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Page 1: PRPG_CS_v_0_9_2

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OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;

(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.

Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

Proper names from The Book of Arcane Magic used with expression written permission from 4 Winds Fantasy Gaming. This information is designated “Product Identity” as defined by the Open Game License version 1.0a, Definition 1 (e) and is specifically excluded as Open Game Content. 4 Winds Fantasy Gaming retains all rights, title and interest in and to this Product Identity and it may not be used in other products without express written permission from 4 Winds Fantasy Gaming.

(b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;

(d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

(e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

(f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Council of Thieves Player’s Guide. Copyright 2009, Paizo Publishing, LLC; Author: James Jacobs, F. Wesley Schneider, Amber Scott, and Hank Woon.Curse of the Crimson Throne Player’s Guide. Copyright 2008 Paizo Publishing LLC. Authors: James Jacobs and Mike McArtor.GameMastery Module J2: Guardians of Dragonfall, Copyright 2007, Paizo Publishing, LLC. Author: Anson Caralya.Guide to Darkmoon Vale. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.Guide to Korvosa. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.Guide to Pathfinder Society Organized Play v2.0. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.Into the Darklands. Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs and Greg A. Vaughan.Kingmaker Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Authors: James Jacobs, Mark Moreland, and F. Wesley Schneider.Pathfinder 5: Sins of the Saviors, Copyright 2007, Paizo Publishing, LLC; Author: Stephen S. Greer.Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Publishing, LLC; Author: Nicolas Logue.Pathfinder 10: A History of Ashes. Copyright 2008, Paizo Publishing, LLC; Author: Michael Kortes.Pathfinder Adventure Path volume #22: The End of Eternity. Copyright 2009, Paizo Publishing, LLC; Author: Jason Nelson.Pathfinder Adventure Path volume #25: Bastards of Erebus © 2009, Paizo Publishing, LLC; Author: Sean K Reynolds.Pathfinder Adventure Path volume #26: The Sixfold Trial. © 2009, Paizo Publishing, LLC; Author: Richard Pett.Pathfinder Adventure Path volume #28: The Infernal Syndrome. © 2009, Paizo Publishing, LLC; Authors: Clinton Boomer and James Jacobs.Pathfinder Adventure Path volume #29: Mother of Flies. © 2009, Paizo Publishing, LLC; Authors: Greg A. Vaughan.Pathfinder Adventure Path volume #30: The Twice-Damned Prince. © 2010, Paizo Publishing, LLC; Author: Brian Cortijo and James Jacobs.Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and F. Wesley Schneider.

Pathfinder Chronicles: Cities of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: Joshua J. Frost, Tim Hitchcock, Jonathan Keith, Rob McCreary, Jason Nelson, and Jeff Quick.

Pathfinder Chronicles: Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCreary, and F. Wesley Schneider.

Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. Copyright 2009, Paizo Publishing, LLC; Authors: Stephen S. Greer, Amber Scott, Greg A. Vaughan, and Sean K Reynolds.Pathfinder Chronicles: Dragons Revisited. Copyright 2009, Paizo Publishing, LLC; Author: Mike McArtor.

Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor.Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.

Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.

Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker

Pathfinder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian Cortijo, Jonathan H. Keith, Michael Kortes, Jeff Quick, Amber Scott, Todd Stewart, and Russ Taylor.

Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.

Pathfinder Chronicles: Guide to the River Kingdoms. Copyright 2010, Paizo Publishing, LLC; Authors: Eric Bailey, Kevin Carter, Elaine Cunningham, Adam Daigle, Mike Ferguson, Joshua J. Frost, Steve Kenson, Rob Manning, Alison McKenzie, Colin Moulder-McComb, China Miéville, Brock Mitchel-Slentz, Jason Nelson, Richard Pett, Chris Pramas, Je' Quick, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, Neil Spicer, Matthew Stinson, and John Wick.

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Pathfinder Companion: Andoran, Spirit of Liberty. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Colin Moulder-McComb, Jason Nelson, and Hank Woon.

Pathfinder Companion: Dwarves of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: David A. Eitelbach, Russ Taylor, JD Wiker, Keri Wiker, and Hank Woon.Pathfinder Companion: Elves of Golarion, Copyright 2008, Paizo Publishing, LLC; Authors Jeff Quick and Hal Maclean.

Pathfinder Companion: Osirion, Land of Pharaohs, Copyright 2008, Paizo Publishing, LLC; Authors: Jason Nelson and Todd Stewart.Pathfinder Companion: Qadira, Gateway to the East. Copyright 2009, Paizo Publishing, LLC; Author: Brian Cortijo.Pathfinder Companion: Second Darkness Player’s Guide, Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs, F. Wesley Schneider, Amber Scott, Greg A. Vaughan.Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.Rise of the Runelords Player’s Guide. Copyright 2007 Paizo Publishing LLC. Authors: James Jacobs and Mike McArtor.Rise of the Runelords: Burnt Offerings. Copyright 2007 Paizo Publishing LLC. Authors: Wolfgang Baur, James Jacobs, Erik Mona, Richard Pett, and F. Wesley Schneider.Advanced Player’s Guide Final Playtest. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.In the Company of Giants. Copyright 2010 Steven D. Russell. All rights reserved.Legends of the Shining Jewel Campaign Guide, Copyright 2009, The Shining Jewel, LLC.; Author: Jay Fisher and Catie StraitonRemarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew KubiszThe Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors: Connie J. Thomson and Robert W. Thomson.The Book of Arcane Magic Web Enhancement. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Robert W. ThomsonThe Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.The Shaman Pathfinder Edition Copyright 2009, Super Genius Games; Authors: R. Hyrum Savage.

Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.

Pathfinder Companion: Legacy of Fire Player’s Guide, Copyright 2009, Paizo Publishing, LLC; Authors: Brian Cortijo, Stephen S. Greer, James Jacobs, Jonathan H. Keith, F. Wesley Schneider, Amber E. Scott, and James L. Sutter.

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and of course none of this would be possible without…

Howdy, and welcome to the Pathfinder Character Excelerator (Yep, it's a cheesy name. I like cheese. And cake). This spreadsheet aims to provide a fast, small, yet powerful means of building characters for the Pathfinder Roleplaying Game (PRPG). The information in this sheet is either 100% Open Game Content, or is used by permission* and includes the core rules as published by Paizo as well as material from 3rd-party publishers (see below for some thoughts on these nice folks). This sheet is not a character generator, and by that I mean that it will not guide you through the character generation process with information about the races, classes, and such that you select. In that regard, I assume you are already familiar with the material. Now, with that said the sheet does a lot of things for you, filling out information based on the race you select, automatically updating feats and class abilities as you level, etc. As the sheet matures (i.e. I release new versions) you'll find more and more content automated. In addition to helping out in this way, I'm also trying to build the sheet as compatible and modular as possible. So, it will hopefully work just as well on a Mac or Linux box as a PC, and in OpenOffice or an older version of Excel. It can also be "chopped up" and rebuilt once you figure out how things are laid out, so your Wizard doesn't have to have 6 weapon stat blocks on his front page if you want to remove them and put in, say, frequently used spell summaries instead. This gets into Customization, however, and that's a topic for another cell.

*See the Legal tab for more legalese…

Well, this field looks as good as any to talk about Customization…So, I've tried to build in two levels of customization for folks, an easy path and an advanced path. For the easy path, you simply go to the Customization tab (right next to this tab unless you've moved things around) and fill out the various fields. Now, even though I call it "easy" you will likely have to fiddle around with things to see how it works, but once you get the hang of it this tab should be a quick way to add some personal bits to your character. Now, for the advanced path, I'll say up front you need to know some about how Excel works. For this path, you go directly to the various tabs that hold the data for the sheet (I don't hide them; they're all over there to the right). I build various Tables and Lists to hold data, that then flows into the various selections and forumlas used to complete the character sheet. You can generally add data directly to any of these tables by simply inserting a row ABOVE the *** Custom *** fields. Your data should then appear in the relevant lists, lookups, etc. If you want to get fancy and automate things, you can look at the various fields already in place for some guidelines. You can also edit things on the various "print" sheets--cells with a little red flag are not locked but may contain formulas for you to add to while all other cells are locked to keep from breaking things too much. You can unlock these sheets and fiddle as much as you like, as there is no set password. Now, at times this advanced approach might break something. If that happens, let me know so I can fix it for the next version. One note, the addition of Class Abilities is a bit tougher at this time as I'm still working on a good solution for this...let me know if you've got any bright ideas!

Now, I mentioned 3rd-party publishers earlier and I wanted to say a bit more about that. At this time, Super Genius Games, Alluria Publishing, 4 Winds Fantasy Gaming, Rite Publishing and folks running The Legend of the Shining Jewel have all provided material for inclusion. I am pleased to support these great companies that are doing their own part to support PRPG. I want to note that while this character sheet has some of the "crunch" you can get from these fine products, you are only seeing a small portion of what you can get from the full product. Links are provided below for all contributing 3rd-party publishers. If you like their material, I strongly encourage you to buy their product(s). You're not only supporting their company, but also PRPG in general and the open gaming movement as a whole.

4 Winds Fantasy GamingAlluria PublishingLegends of the Shining JewelSuper Genius GamesRite Publishing

Paizo Publishing

So, head on over to the Getting Started tab to kick things off. Once you've entered the information there, you can go to the Front and Back tabs to complete your character. Note that skill selection, weapons and armor, and such are all handled dynamically on these pages. This means you can change then information there ingame in order to quickly see changes. Additional options, such as Conditions, Magical Effects, and Magic Items are either already in place or being added, so you can chagne these variables as well. Tabs with a "P-" are intended for printing.

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For all those questions that keep coming up…

I've got some thoughts on changes for the sheet/I found a bug that needs attention/I'd like to hang out and chat with nice folks. Where can I find you online?

You've done some great work here, is there any way I can pay/donate fmoney or your work?

Can you add class X or feat Y from one of the old D&D 3.5 (or 3.0) books?

The monk's Flurry of Blows is not showing all of the iterative attacks.

How do I add more bonuses to my Natural Armor/Dodge/Deflection?

How do I set the Qualified field for custom feats?

How do I set Weapon Focus/Exotic Weapon Proficienct/Martial Weapon Proficiency/etc.? The feats just say [select weapon] and I can't enter anything in the fields.

Why aren't the skills straight alphabetical? I can never find anything...

