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TRANSCRIPT
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Page 2 of 227
Introduction……………….......3
Chapter 1: Basics…….……….5
Ability Scores……...................5
The Abilities………….………5
Chapter 2: Races……………...8
Choosing a Race……………...8
Racial Characteristics……...…8
Elvaan………………………...9
Galka…………………………9
Hume………………………..10
Mithra……………………….10
Tarutaru……………………..10
Al Bhed……………………..11
Ronso……………………….11
Bangaa………………………12
Nu Mou……………………..12
Viera………………………...12
Cetra………………………...13
Moogle……………………...13
Chapter 3: Base Classes……..14
The Classes…………………14
Class Descriptions……….….16
Archer………………….……18
Bard…………………………20
Beastmaster…………………23
Black Mage…………………27
Blue Mage…………………..30
Fighter………………………32
Knight………………………34
Monk…………………….….36
Red Mage…………………...41
Thief……………….………..44
White Mage………………....46
Chapter 4: Skills……………..49
Skill Summary………………49
Acquiring Skill Ranks………49
Using Skills…………………50
Skill Descriptions…………...53
Chapter 5: Feats……………..79
Acquiring Feats……………..79
Prerequisites………………...79
Types of Feats………………79
Feat Descriptions……………80
Chapter 6: Equipment……....86
Wealth and Money………….86
Weapons…………………….86
Armor……………………….94
Goods and Services…………98
Chapter 7: Prestige Classes..108
Azure Magister………….…108
Berserker…………………..110
Chemist……………………112
Chocobo Knight………...…113
Dark Knight………………..116
Dragoon……………………118
Elementalist………………..120
Geomancer………………...122
Holy Knight……………….123
Lucky Gambler……………125
Mediator……………….…..127
Mystic Knight……………..129
Ninja……………………….131
Oracle……………………...134
Samurai……………………136
Summoner…………………137
Time Mage………….……..139
Chapter 8: Magic…………..141
MP System………………..141
Casting Spells……………..141
Spell Types………………..141
Spell Descriptions…………145
Chapter 9: Spells & Songs…149
Black Mage Spell List……..149
White Mage Spell List…….151
Bard Song List…………….153
Spells………………………155
Songs………………………176
Chapter 10: Companions,
Mounts, & Summons………186
Animal Companions………186
Chocobo Mount…………...195
Dragon Wyrmling………....196
Aeon Summons……………204
Chapter 11: Materia &
Potions……………………....213
Materia…………………….213
Spell Materia………………215
Support Materia……………217
Independent Materia………218
Ability Materia…………….220
Potions……………………..222
FFd20 Character Sheet….…225
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Credits
Alan Willig (Viladin – FFd20 Creator) – Lead Designer, Editor, Proofreader, Destroyer of Worlds
Website: http://ffd20.orgfree.com/phpBB2/index.php
Eric Apfel – Artwork (Cover and Backcover), Proofreader, Ideas and Concepts
Frankto Vinneti (Naruto d20 Creator) – Ideas and Concepts, Proofreader
Website: http://www.narutod20.com/forum/
Nu (from Giant in the Playground Forums) – Ideas and Concepts
I would also like to thank people from my forums and people from the Naruto d20 Forums for helping with
suggestions and playtesting. You know who you are.
Welcome to Final Fantasy d20!
In this handbook, you will find all the information
needed to run a Final Fantasy d20 game, or to add
Final Fantasy flavor to your normal 3.5 edition
campaign. The series is designed for electronic
distribution, made to for modular access to the game
system in PDF format that is easy to print out and use
as you need them for your games.
This particular chapter is only the beginning. It is
designed as an introduction to the FFd20 game, to
give interested parties the overall design philosophy.
This chapter is an introduction to the game itself.
It is important to note that this game is built entirely
with the 3.5 edition rules in mind, and thus often very
closely resembles those rules. Departures from the
core system were carefully considered and studied to
measure their impact on the game. Those departures
that were ultimately embraced were those that added
a significant ―Final Fantasy Feel‖ to the tabletop
game, which includes emulating some aspects of a
computer RPG (CRPG) in Pen-And-Paper format,
and adopting some of the more archetypal FF
trappings. Departures include things like the magic
points, limit breaks, FF spells, summons and plenty
of other ways in which FFd20 is distinguished.
Even with these diversions, care has been taken to
ensure a balance with non-FFd20 sources. Any
materials made for the core system of 3.5 edition
should work side-by-side with the FFd20 rules
without much complication. Advice is given in a later
document (―Conversions‖) about how to integrate the
material. It is largely assumed, however, that in using
the FFd20 system, you will be largely using things
designed for the FFd20 system. Final Fantasy d20
puts you in control of the vast worlds of Final
Fantasy. Regardless of how you use the material in
these documents, it is your world now.
What is Final Fantasy d20?
Final Fantasy d20 (abbreviated as FFd20) is a table-
top role-playing game that uses 3.5 edition rules
combined with the style of the Final Fantasy
videogames to create a pen-and-paper RPG that is
capable of putting the epic, save-the-world adventure,
deep characterization, and story philosophies that
have become the hallmark of the Final Fantasy games
into the control of any group of gamers.
In doing this, FFd20 takes 3.5 edition as its rules
base, and supplements it with new races, new classes,
feats, skills, spells, prestige classes, characters,
monsters, meanings, and iconography of the Final
Fantasy games. Rather than focus on emulating the
mechanics of the FF games, FFd20 cherry-picks from
various games in the series, utilizing trends that unite
them to forge a table-top game system that can
successfully drive home a unique Final Fantasy feel
in play.
In short, the rules and advice in these documents is
not just for any night of normal gaming. FFd20
promotes episodic, narrative-focused, character-
driven gaming, in which the players put themselves
in the roles of heroes, not just adventurers. More
dramatic and involved than dungeon raids, the
campaigns of FFd20 focus on philosophical themes
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of humanity, such as death, love, truth, evolution,
time and space, and true human nature, entwining
these ideas into the heroes and the villains and the
world itself.
FFd20 explores these stories with imagery drawn
from the Final Fantasy series, and through that series,
through world myth and legend. At the center of
FFd20, like at the center of any FF game, is the
concept of envelope-pushing storytelling, examining
the meaning behind the myths, and drawing them into
a blending of logic and passion, coupled with fast-
paced, interesting battles and epic struggles the entire
way. FFd20 does for tabletop role-playing what FF
has done for video games, creating a dynamic and
robust system for pushing the meaning of RPG
Fantasy to its final limits, and breaking through.
Enjoy it!
Legal Notice
This is a fan project, not an official product by any
means. Though I have endeavored to hold myself to
professional criteria wherever possible, it remains a
fan project. I have no ownership of the trademarks
used herein, and such things are not owned or
operated by me. This material is presented for simple
personal use, not for sale or re-sale. The mechanics
were either my own design, or arrived at based on a
combination of Final Fantasy and 3.5 edition rules as
they already exist.
FFd20 is a synthesis made by someone with a passion
for a good story and a good twenty-sided die. All the
artwork in these documents is taken from artwork
done for the games, by various artists, or from the
games themselves. It was not done specifically for
this project, and remains the property of the
respective owners, just like every other trademarked
phrase, character, or concept given in these
documents. Again, the only original product in these
documents is my own game design, built upon the
game design of the revised 3.5 edition, and of Final
Fantasy.
Page 5 of 227
CHAPTER 1: THE BASICS
The Core Mechanic: Whenever you attempt an action
that has some chance of failure, you roll a twenty-
sided die (d20). To determine if your character
succeeds at a task you do this:
• Roll a d20.
• Add any relevant modifiers.
• Compare the result to a target number.
If the result equals or exceeds the target number, your
character succeeds. If the result is lower than the
target number, you fail.
DICE Dice rolls are described with expressions such as
―3d4+3,‖ which means ―roll three four-sided dice and
add 3‖ (resulting in a number between 6 and 15). The
first number tells you how many dice to roll (adding
the results together). The number immediately after
the ―d‖ tells you the type of die to use. Any number
after that indicates a quantity that is added or
subtracted from the result.
d%: Percentile dice work a little differently. You
generate a number between 1 and 100 by rolling two
different ten-sided dice. One (designated before you
roll) is the tens digit. The other is the ones digit. Two
0s represent 100.
ROUNDING FRACTIONS
In general, if you wind up with a fraction, round
down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit
points, have a minimum of 1.
MULTIPLYING
Sometimes a rule makes you multiply a number or a
die roll. As long as you’re applying a single
multiplier, multiply the number normally. When two
or more multipliers apply to any abstract value (such
as a modifier or a die roll), however, combine them
into a single multiple, with each extra multiple
adding 1 less than its value to the first multiple. Thus,
a double (×2) and a double (×2) applied to the same
number results in a triple (×3, because 2 + 1 = 3).
When applying multipliers to real-world values (such
as weight or distance), normal rules of math apply
instead. A creature whose size doubles (thus
multiplying its weight by 8) and then is turned to
stone (which would multiply its weight by a factor of
roughly 3) now weighs about 24 times normal, not 10
times normal. Similarly, a blinded creature
attempting to negotiate difficult terrain would count
each square as 4 squares (doubling the cost twice, for
a total multiplier of ×4), rather than as 3 squares
(adding 100% twice).
ABILITY SCORES
ABILITY MODIFIERS Each ability, after changes made because of race, has
a modifier ranging from –5 to +5. Table 1-1: Ability
Modifiers and Bonus MP shows the modifier for each
score. It also shows bonus MP, which you’ll need to
know about if your character is a spellcaster.
The modifier is the number you apply to the die roll
when your character tries to do something related to
that ability. You also use the modifier with some
numbers that aren’t die rolls. A positive modifier is
called a bonus, and a negative modifier is called a
penalty.
ABILITIES AND SPELLCASTERS
The ability that governs bonus MP depends on what
type of spellcaster your character is: Intelligence for
black mages, blue mages, and red mages; Wisdom
for red mages and white mages; or Charisma for
bards. In addition to having a high ability score, a
spellcaster must be of high enough class level to be
able to cast spells of a given spell level. (See the class
descriptions for details.)
THE ABILITIES Each ability partially describes your character and
affects some of his or her actions.
STRENGTH (STR)
Strength measures your character’s muscle and
physical power. This ability is especially important
for beastmasters, fighters, knights, and monks
because it helps them prevail in combat. Strength also
limits the amount of equipment your character can
carry.
You apply your character’s Strength modifier to:
• Melee attack rolls.
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• Damage rolls when using a melee weapon or a
thrown weapon (including a sling). (Exceptions: Off-
hand attacks receive only one-half the character’s
Strength bonus, while two-handed attacks receive one
and a half times the Strength bonus. A Strength
penalty, but not a bonus, applies to attacks made with
a bow that is not a composite bow.)
• Climb, Jump, and Swim checks. These are the skills
that have Strength as their key ability.
• Strength checks (for breaking down doors and the
like).
DEXTERITY (DEX)
Dexterity measures hand-eye coordination, agility,
reflexes, and balance. This ability is the most
important one for thieves, but it’s also high on the list
for characters who typically wear light or medium
armor (bards, beastmasters, blue mages, and red
mages) or no armor at all (monks, black mages, and
white mages), and for anyone who wants to be a
skilled archer.
You apply your character’s Dexterity modifier to:
• Ranged attack rolls, including those for attacks
made with bows, crossbows, throwing axes, and
other ranged weapons.
• Armor Class (AC), provided that the character can
react to the attack.
• Reflex saving throws, for avoiding fireballs and
other attacks that you can escape by moving quickly.
• Balance, Escape Artist, Hide, Move Silently, Open
Lock, Ride, Sleight of Hand, Tumble, and Use Rope
checks. These are the skills that have Dexterity as
their key ability.
CONSTITUTION (CON)
Constitution represents your character’s health and
stamina. A Constitution bonus increases a character’s
hit points, so the ability is important for all classes.
You apply your character’s Constitution modifier to:
• Each roll of a Hit Die (though a penalty can never
drop a result below 1—that is, a character always
gains at least 1 hit point each time he or she advances
in level).
• Fortitude saving throws, for resisting poison and
similar threats.
• Concentration checks. Concentration is a skill,
important to spellcasters, that has Constitution as its
key ability.
If a character’s Constitution score changes enough to
alter his or her Constitution modifier, the character’s
hit points also increase or decrease accordingly.
INTELLIGENCE (INT)
Intelligence determines how well your character
learns and reasons. This ability is important for black
Table 1-1: Ability Modifiers and Bonus MP
———————————— Bonus MP (by Class Level) ———————————— Score Mod. 1
st 2
nd 3
rd 4
th 5
th 6
th 7
th 8
th 9
th 10
th 11
th 12
th 13
th 14
th 15
th 16
th 17
th 18
th 19
th 20
th
1 –5 ———————————————— Can’t cast spells tied to this ability ——————————————
2–3 –4 ———————————————— Can’t cast spells tied to this ability ——————————————
4–5 –3 ———————————————— Can’t cast spells tied to this ability ——————————————
6–7 –2 ———————————————— Can’t cast spells tied to this ability ——————————————
8–9 –1 ———————————————— Can’t cast spells tied to this ability ——————————————
10–11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12–13 +1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
14–15 +2 1 1 1 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
16–17 +3 1 1 1 3 3 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6
18–19 +4 1 1 1 3 3 6 6 10 10 10 10 10 10 10 10 10 10 10 10 10
20–21 +5 2 2 2 4 4 7 7 11 11 16 16 16 16 16 16 16 16 16 16 16
22–23 +6 2 2 2 6 6 9 9 13 13 18 18 24 24 24 24 24 24 24 24 24
24–25 +7 2 2 2 6 6 12 12 16 16 21 21 27 27 34 34 34 34 34 34 34
26–27 +8 2 2 2 6 6 12 12 20 20 25 25 31 31 38 38 46 46 46 46 46
28–29 +9 3 3 3 7 7 13 13 21 21 31 31 37 37 44 44 52 52 61 61 61
30–31 +10 3 3 3 9 9 15 15 23 23 33 33 45 45 52 52 60 60 69 69 69
32–33 +11 3 3 3 9 9 18 18 26 26 36 36 48 48 62 62 70 70 79 79 79
34–35 +12 3 3 3 9 9 18 18 30 30 40 40 52 52 66 66 82 82 91 91 91
36–37 +13 4 4 4 10 10 19 19 31 31 46 46 58 58 72 72 88 88 106 106 106
38–39 +14 4 4 4 12 12 21 21 33 33 48 48 66 66 80 80 96 96 114 114 114
40–41 +15 4 4 4 12 12 24 24 36 36 51 51 69 69 90 90 106 106 124 124 124
42–43 +16 4 4 4 12 12 24 24 40 40 55 55 73 73 94 94 118 118 136 136 136
44–45 +17 5 5 5 13 13 25 25 41 41 61 61 79 79 100 100 124 124 151 151 151
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mages, blue mages, and red mages because it affects
how many spells they can cast, how hard their spells
are to resist, and how powerful their spells can be.
It’s also important for any character who wants to
have a wide assortment of skills.
You apply your character’s Intelligence modifier to:
• The number of languages your character knows at
the start of the game.
• The number of skill points gained each level. (But
your character always gets at least 1 skill point per
level.)
• Appraise, Craft, Decipher Script, Disable Device,
Forgery, Knowledge, Search, and Spellcraft checks.
These are the skills that have Intelligence as their key
ability.
A black mage, blue mage, and red mage gains bonus
MP based on their Intelligence score. The minimum
Intelligence score needed to cast a black magic spell
is 10 + the spell’s level.
An animal has an Intelligence score of 1 or 2. A
creature of humanlike intelligence has a score of at
least 3.
WISDOM (WIS)
Wisdom describes a character’s willpower, common
sense, perception, and intuition. While Intelligence
represents one’s ability to analyze information,
Wisdom represents being in tune with and aware of
one’s surroundings. Wisdom is the most important
ability for white mages, and it is also important for
red mages. If you want your character to have acute
senses, put a high score in Wisdom. Every creature
has a Wisdom score.
You apply your character’s Wisdom modifier to:
• Will saving throws (for negating the effect of charm
and other spells).
• Heal, Listen, Profession, Sense Motive, Spot, and
Survival checks. These are the skills that have
Wisdom as their key ability.
Red mages and white mages get bonus spells based
on their Wisdom scores. The minimum Wisdom
score needed to cast a white magic spell is 10 + the
spell’s level.
CHARISMA (CHA)
Charisma measures a character’s force of personality,
persuasiveness, personal magnetism, ability to lead,
and physical attractiveness. This ability represents
actual strength of personality, not merely how one is
perceived by others in a social setting. Charisma is
most important for bards. Every creature has a
Charisma score.
You apply your character’s Charisma modifier to:
• Bluff, Diplomacy, Disguise, Gather Information,
Handle Animal, Intimidate, Perform, and Use Magic
Device checks. These are the skills that have
Charisma as their key ability.
• Checks that represent attempts to influence others.
• Bards get bonus MP based on their Charisma
scores. The minimum Charisma score needed to
perform a bard song is 10 + the spell’s level.
When an ability score changes, all attributes
associated with that score change accordingly. A
character does not retroactively get additional skill
points for previous levels if she increases her
intelligence.
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CHAPTER 2: RACES
CHOOSING A RACE After you roll your ability scores and before you
write them on your character sheet, choose your
character’s race. At the same time, you should choose
a class, since race affects how well a character can do
in each class. Once you know your character’s race
and class, assign your ability score rolls to particular
abilities, alter those abilities according to race, and
continue detailing your character.
You can play a character of any race and class
combination, but certain races do better pursuing
certain careers. Tarutaru, for example, can be
fighters, but their small size and special features
make them better as mages.
Your character’s race gives you plenty of cues as to
what sort of person he or she is, how he or she feels
about characters of other races, and what his or her
motivations might be. Remember, however, that
these descriptions apply only to the majority of each
race’s members. In each race, some individuals
diverge from the norm, and your character could be
one of these. Don’t let a description of a race keep
you from detailing your character as you like.
RACIAL CHARACTERISTICS Your character’s race determines some of his or her
qualities.
ABILITY ADJUSTMENTS Find your character’s race on Table 2–1: Racial
Ability Adjustments (see the next page) and apply the
adjustments you see there to your character’s ability
scores. If these changes put your score above 18 or
below 3, that’s okay, except in the case of
Intelligence, which does not go below 3 for
characters. (If your Bangaa character would have an
adjusted Intelligence of 1 or 2, make it 3 instead.)
FAVORED CLASS Each race’s favored class is also given on Table 2–1:
Racial Ability Adjustments. A character’s favored
class doesn’t count against him or her when
determining experience point penalties for
multiclassing.
Table 2-1: Racial Ability Adjustments
Race Ability Adjustments Favored Class
Al Bhed +2 Intelligence, -2 Charisma Thief
Bangaa +2 Dexterity, -2 Charisma Monk
Cetra +2 Wisdom, +2 Charisma,
-2 Strength
White Mage
Elvaan +2 Strength, -2 Dexterity Knight
Galka +2 Strength, +2 Constitution,
-2 Dexterity, -2 Charisma,
-2 Wisdom
Fighter
Hume None Any
Mithra +2 Dexterity, -2 Constitution Thief
Moogle +2 Dexterity, +2 Charisma,
-2 Strength
Bard
Nu Mou +2 Wisdom, -2 Constitution White Mage
Ronso +2 Strength, -2 Charisma,
-2 Wisdom
Beastmaster
Tarutaru +2 Intelligence, +2 Wisdom,
+2 Dexterity, -2 Strength,
-2 Constitution,
Black Mage
Viera +2 Dexterity, -2 Constitution Archer
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Lands of Vana'diel (FF11)
Elvaan
The race that benefited most from the end of Tarutaru
monopoly of magic was the Elvaan of San d'ria.
Having formed two incredibly fearless orders of
knights, the Elvaans subjugated just about the whole
of the Quon continent. They destroyed beastmen
strongholds, and Tarutaru villages were no match for
the San d'ria knights anyhow. Sadly for them, the
flood of victories came to an end when the Hume and
the Galka of Bastok combined their strength and
technology against them in the Second battle of
Konschtat. Defeated, the proud Elvaan kingdom was
unable not bear the humiliation in peace. The result
was internal turmoil and civil war. Gradually the
conquered lands slipped away from their rule as well,
and the Elvaans retreated to San d'ria. A strong sense
of faith and pride means that the Elvaans are
essentially an aristocratic race. The Elvaan trait of
firm belief makes them admirable models of faith.
Not only do they stay clear of questionable activities,
they take great pride in their race as well. Both male
and female Elvaans are known to be swordsmen of
the highest order because of their strength of mind
and vitality. Close to the Hume in their looks, the
Elvaans usually shun the world of commerce
preferring to live by the sword. Physically and
mentally the Elvaans are suited to for combat roles.
Strong pride and faith aptly add to their excellence in
the vocations of Warriors and Monks.
Elvaan Racial Traits • +2 Strength, -2 Dexterity. Elvaan are physically
strong, but aren't very graceful compared to other
races.
• Medium: As Medium creatures, Elvaan have no
special bonuses or penalties due to their size.
• Elvaan base land speed is 30 feet.
• +2 racial bonus on Intimidate and Sense Motive
checks; Elvaan are physically imposing and have a
natural distrust for others that makes it difficult to
fool them.
• +2 racial bonus on Knowledge (history),
Knowledge (religion) and Knowledge (nobility and
royalty) checks. Elvaan are a race that even as
children are taught a great deal about their heritage
and race.
• Martial Background: The Elvaan receives the
Weapon Focus feat for free at first level, and may
apply it to any single weapon he is proficient in.
• Automatic Languages: Common, Elvaan.
• Favored Classes: Knight. A multiclass elvaan’s
knight class does not count when determining
whether he takes an experience point penalty for
multiclassing.
Galka
Large and hulking, the Galka towers over all the
other civilized races of Vana'diel. Notable for their
large, vaguely lizardlike tails, great endurance, and
the fact that Galka do not reproduce; they either die
in battle or accident, or when they reach an old age,
wander off on quest. Young galka simply wander into
town as a toddler, the reincarnation of those who
have died. Young galka rarely remember their former
lives. Galka make fierce fighters and are well-known
for their metalworking and mining skills. While often
thought of as less than mentally agile, many Galka
are indeed quite wise and intelligent, though they
tend to think things through very deliberately, and not
act on impulse.
Galka Racial Traits • +2 Strength, +2 Constitution, -2 Dexterity, -2
Charisma, -2 Wisdom. Galka are lumbering brutes,
but bulky, intimidating, and slow because of their
size.
• Medium: As Medium creatures, Galka have no
special bonuses or penalties due to their size.
• Galkan base land speed is 30 feet.
• Powerful Build: The physical stature of a galka lets
him function in many ways as if he were one size
category larger. Whenever a galka is subject to a size
modifier or special size modifier for an opposed
check (such as during grapple checks, bull rush
attempts, and trip attempts), the galka is treated as
one size larger if doing so is advantageous to him. A
galka is 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 him. A galka can use weapons
designed for a creature one size larger without
penalty. However, his space and reach remain those
of a creature of his actual size. The benefits of this
racial trait stack with the effects of powers, abilities,
and spells that change the subject's size category.
• Low-Light Vision: A Galkan can see twice as far as
a Hume in starlight, moonlight, torchlight, and
similar conditions of poor illumination. He retains the
Page 10 of 227
ability to distinguish color and detail under these
conditions.
• Weapon Familiarity: Galka treat the Galkan War
Pick as a martial weapon, instead of an exotic
weapon.
• +2 racial bonus to Appraise and Craft checks
involving metal. The Galka have worked with metals
most of their lives.
• Automatic Languages: Common, Galkan.
• Favored Class: Fighter. A multiclass galka's fighter
class does not count when determining whether he
takes an experience point penalty for multiclassing.
Hume
Humes in Vana'diel have proven to be the driving
force behind both the technological progress of the
Republic of Bastok and the unification efforts of the
Grand Duchy of Jeuno.
Hume Racial Traits • Medium: As Medium creatures, Hume have no
special bonuses or penalties due to their size.
• Hume base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point
at each additional level.
• Automatic Languages: Common.
• Favored Class: Any. When determining whether a
multiclass hume takes an experience point penalty,
his or her highest-level class does not count.
Mithra
Graceful and agile, the feline Mithra hail originally
from Khazam, but crossed the great sea to fight the
crystal war at the side of the other races of Vana'diel.
They currently share the city of Windurst with the
Taru-Taru, and most notably the ranks of the Star
Sybil's Sybil Guards are drawn exclusively from the
Mithra. While Mithra, like most races, exist as both
male and female, male births are exceedingly rare,
and as such male mithra are normally kept locked
away from the prying eyes of other races, the threats
of the world, and indeed other mithra. Thus, male
adventuring mithra are so rare as to be unheard of.
Mithra are known for their energy and curiosity, and
of course for their good-humored mischievous nature.
However, they have a very short attention span so
they are not keenly studious like the Tarutaru and nor
are they totally tilted towards exercise like the Galka.
This definite balance makes them good all round
characters that can do particularly well in all fields
but still never be the best as Mages or Fighters.
Mithra Racial Traits • +2 Dexterity, -2 Constitution. Mithra are very
dexterous and agile, but not as hardy as other races.
• Medium: As Medium creatures, Mithra have no
special bonuses or penalties due to their size.
• Mithran base land speed is 30 feet.
• Low-Light Vision: Mithra can see twice as far as a
Hume in starlight, moonlight, torchlight, and similar
conditions of poor illumination. She retains the
ability to distinguish color and detail under these
conditions.
• Claws: Mithra have short retractable claws on their
hands which allow them to make hand to hand
attacks for lethal damage; this is not the same as
improved unarmed feat and they may only make a
lethal damage attack with unarmed if at least one
hand is free. Using these claws give Mithra a +2
racial bonus on Climb checks.
• +2 racial bonus on Listen, Spot, Search checks.
Mithra are naturally alert, and generally have keen
senses.
• +2 racial bonus on Move Silently and Balance
checks. Mithra are agile and can be very quiet when
they need to be.
• Automatic Languages: Common, Mithran.
• Favored Classes: Thief. A multiclass mithra's thief
class does not count when determining whether she
takes an experience point penalty for multiclassing.
Tarutaru Tarutaru resemble children in size, though this does
not reflect their age. In fact, they do not seem to
change their appearance at all as they age. The
Tarutaru are said to understand the importance of the
balance between natural harmony and magic.
Tarutaru lack the physical strength and durability of
their fellow enlightened races as a result of their
racial prejudice towards magical study, but they do
control greater reserves of magical power as a result,
and are the most studious and intelligent of the races.
Tarutaru Racial Traits • +2 Intelligence, +2 Wisdom, +2 Dexterity, -2
Strength, -2 Constitution. Tarutaru possesses a keen
intellect, but lack the physique of other races.
• Small: As a Small creature, a tarutaru gains a +1
size bonus to Armor Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, they use
smaller weapons than Humes use, and their lifting
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and carrying limits are three-quarters of those of a
Medium character.
• Tarutaru base land speed is 20 feet.
• +2 racial bonus on all saving throws against spells
and spell-like abilities. Tarutaru have an innate
resistance to magic spells.
• +2 racial bonus on Knowledge (Arcana). Tarutaru
value knowledge and learning about the field of
magic.
• Automatic Languages: Common, Tarutaru.
• Favored Class: Black Mage. A multiclass tarutaru’s
black mage class does not count when determining
whether he takes an experience point penalty for
multiclassing.
Lands of Spira (FF10 / FF10-2)
Al Bhed
Al Bhed differs only slightly from humans; in their
bright green eyes with spiral-patterned irises. As a
result, they often wear goggles. Another mark of the
Al Bhed is that most of them have blond hair. The Al
Bhed possess their own language (known as Al
Bhed). The Al Bhed pride themselves on the usage of
their specialized knowledge of ancient technology
which they call "Machina".
Al Bhed Racial Traits • +2 Intelligence, -2 Charisma. Al Bhed are very
bright, but because of their obsession with forbidden
technology, people tend to be cautious of them.
• Medium: As Medium creatures, Al Bhed have no
special bonuses or penalties due to their size.
• Al Bhed base land speed is 30 feet.
• Weapon Familiarity: Al Bhed are automatically
proficient with Firearms.
• +2 racial bonus on all Craft, Disable Device,
Knowledge (technology) checks. Al Bhed are
intuitive and have an innate understanding of
technology.
• Automatic Languages: Common and Al Bhed.
• Favored Class: Thief. A multiclass al bhed's thief
class does not count when determining whether she
takes an experience point penalty for multiclassing.
Ronso Ronso are a race of many-colored furred lion-like
humanoids. Ronso are formidable fighters, being tall
and amazingly strong, and are known for their strong
sense of honor and loyalty, as well as their pride and
quickness to anger. The long, sharp horn sported by
all adult male Ronso is a symbol of esteem and a
source of great pride. To lose this horn is considered
extremely shameful.
Ronso Racial Traits • +2 Strength, -2 Charisma, -2 Wisdom. Ronso are
large and powerful, but gruff in nature and often
hasty in their decisions.
• Medium: As Medium creatures, Ronso have no
special bonuses or penalties due to their size.
• Ronso base land speed is 30 feet.
• Horn: Ronso can attack with their horn that deals
1d8 points of damage on a successful strike.
• Powerful Build: The physical stature of a ronso lets
him function in many ways as if he were one size
category larger. Whenever a ronso is subject to a size
modifier or special size modifier for an opposed
check (such as during grapple checks, bull rush
attempts, and trip attempts), the ronso is treated as
one size larger if doing so is advantageous to him. A
ronso is 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 him. A ronso can use weapons
designed for a creature one size larger without
penalty. However, his space and reach remain those
of a creature of his actual size. The benefits of this
racial trait stack with the effects of powers, abilities,
and spells that change the subject's size category.
• Low-Light Vision: A ronso can see twice as far as a
Hume in starlight, moonlight, torchlight, and similar
conditions of poor illumination. She retains the
ability to distinguish color and detail under these
conditions.
• Arctic Fur: Ronso are immune to environmental
damage from cold weather (below 40 degrees). In
conditions of extreme cold (below 0 degrees), ronsos
suffer the normal conditions for cold weather, not the
harsher conditions for extreme cold.
• +2 racial bonus on all Survival checks. Ronso are
hunters and can hunt in the best and worst of weather
conditions.
• Automatic Languages: Common and Ronso.
• Favored Class: Beastmaster. A multiclass ronso's
beastmaster class does not count when determining
whether he takes an experience point penalty for
multiclassing.
Lands of Ivalice (FF12 / FFT)
Bangaa
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The Bangaa are a reptilian race, their bodies covered
with scales and their ears drooping well below their
tapered snouts. If one put asides these physical
differences, their intelligence and mannerisms are
little different from those of humes. For this reason,
they are often considered the race most at home with
humes. There are those humes who do not accept
them, typically using the racial slur "lizard man" to
demean them... when they are safely out of earshot.
Bangaa may live twice as long as the average hume,
bearing offspring only infrequently. They are strong,
with keen senses of hearing and smell. They speak in
guttural tones, lacking the refined vocal organs to
articulate themselves as the other races might, which
makes it difficult for a bangaa to master any but the
most rudimentary of hume magicks. Still, there are
some bangaa who become adept mages, wielding
powerful magicks unique to their race's reptilian
tongue.
Bangaa Racial Traits
• +2 Dexterity, -2 Charisma. Bangaa possess great
agility, but they have rude manners when dealing
with people.
• Medium: As Medium creatures, Bangaa have no
special bonuses or penalties due to their size.
• Bangaa base land speed is 30 feet.
• Darkvision: Bangaa can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and bangaa can function
just fine with no light at all.
• +1 natural armor bonus to AC: A bangaa's hide is
leathery and tough.
• +2 racial bonus to Listen and Spot checks. Bangaa
possess acute senses of hearing and sight.
• Automatic Languages: Common and Bangaa.
• Favored Class: Monk. A multiclass bangaa’s monk
class does not count when determining whether he
takes an experience point penalty for multiclassing.
Nu Mou The wise and gentle nu mou, a tribe of lop-eared
mages and spellcasters, are famous for their thirst for
learning and their discovery of the most esoteric of
magical rites. They have gray, leathery skin, and
long, lop-rabbit ears, often pierced by heavy jewelry.
They have snouts, and sport elegantly long tails
covered in heavy orange fur, giving them a bestial
cast that doesn’t mesh with their cautious, timid
ways. The nu mou are sagacity-embodied scholars
who are rarely seen outside of their impressive
academic towers, except when working on behest of
professors or politicians. They are devoted enough to
the ideal of knowledge, power, and education to
sacrifice themselves for this cause, if need be.
Nu Mou Racial Traits • +2 Wisdom, -2 Constitution. Nu mou are very
understanding, but their bodies are easy to break.
• Medium: As Medium creatures, Nu mou have no
special bonuses or penalties due to their size.
• Nu mou base land speed is 20 feet. Nu mou are
smaller than humes and have much shorter legs, but
nu mou can move at this speed even while wearing
medium armor.
• Low-Light Vision: Nu mou can see twice as far as a
hume in starlight, moonlight, torchlight, and similar
conditions of poor illumination. They retain the
ability to distinguish color and detail under these
conditions.
• Magical Prowess: Nu mou receive a +2 racial bonus
on all Spellcraft checks and a +2 racial bonus on
Concentration checks when they are trying to cast a
spell. Nu mou are skilled spellcasters and are trained
as such.
• +2 racial bonus to all Knowledge (Religion) and
Knowledge (Arcane) checks. Nu mou society
revolves around religion and magic.
• +2 racial bonus on all Sense Motive checks. Nu
mou seem to be able to read others well.
• Automatic Languages: Common, Nu Mou.
• Favored Class: White Mage. A multiclass nu mou’s
white mage class does not count when determining
whether he takes an experience point penalty for
multiclassing.
Viera
Long of limb and silver-haired with a pair of rabbit
ears, the viera are intimately tied to the Wood in
which they make their home. Though closely
resembling humes in appearance, viera are said to
live as much as three times longer. Their senses of
sight and hearing are especially acute, allowing them
to track prey from a distance of many leagues. The
viera listen to the sacred voice of the Woods, and by
her voice, learn all that goes on beyond her
boundaries. Called the Green Word, it is the law by
which the viera live by. Yet for some viera this is not
enough. Those who cannot content themselves with
the Wood's whispers seek to travel the world of the
humes and witness the wonders - and horrors -
firsthand. Viera, whose curiosity leads them from the
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Woods are cast out, never permitted to return.
Viera Racial Traits • +2 Dexterity, -2 Constitution. Viera are agile, but
fragile.
• Medium: As Medium creatures, Viera have no
special bonuses or penalties due to their size.
• Viera base land speed is 30 feet.
• Low-Light Vision: A Viera can see twice as far as a
Hume in starlight, moonlight, torchlight, and similar
conditions of poor illumination. She retains the
ability to distinguish color and detail under these
conditions.
• +2 racial bonus to Listen, Spot, and Survival
checks. The viera are naturally alert, and generally
have keen senses.
• Automatic Languages: Common, Vieran.
• Favored Class: Archer. A multiclass viera's archer
class does not count when determining whether she
takes an experience point penalty for multiclassing.
The Lands of Gaia (FF7)
Cetra
The Cetra look identical to regular Humes, but
possess a unique ability to commune with the planet
and to guide the flow of spiritual energy. The Cetra
originally migrated from place to place, using their
connection with the earth to cultivate life wherever
they traveled, and ultimately find their fabled
"Promise Land".
Cetra Racial Traits • +2 Wisdom, +2 Charisma, -2 Strength. The Cetra
are calm and understanding and makes friends more
easily than most. They shun confrontation, and are
usually weaker than Humes.
• Medium: As Medium creatures, Cetra have no
special bonuses or penalties due to their size.
• Cetra base land speed is 30 feet.
• +4 racial bonus on all Knowledge checks. The Cetra
asks the earth for guidance.
• Automatic Languages: Common.
• Favored Classes: White Mage. A multiclass cetra’s
white mage class does not count when determining
whether he takes an experience point penalty for
multiclassing.
Moogle
Moogles are very shy, timid, and fearful of larger
races. And for good reason, as they are occasionally
hunted as exotic pets and sold on the black market.
But those who can get close to them often find a
close friend. Many people claim to have been saved
by moogles when they were lost in caves or in
woods, as moogles are quite willing to help those in
need, forgoing their fears. Overall, they hold no
grudge against any race. They just wish to leave their
lives in peace, without having to worry about being
taken from their homes and sold as if they were dogs.
Moogles typically get no taller than 2 to 3 feet,
though rumors do tell of a moogle who once stood 6
feet tall. Though many claim this to be false and say
that it was someone of another race posing as a
moogle. They are a resourceful race known to be
skillful in mechanics and engineering; they were the
first pioneers of airship construction. They have long,
rabbit-like ears and tend to have beige or gray fur.
Moogle Racial Traits • +2 Dexterity, +2 Charisma, -2 Strength. Moogles
tend to be very agile and have the innate ability to get
along with others easily. However, they are not built
physically powerful.
• Small: As a Small creature, a moogle gains a +1
size bonus to Armor Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, but he uses
smaller weapons than humes use, and his lifting and
carrying limits are three-quarters of those of a
Medium character.
• Moogle base land speed is 20 feet. Moogles are
small creatures and have trouble keeping up with
medium size creatures.
• Wings: Moogles have a flying speed of 15 feet with
average maneuverability, as long as they do not carry
more than a Medium load, are not wearing Heavy
armor, and are not fatigued or exhausted. A moogle’s
small bat-like wings only have a span of 2 feet.
• Handiwork: Moogles have a +2 racial bonus all
Craft and Repair checks regarding airships.
• Good Merchant: All moogles seem to have the
innate ability to identify the value of items and sell
them at a good margin. Moogles receive a +2 racial
bonus on all Appraise checks. Furthermore, moogles
gain a +2 racial bonus on all Diplomacy checks
concerning any type of business transaction.
• Automatic Languages: Common, Moogle.
• Favored Class: Bard. A multiclass moogle’s bard
class does not count when determining whether he
takes an experience point penalty for multiclassing.
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CHAPTER 3: BASE CLASSES Adventurers seek gold, glory, justice, fame, power,
knowledge, or maybe some other goals—perhaps
noble or perhaps base. Each chooses a different way
to attain those goals, from brutal combat power, to
mighty magic, to subtle skills. Some adventurers
prevail and grow in experience, wealth, and power.
Others die.
Your character’s class is his or her profession or
vocation. It determines what he or she is able to do:
combat prowess, magical ability, skills, and more.
Class is probably the first choice you make about
your character—just ahead of race, or perhaps in
conjunction with that decision. The class you choose
determines where you should best place your
character’s ability scores and suggests which races
are best to support that class choice.
THE CLASSES The eleven classes, in the order they’re presented in
this chapter, are as follows:
Archer: A ranged skirmisher whose arrows are swift
and deadly.
Bard: A performer whose music works magic—a
wanderer, a storyteller, and an inspirer.
Beastmaster: A ferocious warrior who fights along
with his animal companion.
Black Mage: A potent spellcaster schooled in the
magic art of destruction magic.
Blue Mage: A unique spellcaster school in the magic
art of creature magic.
Fighter: A raging warrior with exceptional combat
capability and unequaled skill with weapons.
Knight: An armored combatant with a code of honor,
defending those in need.
Monk: A martial artist whose unarmed strikes hit
fast and hard—a master of exotic powers.
Red Mage: A capable fighter and able to use both
black and white magic to a limited degree.
Thief: A tricky, skillful scout and spy who wins the
battle by stealth rather than brute force.
White Mage: A potent spellcaster schooled in the
magic art of healing magic.
THE MULTICLASS CHARACTER As your character advances in level, he or she may
add new classes. Adding a new class gives the
character a broader range of abilities, but all
advancement in the new class is at the expense of
advancement in the character’s other class or classes.
A black mage, for example, might become a
combination black mage/fighter. Adding the fighter
class would give her proficiency in more weapons,
better Fortitude saving throws, and so on, but it
would also mean that she doesn’t gain new black
mage abilities when she adds this second class and
thus is not as powerful a black mage as she otherwise
would have become if she had chosen to continue
advancing as a black mage. Rules for creating and
advancing multiclass characters can be found at the
end of this chapter.
CLASS AND LEVEL BONUSES An attack roll, saving throw, or skill check is a
combination of three numbers, each representing a
different factor: a random factor (the number you roll
on a d20), a number representing the character’s
innate abilities (the ability modifier), and a bonus
representing the character’s experience and training.
This third factor depends, either directly or indirectly,
on the character’s class and level. The Table 3–1:
Base Save and Base Attack Bonuses summarizes the
figures for this third factor when it applies to base
save bonuses and base attack bonuses.
Base Save Bonus: The two numbers given in the
column on the Table 3–1 apply to saving throws.
Whether a character uses the first (good) bonus or the
second (poor) bonus depends on his or her class and
the type of saving throw being attempted. For
example, fighters get the lower bonus on Reflex and
Will saves and the higher bonus on Fortitude saves,
while thieves get the lower bonus on Fortitude and
Will saves and the higher bonus on Reflex saves.
Monks are equally good at all three types of saving
throws. See each class’s description to find out which
bonus applies to which category of saves. If a
character has more than one class, the base save
bonuses for each class are cumulative.
Base Attack Bonus: On an attack roll, apply the
bonus from the appropriate column on the Table 3–1
according to the class to which the character belongs.
Whether a character uses the first (good) base attack
bonus, the second (average) base attack bonus, or the
third (poor) base attack bonus depends on his or her
class. Beastmasters, fighters, knights, and monks
have a good base attack bonus, so they use the first
Base Attack Bonus column. Blue mages, red mages,
and thieves have an average base attack bonus, so
Page 15 of 227
they use the second column. Bards, black mages, and
white mages have a poor base attack bonus, so they
use the third column.
Numbers after a slash indicate additional attacks at
reduced bonuses: ―+12/+7/+2‖ means three attacks
per round, with an attack bonus of +12 for the first
attack, +7 for the second, and +2 for the third. Any
modifiers on attack rolls apply to all these attacks
normally, but bonuses do not grant extra attacks. If a
character has more than one class, the base attack
bonuses for each class are cumulative.
Table 3-1: Base Save and Base Attack Bonuses
Class
Level
Base
Save
Bonus
(Good)
Base
Save
Bonus
(Poor)
Base
Attack
Bonus
(Good)
Base
Attack
Bonus
(Average)
Base
Attack
Bonus
(Poor)
1st +2 +0 +1 +0 +0
2nd
+3 +0 +2 +1 +1
3rd
+3 +1 +3 +2 +1
4th
+4 +1 +4 +3 +2
5th
+4 +1 +5 +3 +2
6th
+5 +2 +6/+1 +4 +3
7th
+5 +2 +7/+2 +5 +3
8th
+6 +2 +8/+3 +6/+1 +4
9th
+6 +3 +9/+4 +6/+1 +4
10th
+7 +3 +10/+5 +7/+2 +5
11th
+7 +3 +11/+6/+1 +8/+3 +5
12th
+8 +4 +12/+7/+2 +9/+4 +6/+1
13th
+8 +4 +13/+8/+3 +9/+4 +6/+1
14th
+9 +4 +14/+9/+4 +10/+5 +7/+2
15th
+9 +5 +15/+10/+5 +11/+6/+1 +7/+2
16th
+10 +5 +16/+11/+6/+1 +12/+7/+2 +8/+3
17th
+10 +5 +17/+12/+7/+2 +12/+7/+2 +8/+3
18th
+11 +6 +18/+13/+8/+3 +13/+8/+3 +9/+4
19th
+11 +6 +19/+14/+9/+4 +14/+9/+4 +9/+4
20th
+12 +6 +20/+15/+10/+5 +15/+10/+5 +10/+5
LEVEL-DEPENDENT BENEFITS In addition to attack bonuses and saving throw
bonuses, all characters gain other benefits from
advancing in level. The Table 3–2: Experience and
Level-Dependent Benefits summarizes these
additional benefits.
XP: The column on Table 3–2 shows the experience
point total needed to attain a given character level—
that is, the total of all the character’s level in classes.
(A character’s level in a class is called his or her class
level.) For any character (including a multiclass one),
XP determines overall character level, not individual
class levels.
Class Skill Max Ranks: The maximum number of
ranks a character can have in a class skill is equal to
his or her character level + 3. A class skill is a skill
frequently associated with a particular class—for
example, Spellcraft is a class skill for black mages.
Class skills are given in each class description in this
chapter.
Cross-Class Skill Max Ranks: For cross-class skills
(skills not associated with a character’s class), the
maximum number of ranks a character can have is
one-half the maximum for a class skill. For example,
at 1st level, a black mage could have 2 ranks in Move
Silently (typically associated with thieves, and on
that class’s list of class skills), but no more. These 2
ranks in a cross-class skill would cost the black mage
4 skill points, whereas the same 4 points would buy 4
ranks in a black mage class skill, such as Spellcraft.
The half ranks (1/2) indicated on Table 3–2 don’t
improve skill checks. They simply represent partial
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purchase of the next skill rank and indicate the
character is training to improve that skill.
Limit Breaks: Limit breaks are special abilities that
all classes get at 1st level. Each class gets two
separate abilities starting off. Limit breaks can be
only activated when a character is at or below 25%
health and can only use a limit break, once per day
per limit break. A limit break is activated as an
immediate action, but doesn’t go off until the
character’s next turn.
Feats: Every character gains one feat at 1st level and
another at every level divisible by three (3rd, 6th, 9th,
12th, 15th, and 18th
level). These feats are in addition
to any bonus feats granted as class features (see the
class descriptions later in this chapter) and the bonus
feat granted to all humes. See Chapter 5: Feats for
more information about feats.
Ability Increases: Upon attaining any level divisible
by four (4th, 8th, 12th, 16th, and 20th level), a
character increases one of his or her ability scores by
1 point. The player chooses which ability score to
improve. For example, a thief with a starting
Dexterity of 16 might increase this to 17 at 4th level.
At 8th level, the same character might increase his
Dexterity score again (from 17 to 18) or could choose
to improve some other ability instead. The ability
improvement is permanent.
For multiclass characters, feats and ability score
increases are gained according to character level, not
class level. Thus, a 3rd-level black mage/1st-level
fighter is a 4th-level character overall and eligible for
her first ability score boost.
Table 3-2: Experience and Level-Dependent Benefits
Character
Level XP
Class
Skill Max
Ranks
Cross-Class
Skill Max
Ranks
Feats
Ability
Score
Increases
1st 0 4 2 1
st —
2nd
1,000 5 2 ½ — —
3rd
3,000 6 3 2nd
—
4th
6,000 7 3 ½ — 1st
5th
10,000 8 4 — —
6th
15,000 9 4 ½ 3rd
—
7th
21,000 10 5 — —
8th
28,000 11 5 ½ — 2nd
9th
36,000 12 6 4th
—
10th
45,000 13 6 ½ — —
11th
55,000 14 7 — —
12th
66,000 15 7 ½ 5th
3rd
13th
78,000 16 8 — —
14th
91,000 17 8 ½ — —
15th
105,000 18 9 6th
—
16th
120,000 19 9 ½ — 4th
17th
136,000 20 10 — —
18th
153,000 21 10 ½ 7th
—
19th
171,000 22 11 — —
20th
190,000 23 11 ½ — 5th
CLASS DESCRIPTIONS The rest of this chapter, up to the section on
multiclass characters, describes the character classes
in alphabetical order. Each description begins with a
general discussion in ―game world‖ terms, the sort of
description that characters in the world could
understand and the way such a character might
describe himself or herself.
GAME RULE INFORMATION
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Following the general class description comes game
rule information. Not all of the following categories
apply to every class.
Abilities: The Abilities entry tells you which abilities
are most important for a character of that class.
Players are welcome to ―play against type,‖ but a
typical character of that class will have his or her
highest ability scores where they’ll do the most good
(or, in game world terms, be attracted to the class that
most suits his or her talents or for which he or she is
best qualified).
Alignment: A few classes restrict a character’s
possible alignments. For example, a knight must have
a lawful alignment. An entry of ―Any‖ means that
characters of this class are not restricted in alignment.
Hit Die: The type of Hit Die used by characters of
the class determines the number of hit points gained
per level.
HD Type Class
d4 Black mage, blue mage, white mage
d6 Bard, red mage, thief
d8 Archer, monk
d10 Beastmaster, fighter
d12 Knight
A character rolls one Hit Die each time he or she
gains a new level, then applies any Constitution
modifier to the roll, and adds the result to his or her
hit point total. Thus, a character has the same number
of Hit Dice as levels. For his or her first Hit Die, a
1st-level character gets the maximum hit points rather
than rolling (although Constitution modifiers,
positive or negative, still apply).
If your character has a Constitution penalty and gets a
result of 0 or lower after the penalty is applied to the
Hit Die roll, ignore the roll and add 1 to your
character’s hit point total anyway. It is not possible to
lose hit points (or not receive any) when gaining a
level, even for a character with a rotten Constitution
score.
Class Table: This table details how a character
improves as he or she gains levels in the class. Some
of this material is repeated from the Table 3–1: Base
Save and Base Attack Bonuses, but with more detail
on how the numbers apply to that class. Class tables
typically include the following:
Level: The character’s level in that class.
Base Attack Bonus: The character’s base attack
bonus and number of attacks.
Fort Save: The base save bonus on Fortitude saving
throws. The character’s Constitution modifier also
applies.
Ref Save: The base save bonus on Reflex saving
throws. The character’s Dexterity modifier also
applies.
Will Save: The base save bonus on Will saving
throws. The character’s Wisdom modifier also
applies.
Special: Level-dependent class abilities, each
explained in the Class Features section that follows.
Magic Points: How many magic points the character
can utilize each day.
Spell/Song Level: This indicates what spell level or
song level a mage or bard can cast or perform up to.
Class Skills: This section of a class description gives
the class’s list of class skills, the number of skill
points the character starts with at 1st level, and the
number of skill points gained each level thereafter. A
character gets some number of skill points each level,
such depending on the class in question, such as 6 for
a blue mage or 8 for a thief. To this number, apply
the character’s Intelligence modifier (and 1 bonus
point, if the character is hume) to determine the total
skill points gained each level (but always at least 1
skill point per level, even for a character with an
Intelligence penalty). A 1st-level character starts with
four times this number of skill points. Since the
maximum ranks in a class skill for a character is the
character’s level + 3, at 1st level you can buy as
many as 4 ranks in any class skill, at a cost of 1 skill
point per rank.
You can also buy skills from other classes’ skill lists,
but each skill point only buys 1/2 rank in these cross-
class skills, and you can buy only half the maximum
ranks a class skill would have (thus, the maximum
rank for a cross-class skill at 1st level is 2).
Class Features: Special characteristics of the class.
When applicable, this section also mentions
restrictions and disadvantages of the class. Class
features include some or all of the following.
Page 18 of 227
Weapon and Armor Proficiency: This section
details which weapons and armor types the character
is proficient with. Regardless of training,
cumbersome armor interferes with certain skills (such
as Climb) and with the casting of most arcane spells.
Characters can become proficient with other weapon
or armor types by acquiring the appropriate Armor
Proficiency (light, medium, heavy), Shield
Proficiency, and Weapon Proficiency (exotic, martial
or simple) feats. (See Chapter 5: Feats.)
Other Features: Each class has certain unique
capabilities. Some, such as the thief, have few;
others, such as the monk, have many.
Some abilities are supernatural or spell-like. Using a
spell-like ability is essentially like casting a spell (but
without components), and it provokes attacks of
opportunity. Using a supernatural ability is not like
casting a spell.
Ex-Members: If, for some reason, a character is
forced to give up this class, these are the rules for
what happens. Unless otherwise noted in the class
description, an ex-member of a class retains any
weapon and armor proficiencies he or she has gained.
Archer Archers are excellent range damage dealers. They are
capable making impossible shots that appear fluid
and natural. They make excellent skirmishers,
capable dropping a foe before it could move a step
towards them.
GAME RULE INFORMATION Archers have the following game statistics.
Abilities: Dexterity is very important for Archers. It
helps them shoot accurately and dodge melee attacks.
It also gives them access to certain Dexterity-oriented
feats.
Alignment: Any.
Hit Die: d8.
Class Skills The archer’s class skills (and the key ability for each
skill) are Balance (Dex), Climb (Str), Concentration
(Con), Craft (Int), Hide (Dex), Jump (Str),
Knowledge (any) (Int), Listen (Wis), Move Silently
(Dex), Ride (Dex), Search (Int), Spot (Wis), Swim
(Str), and Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int
modifier.
Class Features
All of the following are class features of the archer.
Weapon and Armor Proficiency: Archers are
proficient with all simple weapons, plus longbow,
shortbow, composite longbow, composite shortbow.
Archers are proficient with light armor, but not with
any type of shields.
Limit Breaks (Su): At 1st level, the archer receives
the Limit Breaks (Barrage and Trueshot Arrow).
Barrage (Su): This Limit Break allows the
archer to shoot a single arrow into the area towards
the designated area within range. As the arrow
descends, it splits into hundreds of arrows raining
down upon his enemies. Those within 50’ radius of
the indicated area the archer has chosen suffers 1d8
damage per level, a Reflex save for half damage. The
archer and his allies are unaffected by this Limit
Break.
Trueshot Arrow (Su): This Limit Break
allows the archer to shoot a single arrow at any
opponent within three times the maximum range
without any penalties. The archer receives a +2
competence bonus on the Attack roll per archer class
level. If it hits, the damage is maximized and
doubled. The Aim ability and Precision Shots all
stack if all conditions are satisfied with this Limit
Break.
Archery Combat Style (Ex): At 1st level, the archer
is treated as having the Precise Shot feat, even if he
does not have the normal prerequisites for that feat.
The benefits of the style apply only when he wears
light to no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.
Aim (Ex): Starting at 1st level and every other level
thereafter, the archer can wait a few seconds to aim
and take a full measure of his bow to make every shot
count. For every segment the archer waits (up to the
max of his Aim bonus), the archer receives a
competence bonus indicated on the table above to his
Attack and Damage rolls.
Page 19 of 227
Table 3-3: The Archer
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +1 +2 +2 +0 Archery Combat Style, Aim
(+1), Limit Breaks
2nd
+2 +3 +3 +0 Deflect Arrows, Extended
Range
3rd
+3 +3 +3 +1 Precision Shot (+1d6), Aim
(+2)
4th
+4 +4 +4 +1 Bonus Feat
5th
+5 +4 +4 +1 Improved Archery Combat
Style, Aim (+3)
6th
+6/+1 +5 +5 +2 Fast Movement (+10 ft.)
7th
+7/+2 +5 +5 +2 Precision Shot (+2d6), Aim
(+4)
8th
+8/+3 +6 +6 +2 Bonus Feat
9th
+9/+4 +6 +6 +3 Aim (+5)
10th
+10/+5 +7 +7 +3 Archery Combat Style
Mastery, Arrow Cleave
11th
+11/+6/+1 +7 +7 +3 Precision Shot (+3d6), Aim
(+6)
12th
+12/+7/+2 +8 +8 +4 Bonus Feat, Fast Movement
(+20 ft.)
13th
+13/+8/+3 +8 +8 +4 Aim (+7)
14th
+14/+9/+4 +9 +9 +4 Keen Arrows
15th
+15/+10/+5 +9 +9 +5 Precision Shot (+4d6), Aim
(+8), Far Precision
16th
+16/+11/+6/+1 +10 +10 +5 Bonus Feat
17th
+17/+12/+7/+2 +10 +10 +5 Aim (+9)
18th
+18/+13/+8/+3 +11 +11 +6 Fast Movement (+30 ft.)
19th
+19/+14/+9/+4 +11 +11 +6 Precision Shot (+5d6), Aim
(+10)
20th
+20/+15/+10/+5 +12 +12 +6 Aimed Shot (1/day), Bonus
Feat
Extended Range (Ex): Starting at 2nd
level, after all
multipliers have been applied, an archer adds 10 feet
to the range increment of bows he uses for each level
he possesses in the archer class. Thus, an 8th
-level
archer with a composite longbow and the Far Shot
feat would have a range increment of ([110 feet x
1.5] + [8 x 10 feet] = 165 feet + 80 feet) 245 feet.
Deflect Arrows (Ex): At 2nd
level, archers receive
Deflect Arrows as a bonus feat.
Precision Shot (Ex): At 3rd
level and every four
levels afterwards, the archer can make precision shots
for extra damage at close range. This extra damage is
1d6 at 3rd
level, and it increases by 1d6 every four
archer levels thereafter. Should the archer score a
critical hit with a precision shot, this extra damage is
not multiplied. The archer must be within 30 feet to
make precision shots and it does not stack with feats
that give extra attacks. It does, however, stack with
Aim (see above).
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, an
archer gains a bonus feat. The archer must still meet
all prerequisites for a bonus feat. These bonus feats
are in addition to the feat that a character of any class
gets every three levels.
Page 20 of 227
Improved Archery Combat Style (Ex): At 5th
level,
an archer’s aptitude in his archery combat style
improves. He is treated as having the Manyshot feat,
even if he does not have the normal prerequisites for
that feat. As before, the benefits of the style apply
only when he wears light to no armor. He loses all
benefits of his combat style when wearing medium or
heavy armor.
Fast Movement (Ex): At 6th
level, when not firing or
reloading, archers quickly change position. When
wearing no armor and carrying no more than a light
load, his base move speed increases by 10’. This
bonus increases to 20’ at 12th
level and again
increases again to 30’ at 18th
level.
Archery Combat Style Mastery (Ex): At 10th
level,
an archer’s aptitude in his archery combat style
improves again. He is treated as having the Improved
Precise Shot feat, even if he does not have the normal
prerequisites for that feat. As before, the benefits of
the style apply only when he wears light to no armor.
He loses all benefits of his combat style when
wearing medium or heavy armor.
Arrow Cleave (Ex): A bow in the hands of a 10th
-
level archer becomes a weapon capable of shots with
incredible power and precision. Whenever an archer
deals enough damage to a creature with an arrow to
drop the creature below 0 hit points, the archer
receives a second attack against another creature
within half the weapon’s range increment of the first
target. If the second target is dropped below 0 hit
points by the attack, the archer may take a third
attack against another creature within one-quarter of
the weapon’s range increment from the second target,
and so on – the maximum distance between potential
targets halving each time a target is successfully
dropped.
Keen Arrows (Ex): At 14th
level, the threat range of
all arrows fired by an archer is doubled. A normal
arrow in the hands of an archer has a threat range of
19-20/x2.
Far Precision (Ex): At 15th
level, the archer’s range
for precision shots increases to 60’. This also
increases the Point Blank Shot feat to 60’ as well.
Aimed Shot (Ex): At 20th
level, once per day, the
archer can double his Aim ability’s bonuses.
Bard The bard has songs that do a variety of things,
making him very versatile and useful. Bards can
speed their party to their goal, buff the party
members, increase their MP and hit point
regeneration, and also debuff enemies in order to
make them easier to kill. He can also inspire his allies
to go beyond what they’re capable of, often perform
feats of heroics with just a simple word of
encouragement from the bard.
GAME RULE INFORMATION Bards have the following game statistics.
Abilities: Charisma determines how powerful a song
a bard can perform, how hard those songs are to
resist, and how many additional MP a bard receives
from a high attribute.
Alignment: Any.
Hit Die: d6.
Class Skills The bard’s class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Diplomacy (Cha), Disguise
(Cha), Gather Information (Cha), Hide (Dex), Jump
(Str), Knowledge (all skills, taken individually) (Int),
Listen (Wis), Move Silently (Dex), Perform (Cha),
Profession (Wis), Sense Motive (Wis), Sleight of
Hand (Dex), Speak Language (n/a), Swim (Str), and
Tumble (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int
modifier.
Class Features
All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is
proficient with all simple weapons, plus the
longsword, rapier, sap, short sword, shortbow, and
whip. Bards are proficient with light armor and
shields (except tower shields).
Because the somatic components required for bard
songs are relatively simple, a bard can perform songs
while wearing light armor without incurring the
normal spell failure chance. However, like Mages, a
bard wearing medium or heavy armor or using a
shield incurs a chance of spell failure.
Page 21 of 227
Table 3-4: The Bard
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Song
Level
1st +0 +0 +2 +2
Bardic Music, Additional
Song Effect, Limit Breaks 2 1
st
2nd
+1 +0 +3 +3 3 1st
3rd
+1 +1 +3 +3 Inspiration (1/day) 4 1st
4th
+2 +1 +4 +4 Bonus Feat 5 1st
5th
+2 +1 +4 +4 9 2nd
6th
+3 +2 +5 +5 Inspiration (2/day) 11 2nd
7th
+3 +2 +5 +5 13 2nd
8th
+4 +2 +6 +6 Bonus Feat 15 2nd
9th
+4 +3 +6 +6 Inspiration (3/day) 21 3rd
10th
+5 +3 +7 +7 Additional Song Effect 24 3rd
11th
+5 +3 +7 +7 27 3rd
12th
+6/+1 +4 +8 +8 Bonus Feat, Inspiration
(4/day) 30 3
rd
13th
+6/+1 +4 +8 +8 38 4th
14th
+7/+2 +4 +9 +9 42 4th
15th
+7/+2 +5 +9 +9 Inspiration (5/day) 46 4th
16th
+8/+3 +5 +10 +10 Bonus Feat 50 4th
17th
+8/+3 +5 +10 +10 60 5th
18th
+9/+4 +6 +11 +11 Inspiration (6/day) 65 5th
19th
+9/+4 +6 +11 +11 70 5th
20th
+10/+5 +6 +12 +12 Additional Song Effect,
Bonus Feat 75 5
th
Additional Song Effect: Starting at 1st level, a bard
can perform an additional song, allowing him to
perform two songs. At 10th
and 20th
level, the bard
can perform more songs at the same time. The
perform check is needed all songs, with a +2 to the
perform DC for each song after the first.
Limit Break (Su): At 1st level, the bard receives the
Limit Breaks (Enhanced Song and Destructive
Shout).
Enhanced Song (Su): This Limit Break
enhances a Song of the bard’s choice. It maximizes
and doubles all variables for the duration of the song.
Destructive Shout (Su): This Limit Break
causes the Bard to shout towards his opponents
causing Sonic damage. It’s a 60’ Cone and deals 1d6
points of sonic damage per level. It also causes
creatures to be stunned for 1 round. A creature in the
area of effect can negate the stunning with a
successful Fortitude save. The DC save is 10 + ½
character level + Charisma modifier.
Bardic Music: A bard performs songs from his song
list. Like Mages, they have to purchase additional
songs to add to their repertoire.
To learn or perform a song, a bard must have a
Charisma score equal to at least 10 + the song level
(Cha 11 for 1st-level songs, Cha 12 for 2
nd-level
songs, and so forth). The Difficulty Class for a saving
throw against a bard’s song is 10 + the song’s level +
the bard’s Charisma modifier. In addition, a bard
gains additional MP for having a high attribute
(Charisma).
Performing a song also requires the bard to make a
perform skill check of DC 10 + the song’s level in
addition to spending MP. Failure in making the skill
check still expends the MP cost of the song. All
songs have a duration of three rounds, unless
otherwise stated (not including feats that may make
Page 22 of 227
the duration longer), before the bard must make
another perform check and pay the MP cost again.
Most songs have a radius of 30 feet, centered on the
bard, unless otherwise stated.
Table 3-5: Bard Songs Known
Level 1st 2nd 3rd 4th 5th
1st 2 — — — —
2nd 2 — — — —
3rd 2 — — — —
4th 2 — — — —
5th 3 1 — — —
6th 3 1 — — —
7th 3 1 — — —
8th 3 1 — — —
9th 4 2 1 — —
10th 4 2 1 — —
11th 4 2 1 — —
12th 4 2 1 — —
13th 4 3 2 1 —
14th 4 3 2 1 —
15th 4 3 2 1 —
16th 4 3 2 1 —
17th 4 4 3 2 1
18th 4 4 3 2 1
19th 4 4 3 2 1
20th 4 4 3 2 1
Inspiration: At 3rd
level, a bard can use his song or
poetics to inspire and produce magical effects on
those around him (usually including himself, if
desired). Each ability requires both a minimum bard
level and a minimum number of ranks in the Perform
skill to qualify; if a bard does not have the required
number of ranks in at least one Perform skill, he does
not gain the inspiration ability until he acquires the
needed ranks.
Starting an inspiration effect is a standard action. Just
as for casting a spell with a verbal component, a deaf
bard has 20% chance to fail when attempting to use
inspiration. If he fails, the attempt still counts against
his daily limit. The bard can use his inspirations once
per inspiration gained per day and each inspiration
lasts for one round per level.
Inspire Courage (Su): At 3rd
level, a bard with
5 or more ranks in a Perform skill can use song or
poetics to inspire courage in his allies (including
himself), bolstering them against fear and improving
their combat abilities. To be affected, an ally must be
able to hear the bard sing. An affected ally receives a
+1 morale bonus on saving throws against charm and
fear effects and a +1 morale bonus on attack and
weapons damage rolls. At 8th
level, and every six
bard levels thereafter, this bonus increases by 1 (+2 at
8th
, +3 at 14th
, and +4 at 20th
). Inspire courage is a
mind-affecting ability.
Inspire Competence (Su): At 6th
level, a bard
with 8 or more ranks in a Perform skill can use his
music or poetics to help an ally succeed at a task. The
ally must be within 30 feet and able to see and hear
the bard. The bard must also be able to see the ally.
Depending on the task that the ally has at hand, the
bard may use his inspiration to lift the ally’s spirits,
to help him or her focus mentally, or in some other
way. The ally gets a +2 competence bonus on skill
checks with a particular skill. A bard can’t inspire
competence in himself. Inspire competence is a
mind-affecting ability.
Inspire Greatness (Su): At 9th
level, a bard
with 11 or more ranks in a Perform skill can use
music or poetics to inspire greatness in himself or a
single willing ally within 30 feet, granting him or her
extra fighting capability. For every three levels a bard
attains beyond 9th
, he can target one additional ally
with a single use of this ability (two at 12th
level,
three at 15th
, four at 18th
). 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. Inspire greatness is a
mind-affecting ability.
Inspire Freedom (Su): At 12th
level, a bard
with 14 or more ranks in a Perform skill can use
music or poetics to create an effect to free someone
from enchantments. Any enchantment effect on a
chosen target is dispelled (requiring a caster level
check versus the caster’s enchantment). Any attempts
to cast enchantments on chosen target are dispelled
with a successful caster level check. A bard can’t use
inspire freedom on himself. Inspire freedom is a
mind-affecting ability.
Inspire Heroics (Su): At 15th
level, a bard
with 17 or more ranks in a Perform skill can use
music or poetics to inspire tremendous heroism in
Page 23 of 227
himself or a single willing ally within 30 feet,
allowing that creature to fight bravely even against
overwhelming odds. For every three bard levels the
character attains beyond 15th
, he can inspire heroics
in one additional creature. A creature so inspired
gains a +4 morale bonus on saving throws and a +4
dodge bonus to AC. Inspire heroics is a mind-
affecting ability.
Inspire Healing (Su): At 18th
level, a bard
with 20 or more ranks in a Perform skill can use
music or poetics to inspire healing in himself or a
single willing ally within 30 feet. A creature so
inspired gains Fast Healing 1 per four bard levels the
character has attained up to a maximum of Fast
Healing 5. Inspire healing is a mind-affecting ability.
Bonus Feat: A bard receives a bonus feat starting at
4th
level and receives an additional bonus feat every
four bard levels thereafter (8th
, 12th
, 16th
, and 20th
). A
bard must still meet all prerequisites for a bonus feat,
including ability score and base attack bonus
minimums.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Beastmaster A beastmaster is a wilderness warrior who has
developed an uncanny rapport with animals. Though
truly fearsome in battle, the beastmaster can be quite
gentle when dealing with creatures of the wild. A
beastmaster typically travels with one or more animal
companions who show incredible loyalty to their
humanoid friend. Though a beastmaster prefers to
spend time in the wild with his animal companion, he
is not averse to venturing into civilized lands when
the need arises. As long as animals may be found
where he travels, the beastmaster will feel at home.
GAME RULE INFORMATION Beastmasters have the following game statistics.
Abilities: Strength is especially important for
beastmasters because it improves their melee attack
and damage rolls. Constitution is important for giving
beastmasters lots of hit points, which they need in
their many battles.
Alignment: Any.
Hit Die: d10.
Class Skills The beastmaster’s class skills (and the key ability for
each skill) are Climb (Str), Craft (Int), Handle
Animal (Cha), Heal (Wis), Intimidate (Cha), Jump
(Str), Knowledge (nature) (Int), Spot (Wis), Survival
(Wis), and Swim (Str).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int
modifier.
Class Features
All of the following are class features of the
beastmaster.
Weapon and Armor Proficiency: A beastmaster is
proficient with all simple weapons and with light
armor but not shields.
Limit Breaks (Su): At 1st level, the beastmaster
receives the Limit Breaks (Bestial Fury and Mastery
of Beasts).
Bestial Fury (Su): This Limit Break causes
the beastmaster and his companion to go into a
bestial fury. For the next 5 rounds, the beastmaster
and his companion is granted a +2 enhancement
bonus to Strength and Constitution per four
beastmaster levels as well as an extra attack at their
highest base attack bonus if they make a full attack.
Mastery of Beasts (Su): This Limit Break
allows the beastmaster to call 3d4 creatures of the
same type as his companion with maximum hit points
to aid him in battle, 2d4 dire creatures of the same
type at level 10, and 1d4 legendary creatures of the
same type at level 20. The creatures appear instantly
and remaining for up to 5 rounds, at which point they
disperse into the wild.
Animal Companion (Ex): A beastmaster may begin
play with an animal companion selected from the
following list: ape, bear (black), hawk, snake
(medium), or wolf. This animal is a loyal companion
that accompanies the beastmaster on his adventures
as appropriate for its kind.
Page 24 of 227
Table 3-6: The Beastmaster
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +1 +2 +0 +0 Animal Companion, Wild
Empathy, Limit Breaks
2nd
+2 +3 +0 +0 Empathic Link
3rd
+3 +3 +1 +1 Alertness
4th
+4 +4 +1 +1 Bonus Feat
5th
+5 +4 +1 +1 Beastial Transformation
(Partial)
6th
+6/+1 +5 +2 +2 Speak with Animals
7th
+7/+2 +5 +2 +2 Bonus Feat
8th
+8/+3 +6 +2 +2 Natural Weaponry
9th
+9/+4 +6 +3 +3 Low-Light Vision
10th
+10/+5 +7 +3 +3 Dire Companion
11th
+11/+6/+1 +7 +3 +3 Scent
12th
+12/+7/+2 +8 +4 +4 Bonus Feat
13th
+13/+8/+3 +8 +4 +4 Natural Weaponry
14th
+14/+9/+4 +9 +4 +4
15th
+15/+10/+5 +9 +5 +5 Beastial Transformation
(Full)
16th
+16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th
+17/+12/+7/+2 +10 +5 +5
18th
+18/+13/+8/+3 +11 +6 +6 Natural Weaponry
19th
+19/+14/+9/+4 +11 +6 +6
20th
+20/+15/+10/+5 +12 +6 +6 Legendary Companion,
Bonus Feat
A 1st-level beastmaster’s companion is completely
typical for its kind except as noted in the table below.
As a beastmaster advances in level, the animal’s
power increases as shown on the table. If the animal
companion is of higher hit dice than the beastmaster
in levels, it does not receive any additional hit dice
until the beastmaster advances in levels higher than
the animal companion’s hit dice.
At 10th
level, the beastmaster’s animal companion
becomes a dire companion, becoming a dire animal.
If the dire companion is of higher hit dice than the
beastmaster in levels, it does not receive any
additional hit dice until the beastmaster advances in
levels higher than the dire companion’s hit dice.
At 20th
level, the beastmaster’s dire companion
becomes a legendary companion, becoming a
legendary animal. If the legendary companion is of
higher hit dice than the beastmaster in levels, it does
not receive any additional hit dice.
If a beastmaster releases his companion from service,
he may gain a new one by performing a ceremony
requiring 24 uninterrupted hours of summoning. This
ceremony can also replace an animal companion that
has perished.
Class Level: The character’s beastmaster
level.
Bonus HD: Extra eight-sided (d8) Hit Dice,
each of which gains a Constitution modifier, as
Class
Level
Bonus
HD
Natural
Armor
Adj.
Str/Dex
Adj.
Bonus
Tricks Special
1st–2nd +0 +0 +0 1 Link
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7 Blood Bond
Page 25 of 227
normal. Extra Hit Dice improve the companion’s
base attack and base save bonuses. The companion’s
base attack bonus is equal to that of a beastmaster of
a level equal to the companion’s HD. The companion
has good Fortitude and Reflex saves (treat it as a
character whose level equals the creature’s HD). The
companion gains additional skill points or feats for
bonus HD as normal for advancing a monster’s Hit
Dice.
Natural Armor Adj.: The number on the table
is an improvement to the companion’s existing
natural armor bonus. It represents the preternatural
toughness of a beastmaster’s companion.
Str/Dex Adj.: Add this figure to the
companion’s Strength and Dexterity score.
Link (Ex): A beastmaster can handle his
companion as a free action, or push it as a move
action, even if he doesn’t have any ranks in the
Handle Animal skill. The beastmaster gains a +4
competence bonus on all wild empathy checks and
Handle Animal checks made regarding the
beastmaster’s companion.
Evasion (Ex): If the beastmaster’s companion
is subjected to an attack that normally allows a
Reflex saving throw for half damage, it takes no
damage if it makes a successful saving throw.
Devotion (Ex): The companion’s devotion to
its master is so complete that it gains a +4 morale
bonus on Will saves against enchantment spells and
effects.
Multiattack: The beastmaster’s companion
gains Multiattack as a bonus feat if it has three or
more natural attacks and does not already have this
feat. If it does not have the requisite three or more
attacks, the companion instead gains a second attack
with its primary natural weapon, albeit at a –5
penalty.
Improved Evasion (Ex): When subjected to an
attack that normally allows a Reflex saving throw for
half damage, the companion takes no damage if it
makes a successful saving throw and half damage if
the saving throw fails.
Blood Bond (Ex): After a beastmaster has
achieved 18th
level, the bond between him and his
companion grows so strong that the companion gains
a +2 bonus on all attack rolls, checks and saves if it
witnesses the beastmaster being threatened or
harmed. This bonus lasts as long as the threat is
immediate and apparent.
Wild Empathy (Ex): A beastmaster can use body
language, vocalizations and demeanor to improve the
attitude of any creature of the animal, magical beast
or vermin types. This ability functions just like a
Diplomacy check made to improve a humanoid’s
attitude towards a character. Typically, domesticated
creatures have a starting attitude of indifferent and
wild creatures begin as unfriendly. Magical beasts
may only be influenced by a beastmaster’s wild
empathy if the creature’s Intelligence score is 5 or
less, and the beastmaster suffers a –4 penalty on any
attempts to do so. The beastmaster rolls 1d20 + his
beastmaster level + his Charisma modifier to
determine the wild empathy check result.
To use wild empathy, the beastmaster and the
creature must be able to study each other, which
means they must be within 30 feet of one another. A
standard attempt to make a wild empathy check
requires 1 minute, but as with influencing people,
circumstances may require that the process take more
or less time.
Empathic Link (Su): At 2nd
level, the beastmaster
forms an empathic link with his companion out to a
distance of up to 1 mile. At 6th
level, the beastmaster
extends his link to include not only his companion
but also any animals he has befriended. The link
allows the beastmaster and the animals to
communicate their general emotional state (fear,
hunger, happiness, curiosity) to one another. Note
that the Intelligence of animals may limit what the
creatures can communicate or understand.
Alertness: A beastmaster’s senses grow keen as he
learns some of the tricks of the animal kingdom.
Accordingly, he gains Alertness as a bonus feat at 4th
level.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
beastmaster gains a bonus feat. The beastmaster must
still meet all prerequisites for a bonus feat.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
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Beastial Transformation: At 5th
level, a beastmaster
becomes more beast-like, taking on animal traits of
his chosen animal companion.
Ape: Beastmasters with an Ape Companion gains
Climb (with a +8 bonus to Climb checks) speed of 30
feet, +4 bonus to Dexterity, +2 bonus to Wisdom, and
a +1 Natural Armor bonus to Armor Class.
Bear: Beastmasters with a Bear Companion gains +5
movement speed, +4 bonus to Swim checks, +6
bonus to Strength, +2 bonus to Constitution and
Wisdom.
Hawk: Beastmasters with a Hawk Companion grows
wings and gains a Fly speed of 40 feet (poor) as well
as a +4 bonus to Spot checks, +2 bonus to Dexterity,
and a +4 bonus to Wisdom.
Snake: Beastmasters with a Snake Companion gains
a Swim (with a +8 bonus to Swim checks) speed of
20 feet, +4 bonus to Dexterity, +2 bonus to Wisdom,
-2 penalty to Charisma, and a +1 Natural Armor
bonus to Armor Class.
Wolf: Beastmasters with a Wolf Companion gains
+10 movement speed, and a +2 bonus to Dexterity,
Constitution, and Wisdom.
At 15th
level, a beastmaster completes his
transformation, assuming the facial features of his
chosen animal companion, and gaining more animal
traits. They also receive a Bite attack as a secondary
attack. Refer to Natural Weaponry ability for bite
damage (see below). If they already have a Bite
attack, it upgrades via the Natural Weaponry ability.
Ape: Beastmasters with an Ape Companion gains a
+2 bonus to Strength, Dexterity and Wisdom, and a
+2 Natural Armor bonus to Armor Class.
Bear: Beastmasters with a Bear Companion gains a
+2 bonus to Strength, Dexterity, Constitution and
Wisdom, and a +2 Natural Armor bonus to Armor
Class.
Hawk: Beastmasters with a Hawk Companion
increases their Fly speed to 60 and gain a +2 bonus to
Dexterity and Wisdom, and a +2 Natural Armor
bonus to Armor Class.
Snake: Beastmasters with a Snake Companion gains
a +2 bonus to Dexterity and Wisdom, -2 penalty to
Charisma, and a +2 Natural Armor bonus to Armor
Class. They also receive a Poison with their Bite
attack. The Fort DC save is 10 + half of their
beastmaster class level + Constitution modifier. The
poison deals 1d6 initial and secondary Constitution
damage.
Wolf: Beastmasters with a Wolf Companion gains a
+2 bonus to Strength, Dexterity, Constitution, and
Wisdom, and a +2 Natural Armor bonus to Armor
Class.
Speak with Animals (Su): At 6th
level, the
beastmaster may comprehend and communicate at
will with all animals, magical beasts and vermin.
Natural Weaponry (Su): At 8th
level, a beastmaster
can undertake a ritual that allows him to grow claws,
fangs or horns. The ritual lasts for one day, during
which the beastmaster cannot sleep or eat. At the end
of the ritual, the player selects claws, fangs or horns;
once the choice is made, it cannot be reversed or
altered. Once a beastmaster has grown his chosen
natural weaponry, it cannot be hidden easily and
grants him a +2 circumstance bonus on Intimidate
checks.
The beastmaster is considered proficient with his
chosen natural weapon. When making multiple
attacks in a full attack, a beastmaster suffers a –3
penalty if using his natural weapons in any attack
beyond the first. A beastmaster who selects claws
may make two attacks using the claws if he can make
multiple attacks in the same round, but may not use
them to attack while wielding another weapon.
