as a free action instead of a move action. You can make only one attempt to materialize the mind blade per round, however. Shape Mind Blade: You gain the ability to change
the form of your mind blade. As a full‐round action, you can change your mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one‐handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but you must wield it as a two‐handed weapon unless you have the Exotic Weapon Proficiency (bastard sword)
feat). If you shape your mind blade into the form of a bastard sword and wield it two‐handed, you add 1½ times your Strength bonus to your damage rolls, just like when using any other two‐handed weapon.
Alternatively, you can split your mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than you would otherwise create with a single mind blade. Pricing: 1st level change weapon or bladethirst spell x 2 for 1 min./lvl to continuous effects. Imbue Mind Blade: You can apply any of the
following weapon properties to your mind blade. The property applies to any form the mind blade takes, including the use of the shape mind blade or bladewind abilities. Pricing is as per a spell of the appropriate level (e.g., 3rd level keen edge for keen), +4 levels for swift activation, x ½ for contingent use.
Weapon Property Minimum Ranks XP Cost
Defending 6th 25 Keen 6th 35 Psychokinetic 6th 25 Sundering 6th 30 Vicious 6th 35 Collision 10th 25 Mindcrusher 10th 40 Psychokinetic burst 10th 35 Suppression 10th 35 Wounding 10th 45 Bodyfeeder 14th 35 Mindfeeder 14th 35 Soulbreaker 14th 45 Imbue Array: You can choose to establish an
array of weapon properties to be applied to your mind blade by purchasing multiple properties (at least four) at reduced cost (one‐fifth of the price listed in the Weapon Property table). Only one property applies at a time; this property remains the same every time you materialize your mind blade, until you spend 8 hours in meditation to swith out that property for another one in your array. Bladewind: As a full attack, when wielding your
mind blade, you can give up your regular attacks and instead fragment your mind blade to make one melee attack at your full base attack bonus against each opponent within reach. Each fragment
functions identically to your regular mind blade. When using the bladewind, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). Your mind blade immediately reverts to its previous form after the bladewind attack. Pricing: as 5th level battle tentacles spell. Knife to the Soul: When you execute a psychic
strike, you can choose to substitute Intelligence, Wisdom, or Charisma damage (your choice) for extra dice of damage. For each die of extra damage you gives up, you deals 1 point of damage to the ability score you chooses. You can combine extra dice of damage and ability damage in any combination. You decide which ability score your psychic strike damages and the division of ability damage and extra dice of damage when you imbue your mind blade with the psychic strike energy. Multiple Throw: At 17th level and higher, you
can throw a number of mind blades per round equal to the number of melee attacks you could make.
SPEAK WITH ANIMALS Cost: 20 XP. Benefit: You can comprehend and communicate
with animals. You are able to ask questions of and receive answers from animals, although this doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
SPECTRAL TENDRIL Prerequisites: Arcane Spellcasting 1 rank, Spell
Repertoire 1 rank, Wizardry or Sorcery 1 rank. Cost: 30 XP. Benefit: As a standard action, you can summon
an insubstantial ʺlimbʺ allowing the passage of magical power, allowing the casting of ʺtouch onlyʺ spells at a distance. No actual physical contact is possible, however. Note that characters with Power over Shadow may (with difficulty) be able to reach into adjacent Shadows with these tendrils. This is essentially a spectral hand Spell‐Like Ability (q.v.). The Tendril is invisible, unless the viewer has Arcane Sight.
Optionally, this power might be purchased more than once, allowing a character with multiple attacks to affect one target per tendril with a single touch spell. Each tendril is automatically “loaned” 1d4 of the manifester’s hit points, while active or readied, and can be dispelled if its total hp are removed by means of some magical attack. Characters who also possess the Hand of the Apprentice power (q.v.) essentially have multi‐purpose limbs which can be used to attack, to carry spells, or both. Characters who have Power over Shadow (q.v.) as well can use these tendrils to reach through Shadow, drawing objects to them from other places, as Zelazny’s Lords of Chaos are able to do.
SPELLCASTING Cost: Ranks only. Benefit: You can use your number of ranks in
Spellcasting as your caster level for spells or spell‐like abilities. You can either apply spell‐like abilities individually, or else establish an array of spells with the Spell Repertoire ability.
If you gain two different types of spells (e.g., you take Spell Repertoire in both wizard and cleric spells) then you must advance in Spellcasting separately for each repertoire.
SPELL IMMUNITY Cost: 10 XP per level of the spell. Benefit: You are immune to the effects of one
spell. 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.