I regularly post on the Paizo forums--you can find me as the angel-faced fellow named erian_7. In particular for this sheet, I maintain a discussion thread where I post almost every day (see link below). I strongly encourage folks to join in the conversation there, as many of the great features, efficient formulas and innovative style for the sheet came directly from other folks giving me great ideas! While I maintain a "baseline" copy of the sheet at the Pathfinder Database, you will also find I release iterations almost weekly that address bugs and add new functionality. This thing is still in beta, after all...erian_7's Excel-based Character Sheet

sheet--see the Legal tab) prohibits accepting payment for the work.

Now, with that said there is actually one way anyone can support the sheet--I very much believe in the Open Game License (OGL) and Open Game Content (OGC). It's what allows me to include the fine material from publishers like 4 Winds Fantasy Gaming, Alluria Publishing, Otherworldy Creations/Super Genius Games, and Rite Publishing. I mention all of these specifically because they have in the past provided me with content for the sheet free-of-charge. Open Gaming is a big deal to me. I believe if "done right" it can produce the best games possible, while also proving profitable for the publishers. To that end, I am focused on (1) promoting Open Gaming and the publishers that actively support it, (2) educating people on the OGL, OGC, and how it should be properly used, and (3) encouraging people to move beyond just snagging the mechanics and actually buying the product (if someone wants to use an OGC option in my games, I make sure they've bought a copy)--if you want more good stuff, those companies need money!

So...short story long I encourage anyone that likes this work to go support 3rd Party Publishers by purchasing their products--that's the best way to keep the OGL alive and kicking. Send your favorite publishers a note and tell them you think they've done a fine job. If you want to mention my work in the process, and if they are interested in contributing to the effort I have a thread (see link below) Open Call To 3rd Party Publishers - I'll Support Your PRPG OGC

In general, no. Wizards of the Coast released most of their content as "closed" despite the general PHB material being "open" according to the Open Game License (see the Legal Tab). As such, I cannot legally add any of that material, nor can I add material from other publishers that does not have a clear statement that the material is Open Game Content. You are, of course, free to add this for your own personal use, but if you do so you definitely should not redistribute the material.

Flurry of blows works exactly like two-weapon fighting in PRPG. As such, you need to use two weapon blocks for a flurry of blows, with one set to Wield As: 2-Wpn Primary and the other set to Wield As: 2-Wpn Off-Hand. In the Combat Options for each weapon block, set one of the options to Flurry of Blows and you're ready to go. This is especially important for monks that might use a mix of unarmed strikes and weapon attacks.

For manual entry, use the Misc 1, 2, and 3 boxes to cover these, and be sure to set the Applies To as appropriate to apply to touch AC, flat-footed AC, or both. The cells above are calculations used for effects and magic items.

You can go the easy route--just state TRUE or FALSE for the character in question--or the harder route of writing the logic necessary, such as:

=AND(Dex>14,ISNUMBER(FIND("Nimble Moves",Feats_Known)))

The logic should result in an answer of TRUE when the requirements are met.

The Feat Settings section directly below Step 3 on the Getting Started tab has a series of selectors for these feats. If you want to take Weapon Focus with a halberd, for instance, set one of the entries next to the Weapon Focus Selections box to Halberd. Feats that depend on these (such as Weapon Specialization) will also reflect these settings if you need to select such feats.

The skills are sorted into two lists and are alphabetical within that list. The two lists are 'skills that can be used without putting a rank in them' (i.e. Use Untrained = TRUE) and 'skills that can't be used untrained' (Trained Only). I do this because in my use I often don't need a good chunk of the Trained Only skills, and so I end up deleting those and using the space for something else (remember the goal stated on What Is This Thing--the modular nature of the sheet lets me change things around easily). To help folks that want an alphabetical order, I've added a list directly below the Skills section on the Front tab that has the feats alphabetical. You can simply copy-and-paste this list over the skills and be good to go.

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Is there any way I can export my character from a previous version of the sheet and then import that into a new version? Retyping all of this stuff is a bear!Since I don't use macros/VBA in the sheet in order to maintain cross-platform compatibility, there is unfortunately no easy way to do this. I may be able to work up a solution for this, but at this time manual entry is the only option…

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CUSTOM RACE

General Info Ability Modifiers Senses Skill Saves

Name Eladrin STR - INT +2 Perception Modifier +2 Select From Global Bonus -for

Type Fey DEX +2 WIS -Other

Racial Bonus - Conditional Descriptions

Subtype CON -2 CHA +2 Points At Creation -Fortitude

Size Medium Bonus Feat Selector Points Per Level -+2 Ability Bonus Selection WEAPON FAMILIARITY

ReflexHD CR Skill Focus

STR 0 INT 0Speed 30'

WillDEX 0 WIS 0 AC Modifiers

CON 0 CHA 0 Natural - Dodge -

Languages Age CategoriesADULTHOOD BBN/ROG/SOR BRD/FTR/PAL/RGR CLR/DRD/MNK/WIZ MID OLD VEN MAX

Starting Common, Elven Bonus Selection Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan. .

Racial Abilities Summary

CUSTOM SKILLS

CUSTOM FEATS

CUSTOM TRAITS

TRAIT NAME TYPE SUBTYPE SUMMARYElven reflexes You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks.Citizen Militia Veteran:

CLASS

CUSTOM BASE CLASS

General Information Level Dependent InformationCLASS NAME BONUS FEATS BAB Fort Ref Will Caster Type: None

Armor Proficiency Weapon Proficiency LVL High Good Good Good Special Abilities

↙ Click the + symbol to expand the customization section(s) you want to use.

Longswords and rapiers,treat any weapon with the word “elven” in its name as a martial weapon.

Other Move

Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it isotherwise like normal sight. Elven Immunities: Eladrin are immune to magic sleepeffects and get a +2 racial saving throw bonus against enchantment spells and effects.Corellon´s Chosen: Eladrin received free the feat Skill focus. Trance: Rather than sleep, Eladrin enter a meditative stance known as trance. You need to spend only 4 hours in this state to gain the same benefits of a full rest. Need to prepare spells in the usual way. Keen Senses: Eladrin receive a +2 racial bonus o Perception skill checks. Weapon Familiarity: Eladrin are proficient with longswords and rapiers,treat any weapon with the word “elven” in its name as a martial weapon. Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan.******* Alternate Racial Traits*******Dreamspeaker: A few Eladrin have the ability to tap into the power of sleep, dreams, and prescient reverie. Eladrin with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, Eladrin with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the Eladrin´s character level). This racial trait replaces the elven immunities racial trait.Eternal Grudge: Eladrin with this racial trait grew up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against Outsiders of evil subtype and humanoids of the dwarf and elf (Dark elf) subtypes due to special training against these hated foes. This racial trait replaces the elven magic racial trait.Lightbringer: Many Eladrin revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Eladrin with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Eladrin with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven magic racial traits.Woodcraft: Eladrin know the deep secrets of the wild like no others, especially those of the forests. Eladrin with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.

Your received train in the famous eladrin militia in your home. Skills learned through dailydrilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills:Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

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HIT DIE SKILL POINTS 0 LIGHT 0 SHIELDS 0 SIMPLE 1 1 2 2 20 0 0 MEDIUM 0 TOWER 0 MARTIAL 2 2 3 3 3

0 HEAVY Other: 3 3 3 3 34 4 4 4 45 5 4 4 4

Class Skills 6 6 5 5 57 7 5 5 5

0 Acrobatics 0 Intimidate 0 Linguistics 8 8 6 6 60 Appraise 0 Knowledge (arcana) 0 Perception 9 9 6 6 60 Bluff 0 Knowledge (dungeoneering) 0 Perform 10 10 7 7 70 Climb 0 Knowledge (engineering) 0 Profession 11 11 7 7 70 Craft 0 Knowledge (geography) 0 Ride 12 12 8 8 80 Diplomacy 0 Knowledge (history) 0 Sense Motive 13 13 8 8 80 Disable Device 0 Knowledge (local) 0 Sleight of Hand 14 14 9 9 90 Disguise 0 Knowledge (nature) 0 Spellcraft 15 15 9 9 90 Escape Artist 0 Knowledge (nobility) 0 Stealth 16 16 10 10 100 Fly 0 Knowledge (planes) 0 Survival 17 17 10 10 100 Handle Animal 0 Knowledge (religion) 0 Swim 18 18 11 11 110 Heal 0 Knowledge (spirits) 0 Use Magic Device 19 19 11 11 11

20 20 12 12 12

CUSTOM PRESTIGE CLASS

CUSTOM DOMAINS

CUSTOM BLOODLINE

CUSTOM SCHOOL

EQUIPMENT

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Sheet Version 0.9Follow the Steps to create a character. Cells with a show areas where you can input data. After selecting class levels, be sure to check the Class Options section below for more settings.

Active Sheet? Portrait This is a very important setting--it specifies whether you will use the landscape ("L") or portrait ("P) tabs as your data entry source. All game mechanics tie to these sheets.P

Click the + symbol to expand the class option section(s) relevant to your character.↙

GENERAL DETAILS AND GAME SETTINGS

ABILITIES, RACE, CLASSES, & FEATS

STEP 1—DETERMINE ABILITY SCORES STEP 2—PICK RACE STEP 3—PICK CLASS / SELECT FEATS ABILITY INCREASES

Point-Buy Custom 0 Race Eladrin LVL CLASS FEATS HP ABILITY1 Rogue Combat Expertise 0

ABILITY COST RACE FINAL Ability Bonus (None) Not available 2 Rogue 3STR 15 7 - 15 3 Rogue Improved Feint 0

Favored Class (Any One) 4 Rogue Dexterity 0DEX 17 13 +2 19 5 Rogue Mobility 0

Rogue Not available 6 Rogue 0CON 14 5 -2 12 7 Rogue Spring Attack

10 0 10 8 Rogue DexterityINT 16 10 +2 18 TOTAL ALLOCATED TO HP REMAINING FOR SKILLS 9 Rogue Vital Strike

10 RogueWIS 13 3 - 13 Skill Focus [Stealth] 11 Duelist Improved Critical [select weapon]

Skill Focus [Stealth] 12 Duelist DexterityCHA 18 17 +2 20 13 Duelist

Not Available 14Spent 55 0 15

*N o te th a t b o n u s fe a ts /s k ills m a y re q u ire s e ttin g o p tio n s b e lo w 1617

MANUAL SETTINGS 1819

Conditional Saving Throw Information 20Used to display modifiers that apply to specific types—e.g. fear, spells, etc.—gained from traits, feats, etc. C o m b a t E x p e rtis e Im p ro v e d F e in tM o b ility S p rin g A tta c k V ita l S trik e Im p ro v e d C ritic a l [s e le c t w e a p o n ] .FortitudeReflex FEAT SETTINGS

WillFeat Checker

OverridesThese settings supersede standard game settings, e.g. class skills or feats per level. Mounted Combat

DODGE DODGE DESCRIPTION

OPTIONAL RULE—CHARACTER TRAITSSelect 2, none of which can be from the same category.