The damage for a beastmaster’s natural weaponry is
as follows:
Character
Size
Claw
Damage
Bite/Gore
Damage
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
At 13th
level, a beastmaster undergoes a longer and
more involved ritual lasting three days without food
or sleep, and he has the option either to select a
second set of natural weaponry or to improve the
Page 27 of 227
natural weaponry he already possesses. If a new set
of natural weaponry is selected, it is as if the
beastmaster had selected it at 8th
level.
If the beastmaster chooses to improve his existing
natural weaponry, it grows larger and more wicked
than before. It grants a +4 circumstance bonus on
Intimidate checks but also a –2 circumstance penalty
on all checks requiring fine manipulation using the
chosen body part.
The damage for a beastmaster’s improved natural
weaponry is as follows:
Character
Size
Claw
Damage
Bite/Gore
Damage
Small 1d4 1d6
Medium 1d6 1d8
Large 1d8 2d6
At 18th
level, a beastmaster undergoes a much longer
and final ritual lasting five days without food or
sleep, and he has the option either to select a third set
of natural weaponry or to improve the natural
weaponry he already possesses. If a new set of
natural weaponry is selected, it is as if the
beastmaster had selected it at 8th
level.
If the beastmaster chooses to improve his existing
improved natural weaponry, it grows larger and more
wicked than before. It grants a +6 circumstance
bonus on Intimidate checks but also a –4
circumstance penalty on all checks requiring fine
manipulation using the chosen body part.
The damage for a beastmaster’s advanced natural
weaponry is as follows:
Character
Size
Claw
Damage
Bite/Gore
Damage
Small 1d6 1d8
Medium 1d8 2d6
Large 2d6 3d6
A beastmaster’s natural weaponry may only be used
if the beastmaster is wearing light armor or no armor.
Low-Light Vision (Ex): At 9th
level, a beastmaster
gains low-light vision, allowing him to see twice as
far as a hume in starlight, moonlight, torchlight, and
similar conditions of shadowy illumination. He
retains the ability to distinguish color and detail
under these conditions.
If he already has low-light vision from another source
(such as his race), his low-light vision improves,
allowing him to see three times as far as a hume in
conditions of shadowy illumination.
Scent (Ex): At 11th
level, a beastmaster gains the
scent ability. This ability allows the beastmaster to
detect approaching enemies, sniff out hidden foes,
and track by sense of smell. A beastmaster can
identify familiar odors just as humes do familiar
sights.
The beastmaster 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.
When the beastmaster detects a scent, the exact
location of the source is not revealed—only its
presence somewhere within range. The beastmaster
can take a move action to note the direction of the
scent. Whenever a beastmaster comes within 5 feet of
the source, the beastmaster pinpoints the source’s
location.
Black Mage Black Mages are powerful sorcerers that use their
magical abilities to attack enemies through direct
damage spells and enfeebling magic. Although
physically weak, their potential for destruction per
spell is far greater than any melee fighter’s single
attack.
GAME RULE INFORMATION Black Mages have the following game statistics.
Abilities: Intelligence determines how powerful a
spell a black mage can cast, how hard those spells are
to resist, and how many additional MP a black mage
receives from a high attribute. A high Dexterity score
is helpful for a black mage, who typically wears little
or no armor, because it provides his with a bonus to
Armor Class. A good Constitution score gives a black
mage extra hit points, a resource that he is otherwise
very low on.
Alignment: Any.
Hit Die: d4.
Page 28 of 227
Table 3-7: The Black Mage
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Spell
Level
1st +0 +0 +0 +2 Black Magery, Limit
Breaks 2 1
st
2nd
+1 +0 +0 +3 3 1st
3rd
+1 +1 +1 +3 5 1st
4th
+2 +1 +1 +4 Bonus Feat 8 2nd
5th
+2 +1 +1 +4 Black Magery 11 2nd
6th
+3 +2 +2 +5 16 3rd
7th
+3 +2 +2 +5 21 3rd
8th
+4 +2 +2 +6 Bonus Feat 28 4th
9th
+4 +3 +3 +6 Black Magery 35 4th
10th
+5 +3 +3 +7 Doublecast (1/day) 44 5th
11th
+5 +3 +3 +7 53 5th
12th
+6/+1 +4 +4 +8 Bonus Feat 62 6th
13th
+6/+1 +4 +4 +8 Black Magery 73 6th
14th
+7/+2 +4 +4 +9 86 7th
15th
+7/+2 +5 +5 +9 Clear Mind 99 7th
16th
+8/+3 +5 +5 +10 Bonus Feat 114 8th
17th
+8/+3 +5 +5 +10 Black Magery 129 8th
18th
+9/+4 +6 +6 +11 1 MP Spell (1/day) 136 9th
19th
+9/+4 +6 +6 +11 152 9th
20th
+10/+5 +6 +6 +12 Quad-Cast (1/day), Bonus
Feat 169 9
th
Class Skills The black mage’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), and Spellcraft
(Int).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
All of the following are class features of the black
mage.
Weapon and Armor Proficiency: Black Mages are
proficient with the dagger, sling, and quarterstaff, but
not with any type of armor or shield. Armor of any
type interferes with a black mage’s movements,
which can cause his spells with somatic components
to fail.
Spells: A black mage casts black mage spells which
are drawn the black mage spell list.
To learn or cast a spell, the black mage must have an
Intelligence score equal to at least 10 + the spell level
(Int 11 for 1st-level spells, Int 12 for 2
nd-level spells,
and so forth). The Difficulty Class for a saving throw
against a black mage’s spell is 10 + the spell level +
the black mage’s Intelligence modifier. In addition, a
black mage gains additional MP for having a high
attribute (Intelligence).
Limit Breaks (Su): At 1st level, the black mage
receives the Limit Breaks (Overchannel and MP
Shield).
Overchannel (Su): This Limit Break allows
the black mage to spend additional MP on any
spell(s) for the next 5 rounds up to twice his class
level. Each additional MP spent can be used to
increase damage by 1 extra die, increase save DC by
1, or increase duration by 5 rounds (if the spell has a
duration of 1 round or more). This Limit Break
allows the black mage to spend more MP than he can
normally spend.
Page 29 of 227
Table 3-8: Black Mage Spells Known
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 — — — — — — — —
2nd 2 — — — — — — — —
3rd 2 — — — — — — — —
4th 3 2 — — — — — — —
5th 3 2 — — — — — — —
6th 3 3 2 — — — — — —
7th 4 3 2 — — — — — —
8th 4 3 3 2 — — — — —
9th 4 3 3 2 — — — — —
10th 4 4 3 3 2 — — — —
11th 4 4 3 3 2 — — — —
12th 4 4 3 3 3 2 — — —
13th 4 4 4 3 3 2 — — —
14th 4 4 4 3 3 3 2 — —
15th 4 4 4 3 3 3 2 — —
16th 4 4 4 4 3 3 3 2 —
17th 4 4 4 4 3 3 3 2 —
18th 4 4 4 4 3 3 3 3 2
19th 4 4 4 4 4 3 3 3 2
20th 4 4 4 4 4 3 3 3 3
MP Shield (Su): This Limit Break shields the
black mage from damage by using his MP pool at a
rate of 5 damage per magic point. This Limit Break
lasts for 5 rounds and the black mage has no control
over it. If the black mage is out of MP, the Limit
Break ends prematurely and the black mage takes
damage as normal.
Black Magery: At 1st, 5
th, 9
th, 13
th, and 17
th level, a
black mage increases his power with his spells. At
each such opportunity, he can choose from the list of
the following (with a limit of 2 per):
Increased Damage: This increases any
damage spell the black mage casts by 1 extra die of
the appropriate type. This allows you to overcome
any damage cap a spell might restrict you to.
Spell Mastery: This increases the DC for all
of the black mage’s spells by 1.
Elemental Mastery: This increases the black
mage’s caster level by 1 for all spells with an
elemental descriptor.
Spell Penetration: This increases the black
mage’s caster level checks by 1 made to overcome a
creature’s spell resistance. This stacks with the Spell
Penetration feat.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
black mage gains a bonus feat. At each such
opportunity, he can choose a metamagic feat or an
item creation feat. The black mage must still meet all
prerequisites for a bonus feat, including caster level
minimums.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Doublecast (Su): At 10th
level, once per day, a black
mage can take a full-round action to cast two spells.
The black mage pays MP for both spells as normal
and if a Concentration check is needed, he must
check for both spells. He must also indicate the
targets before spells are resolved.
Clear Mind (Ex): At 15th
level, a black mage can
regain his MP quicker. The black mage must be
relaxed and must be free from overt distractions, such
as combat raging nearby or other loud noises. The
Page 30 of 227
black mage regains MP equaling his Intelligence
modifier per hour.
1 MP Spell (Su): At 18th
level, once per day, a black
mage can reduce the cost of spells to 1 MP. Once
activated, the following round, any spells the black
mage casts only cost 1 MP. This ability ends at the
end of that round.
Quad-Cast (Su): At 20th
level, once per day, a black
mage can take a full-round action to cast four spells.
The black mage pays MP for all four spells as normal
and if a Concentration check is needed, he must
check for all four spells. He must also indicate the
targets before spells are resolved.
Blue Mage Mages of the Azure order, these mages are
practitioners of creature magic (otherwise known as
Blue Magic). They learn spells by observing
creatures use their spell-like and supernatural
abilities. Unique to the magic world, they utilize their
strange magicks to overcome foes or help their allies.
GAME RULE INFORMATION Blue Mages have the following game statistics.
Abilities: Intelligence determines how powerful a
spell a blue mage can cast, how hard those spells are
to resist, how many additional MP a blue mage
receives from a high attribute, and also helps with
additional skill points needed for the blue mage. A
high Dexterity score is helpful for a blue mage, who
typically wears light armor, because it provides his
with a bonus to Armor Class. A good Constitution
score gives a blue mage extra hit points, a resource
that she is otherwise very low on.
Alignment: Any.
Hit Die: d4.
Class Skills The blue mage’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), and Spellcraft
(Int).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
All of the following are class features of the blue
mage.
Weapon and Armor Proficiency: Blue Mages are
proficient with all simple weapons including
longswords and scimitars. Blue Mages are proficient
with light armor and small shields.
Creature Magic (Ex): A blue mage has the power to
gain new spells from creatures that have spell-like
and supernatural abilities by learning from them. The
blue mage must witness the creature use its abilities
for the blue mage to learn by making a Knowledge
(Beast Lore) skill check. The initial skill check is DC
15 + 2 per spell level of the ability.
Once learned, the ability becomes a spell in the blue
mage’s known spells list. See the monster’s
description to find out the spell level of a creature’s
spell-like and supernatural abilities. The blue mage
can learn spells above her spell level, but cannot cast
those spells until she has attain the level to be able to
cast them. The only limitation to this is the blue mage
cannot learn Limit Breaks through the use of this
ability. Any supernatural abilities learned through
this ability that doesn’t have a duration will have a
duration of 1 round per Blue Mage class level.
To learn or cast a spell, the blue mage must have an
Intelligence score equal to at least 10 + the spell level
(Int 11 for 1st-level spells, Int 12 for 2
nd-level spells,
and so forth). The Difficulty Class for a saving throw
against a blue mage’s spell is 10 + the spell level +
the blue mage’s Intelligence modifier. In addition, a
blue mage gains additional MP for having a high
attribute (Intelligence).
Limit Break (Su): At 1st level, the blue mage
receives the Limit Breaks (Creature Summons and
Dual Azure Mastery).
Page 31 of 227
Table 3-9: The Blue Mage
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Spell
Level
1st +0 +0 +0 +2 Blue Magery, Creature Magic,
Limit Breaks 2 1
st
2nd
+1 +0 +0 +3 3 1st
3rd
+2 +1 +1 +3 Armored Mage (Light) 5 1st
4th
+3 +1 +1 +4 Bonus Feat 8 2nd
5th
+3 +1 +1 +4 Blue Magery, Scan 11 2nd
6th
+4 +2 +2 +5 16 3rd
7th
+5 +2 +2 +5 Invoke 21 3rd
8th
+6/+1 +2 +2 +6 Bonus Feat 28 4th
9th
+6/+1 +3 +3 +6 Blue Magery 35 4th
10th
+7/+2 +3 +3 +7 Analyze 44 5th
11th
+8/+3 +3 +3 +7 53 5th
12th
+9/+4 +4 +4 +8 Bonus Feat, 62 6th
13th
+9/+4 +4 +4 +8 Blue Magery 73 6th
14th
+10/+5 +4 +4 +9 Improved Invoke 86 7th
15th
+11/+6/+1 +5 +5 +9 Clear Mind 99 7th
16th
+12/+7/+2 +5 +5 +10 Bonus Feat 114 8th
17th
+12/+7/+2 +5 +5 +10 Blue Magery 129 8th
18th
+13/+8/+3 +6 +6 +11 1 MP Spell (1/day) 136 9th
19th
+14/+9/+4 +6 +6 +11 152 9th
20th
+15/+10/+5 +6 +6 +12 Bonus Feat 169 9th
Creature Summons (Su): This Limit Break
allows the blue mage to summon creatures briefly.
For the next 5 rounds, any creature magic spells the
blue mage casts; she summons a creature from where
she learned the spell from. The creature magic spell
must be from actual monster, and not from a
humanoid for this Limit Break to summon. The
creature summoned stays for only 1 round, appearing
anywhere within 30 feet of the blue mage, obeying
the wishes of the blue mage and then disappears.
Dual Azure Mastery (Su): This Limit Break
allows the blue mage for up to 5 rounds to cast two
creature magic spells a round. MP must be paid for
both spells.
Blue Magery: At 1st, 5
th, 9
th, 13
th, and 17
th level, a
blue mage increases her power with her spells. At
each such opportunity, she can choose from the list of
the following (with a limit of 2 per):
Spell Mastery: This increases the DC for all
of the blue mage’s spells by 1.
Spell Penetration: This increases the blue
mage’s caster level checks by 1 made to overcome a
creature’s spell resistance. This stacks with the Spell
Penetration feat.
Creature Knowledge Mastery: This increases
the blue mage’s Knowledge (Beast Lore) checks for
learning new spells from creatures by +2 and also
provides a +2 insight bonus on all saving throws from
creatures that have been Scanned.
Armored Mage (Ex): At 3rd
level, normally, armor
of any type interferes with a spell-caster's gestures,
which can cause spells to fail if those spells have a
somatic component. A blue mage's limited focus and
specialized training, however, allows her to avoid
spell failure so long as she sticks to light armor and
light shields. This training does not extend to medium
or to heavy shields. This ability does not apply to
spells gained from a different spell-casting class.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
blue mage gains a bonus feat. At each such
opportunity, she can choose a metamagic feat or an
Page 32 of 227
item creation feat. The blue mage must still meet all
prerequisites for a bonus feat, including caster level
minimums.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Scan (Su): At 5th
level, and at a cost of 1 MP, the
blue mage can scan a creature to find out if a creature
has a spell-like or supernatural ability she can learn
from. This ability has a range of 60 feet and requires
a move action which doesn’t provoke attacks of
opportunity.
Invoke (Su): At 7th
level, and at a cost of 2 MP, the
blue mage can invoke a creature to use its spell-like
or supernatural ability. The blue mage must know
what the creature possesses for abilities by using the
Scan ability. If a creature has more than one ability,
the blue mage can decide which one she wants the
creature to use. The creature gets a Will save (DC 15
+ Intelligence modifier +1 per 5 ranks of the
Knowledge (Beast Lore) skill) to negate this ability.
This ability has a range of 60 feet and requires a
move action which doesn’t provoke attacks of
opportunity..
At 14th
level, the blue mage’s ability to invoke a
creature to use its abilities improves. The blue mage
can use this ability as a swift action.
Analyze (Su): At 10th
level, and at the cost of 3 MP,
the blue mage can analyze a creature to find how
much (current) hit points, (current) magic points, any
resistances, and any weaknesses it possesses. This
ability has a range of 60 feet and requires a move
action which doesn’t provoke attacks of opportunity.
Clear Mind (Ex): At 15th
level, a blue mage can
regain her MP quicker. The blue mage must be
relaxed and must be free from overt distractions, such
as combat raging nearby or other loud noises. The
blue mage regains MP equaling her Intelligence
modifier per hour.
1 MP Spell (Su): At 18th
level, once per day, a blue
mage can reduce the cost of spells to 1 MP. Once
activated, the following round, any spells the blue
mage casts only cost 1 MP. This ability ends at the
end of that round.
Fighter As long as wars are raged on distant lands, there will
be men and women who fight those wars. The fighter
is no mere sword-swinger; he is a skilled combatant,
combining strength of arm, knowledge of weaponry,
and practiced maneuvers to slice or bludgeon his foes
into little red bits. The fighter is the most versatile of
the combat classes, and he supplements his fighting
prowess with the ability to enter a berserking rage to
terrifying results.
GAME RULE INFORMATION Fighters have the following game statistics.
Abilities: Strength is especially important for fighters
because it improves their melee attack and damage
rolls. Constitution is important for giving fighters lots
of hit points, which they need in their many battles.
Dexterity is important for fighters who want to be
good archers or who want access to certain Dexterity-
oriented feats, but the heavy armor that fighters
usually wear reduces the benefit of a very high
Dexterity score.
Alignment: Any.
Hit Die: d10.
Class Skills The fighter’s class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal
(Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and
Swim (Str).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is
proficient with all simple and martial weapons and
with all armor (heavy, medium, and light) and shields
(except tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus feat
in addition to the feat that any 1st-level character gets
and the bonus feat granted to a human character. The
fighter gains an additional bonus feat at 2nd
, 4th
, 6th
,
9th
, 12th
, 15th
, 18th
, and 20th
level. A fighter must still
meet all perquisites for a bonus feat.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Page 33 of 227
Table 3-10: The Fighter
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +1 +2 +0 +0 Bonus Feat, Limit Breaks
2nd
+2 +3 +0 +0 Bonus Feat
3rd
+3 +3 +1 +1
4th
+4 +4 +1 +1 Bonus Feat
5th
+5 +4 +1 +1 Berserk (1/day)
6th
+6/+1 +5 +2 +2 Bonus Feat
7th
+7/+2 +5 +2 +2
8th
+8/+3 +6 +2 +2 Berserk (2/day)
9th
+9/+4 +6 +3 +3 Bonus Feat
10th
+10/+5 +7 +3 +3 War Cry (1/day)
11th
+11/+6/+1 +7 +3 +3 Berserk (3/day)
12th
+12/+7/+2 +8 +4 +4 Bonus Feat
13th
+13/+8/+3 +8 +4 +4
14th
+14/+9/+4 +9 +4 +4 Berserk (4/day)
15th
+15/+10/+5 +9 +5 +5 Bonus Feat
16th
+16/+11/+6/+1 +10 +5 +5
17th
+17/+12/+7/+2 +10 +5 +5 Berserk (5/day)
18th
+18/+13/+8/+3 +11 +6 +6 Bonus Feat, Tireless Berserk
19th
+19/+14/+9/+4 +11 +6 +6
20th
+20/+15/+10/+5 +12 +6 +6 Doublestrike (1/day), Bonus
Feat
Limit Breaks (Su): At 1st level, the fighter receives
the Limit Breaks (Mighty Strikes and Omnistrike).
Mighty Strikes (Su): This Limit Break makes
all attacks, on the round activated, all confirmed
critical hits provided that the attacks hit in the first
place. If a critical threat was rolled, it is automatically
confirmed and the multiplier is increased by one.
(I.E. A longsword will be x3 instead of x2.)
Omnistrike (Su): This Limit Break allows the
fighter to double his number of attacks on the round
activated.
Berserk (Ex): A fighter can fly into a berserking
rage a certain number of times per day. While
berserking, a fighter gains phenomenal strength and
resistance to damage but becomes reckless and less
able to defend himself. He temporarily gains a +2
bonus to Strength, DR 1/-, and a +1 morale bonus on
Will saves, but he takes a -1 penalty to Armor Class.
These increase when the fighter gains additional uses
of Berserk. Strength increases by 2 per additional use
of Berserk. Damage Reduction and Will saves
bonuses increase 1 per. Armor Class penalty also
decreases 1 per. While also berserking, a fighter
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 he cast spells or activate magic items that
require a command word, a spell trigger (such as a
materia), or spell completion to function. He can use
any feat he has except Combat Expertise, item
creation feats, and metamagic feats. A fit of
berserking rage lasts for a number of rounds equal to
3 + the character’s Constitution modifier. A fighter
may prematurely end his berserk. At the end of the
berserk, the fighter loses the berserk modifiers and
restrictions and becomes fatigued (-2 penalty to
Strength and Dexterity, can’t charge or run) for the
duration of the current encounter (unless he is a 18th
-
level fighter, at which point this limitation no longer
applies; see below).
A fighter can fly into a berserking rage only once per
encounter. At 5th
level, he can use his berserk once
per day. At every three levels thereafter, he can use it
one additional time per day (to a maximum of five
times per day at 17th
level). Entering a berserking
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rage takes no time itself, but a fighter can do it only
during his action, not in response to someone else’s
action.
War Cry (Ex): At 10th
level, once per day, a fighter
can give a war cry to his allies, inspiring them to
fight better. His allies (the fighter is unaffected) that
can hear him gains a +2 competence bonus on attack
rolls, +2 morale bonus on saving throws, and a +2
dodge bonus to AC. The effect lasts for 1 round per
half of the fighter’s character level.
Tireless Berserk (Ex): At 18th
level and higher, a
fighter no longer becomes fatigued at the end of his
berserk.
Doublestrike (Ex): At 20th
level, once per day, a
fighter can spend a full-round action to double his
number of attacks. He must declare his opponent
beforehand and cannot switch targets while he
executes his Doublestrike ability. He also cannot use
any feats with his Doublestrike ability.
Knight A knight is a proud, skilled melee combatant who
fights in the name of honor and chivalry. A knight
relies on more than a sharp sword and a stout suit of
armor to defeat his foes.
GAME RULE INFORMATION Knights have the following game statistics.
Abilities: A high Constitution allows the knight to
increase his already impressive hit point total, thus
bolstering his capacity to defend his allies. Strength
improves the knight's combat abilities, making him
more effective as a front-line character.
Alignment: Knights are always lawful. Their
dedication to a code of conduct is but one expression
of their devotion to order.
Hit Die: d12.
Class Skills The knight’s class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Intimidate (Cha), Jump (Str),
Knowledge (nobility and royalty) (Int), Ride (Dex),
and Swim (Str).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
All of the following are class features of the knight.
Weapon and Armor Proficiency: A knight is
proficient with all simple and martial weapons and
with all armor (heavy, medium, and light) and shields
(including tower shields).
Defend Ally (Ex): At the start of any turn, when a
knight is within 5 feet of an ally, the knight can
transfer up to 2 points of Armor Class to the ally
(making his own Armor Class worse by the same
number). The maximum number of points he can
transfer increases by 1 for every four levels beyond
1st.
The Knight's Code: You fight not only to defeat
your foes but to prove your honor, demonstrate your
fighting ability, and win renown across the land. The
knight's code focuses on fair play: A victory achieved
through pure skill is more difficult, and hence wins
more glory, than one achieved through trickery or
guile.
• A knight does not gain a bonus on attack rolls when
flanking. You still confer the benefit of a flanking
position to your ally, but you forgo your own +2
bonus on attack rolls. You can choose to keep the +2
bonus, but doing so violates your code of honor (see
below).
• A knight never strikes a flat-footed opponent.
Instead, you allow your foe to ready himself before
attacking.
• A knight never deals lethal damage against a
helpless foe. You can strike such a foe, but only with
attacks that deal nonlethal damage.
If you violate any part of this code, you take a -2
penalty on attack rolls and saves for the rest of the
day. Your betrayal of your code of conduct
undermines the foundation of confidence and honor
that drives you forward.
Limit Breaks (Su): At 1st level, the knight receives
the Limit Breaks (A Knight's Blessing and A Knight's
Protection).
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Table 3-11: The Knight
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st
+1 +0 +0 +2 Defend Ally (+2), Knight's
Code, Limit Breaks
2nd
+2 +0 +0 +3 Shining Beacon
3rd
+3 +1 +1 +3 Shield Block (+1)
4th
+4 +1 +1 +4 Defensive Stance (1/day),
Bonus Feat
5th
+5 +1 +1 +4 Defend Ally (+3), Armor
Mastery (Medium)
6th
+6/+1 +2 +2 +5 Vigilant Defender
7th
+7/+2 +2 +2 +5 Shield Ally
8th
+8/+3 +2 +2 +6 Defensive Stance (2/day),
Bonus Feat
9th
+9/+4 +3 +3 +6 Shield Block (+2), Defend
Ally (+4)
10th
+10/+5 +3 +3 +7 Armor Mastery (Heavy)
11th
+11/+6/+1 +3 +3 +7 Mobile Defense
12th
+12/+7/+2 +4 +4 +8 Defensive Stance (3/day),
Bonus Feat
13th
+13/+8/+3 +4 +4 +8 Defend Ally (+5)
14th
+14/+9/+4 +4 +4 +9 Improved Shield Ally
15th
+15/+10/+5 +5 +5 +9 Shield Block (+3)
16th
+16/+11/+6/+1 +5 +5 +10 Defensive Stance (4/day),
Bonus Feat
17th
+17/+12/+7/+2 +5 +5 +10 Defend Ally (+6)
18th
+18/+13/+8/+3 +6 +6 +11 Retributive Attack
19th
+19/+14/+9/+4 +6 +6 +11
20th
+20/+15/+10/+5 +6 +6 +12 Defensive Stance (5/day),
Bonus Feat
A Knight's Blessing (Su): This Limit Break
grants the knight and any allies within 30 feet the
status effect of Protection, Shell, and Regen or higher
as a white mage of the same level (I.E. If a knight is
level 10, the spells of the limit break would of the 5th
level version – Protection III, Shell III, and Regen
III) for up to 5 rounds.
A Knight's Protection (Su): This Limit Break
grants the knight and any allies within 10 feet a
protective bubble of immunity to all attacks and
spells for 5 rounds as long as they stay within 10 feet
of the knight. While inside the bubble, no creatures
can attack or use spells to anyone outside the bubble.
Also, those in the bubble can step out, but no creature
can step inside.
Shining Beacon (Su): At 2nd
level, a knight is the
physical and spiritual embodiment of high ideals. All
his allies gain a +4 morale bonus on saves against
fear effects when they stand within 10 feet of the
character. If the knight is paralyzed, unconscious, or
otherwise rendered helpless, his allies lose this bonus.
Shield Block (Ex): Starting at 3rd
level, the knight
excels in using his armor and shield to frustrate his
enemy's attacks. During his action, he can designate a
single opponent as the target of this ability. His shield
bonus to AC against that foe increases by 1, as he
moves his shield to deflect an incoming blow,
possibly providing just enough protection to turn a
telling swing into a near miss. This shield bonus
increases to +2 at 9th
level, and +3 at 15th
level.
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Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
knight gains a bonus feat. The knight must still meet
all prerequisites for a bonus feat.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Defensive Stance (Ex): Starting at 4th
level, a knight
can become a stalwart bastion of defense. In this
defensive stance, a knight gains phenomenal strength
and durability, but he cannot move from the spot he
is defending. He gains a +2 to Strength, +4 to
Constitution, a +2 resistance bonus on all saves, and a
+4 dodge bonus to AC.
While in a defensive stance, a knight cannot use
skills or abilities that would require him to shift his
position, such as Move Silently or Jump. A defensive
stance lasts for a number of rounds equal to 3 + the
character's (newly improved) Constitution modifier.
A knight may end his defensive stance voluntarily
prior to this limit. At the end of the defensive stance,
the knight is winded and takes a -2 penalty to
Strength for the duration of that encounter. A knight
can only use his defensive stance a certain number of
times per day as determined by his level (see table
above). Using the defensive stance takes no time
itself, but a knight can only do so during his action.
Armor Mastery (Ex): At 5th
level, a knight is able to
wear his armor like a second skin and ignores the
standard speed reduction for wearing medium armor.
At 10th
level, he ignores the speed reduction imposed
by heavy armor as well.
Vigilant Defender (Ex): Starting at 6th
level, while
the knight is in his defensive stance, he can stand his
ground against all enemies, warding the spot where
he made his stand to prevent foes from slipping past
and attacking those he protects. If an opponent
attempts to use the Tumble skill to move through his
threatened area or his space without provoking
attacks of opportunity, the Tumble check DC to avoid
the knight's attacks of opportunity increases by an
amount equal to his class level.
Shield Ally (Ex): At 6th
level, as an immediate
action, the knight can opt to absorb part of the
damage dealt to an adjacent ally. Each time this ally
takes damage from a physical attack before the
knight's next turn, he can take half this damage on
himself. The target takes the other half as normal. He
can only absorb damage from physical melee attacks
and ranged attacks, such as an incoming arrow or a
blow from a sword, not from spells and other effects.
Mobile Defense (Ex): At 11th
level, a knight can
adjust his position while maintaining a defensive
stance. While in a defensive stance, he can take one
5-foot step each round without losing the benefit of
the stance.
Improved Shield Ally (Ex): At 14th
level, the
knight's ability to absorb damage increases. Once per
round, he can absorb all the damage from a single
attack directed against an adjacent ally. In addition,
he continues to absorb half the damage from other
physical attacks on an adjacent ally, if he so chooses.
He must decide whether to use this ability after the
attacker determines that an attack has succeeded but
before he rolls damage.
Retributive Attack (Su): At 18th
level, if an adjacent
ally of a knight is rendered helpless or unconscious,
the character can make a retributive attack against the
creature that felled his ally. When making a
retributive attack, the knight adds his Charisma bonus
(if any) to his attack roll and deals an extra 10 points
of damage on a successful hit.
A knight can make a number of retributive attacks
per day equal to his Charisma bonus (minimum one),
but never more than one per round. He may make
more than one retributive attack against the same foe.
Ex-Knights
A knight who is no longer lawful loses all
supernatural class features and may no longer
advance in levels as a knight.
Monk Dotted across the landscape are monasteries—small,
walled cloisters inhabited by monks who pursue
personal perfection through action as well as
contemplation. They train themselves to be versatile
warriors skilled at fighting without weapons or
armor. The inhabitants of monasteries headed by
good masters serve as protectors of the people. Ready
for battle even when barefoot and dressed in peasant
clothes, monks can travel unnoticed among the
populace, catching bandits, warlords, and corrupt
nobles unawares.
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GAME RULE INFORMATION Monks have the following game statistics.
Abilities: Wisdom powers the monk’s special
offensive and defensive capabilities. Dexterity
provides the unarmored monk with a better defense
and with bonuses to some class skills. Strength helps
a monk’s unarmed combat ability.
Alignment: Any lawful. A monk’s training requires
strict discipline. Only those who are lawful at heart
are capable of undertaking it.
Hit Die: d8.
Class Skills The monk’s class skills (and the key ability for each
skill) are Balance (Dex), Climb (Str), Concentration
(Con), Craft (Int), Diplomacy (Cha), Escape Artist
(Dex), Hide (Dex), Jump (Str), Knowledge (arcana)
(Int), Knowledge (religion) (Int), Listen (Wis), Move
Silently (Dex), Perform (Cha), Profession (Wis),
Sense Motive (Wis), Spot (Wis), Swim (Str), and
Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int
modifier.
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are
proficient with certain basic peasant weapons and
some special weapons that are part of monk training.
The weapons with which a monk is proficient are
club, crossbow (light or heavy), dagger, handaxe,
javelin, kama, nunchaku, quarterstaff, sai, shuriken,
siangham, and sling. Monks are not proficient with
any armor or shields—in fact, many of the monk’s
special powers require unfettered movement. When
wearing armor, using a shield, or carrying a medium
or heavy load, a monk loses her AC bonus, as well as
her fast movement.
Martial Arts (Ex): Monks are highly trained in
fighting unarmed, giving them considerable
advantages when doing so. A monk’s attacks may be
with either fist interchangeably or even from elbows,
knees, and feet. This means that a monk may even
make unarmed strikes with her hands full. There is no
such thing as an off-hand attack for a monk striking
unarmed. A monk may thus apply her full Strength
bonus on damage rolls for all her unarmed strikes. A
monk does not benefit from Improved Critical feat.
Usually a monk’s unarmed strikes deal lethal
damage, but she can choose to deal nonlethal damage
instead with no penalty on her attack roll. She has the
same choice to deal lethal or nonlethal damage while
grappling.
A monk also deals more damage with her unarmed
strikes than a normal person would. A monk deals
1d4 points of damage with an unarmed strike. Also,
she threatens a critical hit on a natural 20 when
making an unarmed attack. Small races only deal 1d3
points of damage and large creatures deal 1d6 points
of damage.
AC Bonus (Ex): A monk is highly trained at dodging
blows, and she has a sixth sense that lets her avoid
even unanticipated attacks. When unarmored and
unencumbered, the monk adds her Wisdom bonus (if
any) to her AC. In addition, a monk gains a +1 bonus
to AC at 5th level. This bonus increases by 1 for
every five monk levels thereafter (+2 at 10th, +3 at
15th, and +4 at 20th level).
These bonuses to AC apply even against touch
attacks or when the monk is flat-footed. She loses
these bonuses when she is immobilized or helpless,
when she wears any armor, when she carries a shield,
or when she carries a medium or heavy load.
Limit Breaks (Su): At 1st level, the monk receives
the Limit Break (Ki Blast and Hundred Fists).
Ki Blast (Su): This Limit Break allows the
monk to shoot a blast of force in a line up to 60 feet.
It deals 1d6 points of damage per monk level, a
Reflex save for half damage.
Hundred Fists (Su): This Limit Break allows
the monk to double his number of attacks against one
creature. Also, the creature targeted by this limit
break is stunned for a number of rounds equal to the
number of successful attacks unless he makes a
Fortitude save (DC equal 10 + half of monk's level +
Wisdom modifier).
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Table 3-12: The Monk
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st
+1 +2 +2 +2 Martial Arts, AC Bonus (+0), Limit Breaks
2nd
+2 +3 +3 +3 Evasion
3rd
+3 +3 +3 +3 Martial Arts Style Mastery
4th
+4 +4 +4 +4 Slow Fall (20 ft.), Bonus Feat, Fast
Movement (+10 ft.)
5th
+5 +4 +4 +4 Improved Martial Arts, AC Bonus (+1)
6th
+6/+1 +5 +5 +5 Slow Fall (30 ft.), Martial Arts Style
Mastery
7th
+7/+2 +5 +5 +5 Chakra
8th
+8/+3 +6 +6 +6 Slow Fall (40 ft.), Bonus Feat, Fast
Movement (+20 ft.)
9th
+9/+4 +6 +6 +6 Improved Evasion, Martial Arts Style
Mastery
10th
+10/+5 +7 +7 +7 Slow Fall (50 ft.), AC Bonus (+2),
Advance Martial Arts
11th
+11/+6/+1 +7 +7 +7 Counterattack
12th
+12/+7/+2 +8 +8 +8 Slow Fall (60 ft.), Martial Arts Style
Mastery, Bonus Feat, Fast Movement (+30
ft.)
13th
+13/+8/+3 +8 +8 +8 Leap from the Heavens
14th
+14/+9/+4 +9 +9 +9 Slow Fall (70 ft.)
15th
+15/+10/+5 +9 +9 +9 Superior Martial Arts, Martial Arts Style
Mastery, AC Bonus (+3)
16th
+16/+11/+6/+1 +10 +10 +10 Slow Fall (80 ft.), Bonus Feat, Fast
Movement (+40 ft.)
17th
+17/+12/+7/+2 +10 +10 +10
18th
+18/+13/+8/+3 +11 +11 +11 Improved Counterattack, Slow Fall (90 ft.),
Martial Arts Style Mastery
19th
+19/+14/+9/+4 +11 +11 +11
20th
+20/+15/+10/+5 +12 +12 +12 Fast Movement (+50 ft.), AC Bonus (+4),
Slow Fall (Any), Martial Arts Mastery,
Bonus Feat
Evasion (Ex): A monk of 2nd level or higher can
avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on
a successful save (such as a red dragon’s fiery
breath), she instead takes no damage. Evasion can be
used only if a monk is wearing light armor or no
armor. A helpless monk (such as one who is
unconscious or paralyzed) does not gain the benefit
of evasion.
Martial Arts Style Mastery (Ex): Beginning at 3rd
level and every three levels thereafter, a monk begins
learning different martial arts styles based on animal
fighting forms. The monk can choose between Ape,
Bear, Bull, Monkey, Panther, or Tiger. Each style has
3 tiers and must be taken in order.
Ape Martial Arts Style (Ex): The ape martial arts
style’s main focus is the ability to disable an
opponent instead of killing him. This style focuses on
punches, jabs, and throws.
Novice (Ex): As a practitioner of the ape
martial arts style, a monk is sometimes forced to
make that one attack count to end conflict. As a full-
attack action, the monk may make a single unarmed
Page 39 of 227
attack against one opponent, adding two times her
Strength bonus to damage.
Expert (Ex): A monk of the ape martial arts
style learns that the quickest way to down an
opponent is to use her full strength in one blow. As a
full-attack action, the monk can attempt to knock her
target unconscious with an unarmed strike. If she
scores a hit that deals damage and exceeds the
target’s AC by 10 or more, the target must succeed at
a Fortitude save (DC = 10 + damage dealt) or fall
unconscious for 1d6 rounds.
Master (Ex): As a master of the ape martial
arts style, the monk can make a killing strike. Once
per day, the monk may attempt to deal a killing blow
to an opponent. She declares her intention to deal a
killing blow, and then makes a normal unarmed
attack roll. If she strikes successfully and the target
takes damage from the blow, the target must make a
Fortitude saving throw (DC 10 + half the monk’s
character level) or die. Creatures immune to critical
hits cannot be affected.
Bear Martial Arts Style (Ex): The brutal bear style is
full of jabs, chops, kicks, and other quick and
dangerous strikes, focusing on deadliness over
finesse.
Novice (Ex): As a practitioner of the bear
martial arts style, a monk learns to quickly take
advantage of a fallen opponent. When a monk makes
melee attacks against a prone target, increase the
critical threat range of the attacks by 1 (for example,
from 19-20 to 18-20).
Expert (Ex): The monk’s knowledge of the
bear style allows her to inflict deadly damage to
grappled opponents. As a full-round action, the monk
may attempt a single coup de grace attack on a
character she has pinned in a grapple as though the
target were prone. She deals her normal unarmed
combat damage when making the coup de grace. If
she fails to kill the target, he automatically escapes
the grapple.
Master (Ex): As a master in the bear martial
arts style, the monk is adept at making her most
effective strikes even more potent. Any time the
monk scores a threat on an unarmed attack, she gains
a +4 bonus on her attack roll to confirm the critical
hit.
Bull Martial Arts Style (Ex): The bull martial arts
style is very physical, often bringing the combatants
into close contact. Bull combat utilizes full-body
tackles, throws, and full-arm blows, as well as the
powerful jabs and snap kicks commonly used in
instances where close combat is ineffective.
Novice (Ex): As a practitioner of the bull
martial arts style, a monk is often quick to make a
swift jab after making a charge. When executing a
charge attack action while unarmed, the monk gains
one additional attack, at a -5 penalty.
Expert (Ex): Using the bull martial arts style,
the monk can charge an opponent with great force.
When the monk makes a successful unarmed attack
against an opponent during a charge attack action, the
monk’s Strength bonus is doubled when calculating
damage.
Master (Ex): As a master of the bull martial
arts style, the monk can deal a devastating blow to an
opponent. As a full-round action, instead of making a
full attack, the monk may make a single unarmed
attack against an opponent. If the attack is successful,
she deals the maximum unarmed damage on the
attack. For every 1 point of base attack bonus, she
gains an additional +1 bonus on damage. (A 15th
level monk would deal +15 points of damage to her
unarmed attack.)
Monkey Martial Arts Style (Ex): The monkey
martial arts style focuses on speed and rapid, fluid
attacks, with wide sweeping motions accompanying
quick jabs and a good deal of fancy footwork.
Novice (Ex): As a practitioner of the monkey
martial arts style, a monk learns to make swifter
attacks. When unarmored and fighting unarmed, the
monk may strike with one extra attack at the expense
of accuracy. When doing so, she may make one extra
attack in a round at her highest base attack, but this
attack and each other attack made that round suffers a
-2 penalty. The -2 penalty applies for 1 round, so it
affects attacks of opportunity made before her next
action. The monk must use the full-attack action to
strike with this ability.
Expert (Ex): The monk is well versed in
monkey martial art techniques and can open up
opponents to future attacks. When making a
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successful unarmed attack against an opponent, the
monk gains a +2 bonus to damage on her next attack
against that opponent in the same round (if she
successfully hits). This does not carry over to attacks
on the following round, nor is the bonus cumulative.
For example, a 16th
level monk has four attacks in a
round. While fighting unarmed, she successfully hits
with her first, second, and fourth attacks. She gains a
+2 bonus on damage to her second attack, but not to
her third attack (which misses), or her fourth attack,
since her third attack missed.
Master (Ex): As a master of the monkey
martial arts style, the monk can execute swift and
powerful maneuvers against an opponent. The
monk’s ability to make extra attacks improves. In
addition to the standard single extra attack she gets
from being a Novice, she gets a second extra attack,
at an additional -5 penalty to her base attack. These
attacks and each other attack made that round suffer
the normal -2 penalty for using the Novice ability.
Panther Martial Arts Style (Ex): The panther martial
arts style is often practiced by monks in order to
maximize damage to an opponent while minimizing
the amount of noise made by the attack. It focuses on
short, quick motions and emphasizes on stealth.
Novice (Ex): As a practitioner of the panther
martial arts style, a monk learns to silent her
unknowing opponents quietly with an unarmed strike.
If the monk successfully hits a flat-footed opponent
with an unarmed attack, the opponent is unable to
speak or make any kind of noise with his vocal cords
for 2d4 rounds; this includes shouting warnings or
raising alarms. A successful Fortitude save (DC 15 +
the monk’s Wisdom modifier) reduces the number of
rounds the victim is unable to speak by half (round
down). Creatures immune to critical hits and
creatures without vocal cords cannot be affected.
Expert (Ex): The monk’s knowledge of the
panther style of fighting lets her disarm opponents
with ease. When attempting to disarm an opponent
with an unarmed attack, the target does not gain the
+4 bonus on his attack roll for holding a larger
weapon. If the weapon is held in two hands, the
bonus is reduced from +4 to +2.
Master (Ex): As a master in the panther
martial arts form, the monk may use an unarmed
attack to attempt to daze an opponent. The monk
must declare that she is using this ability before she
makes her attack roll (thus, a missed attack roll ruins
the attempt). It forces a foe damaged by her unarmed
attack to make a Fortitude saving throw (DC 10 + the
monk’s character level), in addition to dealing
damage normally. If the defender fails his saving
throw, he is dazed for 3 rounds. A dazed character
can take no actions but can defend against attacks
normally. The monk may attempt a daze attack once
per level per day, and no more than once per round.
Multiple daze attacks against the same creature do
not stack (but the creature can be dazed again once
the effect wears off). Creatures immune to critical
hits cannot be dazed by the monk’s panther mastery
attack.
Tiger Martial Arts Style (Ex): The tiger martial arts
style focuses on power and strength, including
varying levels of damage depending on the force that
is applied to the attacks.
Novice (Ex): As a practitioner of the tiger
martial arts style, the monk learns to put more power
into his unarmed strikes to bypass damage reduction.
Once per day, the monk may ignore an opponent’s
damage reduction when calculating damage of all her
unarmed attacks for 1 round.
Expert (Ex): The monk’s knowledge of the
tiger fighting style learns to block melee weapons
with her bare hands. When fighting unarmed against
an opponent wielding a melee weapon, the monk may
ready an action to deflect a single attack. She must be
aware of the attack and cannot be flat-footed. If she
succeeds at a Reflex save (DC 20), she suffers no
damage from the attack. She can use this ability once
per round.
Master (Ex): As a master of the tiger martial
arts style, the monk learns to pounce like a fierce
tiger, raining down powerful unarmed strikes. Once
per day, the monk can charge at an opponent and
make a full attack.
Fast Movement (Ex): At 4th
level, a monk gains an
enhancement bonus to her speed, as shown on the
table above. A monk in armor (even light armor) or
carrying a medium or heavy load loses this extra
speed.
Slow Fall (Ex): At 4th level or higher, a monk within
arm’s reach of a wall can use it to slow her descent.
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When first using this ability, she takes damage as if
the fall were 20 feet shorter than it actually is. The
monk’s ability to slow her fall (that is, to reduce the
effective distance of the fall when next to a wall)
improves with her monk level until at 20th level she
can use a nearby wall to slow her descent and fall any
distance without harm.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
monk gains a bonus feat. The monk must still meet
all prerequisites for a bonus feat.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Improved Martial Arts (Ex): At 5th
level, the monk
becomes more skilled at unarmed attacks due to her
improved training. Her unarmed damage increases to
2d4. Also, the monk threatens a critical hit on a
natural 19 or 20 when making an unarmed attack.
Chakra (Su): At 6th
level, a monk can heal her own
wounds. She can heal a number of hit points of
damage equal to twice her current monk level each
day, and she can spread this healing out among
several uses.
Improved Evasion (Ex): At 9th level, a monk’s
evasion ability improves. She still takes no damage
on a successful Reflex saving throw against attacks
such as a dragon’s breath weapon, but henceforth she
takes only half damage on a failed save. A helpless
monk (such as one who is unconscious or paralyzed)
does not gain the benefit of improved evasion.
Advance Martial Arts (Ex): At 10th
level, a monk's
martial arts skill advances due to her advanced
training. Her unarmed damage increases to 3d4. Also,
the monk threatens a critical hit on a natural 18, 19,
or 20 when making an unarmed attack
Counterattack (Ex): At 11th
level, a monk gains the
ability to counter blows when attacked. During her
action, she designates an opponent and once per
round, if that opponent attacks her, she can
immediately make an attack of opportunity. She can
select a new opponent on any action. A helpless
monk (such as one who is unconscious or paralyzed)
does not gain the benefit of this ability, nor can she
use this ability when flat-footed.
Leap from the Heavens (Ex): At 13th
level, a Monk
is not limited by her height on her Jump skill. She
receives a +10 competence bonus on Jump checks
and receives an additional +10 competence bonus
every three levels thereafter.
Superior Martial Arts (Ex): At 15th
level, a monk's
martial arts skill becomes superior due to her superior
training. Her unarmed damage increases to 4d4. Also,
the monk threatens a critical hit on a natural 17, 18,
19, or 20 when making an unarmed attack
Improved Counterattack (Ex): At 18th
, the Monk's
ability to counter blows when attacked improves.
Anytime an opponent attacks the monk, she can make
an attack of opportunity. She may make a number of
additional attacks of opportunity equal to her
Dexterity bonus. She cannot counterattack the same
opponent twice. A helpless monk (such as one who is
unconscious or paralyzed) does not gain the benefit
of this ability, but can use this ability while flat-
footed.
Martial Arts Mastery (Ex): At 20th
level, the monk
becomes a master of unarmed combat due to her
mastery training. Her unarmed damage increases to
5d4. Also, the monk threatens a critical hit on a
natural 16, 17, 18, 19 or 20 when making an unarmed
attack.
Red Mage Red Mages have a little bit of everything. The Jack-
of-All-Trades class; unlike the Black and White
Mage class, they can use heavier armor, use more
melee weapons, and take more damage. They can
utilize both black and white mage spells, but to a
limited degree.
GAME RULE INFORMATION Red Mages have the following game statistics.
Abilities: Intelligence and Wisdom determines how
powerful a spell a red mage can cast, how hard those
spells are to resist, and how many additional MP a
red mage receives from high attributes. A high
Dexterity score is helpful for a red mage, who
typically wears light armor, because it provides him
with a bonus to Armor Class. A good Constitution
score gives a red mage extra hit points, a resource
that he is otherwise very low on.
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Table 3-13: The Red Mage
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Spell
Level
1st +0 +2 +0 +2 Red Magery, Limit Breaks 2 1
st
2nd
+1 +3 +0 +3 3 1st
3rd
+2 +3 +1 +3 Armored Mage (Light) 4 1st
4th
+3 +4 +1 +4 Bonus Feat 6 2nd
5th
+3 +4 +1 +4 Red Magery 8 2nd
6th
+4 +5 +2 +5 10 2nd
7th
+5 +5 +2 +5 Armored Mage (Medium) 13 3rd
8th
+6/+1 +6 +2 +6 Bonus Feat 16 3rd
9th
+6/+1 +6 +3 +6 Red Magery 19 3rd
10th
+7/+2 +7 +3 +7 Synergy 23 4th
11th
+8/+3 +7 +3 +7 27 4th
12th
+9/+4 +8 +4 +8 Bonus Feat 31 4th
13th
+9/+4 +8 +4 +8 Red Magery 36 5th
14th
+10/+5 +9 +4 +9 41 5th
15th
+11/+6/+1 +9 +5 +9 Clear Mind 46 5th
16th
+12/+7/+2 +10 +5 +10 Bonus Feat 52 6th
17th
+12/+7/+2 +10 +5 +10 Red Magery 58 6th
18th
+13/+8/+3 +11 +6 +11 1 MP Spell (1/day) 64 6th
19th
+14/+9/+4 +11 +6 +11 70 6th
20th
+15/+10/+5 +12 +6 +12 Convert HP to MP, Bonus Feat 76 6th
Alignment: Any. Typically, Red Mages lean towards
Neutral alignments due to some of the holy and dark
spells they can cast. But they are not restricted.
Hit Die: d6.
Class Skills The red mage’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), and Spellcraft
(Int).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
All of the following are class features of the red
mage.
Weapon and Armor Proficiency: Red Mages are
proficient with all simple and martial weapons and
with light and medium armor and shields (except
tower shields).
Spells: A red mage casts black mage and white mage
spells which are drawn from the black and white
mage spell list.
To learn or cast a black mage spell, the red mage
must have an Intelligence score equal to at least 10 +
the spell level (Int 11 for 1st-level spells, Int 12 for
2nd
-level spells, and so forth). The Difficulty Class
for a saving throw against a red mage’s spell is 10 +
the spell level + the red mage’s Intelligence modifier.
To learn or cast a white mage spell, the red mage
must have a Wisdom score equal to at least 10 + the
spell level (Wis 11 for 1st-level spells, Wis 12 for 2
nd-
level spells, and so forth). The Difficulty Class for a
saving throw against a red mage’s spell is 10 + the
spell level + the red mage’s Wisdom modifier.
In addition, a red mage gains additional MP for
having a high attribute (Intelligence and Wisdom).
Limit Breaks (Su): At 1st level, the red mage
receives the Limit Breaks (Dual Spells and
Flexibility).
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Dual Spells (Su): This Limit Break allows the
red mage to cast a black mage and white mage spell
in the same round at no MP cost.
Flexibility (Su): This Limit Break allows the
red mage to change his current HP total and current
MP total on the fly. As an immediate action up to 5
rounds, the red mage can swap any number of points
from HP to MP or from MP to HP on a 1 for 1 basis.
The red mage cannot swap below 1 hit point.
Table 3-14: Black/White Mage Spells Known
Level 1st 2nd 3rd 4th 5th 6th
1st 2 — — — — —
2nd 2 — — — — —
3rd 2 — — — — —
4th 3 2 — — — —
5th 3 2 — — — —
6th 3 2 — — — —
7th 4 2 2 — — —
8th 4 3 2 — — —
9th 4 3 2 — — —
10th 4 3 2 2 — —
11th 4 4 3 2 — —
12th 4 4 3 2 — —
13th 4 4 3 2 2 —
14th 4 4 4 3 2 —
15th 4 4 4 3 2 —
16th 4 4 4 3 2 2
17th 4 4 4 4 3 2
18th 4 4 4 4 3 2
19th 4 4 4 4 3 2
20th 4 4 4 4 4 3
Red Magery: At 1st, 5
th, 9
th, 13
th, and 17
th level, a red
mage increases his power with his spells. At each
such opportunity, he can choose from the list of the
following (with a limit of 2 per):
Increased Healing: This increases any healing
spell the red mage casts by 1 extra die of the
appropriate type. This allows you to overcome any
healing cap a spell might restrict you to.
Spell Mastery: This increases the DC for all
of the red mage’s spells by 1.
Healing Mastery: This increases the red
mage’s caster level by 1 for all spells with a healing
descriptor.
Spell Penetration: This increases the red
mage’s caster level checks by 1 made to overcome a
creature’s spell resistance. This stacks with the Spell
Penetration feat.
Increased Damage: This increases any
damage spell the red mage casts by 1 extra die of the
appropriate type. This allows you to overcome any
damage cap a spell might restrict you to.
Elemental Mastery: This increases the red
mage’s caster level by 1 for all spells with an
elemental descriptor.
Armored Mage (Ex): At 3rd
level, normally, armor
of any type interferes with a spell-caster's gestures,
which can cause spells to fail if those spells have a
somatic component. A red mage's limited focus and
specialized training, however, allows him to avoid
spell failure so long as he sticks to light armor and
light shields. This training does not extend to medium
or to heavy shields. This ability does not apply to
spells gained from a different spell-casting class.
At 7th
level, a red mage learns to use medium armor
with no chance of spell failure.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
red mage gains a bonus feat. At each such
opportunity, he can choose a metamagic feat or an
item creation feat. The red mage must still meet all
prerequisites for a bonus feat, including caster level
minimums.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Synergy (Ex): At 10th
level, a red mage can focus on
one aspect of his class and become better at it. As a
standard action, the red mage can spend MP up to a
maximum of his spell level casting ability (I.E. if a
red mage can cast 4th
level spells, then he can spend
up to 4 MP) and enhance his fighting abilities, his
black mage spell-casting abilities, or his white mage
spell-casting abilities. For each MP spent, the red
mage can either get a +1 competence bonus on his
Attack rolls and Armor Class, his Black mage spell-
casting level and damage with black magic spells, or
his White mage spell-casting level and healing with
white magic spells to a maximum of +6 for a duration
of 1 round per level. A red mage can only focus one
aspect at a time.
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Clear Mind (Ex): At 15th
level, a red mage can
regain his MP quicker. The red mage must be relaxed
and must be free from overt distractions, such as
combat raging nearby or other loud noises. The red
mage regains MP equaling his Intelligence &
Wisdom modifier, divided in half rounded down, per
hour.
1 MP Spell (Su): At 18th
level, once per day, a red
mage can reduce the cost of spells to 1 MP. Once
activated, the following round, any spells the red
mage casts only cost 1 MP. This ability ends at the
end of that round.
Convert HP to MP (Ex): At 20th
level, a red mage
can convert hit points into MP as a swift action. For
every 3 hit points converted, the red mage receives 1
MP. The red mage cannot convert below 1 hit point.
Thief Thieves adventure for the same reason they do most
other things: to get what they can get. Some are after
loot; others want experience. Some crave fame;
others seek infamy. Quite a few also enjoy a
challenge. Figuring out how to thwart a trap or avoid
an alarm is great fun for many thieves.
GAME RULE INFORMATION Thieves have the following game statistics.
Abilities: Dexterity provides the extra protection for
the lightly armored thief. Dexterity, Intelligence, and
Wisdom are important for many of the thief’s skills.
A high Intelligence score also gives the thief extra
skill points, which can be used to expand her
repertoire.
Alignment: Any.
Hit Die: d6.
Class Skills The thief’s class skills (and the key ability for each
skill) are Appraise (Int), Balance (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise
(Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (local) (Int), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Perform
(Cha), Profession (Wis), Search (Int), Sense Motive
(Wis), Sleight of Hand (Dex), Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha) and
Use Rope (Dex).
Skill Points at 1st level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int
modifier.
Class Features
All of the following are class features of the thief.
Weapon and Armor Proficiency: Thieves are
proficient with all simple weapons, plus the hand
crossbow, rapier, shortbow, and shortsword. Thieves
are proficient with light armor, but not with any type
of shields.
Mark (Ex): At 1st level, this ability grants the thief a
+2 competence bonus on any Spot checks made to
determine what sort of items and equipment a person
or creature may be wearing. It also allows the thief to
make the Spot check as a free action.
Trapfinding: Thieves (and only thieves) can use the
Search skill to locate traps when the task has a
Difficulty Class higher than 20. Finding a
nonmagical trap has a DC of at least 20, or higher if it
is well hidden. Finding a magic trap has a DC of 25 +
the level of the spell used to create it.
Thieves (and only thieves) can use the Disable
Device skill to disarm magic traps. A magic trap
generally has a DC of 25 + the level of the spell used
to create it. A thief who beats a trap’s DC by 10 or
more with a Disable Device check can study a trap,
figure out how it works, and bypass it (with her
party) without disarming it.
Limit Breaks (Su): At 1st level, the thief receives the
Limit Breaks (Vanish and Perfect Dodge).
Vanish (Su): This Limit Break makes the thief
invisible up to 5 rounds. While invisible, the thief can
make attacks as normal and remain invisible. The
thief receives a +1d6 sneak attack bonus per five thief
levels while under the Vanish Limit Break.
Perfect Dodge (Su): This Limit Break makes
the thief extremely agile. Any melee or range attacks
automatically misses unless a natural roll of 20 is
rolled, and even then, the critical threat is
unconfirmed unless another natural roll of 20 is
rolled. Any spells that require a Reflex saving throw
are automatically made. This lasts for 5 rounds.
Page 45 of 227
Table 3-15: The Thief
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +0 +2 +0 Mark, Trapfinding, Sneak
Attack (+1d6), Limit Breaks
2nd
+1 +0 +3 +0 Evasion
3rd
+2 +1 +3 +1 Sneak Attack (+2d6)
4th
+3 +1 +4 +1 Bonus Feat, Uncanny Dodge
5th
+3 +1 +4 +1 Steal (+2), Sneak Attack
(+3d6)
6th
+4 +2 +5 +2
7th
+5 +2 +5 +2 Sneak Attack (+4d6)
8th
+6/+1 +2 +6 +2 Bonus Feat, Improved
Uncanny Dodge
9th
+6/+1 +3 +6 +3 Steal (+4), Sneak Attack
(+5d6)
10th
+7/+2 +3 +7 +3 Mug
11th
+8/+3 +3 +7 +3 Improved Evasion, Sneak
Attack (+6d6)
12th
+9/+4 +4 +8 +4 Bonus Feat
13th
+9/+4 +4 +8 +4 Steal (+6), Sneak Attack
(+7d6)
14th
+10/+5 +4 +9 +4
15th
+11/+6/+1 +5 +9 +5 Improved Steal, Sneak
Attack (+8d6)
16th
+12/+7/+2 +5 +10 +5 Bonus Feat
17th
+12/+7/+2 +5 +10 +5 Steal (+8), Sneak Attack
(+9d6)
18th
+13/+8/+3 +6 +11 +6 Hide in Plain Sight
19th
+14/+9/+4 +6 +11 +6 Sneak Attack (+10d6)
20th
+15/+10/+5 +6 +12 +6 Bonus Feat, Shadow Step
Sneak Attack: If a thief can catch an opponent when
he is unable to defend himself effectively from her
attack, she can strike a vital spot for extra damage.
Basically, the thief’s attack deals extra damage any
time her target would be denied a Dexterity bonus to
AC, or when the scoundrel flanks her target.
This extra damage is 1d6 when first gained, and it
increases by 1d6 with each improvement. If the sneak
attack is also a critical hit, the extra damage is not
also multiplied.
Ranged attacks can count as sneak attacks only if the
target is within 30 feet. A thief can’t strike with
deadly accuracy from beyond that range.
Creatures with an anatomy unfamiliar to the thief, or
are immune to critical hits, are also immune to this
ability.
Evasion (Ex): At 2nd
level, a thief can avoid even
magical and unusual attacks with great agility. If she
makes a successful Reflex saving throw against an
attack that normally deals half damage on a
successful save (such as a red dragon’s fiery breath or
a fireball), she instead takes no damage. Evasion can
be used only if the thief is wearing light armor or no
armor. A helpless thief (such as one who is
unconscious or paralyzed) does not gain the benefit
of evasion.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
thief gains a bonus feat. The thief must still meet all
prerequisites for a bonus feat.
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These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Uncanny Dodge (Ex): Starting at 4th
level, a thief
can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to
AC (if any) even if she is caught flat-footed or struck
by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized.
Steal (Ex): Starting at 5th
level, the thief can perform
a Sleight of Hand check against an opponent as a
standard action; the DC equaling the opponent’s
touch attack AC. This only provokes an attack of
opportunity if the thief fails the Sleight of Hand
check.
When the thief improves in this ability, he gains a
stacked +2 competency bonus on additional steal
attempts as well as on any other Sleight of Hand
attempts.
Improved Uncanny Dodge (Ex): A thief of 8th
level
can no longer be flanked; she can react to opponents
on opposite sides of her as easily as she can react to a
single attacker. This defense denies another thief the
ability to sneak attack the character by flanking her,
unless the attacker has at least four more thief levels
than the target does.
Mug (Ex): At 10th
level, the thief can make a single
attack and if it hits, the thief can perform a Sleight of
Hand check as a free action; the DC equaling the
opponent’s touch attack AC. This does not provoke
an attack of opportunity if the thief fails the Sleight
of Hand check.
Improved Evasion (Ex): At 11th
level, the thief’s
evasion ability improves. It works like evasion,
except that while the thief still takes no damage on a
successful Reflex saving throw against attacks such
as a dragon’s breath weapon or a spell with an area of
effect, she henceforth takes only half damage on a
failed save. A helpless thief (such as one who is
unconscious or paralyzed) does not gain the benefit
of improved evasion.
Improved Steal (Ex): At 15th
level, the thief can take
10 on Sleight of Hand skill checks even if stress and
distractions would normally prevent her from doing
so.
Hide in Plain Sight (Ex): At 18th
level, the thief can
use the Hide skill even while being observed.
Shadow Step (Su): At 20th
level, the thief can take a
move action and step into the shadows and appear out
of a shadow within 30 feet.
White Mage As a White Mage, the primary role is to use the
healing powers to keep a party healthy. However, the
White Mage can also buff the party to protect them
from damage and status effects.
GAME RULE INFORMATION White Mages have the following game statistics.
Abilities: Wisdom determines how powerful a spell a
white mage can cast, how hard those spells are to
resist, and how many additional MP a white mage
receives from a high attribute. A high Dexterity score
is helpful for a white mage, who typically wears little
or no armor, because it provides his with a bonus to
Armor Class. A good Constitution score gives a
white mage extra hit points, a resource that he is
otherwise very low on.
Alignment: Any.
Hit Die: d4.
Class Skills The white mage’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), and Spellcraft
(Int).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
All of the following are class features of the white
mage.
Weapon and Armor Proficiency: White Mages are
proficient with the club, sling, and quarterstaff, but
not with any type of armor or shield. Armor of any
type interferes with a white mage’s movements,
which can cause her spells with somatic components
to fail.
Page 47 of 227
Table 3-16: The White Mage
Level Base
Attack Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Spell
Level
1st +0 +0 +0 +2 White Magery, Limit Breaks 2 1
st
2nd
+1 +0 +0 +3 3 1st
3rd
+1 +1 +1 +3 5 1st
4th
+2 +1 +1 +4 Bonus Feat 8 2nd
5th
+2 +1 +1 +4 White Magery 11 2nd
6th
+3 +2 +2 +5 16 3rd
7th
+3 +2 +2 +5 21 3rd
8th
+4 +2 +2 +6 Bonus Feat 28 4th
9th
+4 +3 +3 +6 White Magery 35 4th
10th
+5 +3 +3 +7 Doublecast (1/day) 44 5th
11th
+5 +3 +3 +7 53 5th
12th
+6/+1 +4 +4 +8 Bonus Feat 62 6th
13th
+6/+1 +4 +4 +8 White Magery 73 6th
14th
+7/+2 +4 +4 +9 86 7th
15th
+7/+2 +5 +5 +9 Clear Mind 99 7th
16th
+8/+3 +5 +5 +10 Bonus Feat 114 8th
17th
+8/+3 +5 +5 +10 White Magery 129 8th
18th
+9/+4 +6 +6 +11 1 MP Spell (1/day) 136 9th
19th
+9/+4 +6 +6 +11 152 9th
20th
+10/+5 +6 +6 +12 Quad-Cast (1/day), Bonus
Feat 169 9
th
Spells: A white mage casts white mage spells which
are drawn the white mage spell list.
To learn or cast a spell, the white mage must have a
Wisdom score equal to at least 10 + the spell level
(Wis 11 for 1st-level spells, Wis 12 for 2
nd-level
spells, and so forth). The Difficulty Class for a saving
throw against a white mage’s spell is 10 + the spell
level + the white mage’s Wisdom modifier. In
addition, a white mage gains additional MP for
having a high attribute (Wisdom).
Limit Breaks (Su): At 1st level, the white mage
receives the Limit Breaks (Healing Wind and Breath
of the Earth).
Healing Wind (Su): This Limit Break causes a
cooling wind to ripple through you and your allies
within 30 feet, healing for 1d4 points of damage per
white mage level and providing a Fast Healing 1 and
increases by +1 per four white mage levels for 5
rounds.
Breath of the Earth (Su): This Limit Break
causes the earth to rupture partially and releases a
warm wind encompassing you and your allies within
30 feet, curing any negative status effects and
providing a +2 morale bonus to saving throws against
status effects per four white mage levels for up to 5
rounds.
White Magery: At 1st, 5
th, 9
th, 13
th, and 17
th level, a
white mage increases her power with her spells. At
each such opportunity, she can choose from the list of
the following (with a limit of 2 per):
Increased Healing: This increases any healing
spell the white mage casts by 1 extra die of the
appropriate type. This allows you to overcome any
healing cap a spell might restrict you to.
Spell Mastery: This increases the DC for all
of the white mage’s spells by 1.
Healing Mastery: This increases the white
mage’s caster level by 1 for all spells with a healing
descriptor.
Page 48 of 227
Table 3-17: White Mage Spells Known
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 — — — — — — — —
2nd 2 — — — — — — — —
3rd 2 — — — — — — — —
4th 3 2 — — — — — — —
5th 3 2 — — — — — — —
6th 3 3 2 — — — — — —
7th 4 3 2 — — — — — —
8th 4 3 3 2 — — — — —
9th 4 3 3 2 — — — — —
10th 4 4 3 3 2 — — — —
11th 4 4 3 3 2 — — — —
12th 4 4 3 3 3 2 — — —
13th 4 4 4 3 3 2 — — —
14th 4 4 4 3 3 3 2 — —
15th 4 4 4 3 3 3 2 — —
16th 4 4 4 4 3 3 3 2 —
17th 4 4 4 4 3 3 3 2 —
18th 4 4 4 4 3 3 3 3 2
19th 4 4 4 4 4 3 3 3 2
20th 4 4 4 4 4 3 3 3 3
Spell Penetration: This increases the white
mage’s caster level checks by 1 made to overcome a
creature’s spell resistance. This stacks with the Spell
Penetration feat.
Bonus Feats: At 4th
, 8th
, 12th
, 16th
, and 20th
level, a
white mage gains a bonus feat. At each such
opportunity, he can choose a metamagic feat or an
item creation feat. The white mage must still meet all
prerequisites for a bonus feat, including caster level
minimums.
These bonus feats are in addition to the feat that a
character of any class gets every three levels.
Doublecast (Su): At 10th
level, once per day, a white
mage can take a full-round action to cast two spells.
The white mage pays MP for both spells as normal
and if a Concentration check is needed, she must
check for both spells. She must also indicate the
targets before spells are resolved.
Clear Mind (Ex): At 15th
level, a white mage can
regain her MP quicker. The white mage must be
relaxed and must be free from overt distractions, such
as combat raging nearby or other loud noises. The
white mage regains MP equaling her Wisdom
modifier per hour.
1 MP Spell (Su): At 18th
level, once per day, a white
mage can reduce the cost of spells to 1 MP. Once
activated, the following round, any spells the white
mage casts only cost 1 MP. This ability ends at the
end of that round.
Quad-Cast (Su): At 20th
level, once per day, a white
mage can take a full-round action to cast four spells.
The white mage pays MP for all four spells as normal
and if a Concentration check is needed, she must
check for all four spells. She must also indicate the
targets before spells are resolved.
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CHAPTER 4: SKILLS
SKILLS SUMMARY
A character’s skills represent a variety of abilities. As
a character advances in level, he or she gets better at
using some or all of her skills.
Getting Skills: A character gets a base allotment of
2, 4, 6, or 8 skill points for each new level, depending
on the class to which that level was added. If the
character gaining his or her 1st character level overall
(that is, gaining his or her first level in any class), add
his or her Intelligence modifier to the base skill point
allotment for the class and multiply the total by four;
then add an extra 4 points of the character is hume.
If you buy a class skill (such as Open Lock for a thief
or Spellcraft for a black mage), your character gets 1
rank (equal to a +1 bonus on checks with that skill)
for each skill point. If you buy other classes’ skills
(cross-class skills), you get 1/2 rank per skill point.
Your maximum rank in a class skill is your character
level + 3. Your maximum rank in a cross-class skill is
one-half of this number (do not round up or down).
Using Skills: To make a skill check, roll:
1d20 + skill modifier (Skill modifier = skill rank +
ability modifier + miscellaneous modifiers)
This roll works just like an attack roll or a saving
throw—the higher the roll, the better. Either you’re
trying to match or exceed a certain Difficulty Class
(DC), or you’re trying to beat another character’s
check result.
Skill Ranks: A character’s number of ranks in a skill
is based on how many skill points a character has
invested in a skill. Many skills can be used even if
the character has no ranks in them; doing this is
called making an untrained skill check.
Ability Modifier: The ability modifier used in a skill
check is the modifier for the skill’s key ability (the
ability associated with the skill’s use). The key ability
of each skill is noted in its description and on Table
4–2: Skills.
Miscellaneous Modifiers: Miscellaneous modifiers
include racial bonuses, armor check penalties, and
bonuses provided by feats, among others.
ACQUIRING SKILL RANKS Ranks indicate how much training or experience your
character has with a given skill. Each of his or her
skills has a rank, from 0 (for a skill in which your
character has no training at all) to a number equal to
3 + character level (for a character that has increased
a skill to its maximum rank). When making a skill
check, you add your skill ranks to the roll as part of
the skill modifier, so the more ranks you have, the
higher your skill check result will be.
Ranks tell you how proficient you are and reflect
your training in a given skill. In general, while
anyone can get a lucky roll, a character with, say, 10
ranks in a given skill has a higher degree of training
and expertise in that skill than a character with 9
ranks or fewer.
Table 4-1: Skill Points per Level
Class
1st-Level
Skill Points1
Higher-level
Skill Points2
Archer (4 + Int modifier)
x 4
4 + Int
modifier
Bard (6 + Int modifier)
x 4
6 + Int
modifier
Beastmaster (4 + Int modifier)
x 4
4 + Int
modifier
Black Mage (2 + Int modifier)
x 4
2 + Int
modifier
Blue Mage (2 + Int modifier)
x 4
2 + Int
modifier
Fighter (2 + Int modifier)
x 4
2 + Int
modifier
Knight (2 + Int modifier)
x 4
2 + Int
modifier
Monk (4 + Int modifier)
x 4
4 + Int
modifier
Red Mage (2 + Int modifier)
x 4
2 + Int
modifier
Thief (8 + Int modifier)
x 4
8 + Int
modifier
White Mage (2 + Int modifier)
x 4
2 + Int
modifier
1 Humes add +4 to this total at 1st level.
2 Humes add +1 each level.
ACQUIRING SKILLS AT 1ST
LEVEL Follow these two steps to pick skills for your 1st-
level character:
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1. Determine the number of skill points your
character gets. This number depends on his or her
class and Intelligence modifier, as shown on Table 4–
1: Skill Points per Level. A character gets at least 4
skill points (1 × 4 = 4) at 1st level, even if he or she
has an Intelligence penalty. A hume gets 4 extra skill
points as a 1st-level character.
2. Spend the skill points. Each skill point you spend
on a class skill gets you 1 rank in that skill. Class
skills are the skills found on your character’s class
skill list. Each skill point you spend on a cross-class
skill gets your character 1/2 rank in that skill. Cross-
class skills are skills not found on your character’s
class skill list. (Half ranks do not improve your skill
check, but two 1/2 ranks make 1 rank.) Your
maximum rank in a class skill is 4. In a cross-class
skill, it’s 2. Spend all your skill points. You can’t
save them to spend later.
SKILLS AT HIGHER LEVELS When your character attains a new level, follow these
steps to gain new skills and improve those he or she
already has:
1. Determine the number of skill points your
character gets. See Table 4–1: Skill Points per Level.
A character gets at least 1 skill point at each new
level, even if he or she has an Intelligence penalty. A
hume gets 1 extra skill point per level.
2. You can improve any class skill that you’ve
previously maxed out by 1 rank or any cross-class
skill that you’ve previously maxed out by 1/2 rank.
3. If you have not maxed out a skill, you can spend
extra skill points on it and increase its rank further.
First, find out what your character’s maximum rank
in that skill is. If it’s a class skill, the maximum rank
is the character’s new level + 3. If it’s a cross-class
skill, the maximum rank is half of that number (do
not round up or down). You may spend the number
of skill points it takes to max out the skill, provided
that you have that many skill points to spend.
4. If you want to pick up a new skill for your
character, you can spend skill points equal to his or
her character level +3. These skill points buy 1 rank
each if the new skill is a class skill or 1/2 rank each if
it’s a cross-class skill. Regardless of whether a skill is
purchased as a class skill or a cross-class skill, if it is
a class for any of your classes, your maximum rank
equals your total character level +3.
USING SKILLS When your character uses a skill, you make a skill
check to see how well he or she does. The higher the
result of the skill check, the better. Based on the
circumstances, your result must match or beat a
particular number (a DC or the result of an opposed
skill check) for the check to be successful. The harder
the task, the higher the number you need to roll.
Circumstances can affect your check. A character that
is free to work without distractions can make a
careful attempt and avoid simple mistakes. A
character who has lots of time can try over and over
again, thereby assuring the best outcome. If others
help, the character may succeed where otherwise he
or she would fail.
SKILL CHECKS A skill check takes into account a character’s training
(skill rank), natural talent (ability modifier), and luck
(the die roll). It may also take into account his or her
race’s knack for doing certain things (racial bonus) or
what armor he or she is wearing (armor check
penalty), or a certain feat the character possesses,
among other things. For instance, a character that has
the Skill Focus feat related to a certain skill gets a +3
bonus on all checks involving that skill.
To make a skill check, roll 1d20 and add your
character’s skill modifier for that skill. The skill
modifier incorporates the character’s ranks in that
skill and the ability modifier for that skill’s key
ability, plus any other miscellaneous modifiers that
may apply, including racial bonuses and armor check
penalties. The higher the result, the better. Unlike
with attack rolls and saving throws, a natural roll of
20 on the d20 is not an automatic success, and a
natural roll of 1 is not an automatic failure.
Difficulty Class Some checks are made against a Difficulty Class
(DC). The DC is a number set by the DM (using the
skill rules as a guideline) that you must score as a
result on your skill check in order to succeed.
Opposed Checks An opposed check is a check whose success or failure
is determined by comparing the check result to
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another character’s check result. In an opposed
check, the higher result succeeds, while the lower
result fails. In case of a tie, the higher skill modifier
wins. If these scores are the same, roll again to break
the tie.
Trying Again In general, you can try a skill check again if you fail,
and you can keep trying indefinitely. Some skills,
however, have consequences of failure that must be
taken into account. A few skills are virtually useless
once a check has failed on an attempt to accomplish a
particular task. For most skills, when a character has
succeeded once at a given task, additional successes
are meaningless. Assume that you go at it long
enough to eventually succeed eventually.
Untrained Skill Checks Generally, if your character attempts to use a skill he
or she does not possess, you make a skill check as
normal. The skill modifier doesn’t have a skill rank
added in because the character has no ranks in the
skill. Any other applicable modifiers, such as the
modifier for the skill’s key ability, are applied to the
check.
Many skills can be used only by someone who is
trained in them. If you don’t have Spellcraft, for
example, you just don’t know enough about magic
even to attempt to identify a spell, regardless of your
class, ability scores, or experience level.
Favorable and Unfavorable Conditions Some situations may make a skill easier or harder to
use, resulting in a bonus or penalty to the skill
modifier for a skill check or a change to the DC of
the skill check. It’s one thing for a fighter, with his
Survival skill, to hunt down enough food to eat while
he’s camping for the day in the middle of a lush
forest, but foraging for food while traveling across a
barren desert is an entirely different matter.
The DM can alter the chance of success in four ways
to take into account exceptional circumstances.
1. Give the skill user a +2 circumstance bonus to
represent conditions that improve performance, such
as having the perfect tool for the job, getting help
from another character, or possessing unusually
accurate information.
2. Give the skill user a –2 circumstance penalty to
represent conditions that hamper performance, such
as being forced to use improvised tools or having
misleading information.
3. Reduce the DC by 2 to represent circumstances
that make the task easier, such as having a friendly
audience or doing work that can be sub-par.
4. Increase the DC by 2 to represent circumstances
that make the task harder, such as having an
uncooperative audience or doing work that must be
flawless.
Conditions that affect your character’s ability to
perform the skill change the skill modifier.
Conditions that modify how well the character has to
perform the skill to succeed change the DC. Bonuses
to the skill modifier and a reduction in the check’s
DC have the same result: They create a better chance
of success. But they represent different
circumstances, and sometimes that difference is
important.
Time and Skill Checks Using a skill might take a round, take no time, or take
several rounds or even longer. Most skill uses are
standard actions, move actions, or full-round actions.
Types of actions define how long activities take to
perform within the framework of a combat round (6
seconds) and how movement is treated with respect
to the activity. Some skill checks are instant and
represent reactions to an event, or are included as part
of an action.
These skill checks are not actions. Other skill checks
represent part of movement. The distance you jump
when making a Jump check, for example, is part of
your movement. Each skill description specifies the
time required to make a check.
Practically Impossible Tasks Sometimes you want to do something that seems
practically impossible. In general, a task considered
practically impossible has a DC of 40, 60, or even
higher (or it carries a modifier of +20 or more to the
DC). Practically impossible tasks are hard to
delineate ahead of time. They’re the
accomplishments that represent incredible, almost
logic-defying skill and luck. Picking a lock by giving
it a single, swift kick might entail a +20 modifier to
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the DC; swimming up a waterfall could require a
Swim check against DC 80; and balancing on a
fragile tree branch might have a DC of 90.
The DM decides what is actually impossible and
what is merely practically impossible. Characters
with very high skill modifiers are capable of
accomplishing incredible, almost unbelievable tasks,
just as characters with very high combat bonuses are.
Checks without Rolls A skill check represents an attempt to accomplish
some goal, usually while under some sort of time
pressure or distraction. Sometimes, though, a
character can use a skill under more favorable
conditions and eliminate the luck factor.
Taking 10: When your character is not being
threatened or distracted, you may choose to take 10.
Instead of rolling 1d20 for the skill check, calculate
your result as if you had rolled a 10. For many
routine tasks, taking 10 makes them automatically
successful. Distractions or threats (such as combat)
make it impossible for a character to take 10. In most
cases, taking 10 is purely a safety measure —you
know (or expect) that an average roll will succeed but
fear that a poor roll might fail, so you elect to settle
for the average roll (a 10). Taking 10 is especially
useful in situations where a particularly high roll
wouldn’t help (such as using Climb to ascend a
knotted rope, or using Heal to give a wounded PC
long-term care).