SPELL MASTERY Prerequisite: Wizardry. Cost: 5 XP per spell. Benefit: Each time you take this feat, choose a
number of spells equal to your Intelligence modifier
that you already know. From that point on, you can prepare these spells without referring to a spellbook. Normal: Without this feat, you must use a
spellbook to prepare all your spells, except read magic.
SPELL PENETRATION Prerequisite: Spellcasting 1 rank. Cost: 40 XP plus ranks (as 4th level swift activation
assay resistance spell). Ranks: For each rank in Spell Penetration, you
gain a +1 bonus on checks to defeat spell resistance.
SPELL REPERTOIRE Prerequisite: Spellcasting 1 rank per rank in Spell
Repertoire, or Bardic Music 1 rank per rank in Spell Repertoire. Cost: Ranks only. Benefit: You gradually establish a large repertoire
of spells, each useable once per day, per the following table.
You cannot cast a spell multiple times unless you select it more than once (i.e., use it in place of two slots), or else take the Sorcery power. You may not “swap out” spells unless you take the Clerical Ordainment, Druidical Initiation, or Wizardry power (q.v.). Ranks 0 1 2 3 4 5 6 7 8 9
1st 3 1 - - - - - - - - 2nd 4 2 - - - - - - - - 3rd 4 2 1 - - - - - - - 4th 4 3 2 - - - - - - - 5th 4 3 2 1 - - - - - - 6th 4 3 3 2 - - - - - - 7th 4 4 3 2 1 - - - - - 8th 4 4 3 3 2 - - - - - 9th 4 4 4 3 2 1 - - - -
10th 4 4 4 3 3 2 - - - - 11th 4 4 4 4 3 2 1 - - - 12th 4 4 4 4 3 3 2 - - - 13th 4 4 4 4 4 3 2 1 - - 14th 4 4 4 4 4 3 3 2 - - 15th 4 4 4 4 4 4 3 2 1 - 16th 4 4 4 4 4 4 3 3 2 - 17th 4 4 4 4 4 4 4 3 2 1 18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3 20th 4 4 4 4 4 4 4 4 4 4
SPELL RESISTANCE Cost: 100 XP plus possible ranks. Benefit: You gain SR 11. Ranks: Your SR improves by +1 per rank in Spell
Resistance you possess.
SPELL SYNTHESIS Prerequisites: Spellcasting 20 ranks, or two
different types of spellcasting at 16 ranks each. Cost: 26 XP (9th level dual mind spell +4 levels for
swift activation, x1/5 for daily usage). Benefit: Once per day, you can cast two spells
using one action. Both of the spells must have the same casting time. You can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against those spells.
SPELL THEURGY Prerequisites: Arcane Spellcasting, Divine
Spellcasting or Druidical Spellcasting, Arcane Spell Repertoire, Divine Spell Repertoire or Druidical Spell Reprtoire, Clerical Ordainment or Druidical Initiation, Wizardry and/or Sorcery (all at 1 rank per rank in Spell Theurgy). Cost: Ranks only. Benefit: You can prepare and cast spells using the
available slots from any of your available 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.
The components of these spells do not change, but they otherwise follow the rules for 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 might 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 divine spell slot, even if that spell had already been cast that day. Ranks: At 1 rank in Spell Theurgy, you can
prepare 1st level spells from one of your spellcasting classes using the 2nd level slots of the other spellcasting class. Every rank thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 8th level spells (these spells would take up 9th level spell slots).
SPONTANEOUS CASTING Prerequisites: Spellcasting 1 rank, plus 2
additional ranks per rank in Spontaneous Casting; Spell Repertoire 1 rank plus 2 additional ranks per rank in Spontaneous Casting. Cost: 20 XP plus ranks plus special (see below).
Pricing: as 4th level mind to magic spell x ½ for contingent effects (selected spells only). Benefit: Choose a first‐level spell. You can
convert any uncast prepared spell, unused spell slot, or unused daily casting of a spell‐like ability of 1st level or higher into a casting of the chosen spell. If this spell is not on your normal spellcasting list, you must spend an additional 2 XP (the same as one daily casting of that spell). Ranks: For each additional rank in Spontaneous
Casting, choose a spell of a level equal to the number of ranks of Spontaneous Casting purchased (i.e., a 2nd level spell upon attaining the 2nd rank, and a 3rd level spell upon attaining the 3rd rank, etc.). This spell must be thematically related to the spell you selected at 1st level. You may convert any uncast prepared spell, unused spell slot, or unused daily casting of a spell‐like ability of the same or higher level into a casting of the chosen spell. Spells not on your normal spellcasting list cost an additional 2 XP per spell level. Special: Spontaneous casting of cure spells is
subsumed into Lay on Hands (q.v.), and need not be purchased separately. Likewise for spontaneous casting of inflict spells and the Touch of Death power, and spontaneous casting of summon nature’s ally spells and the Druidical Initiation power.