Elven reflexes Not Available

Category: PREREQUISITES

Ride 1 rank

RapierCitizen Militia Veteran:

Category: Ability Focus

MAGICAL KNACK APPLIES TO

SKILLS & LANGUAGESCHARACTER LEVEL

TOTALS ↓ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Craft / Profession / Perform TypesFAVORED CLASS SKILL POINT→ 0

OTHER BONUS POINTS→ 0Craft Skills

untrainedPOINTS AVAILABLE→ 144 12 12 12 12 12 12 12 12 12 12 8 8 8 0 0 0 0 0 0 0

CLASS? Skill ↓ POINTS SPENT→ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0Q Acrobatics 0Q Appraise 0Q Bluff 0

Professionsuntrained

Q Climb 0Q Craft (untrained) 0Q Craft () 0Q Craft () 0Q Diplomacy 0 Other Perform SkillQ Disable Device 0 untrainedQ Disguise 0Q Escape Artist 0£ Fly 0 Linguistics 0 of 4£ Handle Animal 0£ Heal 0 Common TongueQ Intimidate 0 Common£ Knowledge (arcana) 0Q Knowledge (dungeoneering) 0£ Knowledge (engineering) 0£ Knowledge (geography) 0£ Knowledge (history) 0Q Knowledge (local) 0£ Knowledge (nature) 0£ Knowledge (nobility) 0£ Knowledge (planes) 0£ Knowledge (religion) 0£ Knowledge (spirits) 0Q Linguistics 0Q Perception 0Q Perform (act) 0Q Perform (comedy) 0Q Perform (dance) 0Q Perform (keyboard) 0Q Perform (oratory) 0Q Perform (percussion) 0

STARTING

SCORE

Bonus Feat* (Skill Focus)

Abilities outside 7-18 do not use

core PRPG points

Racial Skill Bonus*(None)

Exotic Weapon Proficiency Selections

Manual Class Skill Override

Manual Bonus Feats

Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's

attack roll

Martial Weapon Proficiency Selections

Weapon Focus Selections

Elven reflexes: You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks.Citizen Militia Veteran:: Your received train in the famous eladrin militia in your home. Skills learned through dailydrilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills :Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks.

Improved Critical Selections

Your received train in the famous eladrin militia in your home. Skills

learned through dailydrilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the

following skills:Profession (soldier), Ride, or

Survival. You gain a +1 trait bonus on that skill, and it is always a

class skill for you.

Page 14: PRPG_CS_v_0_9_2

Q Perform (string) 0Q Perform (wind) 0Q Perform (sing) 0Q Perform (ritual) 0Q Perform (untrained) 0Q Profession (untrained) 0Q Profession () 0Q Profession () 0£ Ride 0Q Sense Motive 0Q Sleight of Hand 0£ Spellcraft 0Q Stealth 0£ Survival 0Q Swim 0Q Use Magic Device 0£ NA£ NA

RACE / RACIAL CLASS OPTIONS

Jotun Paragon0 0

Current Size LVL STR / CON INCREASE Element: LVL Elemental PowerMedium 5 LVL Elemental Power 9

11 1 1217 3 15

6 18

BASE CLASS OPTIONS—PRPG CORE RULES

BASE CLASS OPTIONS—ADVANCED PLAYER'S GUIDE BETA

BASE CLASS OPTIONS—3rd PARTY

PRESTIGE CLASS OPTIONS—PRPG CORE RULES

Magic Item Granted Skills

Page 15: PRPG_CS_v_0_9_2

GENERAL COMBAT . CHARACTER RECORD SHEET SENSES.TOTAL MODS MISC MISC NOTES . MOD PASSIVE SPECIAL

INIT +8 = 8 + .Perception +3 +13.

. CHARACTER NAME PLAYER NAME

. Eladrin | Fey Neutral CONDITIONAL MODIFIERS / OTHER

AC 20 = 10 + 0 + 0 + 9 + 0 + 0 + 1 + 0 + 0 .. RACE (TYPE/SUBTYPE) ALIGNMENT

TOTAL ARMR SHLD DEX SIZE NAT DDG DEF OTH . | Rogue 10 | Duelist 3 | 1320 10 No APPLIES TO? APPLIES TO? APPLIES TO? .

. CLASSES CHAR LVL

TOUCH MISC 1 MISC 2 MISC 3 ..

TOTAL BAB ABILITY SIZE OTHER MISC . DEITY/RELIGION REGION

CL

AS

S? SKILLS 0

MELEE +12 = 10 + Str + 0 + 0 + . Medium ' " lb.. SKILL NAME RANK COND MODS. SIZE AGE GENDER HEIGHT WEIGHT (lb.)

RANGED +16 = 10 + Dex + 0 + 0 + . Q Acrobatics Dex* +6 = 0 + 6 +.. DESCRIPTION Q Appraise Int +4 = 0 + 4 +COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC .

CMB +12 = 10 + 2 + 0 + 0 + . Q Bluff Cha +5 = 0 + 5 +. ABILITY SCORE MOD

. STR 15### +2### Q Climb Str* +2 = 0 + 2 +CMD 29 = 10 + 10 + 2 + 6 + 0 + 1 + 0 + 0 + . ### MOD: TOTAL

. HP 84 Q Craft (untrained) Int +4 = 0 + 4 +TOTAL BAB STR DEX SIZE DDG DEF OTH MISC . DEX 22### +6###

. ### Q Diplomacy Cha +5 = 0 + 5 +.WEAPONS AND ATTACKS . CON 12### +1### Q Disguise Cha +5 = 0 + 5 +. ### LETHAL NONLETHAL

. Q Escape Artist Dex* +6 = 0 + 6 +WEAPON / ATTACK VALUE: 18,320 ENH MATERIAL SIZE QTY . INT 18### +4### DAMAGE REDUCTION

Rapier 3 Medium 1 . ### £ Fly Dex* +6 = 0 + 6 +.M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . WIS 13### +1### £ Heal Wis +1 = 0 + 1 +. ###

. SPELL RESISTANCE Q Intimidate Cha +5 = 0 + 5 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . CHA 20### +5###+1 Not Wielded 0 1d6 +3 N 18-20 / x2 . ### Q Perception Wis +3 = 0 + 3 +.RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . SPEED MOD: OTHER SPEEDS ENCUMBRANCE Q Perform (untrained) Cha +5 = 0 + 5 +— 2.0 P 1-handed .

30 ft. / x4 Light. £ Ride Dex* +6 = 0 + 6 +SPECIAL PROPERTIES N##################### ############ ######################## .— . Q Sense Motive Wis +1 = 0 + 1 +. CHANNEL ENERGY TOTAL BASE ABILITY RACE OTHER MISC

. FORT +5 = 4 + 1 + 0 + 0 + Q Stealth Dex* +9 = 0 + 9 +WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY .Not AvailableNone Medium 1 . Notes: £ Survival Wis +1 = 0 + 1 +.

M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . REF +15 = 9 + 6 + 0 + 0 + Q Swim Str* +2 = 0 + 2 +. 0. Notes: £ Track Wis +1 = 0 + 1 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . LEVEL OTHER DC MODS

0 0 N / x . WILL +5 = 4 + 1 + 0 + 0 + = + +.RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . Notes: Q Disable Device Dex* NA = 0 + 11 +

— . TIMES/DAY USED

. £ Handle Animal Cha NA = 0 + 5 +SPECIAL PROPERTIES ##################### ############ ######################## . CONDITIONS SPELLS & EFFECTS. £ Knowledge (arcana) Int NA = 0 + 4 +.

. Q Knowledge (dungeoneering) Int NA = 0 + 4 +WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY .None Medium 1 . £ Knowledge (engineering) Int NA = 0 + 4 +.

M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . £ Knowledge (geography) Int NA = 0 + 4 +.. £ Knowledge (history) Int NA = 0 + 4 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL .

0 0 N / x . Q Knowledge (local) Int NA = 0 + 4 +.RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . ARMOR, SHIELD, & OTHER PROTECTION £ Knowledge (nature) Int NA = 0 + 4 +

— .. £ Knowledge (nobility) Int NA = 0 + 4 +SPECIAL PROPERTIES ##################### ############ ######################## . ARMOR VALUE: - ENH MATERIAL MODIFICATIONS

. None £ Knowledge (planes) Int NA = 0 + 4 +.

. CATEGORY ### ARMOR MAX DEX ACP ARCANE FAIL SPD RED WGT (lb.) £ Knowledge (religion) Int NA = 0 + 4 +WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY . ― +0 +50 0 0% No — None Medium 1 . £ Knowledge (spirits) Int NA = 0 + 4 +. SPECIAL PROPERTIES

M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . Q Linguistics Int NA = 0 + 4 +.. 0 Q Profession (untrained) Wis NA = 0 + 1 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . SHIELD VALUE: - ENH MATERIAL

N / x . None Q Sleight of Hand Dex* NA = 0 + 6 +.RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAIL WGT (lb.) £ Spellcraft Int NA = 0 + 4 +

— . +0 +50 0 0% 0.0. Q Use Magic Device Cha NA = 0 + 5 +SPECIAL PROPERTIES ##################### ############ ######################## . SPECIAL PROPERTIES

.

.

.

FLAT-FOOTE

D

SHIELD READY

ARMOR CHECK PENALTY

KEY ABILITY

SKILL MOD

CALC MODS

MISC MOD

TEMPSCORE

TEMP MOD

PERM MOD

TEMPENH

ENERGY

DRAIN

* Armor Check Penalty applies. NA skills cannot be used untrained.

Page 16: PRPG_CS_v_0_9_2

MAGIC ITEMS CAMPAIGN GEAR / OTHER POSSESSIONS.