Taking 20: When you have plenty of time (generally
2 minutes for a skill that can normally be checked in
1 round, one full-round action, or one standard
action), you are faced with no threats or distractions,
and the skill being attempted carries no penalties for
failure, you can take 20. In other words, eventually
you will get a 20 on 1d20 if you roll enough times.
Instead of rolling 1d20 for the skill check, just
calculate your result as if you had rolled a 20. Taking
20 means you are trying until you get it right, and it
assumes that you fail many times before succeeding.
Taking 20 takes twenty times as long as making a
single check would take. Since taking 20 assumes
that the character will fail many times before
succeeding, if you did attempt to take 20 on a skill
that carries penalties for failure (for instance, a
Disable Device check to disarm a trap), your
character would automatically incur those penalties
before he or she could complete the task (in this case,
the character would most likely set off the trap).
Common ―take 20‖ skills include Escape Artist,
Open Lock, and Search.
Ability Checks and Caster Level Checks: The
normal take 10 and take 20 rules apply for ability
checks. Neither rule applies to caster level checks
(such as when casting dispel or attempting to
overcome spell resistance).
COMBINING SKILL ATTEMPTS When more than one character tries the same skill at
the same time and for the same purpose, their efforts
may overlap.
Individual Events
Often, several characters attempt some action and
each succeeds or fails independently.
Aid Another
You can help another character achieve success on
his or her skill check by making the same kind of
skill check in a cooperative effort. If you roll a 10 or
higher on your check, the character you are helping
gets a +2 bonus to his or her check, as per the rule for
favorable conditions. (You can’t take 10 on a skill
check to aid another.) In many cases, a character’s
help won’t be beneficial, or only a limited number of
characters can help at once. The DM limits
cooperation as he or she sees fit for the given
conditions.
In cases where the skill restricts who can achieve
certain results (such as with Disable Device, Search,
and Survival), you can’t aid another to grant a bonus
to a task that your character couldn’t achieve alone.
For instance, a character that doesn’t have the
trapfinding class feature can’t use Search to help a
thief find a magic trap, since the helper couldn’t
attempt to find the magic trap on his own.
Skill Synergy
It’s possible for a character to have two skills that
work well together, such as someone with both Jump
and Tumble. In general, having 5 or more ranks in
one skill gives the character a +2 bonus on skill
checks with each of its synergistic skills, as noted in
the skill description. In some cases, this bonus
applies only to specific uses of the skill in question,
and not to all checks. Some skills provide benefits on
other checks made by a character, such as those
checks required to use certain class features. Your
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DM may limit certain synergies if desired, or he may
add more synergies for specific situations.
ABILITY CHECKS Sometimes a character tries to do something to which
no specific skill really applies. In these cases, you
make an ability check. An ability check is a roll of
1d20 plus the appropriate ability modifier.
Essentially, you’re making an untrained skill check.
The DM assigns a Difficulty Class, or sets up an
opposed check when two characters are engaged in a
contest using one ability score or another. The
initiative check in combat, for example, is essentially
a Dexterity check. The character that rolls highest
goes first.
In some cases, an action is a straight test of one’s
ability with no luck involved. Just as you wouldn’t
make a height check to see who is taller, you don’t
make a Strength check to see who is stronger. When
two characters arm wrestle, for example, the stronger
character simply wins. In the case of identical scores,
roll a die.
SKILL DESCRIPTIONS This section describes each skill, including common
uses and typical modifiers. Characters can sometimes
use skills for purposes other than those noted here.
For example, you might be able to impress a bunch of
riders by making a Ride check. Here is the format for
skill descriptions.
SKILL NAME The skill name line includes (in addition to the name
of the skill) the following information.
Key Ability: The abbreviation of the ability whose
modifier applies to the skill check. Exception: Speak
Language has ―None‖ as its key ability because the
use of this skill does not require a check.
Trained Only: If this notation is included in the skill
name line, you must have at least 1 rank in the skill to
use it. If it is omitted, the skill can be used untrained
(with a rank of 0). If any special notes apply to
trained or untrained use, they are covered in the
Untrained section (see below).
Armor Check Penalty: If this notation is included in
the skill name line, an armor check penalty applies
(when appropriate) to checks using this skill. If this
entry is absent, an armor check penalty does not
apply.
The skill name line is followed by a general
description of what using the skill represents. After
the description are a few other types of information:
Check: What a character (―you‖ in the skill
description) can do with a successful skill check and
the check’s DC.
Action: The type of action using the skill requires, or
the amount of time required for a check.
Try Again: Any conditions that apply to successive
attempts to use the skill successfully. If the skill
doesn’t allow you to attempt the same task more than
once, or if failure carries an inherent penalty (such as
with the Climb skill), you can’t take 20. If this
paragraph is omitted, the skill can be retried without
any inherent penalty, other than the additional time
required.
Special: Any extra facts that apply to the skill, such
as special effects deriving from its use or bonuses
that certain characters receive because of class, feat
choices, or race.
Synergy: Some skills grant a bonus to the use of one
or more other skills because of a synergistic effect.
This entry, when present, indicates what bonuses this
skill may grant or receive because of such synergies.
Restriction: The full utility of certain skills is
restricted to characters of certain classes or characters
that possess certain feats. This entry indicates
whether any such restrictions exist for the skill.
Untrained: This entry indicates what a character
without at least 1 rank in the skill can do with it. If
this entry doesn’t appear, it means that the skill
functions normally for untrained characters (if it can
be used untrained) or that an untrained character
can’t attempt checks with this skill (for skills that are
designated as ―Trained Only‖).
Appraise (Int) Check: You can appraise common or well-known
objects with a DC 12 Appraise check. Failure means
that you estimate the value at 50% to 150% (2d6+3
times 10%,) of its actual value.
Appraising a rare or exotic item requires a
successful check against DC 15, 20, or higher. If the
check is successful, you estimate the value correctly;
failure means you cannot estimate the item’s value.
A magnifying glass gives you a +2
circumstance bonus on Appraise checks involving
any item that is small or highly detailed, such as a
gem. A merchant’s scale gives you a +2 circumstance
bonus on Appraise checks involving any items that
are valued by weight, including anything made of
precious metals. These bonuses stack.
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Action: Appraising an item takes 1 minute (ten
consecutive full-round actions).
Try Again: No. You cannot try again on the same
object, regardless of success.
Special: A galka gets a +2 racial bonus on Appraise
checks that are related to metal items because galkas
are familiar with valuable items of all kinds
(especially those made of metal). A moogle also gets
a +2 racial bonus on Appraise checks because they
have the innate ability to identify the value of items
and sell them at a good margin.
A character with the Diligent feat gets a +2
bonus on Appraise checks.
Synergy: If you have 5 ranks in any Craft skill, you
gain a +2 bonus on Appraise checks related to items
made with that Craft skill.
Untrained: For common items, failure on an
untrained check means no estimate. For rare items,
success means an estimate of 50% to 150% (2d6+3
times 10%).
Balance (Dex; Armor Check Penalty) Check: You can walk on a precarious surface. A
successful check lets you move at half your speed
along the surface for 1 round. A failure by 4 or less
means you can’t move for 1 round. A failure by 5 or
more means you fall. The difficulty varies with the
surface, as follows:
Narrow Surface Balance
DC1
Difficult Surface Balance
DC1
7–12 inches wide 10 Uneven flagstone 102
2–6 inches wide 15 Hewn stone floor 102
Less than 2 inches
wide
20 Sloped or angled
floor
102
1 Add modifiers from Narrow Surface Modifiers, below, as
appropriate.
2 Only if running or charging. Failure by 4 or less means the
character can’t run or charge, but may otherwise act normally.
Narrow Surface Modifiers
Surface DC Modifier1
Lightly obstructed +2
Severely obstructed +5
Lightly slippery +2
Severely slippery +5
Sloped or angled +2
1 Add the appropriate modifier to the Balance DC of a narrow surface.
These modifiers stack.
Being Attacked while Balancing: You are
considered flat-footed while balancing, since you
can’t move to avoid a blow, and thus you lose your
Dexterity bonus to AC (if any). If you have 5 or more
ranks in Balance, you aren’t considered flat-footed
while balancing. If you take damage while balancing,
you must make another Balance check against the
same DC to remain standing.
Accelerated Movement: You can try to walk across
a precarious surface more quickly than normal. If you
accept a –5 penalty, you can move your full speed as
a move action. (Moving twice your speed in a round
requires two Balance checks, one for each move
action used.) You may also accept this penalty in
order to charge across a precarious surface; charging
requires one Balance check for each multiple of your
speed (or fraction thereof ) that you charge.
Action: None. A Balance check doesn’t require an
action; it is made as part of another action or as a
reaction to a situation.
Special: A mithra gets a +2 bonus to Balance checks
because they are very agile.
If you have the Agile feat, you get a +2 bonus on
Balance checks.
Synergy: If you have 5 or more ranks in Tumble, you
get a +2 bonus on Balance checks.
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Bluff (Cha) Check: A Bluff check is opposed by the target’s
Sense Motive check. See the accompanying table for
examples of different kinds of bluffs and the modifier
to the target’s Sense Motive check for each one.
Favorable and unfavorable circumstances
weigh heavily on the outcome of a bluff. Two
circumstances can weigh against you: The bluff is
hard to believe, or the action that the target is asked
to take goes against its self-interest, nature,
personality, orders, or the like. If it’s important, you
can distinguish between a bluff that fails because the
target doesn’t believe it and one that fails because it
just asks too much of the target. For instance, if the
target gets a +10 bonus on its Sense Motive check
because the bluff demands something risky, and the
Sense Motive check succeeds by 10 or less, then the
target didn’t so much see through the bluff as prove
reluctant to go along with it. A target that succeeds
by 11 or more has seen through the bluff.
A successful Bluff check indicates that the
target reacts as you wish, at least for a short time
(usually 1 round or less) or believes something that
you want it to believe.
A bluff requires interaction between you and
the target. Creatures unaware of you cannot be
bluffed.
Feinting in Combat: You can also use Bluff to
mislead an opponent in melee combat (so that it can’t
dodge your next attack effectively). To feint, make a
Bluff check opposed by your target’s Sense Motive
check, but in this case, the target may add its base
attack bonus to the roll along with any other
applicable modifiers.
If your Bluff check result exceeds this special
Sense Motive check result, your target is denied its
Dexterity bonus to AC (if any) for the next melee
attack you make against it. This attack must be made
on or before your next turn.
Feinting in this way against a nonhumanoid is
difficult because it’s harder to read a strange
creature’s body language; you take a –4 penalty on
your Bluff check. Against a creature of animal
Intelligence (1 or 2) it’s even harder; you take a –8
penalty. Against a nonintelligent creature, it’s
impossible.
Feinting in combat does not provoke an attack
of opportunity.
Creating a Diversion to Hide: You can use the
Bluff skill to help you hide. A successful Bluff check
gives you the momentary diversion you need to
attempt a Hide check while people are aware of you.
This usage does not provoke an attack of opportunity.
Delivering a Secret Message: You can use Bluff to
get a message across to another character without
others understanding it. The DC is 15 for simple
messages, or 20 for complex messages, especially
those that rely on getting across new information.
Failure by 4 or less means you can’t get the message
across. Failure by 5 or more means that some false
information has been implied or inferred. Anyone
listening to the exchange can make a Sense Motive
check opposed by the Bluff check you made to
transmit in order to intercept your message (see
Sense Motive).
Action: Varies. A Bluff check made as part of
general interaction always takes at least 1 round (and
is at least a full-round action), but it can take much
longer if you try something elaborate. A Bluff check
made to feint in combat or create a diversion to hide
is a standard action. A Bluff check made to deliver a
secret message doesn’t take an action; it is part of
normal communication.
Bluff Examples
Example Circumstances Sense Motive Modifier
The target wants to believe you. –5
The bluff is believable and doesn’t affect the target much. +0
The bluff is a little hard to believe or puts the target at some risk. +5
The bluff is hard to believe or puts the target at significant risk. +10
The bluff is way out there, almost too incredible to consider. +20
Try Again: Varies. Generally, a failed Bluff check in
social interaction makes the target too suspicious for
you to try again in the same circumstances, but you
may retry freely on Bluff checks made to feint in
combat. Retries are also allowed when you are trying
to send a message, but you may attempt such a retry
only once per round. Each retry carries the same
chance of miscommunication.
Special: If you have the Persuasive feat, you get a +2
bonus on Bluff checks.
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Synergy: If you have 5 or more ranks in Bluff, you
get a +2 bonus on Diplomacy, Intimidate, and Sleight
of Hand checks, as well as on Disguise checks made
when you know you’re being observed and you try to
act in character.
Climb (Str; Armor Check Penalty)
Check: With a successful Climb check, you can
advance up, down, or across a slope, a wall, or some
other steep incline (or even a ceiling with handholds)
at one-quarter your normal speed. A slope is
considered to be any incline at an angle measuring
less than 60 degrees; a wall is any incline at an angle
measuring 60 degrees or more.
A Climb check that fails by 4 or less means
that you make no progress, and one that fails by 5 or
more means that you fall from whatever height you
have already attained.
A climber’s kit gives you a +2 circumstance
bonus on Climb checks.
The DC of the check depends on the conditions of the
climb. Compare the task with those on the following
table to determine an appropriate DC.
Climb
DC Example Surface or Activity
0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
15
Any surface with adequate handholds and footholds (natural or artificial), such as a very rough
natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your
hands.
20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a
dungeon or ruins.
25 A rough surface, such as a natural rock wall or a brick wall.
25 An overhang or ceiling with handholds but no footholds.
— A perfectly smooth, flat, vertical surface cannot be climbed.
Climb DC
Modifier1 Example Surface or Activity
–10
Climbing a chimney (artificial or natural) or other location where you can brace against
two opposite walls (reduces DC by 10).
–5 Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
+5 Surface is slippery (increases DC by 5).
1 These modifiers are cumulative; use any that apply.
You need both hands free to climb, but you
may cling to a wall with one hand while you cast a
spell or take some other action that requires only one
hand. While climbing, you can’t move to avoid a
blow, so you lose your Dexterity bonus to AC (if
any). You also can’t use a shield while climbing.
Any time you take damage while climbing,
make a Climb check against the DC of the slope or
wall. Failure means you fall from your current height
and sustain the appropriate falling damage.
Accelerated Climbing: You try to climb more
quickly than normal. By accepting a –5 penalty, you
can move half your speed (instead of one-quarter
your speed).
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
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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.
Action: Climbing is part of movement, so it’s
generally part of a move action (and may be
combined with other types of movement in a move
action). Each move action that includes any climbing
requires a separate Climb check. Catching yourself or
another falling character doesn’t take an action.
Special: You can use a rope to haul a character
upward (or lower a character) through sheer strength.
You can lift double your maximum load in this
manner.
A mithra has a +2 racial bonus on Climb
checks because mithras have claws to make it easier
to get a firm hold.
If you have the Athletic feat, you get a +2
bonus on Climb checks.
A creature with a climb speed has a +8 racial
bonus on all Climb checks. The creature must make a
Climb check to climb any wall or slope with a DC
higher than 0, but it always can choose to take 10,
even if rushed or threatened while climbing. If a
creature with a climb speed chooses an accelerated
climb (see above), it moves at double its climb speed
(or at its land speed, whichever is slower) and makes
a single Climb check at a –5 penalty. Such a creature
retains its Dexterity bonus to Armor Class (if any)
while climbing, and opponents get no special bonus
to their attacks against it. It cannot, however, use the
run action while climbing.
Synergy: If you have 5 or more ranks in Use Rope,
you get a +2 bonus on Climb checks made to climb a
rope, a knotted rope, or a rope-and-wall combination.
Concentration (Con) Check: You must make a Concentration check
whenever you might potentially be distracted (by
taking damage, by harsh weather, and so on) while
engaged in some action that requires your full
attention. Such actions include casting a spell,
concentrating on an active spell, directing a spell,
using a spell-like ability, or using a skill that would
provoke an attack of opportunity. In general, if an
action wouldn’t normally provoke an attack of
opportunity, you need not make a Concentration
check to avoid being distracted.
If the Concentration check succeeds, you may
continue with the action as normal. If the check fails,
the action automatically fails and is wasted. If you
were in the process of casting a spell, the spell is lost.
If you were concentrating on an active spell, the spell
ends as if you had ceased concentrating on it. If you
were directing a spell, the direction fails but the spell
remains active. If you were using a spell-like ability,
that use of the ability is lost. A skill use also fails,
and in some cases a failed skill check may have other
ramifications as well.
The table below summarizes various types of
distractions that cause you to make a Concentration
check. If the distraction occurs while you are trying
to cast a spell, you must add the level of the spell you
are trying to cast to the appropriate Concentration
DC. If more than one type of distraction is present,
make a check for each one; any failed Concentration
check indicates that the task is not completed.
Action: None. Making a Concentration check doesn’t
take an action; it is either a free action (when
attempted reactively) or part of another action (when
attempted actively).
Try Again: Yes, though a success doesn’t cancel the
effect of a previous failure, such as the loss of a spell
you were casting or the disruption of a spell you were
concentrating on.
Special: You can use Concentration to cast a spell,
use a spell-like ability, or use a skill defensively, so
as to avoid attacks of opportunity altogether. This
doesn’t apply to other actions that might provoke
attacks of opportunity.
The DC of the check is 15 (plus the spell’s
level, if casting a spell or using a spell-like ability
defensively). If the Concentration check succeeds,
you may attempt the action normally without
provoking any attacks of opportunity. A successful
Concentration check still doesn’t allow you to take
10 on another check if you are in a stressful situation;
you must make the check normally. If the
Concentration check fails, the related action also
automatically fails (with any appropriate
ramifications), and the action is wasted, just as if
your concentration had been disrupted by a
distraction.
A character with the Combat Casting feat gets
a +4 bonus on Concentration checks made to cast a
spell or use a spell-like ability while on the defensive
or while grappling or pinned.
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Concentration DC1 Distraction
10 + damage dealt Damaged during the action. 2
10 + half of continuous Taking continuous damage during the damage last dealt action. 3
Distracting spell’s save
DC
Distracted by nondamaging spell. 4
10 Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat
in rough water, belowdecks in a stormtossed ship).
15 Violent motion (on a galloping horse, taking a very rough wagon ride, in a small
boat in rapids, on the deck of a storm-tossed ship).
20 Extraordinarily violent motion (earthquake).
15 Entangled.
20 Grappling or pinned. (You can cast only spells without somatic components for
which you have any required material component in hand.)
5 Weather is a high wind carrying blinding rain or sleet.
10 Weather is wind-driven hail, dust, or debris.
Distracting spell’s save
DC
Weather caused by a spell, such as storm of vengeance. 4
1 If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell
to the indicated DC.
2 Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity
that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack
of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1
action) or the action being taken (for activities requiring no more than a full-round action).
3 Such as from acid arrow.
4 If the spell allows no save, use the save DC it would have if it did allow a save.
Craft (Int) Like Knowledge, Perform, and Profession, Craft is
actually a number of separate skills. You could have
several Craft skills, each with its own ranks, each
purchased as a separate skill. A Craft skill is
specifically focused on creating something. If nothing
is created by the endeavor, it probably falls under the
heading of a Profession skill.
Check: You can practice your trade and make a
decent living, earning about half your check result in
gold pieces per week of dedicated work. You know
how to use the tools of your trade, how to perform
the craft’s daily tasks, how to supervise untrained
helpers, and how to handle common problems.
(Untrained laborers and assistants earn an average of
1 silver piece per day.)
The basic function of the Craft skill, however,
is to allow you to make an item of the appropriate
type. The DC depends on the complexity of the item
to be created. The DC, your check 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.
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 gil.
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 gil, then you have completed
the item. (If the result × the DC equals double or
triple the price of the item in gil, 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
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more progress until your total reaches the price of the
item in gil.
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.
Creating Mastercraft Items: Requires the
Mastercrafter feat. You can make a mastercraft
item—a weapon, suit of armor, shield, or tool that
conveys a bonus on its use through its exceptional
craftsmanship, not through being magical. To create a
mastercraft item, you create the mastercraft
component as if it were a separate item in addition to
the standard item. See the Mastercrafter feat for more
details. Note: The cost you pay for the mastercraft
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 Skill Craft DC
Acid Alchemy1 15
Alchemist’s fire, smokestick, or tindertwig Alchemy1 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy1 25
Armor or shield Armorsmithing 10 + AC
bonus
Longbow or shortbow Bowmaking 12
Composite longbow or composite shortbow Bowmaking 15
Composite longbow or composite shortbow with high
strength rating
Bowmaking 15 + (2 ×
rating)
Crossbow Weaponsmithing 15
Simple melee or thrown weapon Weaponsmithing 12
Martial melee or thrown weapon Weaponsmithing 15
Exotic melee or thrown weapon Weaponsmithing 18
Mechanical trap Trapmaking Varies2
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20
1 You must be a spellcaster to craft any of these items.
2 Traps have their own rules for construction.
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: A galka has a +2 racial bonus on Craft
checks that are related to metal, because galkas are
especially capable with metalwork.
You may voluntarily add +10 to the indicated
DC to craft an item. This allows you to create the
item more quickly (since you’ll be multiplying this
higher DC by your Craft check result to determine
progress). You must decide whether to increase the
DC before you make each weekly or daily check.
To make an item using Craft (alchemy), you
must have alchemical equipment 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.
Synergy: If you have 5 ranks in a Craft skill, you get
a +2 bonus on Appraise checks related to items made
with that Craft skill.
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Decipher Script (Int; Trained Only) Check: You can decipher writing in an unfamiliar
language or a message written in an incomplete or
archaic form. The base DC is 20 for the simplest
messages, 25 for standard texts, and 30 or higher for
intricate, exotic, or very old writing.
If the check succeeds, you understand the
general content of a piece of writing about one page
long (or the equivalent). If the check fails, make a
DC 5 Wisdom check to see if you avoid drawing a
false conclusion about the text. (Success means that
you do not draw a false conclusion; failure means
that you do.)
Both the Decipher Script check and (if
necessary) the Wisdom check are made secretly, so
that you can’t tell whether the conclusion you draw is
true or false.
Action: Deciphering the equivalent of a single page
of script takes 1 minute (ten consecutive full-round
actions).
Try Again: No.
Special: A character with the Diligent feat gets a +2
bonus on Decipher Script checks.
Diplomacy (Cha) Check: You can change the attitudes of others (non-
player characters) with a successful Diplomacy
check; see the Influencing NPC Attitudes sidebar,
below, for basic DCs. In negotiations, participants
roll opposed Diplomacy checks, and the winner gains
the advantage. Opposed checks also resolve
situations when two advocates or diplomats plead
opposite cases in a hearing before a third party.
Action: Changing others’ attitudes with Diplomacy
generally takes at least 1 full minute (10 consecutive
full-round actions). In some situations, this time
requirement may greatly increase. A rushed
Diplomacy check can be made as a full-round action,
but you take a –10 penalty on the check.
Try Again: Optional, but not recommended because
retries usually do not work. Even if the initial
Diplomacy check succeeds, the other character can be
persuaded only so far, and a retry may do more harm
than good. If the initial check fails, the other
character has probably become more firmly
committed to his position, and a retry is futile.
Special: A moogle has a +2 racial bonus on
Diplomacy checks.
If you have the Negotiator feat, you get a +2 bonus
on Diplomacy checks.
Synergy: If you have 5 or more ranks in Bluff,
Knowledge (nobility and royalty), or Sense Motive,
you get a +2 bonus on Diplomacy checks.
INFLUENCING NPC ATTITUDES
Use the table below to determine the effectiveness of
Diplomacy checks (or Charisma checks) made to
influence the attitude of a non-player character, or
wild empathy checks made to influence the attitude
of an animal or magical beast.
Initial Attitude ————— New Attitude (DC to achieve)—————
Hostile Unfriendly Indifferent Friendly Helpful
Hostile Less than 20 20 25 35 50
Unfriendly Less than 5 5 15 25 40
Indifferent — Less than 1 1 15 30
Friendly — — Less than 1 1 20
Helpful — — — Less than 1 1
Attitude Means Possible Actions
Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult
Indifferent Doesn’t much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid
Disable Device (Int; Trained Only) Check: 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.
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If the check succeeds, you disable the device.
If it fails by 4 or less, you have failed but can try
again. If you fail by 5 or more, something goes
wrong. If the device is a trap, you spring it. If you’re
attempting some sort of sabotage, you think the
device is disabled, but it still works normally.
You also can rig simple devices such as
saddles or wagon wheels to work normally for a
while and then fail or fall off some time later (usually
after 1d4 rounds or minutes of use).
Device Time Disable Device DC1 Example
Simple 1 round 10 Jam a lock
Tricky 1d4 rounds 15 Sabotage a wagon wheel
Difficult 2d4 rounds 20 Disarm a trap, reset a trap
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a
clockwork device
1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Action: The amount of time needed to make a
Disable Device check depends on the task, as noted
above. Disabling a simple device takes 1 round and is
a full-round action. An intricate or complex device
requires 1d4 or 2d4 rounds.
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: If you have the Nimble Fingers feat, you get
a +2 bonus on Disable Device checks.
A thief who beats a trap’s DC by 10 or more
can study the trap, figure out how it works, and
bypass it (along with her companions) without
disarming it.
Restriction: Thieves (and other characters with the
trapfinding class feature) can disarm magic traps. A
magic trap generally has a DC of 25 + the spell level
of the magic used to create it.
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.
Disguise (Cha) Check: Your Disguise check result determines how
good the disguise is, and it is opposed by others’ Spot
check results. If you don’t draw any attention to
yourself, others do not get to make Spot 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
Spot checks.
You get only one Disguise check per use of
the skill, even if several people are making Spot
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.
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Disguise
Disguise Check
Modifier
Minor details only +5
Disguised as different gender1 –2
Disguised as different race1 –2
Disguised as different age
category1
–22
1 These modifiers are cumulative; use any that
apply.
2 Per step of difference between your actual age
category and your disguised age category. The
steps are: young (younger than adulthood),
adulthood, middle age, old, and venerable.
If you are impersonating a particular
individual, those who know what that person looks
like get a bonus on their 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
Viewer’s
Spot Check
Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Intimate +10
Usually, an individual makes a Spot 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: Creating a disguise requires 1d3×10 minutes
of work.
Try Again: Yes. You may try to redo a failed
disguise, but once others know that a disguise was
attempted, they’ll be more suspicious.
Synergy: If you have 5 or more ranks in Bluff, you
get a +2 bonus on Disguise checks when you know
that you’re being observed and you try to act in
character.
Escape Artist (Dex; Armor Check Penalty) Check: The table below gives the DCs to escape
various forms of restraints.
Ropes: Your Escape Artist check is opposed by the
binder’s Use Rope 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.
Manacles and Masterwork Manacles: The DC for
manacles is set by their construction.
Tight Space: The DC noted on the table is for
getting through a space where your head fits but your
shoulders don’t. If the space is long you may need to
make multiple checks. You can’t get through a space
that your head does not fit through.
Grappler: You can make an Escape Artist check
opposed by your enemy’s grapple check to get out of
a grapple or out of a pinned condition (so that you’re
only grappling).
Restraint Escape Artist DC
Ropes Binder’s Use Rope 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 35
Grappler Grappler’s grapple check result
Action: Making an Escape Artist check to escape
from rope bindings, manacles, or other restraints
(except a grappler) requires 1 minute of work.
Escaping from a net or an animate rope, command
plants, control plants, or entangle spell is a full-round
action. Escaping from a grapple or pin is a standard
action. Squeezing through a tight space takes at least
1 minute, maybe longer, depending on how long the
space is.
Try Again: Varies. You can make another check
after a failed check if you’re squeezing your way
through a tight space, making multiple checks. If the
situation permits, you can make additional checks, or
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even take 20, as long as you’re not being actively
opposed.
Special: If you have the Agile feat, you get a +2
bonus on Escape Artist checks.
Synergy: If you have 5 or more ranks in Escape
Artist, you get a +2 bonus on Use Rope checks to
bind someone.
If you have 5 or more ranks in Use Rope, you
get a +2 bonus on Escape Artist checks when
escaping from rope bonds.
Forgery (Int) Check: Forgery requires writing materials appropriate
to the document being forged, enough light or
sufficient visual acuity to see the details of what
you’re writing, wax for seals (if appropriate), and
some time. To forge a document on which the
handwriting is not specific to a person (military
orders, a government decree, a business ledger, or the
like), you need only to have seen a similar document
before, and you gain a +8 bonus on your check. To
forge a signature, you need an autograph of that
person to copy, and you gain a +4 bonus on the
check. To forge a longer document written in the
hand of some particular person, a large sample of that
person’s handwriting is needed.
The 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 Forgery check is
opposed by the Forgery 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.
Condition
Reader’s
Forgery Check
Modifier
Type of document unknown to reader –2
Type of document somewhat known to reader +0
Type of document well known to reader +2
Handwriting not known to reader –2
Handwriting somewhat known to reader +0
Handwriting intimately known to reader +2
Reader only casually reviews the document –2
A document that contradicts procedure,
orders, or previous knowledge, or one that requires
sacrifice on the part of the person checking the
document can increase that character’s suspicion (and
thus create favorable circumstances for the checker’s
opposing Forgery check).
Action: Forging a very short and simple document
takes about 1 minute. A longer or more complex
document takes 1d4 minutes per page.
Try Again: Usually, no. A retry is never possible
after a particular reader detects a particular forgery.
But the document created by the forger might still
fool someone else. The result of a Forgery check for
a particular document must be used for every
instance of a different reader examining the
document. No reader can attempt to detect a
particular forgery more than once; if that one
opposed check goes in favor of the forger, then the
reader can’t try using his own skill again, even if he’s
suspicious about the document.
Special: If you have the Deceitful feat, you get a +2
bonus on Forgery checks.
Restriction: Forgery is language-dependent; thus, to
forge documents and detect forgeries, you must be
able to read and write the language in question.
Gather Information (Cha) Check: An evening’s time, a few gold pieces for
buying drinks and making friends, and a DC 10
Gather Information check get you a general idea of a
city’s major news items, assuming there are no
obvious reasons why the information would be
withheld. The higher your check result, the better the
information.
If you want to find out about a specific rumor,
or a specific item, or obtain a map, or do something
else along those lines, the DC for the check is 15 to
25, or even higher.
Action: A typical Gather Information check takes
1d4+1 hours.
Try Again: Yes, but it takes time for each check.
Furthermore, you may draw attention to yourself if
you repeatedly pursue a certain type of information.
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Special: If you have the Investigator feat, you get a
+2 bonus on Gather Information checks.
Synergy: If you have 5 or more ranks in Knowledge
(local), you get a +2 bonus on Gather Information
checks.
Handle Animal (Cha; Trained Only) Check: The DC depends on what you are trying to
do.
Task Handle Animal DC
Handle an animal 10
―Push‖ an animal 25
Teach an animal a trick 15 or 201
Train an animal for a general
purpose 15 or 20
1
Rear a wild animal 15 + HD of animal
1 See the specific trick or purpose below.
General
Purpose DC
General
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
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tricks, the animal must have an Intelligence score of
2.
An animal can be trained for only one general
purpose, though if the creature is capable of learning
additional tricks (above and beyond those included in
its general purpose), it may do so. Training an animal
for a purpose requires fewer checks than teaching
individual tricks does, but no less time.
Combat Riding (DC 20): An animal trained to bear
a rider into combat knows the tricks attack, come,
defend, down, guard, and heel. Training an animal
for combat riding takes six weeks. You may also
―upgrade‖ an animal trained for riding to one trained
for combat riding by spending three weeks and
making a successful DC 20 Handle Animal check.
The new general purpose and tricks completely
replace the animal’s previous purpose and any tricks
it once knew. Warhorses and riding dogs are already
trained to bear riders into combat, and they don’t
require any additional training for this purpose.
Fighting (DC 20): An animal trained to engage in
combat knows the tricks attack, down, and stay.
Training an animal for fighting takes three weeks.
Guarding (DC 20): An animal trained to guard
knows the tricks attack, defend, down, and guard.
Training an animal for guarding takes four weeks.
Heavy Labor (DC 15): An animal trained for heavy
labor knows the tricks come and work. Training an
animal for heavy labor takes two weeks.
Hunting (DC 20): An animal trained for hunting
knows the tricks attack, down, fetch, heel, seek, and
track. Training an animal for hunting takes six weeks.
Performance (DC 15): An animal trained for
performance knows the tricks come, fetch, heel,
perform, and stay. Training an animal for
performance takes five weeks.
Riding (DC 15): An animal trained to bear a rider
knows the tricks come, heel, and stay. Training an
animal for riding takes three weeks.
Rear a Wild Animal: To rear an animal means to
raise a wild creature from infancy so that it becomes
domesticated. A handler can rear as many as three
creatures of the same kind at once.
A successfully domesticated animal can be
taught tricks at the same time it’s being raised, or it
can be taught as a domesticated animal later.
Action: Varies. Handling an animal is a move action,
while pushing an animal is a full-round action. (A
beastmaster can handle her animal companion as a
free action or push it as a move action.) For tasks
with specific time frames noted above, you must
spend half this time (at the rate of 3 hours per day per
animal being handled) working toward completion of
the task before you attempt the Handle Animal check.
If the check fails, your attempt to teach, rear, or train
the animal fails and you need not complete the
teaching, rearing, or training time. If the check
succeeds, you must invest the remainder of the time
to complete the teaching, rearing, or training. If the
time is interrupted or the task is not followed through
to completion, the attempt to teach, rear, or train the
animal automatically fails.
Try Again: Yes, except for rearing an animal.
Special: You can use this skill on a creature with an
Intelligence score of 1 or 2 that is not an animal, but
the DC of any such check increases by 5. Such
creatures have the same limit on tricks known as
animals do.
A beastmaster gains a +4 circumstance bonus
on Handle Animal checks involving her animal
companion.
In addition, a beastmaster’s animal
companion knows one or more bonus tricks, which
don’t count against the normal limit on tricks known
and don’t require any training time or Handle Animal
checks to teach.
If you have the Animal Affinity feat, you get
a +2 bonus on Handle Animal checks.
Synergy: If you have 5 or more ranks in Handle
Animal, you get a +2 bonus on Ride checks and wild
empathy checks.
Untrained: If you have no ranks in Handle Animal,
you can use a Charisma check to handle and push
domestic animals, but you can’t teach, rear, or train
animals. A beastmaster with no ranks in Handle
Animal can use a Charisma check to handle and push
her animal companion, but she can’t teach, rear, or
train other nondomestic animals.
Heal (Wis) Check: The DC and effect depend on the task you
attempt.
Task Heal DC
First aid 15
Long-term care 15
Treat wound from
caltrop, spike growth, or
spike stones
15
Treat poison Poison’s save DC
Treat disease Disease’s save DC
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First Aid: You usually use first aid to save a dying
character. If a character has negative hit points and is
losing hit points (at the rate of 1 per round, 1 per
hour, or 1 per day), you can make him 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 ability score points (lost to ability damage)
at twice the normal rate: 2 hit points per level for a
full 8 hours of rest in a day, or 4 hit points per level
for each full day of complete rest; 2 ability score
points for a full 8 hours of rest in a day, or 4 ability
score points for each full day of complete rest.
You can tend as many as six patients at a
time. You need a few items and supplies (bandages,
salves, and so on) that are easy to come by in settled
lands. Giving long-term care counts as light activity
for the healer. You cannot give long-term care to
yourself.
Treat 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.
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.
Action: Providing first aid, treating a wound, or
treating poison is a standard action. Treating a
disease takes 10 minutes of work. Providing long-
term care requires 8 hours of light activity.
Try Again: Varies. Generally speaking, you can’t try
a Heal check again without proof of the original
check’s failure. You can always retry a check to
provide first aid, assuming the target of the previous
attempt is still alive.
Special: A character with the Self-Sufficient feat gets
a +2 bonus on Heal checks.
A healer’s kit gives you a +2 circumstance bonus on
Heal checks.
Hide (Dex; Armor Check Penalty)
Check: Your Hide check is opposed by the Spot
check of anyone who might see you. You can move
up to one-half your normal speed and hide 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 practically impossible (–20 penalty) to
hide while attacking, running or charging.
A creature larger or smaller than Medium
takes a size bonus or penalty on Hide checks
depending on its size category: Fine +16, Diminutive
+12, Tiny +8, Small +4, Large –4, Huge –8,
Gargantuan –12, Colossal –16.
You need cover or concealment in order to
attempt a Hide check. Total cover or total
concealment usually (but not always; see Special,
below) obviates the need for a Hide check, since
nothing can see you anyway.
If people are observing you, even casually,
you can’t hide. You can run around a corner or
behind cover so that you’re out of sight and then
hide, but the others then know at least where you
went.
If your observers are momentarily distracted
(such as by a Bluff check; see below), though, you
can attempt to hide. While the others turn their
attention from you, you can attempt a Hide check if
you can get to a hiding place of some kind. (As a
general guideline, the hiding place has to be within 1
foot per rank you have in Hide.) This check,
however, is made at a –10 penalty because you have
to move fast.
Sniping: If you’ve already successfully hidden at
least 10 feet from your target, you can make one
ranged attack, then immediately hide again. You take
a –20 penalty on your Hide check to conceal yourself
after the shot.
Creating a Diversion to Hide: You can use Bluff to
help you hide. A successful Bluff check can give you
the momentary diversion you need to attempt a Hide
check while people are aware of you.
Action: Usually none. Normally, you make a Hide
check as part of movement, so it doesn’t take a
separate action. However, hiding immediately after a
ranged attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on
Hide checks if you are immobile, or a +20 bonus on
Hide checks if you’re moving.
If you have the Stealthy feat, you get a +2
bonus on Hide checks.
A 18th
-level thief can attempt a Hide check
even while being observed.
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Intimidate (Cha) Check: You can change another’s behavior with a
successful check. Your Intimidate check is opposed
by the target’s modified level check (1d20 +
character level or Hit Dice + target’s Wisdom bonus
[if any] + target’s modifiers on saves against fear). If
you beat your target’s check result, you may treat the
target as friendly, but only for the purpose of actions
taken while it remains intimidated. (That is, the target
retains its normal attitude, but will chat, advise, offer
limited help, or advocate on your behalf while
intimidated. See the Diplomacy skill, above, for
additional details.) The effect lasts as long as the
target remains in your presence, and for 1d6×10
minutes afterward. After this time, the target’s default
attitude toward you shifts to unfriendly (or, if
normally unfriendly, to hostile).
If you fail the check by 5 or more, the target
provides you with incorrect or useless information, or
otherwise frustrates your efforts.
Demoralize Opponent: You can also use Intimidate
to weaken an opponent’s resolve in combat. To do so,
make an Intimidate check opposed by the target’s
modified level check (see above). If you win, the
target becomes shaken for 1 round. A shaken
character takes a –2 penalty on attack rolls, ability
checks, and saving throws. You can intimidate only
an opponent that you threaten in melee combat and
that can see you.
Action: Varies. Changing another’s behavior
requires 1 minute of interaction. Intimidating an
opponent in combat is a standard action.
Try Again: Optional, but not recommended because
retries usually do not work. Even if the initial check
succeeds, the other character can be intimidated only
so far, and a retry doesn’t help. If the initial check
fails, the other character has probably become more
firmly resolved to resist the intimidator, and a retry is
futile.
Special: You gain a +4 bonus on your Intimidate
check for every size category that you are larger than
your target. Conversely, you take a –4 penalty on
your Intimidate check for every size category that
you are smaller than your target.
A character immune to fear can’t be
intimidated, nor can non-intelligent creatures.
If you have the Persuasive feat, you get a +2
bonus on Intimidate checks.
Synergy: If you have 5 or more ranks in Bluff, you
get a +2 bonus on Intimidate checks.
Jump (Str; Armor Check Penalty) Check: The DC and the distance you can cover vary
according to the type of jump you are attempting (see
below).
Your Jump check is modified by your speed.
If your speed is 30 feet then no modifier based on
speed applies to the check. If your speed is less than
30 feet, you take a –6 penalty for every 10 feet of
speed less than 30 feet. If your speed is greater than
30 feet, you gain a +4 bonus for every 10 feet beyond
30 feet.
All Jump DCs given here assume that you get
a running start, which requires that you move at least
20 feet in a straight line before attempting the jump.
If you do not get a running start, the DC for the jump
is doubled.
Distance moved by jumping is counted
against your normal maximum movement in a round.
If you have ranks in Jump and you succeed on
a Jump check, you land on your feet (when
appropriate). If you attempt a Jump check untrained,
you land prone unless you beat the DC by 5 or more.
Long Jump: A long jump is a horizontal jump, made
across a gap like a chasm or stream. At the midpoint
of the jump, you attain a vertical height equal to one-
quarter of the horizontal distance. The DC for the
jump is equal to the distance jumped (in feet).
If your check succeeds, you land on your feet
at the far end. If you fail the check by less than 5, you
don’t clear the distance, but you can make a DC 15
Reflex save to grab the far edge of the gap. You end
your movement grasping the far edge. If that leaves
you dangling over a chasm or gap, getting up requires
a move action and a DC 15 Climb check.
Long Jump Distance Jump DC1
5 feet 5
10 feet 10
15 feet 15
20 feet 20
25 feet 25
30 feet 30
1 Requires a 20-foot running start.
Without a running start, double the
DC.
High Jump: A high jump is a vertical leap made to
reach a ledge high above or to grasp something
overhead. The DC is equal to 4 times the distance to
be cleared.
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If you jumped up to grab something, a
successful check indicates that you reached the
desired height. If you wish to pull yourself up, you
can do so with a move action and a DC 15 Climb
check. If you fail the Jump check, you do not reach
the height, and you land on your feet in the same spot
from which you jumped. As with a long jump, the
DC is doubled if you do not get a running start of at
least 20 feet.
High Jump
Distance1
Jump DC2
1 foot 4
2 feet 8
3 feet 12
4 feet 16
5 feet 20
6 feet 24
7 feet 28
8 feet 32
1 Not including vertical reach; see
below.
2 Requires a 20-foot running start.
Without a running start, double the
DC.
Obviously, the difficulty of reaching a given
height varies according to the size of the character or
creature. The maximum vertical reach (height the
creature can reach without jumping) for an average
creature of a given size is shown on the table below.
(As a Medium creature, a typical human can reach 8
feet without jumping.)
Quadrupedal creatures don’t have the same
vertical reach as a bipedal creature; treat them as
being one size category smaller.
Creature Size Vertical Reach
Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.
Tiny 2 ft.
Diminutive 1 ft.
Fine 1/2 ft.
Hop Up: You can jump up onto an object as tall as
your waist, such as a table or small boulder, with a
DC 10 Jump check. Doing so counts as 10 feet of
movement, so if your speed is 30 feet, you could
move 20 feet, then hop up onto a counter. You do not
need to get a running start to hop up, so the DC is not
doubled if you do not get a running start.
Jumping Down: If you intentionally jump from a
height, you take less damage than you would if you
just fell. The DC to jump down from a height is 15.
You do not have to get a running start to jump down,
so 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.
Action: None. A Jump check is included in your
movement, so it is part of a move action. If you run
out of movement mid-jump, your next action (either
on this turn or, if necessary, on your next turn) must
be a move action to complete the jump.
Special: Effects that increase your movement also
increase your jumping distance, since your check is
modified by your speed.
If you have the Run feat, you get a +4 bonus
on Jump checks for any jumps made after a running
start.
If you have the Acrobatic feat, you get a +2
bonus on Jump checks.
Synergy: If you have 5 or more ranks in Tumble, you
get a +2 bonus on Jump checks.
If you have 5 or more ranks in Jump, you get a +2
bonus on Tumble checks.
Knowledge (Int; Trained Only) Like the Craft and Profession skills, Knowledge
actually encompasses a number of unrelated skills.
Knowledge represents a study of some body of lore,
possibly an academic or even scientific discipline.
Below are listed typical fields of study.
• Arcana (ancient mysteries, magic traditions, arcane
symbols, cryptic phrases, constructs, dragons,
magical beasts)
• Architecture and engineering (buildings, aqueducts,
bridges, fortifications)
• Beast Lore (creatures of all types)
• Dungeoneering (aberrations, caverns, oozes,
spelunking)
• Geography (lands, terrain, climate, people)
• History (royalty, wars, colonies, migrations,
founding of cities)
• Local (legends, personalities, inhabitants, laws,
customs, traditions, humanoids)
• Nature (animals, fey, giants, monstrous humanoids,
plants, seasons and cycles, weather, vermin)
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• Nobility and royalty (lineages, heraldry, family
trees, mottoes, personalities)
• Religion (gods and goddesses, mythic history,
ecclesiastic tradition, holy symbols, undead)
• The planes (the Inner Planes, the Outer Planes, the
Astral Plane, the Ethereal Plane, outsiders,
elementals, magic related to the planes)
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 HD. 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.
Synergy: If you have 5 or more ranks in Knowledge
(arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Knowledge
(architecture and engineering), you get a +2 bonus on
Search checks made to find secret doors or hidden
compartments.
If you have 5 or more ranks in Knowledge
(geography), you get a +2 bonus on Survival checks
made to keep from getting lost or to avoid natural
hazards.
If you have 5 or more ranks in Knowledge (local),
you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks in Knowledge (nature),
you get a +2 bonus on Survival checks made in
aboveground natural environments (aquatic, desert,
forest, hill, marsh, mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility
and royalty), you get a +2 bonus on Diplomacy
checks.
If you have 5 or more ranks in Knowledge (the
planes), you get a +2 bonus on Survival checks made
while on other planes.
If you have 5 or more ranks in Knowledge
(dungeoneering), you get a +2 bonus on Survival
checks made while underground.
If you have 5 or more ranks in Survival, you get a +2
bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge check is simply
an Intelligence check. Without actual training, you
know only common knowledge (DC 10 or lower).
Listen (Wis) Check: Your Listen check is either made against a
DC that reflects how quiet the noise is that you might
hear, or it is opposed by your target’s Move Silently
check.
Listen DC Sound
–10 A battle
0 People talking1
5 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
10 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise.
15 A 1st-level thief using Move Silently to sneak past the listener.
15 People whispering1
19 A cat stalking
30 An owl gliding in for a kill
1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the
language.
Listen DC
Modifier Condition
+5 Through a door
+15 Through a stone wall
+1 Per 10 feet of distance
+5 Listener distracted
In the case of people trying to be quiet, the
DCs given on the table could be replaced by Move
Silently checks, in which case the indicated DC
would be their average check result.
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Action: Varies. Every time you have a chance to hear
something in a reactive manner (such as when
someone makes a noise or you move into a new
area), you can make a Listen check without using an
action. Trying to hear something you failed to hear
previously is a move action.
Try Again: Yes. You can try to hear something that
you failed to hear previously with no penalty.
Special: When several characters are listening to the
same thing, a single 1d20 roll can be used for all the
individuals’ Listen checks.
If you have the Alertness feat, you get a +2
bonus on Listen checks.
A bangaa, mithra, and viera have a +2 racial
bonus on Listen checks.
A sleeping character may make Listen checks
at a –10 penalty. A successful check awakens the
sleeper.
Move Silently (Dex; Armor Check Penalty) Check: Your Move Silently check is opposed by the
Listen check of anyone who might hear you. You can
move up to one-half your normal speed at no penalty.
When moving at a speed greater than one-half but
less than your full speed, you take a –5 penalty. It’s
practically impossible (–20 penalty) to move silently
while running or charging.
Noisy surfaces, such as bogs or undergrowth,
are tough to move silently across. When you try to
sneak across such a surface, you take a penalty on
your Move Silently check as indicated below.
Surface Check
Modifier
Noisy (scree, shallow or deep bog, undergrowth,
dense rubble)
–2
Very noisy (dense undergrowth, deep snow) –5
Action: None. A Move Silently check is included in
your movement or other activity, so it is part of
another action.
Special: A mithra has a +2 racial bonus on Move
Silently checks.
If you have the Stealthy feat, you get a +2 bonus on
Move Silently checks.
Open Lock (Dex; Trained Only) Attempting an Open Lock check without a set of
thieves’ tools imposes a –2 circumstance penalty on
the check, even if a simple tool is employed. If you
use masterwork thieves’ tools, you gain a +2
circumstance bonus on the check.
Check: The DC for opening a lock varies from 20 to
40, depending on the quality of the lock, as given on
the table below.
Lock DC Lock DC
Very simple lock 20 Good lock 30
Average lock 25 Amazing lock 40
Action: Opening a lock is a full-round action.
Special: If you have the Nimble Fingers feat, you get
a +2 bonus on Open Lock checks.
Untrained: You cannot pick locks untrained, but you
might successfully force them open.
Perform (Cha) Like Craft, Knowledge, and Profession, Perform is
actually a number of separate skills.
You could have several Perform skills, each with its
own ranks, each purchased as a separate skill.
Each of the nine categories of the Perform skill
includes a variety of methods, instruments, or
techniques, a small list of which is provided for each
category below.
• Act (comedy, drama, mime)
• Comedy (buffoonery, limericks, joke-telling)
• Dance (ballet, waltz, jig)
• Keyboard instruments (harpsichord, piano, pipe
organ)
• Oratory (epic, ode, storytelling)
• Percussion instruments (bells, chimes, drums, gong)
• String instruments (fiddle, harp, lute, mandolin)
• Wind instruments (flute, pan pipes, recorder,
shawm, trumpet)
• Sing (ballad, chant, melody)
Check: You can impress audiences with your talent
and skill.
A masterwork musical instrument gives you a +2
circumstance bonus on Perform checks that involve
its use.
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Perform
DC Performance
10 Routine performance. Trying to earn money by playing in public is essentially begging. You
can earn 1d6 gil/day.
15 Enjoyable performance. In a prosperous city, you can earn 1d10 gil/day.
20 Great performance. In a prosperous city, you can earn 2d10 gil/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 3d10 gil/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 4d10 gil/day. In time, you
may draw attention from distant potential patrons, or even from extraplanar beings.
Action: Varies. Trying to earn money by playing in
public requires anywhere from an evening’s work to
a full day’s performance. The bard’s special Perform-
based abilities are described in that class’s
description.
Try Again: Yes. Retries are allowed, but they don’t
negate previous failures, and an audience that has
been unimpressed in the past is likely to be
prejudiced against future performances. (Increase the
DC by 2 for each previous failure.)
Special: A bard must have ranks in his Perform skill
to use his Inspirations. See Inspirations in the bard
class description.
In addition to using the Perform skill, you can
entertain people with sleight of hand, tumbling,
tightrope walking, and spells (especially illusions).
Profession (Wis; Trained Only) Like Craft, Knowledge, and Perform, Profession is
actually a number of separate skills. You could have
several Profession skills, each with its own ranks,
each purchased as a separate skill. While a Craft skill
represents ability in creating or making an item, a
Profession skill represents an aptitude in a vocation
requiring a broader range of less specific knowledge.
Check: You can practice your trade and make a
decent living, earning about half your Profession
check result in gold pieces per week of dedicated
work. You know how to use the tools of your trade,
how to perform the profession’s daily tasks, how to
supervise helpers, and how to handle common
problems.
Action: Not applicable. A single check generally
represents a week of work.
Try Again: Varies. An attempt to use a Profession
skill to earn an income cannot be retried. You are
stuck with whatever weekly wage your check result
brought you. Another check may be made after a
week to determine a new income for the next period
of time. An attempt to accomplish some specific task
can usually be retried.
Untrained: Untrained laborers and assistants (that is,
characters without any ranks in Profession) earn an
average of 1 gil per day.
Ride (Dex) If you attempt to ride a creature that is ill suited as a
mount, you take a –5 penalty on your Ride checks.
Check: Typical riding actions don’t require checks.
You can saddle, mount, ride, and dismount from a
mount without a problem. The following tasks do
require checks.
Task Ride DC Task Ride DC
Guide with knees 5 Leap 15
Stay in saddle 5 Spur mount 15
Fight with chocobo 10 Control mount in battle 20
Cover 15 Fast mount or dismount 201
Soft fall 15
1 Armor check penalty applies.
Guide with Knees: You can react instantly to guide
your mount with your knees so that you can use both
hands in combat. Make your Ride check at the start
of your turn. If you fail, you can use only one hand
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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 Chocobo: If you direct your chocobo
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 chocobo 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.
Fast Mount or Dismount: You can attempt to
mount or dismount from a mount of up to one size
category larger than yourself as a free action,
provided that you still have a move action available
that round. If you fail the Ride check, mounting or
dismounting is a move action. You can’t use fast
mount or dismount on a mount more than one size
category larger than yourself.
Action: Varies. Mounting or dismounting normally is
a move action. Other checks are a move action, a free
action, or no action at all, as noted above.
Special: If you are riding bareback, you take a –5
penalty on Ride checks.
If your mount has a military saddle you get a
+2 circumstance bonus on Ride checks related to
staying in the saddle.
The Ride skill is a prerequisite for the feats
Mounted Archery, Mounted Combat, Ride-By
Attack, Spirited Charge, and Trample.
If you have the Animal Affinity feat, you get
a +2 bonus on Ride checks.
Synergy: If you have 5 or more ranks in Handle
Animal, you get a +2 bonus on Ride checks.
Search (Int) Check: You generally must be within 10 feet of the
object or surface to be searched. The table below
gives DCs for typical tasks involving the Search skill.
Task Search DC
Ransack a chest full of junk to find a
certain item
10
Notice a typical secret door or a simple
trap
20
Find a difficult nonmagical trap (thief
only)
21 or higher
Find a magic trap (thief only) 25 + level of spell used to create trap
Notice a well-hidden secret door 30
Find a footprint Varies1
1 A successful Search check can find a footprint or similar sign of a creature’s
passage, but it won’t let you find or follow a trail. See the Track feat for the
appropriate DC.
Action: 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.
Special: A mithra has a +2 racial bonus on Search
checks.
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If you have the Investigator feat, you get a +2
bonus on Search checks.
Synergy: If you have 5 or more ranks in Search, you
get a +2 bonus on Survival checks to find or follow
tracks.
If you have 5 or more ranks in Knowledge
(architecture and engineering), you get a +2 bonus on
Search checks to find secret doors or hidden
compartments.
Restriction: While anyone can use Search to find a
trap whose DC is 20 or lower, only a thief can use
Search to locate traps with higher DCs.
Sense Motive (Wis) Check: A successful check lets you avoid being
bluffed (see the Bluff skill). You can also use this
skill to determine when ―something is up‖ (that is,
something odd is going on) or to assess someone’s
trustworthiness.
Task Sense Motive DC
Hunch 20
Sense enchantment 25 or 15
Discern secret message Varies
Hunch: This use of the skill involves making a gut
assessment of the social situation. You can get the
feeling from another’s behavior that something is
wrong, such as when you’re talking to an impostor.
Alternatively, you can get the feeling that someone is
trustworthy.
Sense Enchantment: You can tell that someone’s
behavior is being influenced by an enchantment
effect (by definition, a mind-affecting effect), even if
that person isn’t aware of it. The usual DC is 25, but
if the target is charmed (see charm), the DC is only
15 because of the limited range of the target’s
activities.
Discern Secret Message: You may use Sense
Motive to detect that a hidden message is being
transmitted via the Bluff skill. In this case, your
Sense Motive check is opposed by the Bluff check of
the character transmitting the message. For each
piece of information relating to the message that you
are missing, you take a –2 penalty on your Sense
Motive check. If you succeed by 4 or less, you know
that something hidden is being communicated, but
you can’t learn anything specific about its content. If
you beat the DC by 5 or more, you intercept and
understand the message. If you fail by 4 or less, you
don’t detect any hidden communication. If you fail
by 5 or more, you infer some false information.
Action: Trying to gain information with Sense
Motive generally takes at least 1 minute, and you
could spend a whole evening trying to get a sense of
the people around you.
Try Again: No, though you may make a Sense
Motive check for each Bluff check made against you.
Special: If you have the Negotiator feat, you get a +2
bonus on Sense Motive checks.
Synergy: If you have 5 or more ranks in Sense
Motive, you get a +2 bonus on Diplomacy checks.
Sleight Of Hand (Dex; Trained Only;
Armor Check Penalty) Check: A DC 10 Sleight of Hand check lets you
palm a coin-sized, unattended object. Performing a
minor feat of legerdemain, such as making a coin
disappear, also has a DC of 10 unless an observer is
determined to note where the item went.
When you use this skill under close
observation, your skill check is opposed by the
observer’s Spot check. The observer’s success
doesn’t prevent you from performing the action, just
from doing it unnoticed.
You can hide a small object (including a light
weapon or an easily concealed ranged weapon, such
as a dart, sling, or hand crossbow) on your body.
Your Sleight of Hand check is opposed by the Spot
check of anyone observing you or the Search check
of anyone frisking you. In the latter case, the searcher
gains a +4 bonus on the Search check, since it’s
generally easier to find such an object than to hide it.
A dagger is easier to hide than most light weapons,
and grants you a +2 bonus on your Sleight of Hand
check to conceal it. An extraordinarily small object,
such as a coin, shuriken, or ring, grants you a +4
bonus on your Sleight of Hand check to conceal it,
and heavy or baggy clothing (such as a cloak) grants
you a +2 bonus on the check.
Drawing a hidden weapon is a standard action
and doesn’t provoke an attack of opportunity.
If you try to take something from another
creature, you must make a DC 20 Sleight of Hand
check to obtain it. The opponent makes a Spot check
to detect the attempt, opposed by the same Sleight of
Hand check result you achieved when you tried to
grab the item. An opponent who succeeds on this
check notices the attempt, regardless of whether you
got the item.
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You can also use Sleight of Hand to entertain
an audience as though you were using the Perform
skill. In such a case, your ―act‖ encompasses
elements of legerdemain, juggling, and the like.
Sleight of Hand DC Task
10 Palm a coin-sized object, make a coin disappear
20 Lift a small object from a person
Action: Any Sleight of Hand check normally is a
standard action. However, you may perform a Sleight
of Hand check as a free action by taking a –20
penalty on the check.
Try Again: Yes, but after an initial failure, a second
Sleight of Hand attempt against the same target (or
while you are being watched by the same observer
who noticed your previous attempt) increases the DC
for the task by 10.
Special: If you have the Deft Hands feat, you get a
+2 bonus on Sleight of Hand checks.
Synergy: If you have 5 or more ranks in Bluff, you
get a +2 bonus on Sleight of Hand checks.
Untrained: An untrained Sleight of Hand check is
simply a Dexterity check. Without actual training,
you can’t succeed on any Sleight of Hand check with
a DC higher than 10, except for hiding an object on
your body.
Spellcraft (Int; Trained Only) Use this skill to identify spells as they are cast or
spells already in place.
Spellcraft DC Task
15 + spell level Identify a spell being cast. (You must see or hear the spell’s verbal or somatic
components.) No action required. No retry.
15 + spell level Learn a spell from a scroll (mages only). No retry for that spell until you gain at least
1 rank in Spellcraft (even if you find another source to try to learn the spell from).
Requires 8 hours.
15 + spell level Determine the school of magic involved in the aura of a single item or creature you
can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No
action required.
20 + spell level Identify a magical item. Requires 1 hour. No retry.
20 + spell level Identify a spell that’s already in place and in effect. You must be able to see or
detect the effects of the spell. No action required. No retry.
20 + spell level Decipher a written spell (such as a scroll). One try per day. Requires a full-round
action.
25 + spell level After rolling a saving throw against a spell targeted on you, determine what that
spell was. No action required. No retry.
20 Identify a potion. Requires 1 minute. No retry.
30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream.
Time required varies. No retry.
Check: You can identify spells and magic effects.
The DCs for Spellcraft checks relating to various
tasks are summarized on the table above.
Action: Varies, as noted above.
Try Again: See above.
Special: If you have the Magical Aptitude feat, you
get a +2 bonus on Spellcraft checks.
Synergy: If you have 5 or more ranks in Knowledge
(arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Use Magic Device,
you get a +2 bonus on Spellcraft checks made to
decipher scrolls.
Spot (Wis) Check: The Spot skill is used primarily to detect
characters or creatures that are hiding. Typically,
your Spot check is opposed by the Hide check of the
creature trying not to be seen. Sometimes a creature
isn’t intentionally hiding but is still difficult to see, so
a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally
lets you become aware of an invisible creature near
you, though you can’t actually see it.
Spot is also used to detect someone in
disguise (see the Disguise skill), and to read lips
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when you can’t hear or understand what someone is
saying.
Spot checks may be called for to determine
the distance at which an encounter begins. A penalty
applies on such checks, depending on the distance
between the two individuals or groups, and an
additional penalty may apply if the character making
the Spot check is distracted (not concentrating on
being observant).
Condition Penalty
Per 10 feet of distance –1
Spotter distracted –5
Read Lips: To understand what someone is saying
by reading lips, you must be within 30 feet of the
speaker, be able to see him or her speak, and
understand the speaker’s language. (This use of the
skill is language-dependent.) The base DC is 15, but
it increases for complex speech or an inarticulate
speaker. You must maintain a line of sight to the lips
being read.
If your Spot check succeeds, you can
understand the general content of a minute’s worth of
speaking, but you usually still miss certain details. If
the check fails by 4 or less, you can’t read the
speaker’s lips. If the check fails by 5 or more, you
draw some incorrect conclusion about the speech.
The check is rolled secretly in this case, so that you
don’t know whether you succeeded or missed by 5.
Action: Varies. Every time you have a chance to spot
something in a reactive manner you can make a Spot
check without using an action. Trying to spot
something you failed to see previously is a move
action. To read lips, you must concentrate for a full
minute before making a Spot check, and you can’t
perform any other action (other than moving at up to
half speed) during this minute.
Try Again: Yes. You can try to spot something that
you failed to see previously at no penalty. You can
attempt to read lips once per minute.
Special: If you have the Alertness feat, you get a +2
bonus on Spot checks.
A bangaa, mithra, and viera have a +2 racial
bonus on Spot checks.
Survival (Wis) Check: You can keep yourself and others safe and
fed in the wild. The table below gives the DCs for
various tasks that require Survival checks.
Survival does not allow you to follow difficult
tracks unless you have the Track feat (see the
Restriction section below).
Survival
DC
Task
10 Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no
food or water supplies needed). You can provide food and water for one other person for every 2
points by which your check result exceeds 10.
15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your
overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one
other character for every 1 point by which your Survival check result exceeds 15.
15 Keep from getting lost or avoid natural hazards, such as quicksand.
15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check
result exceeds 15, you can predict the weather for one additional day in advance.
Varies Follow tracks (see the Track feat).
Action: Varies. A single Survival check may
represent activity over the course of hours or a full
day. A Survival check made to find tracks is at least a
full-round action, and it may take even longer.
Try Again: Varies. For getting along in the wild or
for gaining the Fortitude save bonus noted in the
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.
Restriction: While anyone can use Survival to find
tracks (regardless of the DC), or to follow tracks
when the DC for the task is 10 or lower, only a ranger
(or a character with the Track feat) can use Survival
to follow tracks when the task has a higher DC.
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Special: If you have 5 or more ranks in Survival, you
can automatically determine where true north lies in
relation to yourself.
A ronso gains a +2 bonus on Survival checks.
If you have the Self-Sufficient feat, you get a
+2 bonus on Survival checks.
Synergy: If you have 5 or more ranks in Survival,
you get a +2 bonus on Knowledge (nature) checks.
If you have 5 or more ranks in Knowledge
(dungeoneering), you get a +2 bonus on Survival
checks made while underground.
If you have 5 or more ranks in Knowledge (nature),
you get a +2 bonus on Survival checks in
aboveground natural environments (aquatic, desert,
forest, hill, marsh, mountains, and plains).
If you have 5 or more ranks in Knowledge
(geography), you get a +2 bonus on Survival checks
made to keep from getting lost or to avoid natural
hazards.
If you have 5 or more ranks in Search, you get a +2
bonus on Survival checks to find or follow tracks.
Swim (Str; Armor Check Penalty) Check: Make a Swim check once per round while
you are in the water. Success means you may swim at
up to one-half your speed (as a full-round action) or
at one-quarter your speed (as a move action). If you
fail by 4 or less, you make no progress through the
water. If you fail by 5 or more, you go underwater.
If you are underwater, either because you
failed a Swim check or because you are swimming
underwater intentionally, you must hold your breath.
You can hold your breath for a number of rounds
equal to your Constitution score, but only if you do
nothing other than take move actions or free actions.
If you take a standard action or a full-round action
(such as making an attack), the remainder of the
duration for which you can hold your breath is
reduced by 1 round. (Effectively, a character in
combat can hold his 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 201
1 You can’t take 10 on a Swim
check in stormy water, even if you
aren’t otherwise being threatened or
distracted.
Each hour that you swim, you must make a
DC 20 Swim check or take 1d6 points of nonlethal
damage from fatigue.
Action: A successful Swim check allows you to
swim one-quarter of your speed as a move action or
one-half your speed as a full-round action.
Special: Swim checks are subject to double the
normal armor check penalty and encumbrance
penalty.
If you have the Athletic feat, you get a +2
bonus on Swim checks.
If you have the Endurance feat, you get a +4
bonus on Swim checks made to avoid taking
nonlethal damage from fatigue.
A creature with a swim speed can move
through water at its indicated speed without making
Swim checks. It gains a +8 racial bonus on any Swim
check to perform a special action or avoid a hazard.
The creature always can choose to take 10 on a Swim
check, even if distracted or endangered when
swimming. Such a creature can use the run action
while swimming, provided that it swims in a straight
line.
Tumble (Dex; Trained Only; Armor Check
Penalty) You can’t use this skill if your speed has been
reduced by armor, excess equipment, or loot.
Check: You can land softly when you fall or tumble
past opponents. You can also tumble to entertain an
audience (as though using the Perform skill). The
DCs for various tasks involving the Tumble skill are
given on the table below.
Tumble
DC
Task
15 Treat a fall as if it were 10 feet shorter than it really is when determining damage.
15 Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity
while doing so. Failure means you provoke attacks of opportunity normally. Check separately
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for each opponent you move past, in the order in which you pass them (player’s choice of order
in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.
25 Tumble at one-half speed through an area occupied by an enemy (over, under, or around the
opponent) as part of normal movement, provoking no attacks of opportunity while doing so.
Failure means you stop before entering the enemy-occupied area and provoke an attack of
opportunity from that enemy. Check separately for each opponent. Each additional enemy after
the first adds +2 to the Tumble DC.
Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble
through. The DC for any Tumble check made to tumble into such a square is modified as indicated below.
Surface Is . . . DC
Modifier
Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) +2
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5
Lightly slippery (wet floor) +2
Severely slippery (ice sheet) +5
Sloped or angled +2
1 Tumbling is impossible in a deep bog.
Accelerated Tumbling: You try to tumble past or
through enemies more quickly than normal. By
accepting a –10 penalty on your Tumble checks, you
can move at your full speed instead of one-half your
speed.
Action: Not applicable. Tumbling is part of
movement, so a Tumble check is part of a move
action.
Try Again: Usually no. An audience, once it has
judged a tumbler as an uninteresting performer, is not
receptive to repeat performances. You can try to
reduce damage from a fall as an instant reaction only
once per fall.
Special: If you have 5 or more ranks in Tumble, you
gain a +3 dodge bonus to AC when fighting
defensively instead of the usual +2 dodge bonus to
AC.
If you have 5 or more ranks in Tumble, you
gain a +6 dodge bonus to AC when executing the
total defense standard action instead of the usual +4
dodge bonus to AC.
If you have the Acrobatic feat, you get a +2
bonus on Tumble checks.
Synergy: If you have 5 or more ranks in Tumble, you
get a +2 bonus on Balance and Jump checks.
If you have 5 or more ranks in Jump, you get a +2
bonus on Tumble checks.
Use Magic Device (Cha; Trained Only)
Use this skill to activate magic
Check: You can use this skill to read a spell or to
activate a magic item. Use Magic Device lets you use
a magic item as if you had the spell ability or class
features of another class, as if you were a different
race, or as if you were of a different alignment.
You make a Use Magic Device check each time you
activate a device such as a wand. If you are using the
check to emulate an alignment or some other quality
in an ongoing manner, you need to make the relevant
Use Magic Device check once per hour.
You must consciously choose which requirement to
emulate. That is, you must know what you are trying
to emulate when you make a Use Magic Device
check for that purpose. The DCs for various tasks
involving Use Magic Device checks are summarized
on the table below.
Task Use Magic Device DC
Activate blindly 25
Decipher a written spell 25 + spell level
Use a scroll 20 + caster level
Use a wand 20
Emulate a class feature 20
Emulate an ability score See text
Emulate a race 25
Emulate an alignment 30
Activate Blindly: Some magic items are activated by
special words, thoughts, or actions. You can activate
such an item as if you were using the activation word,
thought, or action, even when you’re not and even if
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you don’t know it. You do have to perform some
equivalent activity in order to make the check. That
is, you must speak, wave the item around, or
otherwise attempt to get it to activate. You get a
special +2 bonus on your Use Magic Device check if
you’ve activated the item in question at least once
before. If you fail by 9 or less, you can’t activate the
device. If you fail by 10 or more, you suffer a
mishap. A mishap means that magical energy gets
released but it doesn’t do what you wanted it to do.
The default mishaps are that the item affects the
wrong target or that uncontrolled magical energy is
released, dealing 2d6 points of damage to you. This
mishap is in addition to the chance for a mishap that
you normally run when you cast a spell from a scroll
that you could not otherwise cast yourself.
Decipher a Written Spell: This usage works just
like deciphering a written spell with the Spellcraft
skill, except that the DC is 5 points higher.
Deciphering a written spell requires 1 minute of
concentration.
Emulate an Ability Score: To cast a spell from a
scroll, you need a high score in the appropriate ability
(Intelligence for black magic spells, Wisdom for
white magic spells, or Charisma for bard songs).
Your effective ability score (appropriate to the class
you’re emulating when you try to cast the spell from
the scroll) is your Use Magic Device check result
minus 15. If you already have a high enough score in
the appropriate ability, you don’t need to make this
check.
Emulate an Alignment: Some magic items have
positive or negative effects based on the user’s
alignment. Use Magic Device lets you use these
items as if you were of an alignment of your choice.
You can emulate only one alignment at a time.
Emulate a Class Feature: Sometimes you need to
use a class feature to activate a magic item. In this
case, your effective level in the emulated class equals
your Use Magic Device check result minus 20. This
skill does not let you actually use the class feature of
another class. It just lets you activate items as if you
had that class feature. If the class whose feature you
are emulating has an alignment requirement, you
must meet it, either honestly or by emulating an
appropriate alignment with a separate Use Magic
Device check (see above).
Emulate a Race: Some magic items work only for
members of certain races, or work better for members
of those races. You can use such an item as if you
were a race of your choice. You can emulate only one
race at a time.
Use a Scroll: If you are casting a spell from a scroll,
you have to decipher it first. Normally, to cast a spell
from a scroll, you must have the scroll’s spell on your
class spell list. Use Magic Device allows you to use a
scroll as if you had a particular spell on your class
spell list. The DC is equal to 20 + the caster level of
the spell you are trying to cast from the scroll. In
addition, casting a spell from a scroll requires a
minimum score (10 + spell level) in the appropriate
ability. If you don’t have a sufficient score in that
ability, you must emulate the ability score with a
separate Use Magic Device check (see above).
This use of the skill also applies to other spell
completion magic items.
Use a Wand: Normally, to use a wand, you must
have the wand’s spell on your class spell list. This
use of the skill allows you to use a wand as if you had
a particular spell on your class spell list. This use of
the skill also applies to other spell trigger magic
items, such as staffs.
Action: None. The Use Magic Device check is made
as part of the action (if any) required to activate the
magic item.
Try Again: Yes, but if you ever roll a natural 1 while
attempting to activate an item and you fail, then you
can’t try to activate that item again for 24 hours.
Special: You cannot take 10 with this skill.
You can’t aid another on Use Magic Device checks.
Only the user of the item may attempt such a check.
If you have the Magical Aptitude feat, you get a +2
bonus on Use Magic Device checks.
Synergy: If you have 5 or more ranks in Spellcraft,
you get a +2 bonus on Use Magic Device checks
related to scrolls.
If you have 5 or more ranks in Decipher Script, you
get a +2 bonus on Use Magic Device checks related
to scrolls.
If you have 5 or more ranks in Use Magic Device,
you get a +2 bonus to Spellcraft checks made to
decipher spells on scrolls.
Use Rope (Dex) Check: Most tasks with a rope are relatively simple.
The DCs for various tasks utilizing this skill are
summarized on the table below.
Secure a Grappling Hook: Securing a grappling
hook requires a Use Rope check (DC 10, +2 for every
10 feet of distance the grappling hook is thrown, to a
maximum DC of 20 at 50 feet). Failure by 4 or less
indicates that the hook fails to catch and falls,
allowing you to try again. Failure by 5 or more
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indicates that the grappling hook initially holds, but
comes loose after 1d4 rounds of supporting weight.
This check is made secretly, so that you don’t know
whether the rope will hold your weight.
Bind a Character: When you bind another character
with a rope, any Escape Artist check that the bound
character makes is opposed by your Use Rope check.
You get a +10 bonus on this check because it
is easier to bind someone than to escape from bonds.
You don’t even make your Use Rope check until
someone tries to escape.
Use Rope
DC Task
10 Tie a firm knot
101 Secure a grappling hook
15 Tie a special knot, such as one that slips, slides slowly, or
loosens with a tug
15 Tie a rope around yourself one-handed
15 Splice two ropes together
Varies Bind a character
1 Add 2 to the DC for every 10 feet the hook is thrown; see below.
Action: Varies. Throwing a grappling hook is a
standard action that provokes an attack of
opportunity. Tying a knot, tying a special knot, or
tying a rope around yourself one-handed is a full-
round action that provokes an attack of opportunity.
Splicing two ropes together takes 5 minutes. Binding
a character takes 1 minute.
Special: A silk rope gives you a +2 circumstance
bonus on Use Rope checks.
If you have the Deft Hands feat, you get a +2
bonus on Use Rope checks.
Synergy: If you have 5 or more ranks in Use Rope,
you get a +2 bonus on Climb checks made to climb a
rope, a knotted rope, or a rope-and-wall combination.
If you have 5 or more ranks in Use Rope, you
get a +2 bonus on Escape Artist checks when
escaping from rope bonds.
If you have 5 or more ranks in Escape Artist,
you get a +2 bonus on checks made to bind someone.
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CHAPTER 5: FEATS A feat is a special feature that either gives your
character a new capability or improves one he or she
already has. Unlike a skill, a feat has no ranks. A
character either has a feat or does not. Feats in this
chapter are either new or revised from d&d 3.5 book.
Feats from other books are up to the DM’s discretion.
Some feats will not work with this system.
ACQUIRING FEATS Unlike skills, feats are not bought with points. A
player simply chooses them for his or her character.
Each character gets one feat upon creation. At 3rd
level and every three levels thereafter (6th, 9th, 12th,
15th, and 18th), he or she gains another feat (see
Table 3–2: Experience and Level-Dependent
Benefits). Feats are gained according to character
level, regardless of individual class levels.
Additionally, members of some classes get bonus
feats as class features. These feats may be chosen
from special lists (see Fighter Bonus Feats, below,
and the individual class descriptions in Chapter 3 for
details).
A hume character also gets a bonus feat at 1st level,
chosen by the player. This feat can be of any feat for
which the character qualifies.
PREREQUISITES Some feats have prerequisites. Your character must
have the indicated ability score, class feature, feat,
skill, base attack bonus, or other quality designated in
order to select or use that feat. A character can gain a
feat at the same level at which he or she gains the
prerequisite. A character can’t use a feat if he or she
has lost a prerequisite.
TYPES OF FEATS Some feats are general, meaning that no special rules
govern them as a group. Others are item creation
feats, which allow spellcasters to create magic items
of all sorts. A metamagic feat lets a spellcaster cast a
spell with greater effect, albeit with a higher MP cost.
FIGHTER BONUS FEATS
Any feat designated as a fighter feat can be selected
as a fighter’s bonus feat. This designation does not
restrict characters of other classes from selecting
these feats, assuming that they meet any
prerequisites.
ITEM CREATION FEATS
An item creation feat lets a spellcaster create a magic
item of a certain type. Regardless of the type of items
they involve, the various item creation feats all have
certain features in common.
XP Cost: Experience that the spellcaster would
normally keep is expended when making a magic
item. The XP cost equals 1/25 of the cost of the item
in gil. A character cannot spend so much XP on an
item that he or she loses a level. However, upon
gaining enough XP to attain a new level, he or she
can immediately expend XP on creating an item
rather than keeping the XP to advance a level.
Raw Materials Cost: The cost of creating a magic
item equals one-half the sale cost of the item. Using
an item creation feat also requires access to a
laboratory or magical workshop, special tools, and so
on. A character generally has access to what he or she
needs unless unusual circumstances apply.
Time: The time to create a magic item depends on
the feat and the cost of the item. The minimum time
is one day.
METAMAGIC FEATS
As a spellcaster’s knowledge of magic grows, she can
learn to cast spells in ways slightly different from the
ways in which the spells were originally designed or
learned. Casting a spell in such a way is harder than
normal but, thanks to metamagic feats, at least it is
possible. Spells modified by a metamagic feat costs
MP higher than normal. A bard can’t modify his
songs with Metamagic feats.
Metamagic feats are applied spontaneously and do
not increase the casting time of the spell, however, it
will increase the MP cost. In order to apply a
metamagic feat to a spell, the caster must be able to
spend MP at the increased cost of the spell. A
spellcaster can’t use a metamagic feat to alter a spell
being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell
don’t eliminate the attack of opportunity provoked by
casting a spell while threatened. However, casting a
spell modified by Quicken Spell does not provoke an
attack of opportunity. Metamagic feats cannot be
used with all spells. See the specific feat descriptions
for the spells that a particular feat can’t modify.
Multiple Metamagic Feats on a Spell: A spellcaster
can apply multiple metamagic feats to a single spell.
You can’t apply the same metamagic feat more than
once to a single spell.
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New and Revised Feats
Chain Spell [Metamagic] You can cast spells that arc to hit other targets in
addition to the primary target.
Benefit: You can chain any spell that affects a single
target and that deals either earth, fire, lightning, ice,
water, or wind damage. After the primary target is
struck, the spell can arc to a number of secondary
targets equal to your character level (maximum
twenty). The secondary arcs each strike one target
and deal half as much damage as the primary one did
(round down). Each target gets to make a saving
throw, if one is allowed by the spell. You can choose
secondary targets as you like, but they must all be
within 30 feet of the primary target, and no target can
be struck more than once. You can choose to affect
fewer secondary targets than the maximum (to avoid
allies in the area, for example.) Using this feat
increases the MP cost of the spell by 3. The
maximum MP spellcasters can spend on spells is
equal to their level divided in half, rounded up.
Craft Materia [Item Creation] You can create materia, which are little orbs that
contain magicite that create spell effects. See the
Materia section for more details on what you can
make for materia.
Prerequisite: Caster level 6th.
Benefit: You can create a materia of any of the four
types (Spell, Support, Independent, and Ability).