SURPRISE SPELLS Prerequisites: Arcane Spellcasting 15 ranks,
Sneak Attack 13 ranks, Impromptu Sneak Attack 2/day. Cost: 60 XP (2nd level wracking touch spell, +5
levels for touch to area effect, + 1st level sniper’s shot spell, +4 levels for swift activation) x ½ (only if flat‐footed). Benefit: You can add you 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.
TENACIOUS MAGIC Prerequisites: Spellcraft 15 ranks, Spellcasting 11
ranks. Cost: 15 XP (as reversed 3rd level dispel magic spell
x ½ for contingent use (applies only to one spell)). Benefit: Choose one spell you know or spell‐like
ability you possess. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell‐like ability (if dismissible) or dispel your own tenacious magic normally. Special: You can gain this power multiple times.
Each time, it applies to a different spell or spell‐like ability.
TIMELESS BODY Cost: 90 XP or +9 to resurrection survival DC. Benefit: You no longer take penalties to your
ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.
TOUCH OF DEATH Cost: 10 XP per daily usage, plus ranks. Benefit: If you have ranks in clerical spellcasting,
you may spontaneously convert any uncast cleric spell or slot in your array into an inflict spell of the appropriate level.
You can also inflict wounds by touch (requiring a melee touch attack that does not provoke attacks of opportunity) as a standard action. With one use of this ability, you can inflict 1d6 hit points of damage (Will save for half applies, with a DC of 10 + half your ranks in Touch of Death + your Charisma modifier). Alternatively, you can use this power to heal damage to undead creatures. Ranks: You channel an additional 1d6 points of
negative energy for every two ranks you have attained beyond the first (2d6 at 3 ranks, 3d6 at 5, and so on). Also, the save DC increases by +1 per 2 ranks beyond the 1st. Special: You can use this ability to create other
effects, purchased separately as spell‐like abilities.
Effect Min. Ranks
XP Cost
Daily Use Cost
Channel Negative Energy 1st 25 2 Cause blindness/ deafness 4th 6 2 Hold person 5th 6 2 Cause disease 6th 9 2 Bestow curse 9th 9 2 Poison 12th 12 3 Harm 18th 18 4 Channel Negative Energy: As a standard action,
you can unleash a wave of negative energy in a 30‐foot burst. All living creatures in this radius take negative energy damage as if hit with your Touch of Death. Affected creatures are allowed a Will save for half damage; the DC of this save is equal to 10 + half your ranks in Touch of Death + your Charisma modifier. Undead creatures within the area are healed a like amount by this wave of negative energy. Hit points above the undead’s total are lost. You can choose whether or not to include yourself in this effect.
Undead who are healed by this effect must make a Will save or fall under your command. You can command any number of undead whose total Hit Dice do not exceed your number of ranks in
channeling. You can relinquish control of undead to gain control of new undead.
Commanding undead is a standard action that requires line of effect. If a commanded undead is subject to a turning attempt, it does not flee, but does receive a new saving throw to dispel the command effect.
TRACKLESS STEP Prerequisites: Survival 3 ranks, Stealth 3 ranks or
Druidical Initiation 3 ranks. Cost: 20 XP (1st level pass without trace + 1st level
magic aura). Benefit: You leave no trail in natural
surroundings and cannot be tracked by nonmagical means. You may choose to leave a trail if so desired.
TROLLBORN Prerequisites: Strength 13+, Low‐Light Vision. Cost: 70 XP (7th level giant form I x2 for 1 min./lvl
to continuous effects x ½ for limited effects). Benefit: The blood of ogres or trolls flows in your
veins. Your type is Giant, rather than Humanoid. You can elect to remain medium‐sized (but large and imposing), in which case you gain the Powerful Build feature (see below). Powerful Build: You gain a +1 size bonus to your
CMB, as if you were Large. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size (Medium).
Alternatively, you can choose to actually be Large sized, in which case you apply a –1 size penalty to AC and attacks, a –2 size penalty to Dex, a +6 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +2 natural armor bonus. In most civilized places, you’ll be treated as a “monster,” and quite possibly attacked on sight.