BELT (BELT OR GIRDLE) VALUE WEIGHT ITEM QTY GP WGT CARRIED

0 - ### ###

DESCRIPTION ### ###

EXPERIENCE ### ###

BODY (ROBE OR VESTMENT) VALUE WEIGHT ### ###0 - 0 445,000 Medium ### ###

DESCRIPTION CURRENT TOTAL NEXT LEVEL PROGRESSION

### ###

LANGUAGES ### ###CHEST (MANTLE, VEST, OR SHIRT) VALUE WEIGHT

0 - STARTING/BONUS LANGUAGES ### ###

Common and Common, ElvenDESCRIPTION ### ###LANGUAGES LEARNED

### ###

EYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT ### ###0 - ### ###

DESCRIPTION

### ###

### ###FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT

0 - COIN ### ###

DESCRIPTION ### ###0 0 0 0 - 140,000 121,680.00 ### ###

PLATINUM GOLD SILVER COPPER WEIGHT STANDRD WBL VARIANCE

HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT ### ###0 - CARRYING INFO ### ###

DESCRIPTION

66 133 200 200 400 1,000### ###

### ###HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT

LIGHT LOAD MED LOAD PUSH DRAG

0 - ### ###

DESCRIPTION ### ###OTHER MAGIC ITEMS ### ###

HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###0 - 0 - ### ###

DESCRIPTION DESCRIPTION

### ###

### ###HEADBAND (HEADBAND OR PHYLACTERY) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - ### ###

DESCRIPTION DESCRIPTION ### ###

### ###

NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###0 - 0 - ### ###

DESCRIPTION DESCRIPTION

### ###

### ###RING VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - ### ###

DESCRIPTION DESCRIPTION ### ###

### ###

RING VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###0 - 0 - ### ###

DESCRIPTION DESCRIPTION

### ###

### ###SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - ### ###

DESCRIPTION DESCRIPTION ### ###

### ###

WRISTS (PAIR OF BRACERS OR BRACELETS) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###0 - 0 -

DESCRIPTION DESCRIPTION ### ###0.00 18,320.00 2.00 2.00

ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT

HEAVY LOAD

LIFT OVER HEAD

LIFT OFF GROUND

Page 17: PRPG_CS_v_0_9_2

RACIAL ABILITIES CLASS ABILITIES

TRAITS

FEATS (feats marked with † are not yet fully automated)

Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it isotherwise like normal sight. Elven Immunities: Eladrin are immune to magic sleepeffects and get a +2 racial saving throw bonus against enchantment spells and effects.Corellon´s Chosen: Eladrin received free the feat Skill focus. Trance: Rather than sleep, Eladrin enter a meditative stance known as trance. You need to spend only 4 hours in this state to gain the same benefits of a full rest. Need to prepare spells in the usual way. Keen Senses: Eladrin receive a +2 racial bonus o Perception skill checks. Weapon Familiarity: Eladrin are proficient with longswords and rapiers,treat any weapon with the word “elven” in its name as a martial weapon. Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan.******* Alternate Racial Traits*******Dreamspeaker: A few Eladrin have the ability to tap into the power of sleep, dreams, and prescient reverie. Eladrin with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, Eladrin with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the Eladrin´s character level). This racial trait replaces the elven immunities

ROGUE- Sneak Attack: Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack- Trapfinding: Gain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps- Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action- Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14- Advanced Talents: May gain 1 advanced talent(s):

DUELIST- Canny Defense (Ex): While wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor heavier than Light, or using a shield- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike- Improved Reaction (Ex): Gain +2 on initiative checks- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made- Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

Elven reflexes: You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks.

Citizen Militia Veteran:: Your received train in the famous eladrin militia in your home. Skills learned through dailydrilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills:Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor- Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turn- DODGE: +1 Dodge bonus to AC- Improved Critical [select weapon]: Double the threat range of a - Improved Critical [select weapon]: Double the threat range of a - Improved Feint: Move Action; make a Bluff check to feint in combat- Mobility: +4 AC vs. AoO from movement (unless you lose your Dex mod to AC)- Skill Focus [Stealth]: +3 bonus on Stealth checks- Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn- Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

Page 18: PRPG_CS_v_0_9_2

BACKGROUND / DEVELOPMENTS PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS CREATURES

REGIONS / PLACES OTHER NOTES

Page 19: PRPG_CS_v_0_9_2

SPELLS & ABILITIES GENERAL INFO

QTY NAME AND PAGE QTY NAME AND PAGECASTER LEVEL 0 KEY ABILITY Int / +4 Arcane Spell Failure 0%

1st

SHORT MEDIUM LONG

RANGE 25 100 400

LEVEL TOTAL KNOWN

14 0 0 NA

15 0 1st 0 1

QTY NAME AND PAGE QTY NAME AND PAGE16 0 2nd 0 1

2nd

17 0 3rd 0 1

18 0 4th 0 1

19 0 5th 0 0

20 0 6th 0 0QTY NAME AND PAGE QTY NAME AND PAGE

3rd

21 0 7th 0 0

22 0 8th 0 0

23 0 9th 0 0

DOMAIN / SCHOOL / BLOODLINE

QTY NAME AND PAGE QTY NAME AND PAGEBLOODLINE

4th

SPECIALTY SCHOOL

PROHIBITED SCHOOL

PROHIBITED SCHOOL

QTY NAME AND PAGE QTY NAME AND PAGEDOMAIN DOMAIN

5th CANTRIPS / ORISONS / POWERS / BONUS SPELLS

QTY NAME AND PAGE QTY NAME AND PAGE

6th

QTY NAME AND PAGE QTY NAME AND PAGE

7th

QTY NAME AND PAGE QTY NAME AND PAGE

8th

QTY NAME AND PAGE QTY NAME AND PAGE

9th

SAVE DCSAVE MOD

TOTAL PER DAY

SPELLS PER DAY

BONUS SPELLS

Page 20: PRPG_CS_v_0_9_2

CHARACTER RECORD SHEET SPEED

Mod:

30 ft. / x4CHARACTER NAME PLAYER NAME DEITY/RELIGION REGION

Eladrin | Fey Neutral Medium ' " lb.RACE (TYPE/SUBTYPE) ALIGNMENT SIZE AGE GENDER HEIGHT WEIGHT (lb.) OTHER SPEEDS

| Rogue 10 | Duelist 3 | 13CLASSES CHAR LVL DESCRIPTION

ENCUMBRANCE

ABILITY SCORE MOD HIT POINTS Mod: CONDITIONS SPELLS & EFFECTS LightSTR 1515

+215

2

TOTAL 84DEX 22

22+6

22

6

SPELL RESISTANCECON 12

12+1

12

1 LETHAL

INT 1818

+418

4NONLETHAL

WIS 1313

+113 TOTAL BASE ABILITY RACE OTHER MISC GENERAL NOTES

1 FORTITUDE SAVE +5 = 4 + 1 + 0 + 0 +

CHA 2020

+520 DAMAGE REDUCTION Notes: 5

REFLEX SAVE +15 = 9 + 6 + 0 + 0 +

CHANNEL ENERGY (Not Available) Notes:

WILL SAVE +5 = 4 + 1 + 0 + 0 +Effective Level 0 Other DC Mods Times/Day Used

Notes:

GENERAL COMBAT SENSESTOTAL MODS MISC MISC NOTES ARMOR/DEFENSE NOTES MOD PASSIVE SPECIAL

INITIATIVE +8 = 8 + Perception +3 +13CONDITIONAL MODIFIERS / OTHER

AC 20 = 10 + 0 + 0 + 9 + 0 + 0 + 1 + 0 + 0TOTAL ARMR SHLD DEX SIZE NAT DDG DEF OTH

20 10 No APPLIES TO? APPLIES TO? APPLIES TO?

TOUCH MISC 1 MISC 2 MISC 3

TOTAL BAB ABILITY SIZE OTHER MISC COMBAT NOTES

MELEE +12 = 10 + Str + 0 + 0 + SKILLS Armor Check Penalty 0

SKILL NAMERANGED +16 = 10 + Dex + 0 + 0 +

Q Acrobatics Dex* +6 = 0 + 6 +

COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC COMBAT MANEUVER NOTES Q Appraise Int +4 = 0 + 4 +CMB +12 = 10 + 2 + 0 + 0 +

Q Bluff Cha +5 = 0 + 5 +

CMD 29 = 10 + 10 + 2 + 6 + 0 + 1 + 0 + 0 + Q Climb Str* +2 = 0 + 2 +

TOTAL BAB STR DEX SIZE DDG DEF OTH MISC Q Craft (untrained) Int +4 = 0 + 4 +

. Q Diplomacy Cha +5 = 0 + 5 +WEAPONS AND ATTACKS

Q Disguise Cha +5 = 0 + 5 +

WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS? Q Escape Artist Dex* +6 = 0 + 6 +None Medium 1

£ Fly Dex* +6 = 0 + 6 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION

N / x £ Heal Wis +1 = 0 + 1 +

RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION Q Intimidate Cha +5 = 0 + 5 + —

Q Perception Wis +3 = 0 + 3 +SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 2 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION

Q Perform (untrained) Cha +5 = 0 + 5 +

. £ Ride Dex* +6 = 0 + 6 +WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?

None Medium 1 Q Sense Motive Wis +1 = 0 + 1 +

+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION Q Stealth Dex* +9 = 0 + 9 +N / x

£ Survival Wis +1 = 0 + 1 +RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION

— Q Swim Str* +2 = 0 + 2 +

SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 2 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION = + +

= + +

WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS? Q Disable Device Dex* NA = 0 + 11 +None Medium 1

£ Handle Animal Cha NA = 0 + 5 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION

0 0 N / x £ Knowledge (arcana) Int NA 0 + 4 +

RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION Q Knowledge (dungeoneering) Int NA 0 + 4 + —

£ Knowledge (engineering) Int NA 0 + 4 +SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 2 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION

£ Knowledge (geography) Int NA 0 + 4 +

£ Knowledge (history) Int NA 0 + 4 +WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?