Crafting a materia takes one day for each 1,000 gil in
its base price. When you create a materia, your caster
level is the set caster level of the materia. To craft
materia, you must spend 1/25 of its base price in XP
and use up raw materials costing one-half of its base
price. All materia start off with 0 MXP.
Craft Potion [Item Creation] You can create potions, which can heal, cure status
effects, etc. See the Potion-Making section for more
details on what you can make for potions.
Prerequisite: Caster level 1st.
Benefit: You can create any potion. Crafting a potion
takes one hour for each 50 gil in its base price. The
base prices of potions are in the Potion-Making
section. To craft a potion, you must spend 1/25th of
this base price in XP and use up raw materials
costing one half this base price.
Craft Rod [Item Creation]
Prerequisite: Caster Level 9th.
Benefit: You can create any rod whose prerequisites
you meet. Crafting a rod takes one day for each 1,000
gil in its base price. To craft a rod, you must spend
1/25 of its base price in XP and use up raw materials
costing one-half of its base price.
Craft Staff [Item Creation] Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites
you meet. Crafting a staff takes one day for each
1,000 gil in its base price. To craft a staff, you must
spend 1/25 of its base price in XP and use up raw
materials costing one-half of its base price. A newly
created staff has 50 charges.
Craft Wondrous Item [Item Creation] Prerequisite: Caster level 3rd.
Benefit: You can create any wondrous item whose
prerequisites you meet. Enchanting a wondrous item
takes one day for each 1,000 gil in its price. To
enchant a wondrous item, you must spend 1/25 of the
item’s price in XP and use up raw materials costing
half of this price. You can also mend a broken
wondrous item 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.
Elemental Focus [General] Choose an element, such as earth, fire, ice, lightning,
water, or wind. Your spells of that element are more
potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving
throws against spells from the element you select.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it
applies to a new element.
Elemental Penetration [General] Choose an element, such as earth, fire, ice, lightning,
water, or wind. Your spells of that element are
especially potent, breaking through element
resistance more readily than normal.
Benefit: Spells of the element you select are harder
to resist. Any elemental resistance on a creature is
considered 2 less when determining damage from a
spell of the element you select.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it
applies to a new element.
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Empower Spell [Metamagic] You can cast spells to a greater effect.
Benefit: All variable, numeric effects of an
empowered spell are increased by one-half. An
empowered spell deals half again as much damage as
normal, cures half again as many hit points, affects
half again as many targets, and so forth, as
appropriate. Saving throws are not affected, nor are
spells without random variables. Using this feat
increases the MP cost of the spell by 2. The
maximum MP spellcasters can spend on spells is
equal to their level divided in half, rounded up.
Enlarge Spell [Metamagic]
You can cast spells farther than normal.
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 has a range of 25
feet + 5 feet per level, a medium-range spell has a
range of 100 feet + 10 feet per level, and a long-range
spell has a range of 400 feet + 40 feet per level.
Spells whose ranges are not defined by distance, as
well as spells whose ranges are not close, medium, or
long, are not affected. Using this feat increases the
MP cost of the spell by 2. The maximum MP
spellcasters can spend on spells is equal to their level
divided in half, rounded up.
Extend Spell [Metamagic] You can cast spells that last longer than normal.
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. Using this feat increases the MP cost of the spell
by 1. The maximum MP spellcasters can spend on
spells is equal to their level divided in half, rounded
up.
Extra Inspiration [General] You can use your inspirations more often.
Benefit: You can use your inspirations four extra
times per day.
Normal: Bards without the Extra Inspiration feat can
use inspiration once per day per bard level.
Special: You can gain this feat multiple times. Its
effects stack.
Extra Limit Break [General] You can use your limit breaks more often.
Benefit: You can activate your limit break an extra
time per limit break.
Normal: You can only activate your limit break once
per limit break.
Forge Ring [Item Creation] Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites
you meet. Crafting a ring takes one day for each
1,000 gil in its base price. To craft a ring, you must
spend 1/25 of its base price in XP and use up raw
materials costing one-half of its base price. You can
also mend a broken ring if it is one that you could
make. Doing so costs half the XP, half the raw
materials, and half the time it would take to forge that
ring in the first place.
Greater Elemental Focus [General] Choose an element to which you already have
applied the Elemental Focus feat. Your spells of that
element are now even more potent than before.
Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving
throws against spells from the element you select.
This bonus stacks with the bonus from Elemental
Focus.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it
applies to a new element to which you already have
applied the Elemental Focus feat.
Greater Elemental Penetration [General] Choose an element to which you already have
applied the Elemental Focus feat. Your spells are
remarkably potent, breaking through elemental
resistance more readily than normal.
Prerequisite: Elemental Penetration.
Benefit: Spells of the element you select are harder
to resist. Any elemental resistance on a creature is
considered 2 less when determining damage from a
spell of the element you select. This penalty stacks
with the one from Elemental Penetration.
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it
applies to a new element to which you already have
applied the Elemental Penetration feat.
Heightened Spell [Metamagic] You can cast a spell as if it were a higher-level spell
than it actually is.
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Benefit: A heightened spell has a higher spell level
than normal (up to a maximum of 9th level). Unlike
other metamagic feats, Heighten Spell actually
increases the effective level of the spell that it
modifies. All effects dependent on spell level (such
as saving throw DCs and ability to penetrate a magic
barrier spell) are calculated according to the
heightened level. The heightened spell is as difficult
to prepare and cast as a spell of its effective level. For
example, a white mage could cast immobilize as a
5th-level spell (instead of a 3rd-level spell), and it
would in all ways be treated as a 5th-level spell.
Using this feat increases the MP cost of the spell by
1. The maximum MP spellcasters can spend on spells
is equal to their level divided in half, rounded up.
Improved Limit Break [General] You can use your limit break faster than normal.
Benefit: You can activate your limit break at 50% of
health.
Normal: You can only activate your limit break at
25% of health.
Improved Power Attack [General] The power of your melee attacks improves.
Prerequisites: Str 15, Power Attack, base attack
bonus +10 Benefit: On your action, before making attack rolls
for a round, you may choose to subtract a number
from all melee attack rolls and for every -2 penalty
you take, you gain a +3 bonus on all melee damage
rolls. This number may not exceed your base attack
bonus. The penalty on attacks and bonus on damage
apply until your next turn. This benefit does not stack
with the normal effects of Power Attack.
Special: If you attack with a two-handed weapon, or
with a one-handed weapon wielded in two hands,
instead add triple the number subtracted from your
attack rolls. You can’t add the bonus from Improved
Power Attack to the damage dealt with a light
weapon (except with unarmed strikes or natural
weapon attacks), even though the 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.)
A fighter may select Improved Power Attack as one
of his fighter bonus feats.
Ironskin Speech [Inspiration]
You can channel the power of your inspiration to
enable yourself to ignore minor injuries.
Prerequisite: Inspiration, Concentration 12 ranks,
Perform 12 ranks.
Benefit: As a swift action that does not provoke
attacks of opportunity, you can expend one daily use
of your inspiration ability to provide damage
reduction of 5/- to yourself or to one ally within 30
feet who can hear you up to one round per level. This
feat does not function in an area of magical silence.
Lingering Song [Bardic Music]
Your songs last longer than normal.
Benefit: A bard’s duration for all his songs extends
to 5 rounds instead of 3.
Normal: A bard’s duration for all his songs is
normally 3 rounds.
Mastercrafter [General] You are adept at creating mastercraft items.
Prerequisites: Any Craft skill 8 ranks.
Benefit: When successfully completed, a mastercraft
object provides an equipment bonus on skill checks
made to use the object. A mastercraft weapon
provides a bonus on attack and damage rolls. A
mastercraft suit of armor improves the armor’s
equipment bonus to Armor Class. In each case, the
bonus can be up to a max of +5. Mastercrafted
weapons and armor has an additional materia slot.
On average, it takes twice as long to build a
mastercraft object as it does to build an ordinary
object of the same type. The cost to build a
mastercraft object is equal to the base cost of the
object plus the additional Gil cost below and the
modifiers to apply to the Craft check DC for
mastercraft items are also listed on the table below.
Table 5-3: Mastercrafter Features
Mastercrafter
Feature
Gil
Cost
DC
Modifier
Mastercraft (+1) +2,000 +3
Mastercraft (+2) +8,000 +6
Mastercraft (+3) +18,000 +9
Mastercraft (+4) +32,000 +12
Mastercraft (+5) +50,000 +15
In addition to the additional Gil cost, you must also
pay a cost in experience points equal to 250 x the
bonus provided by the mastercraft feature. The
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experience points must be paid before making the
Craft check. If the expenditure of these experience
points would drop you below the minimum needed
for your current level, then the experience points
can’t be paid and you can’t make the mastercraft
object until you have sufficient experience points to
remain at your current level after the expenditure is
made.
You can add the mastercraft feature to an existing
ordinary object or a lower-grade mastercraft object
by spending the additional Gil cost and then making
the Craft check as though you were construction the
object from scratch.
Maximize Spell [Metamagic] You can cast spells to the maximum effect.
Benefit: All variable, numeric effects of a spell
modified by this feat are maximized. A maximized
spell deals maximum damage, cures the maximum
number of hit points, affects the maximum number of
targets, and so on, as appropriate. Saving throws are
not affected, nor are spells without random variables.
Using this feat increases the MP cost of the spell by
3. The maximum MP spellcasters can spend on spells
is equal to their level divided in half, rounded up.
Quicken Spell [Metamagic]
You can cast a spell with extreme speed.
Benefit: A quickened spell becomes a free action.
You can cast another action, even execute another
spell, in the same round that you cast a quickened
spell. You can cast only one quickened spell per
round. A spell whose cast time is longer than 1 round
cannot be quickened. Using this feat increases the
MP cost of the spell by 4. Casting a quickened spell
does not provoke attacks of opportunity. The
maximum MP spellcasters can spend on spells is
equal to their level divided in half, rounded up.
Scribe Scroll [Item Creation] Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you
know. Scribing a scroll takes one day for each 25 gil
in its base price. The base price of a scroll is its spell
level x its caster level x 25 gil. To scribe a scroll,
you must spend 1/25 of this base price in XP and use
up raw materials costing one-half of this base price.
Silent Spell [Metamagic] You can cast spells silently.
Benefit: A silent spell can be cast with no verbal
components. Using this feat increases the MP cost of
the spell by 2. The maximum MP spellcasters can
spend on spells is equal to their level divided in half,
rounded up.
Still Spell [Metamagic]
You can cast spells without gestures.
Benefit: A silent spell can be cast with no somatic
components. Using this feat increases the MP cost of
the spell by 2. The maximum MP spellcasters can
spend on spells is equal to their level divided in half,
rounded up.
Speech of Fortitude [Inspiration]
You can channel the power of your inspiration to
sustain your allies, allowing them to function even
after receiving wounds that cause others to falter.
Prerequisite: Inspiration, Concentration 9 ranks,
Perform 9 ranks.
Benefit: You can expend one daily use of your
inspiration ability to provide all allies (including
yourself) the benefit of the Diehard feat up to one
round per level. Even while this feat is active, you or
your allies die if reduced to -10 hit points or lower.
This feat does not function in an area of magical
silence.
Subsonics [Inspiration] Your inspiration can affect even those who do not
consciously hear it.
Prerequisite: Perform (any) 10 ranks, Inspiration.
Benefit: You can produce inspirations so subtly that
opponents do not notice it, yet your allies still gain all
the usual benefits from your inspiration ability.
Similarly, you can affect opponents within range with
your inspirations, but unless they can see you
performing or have some other means of discovering
it, they cannot determine the source of the effect.
Supreme Cleave [General] You are able to bridge the gaps when making Cleave
attempts.
Prerequisite: Str 15, Cleave, Great Cleave, Power
Attack, base attack bonus +8.
Benefit: You can take a 5-foot step between attacks
when using the Cleave or Great Cleave feat. You are
still limited to one such adjustment per round, so you
cannot use this ability during a round in which you
have already taken a 5-foot step.
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Special: A fighter may select Great Cleave as one of
his fighter bonus feats.
Supreme Power Attack [General] You are an expert in throwing tremendous power
behind your melee attacks.
Prerequisites: Str 17, Power Attack, Improved
Power Attack, base attack bonus +15 Benefit: On your action, before making attack rolls
for a round, you may choose to subtract a number
from all melee attack rolls and for every -1 penalty
you take, you gain a +2 bonus on all melee damage
rolls. This number may not exceed your base attack
bonus. The penalty on attacks and bonus on damage
apply until your next turn. This benefit does not stack
with the normal effects of Power Attack or Improved
Power Attack.
Special: If you attack with a two-handed weapon, or
with a one-handed weapon wielded in two hands,
instead add quadruple the number subtracted from
your attack rolls. You can’t add the bonus from
Supreme Power Attack to the damage dealt with a
light weapon (except with unarmed strikes or natural
weapon attacks), even though the 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.)
A fighter may select Supreme Power Attack as one of
his fighter bonus feats.
Widen Spell [Metamagic] You can increase the area of your spells.
Benefit: You can alter a burst, emanation, line, or
spread-shaped spell to increase its area. (Spells that
do not have an area of one of these four sorts are not
affected by this feat.) Any numeric measurements of
the spell’s area increase by 100%. For example,
Thundaga spell (which normally produces a 30-foot-
radius spread) that is widened now fills a 60-foot-
radius spread. Using this feat increases the MP cost
of the spell by 2. The maximum MP spellcasters can
spend on spells is equal to their level divided in half,
rounded up.
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CHAPTER 6: EQUIPMENT Assume a character owns at least one outfit of normal
clothes. Pick any one of the following clothing
outfits: artisan’s outfit, entertainer’s outfit, explorer’s
outfit, monk’s outfit, peasant’s outfit, scholar’s outfit,
or traveler’s outfit.
WEALTH AND MONEY
COINS
The most common coin is the gil.
The standard coin weighs about a third of an ounce
(fifty to the pound).
Table 6-1: Random Starting Gil
Class Amount
(average) Class
Amount
(average)
Archer 4d4 x 100
(100 gil) Knight
6d4 x 10
(150 gil)
Bard 4d4 x 100
(100 gil) Monk
5d4
(12 gil)
Beastmaster 4d4 x 100
(100 gil) Red Mage
4d4 x 100
(100 gil)
Black Mage 3d4 x 10
(75 gil) Thief
5d4 x 10
(125 gil)
Blue Mage 3d4 x 10
(75 gil) White Mage
3d4 x 10
(75 gil)
Fighter 6d4 x 10
(150 gil)
SELLING LOOT
In general, a character can sell something for half its
listed price. Trade goods are the exception to the
half-price rule. A trade good, in this sense, is a
valuable good that can be easily exchanged almost as
if it were cash itself.
WEAPONS
WEAPON CATEGORIES
Weapons are grouped into several interlocking sets of
categories. These categories pertain to what training
is needed to become proficient in a weapon’s use
(simple, martial, or exotic), the weapon’s usefulness
either in close combat (melee) or at a distance
(ranged, which includes both thrown and projectile
weapons), its relative encumbrance (light, one-
handed, or two-handed), and its size (Small, Medium,
or Large).
Simple, Martial, and Exotic Weapons: Anybody
but a monk is proficient with all simple weapons.
Fighters, knights, and red mages are proficient with
all simple and all martial weapons. Characters of
other classes are proficient with an assortment of
mainly simple weapons and possibly also some
martial or even exotic weapons. A character who uses
a weapon with which he or she is not proficient takes
a –4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are
used for making melee attacks, though some of them
can be thrown as well. Ranged weapons are thrown
weapons or projectile weapons that are not effective
in melee.
Reach Weapons: Glaives, guisarmes, lances,
longspears, ranseurs, Spiked chains, and whips are
reach weapons. A reach weapon is a melee weapon
that allows its wielder to strike at targets that aren’t
adjacent to him or her. Most reach double the
wielder’s natural reach, meaning that a typical Small
or Medium wielder of such a weapon can attack a
creature 10 feet away, but not a creature in an
adjacent square. A typical Large character wielding a
reach weapon of the appropriate size can attack a
creature 15 or 20 feet away, but not adjacent
creatures or creatures up to 10 feet away.
Double Weapons: Dire flails, quarterstaffs, and two-
bladed swords are double weapons. A character can
fight with both ends of a double weapon as if fighting
with two weapons, but he or she incurs all the normal
attack penalties associated with two-weapon combat,
just as though the character were wielding a one-
handed weapon and a light weapon. The character
can also choose to use a double weapon two handed,
attacking with only one end of it. A creature wielding
a double weapon in one hand can’t use it as a double
weapon—only one end of the weapon can be used in
any given round.
Thrown Weapons: Daggers, clubs, shortspears,
spears, darts, javelins, throwing axes, light hammers,
tridents, shuriken, and nets are thrown weapons. The
wielder applies his or her Strength modifier to
damage dealt by thrown weapons (except for Splash
weapons). It is possible to throw a weapon that isn’t
designed to be thrown (that is, a melee weapon that
doesn’t have a numeric entry in the Range Increment
column on Table 6-3: Weapons), but a character who
does so takes a –4 penalty on the attack roll.
Throwing a light or one-handed weapon is a standard
action, while throwing a two-handed weapon is a
full-round action. Regardless of the type of weapon,
such an attack scores a threat only on a natural roll of
20 and deals double damage on a critical hit. Such a
weapon has a range increment of 10 feet.
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Projectile Weapons: Light crossbows, slings, heavy
crossbows, shortbows, composite shortbows,
longbows, composite longbows, hand crossbows, and
repeating crossbows are projectile weapons. Most
projectile weapons require two hands to use (see
specific weapon descriptions). A character gets no
Strength bonus on damage rolls with a projectile
weapon unless it’s a specially built composite
shortbow, specially built composite longbow, or
sling. If the character has a penalty for low Strength,
apply it to damage rolls when he or she uses a bow or
a sling.
Ammunition: Projectile weapons use ammunition:
arrows (for bows), bolts (for crossbows), or sling
bullets (for slings). When using a bow, a character
can draw ammunition as a free action; crossbows and
slings require an action for reloading. Generally
gileaking, ammunition that hits its target is destroyed
or rendered useless, while normal ammunition that
misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are
treated as ammunition for the purposes of drawing
them, crafting mastercraft or otherwise special
versions of them (see Mastercraft Weapons), and
what happens to them after they are thrown.
Light, One-Handed, and Two-Handed Melee
Weapons: This designation is a measure of how
much effort it takes to wield a weapon in combat. It
indicates whether a melee weapon, when wielded by
a character of the weapon’s size category, is
considered a light weapon, a one-handed weapon, or
a two-handed weapon.
Light: A light weapon is easier to use in one’s off
hand than a one-handed weapon is, and it can be used
while grappling. A light weapon is used in one hand.
Add the wielder’s Strength bonus (if any) to damage
rolls for melee attacks with a light weapon if it’s used
in the primary hand, or one-half the wielder’s
Strength bonus if it’s used in the off hand. Using two
hands to wield a light weapon gives no advantage on
damage; the Strength bonus applies as though the
weapon were held in the wielder’s primary hand
only. An unarmed strike is always considered a light
weapon.
One-Handed: A one-handed weapon can be used in
either the primary hand or the off hand. Add the
wielder’s Strength bonus to damage rolls for melee
attacks with a one-handed weapon if it’s used in the
primary hand, or 1/2 his or her Strength bonus if it’s
used in the off hand. If a one-handed weapon is
wielded with two hands during melee combat, add 1-
1/2 times the character’s Strength bonus to damage
rolls.
Two-Handed: Two hands are required to use a two-
handed melee weapon effectively. Apply 1-1/2 times
the character’s Strength bonus to damage rolls for
melee attacks with such a weapon.
Weapon Size: Every weapon has a size category.
This designation indicates the size of the creature for
which the weapon was designed. A weapon’s size
category isn’t the same as its size as an object.
Instead, a weapon’s size category is keyed to the size
of the intended wielder. In general, a light weapon is
an object two size categories smaller than the
wielder, a one-handed weapon is an object one size
category smaller than the wielder, and a two-handed
weapon is an object of the same size category as the
wielder.
Inappropriately Sized Weapons: A creature can’t
make optimum use of a weapon that isn’t properly
sized for it. A cumulative –2 penalty applies on
attack rolls for each size category of difference
between the size of its intended wielder and the size
of its actual wielder. If the creature isn’t proficient
with the weapon a –4 nonproficiency penalty also
applies. The measure of how much effort it takes to
use a weapon (whether the weapon is designated as a
light, one-handed, or two-handed weapon for a
particular wielder) is altered by one step for each size
category of difference between the wielder’s size and
the size of the creature for which the weapon was
designed. If a weapon’s designation would be
changed to something other than light, one-handed,
or two-handed by this alteration, the creature can’t
wield the weapon at all.
Improvised Weapons: Sometimes objects not
crafted to be weapons nonetheless see use in combat.
Because such objects are not designed for this use,
any creature that uses one in combat is considered to
be nonproficient with it and takes a –4 penalty on
attack rolls made with that object. To determine the
size category and appropriate damage for an
improvised weapon, compare its relative size and
damage potential to the weapon list to find a
reasonable match. An improvised weapon scores a
threat on a natural roll of 20 and deals double damage
on a critical hit. An improvised thrown weapon has a
range increment of 10 feet.
WEAPON QUALITIES
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Here is the format for weapon entries (given as
column headings on Table 6-3: Weapons, below).
Cost: This value is the weapon’s cost in gil. The cost
includes miscellaneous gear that goes with the
weapon. This cost is the same for a Small or Medium
version of the weapon. A Large version costs twice
the listed price.
Damage: The Damage columns give the damage
dealt by the weapon on a successful hit. The column
labeled ―Dmg (S)‖ is for Small weapons. The column
labeled ―Dmg (M)‖ is for Medium weapons. If two
damage ranges are given then the weapon is a double
weapon. Use the second damage figure given for the
double weapon’s extra attack. Table 6-1: Tiny and
Large Weapon Damage gives weapon damage values
for weapons of those sizes.
Table 6-2: Tiny and Large Weapon Damage
Medium
Weapon
Damage
Tiny
Weapon
Damage
Large
Weapon
Damage
1d2 — 1d3
1d3 1 1d4
1d4 1d2 1d6
1d6 1d3 1d8
1d8 1d4 2d6
1d10 1d6 2d8
1d12 1d8 3d6
2d4 1d4 2d6
2d6 1d8 3d6
2d8 1d10 3d8
2d10 2d6 4d8
Critical: The entry in this column notes how the
weapon is used with the rules for critical hits. When
your character scores a critical hit, roll the damage
two, three, or four times, as indicated by its critical
multiplier (using all applicable modifiers on each
roll), and add all the results together.
Exception: Extra damage over and above a weapon’s
normal damage is not multiplied when you score a
critical hit.
x2: The weapon deals double damage on a critical
hit.
x3: The weapon deals triple damage on a critical hit.
x3/x4: One head of this double weapon deals triple
damage on a critical hit. The other head deals
quadruple damage on a critical hit.
x4: The weapon deals quadruple damage on a critical
hit.
19–20/x2: The weapon scores a threat on a natural
roll of 19 or 20 (instead of just 20) and deals double
damage on a critical hit. (The weapon has a threat
range of 19–20.)
18–20/x2: The weapon scores a threat on a natural
roll of 18, 19, or 20 (instead of just 20) and deals
double damage on a critical hit. (The weapon has a
threat range of 18–20.)
Range Increment: Any attack at less than this
distance is not penalized for range. However, each
full range increment imposes a cumulative –2 penalty
on the attack roll. A thrown weapon has a maximum
range of five range increments. A projectile weapon
can shoot out to ten range increments.
Weight: This column gives the weight of a Medium
version of the weapon. Halve this number for Small
weapons and double it for Large weapons.
Type: Weapons are classified according to the type
of damage they deal: bludgeoning, piercing, or
slashing. Some monsters may be resistant or immune
to attacks from certain types of weapons. Some
weapons deal damage of multiple types. If a weapon
is of two types, the damage it deals is not half one
type and half another; all of it is both types.
Therefore, a creature would have to be immune to
both types of damage to ignore any of the damage
from such a weapon. In other cases, a weapon can
deal either of two types of damage. In a situation
when the damage type is significant, the wielder can
choose which type of damage to deal with such a
weapon.
Special: Some weapons have special features. See
the weapon descriptions for details.
WEAPON DESCRIPTIONS
Table 6-3: Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range
Increment Weight
1 Type
2
Unarmed Attacks
Gauntlet 2 gil 1d2 1d3 x2 — 1 lb. Bludgeoning
Unarmed strike — 1d23 1d3
3 x2 — — Bludgeoning
Light Melee Weapons
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Dagger 2 gil 1d3 1d4 19–20/x2 10 ft. 1 lb. Piercing or
slashing
Dagger, punching 2 gil 1d3 1d4 x3 — 1 lb. Piercing
Gauntlet, Spiked 5 gil 1d3 1d4 x2 — 1 lb. Piercing
Mace, light 5 gil 1d4 1d6 x2 — 4 lb. Bludgeoning
Sickle 6 gil 1d4 1d6 x2 — 2 lb. Slashing
One-Handed Melee Weapons
Club — 1d4 1d6 x2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 gil 1d6 1d8 x2 — 8 lb. Bludgeoning
Morningstar 8 gil 1d6 1d8 x2 — 6 lb. Bludgeoning
and piercing
Shortspear 1 gil 1d4 1d6 x2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear4 5 gil 1d6 1d8 x3 — 9 lb. Piercing
Quarterstaff5 — 1d4/1d4 1d6/1d6 x2 — 4 lb. Bludgeoning
Spear 2 gil 1d6 1d8 x3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 50 gil 1d8 1d10 19–20/x2 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 1 gil — — — — 1 lb. —
Crossbow, light 35 gil 1d6 1d8 19–20/x2 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 1 gil — — — — 1 lb. —
Dart 5 gil 1d3 1d4 x2 20 ft. 1/2 lb. Piercing
Javelin 1 gil 1d4 1d6 x2 30 ft. 2 lb. Piercing
Sling — 1d3 1d4 x2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 gil — — — — 5 lb. —
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range
Increment Weight1 Type
2
Light Melee Weapons
Axe, throwing 8 gil 1d4 1d6 x2 10 ft. 2 lb. Slashing
Hammer, light 1 gil 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gil 1d4 1d6 x3 — 3 lb. Slashing
Kukri 8 gil 1d3 1d4 18–20/x2 — 2 lb. Slashing
Pick, light 4 gil 1d3 1d4 x4 — 3 lb. Piercing
Sap 1 gil 1d43 1d6
3 x2 — 2 lb. Bludgeoning
Shield, light special 1d2 1d3 x2 — special Bludgeoning
Spiked armor special 1d4 1d6 x2 — special Piercing
Spiked shield, light special 1d3 1d4 x2 — special Piercing
Sword, short 10 gil 1d4 1d6 19–20/x2 — 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 10 gil 1d6 1d8 x3 — 6 lb. Slashing
Flail 8 gil 1d6 1d8 x2 — 5 lb. Bludgeoning
Longsword 15 gil 1d6 1d8 19–20/x2 — 4 lb. Slashing
Pick, heavy 8 gil 1d4 1d6 x4 — 6 lb. Piercing
Rapier 20 gil 1d4 1d6 18–20/x2 — 2 lb. Piercing
Scimitar 15 gil 1d4 1d6 18–20/x2 — 4 lb. Slashing
Shield, heavy special 1d3 1d4 x2 — special Bludgeoning
Spiked shield, heavy special 1d4 1d6 x2 — special Piercing
Trident 15 gil 1d6 1d8 x2 10 ft. 4 lb. Piercing
Warhammer 12 gil 1d6 1d8 x3 — 5 lb. Bludgeoning
Two-Handed Melee Weapons
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Falchion 75 gil 1d6 2d4 18–20/x2 — 8 lb. Slashing
Glaive4 8 gil 1d8 1d10 x3 — 10 lb. Slashing
Greataxe 20 gil 1d10 1d12 x3 — 12 lb. Slashing
Greatclub 5 gil 1d8 1d10 x2 — 8 lb. Bludgeoning
Flail, heavy 15 gil 1d8 1d10 19–20/x2 — 10 lb. Bludgeoning
Greatsword 50 gil 1d10 2d6 19–20/x2 — 8 lb. Slashing
Guisarme4 9 gil 1d6 2d4 x3 — 12 lb. Slashing
Halberd 10 gil 1d8 1d10 x3 — 12 lb. Piercing or
slashing
Lance4 10 gil 1d6 1d8 x3 — 10 lb. Piercing
Ranseur4 10 gil 1d6 2d4 x3 — 12 lb. Piercing
Scythe 18 gil 1d6 2d4 x4 — 10 lb. Piercing or
slashing
Ranged Weapons
Longbow 75 gil 1d6 1d8 x3 100 ft. 3 lb. Piercing
Arrows (20) 1 gil — — — — 3 lb. —
Longbow,
composite
100 gil 1d6 1d8 x3 110 ft. 3 lb. Piercing
Arrows (20) 1 gil — — — — 3 lb. —
Shortbow 30 gil 1d4 1d6 x3 60 ft. 2 lb. Piercing
Arrows (20) 1 gil — — — — 3 lb. —
Shortbow,
composite
75 gil 1d4 1d6 x3 70 ft. 2 lb. Piercing
Arrows (20) 1 gil — — — — 3 lb. —
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range
Increment Weight1 Type2
Light Melee Weapons
Kama 2 gil 1d4 1d6 x2 — 2 lb. Slashing
Nunchaku 2 gil 1d4 1d6 x2 — 2 lb. Bludgeoning
Sai 1 gil 1d3 1d4 x2 10 ft. 1 lb. Bludgeoning
Siangham 3 gil 1d4 1d6 x2 — 1 lb. Piercing
One-Handed Melee Weapons
Sword, bastard 35 gil 1d8 1d10 19–20/x2 — 6 lb. Slashing
Whip4 1 gil 1d2
3 1d3
3 x2 2 lb. Slashing
Two-Handed Melee Weapons
Chain, Spiked4 25 gil 1d6 2d4 x2 — 10 lb. Piercing
Flail, dire5 90 gil 1d6/1d6 1d8/1d8 x2 — 10 lb. Bludgeoning
Sword, two-bladed5 100 gil 1d6/1d6 1d8/1d8 19–20/x2 — 10 lb. Slashing
War Pick, galkan 50 gil 2d4 2d6 x4 — 12 lb. Piercing
Ranged Weapons
Bolas 5 gil 1d33 1d4
3 x2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gil 1d3 1d4 19–20/x2 30 ft. 2 lb. Piercing
Bolts (10) 1 gil — — — — 1 lb. —
Crossbow,
repeating heavy
400 gil 1d8 1d10 19–20/x2 120 ft. 12 lb. Piercing
Bolts (5) 1 gil — — — 1 lb. —
Crossbow,
repeating light
250 gil 1d6 1d8 19–20/x2 80 ft. 6 lb. Piercing
Bolts (5) 1 gil — — — 1 lb. —
Net 20 gil — — 10 ft. 6 lb. —
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Shuriken (5) 1 gil 1 1d2 x2 10 ft. 1/2 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs
twice as much.
2 When two types are given, the weapon is both types if the entry specifies ―and,‖ or either type (player’s choice at
time of attack) if the entry specifies ―or.‖
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
Weapons found on Table 6-3: Weapons that have
special options for the wielder (―you‖) are described
below. Splash weapons are described under Special
Substances and Items.
Arrows: An arrow used as a melee weapon is treated
as a light improvised weapon (–4 penalty on attack
rolls) and deals damage as a dagger of its size
(critical multiplier x2). Arrows come in a leather
quiver that holds 20 arrows. An arrow that hits its
target is destroyed; one that misses has a 50% chance
of being destroyed or lost.
Bolas: You can use this weapon to make a ranged
trip attack against an opponent. You can’t be tripped
during your own trip attempt when using a set of
bolas.
Bolts: A crossbow bolt used as a melee weapon is
treated as a light improvised weapon (–4 penalty on
attack rolls) and deals damage as a dagger of its size
(crit x2). Bolts come in a wooden case that holds 10
bolts (or 5, for a repeating crossbow). A bolt that hits
its target is destroyed; one that misses has a 50%
chance of being destroyed or lost.
Bullets, Sling: Bullets come in a leather pouch that
holds 10 bullets. A bullet that hits its target is
destroyed; one that misses has a 50% chance of being
destroyed or lost.
Chain, Spiked: A Spiked chain has reach, so you can
strike opponents 10 feet away with it. In addition,
unlike most other weapons with reach, it can be used
against an adjacent foe. You can make trip attacks
with the chain. If you are tripped during your own
trip attempt, you can drop the chain to avoid being
tripped. When using a Spiked chain, you get a +2
bonus on opposed attack rolls made to disarm an
opponent (including the roll to avoid being disarmed
if such an attempt fails). You can use the Weapon
Finesse feat to apply your Dexterity modifier instead
of your Strength modifier to attack rolls with a
Spiked chain sized for you, even though it isn’t a
light weapon for you.
Crossbow, Hand: You can draw a hand crossbow
back by hand. Loading a hand crossbow is a move
action that provokes attacks of opportunity. You can
shoot, but not load, a hand crossbow with one hand at
no penalty. You can shoot a hand crossbow with each
hand, but you take a penalty on attack rolls as if
attacking with two light weapons.
Crossbow, Heavy: You draw a heavy crossbow back
by turning a small winch. Loading a heavy crossbow
is a full-round action that provokes attacks of
opportunity. Normally, operating a heavy crossbow
requires two hands. However, you can shoot, but not
load, a heavy crossbow with one hand at a –4 penalty
on attack rolls. You can shoot a heavy crossbow with
each hand, but you take a penalty on attack rolls as if
attacking with two one-handed weapons. This penalty
is cumulative with the penalty for one-handed firing.
Crossbow, Light: You draw a light crossbow back
by pulling a lever. Loading a light crossbow is a
move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two
hands. However, you can shoot, but not load, a light
crossbow with one hand at a –2 penalty on attack
rolls. You can shoot a light crossbow with each hand,
but you take a penalty on attack rolls as if attacking
with two light weapons. This penalty is cumulative
with the penalty for one-handed firing.
Crossbow, Repeating: The repeating crossbow
(whether heavy or light) holds 5 crossbow bolts. As
long as it holds bolts, you can reload it by pulling the
reloading lever (a free action). Loading a new case of
5 bolts is a full-round action that provokes attacks of
opportunity. You can fire a repeating crossbow with
one hand or fire a repeating crossbow in each hand in
the same manner as you would a normal crossbow of
the same size. However, you must fire the weapon
with two hands in order to use the reloading lever,
and you must use two hands to load a new case of
bolts.
Dagger: You get a +2 bonus on Sleight of Hand
checks made to conceal a dagger on your body (see
the Sleight of Hand skill).
Flail, Dire: A dire flail is a double weapon. You can
fight with it as if fighting with two weapons, but if
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you do, you incur all the normal attack penalties
associated with fighting with two weapons, just as if
you were using a one-handed weapon and a light
weapon. A creature wielding a dire flail in one hand
can’t use it as a double weapon— only one end of the
weapon can be used in any given round. When using
a dire flail, you get a +2 bonus on opposed attack
rolls made to disarm an enemy (including the
opposed attack roll to avoid being disarmed if such
an attempt fails). You can also use this weapon to
make trip attacks. If you are tripped during your own
trip attempt, you can drop the dire flail to avoid being
tripped.
Flail or Heavy Flail: With a flail, you get a +2 bonus
on opposed attack rolls made to disarm an enemy
(including the roll to avoid being disarmed if such an
attempt fails). You can also use this weapon to make
trip attacks. If you are tripped during your own trip
attempt, you can drop the flail to avoid being tripped.
Gauntlet: This metal glove lets you deal lethal
damage rather than nonlethal damage with unarmed
strikes. A strike with a gauntlet is otherwise
considered an unarmed attack. The cost and weight
given are for a single gauntlet. Medium and heavy
armors (except breastplate) come with gauntlets.
Gauntlet, Spiked: Your opponent cannot use a
disarm action to disarm you of Spiked gauntlets. The
cost and weight given are for a single gauntlet. An
attack with a Spiked gauntlet is considered an armed
attack.
Glaive: A glaive has reach. You can strike opponents
10 feet away with it, but you can’t use it against an
adjacent foe.
Guisarme: A guisarme has reach. You can strike
opponents 10 feet away with it, but you can’t use it
against an adjacent foe. You can also use it to make
trip attacks. If you are tripped during your own trip
attempt, you can drop the guisarme to avoid being
tripped.
Halberd: If you use a ready action to set a halberd
against a charge, you deal double damage on a
successful hit against a charging character. You can
use a halberd to make trip attacks. If you are tripped
during your own trip attempt, you can drop the
halberd to avoid being tripped.
Javelin: Since it is not designed for melee, you are
treated as nonproficient with it and take a –4 penalty
on attack rolls if you use a javelin as a melee weapon.
Kama: The kama is a special monk weapon. This
designation gives a monk wielding a kama special
options.
You can use a kama to make trip attacks. If you are
tripped during your own trip attempt, you can drop
the kama to avoid being tripped.
Lance: A lance deals double damage when used
from the back of a charging mount. It has reach, so
you can strike opponents 10 feet away with it, but
you can’t use it against an adjacent foe. While
mounted, you can wield a lance with one hand.
Longbow: You need at least two hands to use a bow,
regardless of its size. A longbow is too unwieldy to
use while you are mounted. If you have a penalty for
low Strength, apply it to damage rolls when you use a
longbow. If you have a bonus for high Strength, you
can apply it to damage rolls when you use a
composite longbow (see below) but not a regular
longbow.
Longbow, Composite: You need at least two hands
to use a bow, regardless of its size. You can use a
composite longbow while mounted. All composite
bows are made with a particular strength rating (that
is, each requires a minimum Strength modifier to use
with proficiency). If your Strength bonus is less than
the strength rating of the composite bow, you can’t
effectively use it, so you take a –2 penalty on attacks
with it. The default composite longbow requires a
Strength modifier of +0 or higher to use with
proficiency. A composite longbow can be made with
a high strength rating to take advantage of an above-
average Strength score; this feature allows you to add
your Strength bonus to damage, up to the maximum
bonus indicated for the bow. Each point of Strength
bonus granted by the bow adds 100 gil to its cost. For
purposes of weapon proficiency and similar feats, a
composite longbow is treated as if it were a longbow.
Longspear: A longspear has reach. You can strike
opponents 10 feet away with it, but you can’t use it
against an adjacent foe. If you use a ready action to
set a longspear against a charge, you deal double
damage on a successful hit against a charging
character.
Net: A net is used to entangle enemies. When you
throw a net, you make a ranged touch attack against
your target. A net’s maximum range is 10 feet. If you
hit, the target is entangled. An entangled creature
takes a –2 penalty on attack rolls and a –4 penalty on
Dexterity, can move at only half speed, and cannot
charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while
holding it, the entangled creature can move only
within the limits that the rope allows. If the entangled
creature attempts to cast a spell, it must make a DC
15 Concentration check or be unable to cast the spell.
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An entangled creature can escape with a DC 20
Escape Artist check (a full-round action). The net has
5 hit points and can be burst with a DC 25 Strength
check (also a full-round action). A net is useful only
against creatures within one size category of you. A
net must be folded to be thrown effectively. The first
time you throw your net in a fight, you make a
normal ranged touch attack roll. After the net is
unfolded, you take a –4 penalty on attack rolls with
it. It takes 2 rounds for a proficient user to fold a net
and twice that long for a nonproficient one to do so.
Nunchaku: The nunchaku is a special monk weapon.
This designation gives a monk wielding a nunchaku
special options. With a nunchaku, you get a +2 bonus
on opposed attack rolls made to disarm an enemy
(including the roll to avoid being disarmed if such an
attempt fails).
Quarterstaff: A quarterstaff is a double weapon.
You can fight with it as if fighting with two weapons,
but if you do, you incur all the normal attack
penalties associated with fighting with two weapons,
just as if you were using a one-handed weapon and a
light weapon. A creature wielding a quarterstaff in
one hand can’t use it as a double weapon—only one
end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This
designation gives a monk wielding a quarterstaff,
special options.
Ranseur: A ranseur has reach. You can strike
opponents 10 feet away with it, but you can’t use it
against an adjacent foe. With a ranseur, you get a +2
bonus on opposed attack rolls made to disarm an
opponent (including the roll to avoid being disarmed
if such an attempt fails).
Rapier: You can use the Weapon Finesse feat to
apply your Dexterity modifier instead of your
Strength modifier to attack rolls with a rapier sized
for you, even though it isn’t a light weapon for you.
You can’t wield a rapier in two hands in order to
apply 1-1/2 times your Strength bonus to damage.
Sai: With a sai, you get a +4 bonus on opposed attack
rolls made to disarm an enemy (including the roll to
avoid being disarmed if such an attempt fails). The
sai is a special monk weapon. This designation gives
a monk wielding a sai, special options.
Scythe: A scythe can be used to make trip attacks. If
you are tripped during your own trip attempt, you can
drop the scythe to avoid being tripped.
Shield, Heavy or Light: You can bash with a shield
instead of using it for defense. See Armor for details.
Shortbow: You need at least two hands to use a bow,
regardless of its size. You can use a shortbow while
mounted. If you have a penalty for low Strength,
apply it to damage rolls when you use a shortbow. If
you have a bonus for high Strength, you can apply it
to damage rolls when you use a composite shortbow
(see below) but not a regular shortbow.
Shortbow, Composite: You need at least two hands
to use a bow, regardless of its size. You can use a
composite shortbow while mounted. All composite
bows are made with a particular strength rating (that
is, each requires a minimum Strength modifier to use
with proficiency). If your Strength bonus is lower
than the strength rating of the composite bow, you
can’t effectively use it, so you take a –2 penalty on
attacks with it. The default composite shortbow
requires a Strength modifier of +0 or higher to use
with proficiency. A composite shortbow can be made
with a high strength rating to take advantage of an
above-average Strength score; this feature allows you
to add your Strength bonus to damage, up to the
maximum bonus indicated for the bow. Each point of
Strength bonus granted by the bow adds 75 gil to its
cost. For purposes of weapon proficiency and similar
feats, a composite shortbow is treated as if it were a
shortbow.
Shortspear: A shortspear is small enough to wield
one-handed. It may also be thrown.
Shuriken: A shuriken is a special monk weapon.
This designation gives a monk wielding shuriken
special options. A shuriken can’t be used as a melee
weapon. Although they are thrown weapons,
shuriken are treated as ammunition for the purposes
of drawing them, crafting mastercraft or otherwise
special versions of them and what happens to them
after they are thrown.
Siangham: The siangham is a special monk weapon.
This designation gives a monk wielding a siangham,
special options.
Sickle: A sickle can be used to make trip attacks. If
you are tripped during your own trip attempt, you can
drop the sickle to avoid being tripped.
Sling: Your Strength modifier applies to damage
rolls when you use a sling, just as it does for thrown
weapons. You can fire, but not load, a sling with one
hand. Loading a sling is a move action that requires
two hands and provokes attacks of opportunity. You
can hurl ordinary stones with a sling, but stones are
not as dense or as round as bullets. Thus, such an
attack deals damage as if the weapon was designed
for a creature one size category smaller than you and
you take a –1 penalty on attack rolls.
Spear: A spear can be thrown. If you use a ready
action to set a spear against a charge, you deal double
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damage on a successful hit against a charging
character.
Spiked Armor: You can outfit your armor with
spikes, which can deal damage in a grapple or as a
separate attack. See Armor for details.
Spiked Shield, Heavy or Light: You can bash with
a spiked shield instead of using it for defense. See
Armor for details.
Strike, Unarmed: A Medium character deals 1d3
points of nonlethal damage with an unarmed strike. A
Small character deals 1d2 points of nonlethal
damage. A monk or any character with the Improved
Unarmed Strike feat can deal lethal or nonlethal
damage with unarmed strikes, at her option. The
damage from an unarmed strike is considered weapon
damage for the purposes of effects that give you a
bonus on weapon damage rolls. An unarmed strike is
always considered a light weapon. Therefore, you can
use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack
rolls with an unarmed strike.
Sword, Bastard: A bastard sword is too large to use
in one hand without special training; thus, it is an
exotic weapon. A character can use a bastard sword
two-handed as a martial weapon. The statistics for
this weapon is the same for a katana.
Sword, Two-Bladed: A two-bladed sword is a
double weapon. You can fight with it as if fighting
with two weapons, but if you do, you incur all the
normal attack penalties associated with fighting with
two weapons, just as if you were using a one-handed
weapon and a light weapon. A creature wielding a
two-bladed sword in one hand can’t use it as a double
weapon—only one end of the weapon can be used in
any given round.
Trident: This weapon can be thrown. If you use a
ready action to set a trident against a charge, you deal
double damage on a successful hit against a charging
character.
War Pick, Galkan: A galkan war pick is too large to
use in one hand without special training; thus, it is an
exotic weapon. A Medium character can use a galkan
war pick two-handed as a martial weapon, or a Large
creature can use it one-handed in the same way. A
galka treats a galkan war pick as a martial weapon
even when using it in one hand.
Whip: A whip deals nonlethal damage. It deals no
damage to any creature with an armor bonus of +1 or
higher or a natural armor bonus of +3 or higher. The
whip is treated as a melee weapon with 15-foot reach,
though you don’t threaten the area into which you
can make an attack. In addition, unlike most other
weapons with reach, you can use it against foes
anywhere within your reach (including adjacent
foes). Using a whip provokes an attack of
opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are
tripped during your own trip attempt, you can drop
the whip to avoid being tripped. When using a whip,
you get a +2 bonus on opposed attack rolls made to
disarm an opponent (including the roll to keep from
being disarmed if the attack fails). You can use the
Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack
rolls with a whip sized for you, even though it isn’t a
light weapon for you.
MASTERCRAFT WEAPONS
A mastercraft weapon is a finely crafted version of a
normal weapon. See the Mastercrafter feat for more
details. Mastercraft ammunition is damaged
(effectively destroyed) when used.
ARMOR
ARMOR QUALITIES
To wear heavier armor effectively, a character can
select the Armor Proficiency feats, but most classes
are automatically proficient with the armors that
work best for them. Armor and shields can take
damage from some types of attacks. Here is the
format for armor entries (given as column headings
on Table 6-4: Armor and Shields, below).
Cost: The cost of the armor for Small or Medium
humanoid creatures. See Armor for Unusual
Creatures, below, for armor prices for other creatures.
Armor/Shield Bonus: Each armor grants an armor
bonus to AC, while shields grant a shield bonus to
AC. The armor bonus from a suit of armor doesn’t
stack with other effects or items that grant an armor
bonus. Similarly, the shield bonus from a shield
doesn’t stack with other effects that grant a shield
bonus.
Maximum Dex Bonus: This number is the
maximum Dexterity bonus to AC that this type of
armor allows. Heavier armors limit mobility,
reducing the wearer’s ability to dodge blows. This
restriction doesn’t affect any other Dexterity-related
abilities. Even if a character’s Dexterity bonus to AC
drops to 0 because of armor, this situation does not
count as losing a Dexterity bonus to AC. Your
character’s encumbrance (the amount of gear he or
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she carries) may also restrict the maximum Dexterity
bonus that can be applied to his or her Armor Class.
Shields: Shields do not affect a character’s maximum
Dexterity bonus.
Armor Check Penalty: Any armor heavier than
leather hurts a character’s ability to use some skills.
An armor check penalty number is the penalty that
applies to Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Sleight of Hand, and Tumble checks
by a character wearing a certain kind of armor.
Double the normal armor check penalty is applied to
Swim checks. A character’s encumbrance (the
amount of gear carried, including armor) may also
apply an armor check penalty.
Shields: If a character is wearing armor and using a
shield, both armor check penalties apply.
Nonproficient with Armor Worn: A character who
wears armor and/or uses a shield with which he or
she is not proficient takes the armor’s (and/or
shield’s) armor check penalty on attack rolls and on
all Strength-based and Dexterity-based ability and
skill checks. The penalty for nonproficiency with
armor stacks with the penalty for nonproficiency with
shields.
Sleeping in Armor: A character that sleeps in
medium or heavy armor is automatically fatigued the
next day. He or she takes a –2 penalty on Strength
and Dexterity and can’t charge or run. Sleeping in
light armor does not cause fatigue.
Spell Failure: Armor interferes with the gestures that
a spellcaster must make to cast a spell. Spellcasters
face the possibility of spell failure if they’re wearing
armor. Bards can wear light armor without incurring
any spell failure chance for their bard songs.
Casting a Spell in Armor: A character who casts a
spell while wearing armor must usually make a spell
failure roll. The number in the Spell Failure Chance
column on Table 6-4: Armor and Shields is the
chance that the spell fails and is ruined.
Shields: If a character is wearing armor and using a
shield, add the two numbers together to get a single
spell failure chance.
Speed: Medium or heavy armor slows the wearer
down. The number on Table 6-4: Armor and Shields
is the character’s speed while wearing the armor.
Elvaan, humes, galkas, mithras, al bheds, ronsos,
vieras, cetras, and bangaas, have an unencumbered
speed of 30 feet. They use the first column. Tarutarus
and moogles have an unencumbered speed of 20 feet.
They use the second column.
Shields: Shields do not affect a character’s speed.
Weight: This column gives the weight of the armor
sized for a Medium wearer. Armor fitted for Small
characters weighs half as much, and armor for Large
characters weighs twice as much.
Table 6-4: Armor and Shields
–— Speed —–
Armor Cost
Armor/
Shield
Bonus
Max.
Dex
Bonus
Armor
Check
Penalty
Spell
Failure
Chance
(30 ft.) (20 ft.) Weight1
Light armor
Padded 5 gil +1 +8 0 5% 30 ft. 20 ft. 10 lb.
Leather 10 gil +2 +6 0 10% 30 ft. 20 ft. 15 lb.
Studded leather 25 gil +3 +5 –1 15% 30 ft. 20 ft. 20 lb.
Chain shirt 100 gil +4 +4 –2 20% 30 ft. 20 ft. 25 lb.
Medium armor
Hide 15 gil +3 +4 –3 20% 20 ft. 15 ft. 25 lb.
Scale mail 50 gil +4 +3 –4 25% 20 ft. 15 ft. 30 lb.
Chainmail 150 gil +5 +2 –5 30% 20 ft. 15 ft. 40 lb.
Breastplate 200 gil +5 +3 –4 25% 20 ft. 15 ft. 30 lb.
Heavy armor
Splint mail 200 gil +6 +0 –7 40% 20 ft.2 15 ft.
2 45 lb.
Banded mail 250 gil +6 +1 –6 35% 20 ft.2 15 ft.
2 35 lb.
Half-plate 600 gil +7 +0 –7 40% 20 ft.2 15 ft.
2 50 lb.
Full plate 1,500 gil +8 +1 –6 35% 20 ft.2 15 ft.
2 50 lb.
Shields
Buckler 15 gil +1 — –1 5% — — 5 lb.
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Shield, light
wooden
3 gil +1 — –1 5% — — 5 lb.
Shield, light
steel
9 gil +1 — –1 5% — — 6 lb.
Shield, heavy
wooden
7 gil +2 — –2 15% — — 10 lb.
Shield, heavy
steel
20 gil +2 — –2 15% — — 15 lb.
Shield, tower 30 gil +43 +2 –10 50% — — 45 lb.
Extras
Armor spikes +50 gil — — — — — — +10 lb.
Gauntlet, locked 8 gil — — Special 4 — — +5 lb.
Shield spikes +10 gil — — — — — — +5 lb.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters
weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.
ARMOR DESCRIPTIONS Any special benefits or accessories to the types of
armor found on Table 6-4: Armor and Shields are
described below.
Armor Spikes: You can have spikes added to your
armor, which allow you to deal extra piercing
damage (see Table 6-3: Weapons) on a successful
grapple attack. The spikes count as a martial weapon.
If you are not proficient with them, you take a –4
penalty on grapple checks when you try to use them.
You can also make a regular melee attack (or off-
hand attack) with the spikes, and they count as a light
weapon in this case. (You can’t also make an attack
with armor spikes if you have already made an attack
with another off-hand weapon, and vice versa.)
An enhancement bonus to a suit of armor does not
improve the spikes’ effectiveness, but the spikes can
be made into magic weapons in their own right.
Banded Mail: The suit includes gauntlets.
Breastplate: It comes with a helmet and greaves.
Buckler: This small metal shield is worn strapped to
your forearm. You can use a bow or crossbow
without penalty while carrying it. You can also use
your shield arm to wield a weapon (whether you are
using an off-hand weapon or using your off hand to
help wield a two-handed weapon), but you take a –1
penalty on attack rolls while doing so. This penalty
stacks with those that may apply for fighting with
your off hand and for fighting with two weapons. In
any case, if you use a weapon in your off hand, you
don’t get the buckler’s AC bonus for the rest of the
round. You can’t bash someone with a buckler.
Chain Shirt: A chain shirt comes with a steel cap.
Chainmail: The suit includes gauntlets.
Full Plate: The suit includes gauntlets, heavy leather
boots, a visor helmet, and a thick layer of padding
that is worn underneath the armor. Each suit of full
plate must be individually fitted to its owner by a
master armorsmith, although a captured suit can be
resized to fit a new owner at a cost of 200 to 800
(2d4x100) gil.
Gauntlet, Locked: This armored gauntlet has small
chains and braces that allow the wearer to attach a
weapon to the gauntlet so that it cannot be dropped
easily. It provides a +10 bonus on any roll made to
keep from being disarmed in combat. Removing a
weapon from a locked gauntlet or attaching a weapon
to a locked gauntlet is a full-round action that
provokes attacks of opportunity. The price given is
for a single locked gauntlet. The weight given applies
only if you’re wearing a breastplate, light armor, or
no armor. Otherwise, the locked gauntlet replaces a
gauntlet you already have as part of the armor. While
the gauntlet is locked, you can’t use the hand wearing
it for casting spells or employing skills. (You can still
cast spells, provided that your other hand is free.)
Like a normal gauntlet, a locked gauntlet lets you
deal lethal damage rather than nonlethal damage with
an unarmed strike.
Half-Plate: The suit includes gauntlets.
Scale Mail: The suit includes gauntlets.
Shield, Heavy, Wooden or Steel: You strap a shield
to your forearm and grip it with your hand. A heavy
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shield is so heavy that you can’t use your shield hand
for anything else.
Wooden or Steel: Wooden and steel shields offer the
same basic protection, though they respond
differently to special attacks.
Shield Bash Attacks: You can bash an opponent
with a heavy shield, using it as an off-hand weapon.
See Table 6-3: Weapons for the damage dealt by a
shield bash. Used this way, a heavy shield is a martial
bludgeoning weapon. For the purpose of penalties on
attack rolls, treat a heavy shield as a one-handed
weapon. If you use your shield as a weapon, you lose
its AC bonus until your next action (usually until the
next round). An enhancement bonus on a shield does
not improve the effectiveness of a shield bash made
with it, but the shield can be made into a magic
weapon in its own right.
Shield, Light, Wooden or Steel: You strap a shield
to your forearm and grip it with your hand. A light
shield’s weight lets you carry other items in that
hand, although you cannot use weapons with it.
Wooden or Steel: Wooden and steel shields offer the
same basic protection, though they respond
differently to special attacks.
Shield Bash Attacks: You can bash an opponent
with a light shield, using it as an off-hand weapon.
See Table 6-3: Weapons for the damage dealt by a
shield bash. Used this way, a light shield is a martial
bludgeoning weapon. For the purpose of penalties on
attack rolls, treat a light shield as a light weapon. If
you use your shield as a weapon, you lose its AC
bonus until your next action (usually until the next
round). An enhancement bonus on a shield does not
improve the effectiveness of a shield bash made with
it, but the shield can be made into a magic weapon in
its own right.
Shield, Tower: This massive wooden shield is nearly
as tall as you are. In most situations, it provides the
indicated shield bonus to your AC. However, you can
instead use it as total cover, though you must give up
your attacks to do so. The shield does not, however,
provide cover against targeted spells; a spellcaster
can cast a spell on you by targeting the shield you are
holding. You cannot bash with a tower shield, nor
can you use your shield hand for anything else. When
employing a tower shield in combat, you take a –2
penalty on attack rolls because of the shield’s
encumbrance.
Shield Spikes: When added to your shield, these
spikes turn it into a martial piercing weapon that
increases the damage dealt by a shield bash as if the
shield were designed for a creature one size category
larger than you. You can’t put spikes on a buckler or
a tower shield. Otherwise, attacking with a spiked
shield is like making a shield bash attack (see above).
Splint Mail: The suit includes gauntlets.
MASTERCRAFT ARMOR Just as with weapons, you can purchase or craft
mastercraft versions of armor or shields. See the
Mastercrafter feat for more details.
ARMOR FOR UNUSUAL CREATURES
Armor and shields for unusually big creatures,
unusually little creatures, and nonhumanoid creatures
have different costs and weights from those given on
Table 6-4: Armor and Shields. Refer to the
appropriate line on the table below and apply the
multipliers to cost and weight for the armor type in
question.
Humanoid Nonhumanoid
Size Cost Weight Cost Weight
Tiny or smaller1 x1/2 x1/10 x1 x1/10
Small x1 x1/2 x2 x1/2
Medium x1 x1 x2 x1
Large x2 x2 x4 x2
Huge x4 x5 x8 x5
Gargantuan x8 x8 x16 x8
Colossal x16 x12 x32 x12
1 Divide armor bonus by 2.
GETTING INTO AND OUT OF ARMOR
The time required to don armor depends on its type;
see Table 6-5: Donning Armor.
Don: This column tells how long it takes a character
to put the armor on. (One minute is 10 rounds.)
Readying (strapping on) a shield is only a move
action.
Don Hastily: This column tells how long it takes to
put the armor on in a hurry. The armor check penalty
and armor bonus for hastily donned armor are each 1
point worse than normal.
Remove: This column tells how long it takes to get
the armor off. Loosing a shield (removing it from the
arm and dropping it) is only a move action.
Table 6-5: Donning Armor
Armor Type Don Don Hastily Remove
Page 98 of 227
Shield (any) 1 move action n/a 1 move action
Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute1
Breastplate, scale mail, chainmail, banded mail, or Splint mail 4 minutes1 1 minute 1 minute
1
Half-plate or full plate 4 minutes2 4 minutes
1 1d4+1 minutes
1
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two
adjacent characters. Two characters can’t help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.
GOODS AND SERVICES
Table 6-6: Goods and Services
Adventuring Gear
Item Cost Weight
Backpack (empty) 2 gil 2 lb.1
Barrel (empty) 2 gil 30 lb.
Basket (empty) 4 gil 1 lb.
Bedroll 1 gil 5 lb.1
Bell 1 gil —
Blanket, winter 5 gil 3 lb.1
Block and tackle 5 gil 5 lb.
Bottle, wine, glass 2 gil —
Bucket (empty) 5 gil 2 lb.
Caltrops 1 gil 2 lb.
Candle 1 gil —
Canvas (sq. yd.) 1 gil 1 lb.
Case, map or scroll 1 gil 1/2 lb.
Chain (10 ft.) 30 gil 2 lb.
Chalk, 1 piece 1 gil —
Chest (empty) 2 gil 25 lb.
Crowbar 2 gil 5 lb.
Firewood (per day) 1 gil 20 lb.
Fishhook 1 gil —
Fishing net, 25 sq. ft. 4 gil 5 lb.
Flask (empty) 3 gil 1-1/2 lb.
Flint and steel 1 gil —
Grappling hook 1 gil 4 lb.
Hammer 5 gil 2 lb.
Ink (1 oz. vial) 8 gil —
Inkpen 1 gil —
Jug, clay 3 gil 9 lb.
Ladder, 10-foot 5 gil 20 lb.
Lamp, common 1 gil 1 lb.
Lantern, bullseye 12 gil 3 lb.
Lantern, hooded 7 gil 2 lb.
Lock 1 lb.
Very simple 20 gil 1 lb.
Average 40 gil 1 lb.
Good 80 gil 1 lb.
Amazing 150 gil 1 lb.
Manacles 15 gil 2 lb.
Page 99 of 227
Manacles, mastercraft 50 gil 2 lb.
Mirror, small steel 10 gil 1/2 lb.
Mug/Tankard, clay 2 gil 1 lb.
Oil (1-pint flask) 1 gil 1 lb.
Paper (sheet) 4 gil —
Parchment (sheet) 2 gil —
Pick, miner’s 3 gil 10 lb.
Pitcher, clay 2 gil 5 lb.
Piton 1 gil 1/2 lb.
Pole, 10-foot 2 gil 8 lb.
Pot, iron 5 gil 10 lb.
Pouch, belt (empty) 1 gil 1/2 lb.1
Ram, portable 10 gil 20 lb.
Rations, trail (per day) 5 gil 1 lb.1
Rope, hempen (50 ft.) 1 gil 10 lb.
Rope, silk (50 ft.) 10 gil 5 lb.
Sack (empty) 1 gil 1/2 lb.1
Sealing wax 1 gil 1 lb.
Sewing needle 5 gil —
Signal whistle 8 gil —
Signet ring 5 gil —
Sledge 1 gil 10 lb.
Soap (per lb.) 5 gil 1 lb.
Spade or shovel 2 gil 8 lb.
Spyglass 1,000 gil 1 lb.
Tent 10 gil 20 lb.1
Torch 1 gil 1 lb.
Vial, ink or potion 1 gil 1/10 lb.
Waterskin 1 gil 4 lb.1
Whetstone 2 gil 1 lb.
Special Substances and Items
Item Cost Weight
Acid (flask) 10 gil 1 lb.
Alchemist’s fire (flask) 20 gil 1 lb.
Antitoxin (vial) 50 gil —
Smokestick 20 gil 1/2 lb.
Sunrod 2 gil 1 lb.
Tanglefoot bag 50 gil 4 lb.
Thunderstone 30 gil 1 lb.
Tindertwig 1 gil —
Tools and Skill Kits
Item Cost Weight
Alchemist’s lab 500 gil 40 lb.
Artisan’s tools 5 gil 5 lb.
Artisan’s tools, mastercraft 55 gil 5 lb.
Climber’s kit 80 gil 5 lb.1
Disguise kit 50 gil 8 lb.1
Healer’s kit 50 gil 1 lb.
Holly and mistletoe — —
Hourglass 25 gil 1 lb.
Page 100 of 227
Magnifying glass 100 gil —
Musical instrument, common 5 gil 3 lb.1
Musical instrument, mastercraft 100 gil 3 lb.1
Scale, merchant’s 2 gil 1 lb.
Thieves’ tools 30 gil 1 lb.
Thieves’ tools, mastercraft 100 gil 2 lb.
Tool, mastercraft 50 gil 1 lb.
Water clock 1,000 gil 200 lb.
Clothing
Item Cost Weight
Artisan’s outfit 1 gil 4 lb.1
Cold weather outfit 8 gil 7 lb.1
Courtier’s outfit 30 gil 6 lb.1
Entertainer’s outfit 3 gil 4 lb.1
Explorer’s outfit 10 gil 8 lb.1
Monk’s outfit 5 gil 2 lb.1
Noble’s outfit 75 gil 10 lb.1
Peasant’s outfit 1 gil 2 lb.1
Royal outfit 200 gil 15 lb.1
Scholar’s outfit 5 gil 6 lb.1
Traveler’s outfit 1 gil 5 lb.1
Food, Drink, and Lodging
Item Cost Weight
Ale
Gallon 2 gil 8 lb.
Mug 4 gil 1 lb.
Banquet (per person) 10 gil —
Bread, per loaf 2 gil 1/2 lb.
Cheese, hunk of 1 gil 1/2 lb.
Inn stay (per day)
Good 2 gil —
Common 5 gil —
Poor 2 gil —
Meals (per day)
Good 5 gil —
Common 3 gil —
Poor 1 gil —
Meat, chunk of 3 gil 1/2 lb.
Wine
Common (pitcher) 2 gil 6 lb.
Fine (bottle) 10 gil 1-1/2 lb.
Mounts and Related Gear
Item Cost Weight
Barding
Medium creature x2 x1
Large creature x4 x2
Bit and bridle 2 gil 1 lb.
Dog, guard 25 gil —
Dog, riding 150 gil —
Feed (per day) 5 gil 10 lb.
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Chocobo
Chocobo, yellow 200 gil —
Chocobo, green 600 gil —
Chocobo, blue 1000 gil —
Saddle
Military 20 gil 30 lb.
Pack 5 gil 15 lb.
Riding 10 gil 25 lb.
Saddle, Exotic
Military 60 gil 40 lb.
Pack 15 gil 20 lb.
Riding 30 gil 30 lb.
Saddlebags 4 gil 8 lb.
Stabling (per day) 5 gil —
Transport
Item Cost Weight
Carriage 100 gil 600 lb.
Cart 15 gil 200 lb.
Galley 30,000
gil
—
Keelboat 3,000 gil —
Longship 10,000
gil
—
Rowboat 50 gil 100 lb.
Oar 2 gil 10 lb.
Sailing ship 10,000
gil
—
Sled 20 gil 300 lb.
Wagon 35 gil 400 lb.
Warship 25,000
gil
—
Spellcasting and Services
Service Cost
Coach cab 3 gil per mile
Hireling, trained 3 gil per day
Hireling, untrained 1 gil per day
Messenger 2 gil per mile
Road or gate toll 1 gil
Ship’s passage 1 gil per mile
Spell, 1st-level Caster level x 10
gil2
Spell, 2nd-level Caster level x 20
gil2
Spell, 3rd-level Caster level x 30
gil2
Spell, 4th-level Caster level x 40
gil2
Spell, 5th-level Caster level x 50
gil2
Page 102 of 227
Spell, 6th-level Caster level x 60
gil2
Spell, 7th-level Caster level x 70
gil2
Spell, 8th-level Caster level x 80
gil2
Spell, 9th-level Caster level x 90
gil2
1 These items weigh one-quarter this amount when made for
Small characters. Containers for Small characters also carry
one-quarter the normal amount.
2 See spell description for additional costs. If the additional
costs put the spell’s total cost above 3,000 gil, that spell is not
generally available.
ADVENTURING GEAR Few of the pieces of adventuring gear found on Table
6-6: Goods and Services are described below, along
with any special benefits they confer on the user
(―you‖).
Caltrops: A caltrop is a four-pronged iron spike
crafted so that one prong faces up no matter how the
caltrop comes to rest. You scatter caltrops on the
ground in the hope that your enemies step on them or
are at least forced to slow down to avoid them. One
2- pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by
caltrops (or spends a round fighting while standing in
such an area), it might step on one. The caltrops
make an attack roll (base attack bonus +0) against the
creature. For this attack, the creature’s shield, armor,
and deflection bonuses do not count. If the creature is
wearing shoes or other footwear, it gets a +2 armor
bonus to AC. If the caltrops succeed on the attack,
the creature has stepped on one. The caltrop deals 1
point of damage, and the creature’s speed is reduced
by one-half because its foot is wounded. This
movement penalty lasts for 24 hours, or until the
creature is successfully treated with a DC 15 Heal
check, or until it receives at least 1 point of magical
curing. A charging or running creature must
immediately stop if it steps on a caltrop. Any creature
moving at half speed or slower can pick its way
through a bed of caltrops with no trouble. Caltrops
may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 5-foot radius
and burns for 1 hour.
Chain: Chain has hardness 10 and 5 hit points. It can
be burst with a DC 26 Strength check.
Crowbar: A crowbar it grants a +2 circumstance
bonus on Strength checks made for such purposes. If
used in combat, treat a crowbar as a one-handed
improvised weapon that deals bludgeoning damage
equal to that of a club of its size.
Flint and Steel: Lighting a torch with flint and steel
is a full-round action, and lighting any other fire with
them takes at least that long.
Grappling Hook: Throwing a grappling hook
successfully requires a Use Rope check (DC 10, +2
per 10 feet of distance thrown).
Hammer: If a hammer is used in combat, treat it as a
one-handed improvised weapon that deals
bludgeoning damage equal to that of a spiked
gauntlet of its size.
Ink: This is black ink. You can buy ink in other
colors, but it costs twice as much.
Jug, Clay: This basic ceramic jug is fitted with a
stopper and holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates a 15-
foot radius, provides shadowy illumination out to a
30-foot radius, and burns for 6 hours on a pint of oil.
You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear
illumination in a 60-foot cone and shadowy
illumination in a 120-foot cone. It burns for 6 hours
on a pint of oil. You can carry a bullseye lantern in
one hand.
Lantern, Hooded: A hooded lantern clearly
illuminates a 30-foot radius and provides shadowy
illumination in a 60-foot radius. It burns for 6 hours
on a pint of oil. You can carry a hooded lantern in
one hand.
Lock: The DC to open a lock with the Open Lock
skill depends on the lock’s quality: simple (DC 20),
average (DC 25), good (DC 30), or superior (DC 40).
Manacles and Manacles, Mastercraft: Manacles
can bind a Medium creature. A manacled creature
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can use the Escape Artist skill to slip free (DC 30, or
DC 35 for mastercraft manacles). Breaking the
manacles requires a Strength check (DC 26, or DC 28
for mastercraft manacles). Manacles have hardness
10 and 10 hit points. Most manacles have locks; add
the cost of the lock you want to the cost of the
manacles. For the same cost, you can buy manacles
for a Small creature. For a Large creature, manacles
cost ten times the indicated amount, and for a Huge
creature, one hundred times this amount. Gargantuan,
Colossal, Tiny, Diminutive, and Fine creatures can be
held only by specially made manacles.
Oil: A pint of oil burns for 6 hours in a lantern. You
can use a flask of oil as a Splash weapon. Use the
rules for alchemist’s fire, except that it takes a full
round action to prepare a flask with a fuse. Once it is
thrown, there is a 50% chance of the flask igniting
successfully. You can pour a pint of oil on the ground
to cover an area 5 feet square, provided that the
surface is smooth. If lit, the oil burns for 2 rounds and
deals 1d3 points of fire damage to each creature in
the area.
Ram, Portable: This iron-shod wooden beam gives
you a +2 circumstance bonus on Strength checks
made to break open a door and it allows a second
person to help you without having to roll, increasing
your bonus by 2.
Rope, Hempen: This rope has 2 hit points and can be
burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and can be
burst with a DC 24 Strength check. It is so supple
that it provides a +2 circumstance bonus on Use Rope
checks.
Spyglass: Objects viewed through a Spyglass are
magnified to twice their size.
Torch: A torch burns for 1 hour, clearly illuminating
a 20-foot radius and providing shadowy illumination
out to a 40- foot radius. If a torch is used in combat,
treat it as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a gauntlet of its
size, plus 1 point of fire damage.
Vial: A vial holds 1 ounce of liquid. The stopper
container usually is no more than 1 inch wide and 3
inches high.
SPECIAL SUBSTANCES AND ITEMS Any of these substances can be made by a character
with the Craft (alchemy) skill.
Acid: You can throw a flask of acid as a Splash
weapon. Treat this attack as a ranged touch attack
with a range increment of 10 feet. A direct hit deals
1d6 points of acid damage. Every creature within 5
feet of the point where the acid hits takes 1 point of
acid damage from the Splash.
Alchemist’s Fire: You can throw a flask of
alchemist’s fire as a Splash weapon. Treat this attack
as a ranged touch attack with a range increment of 10
feet. A direct hit deals 1d6 points of fire damage.
Every creature within 5 feet of the point where the
flask hits takes 1 point of fire damage from the
Splash. On the round following a direct hit, the target
takes an additional 1d6 points of damage. If desired,
the target can use a full-round action to attempt to
extinguish the flames before taking this additional
damage. Extinguishing the flames requires a DC 15
Reflex save. Rolling on the ground provides the
target a +2 bonus on the save. Leaping into a lake or
magically extinguishing the flames automatically
smothers the fire.
Antitoxin: If you drink antitoxin, you get a +5
alchemical bonus on Fortitude saving throws against
poison for 1 hour.
Smokestick: This alchemically treated wooden stick
instantly creates thick, opaque smoke when ignited.
The smoke fills a 10- foot cube (treat the effect as a
fog cloud spell, except that a moderate or stronger
wind dissipates the smoke in 1 round). The stick is
consumed after 1 round, and the smoke dissipates
naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod
glows brightly when struck. It clearly illuminates a
30-foot radius and provides shadowy illumination in
a 60-foot radius. It glows for 6 hours, after which the
gold tip is burned out and worthless.
Tanglefoot Bag: When you throw a tanglefoot bag at
a creature (as a ranged touch attack with a range
increment of 10 feet), the bag comes apart and the
goo bursts out, entangling the target and then
becoming tough and resilient upon exposure to air.
An entangled creature takes a –2 penalty on attack
rolls and a –4 penalty to Dexterity and must make a
DC 15 Reflex save or be glued to the floor, unable to
move. Even on a successful save, it can move only at
half speed. Huge or larger creatures are unaffected by
a tanglefoot bag. A flying creature is not stuck to the
floor, but it must make a DC 15 Reflex save or be
unable to fly (assuming it uses its wings to fly) and
fall to the ground. A tanglefoot bag does not function
underwater. A creature that is glued to the floor (or
unable to fly) can break free by making a DC 17
Strength check or by dealing 15 points of damage to
the goo with a slashing weapon. A creature trying to
scrape goo off itself, or another creature assisting,
does not need to make an attack roll; hitting the goo
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is automatic, after which the creature that hit makes a
damage roll to see how much of the goo was scraped
off. Once free, the creature can move (including
flying) at half speed. A character capable of
spellcasting who is bound by the goo must make a
DC 15 Concentration check to cast a spell. The goo
becomes brittle and fragile after 2d4 rounds, cracking
apart and losing its effectiveness.
Thunderstone: You can throw this stone as a ranged
attack with a range increment of 20 feet. When it
strikes a hard surface (or is struck hard), it creates a
deafening bang that is treated as a sonic attack. Each
creature within a 10-foot-radius spread must make a
DC 15 Fortitude save or be deafened for 1 hour. A
deafened creature, in addition to the obvious effects,
takes a –4 penalty on initiative and has a 20% chance
to miscast and lose any spell with a verbal component
that it tries to cast. Since you don’t need to hit a
specific target, you can simply aim at a particular 5-
foot square. Treat the target square as AC 5.
Tindertwig: The alchemical substance on the end of
this small, wooden stick ignites when struck against a
rough surface. Creating a flame with a tindertwig is
much faster than creating a flame with flint and steel
(or a magnifying glass) and tinder. Lighting a torch
with a tindertwig is a standard action (rather than a
full-round action), and lighting any other fire with
one is at least a standard action.
TOOLS AND SKILL KITS Alchemist’s Lab: An alchemist’s lab always has the
perfect tool for making alchemical items, so it
provides a +2 circumstance bonus on Craft (alchemy)
checks. It has no bearing on the costs related to the
Craft (alchemy) skill. Without this lab, a character
with the Craft (alchemy) skill is assumed to have
enough tools to use the skill but not enough to get the
+2 bonus that the lab provides.
Artisan’s Tools: These special tools include the
items needed to pursue any craft. Without them, you
have to use improvised tools (–2 penalty on Craft
checks), if you can do the job at all.
Artisan’s Tools, Mastercraft: These tools serve the
same purpose as artisan’s tools (above), but
mastercraft artisan’s tools are the perfect tools for the
job, so you get a +2 circumstance bonus on Craft
checks made with them.
Climber’s Kit: This is the perfect tool for climbing
and gives you a +2 circumstance bonus on Climb
checks.
Disguise Kit: The kit is the perfect tool for disguise
and provides a +2 circumstance bonus on Disguise
checks. A disguise kit is exhausted after ten uses.
Healer’s Kit: It is the perfect tool for healing and
provides a +2 circumstance bonus on Heal checks. A
healer’s kit is exhausted after ten uses.
Magnifying Glass: This simple lens allows a closer
look at small objects. It is also useful as a substitute
for flint and steel when starting fires. Lighting a fire
with a magnifying glass requires light as bright as
sunlight to focus, tinder to ignite, and at least a full-
round action. A magnifying glass grants a +2
circumstance bonus on Appraise checks involving
any item that is small or highly detailed.
Musical Instrument, Common or Mastercraft: A
mastercraft instrument grants a +2 circumstance
bonus on Perform checks involving its use.
Scale, Merchant’s: A scale grants a +2 circumstance
bonus on Appraise checks involving items that are
valued by weight, including anything made of
precious metals.
Thieves’ Tools: This kit contains the tools you need
to use the Disable Device and Open Lock skills.
Without these tools, you must improvise tools, and
you take a –2 circumstance penalty on Disable
Device and Open Locks checks.
Thieves’ Tools, Mastercraft: This kit contains extra
tools and tools of better make, which grant a +2
circumstance bonus on Disable Device and Open
Lock checks.
Tool, Mastercraft: This well-made item is the
perfect tool for the job. It grants a +2 circumstance
bonus on a related skill check (if any). Bonuses
provided by multiple mastercraft items used toward
the same skill check do not stack.
Water Clock: This large, bulky contrivance gives
the time accurate to within half an hour per day since
it was last set. It requires a source of water, and it
must be kept still because it marks time by the
regulated flow of droplets of water.
CLOTHING Artisan’s Outfit: This outfit includes a shirt with
buttons, a skirt or pants with a drawstring, shoes, and
perhaps a cap or hat. It may also include a belt or a
leather or cloth apron for carrying tools.
Cold Weather Outfit: A cold weather outfit includes
a wool coat, linen shirt, wool cap, heavy cloak, thick
pants or skirt, and boots. This outfit grants a +5
circumstance bonus on Fortitude saving throws
against exposure to cold weather.
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Courtier’s Outfit: This outfit includes fancy,
tailored clothes in whatever fashion happens to be the
current style in the courts of the nobles. Anyone
trying to influence nobles or courtiers while wearing
street dress will have a hard time of it (–2 penalty on
Charisma-based skill checks to influence such
individuals). If you wear this outfit without jewelry
(costing an additional 50 gil), you look like an out-of-
place commoner.
Entertainer’s Outfit: This set of flashy, perhaps
even gaudy, clothes is for entertaining. While the
outfit looks whimsical, its practical design lets you
tumble, dance, walk a tightrope, or just run (if the
audience turns ugly).
Explorer’s Outfit: This is a full set of clothes for
someone who never knows what to expect. It
includes sturdy boots, leather breeches or a skirt, a
belt, a shirt (perhaps with a vest or jacket), gloves,
and a cloak. Rather than a leather skirt, a leather
overtunic may be worn over a cloth skirt. The clothes
have plenty of pockets (especially the cloak). The
outfit also includes any extra items you might need,
such as a scarf or a wide-brimmed hat.
Monk’s Outfit: This simple outfit includes sandals,
loose breeches, and a loose shirt, and is all bound
together with sashes. The outfit is designed to give
you maximum mobility, and it’s made of high-quality
fabric. You can hide small weapons in pockets
hidden in the folds, and the sashes are strong enough
to serve as short ropes.
Noble’s Outfit: This set of clothes is designed
specifically to be expensive and to show it. Precious
metals and gems are worked into the clothing. To fit
into the noble crowd, every would-be noble also
needs a signet ring (see Adventuring Gear, above)
and jewelry (worth at least 100 gil).
Peasant’s Outfit: This set of clothes consists of a
loose shirt and baggy breeches, or a loose shirt and
skirt or overdress. Cloth wrappings are used for
shoes.