TURN OUTSIDER Choose one alignment subtype, such as chaos,
evil, good, or law. You can channel your divine energy to harm outsiders of that type. Prerequisites: Ability to channel positive or
negative energy. Cost: 40 XP. Benefit: You can choose to have your channeling
ability affect outsiders of your chosen alignment subtype as if they were undead. You must make this choice each time you use your turn ability. If you command an outsider or cause it to flee, it gets a new Will save each round to break free from the effect. Special: You can gain this feat multiple times.
Each time you take the feat, it applies to a new alignment subtype.
TURN ELEMENTAL Choose one elemental subtype, such as air, earth,
fire, or water. You can channel your divine energy to harm elemental creatures. Prerequisites: Ability to channel positive or
negative energy. Cost: 40 XP. Benefit: You can choose to cure or damage (and
possibly turn) elementals and outsiders of your chosen elemental subtype as if they were undead. You must make this choice each time you use your channel energy ability. If you command an elemental or outsider or cause it to flee, it gets a new Will save each round to break free from the effect. Special: You can gain this feat multiple times.
Each time you take the feat, it applies to a new elemental subtype.
WAND EXPERTISE Prerequisite: Craft Magic Item, Quicken Spell,
Spellcraft ranks. Cost: 50 XP (for free‐action activation). Benefit: You may activate a wand in place of an
attack instead of as a standard action. As a full‐round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if you have 11 ranks in Fire Combat, you could activate a wand three times as a full attack action. If you also had the Rapid Shot feat,
you could activate the wand four times as a full attack action.
WILD SHAPE Cost: 6 XP per daily usage, plus ranks (3rd level
beast shape I spell x 1/5 for daily use). Benefits: You have the ability to turn yourself
into any Small or Medium animal and back again once per day. Your 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 you change 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 you are familiar with.
You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
You can select this power multiple times. Each time, you can wild shape an additional time per day. At 5/day, you can wild shape at will. Special: If you have the Druidic Initiation power,
you can use your ranks in Druidic Initiation as your caster level for Wild Shape, rather than purchasing ranks separately.
Improvements to the basic power are outlined below.
Power Minimum Ranks
XP Cost
Wild Shape 4th 6 WIld Shape, Greater 6th 8 Wild Shape, Small elemental 6th 8 Wild Shape, Superior 8th 10 Wild Shape, Med. elemental 8th 10 Wild Shape, Plant 8th 10 Wild Shape, Large elemental 10th 12 Wild Shape, Large plant 10th 12 Wild Shape, Huge elemental 12th 14 Wild Shape, Huge plant 12th 14 Wild Shape, Beast 14th 12 Wild Shape, Augmented 14th 20 Wild Shape, Greater Augmented
16th 40
Wild Shape, Greater: As Wild Shape, but you can
become a Large or Tiny animal, as for the beast shape II spell. Upgrading Wild Shape to Greater Wild Shape costs 2 XP per daily usage. Wild Shape, Small Elemental: As Wild Shape,
but you can become a Small elemental, as per the elemental body I spell.
You can select this power multiple times. Each time, you can elemental wild shape an additional time per day. At 5/day, you can elemental wild shape at will. Wild Shape, Superior: As Wild Shape, but you
can become a Huge or Diminutive animal, as for the beast shape III spell. Upgrading Greater Wild Shape to Superior Wild Shape costs 2 XP per daily usage. Wild Shape, Medium Elemental: As Elemental
Wild Shape, but you can become a Medium elemental, as per the elemental body II spell. Upgrading Elemental Wild Shape from Small to Medium costs 2 XP per daily usage. Wild Shape, Plant: As Wild Shape, but you can
become a Small or Medium plant creature, as per the plant shape I spell.
You can select this power multiple times. Each time, you can plant wild shape an additional time per day. At 5/day, you can plant wild shape at will. Wild Shape, Large Elemental: As Elemental Wild
Shape, but you can become a Large elemental, as per the elemental body III spell. Upgrading Elemental Wild Shape from Medium to Large costs 2 XP per daily usage. Wild Shape, Large Plant: As Elemental Wild
Shape, but you can become a Large elemental, as per the plant shape II spell. Upgrading Plant Wild Shape to Large Plant Wild Shape costs 2 XP per daily usage. Wild Shape, Huge Elemental: As Elemental Wild
Shape, but you can become a Huge elemental, as per the elemental body IV spell. Upgrading Elemental Wild Shape from Large to Huge costs 2 XP per daily usage. Wild Shape, Huge Plant: As Elemental Wild
Shape, but you can become a Large elemental, as per the plant shape III spell. Upgrading Plant Wild Shape from Large to Huge costs 2 XP per daily usage. Wild Shape, Beast: As Wild Shape, but you can
become a magical beast, as per the beast shape IV spell.