None Medium 1 Q Knowledge (local) Int NA 0 + 4 +

+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Knowledge (nature) Int NA 0 + 4 +0 0 N / x

£ Knowledge (nobility) Int NA 0 + 4 +RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION

— £ Knowledge (planes) Int NA 0 + 4 +

SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 2 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION £ Knowledge (religion) Int NA 0 + 4 +

£ Knowledge (spirits) Int NA 0 + 4 +

WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS? Q Linguistics Int NA = 0 + 4 +None Medium 1

Q Profession (untrained) Wis NA = 0 + 1 ++ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION

0 0 N / x Q Sleight of Hand Dex* NA = 0 + 6 +

RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION £ Spellcraft Int NA = 0 + 4 + —

Q Use Magic Device Cha NA = 0 + 5 +SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 2 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION

TEMPSCORE

TEMP

MOD

PERM

MOD

OTHERMOD Energy

Drain

FLAT-FOOTED

SHIELD READY

CL

AS

S?

KEY ABILITY

SKILL

MOD

RANK

CALC

MODS

MISC

MOD

COND MODS

* Armor Check Penalty applies. NA skills cannot be used untrained.

Page 21: PRPG_CS_v_0_9_2

CAMPAIGN LANGUAGES ARMOR, SHIELD, & OTHER PROTECTION

ARMOR Value: - ENH SPECIAL MATERIAL MODIFICATIONS

NoneCATEGORY #N/A ARMOR MAX DEX ARMOR CHECK ARCANE FAILURE SPD RED WGT (lb.)

― +0 +50 0 0% No —

EXPERIENCESPECIAL PROPERTIES

445,000 Medium 0SHIELD Value: - ENH SPECIAL MATERIAL

CURRENT TOTAL NEXT LEVEL PROGRESSIONNone

SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAILURE WGT (lb.)

+0 +50 0 0% 0.0LANGUAGES SPECIAL PROPERTIES

STARTING/BONUS LANGUAGES

Common and Common, ElvenCommon and Common, Elven

GEAR / OTHER POSSESSIONS

MAGIC ITEMS ITEM QTY GP WGT CARRIED

. ### ###BELT (BELT OR GIRDLE) VALUE WEIGHT

0 - ### ###

DESCRIPTION ### ###

### ###

BODY (ROBE OR VESTMENT) VALUE WEIGHT ### ###0 - ### ###

DESCRIPTION

### ###

### ###CHEST (MANTLE, VEST, OR SHIRT) VALUE WEIGHT

0 - ### ###

DESCRIPTION ### ###

### ###COINEYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT ### ###

0 - ### ###DESCRIPTION

PLATINUM ### ###

### ###FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT GOLD

0 - ### ###

DESCRIPTION SILVER ### ###

### ###COPPER

HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT0.00 ### ###

0 - WEIGHT ### ###DESCRIPTION

WEALTH ### ###

### ###HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT

140,0000 - ### ###

WEALTH BY LEVEL

DESCRIPTION140,000.00 ### ###

WEALTH VARIANCE ### ###

HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHTENCUMBRANCE ### ###

0 - ### ###DESCRIPTION

66 200 ### ###

### ###HEADBAND (HEADBAND OR PHYLACTERY) VALUE WEIGHT

0 - 133 400### ###

DESCRIPTION ### ###

### ###

200 1,000NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT

0 - ### ###0.00 0.00 0.00 0.00DESCRIPTION

ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT

OTHER MAGIC ITEMSRING VALUE WEIGHT

0 - MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - DESCRIPTION

DESCRIPTION DESCRIPTION

RING VALUE WEIGHT

0 - DESCRIPTION MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - DESCRIPTION DESCRIPTION

SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT

0 - DESCRIPTION

MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - WRISTS (PAIR OF BRACERS OR BRACELETS) VALUE WEIGHT

0 - DESCRIPTION DESCRIPTION

DESCRIPTION

LIGHT LOAD

LIFT OVER HEAD

MED LOAD

LIFT OFF GROUN

D

HEAVY LOAD

PUSH DRAG

Page 22: PRPG_CS_v_0_9_2

RACIAL ABILITIES CLASS ABILITIES

TRAITS

FEATS (feats marked with † are not yet fully automated)

Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it isotherwise like normal sight. Elven Immunities: Eladrin are immune to magic sleepeffects and get a +2 racial saving throw bonus against enchantment spells and effects.Corellon´s Chosen: Eladrin received free the feat Skill focus. Trance: Rather than sleep, Eladrin enter a meditative stance known as trance. You need to spend only 4 hours in this state to gain the same benefits of a full rest. Need to prepare spells in the usual way. Keen Senses: Eladrin receive a +2 racial bonus o Perception skill checks. Weapon Familiarity: Eladrin are proficient with longswords and rapiers,treat any weapon with the word “elven” in its name as a martial weapon. Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan.******* Alternate Racial Traits*******Dreamspeaker: A few Eladrin have the ability to tap into the power of sleep, dreams, and prescient reverie. Eladrin with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, Eladrin with a Charisma of 15 or higher may use dream once per day

ROGUE- Sneak Attack: Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack- Trapfinding: Gain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps- Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action- Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14- Advanced Talents: May gain 1 advanced talent(s):

DUELIST- Canny Defense (Ex): While wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor heavier than Light, or using a shield- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike- Improved Reaction (Ex): Gain +2 on initiative checks- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made- Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

Elven reflexes: You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks.

Citizen Militia Veteran:: Your received train in the famous eladrin militia in your home. Skills learned through dailydrilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills:Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor- Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turn- DODGE: +1 Dodge bonus to AC- Improved Critical [select weapon]: Double the threat range of a - Improved Critical [select weapon]: Double the threat range of a - Improved Feint: Move Action; make a Bluff check to feint in combat- Mobility: +4 AC vs. AoO from movement (unless you lose your Dex mod to AC)- Skill Focus [Stealth]: +3 bonus on Stealth checks- Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn- Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

Page 23: PRPG_CS_v_0_9_2

BACKGROUND / DEVELOPMENTS PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS CREATURES

REGIONS / PLACES OTHER NOTES

Page 24: PRPG_CS_v_0_9_2

SPELLS & ABILITIES GENERAL INFO

QTY NAME AND PAGECASTER LEVEL KEY ABILITY Int / +4 Arcane Spell Failure 0%

1st

SHORT MEDIUM LONG

RANGE 25 100 400

LEVEL TOTAL KNOWN

14 0 0 NA

15 0 1st 0 1

16 0 2nd 0 1

17 0 3rd 0 1QTY NAME AND PAGE

2nd

18 0 4th 0 1

19 0 5th 0 0

20 0 6th 0 0

21 0 7th 0 0

22 0 8th 0 0

23 0 9th 0 0QTY NAME AND PAGE

3rd

DOMAIN / SCHOOL / BLOODLINE

BLOODLINE

SPECIALTY SCHOOL

PROHIBITED SCHOOL

PROHIBITED SCHOOL

DOMAIN DOMAINQTY NAME AND PAGE

4th

CANTRIPS / ORISONS / POWERS / BONUS SPELLS

QTY NAME AND PAGE

5th

QTY NAME AND PAGE

6th

QTY NAME AND PAGEOTHER NOTES

7th

QTY NAME AND PAGE

8th

QTY NAME AND PAGE

9th

SAVE DCSAVE MOD

TOTAL PER DAY

SPELLS PER DAY

BONUS SPELLS

Page 25: PRPG_CS_v_0_9_2

None 0 0 3 0 0 None 0 — NoneANIMAL COMPANION LVL HD HP STR/DEX TRICKS SIZE SPEED OTHER MOVE SPECIAL QUALITIES

BONUS

NonePALADIN'S MOUNT? No CAVALIER'S MOUNT? NoSPECIAL ATTACKS

INIT -5 = -5 + 0 -5 -5 -5 0

—STR 0 -5 0 DEX OTHER FORT REF WILL SR

-5

AC #N/A = 10 + -5 + 0 + 0 + #N/A +SPECIAL

DEX 0 -5 0 4th: 9th: 14th: 20th:-5 Dex NA DODGE SIZE ARMOR

ABILITY BOOSTS

CON 0 -5 0 CMD #N/A = 10 + 0 + -5 + -5 + #N/A + 0-5

BAB STR DEX SIZE DODGE

INT 0 -5 0-5

CMB #N/A = 0 + -5 + #N/A

NoneWIS 0 -5 0 BAB ABILITY SIZE

-5

ATK #N/A = 0 + -5 + #N/ACHA 0 -5 0 ATTACKS NOTES

-5 BAB STR SIZE

ANIMAL COMPANION SENSES

ANIMAL COMPANION FEATS 0 of 0MOD PASSIVE SPECIAL

Perception –5 +5 None.

CONDITIONAL MODIFIERS / OTHER

SP Mod:

SKILLS Skill Points 0 of 0 Armor Check Penalty

SKILL NAME RANK

Q Acrobatics Dex* -5 = + -5 +ANIMAL COMPANION FEAT DESCRIPTIONS

Q Climb Str* -5 = + -5 +

£ Escape Artist Dex* -5 = + -5 +

Q Fly Dex* -5 = + -5 +

£ Intimidate Cha -5 = + -5 +

Q Perception Wis -5 = + -5 +

Q Stealth Dex* #N/A = + #N/A +

£ Survival Wis -5 = + -5 +

Q Swim Str* -5 = + -5 +

0 #N/A 42 #N/A #N/A #N/A #N/A

#N/AFAMILIAR LVL HD HP SR SIZE SPEED OTHER MOVE

STR #N/A #N/A#N/A

INIT #N/A = #N/A + 0 #N/A #N/A #N/ASPECIAL QUALITIES

#N/A

#N/A

DEX OTHER FORT REF WILL

DEX #N/A #N/A#N/A

#N/A

AC #N/A = 10 + #N/A + #N/A + 0 + #N/A

CON #N/A 0#N/A DEX NA DODGE SIZE

0

CMD #N/A = 10 + 10 + #N/A + #N/A + #N/A + 0INT #N/A #N/A

#N/A SPECIAL ATTACKS

#N/A BAB STR DEX SIZE DODGE

—WIS #N/A #N/A#N/A

CMB #N/A = 10 + #N/A + #N/A#N/A

#N/A

BAB #N/A SIZE

CHA #N/A #N/A#N/A

#N/A

ATK #N/A = 10 + #N/A + #N/AATTACKS FAMILIAR ABILITIES

BAB #N/A SIZEFAMILIAR SENSES

MOD PASSIVE SPECIAL

FAMILIAR FEATS Perception #N/A #N/A #N/A.