Royal Outfit: This is just the clothing, not the royal
scepter, crown, ring, and other accoutrements. Royal
clothes are ostentatious, with gems, gold, silk, and fur
in abundance.
Scholar’s Outfit: Perfect for a scholar, this outfit
includes a robe, a belt, a cap, soft shoes, and possibly
a cloak.
Traveler’s Outfit: This set of clothes consists of
boots, a wool skirt or breeches, a sturdy belt, a shirt
(perhaps with a vest or jacket), and an ample cloak
with a hood.
FOOD, DRINK, AND LODGING
Inn: Poor accommodations at an inn amount to a
place on the floor near the hearth. Common
accommodations consist of a place on a raised,
heated floor, the use of a blanket and a pillow. Good
accommodations consist of a small, private room
with one bed, some amenities, and a covered
chamber pot in the corner.
Meals: Poor meals might be composed of bread,
baked turnips, onions, and water. Common meals
might consist of bread, chicken stew, carrots, and
watered-down ale or wine. Good meals might be
composed of bread and pastries, beef, peas, and ale or
wine.
MOUNTS AND RELATED GEAR
Barding, Medium Creature and Large Creature:
Barding is a type of armor that covers the head, neck,
chest, body, and possibly legs of a chocobo or other
mount. Barding made of medium or heavy armor
provides better protection than light barding, but at
the expense of speed. Barding can be made of any of
the armor types found on Table 6-4: Armor and
Shields. Armor for a chocobo (a Large nonhumanoid
creature) costs four times as much as armor for a
hume (a Medium humanoid creature) and also weighs
twice as much as the armor found on Table 6-4:
Armor and Shields (see Armor for Unusual
Creatures). If the barding is for any other Medium
mount, the cost is only double, and the weight is the
same as for Medium armor worn by a humanoid.
Medium or heavy barding slows a mount that wears
it, as shown on the table below.
——— Base Speed —––—
Barding (40 ft.) (50 ft.) (60 ft.)
Medium 30 ft. 35 ft. 40 ft.
Heavy 30 ft.1 35 ft.
1 40 ft.
1
1 A mount wearing heavy armor moves at
only triple its normal speed when running
instead of quadruple.
Flying mounts can’t fly in medium or heavy barding.
Removing and fitting barding takes five times as long
as the figures given on Table 6-5: Donning Armor. A
barded animal cannot be used to carry any load other
than the rider and normal saddlebags.
Dog, Riding: This Medium dog is specially trained
to carry a Small humanoid rider. It is brave in combat
like a warhorse. You take no damage when you fall
from a riding dog.
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Feed: Chocobos can graze to sustain themselves, but
providing feed for them is much better. If you have a
riding dog, you have to feed it at least some meat.
Chocobo: A chocobo is suitable as a mount for any
race.
Saddle, Exotic: An exotic saddle is like a normal
saddle of the same sort except that it is designed for
an unusual mount. Exotic saddles come in military,
pack, and riding styles.
Saddle, Military: A military saddle braces the rider,
providing a +2 circumstance bonus on Ride checks
related to staying in the saddle. If you’re knocked
unconscious while in a military saddle, you have a
75% chance to stay in the saddle (compared to 50%
for a riding saddle).
Saddle, Pack: A pack saddle holds gear and
supplies, but not a rider. It holds as much gear as the
mount can carry.
Saddle, Riding: The standard riding saddle supports
a rider.
TRANSPORT
Carriage: This four-wheeled vehicle can Transport
as many as four people within an enclosed cab, plus
two drivers. In general, two horses (or other beasts of
burden) draw it. A carriage comes with the harness
needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a
single horse (or other beast of burden). It comes with
a harness.
Galley: This three-masted ship has seventy oars on
either side and requires a total crew of 200. A galley
is 130 feet long and 20 feet wide, and it can carry 150
tons of cargo or 250 soldiers. For 8,000 gil more, it
can be fitted with a ram and castles with firing
platforms fore, aft, and amidships. This ship cannot
make sea voyages and sticks to the coast. It moves
about 4 miles per hour when being rowed or under
sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20
feet wide and has a few oars to supplement its single
mast with a square sail. It has a crew of eight to
fifteen and can carry 40 to 50 tons of cargo or 100
soldiers. It can make sea voyages, as well as sail
down rivers (thanks to its flat bottom). It moves
about 1 mile per hour.
Longship: This 75-foot-long ship with forty oars
requires a total crew of 50. It has a single mast and a
square sail, and it can carry 50 tons of cargo or 120
soldiers. A longship can make sea voyages. It moves
about 3 miles per hour when being rowed or under
sail.
Rowboat: This 8- to 12-foot-long boat holds two or
three Medium passengers. It moves about 1-1/2 miles
per hour.
Sailing Ship: This larger, seaworthy ship is 75 to 90
feet long and 20 feet wide and has a crew of 20. It
can carry 150 tons of cargo. It has square sails on its
two masts and can make sea voyages. It moves about
2 miles per hour.
Sled: This is a wagon on runners for moving through
snow and over ice. In general, two horses (or other
beasts of burden) draw it. A sled comes with the
harness needed to pull it.
Wagon: This is a four-wheeled, open vehicle for
Transporting heavy loads. In general, two horses (or
other beasts of burden) draw it. A wagon comes with
the harness needed to pull it.
Warship: This 100-foot-long ship has a single mast,
although oars can also propel it. It has a crew of 60 to
80 rowers. This ship can carry 160 soldiers, but not
for long distances, since there isn’t room for supplies
to support that many people. The warship cannot
make sea voyages and sticks to the coast. It is not
used for cargo. It moves about 2-1/2 miles per hour
when being rowed or under sail.
SPELLCASTING AND SERVICES
Sometimes the best solution for a problem is to hire
someone else to take care of it.
Coach Cab: The price given is for a ride in a coach
that Transports people (and light cargo) between
towns. For a ride in a cab that Transports passengers
within a city, 1 copper piece usually takes you
anywhere you need to go.
Hireling, Trained: The amount given is the typical
daily wage for mercenary warriors, masons,
craftsmen, scribes, teamsters, and other trained
hirelings. This value represents a minimum wage;
many such hirelings require significantly higher pay.
Hireling, Untrained: The amount shown is the
typical daily wage for laborers, porters, cooks, maids,
and other menial workers.
Messenger: This entry includes horse-riding
messengers and runners. Those willing to carry a
message to a place they were going anyway may ask
for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to
cross a well-trodden, well-kept, and well-guarded
road to pay for patrols on it and for its upkeep.
Occasionally, a large walled city charges a toll to
enter or exit (or sometimes just to enter).
Ship’s Passage: Most ships do not specialize in
passengers, but many have the capability to take a
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few along when transporting cargo. Double the given
cost for creatures larger than Medium or creatures
that are otherwise difficult to bring aboard a ship.
Spell: The indicated amount is how much it costs to
get a spellcaster to cast a spell for you. This cost
assumes that you can go to the spellcaster and have
the spell cast at his or her convenience (generally at
least 24 hours later, so that the spellcaster has time to
prepare). If you want to bring the spellcaster
somewhere to cast a spell you need to negotiate with
him or her, and the default answer is no. In addition,
not every town or village has a spellcaster of
sufficient level to cast any spell. In general, you must
travel to a small town (or larger settlement) to be
reasonably assured of finding a spellcaster capable of
casting 1st-level spells, a large town for 2nd-level
spells, a small city for 3rd- or 4th-level spells, a large
city for 5th- or 6th-level spells, and a metropolis for
7th- or 8th-level spells. Even a metropolis isn’t
guaranteed to have a local spellcaster able to cast 9th-
level spells.
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CHAPTER 7: PRESTIGE CLASSES This chapter presents a host of prestige classes geared
towards the Final Fantasy d20 setting. These prestige
classes aren’t simply for one class. Many of these
classes incorporate aspects of other classes in their
requirements and class abilities, and more than a few
should appeal to characters of any class.
PICKING A PRESTIGE CLASS
If you’re looking for a prestige class—either for your
current player character or as an NPC for a campaign
you’re running—review the descriptions of each
prestige class in this chapter before choosing one.
Also review the prestige class’s requirements.
Azure Magister
Superior in the knowledge of creatures, Blue Mages
often find themselves fascinated with the creatures
they studied. They take it a step further and begin
assuming the forms of creatures they have mastered.
The results are the prestigious Azure Magisters.
Hit Die: d6.
Requirements
To qualify to become an azure magister, a character
must fulfill all the following criteria.
Skills: Must have at least 3 Knowledge skills at 8
ranks or more.
Spells: Able to cast 3rd-level blue magic spells.
Class Skills
The azure magister's class skills (and the key ability
for each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (Beast Lore) (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table 7-1: The Azure Magister
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +2 +2 +0 Limit Break, Transformation, +1
level to existing spell-casting class
2nd
+1 +3 +3 +0 Shifter’s speech, +1 level to existing
spell-casting class
3rd
+1 +3 +3 +1 Morphic Healing, +1 level to
existing spell-casting class
4th
+2 +4 +4 +1 Fast Transformation, +1 level to
existing spell-casting class
5th
+2 +4 +4 +1 Morphic Reach
6th
+3 +5 +5 +2 Extraordinary Transformation, +1
level to existing spell-casting class
7th
+3 +5 +5 +2 Morphic Body, +1 level to existing
spell-casting class
8th
+4 +6 +6 +2 Flash Transformation, +1 level to
existing spell-casting class
9th
+4 +6 +6 +3 Morphic Immunities, +1 level to
existing spell-casting class
10th
+5 +7 +7 +3 Superior Transformation
Class Features
All of the following are class features of the azure
magister prestige class.
Weapon and Armor Proficiency: Azure magisters
gain no proficiency with any weapon or armor.
MP per Day / Spells Known: At each level except
5th
and 10th
, an azure magister gains MP per day
and spells known as if she had also gained a level in
a spell-casting class to which she belonged before
adding the prestige class level. She does not,
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however, gain any other benefit a character of this
class would have gained. If she had more than one
spell-casting class before becoming an azure
magister, she must decide to which class to add
each level for the purpose of determining MP per
day and spells known.
Limit Break (Su): At 1st level, the azure magister
receives the Limit Break (Perfect Transformation).
Perfect Transformation (Su): This Limit
Break perfects the Azure Magister’s transformation.
All physical stats (Strength, Dexterity, and
Constitution) and physical qualities (Armor Class,
Saving Throws, Attack/Damage, and Initiative)
receives a +1 bonus per two levels of the Azure
Magister prestige class that lasts up to 5 rounds.
Furthermore, the Azure Magister’s hit point total is
maximized for the duration of the Limit Break.
Transformation (Su): At 1st level, an azure
magister can assume a form of a creature she has
studied through use of her Knowledge (Beast Lore)
skill. To transform, the azure magister must make a
Knowledge (Beast Lore) skill check (DC 10 + HD
of the creature) to transform into a creature she has
personally seen and must spend MP depending on
its size. 1 MP for Small or smaller size creatures, 3
MP for Medium-sized creatures, 5 MP for Large
sized creatures, and 7 MP for Huge sized creatures.
An azure magister cannot transform into any
creature larger than Huge size. The assumed form
can’t have more Hit Dice than 3 times your azure
magister prestige class level. Changing form is a
standard action and doesn’t provoke an attack of
opportunity.
The azure magister gains the Strength, Dexterity,
and Constitution scores of the new form but retains
her own Intelligence, Wisdom, and Charisma
scores. She also gains all extraordinary special
attacks possessed by the form (such as constrict,
improved grab, and poison) but does not gain the
extraordinary special qualities possessed by the new
form (such as blindsense, fast healing, regeneration,
and scent) or any supernatural or spell-like abilities.
Shifter’s Speech (Ex): At 2nd
level, an azure
magister gains the ability to speak normally
(including spells) regardless of the form she takes.
Furthermore, she can communicate with other
creatures of the same kind while in transformation,
as long as such creatures are normally capable of
communicating with each other using natural
methods.
Morphic Healing (Ex): Beginning at 3rd
level, an
azure magister becomes able to change her form
where wounds disappear, creating smooth skin
where once were wounds. The azure magister gains
fast healing 2, and if she spends a full-round action
and succeeds on a Concentration check (DC equal
to the total damage she has sustained), it heals 10
points of damage.
Fast Transformation (Su): Starting at 4th
level, an
azure magister can use her transformation ability as
a move action, rather than as a standard action.
Morphic Reach (Ex): An azure magister of 5th
level or higher can suddenly stretch her limbs, neck,
or other appendages outward, giving her 5 more feet
of reach than the creature she’s emulating. Unlike
most creatures, azure magisters don’t appear to have
a longer reach until they actually use it.
Extraordinary Transformation (Su): Starting at
6th
level, an azure magister gains the extraordinary
special qualities of any form she assumes with
transformation.
Morphic Body (Ex): At 7th
level and higher, an
azure magister can use her precise knowledge and
control over her form to make herself stronger and
heartier. She gains +4 to Strength and +4 to
Constitution whenever she transforms into a
creature.
Flash Transformation (Su): At 8th
level, an azure
magister can use her transformation ability as a
swift action, rather than as a move action.
Morphic Immunities (Ex): At 9th
level, an azure
magister is adept at distributing her form’s vital
organs around her body to keep them safe from
harm. Azure magisters are immune to stunning and
critical hits while assuming a form.
Superior Transformation (Su): At 10th
level, the
azure magister has reached the pinnacle of
knowledge of transformation. As a move action and
spending MP as if she was transforming, she may
change an ability, physical stat,
extraordinary/supernatural ability, elemental
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strength/weakness, or physical appendage with
another creature form she is familiar. She may also
remove any elemental weakness or negative special
quality. She must make the Knowledge (Beast Lore)
skill check (DC 10 + HD of the creature) to
succeed. The azure magister may only change one
aspect of her form a round.
Berserker Rage rests within the heart of all people, but for
some, it’s like some barely contained beast ready to
tear its way out. For many, this berserking rage
allows them to face even the most dangerous of foes
and survive. Their innate ability to hold on to this
energy and ride it through the waves of battle has
made them a feared and respected force. Yet some
descend even deeper in this berserk state,
harnessing it as often as they can, fighting on
without care for themselves and showing no mercy
to those in their paths. These are the berserkers.
Hit Die: d12.
Requirements
To qualify to become a berserker, a character must
fulfill all the following criteria.
Base Attack Bonus: +6.
Special: Ability to berserk at least once per day.
Class Skills
The berserker's class skills (and the key ability for
each skill) are Climb (Str), Craft (Int), Intimidate
(Cha), Jump (Str), Listen (Wis), Survival (Wis), and
Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Table 7-2: The Berserker
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1st +1 +2 +0 +0 Berserk (1/day), Limit Break
2nd
+2 +3 +0 +0 Frenzy, Ferocity
3rd
+3 +3 +1 +1 Berserk (2/day)
4th
+4 +4 +1 +1 Frenzy
5th
+5 +4 +1 +1 Berserk (3/day)
6th
+6 +5 +2 +2 Frenzy, Superior Berserk
7th
+7 +5 +2 +2 Berserk (4/day)
8th
+8 +6 +2 +2 Frenzy, Undying Berserk
9th
+9 +6 +3 +3 Berserk (5/day)
10th
+10 +7 +3 +3 Frenzy
Class Features
All of the following are class features of the berserker
prestige class.
Weapon and Armor Proficiency: Berserkers are
proficient with all simple and martial weapons, and
light armor but no shields.
Limit Break (Su): At 1st level, the berserker receives
a Limit Break (The Unstoppable Force).
The Unstoppable Force (Su): This Limit
Break imbues the berserker with phenomenal
strength and destructive power. For the next five
rounds, all bonuses from berserking and from any
frenzy abilities are doubled. After the berserk ends,
all penalties and temporary ability damage are also
doubled.
Berserk (Ex): A berserker can fly into a berserking
rage as a fighter does. A berserker can fly into a
berserking rage only once per encounter. At 1st level,
the berserker can berserk one time per day (or his
current berserk limit if it is higher), and every other
level thereafter he can berserk one additional time per
day. He temporarily gains a +2 bonus to Strength, DR
1/-, and a +1 morale bonus on Will saves, but he
takes a -1 penalty to Armor Class. These increase
when the berserker gains additional uses of Berserk.
Strength increases by 2 per additional use of Berserk.
Damage Reduction and Will saves bonuses increase 1
per. Armor Class penalty also decreases 1 per. While
also berserking, a berserker cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except for Balance, Escape Artist, Intimidate, and
Ride), the Concentration skill, or any abilities that
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require patience or concentration, nor can he cast
spells or activate magic items that require a command
word, a spell trigger (such as a materia), or spell
completion to function. He can use any feat he has
except Combat Expertise, item creation feats, and
metamagic feats. A fit of berserking rage lasts for a
number of rounds equal to 3 + the character’s
Constitution modifier. A berserker may prematurely
end his berserk. At the end of the berserk, the
berserker loses the berserk modifiers and restrictions
and becomes fatigued (-2 penalty to Strength and
Dexterity, can’t charge or run) for the duration of the
current encounter. Entering a berserking rage takes
no time itself, but a berserker can do it only during
his action, not in response to someone else’s action.
Ferocity (Ex): At 2nd
level and above, a berserker is
such a tenacious combatant that he continues to fight
without penalty even while disabled or dying.
Frenzy (Ex): Berserkers learn to harness their
berserking rage to be become unstoppable killing
machines. Upon reaching 2nd
level and every other
level thereafter, the berserker may choose to learn
one of the following special abilities.
Rancor (Ex): A berserker is in a constant state
of readiness, able to burst into a bloody berserking
rage at a moment’s notice. The rancor ability further
extends the power of the normal berserk ability. A
berserker with rancor who berserks gains one
additional attack per round and an additional +2
bonus to Strength. The additional attack is at the
berserker’s base attack bonus -5. The berserker also
suffers an additional -4 penalty to AC on top of that
already in place due to the normal use of berserk. A
berserker has no choice in using rancor. If the
berserker berserks, this special ability automatically
comes into effect.
Ronso’s Grip (Ex): The berserker has learned
how to wield larger weapons in a single hand. He can
wield two-handed melee weapons as if they were
one-handed melee weapons, and wield one-handed
melee weapons as if they were light weapons.
Burst of Speed (Ex): When charging, the
berserker can move an additional +5 feet (1 square)
for every level of berserker. For each additional 5
feet a berserker moves while charging, he adds an
additional +2 on the damage roll of his first attack if
it is successful. Each time a berserker uses burst of
speed, he suffers 1d4 points of Dexterity damage.
The damage only takes effect once the berserking
rage has ended.
Fury (Ex): Now the embodiment of unfettered
berserking rage, the berserker can lay to waste
anything around. While berserking, and only while
berserking, the berserker can attack anything close to
him. This ability functions the same as the Whirlwind
Attack feat, but with the following exceptions. When
in a fury, the berserker cannot discern between friend
and foe; he must attack every target within reach,
regardless of whether or not it is a friend or an
opponent. Each time a berserker uses fury, he suffers
1d4 points of Constitution damage. This damage only
takes effect once the berserk has ended.
Surge (Ex): The berserker’s ability to wade
headfirst into combat reaches new levels of
destruction and mayhem. As a full attack action, the
berserker must move in a straight line at his full
movement, attacking anything within reach (friend or
foe) along that path. During a surge, he must attack
up to a number of targets equal to his berserker level.
He may not attack a target more than once during a
surge. Each time a berserker uses surge, he suffers
1d4 points of Strength damage. This damage only
takes effect once the berserk has ended.
Superior Berserk (Ex): At 6th
level, once per day, a
berserker can double his berserk bonuses (and
penalties) while berserking.
Undying Berserk (Ex): At 8th
level and higher, a
berserker no longer becomes fatigued at the end of
his rage. He only suffers 1 point of temporary ability
damage when using a frenzy special ability that
incurs ability damage.
Chemist Chemists are a support prestige class. Their main
function is to create items to heal, cure, and even
sometimes damage opponents. They have the ability
to throw items to their allies with great accuracy.
Hit Die: d6.
Requirements
To qualify to become a chemist, a character must
fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Craft (alchemy) 10 ranks.
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Feats: Craft Potion.
Class Skills The chemist’s class skills (and the key ability for
each skill) are Appraise (Int), Concentration (Con),
Craft (alchemy) (Int), Heal (Wis), Knowledge (all
skills, taken individually) (Int), Listen (Wis),
Profession (Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Additional Level: 4 + Int
modifier.
Class Features
All of the following are class features of the chemist
prestige class.
Weapon and Armor Proficiency: Chemists are
proficient with all simple weapons, plus light
hammer, throwing axe, and hand crossbow. Chemists
are proficient with light armor, but not with any type
of shields.
Limit Break (Su): At 1st level, the chemist receives a
Limit Break (Mega-Potion).
Mega-Potion (Su): This Limit Break
transforms a single potion into a very potent version.
All variable, numeric effects are maximized and
doubled.
Table 7-3: The Chemist
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +2 +2 +0 Throw Potion (15 ft.), Improved Quaff
Potion, Limit Break
2nd
+1 +3 +3 +0 Mix Potion
3rd
+2 +3 +3 +1 Double Potion Usage
4th
+3 +4 +4 +1 Bonus Feat, Throw Potion (30 ft.)
5th
+3 +4 +4 +1 Improved Craft Potion
6th
+4 +5 +5 +2 Quaff Potion Mastery
7th
+5 +5 +5 +2 Throw Potion (45 ft.)
8th
+6 +6 +6 +2 Bonus Feat, Auto-Potion
9th
+6 +6 +6 +3 Triple Potion Usage
10th
+7 +7 +7 +3 Craft Potion Mastery, Throw Potion (60
ft.)
Throw Potion (Ex): Starting at 1st level, a chemist
can throw potions to allies within 15 feet. This
improves by an additional 15 feet for 3 levels
afterwards to a maximum of 60 feet. The chemist
must hit his ally’s touch attack AC and the recipient
must make a Reflex save (DC = 10 + 1 per 15 feet
away from the chemist, rounded up). The recipient
must have a hand free to catch the potion. If the
recipient is adjacent to an enemy, he provokes an
attack of opportunity. If the chemist has multiple
attacks, he can throw up to that many potions as a
full-attack action.
Improved Quaff Potion (Ex): Also at 1st level, the
chemist has improved his ability to quaff potions
quickly. He can quaff a potion as a move action
instead of a standard action. Chemists are still limited
to quaffing 1 potion a round.
Mix Potion (Ex): At 2nd
level, as a full-round action,
a chemist can mix two potions together for a dual
effect. The chemist must make a Craft (alchemy) skill
check (DC 20) or he ruins both potions.
Double Potion Usage (Ex): At 3rd
level, the chemist
can make a standard action to quaff two potions in a
single round. The limitation to quaffing potions
increases by 1.
Bonus Feats: At 4th
and 8th
level, a chemist gains a
bonus feat. The chemist must still meet all
prerequisites for a bonus feat.
Improved Craft Potion (Ex): At 5th
level, the
chemist’s Craft Potion feat improves with experience.
All Gil cost are reduced by one-quarter and all Exp
cost are reduced by one-half, rounded down, when
creating potions.
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Quaff Potion Mastery (Ex): At 6th
level, the
chemist’s ability to quaff potions becomes mastered.
He can quaff a potion as a swift action instead of a
move action. The chemist also doesn’t provoke an
attack of opportunity anymore. Chemists are still
limited to quaffing 2 potions a round.
Auto-Potion (Ex): At 8th
level, the chemist can take
an immediate action upon getting hit by melee or
spells to quaff a potion. He must have a free hand to
do so. He can only use this ability once a round.
Chemists are still limited to quaffing 2 potions a
round.
Triple Potion Usage (Ex): At 9th
level, the chemist
can make a full-round action to quaff three potions in
a single round. The limitation to quaffing potions
increases by 1.
Craft Potion Mastery (Ex): At 10th
level, the
chemist’s Craft Potion feat becomes mastered. All
Gil cost are reduced by one-half and all Exp cost are
reduced by 3/4th
, rounded down, when creating
potions.
Chocobo Knight Representing the ultimate in mounted warfare, the
Chocobo Knight is the quintessential knight in
shining armor. The charge of the chocobo knight is
among the most devastating offensive weapons any
culture can hope to field. Combined with the
ferociousness of his Chocobo mount, the Chocobo
Knight is a sight to be seen.
Hit Die: d10.
Requirements
To qualify to become a chocobo knight, a character
must fulfill all the following criteria.
Base Attack Bonus: +7.
Skills: Handle Animal 10 ranks, Ride 10 ranks.
Feats: Mounted Combat, Spirited Charge.
Class Skills
The chocobo knight's class skills (and the key ability
for each skill) are Diplomacy (Cha), Handle Animal
(Cha), Intimidate (Cha), Profession (Int), and Ride
(Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the chocobo
knight prestige class.
Weapon and Armor Proficiency: Chocobo Knights
are proficient with all simple and martial weapons, all
types of armor, and shields.
Limit Break (Su): At 1st level, the chocobo knight
receives a Limit Break (Fight as One).
Fight as One (Su): This Limit Break allows
the chocobo knight and his mount to fight as if they
were one mind and one body. They both receive a +2
competence bonus on Attack rolls, Saving Throws,
and Skill checks per two chocobo knight class levels.
The mount can full-attack after a charge. This lasts
for five rounds.
Special Chocobo Mount (Su): The chocobo knight's
chocobo mount is superior to a normal chocobo of its
kind and has special powers, as described below. The
standard mount for a chocobo knight is a Yellow
Chocobo. A chocobo knight's mount is treated as a
magical beast, not an animal, for the purpose all
effects that depend on its type (though it retains an
animal's HD, base attack bonus, saves, skill points,
and feats).
Class
Level
Bonus
HD
Natural
Armor
Adj.
Str/Con
Adj. Int Special
1 – 2 +2 +2 +2 6
Extra Trick, Empathic Link,
Share Saving Throws,
Improved Natural Attacks
3 – 4 +4 +4 +3 7 Extra Trick, Improved Speed
(+20 ft.)
5 – 6 +6 +6 +4 8 Extra Trick, Improved Evasion, Immunities
7 – 8 +8 +8 +5 9 Extra Trick, Improved Speed
(+40 ft.)
9 – 10 +10 +10 +6 10 Extra Trick, Blood Bond
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Table 7-4: The Chocobo Knight
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1st +1 +2 +0 +2 Special Chocobo Mount, Mounted Weapon Bonus
+1, Improved Mounted Combat +2, Limit Break
2nd
+2 +3 +0 +3 Deadly Charge (1/day), Mounted Expertise
3rd
+3 +3 +1 +3 Green Chocobo Upgrade, Burst of Speed
4th
+4 +4 +1 +4 Deadly Charge (2/day), Improved Mounted
Combat +4, Mounted Weapon Bonus +2
5th
+5 +4 +1 +4 Blue Chocobo Upgrade
6th
+6 +5 +2 +5 Deadly Charge (3/day), Full Mounted Attack
7th
+7 +5 +2 +5 Black Chocobo Upgrade, Improved Mounted
Combat +6, Mounted Weapon Bonus +3
8th
+8 +6 +2 +6 Deadly Charge (4/day), Superior Mounted
Combat
9th
+9 +6 +3 +6 Gold Chocobo Upgrade, Improved Mounted
Combat +8
10th
+10 +7 +3 +7 Unstoppable Charge (5/day), Mounted Weapon
Bonus +4
Class Level: The chocobo knight’s levels in
the prestige class. If a special chocobo mount would
lose a level for some reason, treat it as the mount of a
chocobo knight of an appropriately lower level. The
special chocobo mount’s base attack bonus is equal
to that of a fighter of a level equal to the chocobo’s
total hit dice.
Bonus HD: Extra ten-sided (d10) Hit Dice,
each of which gains a Constitution modifier, as
normal. Extra Hit Dice improve the mount’s base
attack and base save bonuses. A mount has good
Fortitude and Reflex saves (treat it as a character
whose level equals the creature’s HD). The mount
gains additional skill points or feats for bonus HD as
normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table
is an improvement to the mount’s existing natural
armor bonus. It represents the preternatural toughness
of a chocobo knight’s mount.
Str/Con Adj.: Add this figure to the mount’s
Strength and Constitution score.
Int: The mount’s Intelligence score.
Extra Tricks: The special chocobo mount may
learn one trick per two chocobo knight levels for free,
without the need for a Handle Animal skill check.
Empathic Link (Su): The chocobo knight has
an empathic link with her mount out to a distance of
up to 1 mile. The chocobo knight cannot see through
the mount’s eyes, but they can communicate
empathically. Note that even intelligent mounts see
the world differently from humes, so
misunderstandings are always possible.
Improved Evasion (Ex): When subjected to an
attack that normally allows a Reflex saving throw for
half damage, a mount takes no damage if it makes a
successful saving throw and half damage if the
saving throw fails.
Improved Natural Attacks: The damage dealt
by the mount's natural attacks increases by one step.
Share Saving Throws: For each of its saving
throws, the mount uses its own base save bonus or
the chocobo knight’s, whichever is higher. The mount
applies its own ability modifiers to saves, and it
doesn’t share any other bonuses on saves that the
master might have (such as from magic items or
feats).
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Improved Speed (Ex): The mount’s speed
increases by 20 feet and increases another 20 feet at
7th
level of the chocobo knight class. If the mount has
fly speed, it increases by half of the Improved Speed
ability.
Immunities (Su): The mount is immune to
don't act, paralysis, sleep, charms, and compulsions.
Blood Bond (Ex): After a chocobo knight has
achieved 9th
level, the bond between him and his
special chocobo mount grows so strong that the
special chocobo mount gains a +2 bonus on all attack
rolls, checks and saves if it witnesses the chocobo
knight being threatened or harmed. This bonus lasts
as long as the threat is immediate and apparent.
Mounted Weapon Bonus (Ex): A chocobo knight
gains a competence bonus on his attack roll when
using any weapon while mounted. This bonus starts
out at +1 at 1st level and increases by +1 every three
levels thereafter.
Improved Mounted Combat (Ex): At 1st level, a
chocobo knight's skill at mounted combat improves,
enabling him to better protect his mount. This ability
works as the Mounted Combat feat, except that the
chocobo knight's Ride check receives a competence
bonus. This bonus starts out at +2 and improves to +4
at 4th
level, +6 at 7th
level, and +8 at 9th
level.
Deadly Charge (Ex): When mounted and using the
charge action, a chocobo knight of 2nd
level or higher
may declare a ―deadly charge' before making his
attack roll (thus, a failed attack ruins the attempt). If
he hits, he deals triple damage with a melee weapon.
This ability does not stack with the benefit of the
Spirited Charge feat.
Mounted Expertise (Ex): A chocobo knight of 2nd
level or higher is highly skilled at fighting while
riding his special chocobo mount. Before making any
rolls when using the attack action or the full attack
action while mounted on his special chocobo mount
in melee, a chocobo knight may shift points between
his attack rolls and his Armor Class. A penalty
subtracted from an attack roll applies as a dodge
bonus to his AC; a penalty subtracted from Armor
Class applies as a bonus on all attack rolls for that
round. The points adjusted with the mounted
expertise ability may not exceed the chocobo knight’s
base attack bonus. All changes to attack rolls and AC
persist until the chocobo knight’s next action.
Burst of Speed (Ex): At 3rd
level and higher, a
chocobo knight can urge his mount to greater than
normal speed when charging. This ability doubles the
maximum distance the mount can travel when
making a charge, up to four times its speed. This
ability can be used once per day without penalty to
the mount. Each additional use of the ability in a
single day requires the mount to make a DC 20 Will
save immediately after the conclusion of the charge;
failure results in the mount taking 2d6 points of
damage.
Green Chocobo Upgrade (Su): Also at 3rd
level, the
chocobo knight's mount undergoes a transformation
from a Yellow Chocobo to a Green Chocobo. This
process takes a day of rest to happen and a day after
to get used to the new form. The chocobo still
receives the bonuses from being a chocobo knight's
mount.
Blue Chocobo Upgrade (Su): At 5th
level, the
chocobo knight's mount undergoes a transformation
from a Green Chocobo to a Blue Chocobo. This
process takes a day of rest to happen and a day after
to get used to the new form. The chocobo still
receives the bonuses from being a chocobo knight's
mount.
Full Mounted Attack (Ex): At 6th
and higher, a
chocobo knight can make a full attack when his
mount moves more than 5 feet but no farther than a
single move action would carry it. The chocobo
knight cannot combine this full attack with a charge.
Black Chocobo Upgrade (Su): At 7th
level, the
chocobo knight's mount undergoes a transformation
from a Blue Chocobo to a Black Chocobo. This
process takes a day of rest to happen and a day after
to get used to the new form. The chocobo still
receives the bonuses from being a chocobo knight's
mount.
Superior Mounted Combat (Ex): After achieving
8th
level, a chocobo knight may attempt a Ride check
(as a reaction) twice per round to negate a successful
hit on his mount. At 10th
level, the chocobo knight
may make these attempts three times per round.
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Gold Chocobo Upgrade (Su): At 9th
level, the
chocobo knight's mount undergoes a final
transformation from a Black Chocobo to a Gold
Chocobo. This process takes a day of rest to happen
and a day after to get used to the new form. The
chocobo still receives the bonuses from being a
chocobo knight's mount.
Unstoppable Charge (Ex): When making a deadly
charge, a 10th-level chocobo knight deals quadruple
damage with a melee weapon.
Dark Knight The Dark Knight epitomizes evil. He is nothing short
of a mortal fiend. The quintessential evil knight, this
villain carries a reputation of the foulest sort that is
very well deserved. The polar opposite of the Holy
Knight, he is hated and feared by all.
Hit Die: d10.
Requirements
To qualify to become a dark knight, a character must
fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +7.
Skills: Spellcraft 5 ranks, Intimidation 5 ranks.
Feats: Cleave, Power Attack.
Class Skills
The dark knight's class skills (and the key ability for
each skill are Concentration (Con), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the dark
knight prestige class.
Weapon and Armor Proficiency: Dark Knights are
proficient with all simple and martial weapons, all
types of armor, and shields.
Spells: Beginning at 1st level, a dark knight gains the
ability to cast black mage spells, which are drawn
from the black mage spell list up to 4th. To prepare
or cast a spell, a dark knight must have a Intelligence
score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against a dark
knight’s spell is 10 + the spell level + the dark
knight’s Intelligence modifier. A dark knight also
receives extra MP if he has a high Intelligence score.
Table 7-5: The Dark Knight
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Spell
Level
1st
+1 +2 +0 +2
Harm Touch (1/day), Aura of
Offense, Smite Good (1/day),
Limit Break
2 1st
2nd
+2 +3 +0 +3 Dark Blessing 3 1st
3rd
+3 +3 +1 +3 Aura of Despair 4 1st
4th
+4 +4 +1 +4 Dark Sword 6 2nd
5th
+5 +4 +1 +4 Aura of Disruption, Smite
Good (2/day) 8 2
nd
6th
+6 +5 +2 +5 Weapon Bash 11 3rd
7th
+7 +5 +2 +5 Aura of Elements 14 3rd
8th
+8 +6 +2 +6 Night Sword 18 4th
9th
+9 +6 +3 +6 Aura of Spell Resistance 22 4th
10th
+10 +7 +3 +7 Harm Touch (2/day), Smite
Good (3/day) 26 4
th
Page 117 of 227
Table 7-6: Spells Known
Level 1st 2nd 3rd 4th
1st 1 — — —
2nd 1 — — —
3rd 1 — — —
4th 2 1 — —
5th 2 1 — —
6th 2 2 1 —
7th 3 2 1 1
8th 3 2 1 1
9th 3 3 2 1
10th 4 3 2 2
Limit Break (Su): At 1st level, the dark knight
receives a Limit Break (Vampiric Weapon).
Vampiric Weapon (Su): This Limit Break
imbues the dark knight's weapon with vampiric
powers for up to 5 rounds. Any damage dealt heals
the dark knight for half the damage the weapon deals.
Auras (Su): All dark knight auras extend out to a 10
foot radius and can be activated with a swift action. A
dark knight can only have 1 aura activated at a time.
Harm Touch (Su): At 1st level, a dark knight with a
Charisma score of 12 or higher can harm people by
touch. Each day he can deal a total number of hit
points of damage equal to twice his dark knight level
× his Charisma bonus. Using harm touch is a
standard action. At 10th
level, the dark knight gets
two uses of this ability.
Alternatively, a dark knight can use any or all of this
damaging power to heal damage to undead creatures.
Using harm touch in this way requires a successful
melee touch attack and doesn’t provoke an attack of
opportunity. The dark knight decides how many of
his daily allotment of points to use as healing after
successfully touching an undead creature.
Aura of Offense (Su): At 1st level, the dark knight
can channel his dark powers to project an aura that
grants him and nearby allies a +1 profane bonus to
Attack rolls. This increases by +1 per two dark knight
class levels thereafter to a maximum of +5.
Smite Good (Su): Once a day, a dark knight of 1st
level or higher may attempt to smite good with one
normal melee attack. He adds his Charisma modifier
(if positive) to his attack roll and deals 1 extra point
of damage per character level. At 5th
level, and again
at 10th
level, a dark knight may smite good one
additional time per day.
Dark Blessing (Su): At 2nd
level, a dark knight
applies his Charisma modifier (if positive) as a bonus
on all saving throws.
Aura of Despair (Su): At 3rd
level, the dark knight
can channel his dark powers to radiate a malign aura
that causes enemies to take a -1 penalty on all attack
rolls, skill checks, and saving throws. The penalty
increases by 1 per two dark knight class levels to a
maximum of -5.
Dark Sword (Su): At 4th
level, the dark knight can
spend 5 MP to channel his dark powers to cause a
gleaming red sword to pierce through an enemy up to
30 feet away with a successful ranged touch attack. If
it hits, it deals 1d8 points of dark damage per dark
knight class level and it blinds them for 1 round per
dark knight class level unless the creature makes a
Fortitude save (DC = 10 + dark knight class level +
Intelligence modifier).
Aura of Disruption (Su): At 3rd
level, the dark
knight can channel his dark powers to radiate a
malign aura that causes enemies to take a -2 penalty
on all Concentration skill checks. The penalty
increases by 2 per two dark knight class levels to a
maximum of -10. A caster must still make a
Concentration check to cast defensively even if the
caster is 10 feet away from anyone or the spell is lost
and the MP is spent.
Weapon Bash (Ex): At 6th
level, the dark knight can
take a standard action to make a touch attack to bash
an opponent with his weapon, stunning him for 1
round unless the creature makes a Fortitude save of
DC 10 + dark knight class level + Charisma modifier.
Aura of Elements (Su): At 7th
level, the dark knight
can channel his dark powers to project an aura that
grants him and nearby allies a +2 profane damage
bonus on all elemental spells. This increases by +2
per two dark knight class levels to a maximum of
+10.
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Night Sword (Su): At 8th
level, the dark knight can
spend 5 MP to channel his dark powers to cause a
sword of darkness to erupt from the ground in a 20-
foot radius, damaging all in the area of effect for
1d10 points of dark damage per dark knight class
level unless they make a Reflex save (DC = 10 + dark
knight class level + Intelligence modifier) for half
damage. The range for this ability is 50 ft + 10 ft per
dark knight class level.
Aura of Spell Resistance (Su): the dark knight can
channel his dark powers to project an aura that grants
him and nearby allies a spell resistance of 15 + the
dark knight's class level.
Dragoon Dragoons are an elite group of warriors who fight
with the tenacity of a dragon. They are well known
for the use of spears, polearms and lances. Dragoons
are fiercely dedicated to the dragonkind and fight
along side them in battle.
Hit Die: d10.
Requirements
To qualify to become a dragoon, a character must
fulfill all the following criteria.
Base Attack Bonus: +7.
Skills: Jump 13 ranks.
Feats: Dodge, Mobility, Spring Attack, Weapon
Focus (Any spear, polearm, or lance).
Special: Must have dealings with a dragon and be
worthy of being a dragon knight.
Class Skills
The dragoon's class skills (and the key ability for
each skill) are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Handle Animal
(Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and
Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the dragoon
prestige class.
Weapon and Armor Proficiency: Dragoons are
proficient with all simple and martial weapons, all
types of armor, and shields.
Table 7-7: The Dragoon
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1st +1 +2 +2 +0 Dragon Wyrmling Companion,
Jump, Limit Break
2nd
+2 +3 +3 +0 Tail Sweep
3rd
+3 +3 +3 +1 Swooping Dragon
4th
+4 +4 +4 +1 Improved Tail Sweep
5th
+5 +4 +4 +1 Improved Jump, Maturing
Metamorphosis
6th
+6 +5 +5 +2 Advance Tail Sweep
7th
+7 +5 +5 +2 Frightful Presence
8th
+8 +6 +6 +2 Tail Sweep Mastery
9th
+9 +6 +6 +3 Shockwave
10th
+10 +7 +7 +3 Maturing Metamorphosis
Limit Break (Su): At 1st level, the dragoon receives
a Limit Break (Breath Weapon).
Breath Weapon (Su): This Limit Break
imbues the dragoon with a breath weapon of the same
type of dragon that of his dragon hatchling
companion. Damage by this Limit Break is 2d6 per
dragoon class level with a Reflex save (DC 10 +
dragoon class level + Charisma modifier) for half
damage.
Dragon Wyrmling Companion: At 1st level, the
dragoon is entrusted with the care of a wyrmling
dragon. The kind of dragon is up to the DM, but the
dragon's alignment should match the dragoon's. The
wyrmling dragon follows the dragoon loyally, and
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will even accompany him on adventures (though it
receives no XP and can't attain new levels). If the
wyrmling dies, the dragoon cannot gain any
additional dragoon levels until he completes a quest
dictated from the dragon who entrusted the care of
the wyrmling to the dragoon.
Jump (Ex): At 1st level, a dragoon trains for years in
the ability to leap astounding and nearly supernatural
distances, emulating the dragon's ability to fly. A
Dragoon adds twice his dragoon class level to all
Jump checks, but he is not hampered by armor while
doing so, eliminating the armor check penalty to his
Jump checks. A Dragoon’s maximum height or
weight is not affected by his size, allowing very
strong, very powerful Dragoons to eventually leap
higher than their own height.
At 5th
level, a Dragoon's ability to jump is further
increased in the fact that his Jump checks are treated
as though he got a running start and has the Run feat,
regardless of whether or not he gets a running start.
In addition, when a Dragoon of 5th
or higher level
uses the Jumping Down action, he may add an
additional 5 to the DC in order treat the fall as 10 feet
less than normal (thus jumping down 20 feet would
have DC 20 and thirty feet would have DC 25, etc).
Swooping Dragon (Ex): Beginning of 3rd
level, a
jumping or falling Dragoon may make an attack,
similar to that of a diving dragon. The attack is
performed by dropping onto the opponent with the
Dragoon's weight and weapon and is treated as a
charge except that at least half the necessary charge
distance must be made airborne (either vertically by
dropping or jumping up or horizontally by long-
jumping). Normal charge penalties and bonuses
apply. The dragoon adds 1d6 per two dragoon levels
as a bonus to damage and the opponent must make a
Reflex save DC (10 + the dragoon class level +
dragoon's Strength modifier) or be pinned, though the
opponent adds a +4 to his save for each size category
he is larger than the Dragoon, or takes a -4 penalty
for each size category smaller than he is. Pinned
characters cannot move and take a -4 penalty to AC
against all opponents other than the Dragoon, but are
not helpless. If the opponent saves, he is moved
backward 5 feet, as the Dragoon now occupies the
square he was in.
Tail Sweep (Ex): At 2nd
level or higher, a Dragoon is
able to use his weapon in the same way a dragon uses
its tail. A Dragoon may make a tail sweep action as a
full round action. To do so, he chooses half of the
area he threatens in a semicircle and roll damage
normally for the weapon in use. Each character,
friend or foe, in the affected area, rolls a Reflex save
DC (10 + dragoon class level + dragoon's Strength
modifier). A successful save means half damage,
while a failed save means full damage. This attack is
effective against enemies the same size or smaller
than the Dragoon. If the attack strikes any enemy
larger than the Dragoon, the attack does damage as
normal, but does not proceed on to any enemies
beyond the larger enemy.
At 4th
level, the Dragoon gains the ability to make a
tail sweep action within the entire circle around him,
though he is able to restrict his tail sweep to a
semicircle if he chooses and larger creatures still halt
the attack.
At 6th
level, the tail sweep becomes even more
dangerous as the Dragoon gains the ability to knock
down each opponent who fails the Reflex save. On a
failed save, he is knocked prone.
At 8th
level, the tail sweep attack reaches its pinnacle
as it is no longer affected by larger opponents, though
an opponent larger than the Dragoon by two sizes or
more is immune to the knockdown effects.
Maturing Metamorphosis (Su): At 5th
level, once
per week, a dragoon can speed up the aging process
for his dragon wyrmling companion instantly, but
temporarily. The dragoon’s companion grows into a
young adult of its dragon type for 1 minute per
dragoon class level. After the duration ends, the
dragon reverts back to a wyrmling and is exhausted.
It must rest for a day to regain its strength.
At 10th
level, wyrmling becomes a mature adult of its
dragon type.
Frightful Presence (Ex): At 7th
level, the Dragoon is
far enough into his study of the dragon's fighting
style to gain a frightful presence of his own. The
ability takes effect automatically when the Dragoon
attacks, or charges (including the Swooping Dragon
attack). Creatures within a radius of 30 feet are
subject to the effect if they have fewer HD than the
Dragoon. A potentially affected creature that
succeeds on a Will save (DC 10 + dragoon class level
+ dragoon's Charisma modifier) remains immune to
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that Dragoon's frightful presence for 24 hours. On a
failed save, creatures with 4 or less HD become
panicked for 4d6 rounds and those with 5 or more
HD become shaken for 4d6 rounds. Dragoons ignore
the frightful presence of other dragoons.
Shockwave (Su): At 9th
level, the Dragoon gains a
shockwave attack. As a full-round action, he may
choose to slam his weapon against a solid surface and
create a shockwave that radiates out from his space
and continues for a number of feet equal to 5 x his
Dragoon class level. The dragoon makes a bull rush
check by rolling once regardless of how many
creatures are in the radius. Every creature in the
radius makes Strength checks and compares it to the
Dragoon's bull rush check. Those who fail the
opposed check are knocked down. Structures and
unattended objects at least partially with the
shockwave take damage equal to 1d6 + the dragoon's
Strength modifier.
Elementalist Elementalists study one of the basic elements of
magic—earth, fire, ice, lightning, water, and wind—
learning to harness its power. Eventually, they
transcend their mortal forms and become elemental
beings.
Hit Die: d4.
Requirements
To qualify to become an elementalist, a character
must fulfill all the following criteria.
Skills: Knowledge (arcane) 8 ranks, Knowledge (the
planes) 8 ranks.
Feats: Elemental Focus (any), Elemental Penetration
(any).
Spells: Able to cast at least three spells that have one
of the following descriptors in common: earth, fire,
ice, lightning, water, or wind. One of the spells must
be at least 3rd
level.
Class Skills
The elementalist's class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (arcana) (Int),
Knowledge (the planes) (Int), Profession (Wis), and
Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table 7-8: The Elementalist
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +0 +0 +2 Elemental Specialization, Resistance to
Element 5, Limit Break, +1 level to
existing spell-casting class
2nd
+1 +0 +0 +3 Immunity to Sleep, +1 level to existing
spell-casting class
3rd
+1 +1 +1 +3 Elemental Fury, +1 level to existing
spell-casting class
4th
+2 +1 +1 +4 Resistance to Element 10, +1 level to
existing spell-casting class
5th
+2 +1 +1 +4 Limitless Fury
6th
+3 +2 +2 +5 Darkvision, +1 level to existing spell-
casting class
7th
+3 +2 +2 +5 Resistance to Element 20, +1 level
existing to spell-casting class
8th
+4 +2 +2 +6 Rage of the Elements, +1 level to
existing spell-casting class
9th
+4 +3 +3 +6 Immunity to Paralysis and Poison, +1
level to existing spell-casting class
10th
+5 +3 +3 +7 Elemental Perfection, Elemental Surge,
Elemental Immunity
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Class Features
All of the following are class features of the
elementalist prestige class.
Weapon and Armor Proficiency: Elementalists
gain no proficiency with any weapon or armor.
MP per Day / Spells Known: At each level except
5th
and 10th
, an elementalist gains MP per day and
spells known as if she had also gained a level in a
spell-casting class to which she belonged before
adding the prestige class level. She does not,
however, gain any other benefit a character of this
class would have gained. If she had more than one
spell-casting class before becoming an elementalist,
she must decide to which class to add each level for
the purpose of determining MP per day and spells
known.
Limit Break (Su): At 1st level, the elementalist
receives the Limit Break (Unresistable Elemental
Spell).
Unresistable Elemental Spell (Su): This Limit
Break allows the elementalist to cast any spell of the
chosen element and be unresistable. The target(s) of
the spell does not get a saving throw, nor any
elemental and spell resistance applies.
Elemental Specialization (Ex): Also at 1st level, an
elementalist specializes in the element of her
choosing. Doing so makes her stronger against her
element but weaker against her element’s weakness.
The elementalist receives a +2 bonus to saving
throws against spells and spell-like effects against her
chosen element. She also takes half damage against
her chosen element or quarter damage if she makes
her save. The elementalist suffers a -2 penalty to
saving throws against spells and spell-like effects
against her chosen element’s weakness. She also
takes double damage against her chosen element’s
weakness or normal damage if she makes her save.
(See Chapter 8: Spells for more details on elements
and weaknesses.)
Resistance to Elements (Ex): As an elementalist
gains levels in this prestige class, she becomes more
resistant to her chosen element. At 1st level, she gains
Elemental Resistance 5 against this chosen element.
This resistance rises to 10 at 4th
level and 20 at 7th
level.
Immunity to Sleep (Ex): At 2nd
level, as an
elementalist continues to transcend her mortal form,
she gains immunity to sleep effects.
Elemental Fury (Ex): At 3rd
level, an elementalist
may use her specialized elemental magic with greater
efficiency. The elementalist adds one point of
damage per die.
Limitless Fury (Ex): At 5th
level, an elementalist is
able to increase the range of her specialized elemental
spells. She may use any spell of her element and
increase its range by 1.5 times. Spells with a
―Touch,‖ ―Personal,‖ or ―Melee‖ range are
unaffected.
Darkvision (Ex): At 6th
level, an elementalist gains
darkvision out to 60 feet.
Rage of the Elements (Su): At 7th
level, as a swift
action, the elementalist may use this ability to
increase the damage of her next elemental spell by
1.5 and her saving throw DC by 1 point per two
elementalist class levels. The elementalist can only
use this ability once per two elementalist class levels
per day.
Immunity to Paralysis and Poison (Ex): As an
elementalist approaches elemental perfection, she
gains immunity to paralysis and poison at 9th
level.
Elemental Perfection: At 10th
level, an elementalist,
through extensive study of elemental secrets,
completely transcends her mortal form to become an
elemental creature. Her type changes to elemental.
She no longer needs to eat, sleep, or breathe (though
she must still rest to regain MP). She gains an
elemental creature’s immunity to stunning, and she is
no longer subject to extra damage from critical hits or
flanking. An elementalist gains the speed and
movement modes, natural attacks, special attacks,
and special qualities of a Medium elemental of the
type appropriate to her elemental specialty, as notes
in the FFd20 Monster Compendium, except that the
save DC against her elemental attack form, if any, is
20 + her Constitution modifier.
Upon achieving this state, an elementalist’s
appearance undergoes a minor physical change,
usually to the skin or eyes. An earth elementalist, for
example, might acquire gemlike eyes and hard,
pebbly skin. Anyone who shares the elementalist’s
predilection for study of her chosen plane
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immediately recognizes her transcendent nature. She
gains a +2 circumstance bonus on all Charisma-based
skill and ability checks when interacting with
creatures that share her elemental subtype (earth, fire,
ice, lightning, water, or wind), and with other
elementalists who have chosen her element.
Unlike a normal elemental, an elementalist
retains a soul separate from her body. She can be
raised from the dead as normal for a creature of her
previous type.
Elemental Immunity (Ex): From 10th
level on, an
elementalist gains immunity to her chosen element.
Elemental Surge (Su): At 10th
level, up to once per
day per two elementalist class levels, she may
quicken any spell up to 6th
level as if the Quicken
Spell feat was used without paying the additional MP
cost.
Geomancer The geomancer is a monk that uses magic to fuel his
elemental attacks to cripple his foes with status
ailments. Geomancers often uses martial arts to back
up their variety of elemental-based ranged attacks.
Hit Die: d8.
Requirements
To qualify to become a geomancer, a character must
fulfill all the following criteria.
Base Attack Bonus: +7.
Skills: Knowledge (nature) 8 ranks, Knowledge (the
planes) 8 ranks.
Special: Martial Arts ability; Evasion ability.
Class Skills
The geomancer’s class skills (and the key ability for
each skill are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha),
Escape Artist (Dex), Hide (Dex), Knowledge (nature)
(Int), Knowledge (the planes) (Int), Listen (Wis),
Move Silently (Dex), Perform (Cha), Profession
(Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),
and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the
geomancer prestige class.
Weapon and Armor Proficiency: Geomancers gain
no proficiency with any weapon or armor.
Table 7-9: The Geomancer
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
1st
+0 +2 +2 +0 Limit Break, Earth Slash 4
2nd
+1 +3 +3 +0 Wind Burst 8
3rd
+2 +3 +3 +1 Fire Cross 12
4th
+3 +4 +4 +1 Icy Breath 16
5th
+3 +4 +4 +1 Watery Explosion 20
6th
+4 +5 +5 +2 Lightning Strike 24
7th
+5 +5 +5 +2 Magma Ball 28
8th
+6 +6 +6 +2 Electric Hailstorm 32
9th
+6 +6 +6 +3 Pressure Cannon 36
10th
+7 +7 +7 +3 Elemental Maelstrom 40
Limit Break (Su): At 1st level, the geomancer
receives the Limit Break (Elemental Fists).
Elemental Fists (Su): This Limit Break
imbues the geomancer’s fists with elemental energy.
As a swift action after this Limit Break is activated,
the geomancer can choose an element to imbue his
fists with (earth, fire, ice, lightning, water, or wind)
and change it at the start of his next turn every round
for up to 5 rounds. For the next 5 rounds, the
geomancer deals normal fist damage plus 1d6 points
of elemental damage of the element he chosen per
two geomancer class levels.
Earth Slash (Su): At 1st level, at a cost of 4 MP, the
geomancer can use the power of the earth to slash
forward in a line in front of him. The 5-ft.-wide line
extends up to 60 feet. Creatures within the area of
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effect must make a Reflex save or suffer 1d6 points
of earth damage per geomancer class level and
become blinded for 1d6 rounds.
Wind Burst (Su): At 2nd
level, at a cost of 4 MP, the
geomancer can use the power of wind to create a
powerful wind to burst all around the geomancer.
This ability is centered on the geomancer and
explodes out to 30-ft.-radius burst. Creatures within
the area of effect must make a Reflex save or suffer
1d6 points of wind damage per geomancer class level
and become dazed for 1d6 rounds.
Fire Cross (Su): At 3rd
level, at a cost of 6 MP, the
geomancer can use the power of fire to create a cross
of burning flames within 60 feet of him. The cross is
15-ft.-long and 5-ft.-wide that intersects with itself in
the shape of a cross. Creatures within the area of
effect must make a Reflex save or suffer 1d6 points
of fire damage per geomancer class level and become
silenced for 1d6 rounds.
Icy Breath (Su): At 4th
level, at a cost of 6 MP, the
geomancer can use the power of ice to breath out a
blast of cold. It extends out to 30 feet in a cone.
Creatures within the area of effect must make a
Reflex save or suffer 1d6 points of ice damage per
geomancer class level and become immobilized for
1d6 rounds.
Watery Explosion (Su): At 5th
level, at a cost of 6
MP, the geomancer can use the power of water to
launch a ball of water that explodes on impact. The
geomancer can use this ability on anyone within 60
feet and when it hits something, it explodes in a 20-
ft.-radius spread. Creatures within the area of effect
must make a Reflex save or suffer 1d6 points of
water damage per geomancer class level and become
slowed for 1d6 rounds.
Lightning Strike (Su): At 6th
level, at a cost of 7 MP,
the geomancer can use the power of lightning to
strike an area with an electric blast. The geomancer
can use this ability on anyone within 60 feet and it
hits a 10-ft. square. Creatures within the area of effect
must make a Reflex save or suffer 1d6 points of
lightning damage per geomancer class level and
become disabled for 1d6 rounds.
Magma Ball (Su): At 7th
level, at a cost of 8 MP, the
geomancer can harness the power of earth and fire to
launch a ball of molten lava that explodes on impact.
The geomancer can use this ability on anyone within
120 feet and when it hits something, it explodes in a
40-ft.-radius spread. Creatures within the area of
effect must make a Reflex save or suffer 1d6 points
of earth damage and 1d6 points of fire damage per
geomancer class level.
Electric Hailstorm (Su): At 8th
level, at a cost of 8
MP, the geomancer can harness the power of ice and
lightning to produce a small storm that rains
electrified hails. The geomancer can center the
hailstorm within 120 feet of him and it rains on a 40-
ft.-square area. Creatures within the area of effect
must make a Reflex save or suffer 1d6 points of ice
damage and 1d6 points of lightning damage per
geomancer class level.
Pressure Cannon (Su): At 9th
level, at a cost of 8
MP, the geomancer can harness the power of water
and wind to create a blast of concentrated water and
wind in a line. The 10-ft.-wide line extends up to 120
feet. Creatures within the area of effect must make a
Reflex save or suffer 1d6 points of water damage and
1d6 points of wind damage per geomancer class
level.
Elemental Maelstrom (Su): At 10th
level, at a cost
of 10 MP, the geomancer can harness the power of
the elements to create a large storm of confusing
elements. The geomancer can center the hailstorm
within 240 feet of him and it rains on a 60-ft.-square
area. Creatures within the area of effect must make a
Reflex save or suffer 4d6 points damage of each
element and become confused for 1d6 rounds.
Holy Knight The compassion to pursue good, the will to uphold
law, and the power to defeat evil—these are the three
weapons of the holy knight. Few have the purity and
devotion that it takes to walk the holy knight’s path,
but those few are rewarded with the power to protect,
to heal, and to smite.
Hit Die: d10.
Requirements
To qualify to become a holy knight, a character must
fulfill all the following criteria.
Alignment: Any good.
Base Attack Bonus: +7.
Skills: Spellcraft 5 ranks, Diplomacy 5 ranks.
Feats: Cleave, Power Attack.
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Class Skills
The holy knight's class skills (and the key ability for
each skill are Concentration (Con), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the holy
knight prestige class.
Weapon and Armor Proficiency: Holy Knights are
proficient with all simple and martial weapons, all
types of armor, and shields.
Spells: Beginning at 1st level, a holy knight gains the
ability to cast white mage spells, which are drawn
from the white mage spell list up to 4th. To prepare
or cast a spell, a holy knight must have a Wisdom
score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against a holy
knight’s spell is 10 + the spell level + the holy
knight’s Wisdom modifier. A holy knight also
receives extra MP if she has a high Wisdom score.
Table 7-10: The Holy Knight
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
Spell
Level
1st
+1 +2 +0 +2 Lay on Hands (1/day), Smite Evil (1/day),
Aura of Healing, Limit Break 2 1
st
2nd
+2 +3 +0 +3 Divine Grace 3 1st
3rd
+3 +3 +1 +3 Aura of Sanctity 4 1st
4th
+4 +4 +1 +4 Lightning Stab 6 2nd
5th
+5 +4 +1 +4 Smite Evil (2/day), Aura of Concentration 8 2nd
6th
+6 +5 +2 +5 Shield Bash 11 3rd
7th
+7 +5 +2 +5 Aura of Resistance 14 3rd
8th
+8 +6 +2 +6 Holy Explosion 18 4th
9th
+9 +6 +3 +6 Aura of Defense 22 4th
10th
+10 +7 +3 +7 Lay On Hands (2/day), Smite Evil (3/day) 26 4th
Table 7-11: Spells Known
Level 1st 2nd 3rd 4th
1st 1 — — —
2nd 1 — — —
3rd 1 — — —
4th 2 1 — —
5th 2 1 — —
6th 2 2 1 —
7th 3 2 1 1
8th 3 2 1 1
9th 3 3 2 1
10th 4 3 2 2
Limit Break (Su): At 1st level, the holy knight
receives a Limit Break (Invulnerability).
Invulnerability (Su): This Limit Break makes
the holy knight immune to all damage for 5 rounds.
The drawback is that the holy knight cannot attack
nor cast any white mage spells except cures for until
the 5 rounds has ended, doing so before the Limit
Break ends, ends it abruptly.
Auras (Su): All holy knight auras extend out to a 10
foot radius and can be activated with a swift action. A
holy knight can only have 1 aura activated at a time.
Lay on Hands (Su): At 1st level, a holy knight with a
Charisma score of 12 or higher can heal wounds (her
own or those of others) by touch. Each day she can
heal a total number of hit points of damage equal to
twice her holy knight level × her Charisma bonus.
Using lay on hands is a standard action. At 10th
level,
the holy knight gets two uses of this ability.
Alternatively, a holy knight can use any or all of 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. The holy knight decides how many of
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her daily allotment of points to use as damage after
successfully touching an undead creature.
Smite Evil (Su): Once a day, a holy knight of 1st
level or higher may attempt to smite evil with one
normal melee attack. She adds her Charisma modifier
(if positive) to her attack roll and deals 1 extra point
of damage per character level. At 5th
level, and again
at 10th
level, a holy knight may smite evil one
additional time per day.
Aura of Healing (Su): At 1st level, the holy knight
can channel her holy powers to project an aura that
grants her and nearby allies a Fast Healing of 1. This
increases by +1 per two holy knight class levels
thereafter to a maximum of +5.
Divine Grace (Su): At 2nd
level, a holy knight
applies her Charisma modifier (if positive) as a bonus
on all saving throws.
Aura of Sanctity (Su): At 3rd
level, the holy knight
can channel her holy powers to radiate a beneficial
aura that grants her and nearby allies to gain a +2
bonus on all healing and holy spells. This increases
by 2 per two holy knight class levels to a maximum
of +10.
Lightning Stab (Su): At 4th
level, the holy knight
can spend 5 MP to channel her holy powers to cause
a bolt of lightning to pierce through an enemy up to
30 feet away with a successful ranged touch attack. If
it hits, it deals 1d8 points of holy damage per holy
knight class level and it blinds them for 1 round per
holy knight class level unless the creature makes a
Fortitude save (DC = 10 + holy knight class level +
Wisdom modifier).
Aura of Concentration (Su): At 5th
level, the holy
knight can channel her holy powers to radiate a
beneficial aura that grants her and nearby allies to
gain a +2 competence bonus on all Concentration
skill checks. This increases by 2 per two holy knight
levels to a maximum of +10.
Shield Bash (Ex): At 6th
level, the holy knight can
take a standard action to make a touch attack to bash
an opponent with her shield, stunning him for 1
round unless the creature makes a Fortitude save of
DC 10 + holy knight class level + Charisma modifier.
The holy knight must have a shield equipped to use
this ability.
Aura of Resistance (Su): At 7th
level, the holy
knight can channel her holy powers to radiate a
beneficial aura that grants her and nearby allies to
gain a resistance to all elements of 3/-. This increases
by 3 per two holy knight class levels to a maximum
of 15/-.
Holy Explosion (Su): At 8th
level, the holy knight
can spend 5 MP to channel her holy powers to cause
an explosion of bright energy to erupt from the
ground in a 20-foot radius, damaging all in the area
of effect for 1d10 points of holy damage per holy
knight class level unless they make a Reflex save
(DC = 10 + holy knight class level + Wisdom
modifier) for half damage.. The range for this ability
is 50 ft + 10 ft per holy knight class level.
Aura of Defense (Su): At 9th
level, the holy knight
can channel her holy powers to radiate a beneficial
aura that grants her and nearby allies to gain a +2
deflection bonus to AC. This increases by 2 per two
holy knight class levels to a maximum of +10.
Lucky Gambler A lucky gambler lives by his luck. He doesn’t worry
about much of anything, including where his next
meal comes from, and trusts to luck—perhaps more
than he should.
Hit Die: d6.
Requirements
To qualify to become a lucky gambler, a character
must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Any skill 8 ranks.
Class Skills
The lucky gambler's class skills (and the key ability
for each skill) are Balance (Dex), Climb (Str), Craft
(Int), Decipher Script (Int), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape Artist
(Dex), Gather Information (Cha), Hide (Dex), Jump
(Str), Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Perform (Cha), Profession (Wis), Search (Int),
Sleight of Hand (Dex), Spot (Wis), Tumble (Dex),
and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
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Table 7-12: The Lucky Gambler
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1st +0 +0 +2 +0 Luck Points (1d6 per day), Limit Break
2nd
+1 +0 +3 +0 Advantageous Avoidance
3rd
+2 +1 +3 +1 More Luck than Skill
4th
+3 +1 +4 +1 Fortune’s Strike
5th
+3 +1 +4 +1 Luck Points (2d6 per day)
6th
+4 +2 +5 +2 Fortune’s Favorite
7th
+5 +2 +5 +2 Good Karma
8th
+6 +2 +6 +2 Tempting Fate
9th
+6 +3 +6 +3 Lucky Strike
10th
+7 +3 +7 +3 Luck Points (3d6 per day)
Table 7-13: Wheel of Fortune Limit Break
Dice Roll Effect
2 The lucky gambler and any allies within
50-ft.-radius suffers from the Death spell
(DC 20).
3 The lucky gambler and any allies within
50-ft.-radius are healed to full hit points.
4 All enemies within 50-ft.-radius lose 3d6
MP. No save.
5 The lucky gambler and any allies within
50-ft.-radius are healed of 10d6 points of
damage.
6 All enemies within 50-ft.-radius suffer
from a random status effect. Roll 1d6. 1-
Confuse, 2-Blind, 3-Poison, 4-Disease,
5-Silence, 6-Immobilize. No save.
7 The lucky gambler and any allies within
50-ft.-radius are healed of 5d6 points of
damage.
8 All enemies within 50-ft.-radius suffer
5d6 points of non-elemental damage. No
save.
9 The lucky gambler and any allies within
50-ft.-radius are cured of all status
effects.
10 All enemies within 50-ft.-radius suffer
10d6 points of non-elemental damage.
No save.
11 The lucky gambler and any allies within
50-ft.-radius are restored of 3d6 MP.
12 All enemies within 50-ft.-radius suffer
from the Death spell (DC 20).
Class Features
All of the following are class features of the lucky
gambler prestige class.
Weapon and Armor Proficiency: Lucky Gamblers
gain no proficiency with any weapon or armor.
Limit Break (Su): At 1st level, the lucky gambler
receives a Limit Break (Wheel of Fortune).
Wheel of Fortune (Su): This Limit Break
causes the lucky gambler to make 2d6 roll to
determine a random effect (see table below). The
lucky gambler cannot use luck points to reroll the
effect.
Luck Points: At 1st level, the lucky gambler gains
1d6 luck points per day. With these luck points, he
can spend them to reroll any single roll for himself
with 1 luck point as an immediate action. These luck
points are also used in other class features he receives
as he levels. He can pass a luck point to an ally but at
a cost of 2:1. At 5th
level, the lucky gambler’s luck
points increase to 2d6 per day. At 10th
level, the
lucky gambler’s luck points increase to 3d6 per day.
Advantageous Avoidance (Ex): At 2nd
level, the
lucky gambler has a knack for ducking at just the
right moment. He can spend a luck point as an
immediate action to force a foe to reroll a critical hit
confirmation roll made when attacking him. He can
spend 2 luck points as an immediate action to force a
foe to reroll an attack roll against him as well.
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More Luck than Skill (Ex): At 3rd
level, the lucky
gambler may have some talent in a particular area,
but he still depends on his luck to see him through.
As a swift action, he can spend a luck point and add
his lucky gambler class level as a luck bonus on all
skill checks he makes until the start of his next turn.
Fortune’s Strike (Ex): At 4th
level, as a move action,
the lucky gambler can spend a luck point to increase
his damage with his weapon for the next strike. Upon
a successful hit, the lucky gambler rolls 2d6. If the
rolls are double 6’s, he does double damage (in
addition to the 12 he just rolled) with the strike. If the
rolls are snake-eyes (double 1’s), he stabs himself
accidentally with his normal damage (including the 2
he just rolled). Any rolls between are the extra
damage he does to the creature. The lucky gambler
can spend a luck point to reroll as well.
Fortune’s Favorite (Ex): By 6th
level, the lucky
gambler has learned to rely on his luck to stay alive.
As an immediate action, he can spend a luck point
and add his lucky gambler class level as a luck bonus
on all saving throws he makes until the start of his
next turn.
Good Karma (Ex): At 7th
level, the lucky gambler
can use his luck to aid an ally—at the risk of his own
neck. As an immediate action, the lucky gambler can
spend a luck point to redirect an attack made against
an adjacent ally so that it is made against him instead.
He must be within reach of the attacker (if a melee
attack) or within range of the attack (if a ranged
attack) in order to use this ability.
The attack roll result remains the same, but it is
against the lucky gambler’s AC, rather than that of
his ally. If the redirected attack hits the lucky
gambler, he takes an extra 50% damage from it.
Tempting Fate (Ex): At 8th
level, the lucky gambler
is very hard to kill. As an immediate action, if the
lucky gambler has at least 1 hit point remaining and
would be dealt enough damage to kill him, he can
spend a luck point to take only enough damage to
reduce him to –9 hit points and he automatically
stabilizes.
Lucky Strike (Ex): Even the greatest fighters, those
who train and drill constantly, occasionally win
through sheer luck, so why shouldn’t the lucky
gambler? Beginning at 9th
level, as a swift action, the
lucky gambler can spend a luck point and add his
lucky gambler class level as a luck bonus on all
attack rolls he makes until the start of his next turn.
Mediator Mediators use words to fight enemies. They have the
ability to manipulate people into doing their bidding.
Hit Die: d6.
Requirements
To qualify to become a mediator, a character must
fulfill all the following criteria.
Skills: Diplomacy 8 ranks, Intimidation 8 ranks,
Knowledge (local) 4 ranks.
Feats: Negotiator or Persuasive.
Class Skills
The mediator's class skills (and the key ability for
each skill are Bluff (Cha), Concentration (Con), Craft
(Int), Diplomacy (Cha), Gather Information (Cha),
Intimidate (Cha), Knowledge (local) (Int), Listen
(Wis), Perform (Cha), Profession (Wis), Sense
Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the mediator
prestige class.
Weapon and Armor Proficiency: Mediators gain no
proficiency with any weapon or armor.
Limit Break (Su): At 1st level, the mediator receives
the Limit Break (Angry Shout).
Angry Shout (Su): This Limit Break lets the
mediator to give a loud, angry shout. Creatures
within 30 feet of the mediator suffer 1d6 points of
sonic damage per mediator class level and they must
make a Fortitude save (DC 10 + mediator class level
+ Charisma modifier) to avoid being dazed for 1
round per mediator class level.
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Table 7-14: The Mediator
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
1st
+0 +0 +0 +2 Negotiate, Limit Break 4
2nd
+1 +0 +0 +3 Persuade 8
3rd
+1 +1 +1 +3 Threaten 12
4th
+2 +1 +1 +4 Speech 16
5th
+2 +1 +1 +4 Praise 20
6th
+3 +2 +2 +5 Listen 24
7th
+3 +2 +2 +5 Stop 28
8th
+4 +2 +2 +6 Insult 32
9th
+4 +3 +3 +6 Invitation 36
10th
+5 +3 +3 +7 Foretold 40
Negotiate (Su): At 1st level, at a cost of 1 MP, the
mediator can use honeyed words and soft-spoken
words to ease the negotiation in his favor. The
mediator gains a +4 circumstance bonus on all
Diplomacy checks.
Persuade (Su): At 2nd
level, at a cost of 2 MP, the
mediator can persuade a person to become his friend.
A target creature within 30 feet must make a Will
save (DC 10 + mediator class level + Charisma
modifier) or become charmed for 1 round per
mediator class level. The mediator can renew the
charm before the duration is over without allowing
the creature to make a Will save.
Threaten (Su): At 3rd
level, at a cost of 2 MP, the
mediator can make vile threats and threatening
gestures to cow a person into fear. The target creature
within 30 feet must make a Will save (DC 10 +
mediator class level + Charisma modifier) or runs in
fear for 1 round per mediator class level. If the
creature makes the saving throw, it becomes shaken
for the same duration.
Speech (Su): At 4th
level, at a cost of 3 MP, the
mediator can talk a long, boring speech, putting all
those listening to sleep. Creature within 30 feet of the
mediator must make a Will save (DC 10 + mediator
class level + Charisma modifier) or fall into a
magical slumber like the Sleep spell, for 1 round per
mediator class level.
Praise (Su): At 5th
level, at a cost of 3 MP, the
mediator can give words of praise to a single
creature, making him feel better about himself. The
target creature within 30 feet receives a +1 morale
bonus on saving throws against charm and fear
effects and a +1 morale bonus on attack and weapons
damage rolls per two mediator class levels that last 1
round per mediator class level.
Listen (Su): At 6th
level, at a cost of 3 MP, the
mediator demands the attentions of a single creature
to listen to him. The target creature within 30 feet
must make a Will save (DC 10 + mediator class level
+ Charisma modifier) or become immobilized for 1
round per mediator class level.
Stop (Su): At 7th
level, at a cost of 4 MP, the
mediator requests forcefully for a creature to stop and
don’t move. The target creature within 30 feet must
make a Will save (DC 10 + mediator class level +
Charisma modifier) or become disabled for 1 round
per mediator class level.
Insult (Su): At 8th
level, at a cost of 6 MP, the
mediator makes outrageous insults and crude words
that causes a creature to be enraged. The target
creature within 30 feet must make a Will save (DC
10 + mediator class level + Charisma modifier) or
become berserked for 1 round per mediator class
level.
Invitation (Su): At 9th
level, at a cost of 8 MP, the
mediator invites a single creature to become his
servant. The target creature within 30 feet must make
a Will save (DC 10 + mediator class level +
Charisma modifier) or become dominated. The
creature is under a permanent charm spell that can
only be broken by a Dispel spell.
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Foretold (Su): At 10th
level, at a cost of 9 MP, the
mediator foretells the death of a single creature in an
ominous tone. The target creature within 30 feet must
make a Will save (DC 10 + mediator class level +
Charisma modifier) or suffer the effects of the Doom
spell.
Mystic Knight The Mystic Knight is a knight who uses magic to
destroy equipment, cripple his foes, and to cause
variety of status effects from afar.
Hit Die: d10.
Requirements
To qualify to become a mystic knight, a character
must fulfill all the following criteria.
Base Attack Bonus: +7.
Skills: Spellcraft 5 ranks.
Feats: Improved Sunder.
Class Skills
The mystic knight's class skills (and the key ability
for each skill are Climb (Str), Concentration (Con),
Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (str),
Intimidate (Cha), Profession (Wis), Ride (Dex), and
Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table 7-15: The Mystic Knight
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special MP
1st
+1 +2 +0 +2 Break Technique, Limit Break 4
2nd
+2 +3 +0 +3 Eye Gouger 8
3rd
+3 +3 +1 +3 Break Technique 12
4th
+4 +4 +1 +4 Venom Fang 16
5th
+5 +4 +1 +4 Break Technique 20
6th
+6 +5 +2 +5 Hellcry Stab 24
7th
+7 +5 +2 +5 Break Technique 28
8th
+8 +6 +2 +6 Stasis Sword 32
9th
+9 +6 +3 +6 Break Technique 36
10th
+10 +7 +3 +7 Insanity Touch 40
Class Features
All of the following are class features of the mystic
knight prestige class.
Weapon and Armor Proficiency: Mystic Knights
are proficient with all simple and martial weapons, all
types of armor, and shields (except tower shields).
Limit Break (Su): At 1st level, the mystic knight
receives the Limit Break (Mystic Strike).
Mystic Strike (Su): This Limit Break produces
a vertical column of mystical energy roaring
downward onto a single target. The target must make
a Fortitude save for each item he possesses on his
person (DC 10 + mystic knight class level + his
Strength modifier) or they break. He also suffers 1d6
points of damage per mystic knight class level. No
save.
Break Technique (Su): At 1st level, a mystic knight
uses his magic to guide his weapon unerringly to the
crucial points in an item or vital points in a person. At
1st level and every other level thereafter, a mystic
knight can choose a Break Technique to master.
Armor Break (Su): At a cost of 2 MP, the
mystic knight can strike the crucial points in a suit of
armor and destroying it. The mystic knight makes a
touch attack, and if successful, the target must make a
Fortitude save (DC 10 + mystic knight class level +
his Strength modifier) for the item using his own
Fortitude and any bonuses from the item (I.E.
Mastercrafted bonuses) or the item breaks.
Shield Break (Su): At a cost of 1 MP, the
mystic knight can strike the crucial points in a shield
and destroying it. The mystic knight makes a touch
attack, and if successful, the target must make a
Fortitude save (DC 10 + mystic knight class level +
his Strength modifier) for the item using his own
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Fortitude and any bonuses from the item (I.E.
Mastercrafted bonuses) or the item breaks.
Weapon Break (Su): At a cost of 2 MP, the
mystic knight can strike the crucial points in a
weapon and destroying it. The mystic knight makes a
touch attack, and if successful, the target must make a
Fortitude save (DC 10 + mystic knight class level +
his Strength modifier) for the item using his own
Fortitude and any bonuses from the item (I.E.
Mastercrafted bonuses) or the item breaks.
Accessory Break (Su): At a cost of 1 MP, the
mystic knight can strike the crucial points in an
accessory (rings, cloaks, necklaces, boots, etc.) and
destroying it. The mystic knight makes a touch
attack, and if successful, the target must make a
Fortitude save (DC 10 + mystic knight class level +
his Strength modifier) for the item using his own
Fortitude or the item breaks.
Magic Break (Su): At a cost of 3 MP, the
mystic knight can strike the vital points in a person
and crippling his MP pool. The mystic knight makes
a touch attack, and if successful, the target must make
a Fortitude save (DC 10 + mystic knight class level +
his Strength modifier) or suffers 2d4 MP loss.
Speed Break (Su): At a cost of 2 MP, the
mystic knight can strike the vital points in a person
and crippling his speed. The mystic knight makes a
touch attack, and if successful, the target must make a
Fortitude save (DC 10 + mystic knight class level +
his Strength modifier) or moves at half speed until
healed by a Heal check or cured of a status effect.
Power Break (Su): At a cost of 3 MP, the
mystic knight can strike the vital points in a person
and crippling his power with his attacks. The mystic
knight makes a touch attack, and if successful, the
target must make a Fortitude save (DC 10 + mystic
knight class level + his Strength modifier) or suffers
1d6 Strength damage.
Intuition Break (Su): At a cost of 3 MP, the
mystic knight can strike the vital points in a person
and crippling his ability to make wise decisions. The
mystic knight makes a touch attack, and if successful,
the target must make a Fortitude save (DC 10 +
mystic knight class level + his Strength modifier) or
suffers 1d6 Wisdom damage.