Wild Shape, Augmented: Whenever you are in Wild Shape, you gain a +4 enhancement bonus to Strength (this is in addition to the strength increase granted by the wild shape, if any). Pricing: 2nd level bull’s strength spell x 2 (1 min./lvl to continuous effects) x ½ (contingent usage). Wild Shape, Greater Augmented: Whenever you
are in Wild Shape, you gain a +6 enhancement bonus to Strength (this is in addition to the strength increase granted by the wild shape, if any). Upgrading Augmented Wild Shape to Greater Augmented Wild Shape costs 20 XP.
WILD SURGE Prerequisites: Psionic Awareness 1 rank, plus 2
additional ranks for a 2nd rank in Wild Surge, plus 4 additional ranks per rank in Wild Surge thereafter.
Cost: Benefit: You can choose to invoke a wild surge
whenever you manifest a power. When you do so, you gain +1 to your manifester level with that manifestation of the power. The manifester level boost gives you the ability to augment your powers to a higher degree than you otherwise could; however, you pay no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level‐dependent power effects are also improved, depending on the power a you manifest with the wild surge. This improvement in manifester level does not grant you any other benefits (psicrystal abilities do not advance, you do not gain additional power points except as described, and so on). You cannot use the Overchannel psionic feat (q.v.) and invoke a wild surge at the same time. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from your power point reserve. Psychic Enervation: Pushing yourself by invoking a
wild surge is dangerous. Immediately following each wild surge, you may be overcome by the strain of the effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. If you are overcome by psychic enervation, you are dazed until the end of your next turn and lose a number of power points equal to your number of ranks in Psionic Awareness.
Ranks: For each additional rank in Wild Surge, you can choose to boost your manifester level by an additional +1, to a maximum of +6 at 6 ranks in Wild Surge and 19 ranks in Psionic Awareness.
As you gain ranks in Wild Surge, you can also learn additional powers, as summarized below.
Ability Minimum Ranks XP Cost Elude Touch 1st 30 Surging Euphoria 2nd 25 Volatile Mind 3rd 35 Elude Touch: Your intuition supersedes your
intellect, alerting you to danger from touch attacks (including rays). You gain a luck bonus to Armor Class against all touch attacks equal to +1 per rank in Wild Surge you possess (to a maximum equal to your Charisma bonus). Pricing: as 2nd level resist touch spell x 1.5 for 10 min./lvl to continuous effects. Surging Euphoria: When you use your Wild
Surge ability, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of your wild surge. If you are overcome by psychic enervation following the wild surge, you do not gain the morale bonus for this use of your Wild Surge ability.
If you have at least 4 ranks in Wild Surge, the morale bonus on your attack rolls, damage rolls, and saving throws increases to +2. At 6 ranks, the bonus increases to +3.
Pricing: (as 3rd level good hope spell +4 levels for swift activation –2 levels for non‐mass effects) x ½ for contingent usage (only on Wild Surge). Volatile Mind: Your temperamental mind is hard
to encompass with the discipline of telepathy. When any telepathy power is manifested on you, the manifester of the power must pay 1 power point more than he otherwise would have spent. The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. Your volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. As a standard action, you can choose to lower this effect for 1 round.
At 4 ranks in Wild Surge, the penalty assessed against telepathy powers manifested on you is
increased to 2 power points. At 5 ranks, the penalty increases to 3 power points, and at 6 ranks it increases to 4 power points. Pricing: as 7th level mental protection spell x ½ for reduced effect x 1 for 1 hr./lvl to continuous effects.