#N/A

C O N D IT IO N A L M O D IF IE R S / O T H E R

SKILLS

SKILL NAME RANK

£ Acrobatics #N/A #N/A = #N/A + #N/A +

OTHER NOTES £ Bluff #N/A #N/A = #N/A + #N/A +

£ Fly #N/A #N/A = #N/A + #N/A +

£ Intimidate #N/A #N/A = #N/A + #N/A +

£ Knowledge (planes) #N/A #N/A = #N/A + #N/A +

£ Perception #N/A #N/A = #N/A + #N/A +

£ Spellcraft #N/A #N/A = #N/A + #N/A +

£ Sense Motive #N/A #N/A = #N/A + #N/A +

£ Stealth #N/A #N/A = #N/A + #N/A +

£ Swim #N/A #N/A = #N/A + #N/A +

ABILITY SCORE

ABILITY MOD

TEMP SCORE

TEMP MOD

CL

AS

S?

KEY ABILITY

SKILL MOD

CALC MODS

MISC MOD

CONDITIONAL MODS

* Armor Check Penalty applies. NA skills cannot be used untrained.

ABILITY SCORE

ABILITY MOD

TEMP SCORE

TEMP MOD

CL

AS

S?

KEY ABILITY

SKILL MOD

CALC MODS

MISC MOD

CONDITIONAL MODS

* Armor Check Penalty applies. NA skills cannot be used untrained.

Page 26: PRPG_CS_v_0_9_2

Quadruped 0 0 4 0 0 / 0 Medium| Base Move 40' |

bite, limbs (legs) (2)EIDOLON BASE FORM LVL HD HP STR/DEX COST AVAIL SIZE FREE EVOLUTIONS

BONUS EVOLUTION POOL

—###MOVEMENT SPECIAL

INIT +2 = 2 + 0 +1 +2 0 0 3rd: 8th: 13th:

STR 14 +2### DEX OTHER FORT REF WILL SR ABILITY BOOSTS

### bi###AC 14 = 10 + 0 + 2 + 0 + 0 + 2 ######

DEX 14 +2###### ARMOR DEX DODGE SIZE NA ######

CON 13 +1### CMD 14 = 10 + 0 + 2 + +2 + 0 + 0 #########

BAB STR DEX SIZE DODGE ######INT 7 -2###

### CMB +2 = 0 + 2 + 0 ######

Bite (1d6+2)WIS 10 0### BAB ABILITY SIZE #########

ATK +2 = 0 + 2 + 0CHA 11 0### ATTACKS EVOLUTIONS

### BAB STR SIZE

EIDOLON SENSES

EIDOLON FEATS (NOT FULLY AUTOMATED) 0 of 0MOD PASSIVE SPECIAL

Perception +0 +10 | darkvision 60' |.

CONDITIONAL MODIFIERS / OTHER

CL

AS

S? SKILLS (NOT FULLY AUTOMATED) Skill Points 0 of 0

SKILL NAME MOD RANK

Q Bluff Cha 0 = + 0 +EIDOLON EVOLUTION DESCRIPTIONS

Q Craft (untrained) Int -2 = + -2 +0

Q Knowledge (planes) Int -2 = + -2 +

Q Perception Wis 0 = + 0 +

Q Sense Motive Wis 0 = + 0 +

Q Stealth Dex* +2 = + 2 +

Q Acrobatics Dex* +2 = + 2 +

Q Climb Str* +2 = + 2 +

ABILITY SCORE

ABILITY MOD

TEMP SCORE

TEMP MOD

KEY ABILITY

CALC MODS

MISC MOD

Page 27: PRPG_CS_v_0_9_2

0

Q Climb Str* +2 = + 2 +

Q Fly Dex* +2 = + 2 +

Q Swim Str* +2 = + 2 +

£ = + 0 +

£ = + 0 +

£ = + 0 +

£ = + 0 +

£ = + 0 +

* Armor Check Penalty applies. NA skills cannot be used untrained.

Page 28: PRPG_CS_v_0_9_2

bite, limbs (legs) (2)FREE EVOLUTIONS

—SPECIAL

18th:ABILITY BOOSTS

EVOLUTIONS

EIDOLON SENSESSPECIAL

| darkvision 60' |

SP Mod:

0 Armor Check Penalty

MISC MOD

CONDITIONAL MODS

Page 29: PRPG_CS_v_0_9_2

* Armor Check Penalty applies. NA skills cannot be used untrained.

Page 30: PRPG_CS_v_0_9_2

0

Eladrin | Rogue 10 | Duelist 3 |

Neutral Medium Fey

Init +8 Senses

DEFENSE

AC 20 touch 20 flat-footed 20 (+9 dexterity +1 dodge )

hp 84 (3d10+10d8+13)

Fort +5 Ref +15 Will +5

Other

OFFENSE

Speed 30 ft.

Melee

Ranged

Other

STATISTICS

Str 15 Dex 22 Con 12 Int 18 Wis 13 Cha 20

Base ATK +10 CMB +12 CMD 29

Feats

Skills

Languages Common and Common, Elven

SQ

Page 31: PRPG_CS_v_0_9_2

Feat Name

3 *** PRPG - General ***4 ACROBATIC

67

Alignment Channel [Chaotic]Alignment Channel [Evil]Alignment Channel [Good]Alignment Channel [Lawful]

12 Animal AffinityArcane Armor MasteryArcane Armor TrainingArcane StrikeArmor Proficiency, Heavy

17 Armor Proficiency, Light18 Armor Proficiency, Medium19 Athletic

Augment SummoningBleeding Critical

22 Blind-FightBlinding Critical

24 Catch Off-GuardChannel SmiteCleave

27 Combat Casting28 Combat Expertise29 Combat Reflexes

Command Undead31 Critical Focus

Critical MasteryDazzling Display

34 Deadly AimDeadly StrokeDeafening Critical

37 Deceitful38 Defensive Combat Training

Deflect Arrows40 Deft Hands

DiehardDisruptive

43 DODGEDouble SliceElemental Channel [Air]Elemental Channel [Earth]Elemental Channel [Fire]Elemental Channel [Water]

49 Endurance50 Eschew Materials

Exhausting Critical52 Exotic Weapon Proficiency [select weapon]53 Exotic Weapon Proficiency [select weapon]

Acrobatic StepsAgile ManeuversAlertness

Page 32: PRPG_CS_v_0_9_2

54 Exotic Weapon Proficiency [select weapon]Extra ChannelExtra Ki IExtra Ki IIExtra Ki IIIExtra Lay On Hands IExtra Lay On Hands IIExtra Lay On Hands IIIExtra Mercy [Blinded]Extra Mercy [Cursed]Extra Mercy [Dazed]Extra Mercy [Deafened]Extra Mercy [Diseased]Extra Mercy [Exhausted]Extra Mercy [Fatigued]Extra Mercy [Frightened]Extra Mercy [Nauseated]Extra Mercy [Paralyzed]Extra Mercy [Poisoned]Extra Mercy [Shaken]Extra Mercy [Sickened]Extra Mercy [Staggered]Extra Mercy [Stunned]Extra Performance IExtra Performance IIExtra Performance IIIExtra Rage IExtra Rage IIExtra Rage IIIFar Shot

84 Fleet IFleet IIFleet IIIGorgon's FistGreat Cleave

89 Great FortitudeGreat Fortitude, ImprovedGreater Bull RushGreater Disarm

93 Greater FeintGreater GrappleGreater OverrunGreater SunderGreater TripImproved Bull RushImproved Channel

100 Improved Counterspell101 Improved Critical [select weapon]102 Improved Critical [Rapier]103 Improved Critical [select weapon]104 Improved Disarm

Improved Familiar106 Improved Feint

Page 33: PRPG_CS_v_0_9_2

Improved Grapple108 Improved Initiative

Improved OverrunImproved Shield BashImproved Sunder

112 Improved Trip113 Improved Unarmed Strike

Improvised Weapon Mastery115 Intimidating Prowess116 Iron Will

Iron Will, Improved118 Leadership119 Lightning Reflexes

Lightning Reflexes, ImprovedLightning Stance

122 Lunge123 Magical Aptitude

Manyshot125 Martial Weapon Proficiency [select weapon]126 Martial Weapon Proficiency [select weapon]127 Martial Weapon Proficiency [select weapon]128 Master Craftsman

Medusa's Wrath130 Mobility

Mounted ArcheryMounted CombatNatural Spell

134 Nimble MovesPenetrating Strike []Penetrating Strike []Penetrating Strike []Penetrating Strike, Greater []Penetrating Strike, Greater []Penetrating Strike, Greater []

141 PersuasivePinpoint Targeting

143 Point-Blank Shot144 Power Attack

Precise ShotPrecise Shot, Improved

147 Quick Draw148 Rapid Reload [hand]149 Rapid Reload [light]150 Rapid Reload [heavy]

Rapid ShotRide-By Attack

153 RUNScorpion StyleSelective Channeling

156 Self-SufficientShatter DefensesShield FocusShield Focus, Greater

Page 34: PRPG_CS_v_0_9_2

Shield Master161 Shield Proficiency

Shield SlamShot on the RunSickening Critical

165 Simple Weapon Proficiency166 Skill Focus [Acrobatics]167 Skill Focus [Appraise]168 Skill Focus [Bluff]169 Skill Focus [Climb]170 Skill Focus [Craft (untrained)]171 Skill Focus [Craft ()]172 Skill Focus [Craft ()]173 Skill Focus [Diplomacy]174 Skill Focus [Disable Device]175 Skill Focus [Disguise]176 Skill Focus [Escape Artist]177 Skill Focus [Fly]178 Skill Focus [Handle Animal]179 Skill Focus [Heal]180 Skill Focus [Intimidate]181 Skill Focus [Knowledge (arcana)]182 Skill Focus [Knowledge (dungeoneering)]183 Skill Focus [Knowledge (engineering)]184 Skill Focus [Knowledge (geography)]185 Skill Focus [Knowledge (history)]186 Skill Focus [Knowledge (local)]187 Skill Focus [Knowledge (nature)]188 Skill Focus [Knowledge (nobility)]189 Skill Focus [Knowledge (planes)]190 Skill Focus [Knowledge (religion)]191 Skill Focus [Knowledge (spirits)]192 Skill Focus [Linguistics]193 Skill Focus [Perception]194 Skill Focus [Perform (act)]195 Skill Focus [Perform (comedy)]196 Skill Focus [Perform (dance)]197 Skill Focus [Perform (keyboard)]198 Skill Focus [Perform (oratory)]199 Skill Focus [Perform (percussion)]200 Skill Focus [Perform (string)]201 Skill Focus [Perform (wind)]202 Skill Focus [Perform (sing)]203 Skill Focus [Perform (untrained)]204 Skill Focus [Profession (untrained)]205 Skill Focus [Profession ()]206 Skill Focus [Profession ()]207 Skill Focus [Ride]208 Skill Focus [Sense Motive]209 Skill Focus [Sleight of Hand]210 Skill Focus [Spellcraft]211 Skill Focus [Stealth]212 Skill Focus [Survival]