Mind Break (Su): At a cost of 3 MP, the
mystic knight can strike the vital points in a person
and crippling his ability to think. The mystic knight
makes a touch attack, and if successful, the target
must make a Fortitude save (DC 10 + mystic knight
class level + his Strength modifier) or suffers 1d6
Intelligence damage.
Eye Gouger (Su): At 2nd
level, a mystic knight can
launch a range touch attack against a foe up to 30 feet
away, blinding him. As a standard action, a mystic
knight spends 4 MP and makes a ranged touch attack
on an opponent up to 30 feet away. If successful, the
target suffers 1d6 points of non-elemental damage
per two mystic knight class levels and must make a
Fortitude save (DC 10 + mystic knight class level +
his Charisma modifier) or be blinded for 1 round per
mystic knight class level.
Venom Fang (Su): At 4th
level, a mystic knight can
launch a range touch attack against a foe up to 30 feet
away, poisoning him. As a standard action, a mystic
knight spends 5 MP and makes a ranged touch attack
on an opponent up to 30 feet away. If successful, the
target suffers 1d6 points of non-elemental damage
per mystic knight class level and must make a
Fortitude save (DC 10 + mystic knight class level +
his Charisma modifier) or be poisoned for 1 round
per mystic knight class level.
Hellcry Stab (Su): At 6th
level, a mystic knight can
launch a range touch attack against a foe up to 30 feet
away, silencing him. As a standard action, a mystic
knight spends 6 MP and makes a ranged touch attack
on an opponent up to 30 feet away. If successful, the
target suffers 1d6 points of non-elemental damage
per two mystic knight class levels and must make a
Fortitude save (DC 10 + mystic knight class level +
his Charisma modifier) or be silenced for 1 round per
mystic knight class level.
Stasis Sword (Su): At 8th
level, a mystic knight can
launch a range touch attack against a foe up to 30 feet
away, immobilizing him. As a standard action, a
mystic knight spends 7 MP and makes a ranged touch
attack on an opponent up to 30 feet away. If
successful, the target suffers 1d6 points of non-
elemental damage per mystic knight class level and
must make a Fortitude save (DC 10 + mystic knight
class level + his Charisma modifier) or be
immobilized for 1 round per mystic knight class
level.
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Insanity Touch (Su): At 10th
level, a mystic knight
can launch a range touch attack against a foe up to 30
feet away, confusing him. As a standard action, a
mystic knight spends 7 MP and makes a ranged touch
attack on an opponent up to 30 feet away. If
successful, the target suffers 1d6 points of non-
elemental damage per mystic knight class level and
must make a Fortitude save (DC 10 + mystic knight
class level + his Charisma modifier) or be confused
for 1 round per mystic knight class level.
Ninja Ninjas move through the shadows, striking down the
unwary and vanishing again with ease. Ninjas walk
where others cannot. They blend their training in
stealth and assassination with a focused mind. Their
rigorous preparation sharpens their minds and bodies,
giving them supernatural abilities of stealth and
making them phantoms in the eyes of many. They are
proficient in dual-wielding weapons and throwing
weapons with deadly accuracy.
Hit Die: d6.
Requirements
To qualify to become a ninja, a character must fulfill
all the following criteria.
Base Attack Bonus: +3.
Skills: Hide 8 ranks, Move Silently 8 ranks, Sleight
of Hand 4 ranks.
Feats: Weapon Focus (any thrown weapon).
Special: Sneak Attack +3d6.
Class Skills
The ninja's class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Disable Device
(Int), Disguise (Cha), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Jump (Str), Listen
(Wis), Move Silently (Dex), Open Lock (Dex),
Search (Int), Sense Motive (Wis), Sleight of Hand
(Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table 7-16: The Ninja
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1st +0 +0 +2 +0 Ninjutsu, Sneak Attack (+1d6), Trapfinding, Two-
Weapon Combat Style, AC Bonus, Limit Break
2nd
+1 +0 +3 +0 Thrown Weapon Trick, Ghost Step
3rd
+2 +1 +3 +1 Sneak Attack (+2d6), Great Leap
4th
+3 +1 +4 +1 Thrown Weapon Trick, Ki Dodge
5th
+3 +1 +4 +1 Sneak Attack (+3d6), Improved Two-Weapon
Combat Style, Cloaked in Shadows
6th
+4 +2 +5 +2 Thrown Weapon Trick, Evasion
7th
+5 +2 +5 +2 Sneak Attack (+4d6), Imbue Thrown Weapon
8th
+6 +2 +6 +2 Thrown Weapon Trick, Greater Ki Dodge
9th
+6 +3 +6 +3 Sneak Attack (+5d6), Imbue Weapons
10th
+7 +3 +7 +3 Thrown Weapon Trick, Two-Weapon Combat
Style Mastery, Hide in Plain Sight.
Class Features
All of the following are class features of the ninja
prestige class.
Weapon and Armor Proficiency: Ninjas are
proficient with all simple weapons, plus the hand
crossbow, kama, kukri, nunchaku, sai, shortbow,
short sword, shuriken, and siangham. Ninjas are not
proficient with any type of armor or shield.
Limit Break (Su): At 1st level, the ninja receives a
Limit Break (Assassination).
Assassination (Su): This Limit Break allows
the ninja to make a single attack against any one
enemy within 30 feet. If the attack hits, the target
must make a Fortitude save (DC 10 + ninja class
level + the ninja’s Intelligence modifier) or he dies. If
the target made the save, he suffers double the
damage from the ninja’s attack. Creatures immune to
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critical hits are unaffected by the death attack but still
suffers double damage from the ninja’s attack.
AC Bonus (Ex): A ninja is highly trained at dodging
blows, and he has a sixth sense that lets him avoid
even unanticipated attacks. When unarmored and
unencumbered, a ninja adds his Wisdom bonus (if
any) to his Armor Class. This ability does not stack
with the monk’s AC bonus ability (a ninja with levels
of monk does not add the bonus twice). In addition, a
ninja gains a +1 bonus to AC at 1st level. This bonus
increases by 1 for every other level thereafter (+2 at
3rd
, +3 at 5th
, +4 at 7th
, and +5 at 9th
level).
Ninjutsu (Su): A ninja can channel his ki to manifest
special powers of stealth and mobility called
Ninjutsu. He can use his ninjutsu powers a number of
times per day equal to his ninja class level plus his
Wisdom bonus (if any). Ninjutsu powers can be used
only if a ninja is wearing no armor and is
unencumbered.
A ninja’s ninjutsu powers are ghost step, ki dodge,
greater ki dodge, imbue thrown weapons, and imbue
weapons. Each power is described under a separate
entry below.
Sneak Attack (Ex): If a ninja can catch an opponent
when he is unable to defend himself effectively from
his attack, he can strike a vital spot for extra damage.
Whenever a ninja’s target is denied a Dexterity bonus
to Armor Class (whether the target actually has a
Dexterity bonus or not), the ninja deals an extra 1d6
points of damage with his attack. This extra damage
increases by 1d6 points at every other level
thereafter.
This damage also applies to ranged attacks against
targets up to 30 feet away. Creatures with
concealment, creatures without discernible
anatomies, and creatures immune to extra damage
from critical hits are immune to sneak attacks. A
ninja can’t make a sneak attack while striking the
limbs of a creature whose vitals are out of reach.
A ninja can’t use sneak attack to deliver nonlethal
damage. Weapons capable of dealing only nonlethal
damage don’t deal extra damage when used as part of
a sneak attack.
If a ninja gets a sneak attack bonus from another
source (such as levels of thief), the bonuses on
damage stack.
Trapfinding (Ex): A ninja can use the Search skill to
locate traps with a DC higher than 20, and he can use
Disable Device to bypass a trap or disarm magic
traps. See the thief class feature for more details.
Two-Weapon Combat Style (Ex): At 1st level, the
ninja is treated as having the Two-Weapon Fighting
feat, even if he does not have the normal
prerequisites for that feat. This ability only applies
when the ninja wears light or no armor. He loses the
benefit of this ability when wearing medium or heavy
armor.
Thrown Weapon Trick (Ex): At 2nd
level and every
other level thereafter, a ninja chooses one of the
following thrown weapon tricks. Once chosen, the
trick is a permanent part of the ninja’s repertoire and
may not be exchanged. A ninja cannot choose the
same trick more than once. Each trick may only be
used with a thrown weapon the character has taken
Weapon Focus.
Deadeye Shot: The critical multiplier for any
specific type of thrown weapon increases by one (for
example, a shuriken has a critical multiplier of x3
instead of x2) when this ability is used. The benefit of
this ability does not stack with any other effect that
increases critical multipliers.
Defensive Throw: If a ninja with this ability
succeeds on a Concentration check (DC 10 + number
of threatening foes) before attempting to attack with a
thrown weapon while in a threatened square, his
thrown weapon attacks don’t provoke attacks of
opportunity for 1 round. If the check fails, his
opponents get attacks of opportunity as normal when
he makes his attacks.
Doubletoss: A ninja with this ability may, as a
standard action, throw two weapons at one or two
targets within 30 feet. The character may apply his
full Strength bonus to each weapon (instead of one-
half his Strength bonus for the off-hand weapon). The
normal penalties for fighting two weapons apply.
Palm Throw: When using little thrown
weapons (darts, shuriken, and daggers; the DM may
allow other weapons), a ninja with this ability may
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throw two of each weapon with a single attack roll.
Damage for each weapon is resolved separately, but
the ninja does not apply his Strength bonus to either
damage roll.
Sneaky Shot: Just before making a ranged
attack, a ninja with this ability can use a move action
to make a Sleight of Hand check opposed by his
target’s Spot check. If he wins the opposed check, his
opponent is denied his Dexterity bonus to Armor
Class against the attack.
Trip Shot: A ninja with this ability may use a
thrown weapon to make a trip attempt against an
opponent farther than 5 feet away. The character
makes a normal attack against the opponent with a
thrown weapon. If the attack succeeds, in addition to
doing damage as normal, the ninja makes a Dexterity
check with a +4 bonus opposed by the opponent’s
Dexterity check or Strength (whichever ability score
has the higher modifier). Other modifiers may apply
on this opposed check. If the ninja wins the opposed
check, the opponent is tripped. The benefit of this
ability does not stack with the benefit of the
Improved Trip feat.
Tumbling Toss: A ninja with this ability can
hurl a single thrown weapon at any point during a
tumbling attempt as a standard action. If the result of
his Tumble check is 25 or higher, the ninja does not
provoke an attack of opportunity for making this
attack regardless of how many opponents threaten
him.
Two with One Blow: If a ninja with this
ability uses a thrown weapon to attack two opponents
adjacent to each other, he may take a -4 penalty on
the attack roll and attempt to hit both opponents at
once. The attack may hit either, both, or neither
opponent depending on the roll and the Armor Class
of each opponent. Damage for each opponent is
resolved separately. If the attack roll results in the
threat of a critical hit, roll to confirm each critical hit
separately.
Weak Spot: A ninja can gain this ability only
after reaching 6th
level. When using a thrown weapon
against a target of his size or larger, the character can
make a ranged touch attack instead of a normal
attack. If the attack hits, the ninja does not apply his
Strength bonus to the damage.
Ghost Step (Su): Starting at 2nd
level, a ninja can
spend one daily use of his ninjutsu power to become
invisible for 1 round. Using this ability is a swift
action that does not provoke attacks of opportunity.
Great Leap (Su): At 3rd
level and higher, a ninja
always makes Jump checks as if he was running and
had the Run feat, enabling him to make long jumps
without a running start and granting a +4 bonus on
the jump. This ability can be used only if he is
wearing no armor and is carrying no more than a
light load.
Ki Dodge (Su): At 4th
level and higher, a ninja can
spend one daily use of his ninjutsu power to cause an
attack against him to miss when it might otherwise
hit. When a ninja activates this ability, his outline
shifts and wavers, granting him concealment (20%
miss chance), against all attacks for 1 round. Using
this ability is a swift action that does not provoke
attacks of opportunity.
Cloaked in Shadows (Ex): At 5th
level, a ninja’s
ability to be stealthy becomes second-nature. A ninja
with this ability is always considered to be taking 10
on Move Silently and Hiding skill checks.
Improved Two-Weapon Combat Style (Ex): At 6th
level, a ninja’s aptitude in his two-weapon combat
style improves. He is treated as having the Improved
Two-Weapon Fighting feat, even if he does not have
the normal prerequisites for that feat. This ability
only applies when the ninja wears light or no armor.
He loses the benefit of this ability when wearing
medium or heavy armor.
Evasion (Ex): At 6th
level, a ninja can avoid even
magical and unusual attacks with great ability. If he
makes a successful Reflex saving throw against an
aattack that normally deals half damage on a
successful save (such as a fira spell), he instead takes
no damage. Evasion can be used only if the ninja is
wearing light armor or no armor. A helpless ninja
(such as one who is unconscious or paralyzed) does
not gain the benefit of evasion.
Imbue Thrown Weapons (Su): At 7th
level, a ninja
can spend one daily use of his ninjutsu power to
imbue any thrown weapon with any element, causing
additional damage. When a ninja activates this
ability, he chooses an element (earth, fire, ice,
lightning, water, or wind) and the thrown weapon
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glows with that element causing an additional +1d6
points of elemental damage per 2 ninja class levels
for 1 round. Using this ability is a swift action that
does not provoke attacks of opportunity.
Greater Ki Dodge (Su): Starting at 8th
level, a
ninja’s ki dodge ability grants total concealment
(50% miss chance).
Imbue Weapons (Su): At 9th
level, a ninja can spend
one daily use of his ninjutsu power to imbue any
weapon he holds with any element, causing
additional damage. When a ninja activates this
ability, he chooses an element (earth, fire, ice,
lightning, water, or wind) and a weapon he holds,
glows with that element causing an additional +1d6
points of elemental damage per 2 ninja class levels
for 1 round. If a ninja is wielding two weapons, he
can spend an additional use of his ninjutsu power to
imbue both weapons of the same element. Using this
ability is a swift action that does not provoke attacks
of opportunity.
Hide in Plain Sight (Ex): At 10th
level, the ninja can
use the Hide skill even while being observed.
Two-Weapon Combat Style Mastery (Ex): Also at
10th
level, a ninja’s aptitude in his two-weapon
combat style improves again. He is treated as having
the Greater Two-Weapon Fighting feat, even if he
does not have the normal prerequisites for that feat.
This ability only applies when the ninja wears light or
no armor. He loses the benefit of this ability when
wearing medium or heavy armor.
Oracle Oracles are prophets that foretell and divine the truth
in all things. They use hidden knowledge with the aid
of supernatural powers to aid them. Hit Die: d4.
Requirements
To qualify to become an oracle, a character must
fulfill all the following criteria.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8
ranks.
Feats: Any metamagic feat.
Spells: Able to cast 2nd-level white mage spells.
Class Skills
The oracle's class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Decipher
Script (Int), Knowledge (arcana) (Int), Profession
(Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table 7-17: The Oracle
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +0 +0 +2 Detect Magic, Limit Break, +1
level to existing spell-casting class
2nd
+1 +0 +0 +3 Discern Falsehood
3rd
+1 +1 +1 +3 Augury, +1 level to existing spell-
casting class
4th
+2 +1 +1 +4 Comprehend Languages
5th
+2 +1 +1 +4 Locate Creature, +1 level to
existing spell-casting class
6th
+3 +2 +2 +5 Find the Path
7th
+3 +2 +2 +5 Eyes of Truth, +1 level to existing
spell-casting class
8th
+4 +2 +2 +6 Legend of Lore
9th
+4 +3 +3 +6 Moment of Prescience, +1 level to
existing spell-casting class
10th
+5 +3 +3 +7 Foresight
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Class Features
All of the following are class features of the oracle
prestige class.
Weapon and Armor Proficiency: Oracles gain no
proficiency with any weapon or armor.
MP per Day / Spells Known: Beginning at 1st level
and every odd level thereafter, an oracle gains MP
per day and spells known as if she had also gained a
level in a spell-casting class to which she belonged
before adding the prestige class level. She does not,
however, gain any other benefit a character of this
class would have gained. If she had more than one
spell-casting class before becoming an oracle, she
must decide to which class to add each level for the
purpose of determining MP per day and spells
known.
Limit Break (Su): At 1st level, the oracle receives
the Limit Break (Future Knowledge).
Future Knowledge (Su): This Limit Break
allows the oracle to glimpse into the brief future to
know how to best react. For the next 5 rounds, the
oracle receives a +1 circumstance bonus on Reflex
saves and a +1 dodge bonus to Armor Class per
oracle class level.
Detect Magic (Su): At 1st level, at a cost of 1 MP, an
oracle can detect the presence of magical auras all
around her within 60 feet and discern the type of
school as well as relative strength. This lasts for 1
round per oracle class level.
Discern Falsehood (Su): At 2nd
level, at a cost of 2
MP, an oracle knows if the target creature within 30
feet is deliberately and knowingly speaking a lie
unless the creature makes a Will save (DC 10 +
oracle class level + Wisdom modifier). This does not
reveal the truth, uncover unintentional inaccuracies,
or necessarily reveal evasions. This lasts for 1 round
per oracle class level.
Augury (Su): At 3rd
level, at a cost of 2 MP, an
oracle can divine whether a particular action will
bring good or bad results in the immediate future.
The DM determines which of these four results the
oracle gets: Weal (if the action will probably bring
good results), Woe (for bad results), Weal and woe
(for both), Nothing (for actions that don’t have
especially good or bad results).
Comprehend Languages (Su): At 4th
level, at a cost
of 3 MP, an oracle can speak, understand, and read
any language. This lasts for 10 minutes per oracle
class level.
Locate Creature (Su): At 5th
level, at a cost of 4
MP, an oracle can locate a known or familiar
creature. The oracle slowly turns and senses when
she is facing in the direction of the creature to be
located, provide it is within range. The range of this
ability extends out to 500 feet in all directions. The
oracle will also know in which direction the creature
is moving, if any. This ability lasts for 10 minutes per
oracle class level.
Find the Path (Su): At 6th
level, at the cost of 4 MP,
an oracle can find the shortest, most direct physical
route to a specified destination, be it the way into or
out of a locale. The locale can be outdoors or
underground. This works with respect to locations,
not objects or creatures at a locale. This ability
enables the oracle to sense the correct direction that
will eventually lead her to her destination, indicating
at appropriate times the exact path to follow or
physical actions to take. This ability lasts for 1 hour
per oracle class level.
Eyes of Truth (Su): At 7th
level, at the cost of 5 MP,
an oracle can see all things as they actually are. The
oracle sees through normal and magical darkness,
notices secret doors hidden by magic, sees the exact
locations of creatures or objects, and sees invisible
creatures or objects normally. The range of this
ability extends out to 120 feet and lasts for 1 round
per oracle class level.
Legend Lore (Su): At 8th
level, at a cost of 6 MP, the
oracle can divine information about an important
person, place, or thing. All known or rumored
information are granted to the oracle.
Moment of Prescience (Su): At 9th
level, at a cost of
8 MP, an oracle is able to perceive her surroundings
in relation to herself. The oracle is granted one of the
following abilities of his choosing. He receives an
insight bonus of +1 per oracle class level and can
choose on either attack rolls, Armor Class, opposed
ability or skill checks, or saving throws. This ability
lasts for 1 round per oracle class level.
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Foresight (Su): At 10th
level, at a cost of 9 MP, an
oracle is granted a powerful sixth sense in relation to
herself or another. The oracle is granted an insight
bonus of +1 per two oracle class levels to AC and
Reflex saves. The oracle is also never surprised, flat-
footed, nor subject to being flanked. The oracle can
grant this ability to someone else within 30 feet and it
lasts for 1 round per oracle class level.
Samurai Known for their matchless bravery and strict code of
honor, the samurai are noble soldiers that bring
courage and honor to the service of a lord, general, or
other leader. The reputation of samurai for tenacious
in combat often precedes them in battle, and their
mere presence is often enough to make dishonorable
enemies slink away in the darkness.
Hit Die: d10.
Requirements
To qualify to become a samurai, a character must
fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +7.
Skills: Knowledge (nobility and royalty) 10 ranks.
Feats: Exotic Weapon Proficiency (Katana).
Class Skills
The samurai’s class skills are Concentration (Con),
Craft (Int), Diplomacy (Cha), Intimidate (Cha),
Knowledge (history, nobility and royalty) (Int), Ride
(Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level: 2 + Int
modifier.
Table 7-18: The Samurai
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
1st +1 +2 +0 +0 Weapon Focus, Limit Break
2nd
+2 +3 +0 +0 Improved Initiative, Staredown
3rd
+3 +3 +1 +1 Iaijutsu Master, Bonus Feat
4th
+4 +4 +1 +1 Weapon Specialization
5th
+5 +4 +1 +1 Mass Staredown
6th
+6 +5 +2 +2 Greater Weapon Focus, Bonus Feat
7th
+7 +5 +2 +2 Improved Critical
8th
+8 +6 +2 +2 Improved Staredown
9th
+9 +6 +3 +3 Greater Weapon Specialization,
Bonus Feat
10th
+10 +7 +3 +3 Frightful Presence
Class Features
All of the following are class features of the samurai
prestige class.
Weapon and Armor Proficiency: Samurais are
proficient with all simple and martial weapons, with
all types of armor, but not with shields.
Limit Break (Su): At 1st level, the samurai receives
a Limit Break (Iaijutsu Unseen Strike).
Iaijutsu Unseen Strike (Su): This Limit Break
allows the samurai to make a fast quick strike against
his opponents faster than the eye can see. The
samurai makes an attack roll against all opponents
within 30 feet (they are considered flat-footed unless
they have Uncanny Dodge), if it hits any opponents,
they suffer damage from the samurai’s attack plus +2
damage per two samurai class levels.
Weapon Focus (Ex): At first level, the samurai
chooses a katana in which he will spend the rest of
his levels specializing into. The samurai will gain a
+1 competence bonus to attack rolls with the katana,
as per Weapon Focus feat.
Improved Initiative (Ex): At 2nd
level, the samurai
has practiced iaijutsu techniques used in ritual duels
between two samurai, and he is able to anticipate
when any enemy will attack. He now has the
Improved Initiative feat.
Staredown (Ex): Also at 2nd level, a samurai
becomes able to strike fear into his foes by his mere
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presence. He gains a +4 bonus on Intimidate checks
and can demoralize an opponent.
Iaijutsu Master (Ex): By 3rd
level, a samurai has
become adept at iaijutsu, a fighting technique that
concentrates on drawing his weapon and striking a
foe in one fluid motion. He is treated as having the
Quick Draw feat, but only when he draws his katana.
Bonus Feats: At 3rd
, 6th
, and 9th
level, the samurai
gets a bonus feat. The samurai must still meet all
prerequisites for a bonus feat.
Weapon Specialization (Ex): At 4th
level, the
samurai’s proficiency with his katana is taken further,
and he gains a +2 bonus to damage rolls with it.
Mass Staredown (Ex): At 5th
level, a samurai has
sufficient presence that he can cow multiple foes.
Using an Intimidate check, the Samurai can
demoralize all opponents within 30 feet with a single
standard action.
Greater Weapon Focus (Ex): At 6th
level, the
Samurai gains greater proficiency with his katana and
the bonus granted by Weapon Focus increases to +2.
Improved Critical (Ex): At 7th
level, the affinity
between the samurai and his katana is taken to further
height. The threat range of his katana is increased by
one.
Improved Staredown (Ex): At 8th
level, even a
glance from the hard eyes of a samurai is enough to
give his foes pause. The samurai can demoralize
opponents within 30 feet as a move action, not a
standard action.
Greater Weapon Specialization (Ex): At 9th
level,
as per ability obtained on 5th
level, the samurai’s
bonus to damage with his katana increases to +4.
Frightful Presence (Ex): A 10th
level samurai’s
bravery, honor, and fighting prowess have become
legendary. When the samurai draws his blade,
opponents within 30 feet must succeed on a Will save
(DC 10 + samurai class level + the samurai’s
Charisma modifier) or become panicked for 4d6
rounds (if they have 4 or fewer Hit Dice) or shaken
for 4d6 rounds (if they have from 5 to 19 Hit Dice).
Creatures with 20 or more Hit Dice are not affected.
Any foe that successfully resists the effect cannot be
affected again by the same samurai’s frightful
presence for 24 hours.
Summoner Some of the greatest mages in the land aspire to be
summoners. Not focused on white or black magic,
these casters can summon Aeons of mystic power to
aid the summoner in battle.
Hit Die: d4.
Requirements
To qualify to become a summoner, a character must
fulfill all the following criteria.
Skills: Spellcraft 13 ranks.
Spells: Able to cast 3rd-level spells (of any type).
Feats: Any metamagic feat.
Special: Must defeat the Aeon, Carbuncle.
Class Skills
The summoner's class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), and Spellcraft
(Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the
summoner prestige class.
Weapon and Armor Proficiency: Summoners gain
no proficiency with any weapon or armor.
MP per Day / Spells Known: Beginning at 1st level
and every odd level thereafter, a summoner gains MP
per day and spells known as if she had also gained a
level in a spell-casting class to which she belonged
before adding the prestige class level. She does not,
however, gain any other benefit a character of this
class would have gained. If she had more than one
spell-casting class before becoming a summoner, she
must decide to which class to add each level for the
purpose of determining MP per day and spells
known.
Page 138 of 227
Table 7-19: The Summoner
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +0 +0 +2 Summon Aeon (Carbuncle), +1 level to
existing spell-casting class, Limit Break
2nd
+1 +0 +0 +3 Aeon (Valefor) Secret
3rd
+1 +1 +1 +3 Aeon (Ifrit) Secret, +1 level to existing
spell-casting class
4th
+2 +1 +1 +4 Aeon (Shiva) Secret
5th
+2 +1 +1 +4 Aeon (Ixion) Secret, +1 level to
existing spell-casting class
6th
+3 +2 +2 +5 Aeon (Titan) Secret
7th
+3 +2 +2 +5 Aeon (Leviathan) Secret, +1 level to
existing spell-casting class
8th
+4 +2 +2 +6 Aeon (Diablo) Secret
9th
+4 +3 +3 +6 Aeon (Phoenix) Secret, +1 level to
existing spell-casting class
10th
+5 +3 +3 +7 Aeon (Bahamut)
Limit Break (Su): At 1st level, the summoner
receives the Limit Break (Summoning Mastery).
Summoning Mastery (Su): This Limit Break
allows the summoner to summon an Aeon as a swift
action and costs no MP.
Summon Aeon (Carbuncle) (Su): At 1st level,
having defeated the Aeon, Carbuncle, the
summoner can now summon him to aid the
summoner in battle.
Aeons: Aeons are powerful elementals that have a
variety of special abilities to aid the summoner in
battle. These powerful beings aid the summoner by
buffing allies, destroying enemies, and protecting
that which is precious to the master. There is one
limitation; a summoner only knows how to summon
a limited number of aeons at any given level and
only one aeon may be active at a time. Carbuncle is
always the first aeon obtained by the summoner,
and Bahamut is always the last. The others can be
obtained in any order. Aeons have base statistics
from when the summoner first obtains them, and
they grow in power as the summoner becomes more
powerful (each level gained in the summoner
prestige class equals a gain in hit dice for his
aeons).
Each Aeon has a different MP cost (see Aeon
Summon section for actual costs). Each Aeon
defeated grants the summoner the ability to
summon them. The Aeon will aid the summoner
until the battle is over. When summoned, the aeon
appears to materialize in a space adjacent to the
summoner. If sufficient space is not available, the
summoning fails. The summoner may choose in
what space the aeon appears, but it must be adjacent
to its master.
Aeons are summoned with 1 additional HD for
every summoner level beyond the 1st the summoner
has (starting with 10 HD for a 1st level summoner,
11 HD for a 2nd level summoner, 12 HD for a 3rd
level summoner, etc). They gain benefits with each
additional HD. They gain additional feats and skill
points, and their attribute points, base attack
bonuses, and saving throws improve.
Aeons gain access to additional special abilities as
they gain HD and the summoner gains levels. Some
abilities are depend on the summoner's class level,
and some require saving throws. The save DC for
an aeon's special ability is 10 + half of the aeon’s
HD + the indicated ability modifier of the aeon. An
aeon that must overcome spell resistance uses its
summoner's caster level for the caster level check.
When using abilities designated as spells, the aeon
is subject to interruption and interference just as any
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other mage, as doing so provokes an attack of
opportunity. Some abilities cost MP through the
summoner; read the description for more details.
Aeon Secret (Su): Beginning at 2nd
level and every
level thereafter, the summoner receives a message
from his current Aeon of the secret location to the
next Aeon. The summoner must defeat the Aeon
indicated at the level to receive the summoning
ability for that Aeon. The summoner may skip
defeating the Aeon for his level, if he so wishes, but
he will not be able to summon that Aeon until he
defeats it.
Time Mage The control of time is something few can hope to
obtain. Mages touch this strange and fragile art in a
few of their spells, but their slender selection of
arcane manipulations pale in comparison to what a
Time Mage can do by altering the fabric of the time
stream.
Hit Die: d4.
Requirements
To qualify to become a time mage, a character must
fulfill all the following criteria.
Skills: Knowledge (arcane) 8 ranks.
Feats: Quicken Spell, Extend Spell.
Spells: Able to cast Haste or Slow spell.
Table 7-20: The Time Mage
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save Special
1st +0 +0 +0 +2 Quickening, Limit Break, +1 level to
existing spell-casting class
2nd
+1 +0 +0 +3 Improved Initiative, +1 level to existing
spell-casting class
3rd
+1 +1 +1 +3 Temporal Precognition (+1), Immunity to
Slow, +1 level to existing spell-casting class
4th
+2 +1 +1 +4 Temporal Hiccup (3/day), +1 level to
existing spell-casting class
5th
+2 +1 +1 +4 Temporal Attunement
6th
+3 +2 +2 +5 Temporal Precognition (+2), Immunity to
Countdown, +1 level to existing spell-
casting class
7th
+3 +2 +2 +5 Timeless Body, +1 level to existing spell-
casting class
8th
+4 +2 +2 +6 Flash Cast (3/day), +1 level to existing spell-
casting class
9th
+4 +3 +3 +6 Temporal Precognition (+3), Immunity to
Stop, +1 level to existing spell-casting class
10th
+5 +3 +3 +7 Foresight
Class Skills
The time mage's class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (arcana) (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the time
mage prestige class.
Weapon and Armor Proficiency: Time mages gain
no proficiency with any weapon or armor.
MP per Day / Spells Known: At each level except
5th
and 10th
, a time mage gains MP per day and spells
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known as if he had also gained a level in a spell-
casting class to which he belonged before adding the
prestige class level. He does not, however, gain any
other benefit a character of this class would have
gained. If he had more than one spell-casting class
before becoming a time mage, he must decide to
which class to add each level for the purpose of
determining MP per day and spells known.
Limit Break (Su): At 1st level, the time mage
receives the Limit Break (Temporal Stasis).
Temporal Stasis (Su): This Limit Break
allows the time mage to escape into a temporal stasis
where he phases from normal time for up to 5 rounds.
While in this stasis, the time mage cannot do
anything except watch the time go by. He is also
unaffected by any spells or effects while in temporal
stasis. Enemies and allies alike cannot perceive or
detect him. The time mage can cancel his Limit
Break before the duration ends.
Quickening (Su): Also at 1st level, a time mage is
able to speed his internal processes to a remarkable
rate. The time mage is considered to have Haste (as
the spell) cast upon himself until canceled. This
ability is a swift action that can be activated for a
duration equal to the time mage’s constitution score.
For each round the Quickening is in effect, the time
mage suffers 2 points of sub-dual damage due to the
strain to his body.
Improved Initiative: At 2nd
level, the time mage
begins to become attuned to the temporal energies
that he manipulates. He gains Improved Initiative as a
bonus feat.
Temporal Precognition (Su): At 3rd
level, the time
mage gains the ability to see small instances of the
future, and gains a +1 insight bonus on attack rolls,
skill checks, or saving throws. At the beginning of
each round, he can choose where to apply his insight
bonus to, and this bonus applies to any actions related
to his choice until the end of the round. This insight
bonus increases at 6th
level to +2, and at 9th
level to
+3.
Immunity to Slow (Ex): Also at 3rd
level, a time
mage’s power of time makes him immune to Slow
spells and effects.
Temporal Hiccup (Su): At 4th
level, a time mage is
able to cause a temporal ―hiccup‖ to reroll a single
action (e.g., attack roll, skill check, or saving throw).
A time mage can use this ability up to 3 times per day
as a swift action.
Temporal Attunement (Su): At 5th
level, a time
mage is able to manipulate time with spells or effects
in relation to himself. Any spells or effects with a
duration can be halved or doubled. A time mage must
know or identify the spell or effect being cast upon
him. A time mage can only attune himself to one
spell or effect per round as a swift action. This can
also be used with the Quickening ability.
Immunity to Countdown (Ex): At 6th
level, a time
mage’s superior manipulation of time makes him
immune to Countdown spells and effects.
Timeless Body (Ex): At 7th level, the time mage
learns how to halt his physical aging processes. He
no longer takes ability score penalties for aging, and
cannot be magically aged. Any penalties he may have
already incurred, however, remain in place. Bonuses
still accrue, but the time mage still dies of old age
when his time is up.
Flash Cast (Su): Beginning at 8th
level, a time mage
harnesses temporal energy to accelerate his spells
quickly. A time mage can use Quicken Spell (as the
feat) with any spell without paying the additional MP
up to 3 times per day.
Immunity to Stop (Ex): At 9th
level, a time mage’s
mastery of time makes him immune to Stop spells
and effects.
Foresight (Su): At 10th
level, the time mage is
granted a powerful temporal sixth sense in relation to
himself. Once the ability is used, the time mage
receives instantaneous warnings of impending danger
or harm. The time mage is never surprised or flat-
footed. In addition, the ability gives the time mage a
general idea of what action the character might take
to best protect him or herself (duck, jump right, close
the eyes, and so on) and gives the time mage a +2
insight bonus to AC and to Reflex saves. This insight
bonus is lost whenever the time mage would lose a
Dexterity bonus to AC.
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CHAPTER 8: MAGIC
Cutting across the categories of black magic, white
magic spells and bard songs are the six schools of
magic. These schools represent the different ways
that spells/songs take effect. This chapter describes
the differences between the six schools of magic. In
addition, it provides an overview of the spell
description format, an extensive discussion of how
spells work, information about what happens when
magical effects combine, and an explanation of the
differences between the kinds of special abilities,
some of which are magical.
Spells are manifestations of magic. The requirements
for casing a spell are listed on the corresponding class
pages. All spells are cast by using specific gestures
and words of power. No spells require material
components or foci. Otherwise, the spell system is
very similar to D&D with a few changes. The rules
for concentration and spell interruption are the same,
and there are no counterspells. Light, medium, and
heavy armor adds a spell failure chance. All spells
are subject to spell resistance. Healing magic is not
subject to spell resistance unless used offensively
against the undead.
Spell casting and song performing works in the same
way that it does in the D&D PHB, but all spells/songs
suffer spell failure from armor and all spells/songs
cost magic points rather than number of spells/songs
per day. Magic points (MP) are used to fuel spells
and songs. After at least 8 hours of rest, a character
may meditate for 30 minutes to restore his or her
daily allotment of magic points. Both mages and
bards get additional magic points for high attributes.
Casters need not prepare spells, as all casters can cast
any spell they know at will. A caster has no limit on
the amount of spells he or she may know.
The cost for Spells and Songs are calculated as such:
Spell/Song level x 1 MP. (I.E. a 9th level spell will
be 9 MP to cast or a 5th level song will be 5 MP to
perform.)
The maximum MP a mage/bard can spend on
spells/songs using feats is their level divided in half,
rounded up. (I.E. A 10th level Black Mage can spend
up to 5 MP on a single spell.)
Metamagic Feats: Metamagic feats are applied
spontaneously and do not increase the casting time of
the spell, however, it will increase the MP cost. In
order to apply a metamagic feat to a spell, the caster
must be able to spend MP at the increased cost of the
spell.
MAGIC TYPES
Magic is divided into four types: black magic, white
magic, blue magic, song magic. Black magic grants a
mage the power to inflict chaos upon creation, while
white magic brings order to creation. Blue magic uses
the ability of creatures into spells to cast.
Black Magic Black magic is almost exclusively offensive, and is
practiced by black mages and red mages. With few
exceptions, these spells focus on dealing damage to a
target or hindering its ability to fight. A large portion
of black magic is focused on the power of the
elements. Skilled mages seek out their foes' elemental
weaknesses, and adapt their magic to strike with
precision.
White Magic White magic is primarily defensive, but it has its
share of enfeebling magic and a small dab of direct
damage as well. White magic mostly focuses on
healing others and restoring life. White magic is
practiced by white mages and red mages.
Blue Magic Blue magic has a variety of different types of spells.
It relies on creatures with extraordinary, supernatural,
and spell-like abilities to copy from them and make it
their own. Depending on the creatures the blue mage
learns from, they have a terrifying variety of spells to
utilize.
Song Magic
Song magic is how bards utilize their songcraft.
Songs provide a variety of effects to enhance allies
and enfeeble enemies. Perform song magic requires
the bard to make Perform skill checks successfully
and also spend MP to perform his magic.
CHOOSING A SPELL First you must choose which spell to cast. You can
select any spell you know, provided you are capable
of casting spells of that level or higher.
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To cast a spell, you must be able to speak and
gesture. Additionally, you must concentrate to cast a
spell—and it’s hard to concentrate in the head of
battle. (See below for details.)
CONCENTRATION To cast a spell, you must concentrate. If something
interrupts your concentration while you’re casting,
you must make a Concentration check or lose the
spell. The more distracting the interruption and the
higher the level of the spell you are trying to cast, the
higher the DC is (More powerful spells require more
mental effort.) If you fail the check, you lose the spell
just as if you had cast it to no effect.
Injury: Getting hurt or being affected by hostile
magic while trying to cast a spell can break your
concentration and ruin the spell. If while trying to
cast a spell you take damage, you must make a
Concentration check (DC 10 + points of damage
taken + the level of the spell you’re casting). If you
fail the check, you lose the spell without effect. The
interrupting event strikes during spellcasting if it
comes between when you start and when you
complete a spell (for a spell with a casting time of 1
full round or more) or if it comes in response to your
casting the spell (such as an attack of opportunity
provoked by the spell or a contingent attack, such as
a readied action).
If you are taking continuous damage, such as from
Poison, half the damage is considered to take place
while you are casting a spell. You must make a
Concentration check (DC 10 + ½ the damage that the
continuous source last dealt + the level of the spell
you’re casting). If the last damage dealt was the last
damage that the effect could deal (such as the last
round of a Poison spell), then the damage is over, and
it does not distract you.
Spell: If you are affected by a spell while attempting
to cast a spell of your own, you must make a
Concentration check or lose the spell you are casting.
If the spell affecting you deals damage, the DC is 10
+ points of damage + the level of the spell you’re
casting. If the spell interferes with you or distracts
you in some other way, the DC is the spell’s saving
throw DC + the level of the spell you’re casting. For
a spell with no saving throw, it’s the DC that the
spell’s saving throw would have if a save were
allowed.
Grappling or Pinned: When being grappled or
pinned, you must make a Concentration check (DC
20 + the level of the spell you’re casting) or lose the
spell.
Vigorous Motion: If you are riding on a moving
mount, taking a bouncy ride in a wagon, on a small
boat in rough water, below-decks in a storm-tossed
ship, or simply being jostled in a similar fashion, you
must make a Concentration check (DC 10 + the level
of the spell you’re casting) or lose the spell.
Violent Motion: If you are on a galloping chocobo,
taking a very rough ride in a wagon, on a small boat
in rapids or in a storm, on deck in a storm-tossed
ship, or being tossed roughly about in a similar
fashion, you must make a Concentration check (DC
15 + the level of the spell you’re casting) or lose the
spell.
Violent Weather: You must make a Concentration
check if you try to cast a spell in violent weather. If
you are in a high wind carrying blinding rain or sleet,
the DC is 5 + the level of the spell you’re casting. If
you are in wind-driven hail, dust, or debris, the DC is
10 + the level of the spell you’re casting. In either
case, you lose the spell if you fail the Concentration
check.
Casting Defensively: If you want to cast a spell
without provoking any attacks of opportunity, you
need to dodge and weave. You must make a
Concentration check (DC 15 + the level of the spell
you’re casting) to succeed. You lose the spell if you
fail.
Entangled: If you want to cast a spell while
entangled in a net or while you’re affected by a spell
with similar effects, you must make a DC 15
Concentration check to cast the spell. You lose the
spell if you fail.
CASTER LEVEL A spell’s power often depends on its caster level,
which for most spellcasting characters is equal to
your class level in the class you’re using to cast the
spell. For example, a fira spell deals 1d4 points of
damage per caster level (to a maximum of 10d4), so a
10th-level black mage can cast a more powerful fira
spell than a 5th-level black mage can.
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You can cast a spell at a lower caster level than
normal, but the caster level you choose must be high
enough for you to cast the spell in question, and all
level-dependent features must be based on the same
caster level. For example, at 10th level, a black mage
can cast a fira spell to a range of 800 feet for 10d4
points of damage. If he wishes, he can cast a fira
spell that deals less damage by casting the spell at a
lower caster level, but he must reduce the range
according to the selected caster level, and he can’t
cast the fira spell with a caster level lower than
6th (the minimum level required for a black mage to
cast fira).
In the event that a class feature or other special
ability provides an adjustment to your caster level,
that adjustment applies not only to effects based on
caster level (such as range, duration, and damage
dealt) but also to your caster level check to overcome
your target’s spell resistance.
SPELL FAILURE If you ever try to cast a spell in conditions where the
characteristics of the spell (range, area, or the like)
cannot be made to conform, the casting fails and the
spell is wasted. Spells also fail if your concentration
is broken and might fail if you’re wearing armor
while casting a spell with somatic components.
THE SPELL’S RESULT Once you know which creatures (or objects or areas)
are affected, and whether those creatures have made
successful saving throws (if any were allowed), you
can apply whatever results a spell entails.
SPECIAL SPELL EFFECTS Many special spell effects are handled according to
the school of the spells in question. Certain other
special spell features are found across spell schools.
Attacks: Some spell descriptions refer to attacking.
For instance, vanish is dispelled if you attack anyone
or anything while under its effects. All offensive
combat actions, even those that don’t damage
opponents (such as disarm and bull rush) are
considered attacks. All spells that opponents resist
with saving throws, that deal damage, or that
otherwise harm or hamper subjects are attacks.
Bonus Types: Many spells give their subjects
bonuses to ability scores, Armor Class, attacks, and
other attributes. Usually, a bonus has a type that
indicates how the spell grants the bonus. For
example, protect grants a deflection bonus to AC,
which makes attacks veer off. The important aspect
of bonus types is that two bonuses of the same type
don’t generally stack. With the exception of dodge
bonuses, most circumstance bonuses, and racial
bonuses, only the better bonus works. The same
principle applies to penalties—a character taking two
or more penalties of the same type applies only the
worst one.
The Elements Magic damage is almost always associated with an
element. Non-elemental damage is equivalent to
force damage and nothing can be weak or resist it.
Physical damage is done by weapons unless
otherwise noted. This replaces energy resistance.
The general rule of the elements is this: wind is
strong against earth, which is strong against
lightning, which is strong against water, which is
strong against fire, which is strong against fire, which
is strong against wind. Wind is weak to ice, which is
weak to fire, which is weak to water, which is weak
to lightning, which is weak to earth, which is weak to
wind. Dark and light are both strong against each
other and weak to each other.
Weakness
If a creature is struck by elemental damage of an
element it is weak to, it takes 1.5x the normal
damage. When a spell of the appropriate element is
cast upon the creature and forces a saving throw, the
creature suffers a -2 penalty on the saving throw. A
spellcaster casting a spell of an element that a
creature with elemental resistance is weak to, he gets
a +2 bonus on his caster level check.
Elemental Resistance
Different from spell resistance; if a creature is struck
by elemental damage it is resistant to, it instead takes
half that much damage (rounded down, minimum 1).
Creatures get a +2 bonus to saving throws against
spells of an element they are resistant to. Creatures
are considered to have elemental resistance of 10 +
(the creature's HD) against spells of an element they
are resistant to, if they do not have any natural spell
resistance (if they do, use whichever result is higher).
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A caster that beats this elemental resistance by 10 or
more may ignore the resistance completely, but
otherwise, even if the caster beats the spell resistance,
the spell still only deals half damage if it deals
damage, and the creature receives a +2 bonus to the
saving throw if it allows for one.
Immunity
Some creatures are immune to specific elements. All
spells of the chosen element have no effect
whatsoever on a creature immune to that element.
Absorption
Some creatures are healed by damage of a particular
element. For example, the undead are healed by dark
damage. In this case, they are immune to non-
damaging effects of spells of the appropriate element,
and are instead healed when a spell of the element
would normally deal damage (for an equal amount).
HARMFUL STATUS EFFECTS Harmful status effects occur during combat from a
certain spell or an item, or even an attack. These
status effects change the "status" of a party member,
or even the entire party itself.
Berserk: This status effect causes the character to fly
into a rage attacking the nearest creature. The subject
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 he cast spells or activate magic items that
require a command word, a spell trigger (such as a
materia), or spell completion to function. He can use
any feat he has except Combat Expertise, item
creation feats, and metamagic feats.
Blind: This status effect disables the character’s
ability to use his sight. He takes a -2 penalty to
Armor Class, loses his Dexterity bonus to AC (if
any), moves at half speed, and takes a -4 penalty on
Search checks and on most Strength- and Dexterity-
based skill checks. All checks and activities that rely
on vision (such as reading and Spot checks)
automatically fail. All opponents are considered to
have total concealment (50% miss chance) to the
blinded character.
Confuse: This status effect causes the character to do
random actions. A confused character’s actions are
determined by rolling percentage at the beginning of
his turn: 01-10, attack caster with melee or ranged
weapons (or close with caster if attack is not
possible); 11-20, act normally; 21-50, do nothing but
babble incoherently; 51-70, flee away from caster at
top possible speed; 71-100, attack nearest creature. A
confused character that can’t carry out the indicated
action does nothing but babble incoherently.
Attackers are not at any special advantage when
attacking a confused character. Any confused
character that is attacked automatically attacks its
attackers on its next turn, as long as it is still
confused when its turn comes. A confused character
does not make attacks of opportunity against any
creature that is not already devoted to attacking
(either because of its recent action or because it has
just been attacked).
Disable: This status effect causes the creature to be
unable to act normally. A disabled creature can take
no actions, but has no penalty to AC.
Disease: This status effect cripples the character’s
ability to heal and be healed. A diseased creature
cannot be cured of wounds or healed of any other
means until the disease is cured.
Frog: This status effect causes the character to be
turned into a frog. The character retains his hit points
but his size becomes tiny and he is unable to do
anything for the duration other than hop around.
Immobilize: This status effect causes the creature to
be unable to move normally. An immobilized
creature cannot move, but may do other actions
(attack, cast, etc.) provided he can do those actions
not requiring him to move and has no penalty to AC.
Mini: This status effect causes the creature to shrink
to 10% of its total size. A miniaturize creature’s
physical damage only does 10% of its total damage it
can dish out. Spells are unaffected.
Petrify: This status effect causes the character to
turned to stone and is considered unconscious. If a
petrified character cracks or breaks, but the broken
pieces are joined with the body as he returns to flesh,
he is unharmed. If the character’s petrified body is
incomplete when it returns to flesh, the body is
likewise incomplete and the DM must assign some
amount of permanent hit point loss and/or
debilitation.
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Poison: This status effect causes the character to take
damage per round. A poisoned character takes
damage per round according to the spell until the
duration ends or until cured.
Sap: This status effect is similar to the Poison status
effect except it can’t be cured by normal spells except
Esuna.
Silence: This status effect causes the character to be
unable to cast songs or perform songs. A silenced
character cannot cast any spells nor perform any
songs until he is cured of this status effect.
Sleep: This status effect causes the character to fall
into a magical slumber. He is considered helpless and
can be only awoken by shaking him awake.
Slow: This status effect causes the character to move
and attack at a drastically slowed rate. A slowed
creature can take only a single move action or
standard action each turn, but not both (nor may it
take full-round actions). Additionally, it takes a –1
penalty on attack rolls, AC, and Reflex saves. A
slowed creature moves at half its normal speed
(round down to the next 5-foot increment), which
affects the creature’s jumping distance as normal for
decreased speed. Multiple slow effects don’t stack.
Slow counters and dispels haste.
Stop: This status effect is similar to the Disable
status effect except that the character is considered
helpless.
SPELL DESCRIPTIONS
Name
The first line of every spell description gives the
name by which the spell is generally known.
School
Beneath the spell name is a line giving the school of
magic that the spell belongs to. Almost every spell
belongs to one of six schools of magic. A school of
magic is a group of related spells that work in similar
ways. A small number of spells are non-elemental,
belonging to no school.
Dark Dark magic is always of the dark element. Rather
than directly damaging opponents like elemental
magic, dark magic may deal lesser damage but drain
the opponent of stats or cause otherwise harmful
negative effects. Black mages are masters of dark
magic.
Elemental Elemental magic focuses on damaging opponents
with the elemental power of earth, fire, ice, lightning,
water, or wind. Black mages specialize in elemental
magic.
Enfeebling Enfeebling magic cripples opponents by reducing
their ability to do battle. Black mages are exceedingly
adept with enfeebling magic.
Enhancing Enhancing magic boosts the fighting ability of allies.
White mages are experts of enhancing magic.
Healing Healing magic is used to heal wounds or cure
negative status effects. Healing magic causes damage
to the undead. White mages specialize in healing
magic.
Light Light magic is always of the light element. Light
magic smites the wicked with holy power, but usually
in a less direct method than elemental magic. White
mages are especially proficient with light magic.
[Descriptor] Appearing on the same line as the school, when
applicable, is a descriptor that further categorizes the
spell with the Elemental school. The descriptors are
earth, fire, ice, lightning, water, and wind.
LEVEL The next line of a spell description gives the spell’s
level, a number between 1 and 9 (for spells), a
number between 1 and 5 (for songs), that define the
spell’s relative power. This number is preceded by
the name of the class whose members can cast the
spell or perform the song. A spell’s level affects the
DC for any save allowed against the effect.
CASTING TIME Most spells have a casting time of 1 standard action.
Others take 1 round or more. You make all pertinent
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decisions about a spell (range, target, area, effect, and
so forth) when the spell comes into play.
RANGE A spell’s range indicates how far from you it can
reach, as defined in the Range entry of the spell
description. A spell’s range is the maximum distance
from you that the spell’s effect can occur, as well as
the maximum distance at which you can designate
the spell’s point of origin. If any portion of the spell’s
area would extend beyond this range, that area is
wasted. Standard ranges include the following.
Personal: The spell affects only you.
Touch: You must touch a creature or object to affect
it. A touch spell that deals damage can score a critical
hit just as a weapon can. A touch spell threatens a
critical hit on a natural roll of 20 and deals double
damage on a successful critical hit.
Close: The spell reaches as far as 25 feet away from
you. The maximum range increases by 5 feet for
every two full caster levels (30 feet at 2nd
caster level,
35 feet at 4th
caster level, and so on).
Medium: The spell reaches as far as 100 feet + 10
feet per caster level.
Long: The spell reaches as far as 400 feet + 40 feet
per caster level.
Range Expressed in Feet: Some spells have no
standard range category, just a range expressed in
feet.
AIMING A SPELL You must make some choice about whom the spell is
to affect or where the effect is to originate, depending
on the type of spell. The next entry in a spell
description defines the spell’s target (or targets), its
effect, or its area, as appropriate.
Target or Targets: Some spells, such as blind, have
a target or targets. You cast these spells on creatures
or objects, as defined by the spell itself. You must be
able to see or touch the target, and you must
specifically choose that target. For example, you
can’t fire a Fire spell into a group of bandits with the
instruction to strike ―the leader.‖ To strike the leader,
you must be able to identify and see the leader (or
guess which is the leader and get lucky). However,
you do not have to select your target until you finish
casting the spell.
If the target of a spell is yourself (the spell
description has a line that reads Target: You), you do
not receive a saving throw, and spell resistance does
not apply. The Saving Throw and Spell Resistance
lines are omitted from such spells.
Some spells restrict you to willing targets only.
Declaring yourself as a willing target is something
that can be done at any time (even if you’re flat-
footed or it isn’t your turn). Unconscious creatures
are automatically considered willing, but a character
who is conscious but immobile or helpless (such as
one who is bound, cowering, grappling, paralyzed,
pinned, or stunned) is not automatically willing.
Effect: Some effects are rays (for example, fire
spell). You aim a ray as if using a ranged weapon,
though typically you make a ranged touch attack
rather than a normal ranged attack. As with a ranged
weapon, you can fire into the dark or at an invisible
creature and hope you hit something. You don’t have
to see the creature you’re trying to hit, as you do with
a targeted spell. Intervening creatures and obstacles,
however, can block your line of sight or provide
cover for the creature you’re aiming at.
If a ray spell deals damage, you can score a critical
hit just as if it were a weapon. A ray spell threatens a
critical hit on a natural roll of 20 and deals double
damage on a successful critical hit.
Spread: Some effects spread out from a point of
origin, which must be a grid intersection. The effect
can extend around corners and into areas that you
can’t see. Figure distance by actual distance traveled,
taking into account turns the spell effect takes. When
determining distance for spread effects, count around
walls, not through them. As with movement, do not
trace diagonals across corners. You must designate
the point of origin for such an effect, but you need
not have line of effect (see below) to all portions of
the effect. Example: thundaga.
Area: Some spells affect an area. Sometimes a spell
description specifies a specially defined area, but
usually an area falls into one of the categories defined
below. Regardless of the shape of the area, you select
the point where the spell originates, but otherwise
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you don’t control which creatures or objects the spell
affects. The point of origin of a spell is always a grid
intersection. When determining whether a given
creature is within the area of a spell, count out the
distance from the point of origin in squares just as
you do when moving a character or when
determining the range for a ranged attack. The only
difference is that instead of counting from the center
of one square to the center of the next, you count
from intersection to intersection. You can count
diagonally across a square, but remember that every
second diagonal counts as 2 squares of distance. If
the far edge of a square is within the spell’s area,
anything within that square is within the spell’s area.
If the spell’s area only touches the near edge of a
square, however, anything within that square is
unaffected by the spell.
Burst or Spread: Most spells that affect an area
function as a burst, an emanation, or a spread. In each
case, you select the spell’s point of origin and
measure its effect from that point.
A burst spell affects whatever it catches in its area,
even including creatures that you can’t see. For
instance, if you can designate a four-way intersection
of corridors to be the point of origin of a scourge
spell, the spell bursts in all four directions, possibly
catching creatures that you can’t see because they’re
around the corner from you but not from the point of
origin. It can’t affect creatures with total cover from
its point of origin (in other words, its effects don’t
extend around corners). The default shape for a burst
effect is a sphere, but some burst spells are
specifically described as cone-shaped. A burst’s area
defines how far from the point of origin the spell’s
effect extends. Example: arisega.
A spread spell spreads out like a burst but can turn
corners. You select the point of origin, and the spell
spreads out a given distance in all directions. Figure
the area the spell effect fills by taking into account
any turns the spell effect takes. Example: firaga.
DURATION A spell’s Duration entry tells you how long the
magical energy of the spell lasts.
Timed Durations: Many durations are measured in
rounds, minutes, hours, or some other increment.
When the time is up, the magic goes away and the
spell ends. If a spell’s duration is variable (condemn,
for example) the DM rolls it secretly.
Instantaneous: The spell energy comes and goes the
instant the spell is cast, though the consequences
might be long-lasting. For example, a cure light
wounds spell lasts only an instant, but the healing it
bestows never runs out or goes away.
Permanent: The energy remains as long as the effect
does. This means the spell is vulnerable to dispel
magic. Example: statue.
Subjects, Effects, and Areas: If the spell affects
creatures directly (for example, charm), the result
travels with the subjects for the spell’s duration. If
the spell creates an effect, the effect lasts for the
duration. If the spell affects an area, as silencega
does, then the spell stays with that area for its
duration. Creatures become subject to the spell when
they enter the area and are no longer subject to it
when they leave.
Touch Spells and Holding the Charge: In most
cases, if you don’t discharge a touch spell on the
round you cast it, you can hold the charge (postpone
the discharge of the spell) indefinitely. You can make
touch attacks round after round. If you cast another
spell, the touch spell dissipates.
(D) Dismissible: If the Duration line ends with
―(D),‖ you can dismiss the spell at will. You must be
within range of the spell’s effect and must speak
words of dismissal, which are usually a modified
form of the spell’s verbal component. Dismissing a
spell is a standard action that does not provoke
attacks of opportunity.
SAVING THROW Usually a harmful spell allows a target to make a
saving throw to avoid some or all of the effect. The
Saving Throw entry in a spell description defines
which type of saving throw the spell allows and
describes how saving throws against the spell work.
Negates: The spell has no effect on a subject that
makes a successful saving throw.
Partial: The spell causes an effect on its subject,
such as death. A successful saving throw means that
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some lesser effect occurs (such as being dealt damage
rather than being killed).
Half: The spell deals damage, and a successful
saving throw halves the damage taken (round down).
None: No saving throw is allowed.
(harmless): The spell is usually beneficial, not
harmful, but a targeted creature can attempt a saving
throw if it desires.
Saving Throw Difficulty Class: A saving throw
against your spell has a DC of 10 + the level of the
spell + your bonus for the relevant ability
(Intelligence for a black mage, red mage, and blue
mage, Charisma for a bard, or Wisdom for a white
mage and red mages).
Succeeding on a Saving Throw: A creature that
successfully saves against a spell that has no obvious
physical effects feels a hostile force or a tingle, but
cannot deduce the exact nature of the attack. For
example, if you secretly cast charm person on a
creature and its saving throw succeeds, it knows that
someone used magic against it, but it can’t tell what
you were trying to do. Likewise, if a creature’s
saving throw succeeds against a targeted spell, such
as charm, you sense that the spell has failed. You do
not sense when creatures succeed on saves against
effect and area spells.
Automatic Failures and Successes: A natural 1 (the
d20 comes up 1) on a saving throw is always a
failure. A natural 20 (the d20 comes up 20) is always
a success.
Voluntarily Giving up a Saving Throw: A creature
can voluntarily forego a saving throw and willingly
accept a spell’s result. Even a character with a special
resistance to magic can suppress this quality.
SPELL RESISTANCE Spell resistance is a special defensive ability. If your
spell is being resisted by a creature with spell
resistance, you must make a caster level check (1d20
+ caster level) at least equal to the creature’s spell
resistance for the spell to affect that creature. The
defender’s spell resistance is like an Armor Class
against magical attacks. Include any adjustments to
your caster level (such as from magery ability
bonuses from the black mage, blue mage, red mage,
and white mage classes) to this caster level check.
The Spell Resistance entry and the descriptive text of
a spell description tell you whether spell resistance
protects creatures from the spell. In many cases, spell
resistance applies only when a resistant creature is
targeted by the spell, not when a resistant creature
encounters a spell that is already in place.
The term ―harmless‖ means the same thing for spell
resistance as it does for saving throws. A creature
with spell resistance must voluntarily lower the
resistance (a standard action) in order to be affected
by a spell noted as harmless. In such a case, you do
not need to make the caster level check described
above.
DESCRIPTIVE TEXT This portion of a spell description details what the
spell does and how it works. If one of the previous
entries in the description included ―see text,‖ this is
where the explanation is found. If the spell you’re
reading about is based on another spell, you might
have to refer to a different spell for the ―see text‖
information.
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CHAPTER 9: SPELLS & SONGS This chapter begins with the spell lists of the
spellcasting classes and the song list for bards. The
remainder of the chapter contains spell descriptions
in alphabetical order by spell name followed by the
bard song descriptions.
Spell Chains: Some spells reference other spells that
they are based upon. (For instance, cure is the spell
upon which all other cure spells are based.) Only
information about a spell elsewhere in the spell chain
that is different from the base spell is covered in the
spell being described. Spell description entries and
descriptive text that are the same as the base spell are
not repeated.
Order of Presentation: In the spell lists, bard song
list and the spell descriptions that follow them, the
spells are presented in alphabetical order by name
followed by the bard song descriptions.
Hit Dice: The term ―Hit Dice‖ is used synonymously
with ―character levels‖ for effects that affect a
number of Hit Dice of creatures. Creatures with Hit
Dice only from their race, not from classes, have
character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on
caster level, which is defined as the caster’s class
level for the purpose of casting a particular spell. A
creature with no classes has a caster level equal to its
Hit Dice unless otherwise specified. The word
―level‖ in the spell lists that follow always refers to
caster level.
Status Effects: If a spell causes its subject or
subjects to be affected by one or more conditions
(such as blinded, incorporeal, invisible, or stunned),
refer to the glossary for details of how that condition
affects the subject.
Creatures: The word ―creature‖ is used
synonymously in the spell descriptions.
BLACK MAGE SPELL LIST
1ST-LEVEL BLACK MAGE SPELLS Aero - Ranged touch that deals 1d4 points of wind
damage + 1 per level (max of +5).
Blind - Target becomes blind.
Blizzard - Ranged touch that deals 1d4 points of ice
damage + 1 per level (max of +5).
Dark - Ranged touch that deals 1d4 points of dark
damage + 1 per level (max of +5).
Fire - Ranged touch that deals 1d4 points of fire
damage + 1 per level (max of +5).
Oil - Target becomes more susceptible to fire-based
attacks.
Sleep - Target falls into magical slumber.
Stone - Ranged touch that deals 1d4 points of earth
damage + 1 per level (max of +5).
Thunder - Ranged touch that deals 1d4 points of
lightning damage + 1 per level (max of +5).
Water - Ranged touch that deals 1d4 points of water
damage + 1 per level (max of +5).
2ND-LEVEL BLACK MAGE SPELLS Aero II - Ranged touch that deals 2d6 points of wind
damage + 1 per level (max of +10).
Blizzard II - Ranged touch that deals 2d6 points of
ice damage + 1 per level (max of +10).
Dark II - Ranged touch that deals 2d6 points of dark
damage + 1 per level (max of +10).
Fire II - Ranged touch that deals 2d6 points of fire
damage + 1 per level (max of +10).
Poison - Target becomes poisoned and takes 1d4
points of damage per round.
Silence - Target becomes silenced.
Stone II - Ranged touch that deals 2d6 points of
earth damage + 1 per level (max of +10).
Thunder II - Ranged touch that deals 2d6 points of
lightning damage + 1 per level (max of +10).
Water II - Ranged touch that deals 2d6 points of
water damage + 1 per level (max of +10).
3RD-LEVEL BLACK MAGE SPELLS Aero III - Ranged touch that deals 3d8 points of
wind damage + 1 per level (max of +15).
Bio - Target takes 1d6 points of acid damage per
round.
Blindga - As Blind, but all within 30 feet.
Blizzard III - Ranged touch that deals 3d8 points of
ice damage + 1 per level (max of +15).
Dark III - Ranged touch that deals 3d8 points of
dark damage + 1 per level (max of +15).
Fire III - Ranged touch that deals 3d8 points of fire
damage + 1 per level (max of +15).
Haste - Subject becomes hasted.
Infect – Target becomes diseased.
Immobilize - Target becomes unable to move, but
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can defend himself.
Sleepga - As Sleep, but all within 30 feet.
Slow - Target becomes slowed.
Stone III - Ranged touch that deals 3d8 points of
earth damage + 1 per level (max of +15).
Thunder III - Ranged touch that deals 3d8 points of
lightning damage + 1 per level (max of +15).
Water III - Ranged touch that deals 3d8 points of
water damage + 1 per level (max of +15).
4TH-LEVEL BLACK MAGE SPELLS Aera - 1d4 wind damage per level, 20-ft. radius.
Blaze Spikes - Creatures attacking the subject of this
spell take fire damage.
Blizzara - 1d4 ice damage per level, 20-ft. radius.
Darkra - 1d4 dark damage per level, 20-ft. radius.
Disable - Target becomes incapacitated.
Fira - 1d4 fire damage per level, 20-ft. radius.
Float - Subject floats 5 foot off the ground.
Ice Spikes - Creatures attacking the subject of this
spell take ice damage.
Mini - Target shrinks to 10% of size.
Rock Spikes - Creatures attacking the subject of this
spell take earth damage.
Shock Spikes - Creatures attacking the subject of this
spell take lightning damage.
Silencega - As Silence, but all within 30 feet.
Statue - Target turns into a stone statue.
Stonera - 1d4 earth damage per level, 20-ft. radius.
Thundara - 1d4 lightning damage per level, 20-ft.
radius.
Toxify - Targets take 1d8 points of acid damage per
round, 20-ft. radius.
Vanish - Subject becomes invisible.
Watera - 1d4 water damage per level, 20-ft. radius.
5TH-LEVEL BLACK MAGE SPELLS Aeroga - 1d6 wind damage per level, 30-ft. radius.
Batter - Target takes 5d6 points of wind damage and
1d6 points of wind damage per round.
Blizzaga - 1d6 ice damage per level, 30-ft. radius.
Burn - Target takes 5d6 points of fire damage and
1d6 points of fire damage per round.
Crush - Target takes 5d6 points of earth damage and
1d6 points of earth damage per round.
Darkga - 1d6 dark damage per level, 30-ft. radius.
Drain - Touch deals 1d6 / two levels dark damage;
caster gains damage as hit points.
Drown - Target takes 5d6 points of water damage
and 1d6 points of water damage per round.
Firaga - 1d6 fire damage per level, 30-ft. radius.
Floatga - Targets float 5 feet off the ground.
Freeze - Target takes 5d6 points of ice damage and
1d6 points of ice damage per round.
Gravity - Target loses 25% of current hit points.
Infectga – As Infect, but all within 30 feet.
Poisonga - As Poison, but all within 30 feet.
Shock - Target takes 5d6 points of lightning damage
and 1d6 points of lightning damage per round.
Stonega - 1d6 earth damage per level, 30-ft. radius.
Thundaga - 1d6 lightning damage per level, 30-ft.
radius.
Waterga - 1d6 water damage per level, 30-ft. radius.
6TH-LEVEL BLACK MAGE SPELLS Berserk - Target becomes berserked.
Blaze Spikes II - Creatures attacking the subject of
this spell take fire damage.
Bleed - Target takes 1 wound damage per 4 levels.
Burst - 1d8 lightning damage per level, 40-ft. radius.
Confusion - Target becomes confused.
Flare - 1d8 fire damage per level, 40-ft. radius.
Flood - 1d8 water damage per level, 40-ft. radius.
Frost - 1d8 ice damage per level, 40-ft. radius.
Frog - Target becomes a frog.
Hastega - Allies within 30 feet become hasted.
Ice Spikes II - Creatures attacking the subject of this
spell take ice damage.
Quake - 1d8 earth damage per level, 40-ft. radius.
Rock Spikes II - Creatures attacking the subject of
this spell take earth damage.
Shock Spikes II - Creatures attacking the subject of
this spell take lightning damage.
Slowga - Targets within 30 feet become slowed.
Syphon - Touch drains 1d6 / five levels of MP;
caster gains the siphoned MP.
Tornado - 1d8 wind damage per level, 40-ft. radius.
Vanishga - Allies within 30 feet become invisible.
7TH-LEVEL BLACK MAGE SPELLS Batter II - Target takes 10d6 points of wind damage
and 2d6 points of wind damage per round.
Bind - Subject is bound to an area for the Warp spell
to use.
Burn II - Target takes 10d6 points of fire damage
and 2d6 points of fire damage per round.
Countdown - Target falls to 0 HP in 2d4 rounds.
Crush II - Target takes 10d6 points of earth damage
and 2d6 points of earth damage per round.
Drown II - Target takes 10d6 points of water damage
and 2d6 points of water damage per round.
Freeze II - Target takes 10d6 points of ice damage
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and 2d6 points of ice damage per round.
Graviga - Targets loses 25% of current hit points.
Reverse - All healing effects are reversed.
Shock II - Target takes 10d6 points of lightning
damage and 2d6 points of lightning damage per
round.
8TH-LEVEL BLACK MAGE SPELLS Blaze Spikes III- Creatures attacking the subject of
this spell take fire damage.
Burst II - 1d10 lightning damage per level, 50-ft.
radius.
Doom - Target dies in 2d4 rounds.
Flare II - 1d10 fire damage per level, 50-ft. radius.
Flood II - 1d10 water damage per level, 50-ft. radius.
Frost II - 1d10 ice damage per level, 50-ft. radius.
Ice Spikes III - Creatures attacking the subject of
this spell take ice damage.
Quake II - 1d10 earth damage per level, 50-ft.
radius.
Rock Spikes III - Creatures attacking the subject of
this spell take earth damage.
Scathe - 1d8 non-elemental damage per level, 30-ft.
radius.
Shock Spikes III - Creatures attacking the subject of
this spell take lightning damage.
Tornado II - 1d10 wind damage per level, 50-ft.
radius.
Warp - Subject is teleported to his Bind point.
9TH-LEVEL BLACK MAGE SPELLS Ardor - Ranged touch deals 1d6 points of non-
elemental damage per level.
Death - Kills one subject.
Meteor - Four exploding spheres each deal 10d6 fire
damage.
Scourge - Targets take 10d6 points of non-elemental
damage and 2d6 points of non-elemental damage per
round, within a 30-ft. radius.
Stop - Target becomes stopped.
Ultima – 2d6 points of non-elemental damage per
level, 60-ft. radius.
WHITE MAGE SPELL LIST
1ST-LEVEL WHITE MAGE SPELLS
Blind - Target becomes blinded.
Charm - Target becomes charmed.
Cure - Heals for 1d6 + 1 per level (max of +5).
Dia - Target suffers a -2 penalty to Attack rolls and
Skill checks.
Light - Ranged touch deals 1d4 points of light
damage + 1 per level (max of +5).
Protect - Subject gains a +2 deflect bonus to AC.
Regen - Subject gains Fast Healing 2.
Shell - Subject gains a +2 morale bonus to Saving
Throws versus spells.
Sleep - Target falls into a magical slumber.
2ND-LEVEL WHITE MAGE SPELLS
Barelement - Subject gains a +4 morale bonus to
Saving Throws versus elemental effects.
Barstatus - Subject gains a +4 morale bonus to
Saving Throws versus status effects.
Blindna - Subject is cured from Blind effects.
Cleanse - Subject is cured of diseases.
Cure II - Heals for 2d6 + 1 per level (max of +10).
Dia II - Target suffers a -4 penalty to Attack rolls and
Skill checks.
Light II - Ranged touch deals 2d6 points of light
damage + 1 per level (max of +10).
Poisona - Subject is cured of poison.
Silence - Target becomes silenced.
Stona - Subject is cured of being turned into stone.
Vox - Subject is cured from Silence effects.
3RD-LEVEL WHITE MAGE SPELLS
Blindga - As Blind, except all within 30 feet.
Cure III - Heals for 3d6 + 1 per level (max of +15).
Dia III - Target suffers a -6 penalty to Attack rolls
and Skill checks.
Dispel - Target is dispelled of beneficiary status
effects.
Esuna - Subject is cured of negative status effects.
Haste - Subject becomes hasted.
Immobilize - Target becomes unable to move, but
can defend himself.
Light III - Ranged touch deals 3d8 points of light
damage + 1 per level (max of +15).
Protect II - Subject gains a +4 deflect bonus to AC.
Regen II - Subject gains Fast Healing 4.
Shell II - Subject gains a +4 morale bonus to Saving
Throws versus spells.
Sleepga - As Sleep, except all within 30 feet.
Slow - Target becomes slowed.
4TH-LEVEL WHITE MAGE SPELLS
Barelementra - Allies gain a +4 morale bonus to
Saving Throws versus elemental effects.
Barrier - Subject gains Damage Reduction 5/-.
Barstatusra - Allies gain a +4 morale bonus to
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Saving Throws versus status effects.
Cura - Allies heal for 1d4 per level.
Diara – As Dia, except all within 30 feet.
Disable - Target becomes incapacitated.
Float - Subject floats 5 feet off the ground.
Lightra - 1d4 points of light damage per level, 20-ft.
radius.
Raise - Subject is raised from the dead at 1 HP.
Reflect - Subject is protected by a magical barrier
that has a chance to reflect spells.
Silencega - As Silence, except all within 30 feet.
Vanish - Subject becomes invisible.
5TH-LEVEL WHITE MAGE SPELLS
Curaga - Allies heal for 1d6 per level.
Diaga – As Dia II, except all within 30 feet.
Esunaga - Allies are cured of negative status effects.
Floatga – Targets float 5 feet off the ground.
Holy - Ranged touch deals 1d4 points of light
damage per level.
Lightga - 1d6 points of light damage per level, 30-ft.
radius.
Protect III - Subject gains a +6 deflect bonus to AC.
Protectra - Allies gain a +2 deflect bonus to AC.
Regen III - Subject gains Fast Healing 6.
Renew - Allies gain Fast Healing 2.
Shell III - Subject gains a +6 morale bonus to Saving
Throws versus spells.
Shellra - Allies gain a +2 morale bonus to Saving
Throws versus spells.
Wall - Subject is protected by a magical barrier,
unable to attack or be attacked.
6TH-LEVEL WHITE MAGE SPELLS
Arise - Subject is raised from death to half maximum
hit points.
Balance - Target suffers damage equal to difference
in caster's current and max HP.
Barelementga - Allies gain a +6 morale bonus to
Saving Throws versus elemental effects.
Barstatusga - Allies gain a +4 morale bonus to
Saving Throws versus status effects.
Bless - Allies heal for 1d8 per level.
Dispelga - Targets are dispelled of beneficiary status
effects, within 30 feet.
Hastega - Allies within 30 feet become hasted.
Reflectga - As Reflect, except all allies within 30
feet.
Slowga - Targets within 30 feet become slowed.
Stoneskin - Subject gains Damage Reduction 10/-.
Vanishga - Allies within 30 feet become invisible.
7TH-LEVEL WHITE MAGE SPELLS
Bind - Subject is bound to an area for the Warp spell
to use.
Bravery - Increases one ally's physical attack
damage by 30%.
Faith - Increases one ally's magical damage by 30%.
Holy II - Ranged touch deals 1d6 points of light
damage per level.
Magic Barrier - Subject becomes immune to
magical effects.
Protect IV - Subject gains a +8 deflect bonus to AC.
Protectra II - Allies gain a +4 deflect bonus to AC.
Regen IV - Subject gains Fast Healing 8.
Renew II - Allies gain Fast Healing 4.
Shell IV - Subject gains a +8 morale bonus to Saving
Throws versus spells.
Shellra II - Allies gain a +4 morale bonus to Saving
Throws versus spells.
8TH-LEVEL WHITE MAGE SPELLS
Arisega - As Arise, except all allies within 30 feet.
Auto-Cure - Subject is healed once by a Cure III
spell upon being hit.
Auto-Raise - Subject is raised by a Raise spell upon
death.
Bless II - Allies heal for 1d10 per level.
Condemn - As Countdown, except only works on
evil creatures.
Full-Cure - Subject is cured of all damage.
Warp - Subject is teleported to his Bind point.
9TH-LEVEL WHITE MAGE SPELLS
Full-Life - Subject is raised from death to full
maximum hit points.
Holy III - Ranged touch deals 1d8 points of light
damage per level.
Protect V - Subject gains a +10 deflect bonus to AC.
Protectra III - Allies gain a +6 deflect bonus to AC.
Regen V - Subject gains Fast Healing 10.
Renew III - Allies gain Fast Healing 6.
Shell V - Subject gains a +10 morale bonus to Saving
Throws versus spells.
Shellra III - Allies gain a +6 morale bonus to Saving
Throws versus spells.
BARD SONG LIST
1ST-LEVEL BARD SONGS
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Army’s Paeon - Provides Fast Healing 2 to all allies.
Dark Carol - Enhances saving throws against dark
by +2 and provides 3 Dark Resistance.
Dark Threnody - Reduces enemy's resistance
against darkness.
Dexterous Etude - Enhances the Dexterity of allies
by +2.
Earth Carol - Enhances saving throws against earth
by +2 and provides 3 Earth Resistance.
Enchanting Etude - Enhances the Charisma of allies
by +2.
Fire Carol - Enhances saving throws against fire by
+2 and provides 3 Fire Resistance.
Foe Lullaby - Puts an enemy to sleep.
Foe Requiem - Deals 1d6 points of sonic damage to
enemies.
Herb Pastoral - Enhances saving throws versus
poison/disease by +2.
Hunter’s Prelude - Provides a +2 morale bonus to
Attack rolls with ranged weapons.
Ice Carol - Enhances saving throws against ice by +2
and provides 3 Ice Resistance.
Knight’s Minne - Grants a deflect AC bonus of +2.
Learned Etude - Enhances the Intelligence of allies
by +2.
Light Carol - Enhances saving throws against light
by +2 and provides 3 Light Resistance.
Light Threnody - Reduces enemy's resistance
against light.
Lightning Carol - Enhances saving throws against
lightning by +2 and provides 3 Lightning Resistance.
Quick Etude - Grants a dodge AC bonus of +2.
Sinewy Etude - Enhances the Strength of allies by
+2.
Spirited Etude - Enhances the Wisdom of allies by
+2.
Sword Madrigal - Provides a +1 morale bonus to
Attack rolls.
Valor Minuet - Provides a +2 morale bonus to
Damage rolls.
Vivacious Etude - Enhances the Constitution of
allies by +2.
Water Carol - Enhances saving throws against water
by +2 and provides 3 Water Resistance.
Wind Carol - Enhances saving throws against wind
by +2 and provides 3 Wind Resistance.
2ND-LEVEL BARD SONGS
Army’s Paeon II - Provides Fast Healing 4 to all
allies.
Dark Carol II - Enhances saving throws against dark
by +4 and provides 6 Dark Resistance.
Dexterous Etude II - Enhances the Dexterity of
allies by +4.
Earth Carol II - Enhances saving throws against
earth by +4 and provides 6 Earth Resistance.
Earth Threnody - Reduces enemy's resistance
against earth.
Enchanting Etude II - Enhances the Charisma of
allies by +4.
Fire Carol II - Enhances saving throws against fire
by +4 and provides 6 Fire Resistance.
Fire Threnody - Reduces enemy's resistance against
fire.
Foe Requiem II - Deals 2d6 points of sonic damage
to enemies.
Herb Pastoral II - Enhances saving throws versus
poison/disease by +4.
Hunter’s Prelude II - Provides a +4 morale bonus to
Attack rolls with ranged weapons.
Ice Carol II - Enhances saving throws against ice by
+4 and provides 6 Ice Resistance.
Knight’s Minne II - Grants a deflect AC bonus of
+4.
Learned Etude II - Enhances the Intelligence of
allies by +4.
Light Carol II - Enhances saving throws against
light by +4 and provides 6 Light Resistance.
Lightning Carol II - Enhances saving throws against
lightning by +4 and provides 6 Lightning Resistance.
Quick Etude II - Grants a dodge AC bonus of +4.
Sinewy Etude II - Enhances the Strength of allies by
+4.
Spirited Etude II - Enhances the Wisdom of allies
by +4.
Sword Madrigal II - Provides a +2 morale bonus to
Attack rolls.
Valor Minuet II - Provides a +4 morale bonus to
Damage rolls.
Vivacious Etude II - Enhances the Constitution of
allies by +4.