WIZARDRY Prerequisite: Spellcraft 1 rank per rank in
Wizardry, Spell Repertoire 1 rank per rank in Wizardry. Cost: Ranks only. Benefit: Your repertoire of “spells known”
become slots that you can fill with different spells on a daily basis. You gain bonus spell slots based on your Intelligence, per the SRD. To prepare a spell you must have an Intelligence score of at least 10 + the spell’s level. Spellbook: Spells to fill daily slots must come from
a spellbook, into which you have 2 spells per rank in Wizardry to represent your studies. Preparing spells takes Without this spellbook, you cannot prepare spells unless you have the Spell Mastery feat. You can add new spells to your spellbook using the methods described in the SRD. Rest: To prepare your daily spells, you must first
sleep for 8 hours. You do not have to slumber for every minute of the time, but you must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you have to rest in order to clear your mind, and you must have at least 1 hour of uninterrupted rest immediately prior to preparing your spells. If you do not need to sleep for some reason, you still must have 8 hours of restful calm before preparing any spells. Recent Casting Limit/Rest Interruptions: If you have
cast spells recently, the drain on your resources reduces your capacity to prepare new spells. When you prepare spells for the coming day, all the spells you have cast within the last 8 hours count against your daily limit. Preparation Environment: To prepare any spell,
you must have enough peace, quiet, and comfort to allow for proper concentration. Your surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any
injury or failed saving throw you might experience while studying. You also must have access to your spellbooks to study from and sufficient light to read them by. There is one major exception: any wizard can prepare a read magic spell even without a spellbook. Spell Preparation Time: After resting, you must
study your spellbook to prepare any spells that day. If you want to prepare all your spells, the process takes 1 hour. Preparing some smaller portion of your 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 you prepare
spells from your spellbook, the only spells you have available to cast are the ones that you already had prepared from the previous day and had not yet used. During the study period, you choose which spells to prepare. If you already have spells prepared (from the previous day) that you have not cast, you can abandon some or all of them to make room for new spells.
When preparing spells for the day, you can leave some of these spell slots open. Later during that day, you can repeat the preparation process as often as you like, time and circumstances permitting. During these extra sessions of preparation, you can fill these unused spell slots. You cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because you have 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 you prepare more than one‐quarter of your spells. Prepared Spell Retention: Once you prepare a spell,
it remains in your mind as a nearly‐cast spell until you use the prescribed components to complete and trigger it or until you abandon it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from your mind. If you have both Wizardry and Sorcery, you
have the following three options: Option One: Establish two separate arrays, using
the Spell Repertoire power twice. One of these represents your wizard array; the other is your sorcerer array, and you function in all ways like a 3.5/Pathfinder multiclassed wizard/sorcerer.
Option Two: Share a single array. For each slot in the array, choose to fill it permanently with a spell known, to be cast spontaneously using the spells per day granted by the Sorcery power, or leave that slot open, to be filled daily with a prepared spell. Preparing a spell costs one daily “spell per day” of the appropriate level.
For example, imagine that Barjin the Magician has Int 16, Cha 16, Arcane Spellcasting (5 ranks), Arcane Spell Repertoire (5 ranks), Sorcery (5 ranks), and Wizardry (5 ranks). His array is as follows: 0 Level (at will)—detect magic, read magic, 2 slots; 1st Level (7/day)—magic missile, sleep, 2 open slots; 2nd (5/day)—mirror image, invisibility, one open slot; 3rd (2/day)—fireball, plus one unfilled slot.
After filling his open slots with prepared spells (usable once each that day), he has the following daily uses remaining with which to cast his spells known: 1st—5, 2nd—4, 3rd—1. Option Three: Purchase the Arcane Theurgy power
(q.v.).
WOODLAND STRIDE Prerequisite: Survival 2 ranks. Cost: Ranks only. Benefit: You can move through any sort of
undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. Ranks: For each rank in Woodland Stride, your
movement penalty in undergrowth is mitigated by 5 ft. per round. For example, if you have a speed of 30 ft. per round, but move through growth that normally permits you to move at half speed, you can move at full speed with 3 or more ranks in Woodland Stride.
Metamagic Feats All metamagic feats are treated as spell‐like abilities that collectively use your Spellcraft skill as a caster level. Each has a nominal cost for you to gain the use in it (5 XP), but also applies a cost in terms of the level of the spell being cast, as noted in the description.
EMPOWER SPELL Cost: An empowered spell uses up a spell slot
two levels higher than the spell’s actual level. Benefit: All variable, numeric effects of an
empowered spell are increased by one‐half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
ENLARGE SPELL Cost: An enlarged spell uses up a spell slot one level higher than the spell’s actual level. 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. Special: Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
EXTEND SPELL Cost: An extended spell uses up a spell slot one level higher than the spell’s actual level. 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.
HEIGHTEN SPELL Cost: A heightened spell is as difficult to prepare and cast as a spell of its effective 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, damage cap, and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.
MAXIMIZE SPELL Cost: A maximized spell uses up a spell slot three levels higher than the spell’s actual level. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. Special: An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one‐half the normally rolled result.
SILENT SPELL Cost: A silent spell uses up a spell slot one level higher than the spell’s actual level. Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Special: Bard spells cannot be enhanced by this metamagic feat.
STILL SPELL Cost: A stilled spell uses up a spell slot one level higher than the spell’s actual level. Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
QUICKEN SPELL Cost: A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened.
Casting a quickened spell doesn’t provoke an attack of opportunity. Special: This feat can be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), allowing it to be cast as a swift action.