Page 35: PRPG_CS_v_0_9_2

213 Skill Focus [Swim]214 Skill Focus [Use Magic Device]215 Skill Focus []216 Skill Focus []

Snatch Arrows218 Spell Focus [Abjuration]219 Spell Focus [Conjuration]220 Spell Focus [Divination]221 Spell Focus [Enchantment]222 Spell Focus [Evocation]223 Spell Focus [Illusion]224 Spell Focus [Necromancy]225 Spell Focus [Transmutation]

Spell Focus, Greater [Abjuration]Spell Focus, Greater [Conjuration]Spell Focus, Greater [Divination]Spell Focus, Greater [Enchantment]Spell Focus, Greater [Evocation]Spell Focus, Greater [Illusion]Spell Focus, Greater [Necromancy]Spell Focus, Greater [Transmutation]

234 Spell Mastery I235 Spell Mastery III236 Spell Mastery III237 Spell Penetration

Spell Penetration, GreaterSpellbreakerSpirited Charge

241 Spring AttackStaggering CriticalStand Still

244 Stealthy245 Step Up

Strike BackStunning CriticalStunning Fist

249 Throw AnythingTiring Critical

251 ToughnessTower Shield ProficiencyTrampleTurn Undead

255 Two-Weapon FightingTwo-Weapon DefenseTwo-Weapon Fighting, ImprovedTwo-Weapon Fighting, GreaterTwo-Weapon RendUnseat

261 Vital StrikeVital Strike, ImprovedVital Strike, Greater

264 Weapon Finesse265 Weapon Focus [select weapon]

Page 36: PRPG_CS_v_0_9_2

266 Weapon Focus [select weapon]267 Weapon Focus [select weapon]

Weapon Focus, Greater []Weapon Focus, Greater []Weapon Focus, Greater []Weapon Specialization []Weapon Specialization []Weapon Specialization []Weapon Specialization, Greater []Weapon Specialization, Greater []Weapon Specialization, Greater []

277 Whirlwind Attack278 Wind Stance279 *** PRPG - Item Creation ***

Brew PotionCraft ConstructCraft Magic Arms and ArmorCraft RodCraft StaffCraft WandCraft Wondrous ItemForge RingScribe Scroll

289 *** PRPG - Metamagic ***290 Empower Spell291 Enlarge Spell292 Extend Spell293 Heighten Spell294 Maximize Spell295 Quicken Spell296 Silent Spell297 Still Spell298 Widen Spell299 *** PRPG - Monster ***

Ability Focus []Ability Focus []Ability Focus []Awesome Blow (Combat)Empower Spell-Like AbilityFlyby AttackHoverImproved Natural Armor IImproved Natural Armor IIImproved Natural Armor III

310 Improved Natural Attack311 Multiattack312 Multiweapon Fighting

Quicken Spell-Like AbilitySnatchWingover*** Custom ***

00

Page 37: PRPG_CS_v_0_9_2

000

322 *****APG Beta*****Allied Spellcaster

324 Coordinated Defense325 Coordinated Maneuvers326 Duck and Cover327 Lookout328 Outflank329 Paired Opportunists330 Precise Strike

Shield Wall332 Shielded Caster333 Swap Places334 *****Golarion Campaign*****335 Additional Traits336 Advance Warning

Advanced Defensive Combat TrainingAldori Dueling Mastery

339 All Gnolls Must DieAltitude AffinityAndoren FalconryArcane VendettaBelier’s Bite

344 Berserker’s Cry IBerserker’s Cry IIBerserker’s Cry III

347 Big Game HunterBlack Marketeer

349 Blade BinderBloatmage InitiateBoon Companion

352 Bounding HammerBrain EaterBurn Rider

355 Careful Speaker356 Chainbreaker357 City Born [Korvosa]358 City Born [Magnimar]359 City Born [Riddleport]

Civilized GhoulishnessCompanion FigurineConceal ScentCornugon ShieldCornugon SmashCornugon StunCornugon Trip

367 Corsair of Taldor368 Cosmopolitan369 Country Born

Crossbow MasteryDarting Viper

Page 38: PRPG_CS_v_0_9_2

372 Demon Hunter IDemon Hunter IIDemon Hunter IIIDervish DanceDesert Dweller

377 Desperate Battler378 Devil’s Foe

DilettanteDorn-Dergar MasterDraconic DefenderDraconic Discipline

383 Eagle Knight Candidate [Golden Legion]384 Eagle Knight Candidate [Steel Falcons]385 Eagle Knight Candidate [Twilight Talons]386 Endure Pain (Zon-Kuthon’s Kiss)

Enforcer388 Equipment Trick [boots]389 Equipment Trick [cloak]390 Equipment Trick [rope]391 Equipment Trick [shield]392 Equipment Trick [heavy blade scabbard]

Experienced VagabondEye Of The Arclord

395 Fey FoundlingFiendish FaçadeFiendish HeritageFlagbearer

399 Flame-Tested SurvivorFocused Shot

401 Fortune TellerFree Spirit

403 Friendly SwitchFrightful SuggestionFury’s FallFury’s SnareGalley SlaveGift of Sight

409 Gifted Mesmerist410 Godless Healing I411 Godless Healing II412 Godless Healing III413 Graverisen

Green Faith AcolyteGunslingerHamatula GraspHamatula StrikeHamatulatsuHarmonic Spell

420 Harrowed421 Healer’s Touch

Heightened Trap SenseHellcat PounceHellcat Stealth

Page 39: PRPG_CS_v_0_9_2

425 Hermean Blood (Charisma)426 Hermean Blood (Constitution)427 Hermean Blood (Dexterity)428 Hermean Blood (Intelligence)429 Hermean Blood (Strength)430 Hermean Blood (Wisdom)431 History of Scars

Impaling ChargeIndigestibleIndomitable MountInscribe RuneInstrumental

437 Invested MagicIomedaean Sword OathIrrisen Icemage

440 Jackal Blood441 Katheer Scholar

Lamashtu's Mark443 Lone Wolf444 Lost in the Crowd

Lucky HalflingMassed Charge

447 Master DelverMaster of DisguiseMaster of the LedgerMinotaur’s Charge

451 Molthuni DisciplineMonstrous MaskMounted OnslaughtNecromantic ResistanceNight Stalker

456 Noble Scion (Charthagnion)457 Noble Scion (Henderthane)458 Noble Scion (Jeggare)459 Noble Scion (Leroung)460 Noble Scion (Narikopolus)461 Noble Scion (Sarini)462 Noble Scion (Thrune)

Noxious BiteOne FingerOoze CompanionOoze WhispererOsiriontologistOsyluth GuileParting ShotPossess CreaturePossess LocationPossess ObjectProfits of KalistradeQuick At Hand

475 Relentless ButcherReligious PilgrimRugged

Page 40: PRPG_CS_v_0_9_2

RuincasterSable Company MarineSandwalkerScent of FearSecret of Steel-Shattering Spirit [Adamantine]Secret of Steel-Shattering Spirit [Cold Iron]Secret of Steel-Shattering Spirit [Silver]Secret of Steel-Shattering Spirit [Magic]Secret of Steel-Shattering Spirit [Lawful]Secret of Steel-Shattering Spirit [Epic]

488 Secret SignsSerpent LashShade of the UskwoodShambling MonolithShingle Runner

493 Shrewd LiasonSilent as Stone

495 Sliding Axe ThrowSlow ExhalationSly Draw

498 Sneaky VagabondSniper ShotSow TerrorSpirit of the RiverSpirit Strike

503 Splash Weapon MasteryStance of the Xorn

505 StoicStone ClingerStorm-LashedStormstruck ShamblerStrength of the DiamondSuffocating StrangulationSurvivor

512 Swarm Dodger513 Taldan Conscript

Taldan Knight515 Taldan Squire

Taldorian Duelist517 Talmandor’s Lifting518 Teleport Sense

Thanatopic SpellThrenodic SpellThunder and Fang

522 Totem Spirit (Axe Clan)523 Totem Spirit (Hawk Clan)524 Totem Spirit (Moon Clan)525 Totem Spirit (Skull Clan)526 Totem Spirit (Spire Clan)527 Totem Spirit (Sun Clan)528 Totem Spirit (Wind Clan)529 Touvette Defender

Twisted Flesh

Page 41: PRPG_CS_v_0_9_2

Urban ForagerVarisian Tattoo [Abjuration]Varisian Tattoo [Conjuration]Varisian Tattoo [Enchantment]Varisian Tattoo [Evocation]Varisian Tattoo [Illusion]Varisian Tattoo [Necromancy]Varisian Tattoo [Transmutation]Veiled VilenessVermin CompanionVermin HeartWand DancerWarped MindWarren Digger IWarren Digger IIWarren Digger IIIWheeling Charge

548 *** Remarkable Races ***Arcane AptitudeArcane CraftArcane RuinBooby TrappedJury-RigMonkey WrenchSpring LoadedBig SpinnerColeophite MetamorphosisEulite MetamorphosisFarfalite MetamorphosisGlowwormLarvite LiferMantis GrabMatron MetamorphosisMoscanite MetamorphosisPoisonousPrepare for MetamorphosisTwinspikeBite MeCorrosive IchorDodgyInto the RoughSee More EvilTricky TargetVile VendettaArchaic FerocityBestial DefenseBrute StrengthClub and SpearPrimeval BrutalitySavage BeatingFantastic TongueIndomitable WillLeaping Strike

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Tongue LashUncanny WillWaterjotLuck of the BeastManifest ClawsManifest FormNatural InstinctServitor's Diplomacy [Bluff]Servitor's Diplomacy [Sense Motive]Taste of BloodVicious BiteHeavenly PresenceInspire CourageExtra Inspirational IExtra Inspirational IIExtra Inspirational IIISong of the MuseWaking DreamWings of a DreamBargainGamble FateGolden DestinyGolden EyeMoney is PowerPenny SavedDeep RootsFearlessMighty OakOne with WoodShielding SapSun Loving ISun Loving IISun Loving IIIThornsWicked ThornsBoon of Bones IBoon of Bones IIBoon of Bones IIIDeathbane TouchDeath DrainDeath SpawnPlague BornTriple JointedBoiling SteamCrystal GoreFlaming GoreMismatched GemResilient SpiritRising SteamSteamed ISteamed IISteamed III