Water Carol II - Enhances saving throws against
water by +4 and provides 6 Water Resistance.
Water Threnody - Reduces enemy's resistance
against water.
Wind Carol II - Enhances saving throws against
wind by +4 and provides 6 Wind Resistance.
Wind Threnody - Reduces enemy's resistance
against wind.
3RD-LEVEL BARD SONGS
Army’s Paeon III - Provides Fast Healing 6 to all
allies.
Dark Carol III - Enhances saving throws against
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dark by +6 and provides 9 Dark Resistance.
Dexterous Etude III - Enhances the Dexterity of
allies by +6.
Earth Carol III - Enhances saving throws against
earth by +6 and provides 9 Earth Resistance.
Enchanting Etude III - Enhances the Charisma of
allies by +6.
Fire Carol III - Enhances saving throws against fire
by +6 and provides 9 Fire Resistance.
Foe Requiem III - Deals 3d6 points of sonic damage
to all enemies.
Herb Pastoral III - Enhances saving throws versus
poison/disease by +6.
Horde Lullaby - Puts all enemies to sleep.
Hunter’s Prelude III - Provides a +6 morale bonus
to Attack rolls with ranged weapons.
Ice Carol III - Enhances saving throws against ice
by +6 and provides 9 Ice Resistance.
Ice Threnody - Reduces enemy's resistance against
ice.
Knight’s Minne III - Grants a deflect AC bonus of
+6.
Learned Etude III - Enhances the Intelligence of
allies by +6.
Light Carol III - Enhances saving throws against
light by +6 and provides 9 Light Resistance.
Lightning Carol III - Enhances saving throws
against lightning by +6 and provides 9 Lightning
Resistance.
Lightning Threnody - Reduces enemy's resistance
against lightning.
Mage’s Ballad - Restores 1 MP/round to all allies.
Quick Etude III - Grants a dodge AC bonus of +6.
Sinewy Etude III - Enhances the Strength of allies
by +6.
Spirited Etude III - Enhances the Wisdom of allies
by +6.
Sword Madrigal III - Provides a +3 morale bonus to
Attack rolls.
Valor Minuet III - Provides a +6 morale bonus to
Damage rolls.
Vivacious Etude III - Enhances the Constitution of
allies by +6.
Water Carol III - Enhances saving throws against
water by +6 and provides 9 Water Resistance.
Wind Carol III - Enhances saving throws against
wind by +6 and provides 9 Wind Resistance.
4TH-LEVEL BARD SONGS
Advancing March - Provides the Haste effect on
allies.
Army’s Paeon IV - Provides Fast Healing 8 to all
allies.
Battlefield Elegy - Gives the enemy the effect of
Slow.
Dark Carol IV - Enhances saving throws against
dark by +8 and provides 12 Dark Resistance.
Dexterous Etude IV - Enhances the Dexterity of
allies by +8.
Earth Carol IV - Enhances saving throws against
earth by +8 and provides 12 Earth Resistance.
Enchanting Etude IV - Enhances the Charisma of
allies by +8.
Fire Carol IV - Enhances saving throws against fire
by +8 and provides 12 Fire Resistance.
Foe Requiem IV - Deals 4d6 points of sonic damage
to all enemies.
Fowl Aubade - Enhances saving throws against
sleep/charm by +8.
Herb Pastoral IV - Enhances saving throws versus
poison/disease by +8.
Hunter’s Prelude IV - Provides a +8 morale bonus
to Attack rolls with ranged weapons.
Ice Carol IV - Enhances saving throws against ice by
+8 and provides 12 Ice Resistance.
Knight’s Minne IV - Grants a deflect AC bonus of
+8.
Learned Etude IV - Enhances the Intelligence of
allies by +8.
Light Carol IV - Enhances saving throws against
light by +8 and provides 12 Light Resistance.
Lightning Carol IV - Enhances saving throws
against lightning by +8 and provides 12 Lightning
Resistance.
Magic Finale - The enemy is targeted by a Dispel
effect.
Quick Etude IV - Grants a dodge AC bonus of +8.
Sinewy Etude IV - Enhances the Strength of allies
by +8.
Spirited Etude IV - Enhances the Wisdom of allies
by +8.
Sword Madrigal IV - Provides a +4 morale bonus to
Attack rolls.
Valor Minuet IV - Provides a +8 morale bonus to
Damage rolls.
Vivacious Etude IV - Enhances the Constitution of
allies by +8.
Water Carol IV - Enhances saving throws against
water by +8 and provides 12 Water Resistance.
Wind Carol IV - Enhances saving throws against
wind by +8 and provides 12 Wind Resistance.
5TH-LEVEL BARD SONGS
Advance Mage’s Ballad - Restores 2 MP/round to
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all allies.
Army’s Paeon V - Grants Fast Healing 10 to all
allies.
Dark Carol V - Enhances saving throws against dark
by +10 and provides 15 Dark Resistance.
Dexterous Etude V - Enhances the Dexterity of
allies by +10.
Earth Carol V - Enhances saving throws against
earth by +10 and provides 15 Earth Resistance.
Enchanting Etude V - Enhances the Charisma of
allies by +10.
Fire Carol V - Enhances saving throws against fire
by +10 and provides 15 Fire Resistance.
Foe Requiem V - Deals 5d6 points of sonic damage
to all enemies.
Goblin Gavotte - Enhances saving throws against
paralysis by +10.
Herb Pastoral V - Enhances saving throws versus
poison/disease by +10.
Hunter’s Prelude V - Provides a +10 morale bonus
to Attack rolls with ranged weapons.
Ice Carol V - Enhances saving throws against ice by
+10 and provides 15 Ice Resistance.
Knight’s Minne V - Grants a deflect AC bonus of
+10.
Learned Etude V - Enhances the Intelligence of
allies by +10.
Light Carol V - Enhances saving throws against
light by +10 and provides 15 Light Resistance.
Lightning Carol V - Enhances saving throws against
lightning by +10 and provides 15 Lightning
Resistance.
Quick Etude V - Grants a dodge AC bonus of +10.
Scop’s Operetta - Enhances saving throws versus
silence by +10.
Sheepfoe Mambo - Provides a +5 morale bonus on
saving throws.
Sinewy Etude V - Enhances the Strength of allies by
+10.
Spirited Etude V - Enhances the Wisdom of allies
by +10.
Sword Madrigal V - Provides a +5 morale bonus to
Attack rolls.
Valor Minuet V - Provides a +10 morale bonus to
Damage rolls.
Vivacious Etude V - Enhances the Constitution of
allies by +10.
Water Carol V - Enhances saving throws against
water by +10 and provides 15 Water Resistance.
Wind Carol V - Enhances saving throws against
wind by +10 and provides 15 Wind Resistance.
SPELLS
Aera Elemental (Wind)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
An aera spell is the area of effect
version of the aero spell. A blast
of powerful winds explodes
dealing 1d4 points of wind
damage per caster level
(maximum 10d4) to every
creature within the area.
Aero Elemental (Wind)
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a blast of wind at your
opponent. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
wind damage + 1 point per caster
level (maximum +5).
Aero II Elemental (Wind)
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Aero,
except it deals 2d6 points of wind
damage +1 point per caster level
(maximum +10).
Aero III Elemental (Wind)
Level: Black Mage/Red
Mage/Dark Knight 3
This spell functions like Aero,
except it deals 3d8 points of wind
damage +1 point per caster level
(maximum +15).
Aeroga Elemental (Wind)
Level: Black Mage/Red Mage 5
This spell functions like Aera,
except it deals 1d6 points of wind
damage per caster level
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(maximum 15d6) and the area of
effect increases to a 30-ft-radius
spread.
Ardor Non-Elemental
Level: Black Mage 9
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A blast of pure magical energy
shoots out from the caster's
fingertip. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d6 points of
non-elemental damage per caster
level (maximum 20d6).
Arise Healing
Level: White Mage/Red Mage 6
Casting Time: 1 round
Range: Touch
Creature: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
This spell functions like Raise,
except it cures the recently raised
creature to half of its maximum
hit points.
Arisega Healing
Level: White Mage 8
Casting Time: 1 round
Range: 50 ft.
Area: All allies within a 50-ft.
burst, centered on the caster
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
This spell functions like Arise,
except it raises all dead allies
within a 50-ft. radius.
Auto-Cure Healing
Level: White Mage 8
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The creature touched with this
spell is imbued with a Cure III
spell. When struck by a physical
or magical attack, the healing
spell goes off immediately. It only
lasts for one use.
Auto-Raise Healing
Level: White Mage 8
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The creature touched with this
spell is imbued with an Arise
spell. When falling to death in
battle, the raise spell goes off
immediately. It only lasts for one
use.
Balance Non-Elemental
Level: White Mage/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You gesture to your wounds with
magical power, willing a foe to
suffer as you have. The creature
of your spell must make a
Fortitude save or suffer the
amount of damage equal to the
difference of the caster's current
hit points and maximum hit
points.
Barelement Enhancing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A colorful aura surrounds the
individual you touch. The subject
gains a +4 bonus on saving
throws against elemental spells
and effects.
Barelementra Enhancing
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: 30 feet.
Area: All allies within a 30-ft.
burst, centered on the caster
Duration: 1 minute/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like
Barelement, except it affects all
allies within a 30-ft. radius.
Barrier Enhancing
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: Touch
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Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A mystic barrier shields the
subject touched from physical
damage. For the duration, the
subject gains Damage Reduction
5/-.
Barstatus Enhancing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white aura surrounds the
individual you touch. The subject
gains a +4 bonus on saving
throws against status effects.
Barstatusra Enhancing
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: 30 feet.
Area: All allies within a 30-ft.
burst, centered on the caster
Duration: 1 minute/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like
Barstatus, except it affects all
allies within a 30-ft. radius.
Batter Elemental (Wind)
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
The creature of this spell is in a
howling vortex of winds, being
battered for 5d6 points of wind
damage. The creature continues
being battered for 1d6 points of
wind damage per round unless he
makes a successful Fortitude
save.
Batter II Elemental (Wind)
Level: Black Mage 7
This spell functions like Batter,
except it deals 10d6 points of
wind damage and the creature
continues being battered for 2d6
points of wind damage per round.
Berserk Enfeebling
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell will
receive the Berserk status effect.
The creature will attack all
enemies until there are no more,
and then turn onto friends until he
makes the Will save or is cured of
his condition. While also
berserking, the subject 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 he cast
spells or activate magic items that
require a command word, a spell
trigger (such as a materia), or
spell completion to function. He
can use any feat he has except
Combat Expertise, item creation
feats, and metamagic feats. The
subject can make an additional
Will save check when there are no
enemies to attack.
Bind Enhancing
Level: Black Mage/White Mage 7
Casting Time: 1 full-round
action
Range: Touch
Creature: Creature touched
Duration: 1 day/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject of this spell is bound
to the area where the spell is cast.
The subject can now be Warped
to the area within the duration.
Bio Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Sap status effect. The creature
will take 1d6 points of acid
damage per round.
Blaze Spikes Enhancing/Elemental (Fire)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
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Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A red, fiery aura covers the
subject touched by this spell.
Anytime creatures attacking with
natural weapons or unarmed
strikes successfully strike the
subject of this spell take 1d4
points of fire damage.
Blaze Spikes II Enhancing/Elemental (Fire)
Level: Black Mage/Red Mage 6
This spell functions like Blaze
Spikes, except it deals 2d4 points
of fire damage instead.
Blaze Spikes III Enhancing/Elemental (Fire)
Level: Black Mage 8
This spell functions like Blaze
Spikes, except it deals 3d4 points
of fire damage instead.
Bleed Enfeebling
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Sap status effect. The creature
is affected with 1 wound damage
per four levels of the caster. The
creature will take the amount of
damage equal to the wound
damage per round until cured.
Bless Healing
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A bolt of light enemy streaks
towards the area targeted and
bursts, filling the area with a soft,
warm white light, healing allies
for 1d8 points of damage per
caster level (maximum 15d8).
Bless II Healing
Level: White Mage/Red Mage 7
This spell functions like Bless,
except it heals for 1d10 points of
damage per caster level
(maximum 20d10) and the area of
effect spreads out to 50 feet
instead.
Blind Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Blind status effect. The
creature suffers the effects of
being Blind for the duration of the
spell or until cured.
Blindga Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Blind,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Blindna Healing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white light glows around
the subject’s head and is cured of
the Blind status effect.
Blizzaga Elemental (Ice)
Level: Black Mage/Red Mage 5
This spell functions like Blizzara,
except it deals 1d6 points of ice
damage per caster level
(maximum 15d6) and the area of
effect increases to a 30-ft.-radius
spread.
Blizzara Elemental (Ice)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
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Saving Throw: Reflex half
Spell Resistance: Yes
A blizzara spell is the area of
effect version of the blizzard
spell. A blast of freezing ice
explodes dealing 1d4 points of ice
damage per caster level
(maximum 10d4) to every
creature within the area.
Blizzard Elemental (Ice)
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a blast of ice at your
opponent. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
ice damage + 1 point per caster
level (maximum +5).
Blizzard II Elemental (Ice)
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Blizzard,
except it deals 2d6 points of ice
damage +1 point per caster level
(maximum +10).
Blizzard III Elemental (Ice)
Level: Black Mage/Red
Mage/Dark Knight 3
This spell functions like Blizzard,
except it deals 3d8 points of ice
damage +1 point per caster level
(maximum +15).
Bravery
Enhancing
Level: White Mage 7
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/two levels (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell grants the subject
touched an increase to all physical
damage, melee and range, by
30%.
Burn Elemental (Fire)
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
The creature of this spell is
enveloped in flames, burning for
5d6 points of fire damage. The
creature continues burning for
1d6 points of fire damage per
round unless he makes a
successful Fortitude save.
Burn II Elemental (Fire)
Level: Black Mage 7
This spell functions like Burn,
except it deals 10d6 points of fire
damage and the creature
continues burning for 2d6 points
of fire damage per round.
Burst Elemental (Lightning)
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A bolt of lightning streaks
towards the targeted area,
exploding into multiple little
lightning bolts spreading out in a
40-ft.-radius dealing 1d8 points of
lightning damage per caster level
(maximum 15d8), a Reflex save
for half damage.
Burst II Elemental (Lightning)
Level: Black Mage 8
This spell functions like Burst,
except it deals 1d10 points of
lightning damage per caster level
(maximum 20d10) and the area of
effect increases to a 50-ft-radius
spread.
Charm Enfeebling
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Charm status effect. The
creature will follow the
commands of the caster of the
Charm spell until cured.
Cleanse Healing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
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(harmless)
Spell Resistance: Yes (harmless)
A soft white light glows around
the subject’s body and is cured of
the Disease status effect.
Condemn Light
Level: White Mage 8
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One evil-aligned
creature
Duration: 2d4 rounds
Saving Throw: None
Spell Resistance: Yes
You invoke punishment of the
light onto a creature that must be
of any evil alignment. The
creature of this spell has 2d4
rounds to be cured before he falls
to 0 hit points. The subject falls
unconscious once the spell has
ended, and may be revived when
healed.
Confusion Enfeebling
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Confuse status effect. The
creature will randomly attack
allies until the Confusion spell is
cured.
Countdown Dark
Level: Black Mage 7
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 2d4 rounds
Saving Throw: None
Spell Resistance: Yes
Similar to the Condemn spell, the
creature can be of any alignment.
The creature of this spell has 2d4
rounds to be cured before he falls
to 0 hit points. The subject falls
unconscious once the spell has
ended, and may be revived when
healed.
Crush Elemental (Earth)
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
Rocks and boulders fall upon the
creature of this spell, crushing for
5d6 points of earth damage. The
creature continues being crushed
for 1d6 points of earth damage
per round unless he makes a
successful Fortitude save.
Crush II Elemental (Earth)
Level: Black Mage 7
This spell functions like Crush,
except it deals 10d6 points of
earth damage and the creature
continues being crushed for 2d6
points of earth damage per round.
Cura Healing
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature/two
levels (maximum of 5) within 30
feet of each other
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A cura spell is the area of effect
version of the cure spell. A soft
white glow envelopes the area,
healing one creature per two
levels (maximum of 5) for 1d4
points of damage per caster level
(maximum 10d4).
Curaga Healing
Level: White Mage/Red Mage 5
This spell functions like Cura,
except it heals for 1d6 points of
damage per caster level
(maximum 15d6) and the
maximum of creatures to be
healed increases to 10.
Cure Healing
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white glow surrounds your
hand as you touch a wounded
creature, healing for 1d4 points of
damage + 1 per caster level
(maximum +5).
Cure II Healing
Level: White Mage/Red
Mage/Holy Knight 2
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This spell functions like Cure,
except it heals for 2d6 points of
damage + 1 per caster level
(maximum +10).
Cure III Healing
Level: White Mage/Red
Mage/Holy Knight 3
This spell functions like Cure,
except it heals for 3d8 points of
damage + 1 per caster level
(maximum +15).
Dark Dark
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a blast of dark energy
at your opponent. You must make
a ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
dark damage + 1 point per caster
level (maximum +5).
Dark II Dark
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Dark,
except it deals 2d6 points of dark
damage + 1 point per caster level
(maximum +10).
Dark III Dark
Level: Black Mage/Red
Mage/Dark Knight 3
This spell functions like Dark,
except it deals 3d8 points of dark
damage + 1 point per caster level
(maximum +15).
Darkga Dark
Level: Black Mage/Red
Mage/Dark Knight 5
This spell functions like Darkra,
except it deals 1d6 points of dark
damage per caster level
(maximum 15d6) and the area of
effect increases to a 30-ft-radius
spread.
Darkra Dark
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A darkra spell is the area of effect
version of the dark spell. A blast
of dark energy explodes dealing
1d4 points of dark damage per
caster level (maximum 10d4) to
every creature within the area.
Death Dark
Level: Black Mage 9
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You gather the dark elemental
powers to summon, briefly, the
Grim Reaper against your
opponent. The creature of this
spell must make a Fortitude save
or his life is snuffed out. If the
save is successful, the creature
suffers 5d6 points of dark
elemental damage.
Dia Enfeebling/Light
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A bright light shines in the
creature’s eyes, momentarily
distracting him. The creature
affected by this spell suffers a -2
penalty on Attack rolls and Skill
checks.
Dia II Enfeebling/Light
Level: White Mage/Red
Mage/Holy Knight 2
This spell functions like Dia,
except the penalty increases to -4.
Dia III Enfeebling/Light
Level: White Mage/Red
Mage/Holy Knight 3
This spell functions like Dia,
except the penalty increases to -6.
Diaga Enfeebling/Light
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
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This spell functions like Dia II,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Diara Enfeebling/Light
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Dia,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Disable Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Disable status effect. The
creature is unable to move and act
(but can defend himself) for the
duration of the spell or until
cured.
Dispel Enfeebling
Level: White Mage/Red
Mage/Holy Knight 3
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The creature of this spell is
stripped of all beneficial spells
cast upon him. The caster of this
spell must make a caster level
check with the DC equaling the
creature’s caster level + spell
level of the spell(s). The caster
must make a separate check for
each spell.
Dispelga Enfeebling
Level: White Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 30-ft.-radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions like Dispel,
except it affects all creatures
within a 30 foot radius.
Doom Dark
Level: Black Mage 8
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 2d4 rounds
Saving Throw: None
Spell Resistance: Yes
You summon the wrath of the
Grim Reaper upon your foe. The
creature affected by this spell has
2d4 rounds to be cured before its
life is snuffed out.
Drain Enfeebling/Dark
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With but a touch, you siphon life
from your creature and increase
your own. The creature must
make a Fortitude save or take 1d6
points of dark damage per two
caster levels (maximum of 5d6).
If the save fails, the caster gains
that many in hit points.
Drown Elemental (Water)
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
The creature of this spell is
surrounded by a large globe of
water, drowning for 5d6 points of
water damage. The creature
continues drowning for 1d6 points
of water damage per round unless
he makes a successful Fortitude
save.
Drown II Elemental (Water)
Level: Black Mage 7
This spell functions like Drown,
except it deals 10d6 points of
water damage and the creature
continues drowning for 2d6 points
of water damage per round.
Esuna Healing
Level: White Mage/Red
Mage/Holy Knight 3
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
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Creature: One creature
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white glow surrounds the
creature of this spell and cures
him of all negative status effects.
The caster of this spell must make
a caster level check with the DC
equaling the creature’s caster
level + spell level of the spell(s).
The caster must make a separate
check for each spell.
Esunaga Healing
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like Esuna,
except it affects one creature per
two caster levels (maximum of 5)
within 30 feet of each other.
Faith Enhancing
Level: White Mage 7
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/two levels (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell grants the subject
touched an increase to all magical
damage and healing by 30%.
Fira Elemental (Fire)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fira spell is the area of effect
version of the fire spell. A blast of
intense flames explodes dealing
1d4 points of fire damage per
caster level (maximum 10d4) to
every creature within the area.
Firaga Elemental (Fire)
Level: Black Mage/Red Mage 5
This spell functions like Fira,
except it deals 1d6 points of fire
damage per caster level
(maximum 15d6) and the area of
effect increases to a 30-ft-radius
spread.
Fire Elemental (Fire)
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a blast of flames at
your opponent. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
fire damage + 1 point per caster
level (maximum +5).
Fire II Elemental (Fire)
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Fire,
except it deals 2d6 points of fire
damage +1 point per caster level
(maximum +10).
Fire III Elemental (Fire)
Level: Black Mage/Red
Mage/Dark Knight 3
This spell functions like Fire,
except it deals 3d8 points of fire
damage +1 point per caster level
(maximum +15).
Flare Elemental (Fire)
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A bolt of fire streaks towards the
targeted area, exploding into
intense flames spreading out in a
40-ft.-radius dealing 1d8 points of
fire damage per caster level
(maximum 15d8), a Reflex save
for half damage.
Flare II Elemental (Fire)
Level: Black Mage 8
This spell functions like Flare,
except it deals 1d10 points of fire
damage per caster level
(maximum 20d10) and the area of
effect increases to a 50-ft-radius
spread.
Float Enhancing/Elemental (Wind)
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 4
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Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You call upon the powers of wind
to gently lift the creature touched
to rise 5 feet into the air and float.
Floatga Enhancing/Elemental (Wind)
Level: Black Mage/White
Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like Float,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Flood Elemental (Water)
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A large wave of water rushes
towards the targeted area,
spreading out in a 40-ft.-radius,
drowning those in the area of
effect and dealing 1d8 points of
water damage per caster level
(maximum 15d8), a Reflex save
for half damage.
Flood II Elemental (Water)
Level: Black Mage 8
This spell functions like Flood,
except it deals 1d10 points of
water damage per caster level
(maximum 20d10) and the area of
effect increases to a 50-ft-radius
spread.
Freeze Elemental (Ice)
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
The creature of this spell is
surrounded by a large block of
ice, freezing for 5d6 points of ice
damage. The creature continues
freezing for 1d6 points of ice
damage per round unless he
makes a successful Fortitude
save.
Freeze II Elemental (Ice)
Level: Black Mage 7
This spell functions like Freeze,
except it deals 10d6 points of ice
damage and the creature
continues freezing for 2d6 points
of ice damage per round.
Frog Enfeebling
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature
Duration: 1 round/2 levels (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Frog status effect. The
creature is polymorph into a frog
temporarily, unable to cast spells
or attack, but can defend itself.
Frost Elemental (Ice)
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A large block of ice falls upon the
targeted area, exploding in icy
tendrils spreading out in a 40-ft.-
radius and dealing 1d8 points of
ice damage per caster level
(maximum 15d8), a Reflex save
for half damage.
Frost II Elemental (Ice)
Level: Black Mage 8
This spell functions like Frost,
except it deals 1d10 points of ice
damage per caster level
(maximum 20d10) and the area of
effect increases to a 50-ft-radius
spread.
Full-Cure Healing
Level: White Mage 8
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
Your touch heals the creature to
full health, curing him of all
damage.
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Full-Life Healing
Level: White Mage 9
Casting Time: 1 full round action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
Your touch brings the creature
back to life and to full health,
curing him of all damage.
Graviga Enfeebling/Dark
Level: Black Mage 7
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell functions like Gravity,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Gravity Enfeebling/Dark
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You beckon the dark elemental
powers to weaken your foe. The
creature must make a Fortitude
save or lose 1/4th
of his current hit
point total.
Haste
Enhancing
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 3
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The creature of this spell receives
the Haste status effect. When
making a full attack action, a
hasted creature may make one
extra attack with any weapon he
is holding. The attack is made
using the creature’s full base
attack bonus, plus any modifiers
appropriate to the situation. (This
effect is not cumulative with
similar effects, nor does it
actually grant an extra action, so
you can’t use it to cast a second
spell or otherwise take an extra
action in the round.) A hasted
creature gains a +1 bonus on
attack rolls and a +1 dodge bonus
to AC and Reflex saves. Any
condition that makes you lose
your Dexterity bonus to Armor
Class (if any) also makes you lose
dodge bonuses. All of the hasted
creature’s modes of movement
(including land movement,
burrow, climb, fly, and swim)
increase by 30 feet, to a
maximum of twice the subject’s
normal speed using that form of
movement. This increase counts
as an enhancement bonus, and it
affects the creature’s jumping
distance as normal for increased
speed. Multiple haste effects
don’t stack. Haste dispels and
counters slow.
Hastega Enhancing
Level: Black Mage/White
Mage/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like Haste,
but it affects one creature per two
caster levels (maximum of 5)
within 30 feet of each other.
Holy Light
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A beam of holy energy blasts
your opponent. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
light damage per caster level
(maximum 10d4).
Holy II Light
Level: White Mage 7
This spell functions like Holy,
except it deals 1d6 points of light
damage per caster level
(maximum 15d6).
Holy III Light
Level: White Mage 9
This spell functions like Holy,
except it deals 1d8 points of light
damage per caster level
(maximum 20d6).
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Ice Spikes Enhancing/Elemental (Ice)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
An icy aura covers the subject
touched by this spell. Anytime
creatures attacking with natural
weapons or unarmed strikes
successfully strike the subject of
this spell take 1d4 points of ice
damage.
Ice Spikes II Enhancing/Elemental (Ice)
Level: Black Mage/Red Mage 6
This spell functions like Ice
Spikes, except it deals 2d4 points
of ice damage instead.
Ice Spikes III Enhancing/Elemental (Ice)
Level: Black Mage 8
This spell functions like Ice
Spikes, except it deals 3d4 points
of ice damage instead.
Immobilize Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Immobilize status effect. The
creature is unable to move for the
duration of the spell or until
cured.
Infect Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Disable status effect. The
creature is unable to be healed for
the duration of the spell or until
cured.
Infectga Enfeebling
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell functions like Infect,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Light Light
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a blast of light energy
at your opponent. You must make
a ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
light damage + 1 point per caster
level (maximum +5).
Light II Light
Level: White Mage/Red
Mage/Holy Knight 2
This spell functions like Light,
except it deals 2d6 points of light
damage +1 point per caster level
(maximum +10).
Light III Light
Level: White Mage/Red
Mage/Holy Knight 3
This spell functions like Light,
except it deals 3d8 points of light
damage +1 point per caster level
(maximum +15).
Lightga Light
Level: White Mage/Red Mage 5
This spell functions like Lightra,
except it deals 1d6 points of light
damage per caster level
(maximum 15d6) and the area of
effect increases to a 30-ft-radius
spread.
Lightra Light
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Page 167 of 227
A lightra spell is the area of effect
version of the light spell. A pillar
of holy energy explodes dealing
1d4 points of light damage per
caster level (maximum 10d4) to
every creature within the area.
Magic Barrier Enhancing
Level: White Mage 7
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/2 levels (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A clear crystal barrier pops into
existence around the subject
touched. The creature becomes
immune to all spells, beneficial
and harmful alike, up to 6th
level.
Only spell not affected is the
Dispel spell.
Meteor Elemental (Fire)
Level: Black Mage 9
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: Four 20-ft.-radius spheres
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You summon four molten meteors
into the sky to rain upon your
enemies. You direct each of the
spheres within 30 feet of each
other. Those within the area of
effect take 10d6 points of fire
damage, a Reflex save for half
damage. Creatures hit with
multiple meteors must make
multiple Reflex saves.
Mini Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/2 levels (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Mini status effect. The
creature is shrunk to 10% of its
size for the duration of the spell.
Oil Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
You coat your creature in thick,
flammable oil. If the creature is
targeted by a fire spell, he takes
an additional 1d6 points of fire
damage per round.
Poison Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Poison status effect. The
creature takes 1d4 points of
damage per round until cured.
Poisona
Healing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white light glows around
the subject’s poisoned wound and
is cured of the Poison status
effect.
Poisonga Enfeebling
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell functions like Poison,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Protect Enhancing
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject of this spell is
protected by a shield that helps
deflect physical attacks. The
creature gains a +2 deflection
bonus to Armor Class for the
duration of the spell.
Page 168 of 227
Protect II Enhancing
Level: White Mage/Red
Mage/Holy Knight 3
This spell functions like Protect,
except the creature gains a +4
deflection bonus to Armor Class
for the duration of the spell.
Protect III Enhancing
Level: White Mage/Red Mage 5
This spell functions like Protect,
except the creature gains a +6
deflection bonus to Armor Class
for the duration of the spell.
Protect IV Enhancing
Level: White Mage 7
This spell functions like Protect,
except the creature gains a +8
deflection bonus to Armor Class
for the duration of the spell.
Protect V Enhancing
Level: White Mage 9
This spell functions like Protect,
except the creature gains a +10
deflection bonus to Armor Class
for the duration of the spell.
Protectra Enhancing
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subjects of this spell within
30 feet of each other are protected
by a shield that helps deflect
physical attacks. Creatures gain a
+2 deflection bonus to Armor
Class for the duration of the spell.
Protectra II Enhancing
Level: White Mage 7
This spell functions like
Protectra, except Creatures gain a
+4 deflection bonus to Armor
Class for the duration of the spell.
Protectra III Enhancing
Level: White Mage 9
This spell functions like
Protectra, except Creatures gain a
+6 deflection bonus to Armor
Class for the duration of the spell.
Quake Elemental (Earth)
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A landslide of rocks and boulders
falls upon the targeted area,
spreading out in a 40-ft.-radius,
crushing those in the area of
effect and dealing 1d8 points of
earth damage per caster level
(maximum 15d8), a Reflex save
for half damage.
Quake II Elemental (Earth)
Level: Black Mage 8
This spell functions like Quake,
except it deals 1d10 points of
earth damage per caster level
(maximum 20d10) and the area of
effect increases to a 50-ft-radius
spread.
Raise Healing
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 full-round
action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A column of bright light falls
upon the dead creature touched,
beckoning the creature to come
back to life. The dead subject is
brought back to life at 1 hit point.
Reflect Enhancing
Level: White Mage/Red
Mage/Holy Knight 4
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/2 levels (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A barrier of reflecting mirrors
surrounds the subject touched.
The creature has a chance to
reflect spells that creature the
person that has Reflect. If an
enemy is of equal level with the
caster of the Reflect spell, it’s a
50% chance to reflect. For every
level above the caster, the chance
goes down 10% to a maximum of
0%. For every level below the
caster, the chance goes up 10% to
a maximum of 100%. Only spell
not affected is the Dispel spell.
Page 169 of 227
Reflectga Enhancing
Level: White Mage/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like Reflect,
except it affects one creature per
two levels (maximum of 5),
within 30 feet of each other.
Regen Enhancing
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft green glow pulses around
the subject touched, healing him
over time. For the duration of the
spell, the creature receives Fast
Healing 2 (heals 2 hit points a
round).
Regen II Enhancing
Level: White Mage/Red
Mage/Holy Knight 3
This spell functions like Regen,
except the creature receives Fast
Healing 4.
Regen III Enhancing
Level: White Mage/Red Mage 5
This spell functions like Regen,
except the creature receives Fast
Healing 6.
Regen IV Enhancing
Level: White Mage 7
This spell functions like Regen,
except the creature receives Fast
Healing 8.
Regen V Enhancing
Level: White Mage 9
This spell functions like Regen,
except the creature receives Fast
Healing 10.
Renew Enhancing
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subjects of this spell within
30 feet of each other are
enveloped in a soft green glow
that pulses, providing them with
healing over time. Creatures
receive Fast Healing 2 (heals 2 hit
points a round).
Renew II Enhancing
Level: White Mage 7
This spell functions like Renew,
except Creatures receive Fast
Healing 4 for the duration of the
spell.
Renew III
Enhancing
Level: White Mage 9
This spell functions like Renew,
except Creatures receive Fast
Healing 6 for the duration of the
spell.
Reverse Enfeebling/Dark
Level: Black Mage 7
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You twist your enemy’s ability to
be healed with your dark
elemental powers. For the
duration of the spell, if the
creature is healed by any healing
spell or effect, it is reversed (takes
damage from healing spells and
effects) until cured.
Rock Spikes Enhancing/Elemental (Earth)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
An aura of rocky spikes covers
the subject touched by this spell.
Anytime creatures attacking with
natural weapons or unarmed
strikes successfully strike the
subject of this spell take 1d4
points of earth damage.
Rock Spikes II Enhancing/Elemental (Earth)
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Level: Black Mage/Red Mage 6
This spell functions like Rock
Spikes, except it deals 2d4 points
of earth damage instead.
Rock Spikes III Enhancing/Elemental (Earth)
Level: Black Mage 8
This spell functions like Rock
Spikes, except it deals 3d4 points
of earth damage instead.
Scathe Non-Elemental
Level: Black Mage 8
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 30-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A blast of raw magical energy
explodes dealing 1d8 points of
non-elemental damage per caster
level (maximum 15d8) to every
creature within the area.
Scourge Non-Elemental
Level: Black Mage 9
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 30-ft.-radius burst
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
A pillar of raw magical energy
explodes at the center of the area
of effect pulsing out in a 30-ft.-
radius burst for 10d6 points of
non-elemental damage. Creatures
continue being battered by raw
magical energy for 2d6 points of
non-elemental damage per round
unless he makes a successful
Fortitude save.
Shell Enhancing
Level: White Mage/Red
Mage/Holy Knight 1
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject of this spell is
protected by a shield that helps
protect against magical attacks.
The creature gains a +2 morale
bonus to Saving Throws versus
spells for the duration of the spell.
Shell II Enhancing
Level: White Mage/Red
Mage/Holy Knight 3
This spell functions like Shell,
except the creature gains a +4
morale bonus to Saving Throws
versus spells for the duration of
the spell.
Shell III Enhancing
Level: White Mage/Red Mage 5
This spell functions like Shell,
except the creature gains a +6
morale bonus to Saving Throws
versus spells for the duration of
the spell.
Shell IV Enhancing
Level: White Mage 7
This spell functions like Shell,
except the creature gains a +8
morale bonus to Saving Throws
versus spells for the duration of
the spell.
Shell V Enhancing
Level: White Mage 9
This spell functions like Shell,
except the creature gains a +10
morale bonus to Saving Throws
versus spells for the duration of
the spell.
Shellra Enhancing
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subjects of this spell within
30 feet of each other are protected
by a shield that helps protect
against magical attacks. Creatures
gain a +2 morale bonus to Saving
Throws versus spells for the
duration of the spell.
Shellra II Enhancing
Level: White Mage 7
This spell functions like Shellra,
except creatures gain a +4 morale
bonus to Saving Throws versus
spells for the duration of the spell.
Shellra III Enhancing
Level: White Mage 9
This spell functions like Shellra,
except creatures gain a +6 morale
bonus to Saving Throws versus
spells for the duration of the spell.
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Shock Elemental (Lightning)
Level: Black Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
A bolt of lightning from the sky
streaks upon the creature of this
spell, shocking for 5d6 points of
lightning damage. The creature
continues being shocked for 1d6
points of lightning damage per
round unless he makes a
successful Fortitude save.
Shock II Elemental (Lightning)
Level: Black Mage 7
This spell functions like Shock,
except it deals 10d6 points of
lightning damage and the creature
continues being shocked for 2d6
points of lightning damage per
round.
Shock Spikes Enhancing/Elemental (Lightning)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
An aura of electricity covers the
subject touched by this spell.
Anytime creatures attacking with
natural weapons or unarmed
strikes successfully strike the
subject of this spell take 1d4
points of lightning damage.
Shock Spikes II Enhancing/Elemental (Lightning)
Level: Black Mage/Red Mage 6
This spell functions like Shock
Spikes, except it deals 2d4 points
of lightning damage instead.
Shock Spikes III Enhancing/Elemental (Lightning)
Level: Black Mage 8
This spell functions like Shock
Spikes, except it deals 3d4 points
of lightning damage instead.
Silence Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Silence status effect. The
creature is unable to cast spells
until cured. Casters with the
Silent Spell feat can bypass this
status effect if used with spells.
Silencega Enfeebling
Level: Black Mage/White
Mage/Red Mage 5
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Silence,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Sleep Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Sleep status effect. The
creature falls into a magical
slumber, can only be woken with
a standard action.
Sleepga Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Sleep,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Slow Enfeebling
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
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Creature: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Slow status effect. The
creature suffers a -1 penalty on
Attack rolls, -1 penalty on Reflex
saves, moves at half movement,
and can only take 1 standard
action a round.
Slowga Enfeebling
Level: Black Mage/White
Mage/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/two
levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell functions like Slow,
except it affects one creature per
two levels (maximum of 5) within
30 feet of each other.
Statue Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature of this spell receives
the Petrify status effect. The
creature is turned into a stone
statue of itself. This is permanent
until cured.
Stona Healing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white light glows around
the subject and is cured of the
Petrify status effect.
Stone Elemental (Earth)
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a boulder at your
opponent. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
earth damage + 1 point per caster
level (maximum +5).
Stone II Elemental (Earth)
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Stone,
except it deals 2d6 points of earth
damage +1 point per caster level
(maximum +10).
Stone III Elemental (Earth)
Level: Black Mage/Red
Mage/Dark Knight 3
This spell functions like Stone,
except it deals 3d8 points of earth
damage +1 point per caster level
(maximum +15).
Stonega Elemental (Earth)
Level: Black Mage/Red Mage 5
This spell functions like Stonera,
except it deals 1d6 points of earth
damage per caster level
(maximum 15d6) and the area of
effect increases to a 30-ft-radius
spread.
Stonera Elemental (Earth)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A stonera spell is the area of
effect version of the stone spell. A
blast of rocks and boulders
explodes dealing 1d4 points of
earth damage per caster level
(maximum 10d4) to every
creature within the area.
Stoneskin Enhancing/Elemental (Earth)
Level: White Mage/Red Mage 6
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You beckon the earth to absorb
into the subject’s skin reducing
the damage from physical attacks.
For the duration of the spell, the
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creature receives Damage
Reduction 10/-.
Stop Enfeebling
Level: Black Mage 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature
Duration: 1 round/2 levels (D)
Saving Throw: Will negates
Spell Resistance: Yes
The creature of this spell receives
the Stop status effect. The
creature is unable to move and act
(is helpless) for the duration of
the spell or until cured.
Syphon Enfeebling/Dark
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With but a touch, you siphon MP
from your creature and increase
your own. The creature must
make a Fortitude save or lose 1d6
points of MP per two caster levels
(maximum of 5d6). If the save
fails, the caster gains that many in
MP.
Thundaga Elemental (Lightning)
Level: Black Mage/Red Mage 5
This spell functions like
Thundara, except it deals 1d6
points of lightning damage per
caster level (maximum 15d6) and
the area of effect increases to a
30-ft-radius spread.
Thundara
Elemental (Lightning)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A thundara spell is the area of
effect version of the thunder spell.
A large bolt of lightning strikes
the area and explodes dealing 1d4
points of lightning damage per
caster level (maximum 10d4) to
every creature within the area.
Thunder Elemental (Lightning)
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a bolt of lightning at
your opponent. You must make a
ranged touch attack to hit, and if
the ray hits, it deals 1d4 points of
lightning damage + 1 point per
caster level (maximum +5).
Thunder II Elemental (Lightning)
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Thunder,
except it deals 2d6 points of
lightning damage +1 point per
caster level (maximum +10).
Thunder III Elemental (Lightning)
Level: Black Mage/Red
Mage/Dark Knight 3
This spell functions like Thunder,
except it deals 3d8 points of
lightning damage +1 point per
caster level (maximum +15).
Tornado Elemental (Wind)
Level: Black Mage/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A torrent of powerful winds
buffer the targeted area, spreading
out in a 40-ft.-radius, battering
those in the area of effect and
dealing 1d8 points of wind
damage per caster level
(maximum 15d8), a Reflex save
for half damage.
Tornado II Elemental (Wind)
Level: Black Mage 8
This spell functions like Tornado,
except it deals 1d10 points of
wind damage per caster level
(maximum 20d10) and the area of
effect increases to a 50-ft-radius
spread.
Toxify Enfeebling
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./2 levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
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Creatures of this spell will receive
the Sap status effect. Up to one
creature per two caster levels
(maximum of 5) within the area
of effect will take 1d8 points of
acid damage per round.
Ultima Non-Elemental
Level: Black Mage 9
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This ultimate destruction spell
erupts from the center in a large
explosion of raw magical energy
dealing 2d6 points of non-
elemental damage per caster level
(maximum 40d6) to every
creature within the area.
Vanish Enhancing
Level: Black Mage/White
Mage/Red Mage/Dark
Knight/Holy Knight 4
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The creature of this spell becomes
invisible to sight. For the duration
of the spell, the creature is
invisible until dispelled.
Attacking while invisible ends the
spell prematurely.
Vanishga Enhancing
Level: Black Mage/White
Mage/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
(maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions like Vanish,
except it affects one creature per
two caster levels (maximum of 5)
within 30 feet of each other.
Vox Healing
Level: White Mage/Red
Mage/Holy Knight 2
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A soft white light glows around
the subject and is cured of the
Silence status effect.
Wall Healing
Level: White Mage/Red Mage 5
Casting Time: 1 standard action
Range: Touch
Creature: Creature touched
Duration: 1 round/2 levels (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A wall of impenetrable barrier
erupts around the subject touched;
protecting him from all physical
harm but also prevents him being
able to attack. For the duration of
the spell, the creature is immune
to all physical damage but he is
unable to attack, physically.
Warp Non-Elemental
Level: Black Mage/White Mage 8
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Creature: One creature/2 levels
Duration: 1 round/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell teleports up to one
creature per two caster levels to
their Bind point.
Water Elemental (Water)
Level: Black Mage/Red
Mage/Dark Knight 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a blast of pressured
water at your opponent. You must
make a ranged touch attack to hit,
and if the ray hits, it deals 1d4
points of water damage + 1 point
per caster level (maximum +5).
Water II Elemental (Water)
Level: Black Mage/Red
Mage/Dark Knight 2
This spell functions like Water,
except it deals 2d6 points of water
damage +1 point per caster level
(maximum +10).
Water III Elemental (Water)
Level: Black Mage/Red
Mage/Dark Knight 3
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This spell functions like Water,
except it deals 3d8 points of water
damage +1 point per caster level
(maximum +15).
Watera Elemental (Water)
Level: Black Mage/Red
Mage/Dark Knight 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./2
levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A watera spell is the area of
effect version of the water spell.
A large wave of water strikes the
area and explodes dealing 1d4
points of water damage per caster
level (maximum 10d4) to every
creature within the area.
Waterga Elemental (Water)
Level: Black Mage/Red Mage 5
This spell functions like Watera,
except it deals 1d6 points of water
damage per caster level
(maximum 15d6) and the area of
effect increases to a 30-ft-radius
spread.
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SONGS
Advance Mage’s Ballad Enhancing
Level: Bard 5
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play an ancient ballad of
magery, bestowing allies around
you with MP regeneration. Each
round this song is in effect, allies
within 30 feet of the bard gain 2
MP a round.
Advancing March Enhancing
Level: Bard 4
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a rousing march song,
inspiring your allies to move and
attack faster. Each round this song
is in effect, allies within 30 feet of
the bard gain the Haste status
effect.
Army’s Paeon Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a soft-spoken song of
healing, bestowing allies around
you with HP regeneration. Each
round this song is in effect, allies
within 30 feet of the bard gain
Fast Healing 2.
Army’s Paeon II Enhancing
Level: Bard 2
This song functions like Army’s
Paeon, except it provides Fast
Healing 4.
Army’s Paeon III Enhancing
Level: Bard 3
This song functions like Army’s
Paeon, except it provides Fast
Healing 6.
Army’s Paeon IV Enhancing
Level: Bard 4
This song functions like Army’s
Paeon, except it provides Fast
Healing 8.
Army’s Paeon V Enhancing
Level: Bard 5
This song functions like Army’s
Paeon, except it provides Fast
Healing 10.
Battlefield Elegy Enfeebling
Level: Bard 4
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a song of sadness and of
lost battles, crippling your
enemies by slowing them down.
Each round this song is in effect,
enemies within 30 feet of the bard
suffer the Slow status effect.
Dark Carol Enhancing/Dark
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Dark,
bestowing your allies with a
resistance to Dark spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Dark
spells and effects as well as a
Dark Resistance of 3.
Dark Carol II Enhancing/Dark
Level: Bard 2
This song functions like Dark
Carol, except it provides a +4
morale bonus to Saving Throws
against Dark spells and effects as
well as a Dark Resistance of 6.
Dark Carol III Enhancing/Dark
Level: Bard 3
This song functions like Dark
Carol, except it provides a +6
morale bonus to Saving Throws
against Dark spells and effects as
well as a Dark Resistance of 9.
Dark Carol IV Enhancing/Dark
Level: Bard 4
This song functions like Dark
Carol, except it provides a +8
morale bonus to Saving Throws
against Dark spells and effects as
well as a Dark Resistance of 12.
Dark Carol V Enhancing/Dark
Level: Bard 5
This song functions like Dark
Carol, except it provides a +10
morale bonus to Saving Throws
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against Dark spells and effects as
well as a Dark Resistance of 15.
Dark Threnody Enfeebling/Dark
Level: Bard 1
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a song of darkness,
crippling your enemies by
lowering their resistance to dark
spells and effects. Each round this
song is in effect, enemies within
30 feet of the bard suffer a -5
penalty to Dark Resistances as
well as a -2 penalty to Saving
Throws against dark spells and
effects.
Dexterous Etude Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of agility,
enhancing your allies’ Dexterity
to great effect. Each round this
song is in effect, allies within 30
feet of the bard gain a +2 morale
bonus to Dexterity.
Dexterous Etude II Enhancing
Level: Bard 2
This song functions like
Dexterous Etude, except it
provides a +4 morale bonus to
Dexterity.
Dexterous Etude III Enhancing
Level: Bard 3
This song functions like
Dexterous Etude, except it
provides a +6 morale bonus to
Dexterity.
Dexterous Etude IV Enhancing
Level: Bard 4
This song functions like
Dexterous Etude, except it
provides a +8 morale bonus to
Dexterity.
Dexterous Etude V Enhancing
Level: Bard 5
This song functions like
Dexterous Etude, except it
provides a +10 morale bonus to
Dexterity.
Earth Carol Enhancing/Elemental (Earth)
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Earth,
bestowing your allies with a
resistance to Earth spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Earth
spells and effects as well as an
Elemental (Earth) Resistance of 3.
Earth Carol II Enhancing/Elemental (Earth)
Level: Bard 2
This song functions like Earth
Carol, except it provides a +4
morale bonus to Saving Throws
against Earth spells and effects as
well as an Elemental (Earth)
Resistance of 6.
Earth Carol III Enhancing/Elemental (Earth)
Level: Bard 3
This song functions like Earth
Carol, except it provides a +6
morale bonus to Saving Throws
against Earth spells and effects as
well as an Elemental (Earth)
Resistance of 9.
Earth Carol IV Enhancing/Elemental (Earth)
Level: Bard 4
This song functions like Earth
Carol, except it provides a +8
morale bonus to Saving Throws
against Earth spells and effects as
well as an Elemental (Earth)
Resistance of 12.
Earth Carol V Enhancing/Elemental (Earth)
Level: Bard 5
This song functions like Earth
Carol, except it provides a +10
morale bonus to Saving Throws
against Earth spells and effects as
well as an Elemental (Earth)
Resistance of 15.
Earth Threnody Enfeebling/Elemental (Earth)
Level: Bard 2
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play an earthy song,
crippling your enemies by
lowering their resistance to earth
spells and effects. Each round this
song is in effect, enemies within
30 feet of the bard suffer a -5
penalty to Elemental (Earth)
Resistances as well as a -2 penalty
to Saving Throws against earth
spells and effects.
Enchanting Etude Enhancing
Level: Bard 1
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Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of wit and
charm, enhancing your allies’
Charisma to great effect. Each
round this song is in effect, allies
within 30 feet of the bard gain a
+2 morale bonus to Charisma.
Enchanting Etude II Enhancing
Level: Bard 2
This song functions like
Enchanting Etude, except it
provides a +4 morale bonus to
Charisma.
Enchanting Etude III Enhancing
Level: Bard 3
This song functions like
Enchanting Etude, except it
provides a +6 morale bonus to
Charisma.
Enchanting Etude IV Enhancing
Level: Bard 4
This song functions like
Enchanting Etude, except it
provides a +8 morale bonus to
Charisma.
Enchanting Etude V Enhancing
Level: Bard 5
This song functions like
Enchanting Etude, except it
provides a +10 morale bonus to
Charisma.
Fire Carol Enhancing/Elemental (Fire)
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Fire,
bestowing your allies with a
resistance to Fire spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Fire spells
and effects as well as an
Elemental (Fire) Resistance of 3.
Fire Carol II Enhancing/Elemental (Fire)
Level: Bard 2
This song functions like Fire
Carol, except it provides a +4
morale bonus to Saving Throws
against Fire spells and effects as
well as an Elemental (Fire)
Resistance of 6.
Fire Carol III Enhancing/Elemental (Fire)
Level: Bard 3
This song functions like Fire
Carol, except it provides a +6
morale bonus to Saving Throws
against Fire spells and effects as
well as an Elemental (Fire)
Resistance of 9.
Fire Carol IV Enhancing/Elemental (Fire)
Level: Bard 4
This song functions like Fire
Carol, except it provides a +8
morale bonus to Saving Throws
against Fire spells and effects as
well as an Elemental (Fire)
Resistance of 12.
Fire Carol V Enhancing/Elemental (Fire)
Level: Bard 5
This song functions like Fire
Carol, except it provides a +10
morale bonus to Saving Throws
against Fire spells and effects as
well as an Elemental (Fire)
Resistance of 15.
Fire Threnody Enfeebling/Elemental (Fire)
Level: Bard 2
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a fiery song, crippling
your enemies by lowering their
resistance to Fire spells and
effects. Each round this song is in
effect, enemies within 30 feet of
the bard suffer a -5 penalty to
Elemental (Fire) Resistances as
well as a -2 penalty to Saving
Throws against Fire spells and
effects.
Foe Lullaby Enfeebling
Level: Bard 1
Range: 30 feet
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You play a soft lullaby, lulling an
enemy to sleep. Each round this
song is in effect, an enemy within
30 feet of the bard suffers the
Sleep status effect.
Foe Requiem Non-Elemental
Level: Bard 1
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a song of destruction,
damaging those within 30 feet
with sonic damage. Each round
this song is in effect, enemies
within 30 feet of the bard suffer
1d6 points of sonic damage.
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Foe Requiem II Non-Elemental
Level: Bard 2
This song functions like Foe
Requiem, except it deals 2d6
points of sonic damage.
Foe Requiem III Non-Elemental
Level: Bard 3
This song functions like Foe
Requiem, except it deals 3d6
points of sonic damage.
Foe Requiem IV Non-Elemental
Level: Bard 4
This song functions like Foe
Requiem, except it deals 4d6
points of sonic damage.
Foe Requiem V Non-Elemental
Level: Bard 5
This song functions like Foe
Requiem, except it deals 5d6
points of sonic damage.
Fowl Aubade Enhancing
Level: Bard 4
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play an energetic song of
wakefulness, boosting your allies’
resistance to sleep and charm
spells and effects. Each round this
song is in effect, allies within 30
feet of the bard gain a +8 morale
bonus on saving throws against
sleep and charm spells and
effects.
Goblin Gavotte Enhancing
Level: Bard 5
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a rousing song of
freedom, boosting your allies’
resistance to paralysis spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +10 morale bonus on
saving throws against paralysis
spells and effects.
Herb Pastoral Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of cleansing,
boosting your allies’ resistance to
disease and poison spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus on
saving throws against disease and
poison spells and effects.
Herb Pastoral II Enhancing
Level: Bard 2
This song functions like Herb
Pastoral, except it provides a +4
morale bonus on saving throws
against disease and poison spells
and effects.
Herb Pastoral III Enhancing
Level: Bard 3
This song functions like Herb
Pastoral, except it provides a +6
morale bonus on saving throws
against disease and poison spells
and effects.
Herb Pastoral IV
Enhancing
Level: Bard 4
This song functions like Herb
Pastoral, except it provides a +8
morale bonus on saving throws
against disease and poison spells
and effects.
Herb Pastoral V Enhancing
Level: Bard 5
This song functions like Herb
Pastoral, except it provides a +10
morale bonus on saving throws
against disease and poison spells
and effects.
Horde Lullaby Enfeebling
Level: Bard 3
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Foe
Lullaby, except it affects all
enemies within 30 feet of the
bard.
Hunter’s Prelude Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play the song of the hunter,
granting allies a bonus to range
weapon attack rolls. Each round
this song is in effect, allies within
30 feet of the bard gain a +2
morale bonus to Attack rolls with
ranged weapons.
Hunter’s Prelude II Enhancing
Level: Bard 2
This song functions like Hunter’s
Prelude, except it provides a +4
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morale bonus to Attack rolls with
ranged weapons.
Hunter’s Prelude III Enhancing
Level: Bard 3
This song functions like Hunter’s
Prelude, except it provides a +6
morale bonus to Attack rolls with
ranged weapons.
Hunter’s Prelude IV Enhancing
Level: Bard 4
This song functions like Hunter’s
Prelude, except it provides a +8
morale bonus to Attack rolls with
ranged weapons.
Hunter’s Prelude V Enhancing
Level: Bard 5
This song functions like Hunter’s
Prelude, except it provides a +10
morale bonus to Attack rolls with
ranged weapons.
Ice Carol Enhancing/Elemental (Ice)
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Ice,
bestowing your allies with a
resistance to Ice spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Ice spells
and effects as well as an
Elemental (Ice) Resistance of 3.
Ice Carol II Enhancing/Elemental (Ice)
Level: Bard 2
This song functions like Ice
Carol, except it provides a +4
morale bonus to Saving Throws
against Ice spells and effects as
well as an Elemental (Ice)
Resistance of 6.
Ice Carol III Enhancing/Elemental (Ice)
Level: Bard 3
This song functions like Ice
Carol, except it provides a +6
morale bonus to Saving Throws
against Ice spells and effects as
well as an Elemental (Ice)
Resistance of 9.
Ice Carol IV Enhancing/Elemental (Ice)
Level: Bard 4
This song functions like Ice
Carol, except it provides a +8
morale bonus to Saving Throws
against Ice spells and effects as
well as an Elemental (Ice)
Resistance of 12.
Ice Carol V Enhancing/Elemental (Ice)
Level: Bard 5
This song functions like Ice
Carol, except it provides a +10
morale bonus to Saving Throws
against Ice spells and effects as
well as an Elemental (Ice)
Resistance of 15.
Ice Threnody Enfeebling/Elemental (Ice)
Level: Bard 3
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play an icy song, crippling
your enemies by lowering their
resistance to Ice spells and
effects. Each round this song is in
effect, enemies within 30 feet of
the bard suffer a -5 penalty to
Elemental (Ice) Resistances as
well as a -2 penalty to Saving
Throws against Ice spells and
effects.
Knight’s Minne Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play the song of the knight,
enhancing your allies’ Armor
Class to deflect attacks better.
Each round this song is in effect,
enemies within 30 feet of the bard
gain a +2 deflection bonus to
Armor Class.
Knight’s Minne II Enhancing
Level: Bard 2
This song functions like Knight’s
Minne, except it provides a +4
deflection bonus to Armor Class.
Knight’s Minne III Enhancing
Level: Bard 3
This song functions like Knight’s
Minne, except it provides a +6
deflection bonus to Armor Class.
Knight’s Minne IV Enhancing
Level: Bard 4
This song functions like Knight’s
Minne, except it provides a +8
deflection bonus to Armor Class.
Knight’s Minne V Enhancing
Level: Bard 5
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This song functions like Knight’s
Minne, except it provides a +10
deflection bonus to Armor Class.
Learned Etude Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of knowledge,
enhancing your allies’
Intelligence to great effect. Each
round this song is in effect, allies
within 30 feet of the bard gain a
+2 morale bonus to Intelligence.
Learned Etude II Enhancing
Level: Bard 2
This song functions like Learned
Etude, except it provides a +4
morale bonus to Intelligence.
Learned Etude III Enhancing
Level: Bard 3
This song functions like Learned
Etude, except it provides a +6
morale bonus to Intelligence.
Learned Etude IV Enhancing
Level: Bard 4
This song functions like Learned
Etude, except it provides a +8
morale bonus to Intelligence.
Learned Etude V Enhancing
Level: Bard 5
This song functions like Learned
Etude, except it provides a +10
morale bonus to Intelligence.
Light Carol
Enhancing/Light
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Light,
bestowing your allies with a
resistance to Light spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Light
spells and effects as well as a
Light Resistance of 3.
Light Carol II Enhancing/Light
Level: Bard 2
This song functions like Light
Carol, except it provides a +4
morale bonus to Saving Throws
against Light spells and effects as
well as a Light Resistance of 6.
Light Carol III Enhancing/Light
Level: Bard 3
This song functions like Light
Carol, except it provides a +6
morale bonus to Saving Throws
against Light spells and effects as
well as a Light Resistance of 9.
Light Carol IV Enhancing/Light
Level: Bard 4
This song functions like Light
Carol, except it provides a +8
morale bonus to Saving Throws
against Light spells and effects as
well as a Light Resistance of 12.
Light Carol V Enhancing/Light
Level: Bard 5
This song functions like Light
Carol, except it provides a +10
morale bonus to Saving Throws
against Light spells and effects as
well as a Light Resistance of 15.
Light Threnody Enfeebling/Light
Level: Bard 1
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play an icy song, crippling
your enemies by lowering their
resistance to Light spells and
effects. Each round this song is in
effect, enemies within 30 feet of
the bard suffer a -5 penalty to
Light Resistances as well as a -2
penalty to Saving Throws against
Light spells and effects.
Lightning Carol Enhancing/Elemental (Lightning)
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Lightning,
bestowing your allies with a
resistance to Lightning spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Lightning
spells and effects as well as an
Elemental (Lightning) Resistance
of 3.
Lightning Carol II Enhancing/Elemental (Lightning)
Level: Bard 2
This song functions like Lightning
Carol, except it provides a +4
morale bonus to Saving Throws
against Lightning spells and
effects as well as an Elemental
(Lightning) Resistance of 6.
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Lightning Carol III Enhancing/Elemental (Lightning)
Level: Bard 3
This song functions like Lightning
Carol, except it provides a +6
morale bonus to Saving Throws
against Lightning spells and
effects as well as an Elemental
(Lightning) Resistance of 9.
Lightning Carol IV Enhancing/Elemental (Lightning)
Level: Bard 4
This song functions like Lightning
Carol, except it provides a +8
morale bonus to Saving Throws
against Lightning spells and
effects as well as an Elemental
(Lightning) Resistance of 12.
Lightning Carol V Enhancing/Elemental (Lightning)
Level: Bard 5
This song functions like Lightning
Carol, except it provides a +10
morale bonus to Saving Throws
against Lightning spells and
effects as well as an Elemental
(Lightning) Resistance of 15.
Lightning Threnody Enfeebling/Elemental (Lightning)
Level: Bard 3
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play an icy song, crippling
your enemies by lowering their
resistance to Lightning spells and
effects. Each round this song is in
effect, enemies within 30 feet of
the bard suffer a -5 penalty to
Elemental (Lightning)
Resistances as well as a -2 penalty
to Saving Throws against
Lightning spells and effects.
Mage’s Ballad
Enhancing
Level: Bard 3
This song functions like Advance
Mage’s Ballad, except it provides
only 1 MP a round.
Magic Finale Enfeebling
Level: Bard 4
Range: 30 feet
Target: One creature
Saving Throw: None
Spell Resistance: No
You play a song of disruption,
stripping an opponent of magical
effects cast upon him. This song
functions like the Dispel spell.
Quick Etude Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play the song of fast reflexes,
enhancing your allies’ Armor
Class to dodge attacks better.
Each round this song is in effect,
enemies within 30 feet of the bard
gain a +2 dodge bonus to Armor
Class.
Quick Etude II Enhancing
Level: Bard 2
This song functions like Quick
Etude, except it provides a +4
dodge bonus to Armor Class.
Quick Etude III Enhancing
Level: Bard 3
This song functions like Quick
Etude, except it provides a +6
dodge bonus to Armor Class.
Quick Etude IV Enhancing
Level: Bard 4
This song functions like Quick
Etude, except it provides a +8
dodge bonus to Armor Class.
Quick Etude V Enhancing
Level: Bard 5
This song functions like Quick
Etude, except it provides a +10
dodge bonus to Armor Class.
Scop’s Operetta Enhancing
Level: Bard 5
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of sound,
boosting your allies’ resistance to
silence spells and effects. Each
round this song is in effect, allies
within 30 feet of the bard gain a
+2 morale bonus on saving
throws against silence spells and
effects.
Sheepfoe Mambo Enhancing
Level: Bard 5
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of resistance,
boosting your allies’ saving
throws. Each round this song is in
effect, allies within 30 feet of the
bard gain a +5 morale bonus on
saving throws.
Sinewy Etude Enhancing
Level: Bard 1
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Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of might,
enhancing your allies’ Strength to
great effect. Each round this song
is in effect, allies within 30 feet of
the bard gain a +2 morale bonus
to Strength.
Sinewy Etude II Enhancing
Level: Bard 2
This song functions like Sinewy
Etude, except it provides a +4
morale bonus to Strength.
Sinewy Etude III Enhancing
Level: Bard 3
This song functions like Sinewy
Etude, except it provides a +6
morale bonus to Strength.
Sinewy Etude IV Enhancing
Level: Bard 4
This song functions like Sinewy
Etude, except it provides a +8
morale bonus to Strength.
Sinewy Etude V Enhancing
Level: Bard 5
This song functions like Sinewy
Etude, except it provides a +10
morale bonus to Strength.
Spirited Etude Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of might,
enhancing your allies’ Wisdom to
great effect. Each round this song
is in effect, allies within 30 feet of
the bard gain a +2 morale bonus
to Wisdom.
Spirited Etude II Enhancing
Level: Bard 2
This song functions like Spirited
Etude, except it provides a +4
morale bonus to Wisdom.
Spirited Etude III Enhancing
Level: Bard 3
This song functions like Spirited
Etude, except it provides a +6
morale bonus to Wisdom.
Spirited Etude IV Enhancing
Level: Bard 4
This song functions like Spirited
Etude, except it provides a +8
morale bonus to Wisdom.
Spirited Etude V Enhancing
Level: Bard 5
This song functions like Spirited
Etude, except it provides a +10
morale bonus to Wisdom.
Sword Madrigal Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play the song of precision,
granting allies a bonus to melee
weapon attack rolls. Each round
this song is in effect, allies within
30 feet of the bard gain a +1
morale bonus to Attack rolls with
melee weapons.
Sword Madrigal II Enhancing
Level: Bard 2
This song functions like Sword
Madrigal, except it provides a +2
morale bonus to Attack rolls with
melee weapons.
Sword Madrigal III Enhancing
Level: Bard 3
This song functions like Sword
Madrigal, except it provides a +3
morale bonus to Attack rolls with
melee weapons.
Sword Madrigal IV Enhancing
Level: Bard 4
This song functions like Sword
Madrigal, except it provides a +4
morale bonus to Attack rolls with
melee weapons.
Sword Madrigal V Enhancing
Level: Bard 5
This song functions like Sword
Madrigal, except it provides a +5
morale bonus to Attack rolls with
melee weapons.
Valor Minuet Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play the song of valor,
granting allies a bonus to melee
damage rolls. Each round this
song is in effect, allies within 30
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feet of the bard gain a +2 morale
bonus to melee damage rolls.
Valor Minuet II Enhancing
Level: Bard 2
This song functions like Valor
Minuet, except it provides a +4
morale bonus to melee damage
rolls.
Valor Minuet III Enhancing
Level: Bard 3
This song functions like Valor
Minuet, except it provides a +6
morale bonus to melee damage
rolls.
Valor Minuet IV Enhancing
Level: Bard 4
This song functions like Valor
Minuet, except it provides a +8
morale bonus to melee damage
rolls.
Valor Minuet V Enhancing
Level: Bard 5
This song functions like Valor
Minuet, except it provides a +10
morale bonus to melee damage
rolls.
Vivacious Etude Enhancing
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of fortitude,
enhancing your allies’
Constitution to great effect. Each
round this song is in effect, allies
within 30 feet of the bard gain a
+2 morale bonus to Constitution.
Vivacious Etude II Enhancing
Level: Bard 2
This song functions like
Vivacious Etude, except it
provides a +4 morale bonus to
Constitution.
Vivacious Etude III Enhancing
Level: Bard 3
This song functions like
Vivacious Etude, except it
provides a +6 morale bonus to
Constitution.
Vivacious Etude IV Enhancing
Level: Bard 4
This song functions like
Vivacious Etude, except it
provides a +8 morale bonus to
Constitution.
Vivacious Etude V Enhancing
Level: Bard 5
This song functions like
Vivacious Etude, except it
provides a +10 morale bonus to
Constitution.
Water Carol Enhancing/Elemental (Water)
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Water,
bestowing your allies with a
resistance to Water spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Water
spells and effects as well as an
Elemental (Water) Resistance of
3.
Water Carol II Enhancing/Elemental (Water)
Level: Bard 2
This song functions like Water
Carol, except it provides a +4
morale bonus to Saving Throws
against Water spells and effects as
well as an Elemental (Water)
Resistance of 6.
Water Carol III Enhancing/Elemental (Water)
Level: Bard 3
This song functions like Water
Carol, except it provides a +6
morale bonus to Saving Throws
against Water spells and effects as
well as an Elemental (Water)
Resistance of 9.
Water Carol IV Enhancing/Elemental (Water)
Level: Bard 4
This song functions like Water
Carol, except it provides a +8
morale bonus to Saving Throws
against Water spells and effects as
well as an Elemental (Water)
Resistance of 12.
Water Carol V Enhancing/Elemental (Water)
Level: Bard 5
This song functions like Water
Carol, except it provides a +10
morale bonus to Saving Throws
against Water spells and effects as
well as an Elemental (Water)
Resistance of 15.
Water Threnody
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Enfeebling/Elemental (Water)
Level: Bard 2
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a watery song, crippling
your enemies by lowering their
resistance to Water spells and
effects. Each round this song is in
effect, enemies within 30 feet of
the bard suffer a -5 penalty to
Elemental (Water) Resistances as
well as a -2 penalty to Saving
Throws against Water spells and
effects.
Wind Carol Enhancing/Elemental (Wind)
Level: Bard 1
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You play a song of the Wind,
bestowing your allies with a
resistance to Wind spells and
effects. Each round this song is in
effect, allies within 30 feet of the
bard gain a +2 morale bonus to
Saving Throws against Wind
spells and effects as well as an
Elemental (Wind) Resistance of
3.
Wind Carol II Enhancing/Elemental (Wind)
Level: Bard 2
This song functions like Wind
Carol, except it provides a +4
morale bonus to Saving Throws
against Wind spells and effects as
well as an Elemental (Wind)
Resistance of 6.
Wind Carol III Enhancing/Elemental (Wind)
Level: Bard 3
This song functions like Wind
Carol, except it provides a +6
morale bonus to Saving Throws
against Wind spells and effects as
well as an Elemental (Wind)
Resistance of 9.
Wind Carol IV Enhancing/Elemental (Wind)
Level: Bard 4
This song functions like Wind
Carol, except it provides a +8
morale bonus to Saving Throws
against Wind spells and effects as
well as an Elemental (Wind)
Resistance of 12.
Wind Carol V Enhancing/Elemental (Wind)
Level: Bard 5
This song functions like Wind
Carol, except it provides a +10
morale bonus to Saving Throws
against Wind spells and effects as
well as an Elemental (Wind)
Resistance of 15.
Wind Threnody Enfeebling/Elemental (Wind)
Level: Bard 2
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a windy song, crippling
your enemies by lowering their
resistance to Wind spells and
effects. Each round this song is in
effect, enemies within 30 feet of
the bard suffer a -5 penalty to
Elemental (Wind) Resistances as
well as a -2 penalty to Saving
Throws against Wind spells and
effects.
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CHAPTER 10: COMPANIONS,
MOUNTS, & SUMMONS This chapter deals with the Beastmaster’s
Companions, Chocobo Knight’s Chocobo Mount,
Dragoon’s Dragon Companion, and the Summoner’s
Aeon Summons. Statistics are listed for each below
as well as descriptions and list of abilities.
Beastmaster’s Animal Companion List
Ape
Large Animal
Bear, Black
Medium Animal
Hawk
Small Animal
Hit Dice: 4d8+11 (29 hp) 3d8+6 (19 hp) 1d8+1 (5 hp)
Initiative: +2 +1 +2
Speed: 30 ft. (6 squares), climb 30
ft.
40 ft. (8 squares) 10 ft. (2 squares), fly 80 ft.
(average)
Armor Class: 14 (-1 size, +2 Dex, +3
natural), touch 11, flat-
footed 12
13 (+1 Dex, +2 natural),
touch 11, flat-footed 12
14 (+1 size, +2 Dex, +1
natural), touch 13, flat-
footed 12
BAB/Grapple: +3/+12 +2/+6 +0/-4
Attack: Claws +7 melee (1d6+5) Claw +6 melee (1d4+4) Talons +3 melee (1d4)
Full Attack: 2 claws +7 melee (1d6+5)
and bite +2 melee (1d6+2)
2 claws +6 melee (1d4+4)
and bite +1 melee (1d6+2)
2 talons +3 melee (1d4)
and bite -2 melee (1d4)
Space/Reach: 10 ft./10 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: — — —
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision
Saves: Fort +6, Ref +6, Will +2 Fort +5, Ref +4, Will +2 Fort +3, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 14,
Int 2, Wis 12, Cha 7
Str 19, Dex 13, Con 15,
Int 2, Wis 12, Cha 6
Str 10, Dex 15, Con 12,
Int 2, Wis 14, Cha 6
Skills: Climb +14, Listen +6, Spot
+6
Climb +4, Listen +4, Spot
+4, Swim +8
Listen +2, Spot +14
Feats: Alertness, Toughness Endurance, Run Weapon Finesse
Environment Warm forests Temperate forests Temperate mountains
Organization: Solitary, pair, or company
(3-5)
Solitary or pair Solitary or pair
Challenge Rating: 2 2 1/2
Advancement: 5-8 HD (Large) 4-5 HD (Medium) 2-3 HD (Medium)
Strong Against: — — —
Weak Against: — — —
Snake, Medium
Medium Animal
Wolf
Medium Animal
Hit Dice: 2d8 (9 hp) 2d8+4 (13 hp)
Initiative: +3 +2
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 natural),
touch 13, flat-footed 13
14 (+2 Dex, +2 natural),
touch 12, flat-footed 12
BAB/Grapple: +1/+0 +1/+2
Attack: Bite +4 melee (1d4-1 plus poison) Bite +3 melee (1d6+1)
Full Attack: Bite +4 melee (1d4-1 plus poison) Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Poison Trip
Special Qualities: Scent Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1 Fort +5, Ref +5, Will +1
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Abilities: Str 8, Dex 17, Con 11,
Int 1, Wis 12, Cha 2
Str 13, Dex 15, Con 15,
Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +11, Hide +12, Listen
+5, Spot +5, Swim +7
Hide +2, Listen +3, Move Silently +3,
Spot +3, Survival +1*
Feats: Weapon Finesse Track, Weapon Focus (Bite)
Environment Temperate marshes Temperate forests
Organization: Solitary Solitary, pair, or pack (7-16)
Challenge Rating: 1 1
Advancement: — 3 HD (Medium); 4-6 HD (Large)
Strong Against: — —
Weak Against: — —
APE These powerful omnivores resemble gorillas but are
far more aggressive; they kill and eat anything they
can catch. An adult male ape is 5-1/2 to 6 feet tall and
weighs 300 to 400 pounds.
Combat
An ape often precedes an attack with a display of
aggression, hoping to intimidate potential foes.
Skills: Apes have a +8 racial bonus on Climb checks
and can always choose to take 10 on Climb checks,
even if rushed or threatened.
BEAR, BLACK The black bear is a forest-dwelling omnivore that
usually is not dangerous unless an interloper
threatens its cubs or food supply. Black bears can be
pure black, blond, or cinnamon in color and rarely
more than 5 feet long.
Combat
Black bears rip prey with their claws and teeth.
Skills: A black bear has a +4 racial bonus on Swim
checks.
HAWK These birds of prey inhabit nearly every terrain and
climate, though they all prefer high, secluded nesting
spots. A typical hawk is about 3 feet long and has a
wingspan of about 7 feet. The statistics presented
here can describe any similar-sized, diurnal bird of
prey.
Combat
Hawks dive at prey, raking with their powerful
talons.
Skills: Hawks have a +8 racial bonus on Spot checks.
SNAKE, MEDIUM These creatures are medium in size. They are not
particularly aggressive, but will often lash out with a
bite attack before attempting to retreat.
Combat
Snakes rely on their venomous bite to kill prey and
defend themselves.
Poison (Ex): A snake has a poisonous bite that deals
initial and secondary damage of 1d6 Con. The save
DC is 11 and are Constitution-based.
Skills: Snakes have a +4 racial bonus on Hide,
Listen, and Spot checks and a +8 racial bonus on
Balance and Climb checks. A snake can always
choose to take 10 on a Climb check, even if rushed or
threatened. Snakes use either their Strength modifier
or Dexterity modifier for Climb checks, whichever is
higher. A snake has a +8 racial bonus on any Swim
check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a
straight line.
WOLF Wolves are pack hunters known for their persistence
and cunning.
Combat
A favorite tactic is to send a few individuals against
the foe’s front while the rest of the pack circles and
attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can
attempt to trip the opponent (+1 check modifier) as a
free action without making a touch attack or
provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival
checks when tracking by scent.
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Beastmaster’s Dire Companion List
Dire Ape
Large Animal
Dire Bear
Large Animal
Dire Hawk
Medium Animal
Hit Dice: 5d8+11 (35 hp) 12d8+51 (105 hp) 5d8+10 (32 hp)
Initiative: +2 +1 +6
Speed: 30 ft. (6 squares), climb 15
ft.
40 ft. (8 squares) 10 ft. (2 squares), fly 80 ft.
(average)
Armor Class: 15 (-1 size, +2 Dex, +4
natural), touch 11, flat-
footed 13
17 (-1 size, +1 Dex, +7
natural), touch 10, flat-
footed 16
19 (+6 Dex, +3 natural),
touch 16, flat-footed 13
BAB/Grapple: +3/+13 +9/+23 +3/+4
Attack: Claws +8 melee (1d6+6) Claw +19 melee (2d4+10) Claw +9 melee (1d4+1)
Full Attack: 2 claws +8 melee (1d6+6)
and bite +3 melee (1d8+3)
2 claws +19 melee
(2d4+10) and bite +13
melee (2d8+5)
2 claws +9 melee (1d4+1)
and bite +4 melee (1d6)
Space/Reach: 10 ft./10 ft. 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend 2d6+9 Improved grab —
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision
Saves: Fort +6, Ref +6, Will +5 Fort +12, Ref +9, Will +9 Fort +6, Ref +10, Will +6
Abilities: Str 22, Dex 15, Con 14,
Int 2, Wis 12, Cha 7
Str 31, Dex 13, Con 19,
Int 2, Wis 12, Cha 10
Str 12, Dex 22, Con 15,
Int 2, Wis 15, Cha 11
Skills: Climb +14, Listen +5,
Move Silently +4, Spot +6
Listen +10, Spot +10,
Swim +13
Listen +8, Move Silently
+8, Spot +8*
Feats: Alertness, Toughness Alertness, Endurance,
Run, Toughness, Weapon
Focus (claw)
Weapon Finesse (bite),
Weapon Finesse (claw)
Environment Warm forests Cold forests Any forest, hills, plains,
and mountains
Organization: Solitary or company (5-8) Solitary or pair Solitary or pair
Challenge Rating: 3 7 2
Advancement: 6-15 HD (Large) 13-16 HD (Large);
17-36 HD (Huge)
5-8 HD (Medium);
9-12 HD (Large)
Strong Against: — — —
Weak Against: — — —
Dire Snake
Huge Animal
Dire Wolf
Large Animal
Hit Dice: 7d8+21 (52 hp) 6d8+18 (45 hp)
Initiative: +5 +2
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft. 50 ft. (10 squares)
Armor Class: 18 (-2 size, +5 Dex, +5 natural),
touch 13, flat-footed 13
14 (-1 Size, +2 Dex, +3 natural),
touch 11, flat-footed 12
BAB/Grapple: +5/+20 +4/+15
Attack: Bite +10 melee (2d6+10 plus poison) Bite +11 melee (1d8+10)
Full Attack: Bite +10 melee (2d6+10 plus poison) Bite +11 melee (1d8+10)
Space/Reach: 10 ft./10 ft. (coiled) 10 ft./5 ft.
Special Attacks: Constrict 1d6+10, Improved Grab, Poison Trip
Special Qualities: Low-Light Vision, Scent Low-light vision, scent
Saves: Fort +8, Ref +10, Will +6 Fort +8, Ref +7, Will +6
Page 189 of 227
Abilities: Str 24, Dex 20, Con 16,
Int 1, Wis 13, Cha 11
Str 25, Dex 15, Con 17,
Int 2, Wis 12, Cha 10
Skills: Balance +14, Climb +15, Hide +7, Listen
+9, Spot +9, Swim +9
Hide +0, Listen +7, Move Silently +4,
Spot +7, Survival +2*
Feats: — Alertness, Run, Track, Weapon Focus
(Bite)
Environment Temperate and warm land, aquatic, and
underground
Temperate forests
Organization: Solitary Solitary or pack (5-8)
Challenge Rating: 5 3
Advancement: 8-12 HD (Huge);
13-16 HD (Gargantuan)
7-18 HD (Large)
Strong Against: — —
Weak Against: — —
DIRE APE Dire apes are territorial and apt to attack anything
they see. A dire ape stands about 9 feet tall and
weighs from 800 to 1,200 pounds.
Combat
Dire apes attack anything that enters their territory,
even other dire apes. If an opponent’s armor foils a
dire ape’s attacks, the creature will attempt to grapple
and pin, then rend the prone opponent.
Rend (Ex): A dire ape that hits with both claw
attacks, latches onto the opponent’s body and tears
the flesh. This attack automatically deals an extra
2d6+12 points of damage.
Scent (Ex): A dire ape can detect approaching
enemies, sniff out hidden foes, and track by sense of
smell.
Skills: Dire apes have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb
checks, even if rushed or threatened.