WIDEN SPELL Cost: A widened spell uses up a spell slot three levels higher than the spell’s actual level. 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%. Spells that do not have an area of one of these four sorts are not affected by this feat.
Chapter 5: Items & Creatures
Permanent magic items represent personal power; as such, characters in a Hybrid game spend XP to “bond” magical items. In game terms, all unbonded items other than potions and scrolls require a Disable Device (Use Magic Device) check to use as if they were magical; otherwise, they perform as normal (masterwork) items. On the other hand, a bonded item that is lost will somehow find its way back to its rightful owner, often through a bizarre chain of coincidence. The XP cost of bonding an item is equal to 1 XP per 500 gp of the item’s (3.5 edition D&D) market value. A summary of item costs is provided below. Items found during the course of an adventure can be bonded or sold, at the character’s option.
Because permanent items must be purchased with XP, there are no limitations (nor price increases) on combining properties in a single item – the more, the merrier, in fact. The idea of a single,
powerful item fits the game’s literary roots far better than does the D&D model of characters walking around like Christmas trees, a‐glow with dozens of minor magical trinkets. Accordingly, there are no “magic item slots” to track, either.
Players and referees are therefore encouraged to work together to develop the properties of the characters’ items.
Creatures (familiars, animal companions, bonded mounts, etc.) work similarly to magic items; characters spend XP on the animal’s traits, rather than automatically gaining them at “level breaks.”
ITEM COSTS Item gp pricing is similar to in 3.5 edition D&D rules; the corresponding table from the System Reference Document is reproduced here.
TABLE: ESTIMATING MAGIC ITEM GOLD PIECE VALUES Effect Base Price Standard D&D Example Ability bonus (enhancement) Bonus squared x 1,000 gp Gloves of 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 Natural armor bonus (enhancement) Bonus squared x 2,000 gp Amulet of natural armor +1 Other bonus (luck, insight, sacred, etc.) Bonus squared x 2,500 gp Ioun stone, dusty rose prism Save bonus (resistance) Bonus squared x 1,000 gp Cloak of resistance +5 Skill bonus (competence) Bonus squared x 100 gp Cloak of elvenkind Spell resistance 10,000 gp per point over SR 12 Mantle of spell resistance Weapon bonus (enhancement) Bonus squared x 2,000 gp +1 longsword Spell Effect Base Price Standard D&D 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 gp* Lantern of revealing Special Base Price Adjustment Standard D&D Example Charges per day Divide by (5 divided by charges per day) Boots of teleportation Charged (50 charges) 1/2 unlimited use base price Ring of the ram Component Extra Cost Standard D&D 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 charge** Wand of stoneskin Spell has XP cost Add 5 gp per 1 XP per charge** Ring of three wishes Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price. * 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. 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. Instantaneous-duration spells have a recommended minimum cost of 8 times the amount shown.
** 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.
CREATURE COSTS Basic costs for animals and magical creatures,
purchased à la carte, are summarized below. In general, to procure unique creatures, these prices are adequate. The purchase of groups of followers or creatures can be done more economically by using the Leadership feat (see below).
Feature XP Per attribute point above/below 65 total (creatures)
+/-1
Per attribute point (items) 1 Speech (general or specific) 3 Per skill rank 1 Per point of natural AC bonus 1 Per feat rank 1 Per 10 XP worth of Powers 1 Per 10 ft. of movement (non-land) 1 Empathic link 1 Share skill ranks 4 Share spells 1 Deliver touch spells 2 Grant bonuses to skills (per +1) 1 Concentrate for you 8 Empathic Link: You have an empathic link with
your familiar out to a distance of up to 1 mile. You cannot see through the familiar’s eyes, but the two of you can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, you have the same connection to an item or place that his familiar does. Share Skill Ranks: For each skill in which either
you have ranks, the familiar uses your skill ranks, instead of purchasing them separately. 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. For each saving throw, use either the familiar’s base save bonus (purchased as feat ranks) or yours, whichever is better. The familiar uses its own attribute modifiers to saves, and it doesn’t share any of the other bonuses that you might have on saves
Share Spells: At your option, you may have any spell (but not any spell‐like ability) you cast on yourself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to you before the duration expires. Additionally, you may cast a spell with a target of ʺYouʺ on his familiar (as a touch range spell) instead of on yourself. You and your familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast). Deliver Touch Spells: A familiar can deliver
touch spells for you. If you and the familiar are in contact at the time you cast a touch spell, you can designate your familiar as the ʺtoucher.ʺ The familiar can then deliver the touch spell just as you could. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. Grant Bonuses to Skills: Certain familiars grant
skill bonuses (e.g., a black cat grants +2 to Perception and +2 to Stealth, for a total cost of 4 XP). Creatures like familiars can grant bonuses to their masters other than skill improvement; use the magic item pricing for these abilities, treating the familiar as a bonded item. For example, granting a +2 enhancement bonus to Intelligence would cost (2^2 * 1,000 / 500) = 8 XP. Concentrate for You: When you cast a spell
requiring concentration, you can designate your familiar as the ʺconcentrator.ʺ At any time during the spellʹs duration, you can hand over control of it to your familiar as a free action, provided the creature is within 5 feet of you and its Intelligence score is at least 10 + the level of the spell. The familiar then concentrates to maintain and direct the spell just as you would. Pricing: as 8th level finding the center spell. Other: Other extraordinary abilities can be priced according to referee and player agreement. Item and Creature Feats
CRAFT MAGIC ITEM Prerequisite: 1 rank in an appropriate Craft skill
per rank in Craft Magic Item; Spellcraft 1 rank per rank in Craft Magic Item, Spellcasting 1 rank per rank in Craft Magic Item. Cost: Ranks. Benefit: You are capable of crafting magical
items, imbuing objects with magic powers (the term “enchantment” in Hybrid rules refers specifically to a school of magic, never to the act of creating magic items). Imbuing an item takes 1 day for each 1,000 gp in the price of its magical features, plus the time it takes to craft the item. To imbue an item, you must spend 1 XP per 500 g.p. worth of its features’ total price, and use up raw materials costing one‐half of the total price. Some items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price.
If you are crafting the item for someone else, that person can pay the XP cost (instead of you) if he or she is present during the crafting. Alternatively, you can sell items you craft; anyone purchasing them must bond the items to themselves, spending the requisite XP, which are then returned to you.
You can mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
The table below summarizes the primary types of magic items, with examples of appropriate Craft skills and the minimum ranks in this feat needed for each.
Item Craft Skill Mimimu
m RanksScroll Spellcraft 1 Potion Alchemy 2 Wondrous Item (As applicable) 3 Wand Woodcarving 4 Arms and Armor Blacksmith 5 Rod Woodcarving 6 Ring Jeweler/lapidar
y 7
Staff Woodcarving 8
For all details not specifically listed here, use the D&D 3.5 edition rules in the System Reference Document for making items, with particular attention to the “nonstandard items” sections.
ENHANCE ITEM Prerequisite: Craft Magic Item 3 ranks plus 1
additional rank per rank in Enhance Item. Benefit: When you create an item that reproduces
a power or spell allowing a saving throw, increase the save DC by +1. Special: For each additional rank in Enhance Item
beyond the 1st, add another +1 to the item save DC, to a maximum bonus equal to your Spellcasting attribute modifier. Normal: When a character creates a magic item,
she uses the minimum key ability score necessary to imbed a spell of a given level, and the associated modifier to adjust the DC for saving throws, regardless of her actual key ability score, which could be higher.
LEADERSHIP Benefits: Having this feat enables you to attract
loyal companions and devoted followers, subordinates who assist you. These can be actual companions, retainers, or simply friends and other people who will go out of their way to help you. Ranks: Your leadership score (your number of
ranks in Leadership plus your Charisma bonus) determines how many followers you can recruit. Leadership Modifiers: Several factors can affect a
character’s Leadership score, causing it to vary from the base score. A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score: Leader’s Reputation Modifier Great renown +2 Fairness and generosity +1 Special power +1 Failure –1 Aloofness –1 Cruelty –2
Other modifiers may apply when you try to attract a cohort: The Leader . . . ModifierHas a familiar, special mount, or animal companion
–2
Recruits a cohort of a different alignment, ethos, or allegiance
–1
Caused the death of a cohort –2* * Cumulative per cohort killed.
Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply. The Leader . . . Modifier Has a stronghold, base of operations, guildhouse, or the like
+2
Moves around a lot –1 Caused the death of other followers –1
Number of Followers by Level: Leader
Score Cohort Level 1st 2nd 3rd 4th 5th 6th
1 — — — — — — — 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+ 17th 135 13 7 4 2 2 Cohort Level: The character can attract a cohort of
up to this level (see XP table in Chapter 1). Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more equivalent levels lower than himself. Cohorts earn XP as follows:
Divide the cohort’s effective level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded
to the PC and 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 the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level. Number of Followers by Level: The character can
lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low‐level NPCs. As NPCs, followers receive half the number of XP shown in the table. Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)