DIRE BEAR The omnivorous dire bear usually does not bother
creatures that try to avoid it, but will aggressively
defend a kill or other source of food. It will not
hesitate to rip apart anything that might contain
something edible. A typical dire bear is 12 feet long
and weighs as much as 8,000 pounds.
Combat
A dire bear attacks by tearing at opponents with its
claws.
Improved Grab (Ex): To use this ability, a dire bear
must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking an
attack of opportunity.
DIRE HAWK This bird of prey is capable of taking down pigs,
sheep, and even the occasional small chocobo. The
dire hawk prefers high, remote nesting spots. A
typical dire hawk is about 5 feet long and has a
wingspan of about 11 feet. The upper part of its beak
has a bony protusion, and several long feathers trail
gracefully from its lower body and tail.
Combat
Hawks dive at prey, raking with their powerful
talons.
Skills: * A dire hawk receives a +8 racial bonus on
Spot checks in daylight.
DIRE SNAKE The dire snake combines the strength and power of a
constrictor with the venomous bite of a viper. The
dire snake looks like an enormous viper with dull
green or brown scales and long fangs. Its head has
two bony protrusions similar to horns placed just
behind the eyes.
Combat
Constrict (Ex): With a successful grapple check, a
dire snake can constrict a grabbed opponent, dealing
1d8+10 points of bludgeoning damage.
Poison (Ex): A dire snake delivers its poison
(Fortitude save DC 16) with each successful bite
attack. The initial and secondary damage is the same
(1d6 points of Constitution damage).
Improved Grab (Ex): If a dire snake hits an
opponent that is at least one size category smaller
than itself with a bite attack, it deals normal damage
and attempts to start a grapple as a free action
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without provoking an attack of opportunity (grapple
bonus +20). If it gets a hold, it can also constrict in
the same round. Thereafter, the dire snake has the
option to conduct the grapple normally, or simply use
its jaws to hold the opponent (-20 penalty on grapple
check, but the dire snake is not considered grappled).
In either case, each successful grapple check it makes
during successive rounds automatically deals bite and
constrict damage.
Scent (Ex): A dire snake can detect approaching
enemies, sniff out hidden foes, and track by sense of
smell.
Skills: A dire snake receives a +4 racial bonus on
Hide, Listen, and Spot checks, and a +8 racial bonus
on Balance checks.
DIRE WOLF Dire wolves are efficient pack hunters that will kill
anything they can catch. Dire wolves are mottled
gray or black, about 9 feet long and weighing some
800 pounds.
Combat
Dire wolves prefer to attack in packs, surrounding
and flanking a foe when they can.
Trip (Ex): A dire wolf that hits with a bite attack can
attempt to trip its opponent (+15 check modifier) as a
free action without making a touch attack or
provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide,
Listen, Move Silently, and Spot checks. *It also has a
+4 racial bonus on Survival checks when tracking by
scent.
Page 191 of 227
Beastmaster’s Legendary Companion List
Legendary Ape
Medium Animal
Legendary Bear
Large Animal
Legendary Hawk
Small Animal
Hit Dice: 13d8+39 (97 hp) 20d8+140 (230 hp) 12d8+36 (90 hp)
Initiative: +3 +2 +10
Speed: 40 ft. (8 squares), climb 20
ft.
50 ft. (10 squares) 10 ft. (2 squares), fly
100 ft. (average)
Armor Class: 19 (+3 Dex, +6 natural),
touch 13, flat-footed 16
21 (-1 size, +2 Dex, +10
natural), touch 11, flat-
footed 19
25 (+1 size, +10 Dex, +4
natural), touch 21, flat-
footed 15
BAB/Grapple: +9/+19 +15/+32 +9/+6
Attack: Claws +19 melee (1d8+10) Claw +27 melee (2d6+13) Claw +20 melee (1d6+2)
Full Attack: 2 claws +19 melee (1d8+10)
and bite +14 melee (2d6+5)
2 claws +27 melee
(2d6+13) and bite +22
melee (4d6+6)
2 claws +20 melee
(1d6+2) and bite +15
melee (1d8+1)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend 2d8+15 Improved grab —
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision
Saves: Fort +11, Ref +11, Will +11 Fort +19, Ref +14, Will
+15
Fort +11, Ref +18, Will
+11
Abilities: Str 30, Dex 17, Con 16,
Int 2, Wis 17, Cha 11
Str 36, Dex 15, Con 25,
Int 2, Wis 16, Cha 13
Str 15, Dex 30, Con 17,
Int 2, Wis 16, Cha 13
Skills: Climb +19, Listen +9, Move
Silently +11, Spot +9
Listen +8, Spot +8, Swim
+18
Listen +10, Spot +10*
Feats: — Alertness, Endurance, Run,
Toughness, Weapon Focus
(claw)
Weapon Finesse (bite),
Weapon Finesse (claw)
Environment Warm forest and mountains,
and underground
Any forest, hills, plains,
mountains, or underground
Any forest, hills, plains,
and mountains
Organization: Solitary, pair, or company
(3-5)
Solitary or pair Solitary or pair
Challenge Rating: 7 9 6
Advancement: 14-26 HD (Medium) 21-40 HD (Large) 13-24 HD (Small)
Strong Against: — — —
Weak Against: — — —
Legendary Snake
Large Animal
Legendary Wolf
Medium Animal
Hit Dice: 16d8+112 (184 hp) 14d8+70 (133 hp)
Initiative: +7 +9
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft. 60 ft. (12 squares)
Armor Class: 22 (-1 size, +7 Dex, +6 natural),
touch 16, flat-footed 15
24 (+9 Dex, +5 natural),
touch 19, flat-footed 15
BAB/Grapple: +12/+24 +10/+17
Attack: Bite +19 melee (1d8+12 plus poison) Bite +19 melee (2d6+10)
Full Attack: Bite +19 melee (1d8+12 plus poison) Bite +19 melee (2d6+10)
Space/Reach: 10 ft./10 ft. (coiled) 5 ft./5 ft.
Special Attacks: Constrict 1d8+12, Improved Grab, Poison Trip
Special Qualities: Low-Light Vision, Scent Low-light vision, scent
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Saves: Fort +17, Ref +17, Will +12 Fort +14, Ref +18, Will +11
Abilities: Str 27, Dex 24, Con 24,
Int 1, Wis 14, Cha 7
Str 25, Dex 28, Con 21,
Int 2, Wis 15, Cha 10
Skills: Balance +24, Climb +22, Hide +14, Listen
+12, Spot +12, Swim +16
Hide +13, Listen +10, Move Silently +12,
Spot +10, Survival +4*
Feats: — Weapon Finesse (Bite)
Environment Temperate and warm land, aquatic, and
underground
Any forest, hills, plains, and mountains
Organization: Solitary Solitary or pack (5-8)
Challenge Rating: 8 7
Advancement: 17-32 HD (Huge) 15-30 HD (Medium)
Strong Against: — —
Weak Against: — —
LEGENDARY APE This ape appears little different from the common
gorilla in its markings, but even the casual observer
can tell that it is stronger, faster, and tougher than
others of its kind.
Combat
Legendary apes are aggressive and territorial. They
drop on opponents from trees to rend flesh with their
powerful claws and teeth.
Rend (Ex): If a legendary ape hits a single target
with both claw attacks, it latches onto the opponent’s
body and tears the flesh. This attack automatically
deals an extra 2d8+15 points of damage.
Scent (Ex): A legendary ape can detect approaching
enemies, sniff out hidden foes, and track by sense of
smell.
Skills: Legendary apes have a +8 racial bonus on
Climb checks and can always choose to take 10 on
Climb checks, even if rushed or threatened.
LEGENDARY BEAR The legendary bear doesn’t usually attack humes. Its
diet consists primarily of plants and fish.
Combat
Improved Grab (Ex): If a legendary bear hits a
Medium-size or smaller opponent with a claw attack,
it deals normal damage and attempts to start a grapple
as a free action without provoking an attack of
opportunity (grapple bonus +32). Thereafter, the
legendary bear has the option to conduct the grapple
normally, or simply use its claw to hold the opponent
(-20 penalty on grapple check, but the legendary bear
is not considered grappled). In either case, each
successful grapple check it makes during successive
rounds automatically deals claw damage.
LEGENDARY HAWK With its feathers of bright white and brilliant yellow,
the legendary hawk is considered an omen of good
weather and good times to come.
Combat
Like all birds of prey, the legendary hawk is a
carnivore that hunts other birds, as well as small
reptiles, snakes, and mammals. It attacks from the air
with its claws and beak.
Skills: *A legendary hawk receives a +12 racial
bonus on Spot checks made in daylight.
LEGENDARY SNAKE A strong constrictor with a potent venomous bite, the
legendary snake is found in underwater lakes, rivers,
and streams. It attacks only when threatened.
Combat
Constrict (Ex): With a successful grapple check, a
legendary snake can constrict a grabbed opponent,
dealing 1d8+12 points of bludgeoning damage.
Improved Grab (Ex): If a legendary snake hits a
Large or smaller opponent with a bite attack, it deals
normal damage and attempts to start a grapple as a
free action without provoking an attack of
opportunity (grapple bonus +24). If it gets a hold, it
can constrict in the same round. Thereafter, the
legendary snake has the option to conduct the grapple
normally, or simply use its coils to hold the opponent
(-20 penalty on grapple check, but the legendary
snake is not considered grappled). In either case, each
successful grapple check it makes during successive
rounds automatically deals bite and constrict damage.
Poison (Ex): A legendary snake delivers its poison
(Fortitude save DC 25) with each successful bite
Page 193 of 227
attack. The initial and secondary damage is the same
(1d8 points of Constitution damage).
Scent (Ex): A legendary snake can detect
approaching enemies, sniff out hidden foes, and track
by sense of smell.
Skills: A legendary snake receives a +8 racial bonus
on Hide, Listen, and Spot checks, and a +16 racial
bonus on Balance checks. It can use its Strength or
Dexterity modifier (whichever is better) for Climb
checks.
LEGENDARY WOLF A fierce-looking wolf with black, white, or gray fur,
this animal is generally not aggressive toward
humanoids, though extreme hunger may make it
attack.
Combat
A legendary wolf encountered singly may fight, or
may retreat to assemble the pack. Whenever possible,
legendary wolves live, move, and hunt in packs.
Trip (Ex): A legendary wolf that hits with a bite
attack can attempt to trip the opponent as a free
action without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the
opponent cannot react to trip the legendary wolf.
Scent (Ex): A legendary wolf can detect approaching
enemies, sniff out hidden foes, and track by sense of
smell.
Skills: A legendary wolf receives a +2 racial bonus
on Listen, Move Silently, and Spot checks, and a +4
racial bonus on Hide checks. *It also receives a +8
racial bonus on Survival checks when tracking by
scent.
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CHOCOBO
Chocobos are huge birds commonly used as mounts.
The common type of Chocobo is Yellow, but you can
find or breed some other types. The Green Chocobo
is an expert in mountain situations, being able to
climb and jump easily. The Blue Chocobo is the one
you rely on when you want to cross a river, since it’s
a really good swimmer. The Black Chocobo does a
bit of everything and is really quick on its feet. And
then comes the Gold Chocobo; these beasts are very,
very rare. Not many people have seen these creatures.
Combat
Chocobos attack with their beak when threatened.
Scent (Ex): A chocobo can detect approaching
enemies, sniff out hidden foes, and track by sense of
smell.
Choco Cure (Sp): This ability functions like the cure
III spell. A black and gold chocobo can use this
ability up to three times per day.
Choco Meteor (Sp): This ability functions like the
meteor spell except it only conjures one meteor
instead of four. A gold chocobo can use this ability
up to one time per day. The save DC is Charisma-
based.
Chocobo, Yellow
Large Animal
Chocobo, Green
Large Animal
Chocobo, Blue
Large Animal
Hit Dice: 3d8+6 (19 hp) 4d8+8 (25 hp) 5d8+10 (32 hp)
Initiative: +2 +2 +2
Speed: 60 ft. (12 squares) 60 ft. (12 squares), Climb 20
ft.
60 ft. (12 squares),
Swim 40 ft.
Armor Class: 13 (-1 size, +2 Dex, +2
natural), touch 11, flat-
footed 11
13 (-1 size, +2 Dex, +2
natural), touch 11, flat-footed
11
13 (-1 size, +2 Dex, +2
natural), touch 11, flat-
footed 11
BAB/Grapple: +2/+7 +3/+8 +3/+8
Attack: Beak +4 melee (1d6+2) Beak +6 melee (1d6+3) Beak +5 melee (1d6+3)
Full Attack: Beak +4 melee (1d6+2) Beak +6 melee (1d6+3) Beak +5 melee (1d6+3)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: — — —
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2 Fort +6, Ref +6, Will +2 Fort +6, Ref +6, Will +2
Abilities: Str 14, Dex 14, Con 15,
Int 2, Wis 12, Cha 6
Str 16, Dex 14, Con 15,
Int 2, Wis 12, Cha 6
Str 16, Dex 14, Con 15,
Int 2, Wis 12, Cha 6
Skills: Jump +5, Survival +4 Climb +7, Jump +7, Survival
+3
Jump +5, Survival +4,
Swim +8
Feats: Endurance, Run Endurance, Run Endurance, Run
Environment Temperate plains Temperate plains Temperate plains
Organization: Domesticated or herd (6-
30)
Domesticated or herd (6-30) Domesticated or herd (6-
30)
Challenge Rating: 1 2 2
Advancement: 4-6 HD (Large) 5-8 HD (Large) 6-10 HD (Large)
Strong Against: — — —
Weak Against: — — —
Page 195 of 227
Chocobo, Black
Large Magical Beast
Chocobo, Gold
Large Magical Beast
Hit Dice: 8d10+40 (90 hp) 16d10+104 (196 hp)
Initiative: +3 +8
Speed: 70 ft. (14 squares), climb 30 ft., swim 30
ft.
80 ft. (16 squares), fly 40 ft. (average),
climb 30 ft., swim 30 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural),
touch 12, flat-footed 15
21 (-1 size, +4 Dex, +8 natural),
touch 13, flat-footed 17
BAB/Grapple: +8/+17 +16/+28
Attack: Beak +13 melee (1d8+5) Beak +25 melee (2d6+8)
Full Attack: Beak +13 melee (1d8+5) Beak +25 melee (2d6+8)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: — Choco Meteor
Special Qualities: Choco Cure, Low-light vision, scent Choco Cure, Low-light vision, scent
Saves: Fort +11, Ref +9, Will +9 Fort +19, Ref +15, Will +14
Abilities: Str 20, Dex 16, Con 20,
Int 2, Wis 16, Cha 12
Str 26, Dex 18, Con 26,
Int 2, Wis 16, Cha 16
Skills: Climb +12, Jump +11, Survival +9, Swim
+11
Climb +21, Jump +21, Listen +17, Spot
+17, Survival +17, Swim +21
Feats: Dash, Endurance, Run Dash, Endurance, Run, Improve
Initiative, Weapon Focus (Beak)
Environment Temperate plains Temperate plains
Organization: Solitary Solitary
Challenge Rating: 4 8
Advancement: 9-16 HD (Large) 17-32 HD (Large)
Strong Against: — —
Weak Against: — —
Page 196 of 227
Dragoon’s Dragon Companion
Breath Weapon (Su): Using a breath weapon is a
standard action. Once a dragon breathes, it can’t
breathe again until 1d4 rounds later. A blast from a
breath weapon always starts at any intersection
adjacent to the dragon and extends in a direction of
the dragon’s choice, with an area noted below. If the
breath weapon deals damage, creatures caught in the
area can attempt Reflex saves to take half damage;
the DC depends on the dragon’s age and variety, and
is given in each individual entry. The save DC
against a breath weapon is 10 + ½ dragon’s HD +
dragon’s Con modifier.
Frightful Presence (Ex): A young adult or older
dragon can unsettle foes with its mere presence. The
ability takes effect automatically whenever the
dragon attacks, charges, or flies overhead. Creatures
within a radius of 30 feet x the dragon’s age category
are subject to the effect if they have fewer HD than
the dragon. A potentially affected creature that
succeeds on a Will save (DC 10+ ½ dragon’s HD +
dragon’s Cha modifier) remains immune to that
dragon’s frightful presence for 24 hours. On a failure,
creatures with 4 or less HD become panicked for 4d6
rounds and those with 5 or more HD become shaken
for 4d6 rounds. Dragons ignore the frightful presence
of other dragons.
Breath Weapon (DC) Frightful Presence DC
Type of Dragon Wyrmling Young
Adult
Mature
Adult Wyrmling
Young
Adult
Mature
Adult
Earth Dragon 1d6 (13) 5d6 (21) 7d6 (26) — 20 24
Fire Dragon 2d8 (15) 10d8 (24) 16d8 (31) — 21 26
Ice Dragon 2d8 (14) 10d8 (23) 14d8 (27) — 23 27
Lightning Dragon 2d6 (14) 10d6 (23) 14d6 (27) — 21 25
Water Dragon 2d4 (13) 10d4 (21) 14d4 (26) — 19 23
Wind Dragon 2d4 (13) 10d4 (21) 14d4 (26) — 21 25
Damage Reduction: Young adult and older dragons
have damage reduction. Their natural weapons are
treated as magic weapons for the purpose of
overcoming damage reduction.
Immunities (Ex): All dragons have immunity to
sleep and paralysis effects.
Spell Resistance (Ex): As dragons age, they become
more resistant to spells and spell-like abilities, as
indicated in the variety descriptions.
Blindsense (Ex): Dragons can pinpoint creatures
within a distance of 60 feet. Opponents the dragon
can’t actually see will have total concealment against
the dragon.
Keen Senses (Ex): A dragon sees four times as well
a hume in shadowy illumination and twice as well in
normal light. It also has darkvision out to 120 feet.
COMBAT
A dragon attacks with its powerful claws and bite,
and can also use a breath weapon and special
physical attacks, depending on its size. It prefers to
fight on the wing, staying out of reach until it has
worn down the enemy with ranged attacks. Older,
more intelligent dragons are adept at sizing up the
opposition and eliminating the most dangerous foes
first (or avoiding them while picking off weaker
enemies).
Bite: Bite attacks deal the indicated damage plus the
dragon’s Strength bonus. A dragon also can use its
bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus
1/2 the dragon’s Strength bonus (round down). The
dragon also can use its claws to snatch opponents if it
has the Snatch feat. Claw attacks are secondary
attacks, requiring a –5 penalty on the attack roll.
(Many dragons choose the Multiattack feat to lessen
this penalty to –2).
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Wing: The dragon can slam opponents with its
wings, even when flying. Wing attacks deal the
indicated damage plus 1/2 the dragon’s Strength
bonus (round down) and are treated as secondary
attacks.
Tail Slap: The dragon can slap one opponent each
round with its tail. A tail slap deals the indicated
damage plus 1-1/2 times the dragon’s Strength bonus
(round down) and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or
jumping dragon of at least Huge size to land on
opponents as a standard action, using its whole body
to crush them. Crush attacks are effective only
against opponents three or more size categories
smaller than the dragon (though it can attempt normal
overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit
under the dragon’s body. Creatures in the affected
area must succeed on a Reflex save (DC equal to that
of the dragon’s breath weapon) or be pinned,
automatically taking bludgeoning damage during the
next round unless the dragon moves off them. If the
dragon chooses to maintain the pin, treat it as a
normal grapple attack. Pinned opponents take
damage from the crush each round if they don’t
escape. A crush attack deals the indicated damage
plus 1-1/2 times the dragon’s Strength bonus (round
down).
Tail Sweep (Ex): This special attack allows a dragon
of at least Gargantuan size to sweep with its tail as a
standard action. The sweep affects a half-circle with a
radius of 30 feet (or 40 feet for a Colossal dragon),
extending from an intersection on the edge of the
dragon’s space in any direction. Creatures within the
swept area are affected if they are four or more size
categories smaller than the dragon. A tail sweep
automatically deals the indicated damage plus 1-1/2
times the dragon’s Strength bonus (round down).
Affected creatures can attempt Reflex saves to take
half damage (DC equal to that of the dragon’s breath
weapon).
Grappling: Dragons do not favor grapple attacks,
though their crush attack (and Snatch feat, if they
know it) use normal grapple rules. A dragon can
always use its breath weapon while grappling.
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Dragon, Earth
Wyrmling
Small Magical Beast
Dragon, Earth
Young Adult
Large Magical Beast
Dragon, Earth
Mature Adult
Huge Magical Beast
Hit Dice: 4d12+4 (30) 16d12+48 (152) 22d12+110 (253)
Initiative: +0 +4 +4
Speed: 60 ft. (12 squares), fly
150 ft. (average), burrow
30 ft.
60 ft. (12 squares), fly 200
ft. (poor), burrow 30 ft.
60 ft. (12 squares), fly 200
ft. (poor), burrow 30 ft.
Armor Class: 15 (+1 size, +4 natural),
touch 11, flat-footed 15
24 (-1 size, +15 natural),
touch 9, flat-footed 24
29 (-2 size, +21 natural),
touch 8, flat-footed 29
BAB/Grapple: +4/+1 +16/+24 +22/+38
Attack: Bite +7 melee (1d6+1) Bite +20 melee (2d6+4) Bite +29 melee (2d8+8) or
Crush +28 melee (2d8+12)
Full Attack: Bite +7 melee (1d6+1),
2 Claws +4 melee (1d4)
Bite +20 melee (2d6+4). 2
Claws +18 melee (1d8+2),
2 Wings +17 melee
(1d6+2), Tail Slap +17
melee (1d8+6)
Bite +29 melee (2d8+8). 2
Claws +27 melee (2d6+4), 2
Wings +26 melee (1d8+4),
Tail Slap +26 melee
(2d6+12)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Breath Weapon (20 ft.
Cone of Earth)
Breath Weapon (40 ft.
Cone of Earth)
Breath Weapon (50 ft. Cone
of Earth)
Special Qualities: Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet)
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
5/-, SR 18, Frightful
Presence
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
10/-, SR 22, Frightful
Presence
Saves: Fort +5, Ref +4, Will +4 Fort +13, Ref +10, Will
+12
Fort +18, Ref +13, Will +16
Abilities: Str 13, Dex 10, Con 13,
Int 10, Wis 11, Cha 10
Str 19, Dex 10, Con 17,
Int 14, Wis 15, Cha 14
Str 27, Dex 10, Con 21,
Int 16, Wis 17, Cha 16
Feats: Multiattack, Weapon
Focus (Bite)
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw)
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave, Flyby Attack
Challenge Rating: 3 11 16
Strong Against: Earth Earth Earth
Weak Against: Wind Wind Wind
Page 199 of 227
Dragon, Fire
Wyrmling
Small Magical Beast
Dragon, Fire
Young Adult
Large Magical Beast
Dragon, Fire
Mature Adult
Huge Magical Beast
Hit Dice: 7d12+14 (59) 19d12+95 (218) 25d12+150 (312)
Initiative: +4 +4 +4
Speed: 40 ft. (12 squares), fly
150 ft. (poor)
40 ft. (12 squares), fly 150
ft. (poor)
40 ft. (12 squares), fly 150
ft. (poor)
Armor Class: 17 (+1 size, +6 natural),
touch 11, flat-footed 17
27 (-1 size, +18 natural),
touch 9, flat-footed 27
32 (-2 size, +24 natural),
touch 8, flat-footed 32
BAB/Grapple: +7/+10 +19/+33 +25/+44
Attack: Bite +12 melee (1d6+3) Bite +29 melee (2d6+10) Bite +35 melee (2d8+11) or
Crush +34 melee (2d8+16)
Full Attack: Bite +12 melee (1d6+3),
2 Claws +9 melee
(1d4+1)
Bite +29 melee (2d6+10). 2
Claws +27 melee (1d8+5),
2 Wings +26 melee
(1d6+5), Tail Slap +26
melee (1d8+15)
Bite +35 melee (2d8+11). 2
Claws +33 melee (2d6+5), 2
Wings +32 melee (1d8+5),
Tail Slap +32 melee
(2d6+16)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Breath Weapon (20 ft.
Cone of Fire)
Breath Weapon (40 ft.
Cone of Fire)
Breath Weapon (50 ft. Cone
of Fire)
Special Qualities: Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet)
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
5/-, SR 19, Frightful
Presence
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
10/-, SR 23, Frightful
Presence
Saves: Fort +7, Ref +5, Will +5 Fort +16, Ref +11, Will
+13
Fort +20, Ref +14, Will +18
Abilities: Str 17, Dex 10, Con 15,
Int 10, Wis 11, Cha 10
Str 31, Dex 10, Con 21,
Int 14, Wis 15, Cha 14
Str 33, Dex 10, Con 23,
Int 18, Wis 19, Cha 18
Feats: Multiattack, Weapon
Focus (Bite), Improved
Initiative
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave, Flyby Attack,
Alertness
Challenge Rating: 4 13 18
Strong Against: Fire Fire Fire
Weak Against: Water Water Water
Page 200 of 227
Dragon, Ice
Wyrmling
Small Magical Beast
Dragon, Ice
Young Adult
Large Magical Beast
Dragon, Ice
Mature Adult
Huge Magical Beast
Hit Dice: 6d12+6 (45) 18d12+72 (189) 24d12+120 (276)
Initiative: +4 +4 +4
Speed: 40 ft. (12 squares), fly
100 ft. (average)
40 ft. (12 squares), fly 150
ft. (poor)
40 ft. (12 squares), fly 150
ft. (poor)
Armor Class: 16 (+1 size, +5 natural),
touch 11, flat-footed 16
26 (-1 size, +17 natural),
touch 9, flat-footed 23
31 (-2 size, +23 natural),
touch 8, flat-footed 28
BAB/Grapple: +6/+3 +18/+28 +24/+41
Attack: Bite +9 melee (1d6+1) Bite +22 melee (2d6+4) Bite +32 melee (2d8+9) or
Crush +31 melee (2d8+13)
Full Attack: Bite +9 melee (1d6+1),
2 Claws +6 melee (1d4)
Bite +22 melee (2d6+4). 2
Claws +20 melee (1d8+2),
2 Wings +19 melee
(1d6+2), Tail Slap +19
melee (1d8+6)
Bite +32 melee (2d8+9). 2
Claws +30 melee (2d6+4), 2
Wings +29 melee (1d8+4),
Tail Slap +29 melee
(2d6+13)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Breath Weapon (20 ft.
Cone of Ice)
Breath Weapon (40 ft.
Cone of Ice)
Breath Weapon (50 ft. Cone
of Ice)
Special Qualities: Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet)
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
5/-, SR 20, Frightful
Presence
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
10/-, SR 23, Frightful
Presence
Saves: Fort +6, Ref +5, Will +7 Fort +15, Ref +11, Will
+15
Fort +19, Ref +14, Will +19
Abilities: Str 13, Dex 10, Con 13,
Int 14, Wis 15, Cha 14
Str 19, Dex 10, Con 17,
Int 18, Wis 19, Cha 18
Str 29, Dex 10, Con 21,
Int 20, Wis 21, Cha 20
Feats: Multiattack, Weapon
Focus (Bite), Improved
Initiative
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave, Flyby Attack,
Alertness
Challenge Rating: 3 12 17
Strong Against: Ice Ice Ice
Weak Against: Fire Fire Fire
Page 201 of 227
Dragon, Lightning
Wyrmling
Small Magical Beast
Dragon, Lightning
Young Adult
Large Magical Beast
Dragon, Lightning
Mature Adult
Huge Magical Beast
Hit Dice: 6d12+6 (45) 18d12+72 (189) 24d12+120 (276)
Initiative: +4 +4 +4
Speed: 40 ft. (12 squares), fly
100 ft. (average), burrow
20 ft.
40 ft. (12 squares), fly 150
ft. (average), burrow 20 ft.
40 ft. (12 squares), fly 150
ft. (average), burrow 20 ft.
Armor Class: 16 (+1 size, +5 natural),
touch 11, flat-footed 16
26 (-1 size, +17 natural),
touch 9, flat-footed 26
31 (-2 size, +23 natural),
touch 8, flat-footed 31
BAB/Grapple: +6/+3 +18/+28 +24/+41
Attack: Bite +9 melee (1d6+1) Bite +24 melee (2d6+6) Bite +32 melee (2d8+9) or
Crush +30 melee (2d8+13)
Full Attack: Bite +9 melee (1d6+1),
2 Claws +6 melee (1d4)
Bite +24 melee (2d6+6). 2
Claws +22 melee (1d8+3),
2 Wings +21 melee
(1d6+3), Tail Slap +21
melee (1d8+9)
Bite +32 melee (2d8+9). 2
Claws +30 melee (2d6+4), 2
Wings +29 melee (1d8+4),
Tail Slap +29 melee
(2d6+13)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Breath Weapon (40 ft.
Line of Lightning)
Breath Weapon (80 ft. Line
of Lightning)
Breath Weapon (100 ft.
Line of Lightning)
Special Qualities: Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet)
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
5/-, SR 19, Frightful
Presence
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
10/-, SR 22, Frightful
Presence
Saves: Fort +6, Ref +5, Will +5 Fort +15, Ref +11, Will
+13
Fort +19, Ref +14, Will +17
Abilities: Str 13, Dex 10, Con 13,
Int 10, Wis 11, Cha 10
Str 23, Dex 10, Con 19,
Int 14, Wis 15, Cha 14
Str 29, Dex 10, Con 21,
Int 16, Wis 17, Cha 16
Feats: Multiattack, Weapon
Focus (Bite), Improved
Initiative
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave, Flyby Attack,
Alertness
Challenge Rating: 3 11 16
Strong Against: Lightning Lightning Lightning
Weak Against: Earth Earth Earth
Page 202 of 227
Dragon, Water
Wyrmling
Small Magical Beast
Dragon, Water
Young Adult
Large Magical Beast
Dragon, Water
Mature Adult
Huge Magical Beast
Hit Dice: 4d12+4 (30) 16d12+48 (152) 22d12+110 (253)
Initiative: +0 +4 +4
Speed: 60 ft. (12 squares), fly
100 ft. (average), swim
60 ft.
60 ft. (12 squares), fly 150
ft. (average), swim 60 ft.
60 ft. (12 squares), fly 150
ft. (average), swim 60 ft.
Armor Class: 15 (+1 size, +4 natural),
touch 11, flat-footed 15
24 (-1 size, +15 natural),
touch 9, flat-footed 24
29 (-2 size, +21 natural),
touch 8, flat-footed 29
BAB/Grapple: +4/+1 +16/+24 +22/+38
Attack: Bite +7 melee (1d6+1) Bite +20 melee (2d6+4) Bite +29 melee (2d8+4) or
Crush +28 melee (2d8+12)
Full Attack: Bite +7 melee (1d6+1),
2 Claws +4 melee (1d4)
Bite +20 melee (2d6+4). 2
Claws +18 melee (1d8+2),
2 Wings +17 melee
(1d6+2), Tail Slap +17
melee (1d8+6)
Bite +29 melee (2d8+8). 2
Claws +27 melee (2d6+4), 2
Wings +26 melee (1d8+4),
Tail Slap +26 melee
(2d6+12)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Breath Weapon (20 ft.
Cone of Water)
Breath Weapon (40 ft.
Cone of Water)
Breath Weapon (50 ft. Cone
of Water)
Special Qualities: Immunity to Sleep and
Paralysis, Water
Breathing, Keen Senses,
Blindsense (60 feet)
Immunity to Sleep and
Paralysis, Water Breathing,
Keen Senses, Blindsense
(60 feet), DR 5/-, SR 17,
Frightful Presence
Immunity to Sleep and
Paralysis, Water Breathing,
Keen Senses, Blindsense
(60 feet), DR 10/-, SR 21,
Frightful Presence
Saves: Fort +5, Ref +4, Will +4 Fort +13, Ref +10, Will
+11
Fort +18, Ref +13, Will +15
Abilities: Str 13, Dex 10, Con 13,
Int 8, Wis 11, Cha 8
Str 19, Dex 10, Con 17,
Int 12, Wis 13, Cha 12
Str 27, Dex 10, Con 21,
Int 14, Wis 15, Cha 14
Feats: Multiattack, Weapon
Focus (Bite)
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw)
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave, Flyby Attack
Challenge Rating: 3 9 11
Strong Against: Water Water Water
Weak Against: Lightning Lightning Lightning
Page 203 of 227
Dragon, Wind
Wyrmling
Small Magical Beast
Dragon, Wind
Young Adult
Large Magical Beast
Dragon, Wind
Mature Adult
Huge Magical Beast
Hit Dice: 5d12+5 (37) 17d12+51 (161) 23d12+115 (264)
Initiative: +0 +4 +4
Speed: 40 ft. (12 squares), fly
100 ft. (average)
40 ft. (12 squares), fly 150
ft. (poor)
40 ft. (12 squares), fly 150
ft. (poor)
Armor Class: 16 (+1 size, +5 natural),
touch 11, flat-footed 16
25 (-1 size, +16 natural),
touch 9, flat-footed 25
30 (-2 size, +22 natural),
touch 8, flat-footed 30
BAB/Grapple: +5/+2 +17/+25 +23/+39
Attack: Bite +8 melee (1d6+1) Bite +21 melee (2d6+4) Bite +30 melee (2d8+8) or
Crush +29 melee (2d8+12)
Full Attack: Bite +8 melee (1d6+1),
2 Claws +5 melee (1d4)
Bite +21 melee (2d6+4). 2
Claws +19 melee (1d8+2),
2 Wings +18 melee
(1d6+2), Tail Slap +18
melee (1d8+6)
Bite +30 melee (2d8+8). 2
Claws +28 melee (2d6+4), 2
Wings +27 melee (1d8+4),
Tail Slap +27 melee
(2d6+12)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Breath Weapon (20 ft.
Cone of Wind)
Breath Weapon (40 ft.
Cone of Wind)
Breath Weapon (50 ft. Cone
of Wind)
Special Qualities: Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet)
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
5/-, SR 19, Frightful
Presence
Immunity to Sleep and
Paralysis, Keen Senses,
Blindsense (60 feet), DR
10/-, SR 23, Frightful
Presence
Saves: Fort +5, Ref +4, Will +5 Fort +13, Ref +10, Will
+13
Fort +18, Ref +13, Will +17
Abilities: Str 13, Dex 10, Con 13,
Int 12, Wis 13, Cha 12
Str 19, Dex 10, Con 17,
Int 16, Wis 17, Cha 16
Str 27, Dex 10, Con 21,
Int 18, Wis 19, Cha 18
Feats: Multiattack, Weapon
Focus (Bite)
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw)
Multiattack, Weapon Focus
(Bite), Improved Initiative,
Power Attack, Snatch,
Weapon Focus (Claw),
Cleave, Flyby Attack
Challenge Rating: 3 12 17
Strong Against: Wind Wind Wind
Weak Against: Ice Ice Ice
Page 204 of 227
Summoner’s List of Aeon Summons
Aeons Aeons are powerful elementals that have a variety of
special abilities to aid the summoner in battle. These
powerful beings aid the summoner by buffing allies,
destroying enemies, and protecting that which is
precious to the master. There is one limitation; a
summoner only knows how to summon a limited
number of aeons at any given level and only one aeon
may be active at a time. Carbuncle is always the first
aeon obtained by the summoner, and Bahamut is
always the last. The others can be obtained in any
order. Aeons have base statistics from when the
summoner first obtains them, and they grow in power
as the summoner becomes more powerful.
All aeons have the following qualities as well as their
normal abilities:
Darkvision 60 ft.
Elemental traits. Immunity to poison, sleep
effects, paralysis, and stunning. Not subject to
critical hits or flanking.
Feats - Improved Initiative, Improved Natural
Armor*, Weapon Focus (primary weapon)
As aeons manifest in the form of their
master's will, they are immune to mind-
affecting (charm) abilities.
*The bonus from this feat is already calculated into
the above statistics. Do not add it again.
Aeons are summoned with 1 additional HD for every
summoner level beyond the 1st the summoner has
(starting with 10 HD for a 1st level summoner, 11
HD for a 2nd level summoner, 12 HD for a 3rd level
summoner, etc). They gain benefits with each
additional HD. They gain additional feats and skill
points, and their attribute points, base attack bonuses,
and saving throws improve.
Aeons gain access to additional special abilities as
they gain HD and the summoner gains levels. Some
abilities are depend on the summoner's caster level,
and some require saving throws. The save DC for an
aeon's special ability is 10 + half of the aeon’s HD +
the indicated ability modifier of the aeon. An aeon
that must overcome spell resistance uses its
summoner's caster level for the caster level check.
When using abilities designated as spells, the avatar
is subject to interruption and interference just as any
other mage, as doing so provokes an attack of
opportunity. Some abilities cost MP through the
summoner; read the description for more details.
CARBUNCLE Medium Elemental (Light, Extraplanar) Hit Dice: 10d8+20 (70 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14,
flat-footed 13
Base Attack/Grapple: +7/+8
Attack: Claw +12 melee (1d6+2)
Full Attack: Claw +12 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to light
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 14, Dex 18, Con 15, Int 13, Wis 17,
Cha 19
Skills: Spot +16, Listen +16, Knowledge (the planes)
+14, Jump +17, Tumble +17
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Claw), Weapon Finesse
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Light
Weak Against: Dark
MP Cost to Summon: 10
+2 Dexterity, Wisdom, and Charisma every 3 HD
after the 10th. +1 Strength, Constitution and
Intelligence every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 3 HD beyond the 9th.
Feats: 12th HD: Improved Natural Attack (claw),
15th HD: Dodge, 18th HD: Mobility
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Carbuncle receives
the Limit Break (Searing Light).
Page 205 of 227
Searing Light (Su): Carbuncle summons a
wave of searing light as a standard action, destroying
nearby foes. Creatures within 60 ft. of the aeon take
1d8 points of light damage per hit dice, with a Will
save for half damage. The save DC is Charisma-
based.
Healing Ruby (Su): Also at 10th
HD, Carbuncle's
ruby shines, healing an ally as a standard action. One
ally within 30 ft is cured of 2d8 + 1, per summoner
class level, points of damage.
Poison Nails (Ex): At 12th
HD, Carbuncle attacks its
enemy with its claw weapon as an attack action. If
successful, the creature must make a Fortitude save
or be poisoned for 2d4 rounds. The save DC is
Constitution-based. The poison deals 1d4 water
damage at the beginning of the victim's turn.
Shining Ruby (Su): At 14th
HD, Carbuncle grants
nearby allies a magic shield. All allies get a +3
deflection bonus to Armor Class and a +3 resistance
bonus to saving throws for 2d4 rounds. The allies
must be within 30 ft. of Carbuncle when it uses this
ability to receive these bonuses. This is a spell-like
ability and consumes 1 MP from the summoner.
Glittering Ruby (Su): At 16th
HD, Carbuncle
enchants allies with a glittering effect, emanated from
its ruby as a standard action. Allies within 30 ft. roll a
d6. They get a +5 bonus to a random attribute based
on the d6 result. 1 is Strength, 2 is Dexterity, 3 is
Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is
Charisma. The bonus decreases by 1 every round at
the beginning of the affected ally's turn. This is a
spell-like ability that consumes 2 MP from the
summoner.
Ruby Light (Su): At 18th
HD, Carbuncle enchants
nearby allies with a magical shield. Allies must be
within 30 ft. of Carbuncle when it uses this ability to
receive the effect. The shield deflects the next spell
targeted at the affected individual back at its caster,
and is then discharged. The shield also discharges
after 2d6 rounds. This is a spell-like ability that
consumes 5 MP from the caster.
Restoring Ruby (Su): At 20th
HD, Carbuncle
restores nearby allies with a more powerful version
of its healing ruby. All allies within 30 ft. are healed
for 10 points of damage per summoner class level
and are cured of all negative status effects. This is a
spell-like ability that consumes 8 MP from the caster.
VALEFOR Medium Elemental (Wind, Extraplanar) Hit Dice: 10d8+30 (80 hp)
Initiative: +9
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 18 (+5 Dex, +3 natural), touch 15,
flat-footed 13
Base Attack/Grapple: +7/+8
Attack: Claw +13 melee (1d6+2)
Full Attack: Claw +13 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to wind
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 15, Dex 20, Con 16, Int 17, Wis 15,
Cha 17
Skills: Spot +15, Listen +15, Knowledge (the planes)
+16, Tumble +18
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Claw), Weapon Finesse
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Earth
Weak Against: Ice
MP Cost to Summon: 10
+2 Dexterity, Intelligence, and Charisma every 3
HD after the 9th. +1 Strength, Constitution and
Wisdom every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 3 HD beyond the 9th.
Feats: 12th HD: Improved Natural Attack (claw),
15th HD: Dodge, 18th HD: Mobility
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Valefor receives the
Limit Break (Aerial Blast).
Aerial Blast (Su): Valefor whips up a massive
cyclone, blasting nearby foes. Creatures within 60 ft.
of the aeon take 1d8 points of wind damage per hit
dice, with a Reflex save for half damage. The save
DC is Constitution-based.
Page 206 of 227
Fury Claw (Su): Also at 10th
HD, Valefor viciously
claws an enemy with an attack action. It attacks with
its claw weapon. If the claw attack hits, Valefor adds
1.5x its strength modifier to the damage roll instead
of one-half or one times its Strength modifier.
Aero II (Sp): At 12th
HD, Valefor is able to use Aero
II like the spell. This is a spell-like ability and
consumes 2 MP from the summoner.
Aerial Armor (Su): At 14th
HD, Valefor grants a
windy barrier to nearby allies. All allies gain the
effect of Barrier, as the white magic spell. The allies
must be within 30 ft. of Valefor when it uses this
ability to receive these bonuses. This is a spell-like
ability and consumes 4 MP from the summoner.
Whispering Wind (Su): At 16th
HD, Valefor heals
nearby allies as a standard action. All allies within 30
ft. are healed for 4d6 + 1, per summoner class level,
points of damage. This is a spell-like ability that
consumes 5 MP from the summoner.
Aeroga (Sp): At 18th
HD, Valefor is able to use
Aeroga like the spell. This is a spell-like ability and
consumes 5 MP from the summoner.
Wind Blade (Su): At 20th
HD, Valefor attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of
wind damage per two summoner class levels.
IFRIT Large Elemental (Fire, Extraplanar) Hit Dice: 10d8+40 (90 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 natural), touch
12, flat-footed 14
Base Attack/Grapple: +7/+15
Attack: Slam +13 melee (1d10+5)
Full Attack: 2 Slams +13 melee (1d10+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to fire
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 20, Dex 17, Con 19, Int 13, Wis 13,
Cha 18
Skills: Spot +14, Listen +14, Intimidate +17, Climb
+18
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Slam), Power Attack
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Ice
Weak Against: Water
MP Cost to Summon: 10
+2 Strength, Constitution, and Charisma every 3
HD after the 9th. +1 Dexterity, Wisdom, and
Intelligence every 2 HD after the 10th
.
Gains an additional +1 bonus to natural armor
every 2 HD beyond the 9th.
Feats: 12th HD: Cleave, 15th HD: Improved
Natural Attack (slam), 18th HD: Improved Grapple
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Ifrit receives the
Limit Break (Inferno).
Inferno (Su): Ifrit creates a raging inferno,
incinerating nearby foes. Creatures within 60 ft. of
the aeon take 1d8 points of fire damage per hit dice,
with a Reflex save for half damage. The save DC is
Constitution-based.
Heavy Slam (Ex): Also at 10th
HD, Ifrit savagely
slams an enemy with an attack action. If the slam
attack hits, Ifrit adds 1.5x its strength modifier to the
damage roll instead of one-half or one times its
Strength modifier.
Fire II (Sp): At 12th
HD, Ifrit is able to use Fire II
like the spell. This is a spell-like ability and
consumes 2 MP from the summoner.
Flaming Crush (Ex): At 14th
HD, Ifrit slams down
heavy with both fists as a standard action. It uses both
slam attacks at a -10 penalty, and each slam deals
double damage.
Crimson Roar (Su): At 16th
HD, Ifrit lets loose a
ferocious roar that affects allies within 30 ft. as a
standard action. Affected creatures gain a morale
bonus to damage rolls equal to Ifrit's Charisma
modifier for 1d6 rounds.
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Firaga (Sp): At 18th
HD, Ifrit is able to use Firaga
like the spell. This is a spell-like ability and
consumes 5 MP from the summoner
Hellfire Strike (Su): At 20th
HD, Ifrit attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of fire
damage per two summoner class levels.
SHIVA Large Elemental (Ice, Extraplanar) Hit Dice: 10d8+30 (80 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, +5 Dex, +4 natural), touch
14, flat-footed 13
Base Attack/Grapple: +7/+13
Attack: Slam +13 melee (1d4+2) or Kick +13 melee
(1d6+1)
Full Attack: 2 Slams +13 melee (1d4+2), 1 Kick +13
melee (1d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to ice
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 15, Dex 21, Con 17, Int 15, Wis 18,
Cha 20
Skills: Spot +17, Listen +17, Intimidate +18,
Diplomacy +18, Knowledge (royalty and nobility)
+15
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Slam), Weapon Finesse
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Wind
Weak Against: Fire
MP Cost to Summon: 10
+2 Dexterity, Wisdom, and Charisma every 3 HD
after the 9th. +1 Strength, Constitution, and
Intelligence every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 3 HD beyond the 9th.
Feats: 12th HD: Weapon Focus (kick), 15th HD:
Improved Natural Attack (slam), 18th HD: Dodge
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Shiva receives the
Limit Break (Diamond Dust).
Diamond Dust (Su): Shiva conjures a massive
blizzard, freezing nearby foes. Creatures within 60 ft.
of the aeon take 1d8 points of ice damage per hit
dice, with a Reflex save for half damage. The save
DC is Constitution-based.
Axe Kick (Ex): Also at 10th
HD, Shiva scissors-kicks
the enemy as a full attack action. It attacks twice with
its kick.
Blizzard II (Sp): At 12th
HD, Shiva is able to use
Blizzard II like the spell. This is a spell-like ability
and consumes 2 MP from the summoner.
Frost Armor (Sp): At 14th
HD, Shiva grants allies an
icy barrier. All allies gain the effect of Ice Spikes, as
the black magic spell. The allies must be within 30 ft.
of Shiva when it uses this ability to receive these
bonuses. This is a spell-like ability and consumes 4
MP from the summoner.
Rush (Ex): At 16th
HD, Shiva attacks five times with
its slam attack with a -10 penalty as a standard action.
Blizzaga (Sp): At 18th
HD, Shiva is able to use
Blizzaga like the spell. This is a spell-like ability and
consumes 5 MP from the summoner
Heavenly Strike (Su): At 20th
HD, Shiva attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of ice
damage per two summoner class levels.
IXION Large Elemental (Lightning, Extraplanar) Hit Dice: 10d8+40 (90 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch
11, flat-footed 13
Base Attack/Grapple: +7/+15
Attack: Horn +12 melee (1d8+3)
Full Attack: Horn +12 melee (1d8+3), 2 Hooves +6
melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to lightning
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Saves: Fort +7, Ref +9, Will +6
Abilities: Str 18, Dex 15, Con 19, Int 16, Wis 17,
Cha 18
Skills: Spot +16, Listen +16, Search +16, Jump +17
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Horn), Power Attack
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Water
Weak Against: Earth
MP Cost to Summon: 10
+2 Strength, Constitution, and Charisma every 3
HD after the 9th. +1 Intelligence, Dexterity, and
Wisdom every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 3 HD beyond the 9th.
Feats: 12th HD: Improved Natural Attack, 15th
HD: Improved Toughness, 18th HD: Cleave
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Ixion receives the
Limit Break (Judgment Bolt).
Judgment Bolt (Su): Ixion calls down the
judgment of the heavens, striking nearby foes with
lightning blasts. Creatures within 60 ft. of the aeon
take 1d8 points of lightning damage per hit dice, with
a Reflex save for half damage. The save DC is
Constitution-based.
Rolling Thunder (Su): Also at 10th
HD, Ixion gives
allies additional lightning damage as a standard
action. All allies may be affected so long as they are
within 30 ft. when Ixion uses the ability. Affected
allies add 1d6 lightning damage to their weapon
damage rolls. The duration lasts 1d6 rounds. This is a
spell-like ability and consumes 2 MP from the
summoner.
Thunder II (Sp): At 12th
HD, Ixion is able to use
Thunder II like the spell. This is a spell-like ability
and consumes 2 MP from the summoner.
Chaos Charge (Ex): At 14th
HD, Ixion blasts the
target with the tip of its horn. It attacks with its horn
at a -5 penalty. A creature hit by the attack takes an
additional 3d6 lightning damage and must make a
Fortitude save or be dazed for one round. The save
DC is Charisma-based.
Lightning Armor (Sp): At 16th
HD, Ixion enchants
nearby allies with an electric shield as a standard
action. All allies gain the effect of Shock Spikes, as
the black magic spell. Allies must be within 30 ft. of
Ixion when it uses this ability to receive the effect.
The save DCs are Charisma-based. This is a spell-
like ability that consumes 4 MP from the summoner.
Thundaga (Sp): At 18th
HD, Ixion is able to use
Thundaga like the spell. This is a spell-like ability
and consumes 5 MP from the summoner
Thundergod’s Wrath (Su): At 20th
, Ixion attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of
lightning damage per two summoner class levels.
TITAN Large Elemental (Earth, Extraplanar) Hit Dice: 10d8+40 (90 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, +2 Dex, +7 natural), touch
11, flat-footed 16
Base Attack/Grapple: +7/+16
Attack: Slam +13 melee (2d6+5)
Full Attack: 2 Slams +13 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to earth
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 21, Dex 15, Con 19, Int 13, Wis 16,
Cha 15
Skills: Spot +16, Listen +16, Climb +18, Knowledge
(geography) +14
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Slam), Power Attack
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Lightning
Weak Against: Wind
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+2 Strength, Constitution, and Wisdom every 3
HD after the 9th. +1 Dexterity, Intelligence, and
Charisma every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every HD beyond the 10th.
Feats: 12th HD: Cleave, 15th HD: Improved
Natural Attack (slam), 18th HD: Improved Grapple
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Titan receives the
Limit Break (Earthen Fury).
Earthen Fury (Su): Titan calls forth the rage
of the earth as a standard action, crushing nearby
foes. Creatures within 60 ft. of the aeon take 1d8
points of earth damage per hit dice, with a Reflex
save for half damage. The save DC is Constitution-
based.
Rock Throw (Ex): Also at 10th
HD, Titan hurls a
rock at a foe as a standard action. Titan makes a
ranged attack roll against a target with a range
increment of 10 ft. If the attack hits, it deals 3d6 earth
damage + Titan's Strength modifier and the target
must make a Fortitude save or be slowed for one
round. This slow effect reduces the target's
movement speed by one-half and restricts it to a
single move action or standard action per round (and
it may not take full-round actions). Slow effects do
not stack, and they counter and dispel haste. The save
DC is Strength-based.
Stone II (Sp): At 12th
HD, Titan is able to use Stone
II like the spell. This is a spell-like ability and
consumes 2 MP from the summoner.
Mountain Buster (Ex): At 14th
HD, Titan slams a
target, hard, as a standard action. It makes a single
slam attack at a -5 penalty that deals triple damage.
Earthen Ward (Sp): At 16th
HD, Titan grants nearby
allies a powerful stony hide as a standard action. All
allies get the effect of Stoneskin, as the white magic
spell. Allies must be within 30 ft. of Titan at the time
it uses this ability to be affected. This is a spell-like
ability that consumes 6 MP from the summoner.
Stonega (Sp): At 18th
HD, Titan is able to use
Stonega like the spell. This is a spell-like ability and
consumes 5 MP from the summoner
Geocrush (Su): At 20th
HD, Titan attempts a ranged
touch attack roll against the target. If the attack is
successful, the target takes 1d6 points of earth
damage per two summoner class levels.
LEVIATHAN Large Elemental (Water, Extraplanar) Hit Dice: 10d8+30 (80 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Swim 60 ft.
Armor Class: 18 (-1 Size, +4 Dex, +5 natural), touch
13, flat-footed 14
Base Attack/Grapple: +7/+15
Attack: Bite +12 melee (1d10+2), Slam +11 melee
(1d8+4), or Tail Slap +11 melee (1d8+2)
Full Attack: Bite +12 melee (1d10+2), Slam +11
melee (1d8+4), and Tail Slap +11 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to water
Saves: Fort +6, Ref +11, Will +5
Abilities: Str 19, Dex 18, Con 17, Int 15, Wis 15,
Cha 15
Skills: Spot +15, Listen +15, Swim +17, Knowledge
(history) +15, Move Silently +17
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Bite), Weapon Focus (Tail)
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Fire
Weak Against: Lightning
MP Cost to Summon: 10
+2 Strength, Dexterity, and Constitution every 3
HD after the 9th. +1 Intelligence, Wisdom, and
Charisma every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 2 HD beyond the 10th.
Feats: 12th HD: Multiattack, 15th HD: Improved
Natural Attack (bite), 18th HD: Improved Natural
Attack (tail slap).
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Leviathan receives
the Limit Break (Tidal Wave).
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Tidal Wave (Su): Leviathan brings up a
massive tsunami, washing away nearby foes.
Creatures within 60 ft. of the aeon take 1d8 points of
water damage per hit dice, with a Reflex save for half
damage. The save DC is Constitution-based.
Spinning Dive (Ex): Also at 10th
HD, Leviathan
adds a spin to its slam attack as a standard action. It
makes a slam attack at a -5 penalty that deals triple
damage.
Water II (Sp): At 12th
HD, Leviathan is able to use
Water II like the spell. This is a spell-like ability and
consumes 2 MP from the summoner.
Tail Whip (Ex): At 14th
HD, Leviathan attacks with
its tail slap. If the attack is successful, the target must
make a Fortitude save or be dazed for 1d4 rounds.
The save DC is Strength-based.
Spring Water (Su): At 16th
HD, Leviathan cleanses
nearby allies with healing water as a standard action.
All allies are cured of any harmful status effects.
Allies must be within 30 ft. of Leviathan when it uses
this ability to be affected. This is a spell-like ability
that consumes 4 MP from the summoner.
Waterga (Sp): At 18th
HD, Diablo is able to use
Darkga like the spell. This is a spell-like ability and
consumes 5 MP from the summoner
Grand Fall (Su): At 20th
HD, Leviathan attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of
water damage per two summoner class levels.
DIABLO Large Elemental (Dark, Extraplanar) Hit Dice: 10d8+30 (80 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Size, +3 Dex, +4 natural), touch
12, flat-footed 13
Base Attack/Grapple: +7/+14
Attack: Slam +11 melee (1d8+3)
Full Attack: 2 Slams +11 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to dark
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 16, Dex 17, Con 16, Int 17, Wis 13,
Cha 18
Skills: Spot +14, Listen +14, Climb +16, Knowledge
(religion) +16
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Slam), Power Attack
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Dark
Weak Against: Light
MP Cost to Summon: 15
+2 Intelligence, Dexterity, and Charisma every 3
HD after the 9th. +1 Strength, Wisdom, and
Constitution every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 3 HD beyond the 9th.
Feats: 12th HD: Weapon Finesse, 15th HD:
Improved Toughness, 20th HD: Dodge
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Diablo receives the
Limit Break (Black Hole).
Black Hole (Su): Diablo conjures a black hole
of dark energy, blasting his foes. Creatures within 60
ft. of the aeon take 1d8 points of dark damage per hit
dice, with a Reflex save for half damage. The save
DC is Constitution-based.
Shadow Strike (Ex): Also at 10th
HD, Diablo can
make a slam attack by striking a shadow adjacent to
him and hitting a foe up to 30 feet away. It has a -5
penalty on the attack roll with this ability but the foe
is considered flat-footed against the attack.
Dark II (Sp): At 12th
HD, Diablo is able to use Dark
II like the spell. This is a spell-like ability and
consumes 2 MP from the summoner.
Pit of Despair (Sp): At 14th
HD, Diablo creates a
blast of dark energy against his foes. All enemies
within 30 feet of Diablo suffer the effects of Graviga,
as the black magic spell. The save DC is Charisma-
based. This is a spell-like ability that consumes 7 MP
from the summoner.
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Corruption (Su): At 16th
HD, Diablo whispers
words of taint and corruption to one foe up to 30 feet
away. The subject must make a Will save or be
inflicted with Confuse status effect. The save DC is
Charisma-based. This is a spell-like ability that
consumes 4 MP from the summoner.
Darkga (Sp): At 18th
HD, Diablo is able to use
Darkga like the spell. This is a spell-like ability and
consumes 5 MP from the summoner.
Demonic Crush (Su): At 20th
HD, Diablo attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of
dark damage per two summoner class levels.
PHOENIX Large Elemental (Fire, Light, Extraplanar) Hit Dice: 10d8+30 (80 hp)
Initiative: +9
Speed: 10 ft. (2 squares), Fly 90 ft. (perfect)
Armor Class: 19 (-1 Size, +5 Dex, +5 natural), touch
14, flat-footed 14
Base Attack/Grapple: +7/+14
Attack: Beak +13 melee (1d6+3 + 1d6 fire)
Full Attack: Beak +13 melee (1d6+3 + 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to fire and light
Saves: Fort +10, Ref +12, Will +5
Abilities: Str 16, Dex 21, Con 16, Int 18, Wis 15,
Cha 18
Skills: Spot +15, Listen +15, Tumble +18,
Knowledge (the planes) +17
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Beak), Weapon Finesse
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: Dark
Weak Against: Water
MP Cost to Summon: 20
+2 Intelligence, Dexterity, and Charisma every 3
HD after the 9th. +1 Strength, Wisdom, and
Constitution every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every 3 HD beyond the 9th.
Feats: 12th HD: Improve Natural Attack (beak),
15th HD: Improved Toughness, 18th HD: Dodge
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Phoenix receives the
Limit Break (Phoenix Recovery).
Phoenix Recovery (Su): Phoenix flashes
brightly and a bright pulse expands from its body,
drifting over its allies. Allies within 60 ft. of the aeon
are affected by an Auto-Raise spell and all dead allies
are immediately affected by an Arisega spell. Both
function like the white magic spells.
Fireflash (Su): Also at 10th
HD, Phoenix causes its
foe to burst into flames. It can make a ranged touch
attack, hitting a foe up to 30 feet away. The subject
takes 3d6 points of fire damage. This is a spell-like
ability that consumes 3 MP from the summoner.
Burn (Sp): At 12th
HD, Phoenix is able to use Burn
like the spell. This is a spell-like ability and
consumes 5 MP from the summoner.
Ashen Blight (Sp): At 14th
HD, Phoenix creates ash
to erupt around his foes. All enemies within 30 feet
of Phoenix suffer the effects of Blindga, as the black
magic spell. The save DC is Charisma-based. This is
a spell-like ability that consumes 3 MP from the
summoner.
Megaflash (Su): At 16th
HD, Phoenix causes all its
foes to burst into flames. All enemies within 30 feet
of the aeon take 5d6 points of fire damage. The save
DC is Charisma-based. This is a spell-like ability that
consumes 5 MP from the summoner.
Flare (Sp): At 18th
HD, Phoenix is able to use Flare
like the spell. This is a spell-like ability and
consumes 6 MP from the summoner
Holy Flames (Su): At 20th
HD, Phoenix attempts a
ranged touch attack roll against the target. If the
attack is successful, the target takes 1d6 points of
damage (half light, half fire) per two summoner class
levels.
BAHAMUT Large Elemental (All Elements, Extraplanar) Hit Dice: 10d8+40 (90 hp)
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Initiative: +6
Speed: 40 ft. (8 squares), Fly 120 ft. (average)
Armor Class: 21 (-1 Size, +2 Dex, +10 natural),
touch 11, flat-footed 19
Base Attack/Grapple: +7/+16
Attack: Claw +13 melee (1d8+5), or Bite +9 melee
(1d10+3)
Full Attack: 2 Claws +13 Melee (1d8+5), Bite +9
melee (1d10+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: See below
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to elements
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 21, Dex 15, Con 19, Int 17, Wis 17,
Cha 18
Skills: Spot +16, Listen +16, Climb +18, Knowledge
(nobility and royalty) +16
Feats: Improved Initiative, Improved Natural Armor,
Weapon Focus (Claw), Power Attack
Environment: Elemental Plane
Organization: Solitary
Challenge Rating: 5
Advancement: —
Level Adjustment: —
Strong Against: —
Weak Against: —
MP Cost to Summon: 25
+2 Strength, Constitution, and Charisma every 3
HD after the 9th. +1 Dexterity, Wisdom, and
Intelligence every 2 HD after the 10th.
Gains an additional +1 bonus to natural armor
every HD beyond the 10th.
Feats: 12th HD: Weapon Focus (bite), 15th HD:
Improved Toughness, 16th HD: Cleave.
Special Abilities (as it gains Hit Dice)
Limit Break (Su): At 10th
HD, Bahamut receives the
Limit Break (Megaflare).
Megaflare (Su): Bahamut breathes intense
energy from its jaws, blasting all enemies. Creatures
within 60 ft. of the aeon take 1d8 points of non-
elemental damage per hit dice, with a Reflex save for
half damage. The save DC is Constitution-based.
Impulse (Ex): Also at 10th
HD, Bahamut releases a
blast of energy at its foe. It can make a ranged touch
attack, hitting a foe up to 30 feet away. The subject
takes 3d6 points of non-elemental damage. This is a
spell-like ability that consumes 3 MP from the
summoner.
Holy (Sp): At 12th
HD, Bahamut is able to use Holy
like the spell. This is a spell-like ability and
consumes 5 MP from the summoner.
Vicious Bite (Ex): At 14th
HD, Bahamut attacks
three times with its bite attack with a -5 penalty as a
standard action. Bahamut adds double its Strength
bonus to all damage rolls for Vicious Bite.
Frightful Presence (Su): At 16th
HD, Bahamut’s
presence is frightening to behold. Creatures within 30
feet of the aeon are subject to the effect if they have
fewer HD than the aeon. A potentially affected
creature that succeeds on a Will save remains
immune to Bahamut's frightful presence for 24 hours.
On a failed save, creatures with 4 or less HD become
panicked for 4d6 rounds and those with 5 or more
HD become shaken for 4d6 rounds. The save DC is
Charisma-based.
Scathe (Sp): At 18th
HD, Bahamut is able to use
Scathe like the spell. This is a spell-like ability and
consumes 8 MP from the summoner.
Draconic Crush (Su): At 20th
HD, Bahamut
attempts a ranged touch attack roll against the target.
If the attack is successful, the target takes 1d6 points
of non-elemental damage per two summoner class
levels.
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CHAPTER 11: MAGICAL ITEMS (MATERIA & POTIONS)
MATERIA
Materia are special little crystal orbs that contain magicite that provides a magical effect when affixed to a
weapon, shield, or suit of armor (or any other item that grants an armor bonus to AC). These materia are
carefully crafted by spellcasters. There are four types of materia (Spell, Support, Independent, and Ability).
Table 11-1: Materia Types
Type Color Description
Spell Red Use Black Magic spells.
Support Green Use White Magic spells.
Independent Purple Bestows a unique ability.
Ability Yellow Bestows a feat or skill.
Different materia require different amounts of materia experience points (MXP) in order to level and become
more powerful. When you have materia equipped, 1/10th of the XP you earn is added to that materia’s MXP.
(So if you receive 1000 XP, each materia equipped earns 100 MXP). Any materia you have but are not
equipped will not earn any MXP. As a materia earns more MXP, it can eventually advance in level (to a
maximum of level 3). The amount of MXP required to increase in level is dependent on the rarity of the materia
(see table 11-2). Materia require a level of 1 in order to provide bonuses to your character, so materia of
uncommon or higher rarity will not provide any effects until they have earned enough MXP. Materia are often
referred to by their name and level. For example, a Lighting materia of level 2 is called a Lightning 2 materia.
Table 11-2: Materia Advancement
Materia
Level
MXP
(Common)
MXP
(Uncommon)
MXP
(Rare)
MXP
(Legendary)
0 - 0 0 0
1 0 1,000 2,000 4,000
2 2,000 3,000 4,000 6,000
3 4,000 5,000 6,000 8,000
Mastered1 10,000 12,500 15,000 20,000
1 Mastered Materia produces a second materia with 0 MXP.
When a materia gains enough MXP to become Mastered, it stops gaining MXP and creates a new materia of the
same type. The new materia will be formed instantly from the original and detach in a process similar to
mitosis. The new materia begins its life at 0 MXP.
The level of the materia not only describes the relative power level of the materia’s effect, but also the
minimum required quality or enhancement bonus of the armor, shield, or weapon for the materia to function:
• A 0-level materia gains MXP only whenever it is attached to an object, even if the object itself is not
mastercrafted.
• A 1st-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +1
or higher.
• A 2nd
-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +3
or higher.
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• A 3rd
-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +5
or higher.
Whenever a materia levels up beyond the required quality or enhancement bonus of an object, it stops receiving
MXP until attached to an object that meets the requirements, but it still functions as a level less than it is now.
For materia to function and gain MXP, it must be equipped into an item. It takes a standard action to equip a
materia. Once equipped, it immediately activates and provides the user with all its bonuses. Attaching materia
to an object becomes permanently affixed until removed by a caster with the Craft Materia feat. If a weapon is
sundered, the materia is not destroyed. The number of materia that can be equipped into an item depends on the
type of item (See Table 11-3). Mastercrafted objects have one additional materia slot.
Bonuses from the same type of materia don't stack unless they provide different types of bonuses. (Example:
Player 1 has a Fire 1 materia equipped to a weapon and another Fire 1 materia equipped to a shield. The +1d6
fire damage will stack with the +5 to fire resistance since both are different types of bonuses. Player 2 has 2 Ice
1 materia equipped to her mace. She only receives +1d6 ice damage since both materia provide the same type
of bonus.) A level 2 or 3 materia will receive all the bonuses of lower level versions of that materia in addition
to the bonus for its level unless those bonuses are of the same type, in which case it will only receive the highest
of those bonuses. (Example: A Death 3 materia equipped to a weapon will receive the bonus to critical hits from
level 3 and the +4d6 dark damage bonus from level 2. The +2d6 dark damage bonus from level 1 is of the same
type as the level 2 damage bonus, so the weapon will only receive the higher of those two bonuses.)
Table 11-3: Number of Materia Slots
Equipment Type Number of Slots
Weapon
Light 1 (0)
One-handed 2 (0 0)
Two-handed 3 (0 0 0)
Double 4 (0 0 0 0)
Armor
Light 1 (0)
Medium 2 (0 0)
Heavy 3 (0 0 0)
Shield
Buckler 1 (0)
Light 2 (0 0)
Heavy 3 (0 0 0)
Tower 4 (0 0 0 0)
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Spell Materia
Spell materia uses black magic spells to enhance weapons and armor and to dish out black magic damage. They
can be attached to weapons or armor.
Table 11-4: Spell Materia
Materia
Name Rarity Level
Market
Price Restrictions Bonus
Dark Uncommon
1 16,000 gil
Converts all damage to dark
elemental energy (heals
undead)
+3 to saves vs. disease and
poison
2 28,000 gil
Converts all damage to dark
elemental energy +1d8 (heals
undead)
+6 to saves vs. disease and
poison
3 48,000 gil
Converts all damage to dark
elemental energy +2d8 (heals
undead)
Immune to disease and
poison
Death Legendary
1 55,000 gil
+2d6 dark damage (heals
undead) (can’t be reduced by
damage reduction)
You auto-stabilize at -1 hp
and lower.
2 70,000 gil
+4d6 dark damage (heals
undead) (can’t be reduced by
damage reduction)
Your death threshold (-1 to -9
hp) increases to 10 + HD (at
10th
level it would be –20)
3 100,000 gil
On critical, target must
succeed a Fort save (DC 20)
or die (unless immune to
critical)
Immunity to
Death/Countdown and related
spells and effects
Earth Common
1 4,000 gil +1d6 earth damage +5 earth resistance
2 13,000 gil +2d6 earth damage +10 earth resistance
3 28,000 gil
Quaking Burst (+1d10 earth
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus.
+15 earth resistance
Fire Common
1 4,000 gil +1d6 fire damage +5 fire resistance
2 13,000 gil +2d6 fire damage +10 fire resistance
3 28,000 gil
Flaming Burst (+1d10 fire
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus.
+15 fire resistance
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Materia
Name Rarity Level
Market
Price Restrictions Bonus
Ice Common
1 4,000 gil +1d6 ice damage +5 ice resistance
2 13,000 gil +2d6 ice damage +10 ice resistance
3 28,000 gil
Freezing Burst (+1d10 ice
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus.
+15 ice resistance
Lightning Common
1 4,000 gil +1d6 lightning damage +5 lightning resistance
2 13,000 gil +2d6 lightning damage +10 lightning resistance
3 28,000 gil
Shocking Burst (+1d10
lightning damage on a critical
hit if multiplier is x2, +2d10
if x3, and +3d10 if x4)
Note: This stacks with the
level 2 bonus
+15 lightning resistance
Time Rare
1 45,000 gil +2 luck bonus to attack rolls +2 luck bonus to initiative
2 60,000 gil +4 luck bonus to attack rolls +4 luck bonus to initiative
3 90,000 gil +6 luck bonus to attack rolls +6 luck bonus to initiative
Unholy Common
1 4,000 gil +1d6 dark damage +5 dark resistance
2 13,000 gil +2d6 dark damage +10 dark resistance
3 28,000 gil
Vile Burst (+1d10 dark
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus
+15 dark resistance
Water Common
1 4,000 gil +1d6 water damage +5 water resistance
2 13,000 gil +2d6 water damage +10 water resistance
3 28,000 gil
Aqua Burst (+1d10 water
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus
+15 water resistance
Wind Common
1 4,000 gil +1d6 wind damage +5 wind resistance
2 13,000 gil +2d6 wind damage +10 wind resistance
3 28,000 gil
Gale Burst (+1d10 wind
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus
+15 wind resistance
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Support Materia
Support materia uses white magic spells to enhance weapons and armor and to heal and cure status effects.
They can be attached to weapons or armor.
Table 11-5: Support Materia
Materia
Name Rarity Level
Market
Price Restrictions Bonus
Cure Uncommon
1 16,000 gil
Converts all damage to light
elemental energy (double
damage vs undead)
Fast healing 1
2 28,000 gil
Converts all damage to light
elemental energy +1d8
(double damage vs undead)
Fast healing 2
3 48,000 gil
Converts all damage to light
elemental energy +2d8
(double damage vs undead)
Fast healing 3
Holy Common
1 4,000 gil +1d6 light damage +5 light resistance
2 13,000 gil +2d6 light damage +10 light resistance
3 28,000 gil
Heavenly Burst (+1d10 light
damage on a critical hit if
multiplier is x2, +2d10 if x3,
and +3d10 if x4)
Note: This stacks with the
level 2 bonus
+15 light resistance
Life Legendary
1 55,000 gil
+2d6 light damage (double vs
undead) (can’t be reduced by
damage reduction)
+1 hit point / level
2 70,000 gil
+4d6 light damage (double vs
undead) (can’t be reduced by
damage reduction)
+2 hit points / level
3 100,000 gil
On critical hit vs undead,
target must succeed a Fort
save (DC 20) or be destroyed
Auto-Raise (1/day)
Protect Uncommon
1 16,000 gil Bypass damage reduction 5/- Gain damage reduction 5/-
2 28,000 gil Bypass damage reduction
10/- Gain damage reduction 10/-
3 48,000 gil Bypass damage reduction
15/- Gain damage reduction 15/-
Shell Uncommon
1 16,000 gil Bypass elemental resistance 5 Gain spell resistance 10
2 28,000 gil Bypass elemental resistance
10 Gain spell resistance 15
3 48,000 gil Bypass elemental resistance
15 Gain spell resistance 20
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Independent Materia
Independent materia function the same whether put into a weapon slot or armor slot. There are a few materia
that can only be equipped into certain slots.
Table 11-6: Independent Materia
Materia
Name Rarity Level
Market
Price Restrictions Bonus
Ability
Boost Uncommon
1 13,000 gil None
Provides a +2 enhancement bonus to
either Str, Dex, Con, Int, Wis or Cha.
(The stat is chosen when the materia
reaches level 1 and may not be changed
later.)
2 25,000 gil None
Provides a +4 enhancement bonus to
either Str, Dex, Con, Int, Wis or Cha.
(The stat that was chosen when the
materia reached level 1.)
3 45,000 gil None
Provides a +6 enhancement bonus to
either Str, Dex, Con, Int, Wis or Cha.
(The stat that was chosen when the
materia reached level 1.)
Caster
Boost Uncommon
1 13,000 gil None +1 bonus to caster level
2 25,000 gil None +2 bonus to caster level
3 45,000 gil None +3 bonus to caster level
Evasion Rare
1 55,000 gil
Can only be
equipped to armor
or shield slots
Grants Uncanny Dodge as per the Thief
ability
2 70,000 gil
Can only be
equipped to armor
or shield slots
Grants Evasion as per the Thief ability
3 100,000
gil
Can only be
equipped to armor
or shield slots
Grants Improved Evasion as per the
Thief ability
Flight Uncommon
1 16,000 gil None Grants a Fly speed of 20 feet (clumsy)
2 28,000 gil None Grants a Fly speed of 40 feet (poor)
3 48,000 gil None Grants a Fly speed of 60 feet (good)
Light Common
1 4,000 gil None Makes a bright light in a 20ft. radius
around the user.
2 13,000 gil None Makes a bright light in a 40ft. radius
around the user.
3 28,000 gil None Makes a bright light in an 60 ft. radius
around the user.
Page 219 of 227
Materia
Name Rarity Level
Market
Price Restrictions Bonus
Safe Uncommon
1 16,000 gil
Can only be
equipped to armor
or shield slots
+1 universal bonus to all saving throws
2 28,000 gil
Can only be
equipped to armor
or shield slots
+2 universal bonus to all saving throws
3 48,000 gil
Can only be
equipped to armor
or shield slots
+3 universal bonus to all saving throws
Shadow Uncommon
1 13,000 gil None
Grants you a +2 circumstance bonus to
Hide and Move Silently skill checks and
a partial concealment (10% miss chance)
2 25,000 gil None
Grants you a +4 circumstance bonus to
Hide and Move Silently skill checks and
a partial concealment (20% miss chance)
3 45,000 gil None
Grants you a +6 circumstance bonus to
Hide and Move Silently skill checks and
a partial concealment (30% miss chance)
Spell
Reduction Rare
1 55,000 gil None
Spells targeted against the user count as
1 caster level less for determining
numerical values such as damage,
duration, distance, etc (not saves)
2 70,000 gil None
Spells targeted against the user count as
2 caster levels less for determining
numerical values such as damage,
duration, distance, etc (not saves)
3 100,000
gil None
Spells targeted against the user count as
3 caster levels less for determining
numerical values such as damage,
duration, distance, etc (not saves)
Spider Uncommon
1 13,000 gil None Grants immunity to webs/snares and a
Climb speed of 20 feet.
2 25,000 gil None Grants immunity to webs/snares and a
Climb speed of 40 feet.
3 45,000 gil None Grants immunity to webs/snares and a
Climb speed of 60 feet.
Underwater Uncommon
1 16,000 gil None Grants water breathing and a Swim
speed of 30 feet
2 28,000 gil None Grants water breathing and a Swim
speed of 60 feet
3 48,000 gil None Grants water breathing and a Swim
speed of 90 feet
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Ability Materia
Ability materia can either be equipped into a weapon slot or an armor/shield slot as it’s noted in the description
of the materia. Materia that grants a feat doesn’t stack if you already have the feat and if the materia grants a
feat you are not qualified for, it does not work for you.
Table 11-7: Ability Materia
Materia
Name Rarity Level
Market
Price Restrictions Bonus
Cleave Uncommon
1 25,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Cleave feat
2 37,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Great Cleave feat
3 57,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Supreme Cleave
feat
Dodge Uncommon
1 25,000 gil
Can only be
equipped to armor
or shield slots
Grants the wearer the Dodge feat
2 37,000 gil
Can only be
equipped to armor
or shield slots
Grants the wearer the Mobility feat
3 57,000 gil
Can only be
equipped to armor
or shield slots
Grants the wearer the Spring Attack feat
Endurance Common
1 8,000 gil None Grants the wearer the Endurance feat
2 17,000 gil None Grants the wearer the Diehard feat
3 32,000 gil None Grants the wearer the Toughness feat
Expertise Uncommon
1 25,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Combat Expertise
feat
2 37,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Trip feat
3 57,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Disarm
feat
Flank Rare
1 45,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Feint
feat
2 60,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Vexing Flanker
feat
3 90,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Adaptable Flanker
feat
Page 221 of 227
Materia
Name Rarity Level
Market
Price Restrictions Bonus
Mounted Common
1 8,000 gil None Grants the wearer the Mounted Combat
feat
2 17,000 gil None Grants the wearer the Ride-By Attack
feat
3 32,000 gil None Grants the wearer the Spirited Charge
feat
Overwhelm Uncommon
1 25,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Sunder
feat
2 37,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Bull
Rush feat
3 57,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Overrun
feat
Power Rare
1 55,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Power Attack feat
2 70,000 gil
Can only be
equipped into
weapon slots
Grants the wearer the Improved Power
Attack feat
3 100,000
gil
Can only be
equipped into
weapon slots
Grants the wearer the Supreme Power
Attack feat
Shield Uncommon
1 25,000 gil
Can only be
equipped to shield
slots
Grants the wearer the Shield Proficiency
feat
2 37,000 gil
Can only be
equipped to shield
slots
Grants the wearer the Improved Shield
Bash feat
3 57,000 gil
Can only be
equipped to shield
slots
Grants the wearer the Agile Shield
Fighter feat
Skill Common
1 8,000 gil None Grants the wearer the Skill Focus feat
2 17,000 gil None Grants the wearer the Skill Focus feat
(can be same skill as level 1)
3 32,000 gil None Grants the wearer the Skill Focus feat
(can be same skill as level 1 and 2)
Unarmed Common
1 8,000 gil None Grants the wearer the Improved
Unarmed Strike feat
2 17,000 gil None Grants the wearer the Deflect Arrows
feat
3 37,000 gil None Grants the wearer the Stunning Fist feat
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POTIONS AND REMEIES Potions and remedies can be found at most major cities. Lower-level potions are often found in the simplest of
shops, while higher-level potions require large cities.
Table 11-8: Potions and Remedies
Potion Name Cost Description
Potion 50 gil Restores 1d8+5 HP.
Hi-Potion 300 gil Restores 3d8+15 HP.
X-Potion 1,000 gil Restores 5d8+25 HP.
Ether 500 gil Restores 1d6 MP.
Hi-Ether 1,000 gil Restores 2d6 MP.
Elixir 2,000 gil Restores 50 HP and 25 MP.
Megalixir 5,000 gil Restores full HP and MP.
Remedy 500 gil Cures Blind, Poison, Silence,
Disease, Petrify, and Slow status.
Phoenix Down 500 gil Raises one dead person to 1 HP.
Gold Needle 200 gil Cures Petrify status.
Echo Herbs 50 gil Cures Silence status.
Antidote 100 gil Cures Poison status.
Eye Drops 50 gil Cures Blind status.
Chronos Tear 1,500 gil Removes Stop status.
Smelling Salts 1,000 gil Removes Sleep status.
Vaccine 150 gil Cures Disease status.
Prism Powder 500 gil Grants Invisibility for 1d6 rounds.
Page 223 of 227
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