636 *** Rite Publishing ***

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Awaken Elemental PowerAspect of Air (cloud giant)Aspect of Air (storm giant)Aspect of Earth (ettin)Aspect of Earth (hill giant)Aspect of Earth (ogre)Aspect of Earth (stone giant)Aspect of Earth (taiga giant)Aspect of FireAspect of Water (frost giant)Aspect of Water (troll)Bank ShotCrushing VolleyExtra UseGift of Sight (RP)Bank Shot, ImprovedNight Stalker (RP)Pinning ThrowPower ThrowQuickened GrowthQuick at Hand (RP)Skipping StoneStompStone Magix (Sp)

661 *** LSJ Feats ***Additional Domain

663 Additional Favored ClassAlternate IdentityAntipsionic Magic

666 Armor Specialization667 Back-to-Back

Battlefield TriageBlindsight, 5' radiusBloodburnBreak the BreathCast on the RunChannel HealChannel InflictChaotic MindCleave Asunder

677 Closed MindCombat Awareness

679 Combat TutorCulinary Infusion

681 Deadly PrecisionDescant

683 Descriptor Focus684 Diligent

Disguise SpellDivine MightDivine VengeanceDomain FocusElemental Affinity

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Energy SubstitutionEyes in the Back of your HeadField MedicFish Out of WaterFleet of Foot

695 Fool's FortuneForce of WillFurious Charge

698 Ghost Spell699 Ghostspeaker

Greater Domain FocusGreater Manyshot

702 Grow Spell703 Higher Education

Hold the Line705 Hostile Mind

LSJ HoverImproved Deflect ArrowsImproved Mounted Combat

709 Increased EmpathyIntercepting VoiceKnock-DownLarger Familiar

713 LSJ LeadershipLingering Melody

715 Mental ResistanceMighty ThrowMind Over BodyNegotiatorOpportunity Knocks

720 Paramour721 Parry

Pass For HumanPersistent SpellPied PiperPierce

726 Political Intrigue727 Prone Combat

Psionic HoleQuick Sheathe

730 LSJ Quicken Spell-Like AbilityRapid Metabolism

732 Reach Spell733 Reckless Offense734 Repeat Spell735 Retain736 Sacred Spell737 Scholar

Sculpt Runic ItemShapechange ChannelSharp Shooting

741 ShowstopperSorcerous Bond

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743 Spell TheatricsStep Into Harm's WaySubdual Substitution

746 Subduing Strike747 Superior Expertise

Superior LeadershipSuperior TrackerUrban SurvivalLSJ Vermin CompanionVermin Wild Shape

753 WaryLSJ Wingover

755 *** BoAM ***Bartek’s School Graduate (College of Magic)Bartek’s Post Graduate (College of Magic)Ceilidh Conservatory Graduate (Bardic School)Ceilidh Post Graduate (Bardic School)

College Trained BardCollege Trained SpellcasterGiacomo’s Jester School Graduate (Bardic School)Giacomo’s Post Graduate (Bardic School)High Halls Graduate (Bardic School)High Halls Post Graduate (Bardic School)Himar Academy Graduate (College of Magic)Himar Post Graduate (College of Magic)Moonarrow University Graduate (College of Magic)Moonarrow Post Graduate (College of Magic)Nightwatcher’s Tower Graduate (College of Magic)Nightwatcher’s Tower Post Graduate (College of Magic)Vanguard Academy Graduate (College of Magic)Vanguard Academy Post Graduate (College of Magic)Wagner’s College Graduate (College of Magic)Wagner’s College Post Graduate (College of Magic)Wolestone Institute Graduate (College of Magic)Wolestone Institute Post Graduate (College of Magic)Improved Clockwork FamiliarAdvanced Clockwork FamiliarSuperior Clockwork FamiliarMithral Clockwork FamiliarAdamantine Clockwork Familiar

785 *** BoDM ***786 Blessing of the Elf-mother787 Cat-like Reflexes788 Déjà vu

Divine Charisma790 Dwarfather’s Boon

Favored Critical792 Fireshaper793 The Gift of Healing794 Grace and Joy795 Grandfather’s Gift

College of the All-Seeing Eye Graduate (College ofMagic)College of the All-Seeing Eye Post Graduate (Collegeof Magic)

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Horse Whisperer797 In Tune with Nature798 Lay Priest799 Master Craftsman

Maximize ChannelingMaximize Lay on Hands

802 Nightmarish Mind803 Nose of the Bear804 Random Acts of Violence805 A Sailor’s Life for Me

Shaman807 Swords Master808 Temple Trained Priest809 Too Darn Cute810 Tricksy811 Uncanny Luck812 Warlord813 Warmachine814 Well-read

Wild Speech816 *** PRPG Beta ***

BackswingDevastating Blow

819 Overhand Chop

INSERT NEW FEATS ABOVE THIS LINE & MANUALLY ADJUST ROW NUMBERS

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Combat Critical Teamwork Item Creation Metamagic

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111

List_Feats_MonkCatch Off-GuardCombat ReflexesDeflect ArrowsDODGEHamatulatsuImproved GrappleScorpion StyleThrow AnythingBlade BinderGorgon’s FistImproved Bull RushImproved DisarmImproved FeintImproved TripMobilityImproved CriticalMedusa’s WrathSnatch ArrowsSpring Attack

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List_Feats_AltMonkCatch Off-GuardCombat ReflexesDeflect ArrowsDODGEImproved GrappleRapid ShotThrow AnythingBlade BinderImproved Bull RushImproved DisarmImproved FeintImproved TripMobilityShot on the RunImproved CriticalPrecise Shot, ImprovedSnatch ArrowsSpring Attack

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Prerequisite

—Dex 15, Nimble Moves——Channel energy class featureChannel energy class featureChannel energy class featureChannel energy class feature—Arcane Armor Training, Armor Proficiency, Medium, caster level 7thArmor Proficiency, Light, caster level 3rdAbility to cast arcane spellsArmor Proficiency, Medium—Armor Proficiency, Light—Spell Focus (conjuration)Critical Focus, base attack bonus +11—Critical Focus, base attack bonus +15—

Power Attack—Int 13—Channel negative energy class featureBase attack bonus +9Any two critical feats, 14th-level fighterWeapon FocusDex 13, base attack bonus +1Greater Weapon Focus, Shatter Defenses, base attack bonus +11Critical Focus, base attack bonus +13——Dex 13, Improved Unarmed Strike—Endurance6th-level fighterDex 13Two-Weapon FightingChannel energy class featureChannel energy class featureChannel energy class featureChannel energy class feature——Tiring Critical, base attack bonus +15Base attack bonus +1Base attack bonus +1

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Base attack bonus +1Channel energy class featureKi pool class featureKi pool class feature

Lay on hands class feature

Mercy class featureMercy class featureMercy class featureMercy class featureMercy class featureMercy class featureMercy class featureBardic performance class featureBardic performance class featureBardic performance class featureRage class featureRage class featureRage class featurePoint-Blank Shot———Scorpion Style, base attack bonus +6Cleave, base attack bonus +4—Great Fortitude

Improved Disarm, base attack bonus +6Improved Feint, base attack bonus +6Improved Grapple, base attack bonus +6Improved Overrun, base attack bonus +6Improved Sunder, base attack bonus +6Improved Trip, base attack bonus +6Power AttackChannel energy class feature—Proficiency with weapon, base attack bonus +8Proficiency with weapon, base attack bonus +8Proficiency with weapon, base attack bonus +8Combat ExpertiseAbility to acquire a familiar, see featCombat Expertise

Improved Bull Rush, base attack bonus +6

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Dex 13, Improved Unarmed Strike—Power AttackShield ProficiencyPower AttackCombat Expertise—Catch Off-Guard or Throw Anything, base attack bonus +8——Iron WillCharacter level 7th—Lightning ReflexesDex 17, Wind Stance, base attack bonus +11Base attack bonus +6—Dex 17, Rapid Shot, base attack bonus +6———5 ranks in any Craft or Profession skillImproved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11Dex 13, DodgeMounted CombatRide 1 rankWis 13, wild shape class featureDex 13Weapon Focus, 12th-level fighterWeapon Focus, 12th-level fighterWeapon Focus, 12th-level fighterPenetrating Strike, 16th-level fighterPenetrating Strike, 16th-level fighterPenetrating Strike, 16th-level fighter— +2Improved Precise Shot, base attack bonus +16—Str 13, base attack bonus +1Point-Blank ShotDex 19, Precise Shot, base attack bonus +11Base attack bonus +1Weapon proficiency (crossbow)Weapon proficiency (crossbow)Weapon proficiency (crossbow)Dex 13, Point-Blank ShotMounted Combat—Improved Unarmed StrikeCha 13, channel energy class feature—Dazzling Display, base attack bonus +6Shield Proficiency, base attack bonus +1Shield Focus, 8th-level fighter

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Shield Slam, base attack bonus +11—Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6Dex 13, Mobility, Point-Blank Shot, base attack bonus +4Critical Focus, base attack bonus +11————————————————————————————————————————————————

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————Dex 15, Deflect Arrows, Improved Unarmed Strike————————Spell Focus [Abjuration]Spell Focus [Conjuration]Spell Focus [Divination]Spell Focus [Enchantment]Spell Focus [Evocation]Spell Focus [Illusion]Spell Focus [Necromancy]Spell Focus [Transmutation]1st-level Wizard1st-level Wizard1st-level Wizard—Spell PenetrationDisruptive, 10th-level fighterRide-By AttackMobility, base attack bonus +4Critical Focus, base attack bonus +13Combat Reflexes—Base attack bonus +1Base attack bonus +11Critical Focus, Staggering Critical, base attack bonus +17.Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8—Critical Focus, base attack bonus +13—Shield ProficiencyMounted CombatChannel positive energy class featureDex 15Two-Weapon FightingDex 17, Two-Weapon Fighting, base attack bonus +6Dex 19, Improved Two-Weapon Fighting, base attack bonus +11Double Slice, Improved Two-Weapon Fighting, base attack bonus +11Improved Bull Rush, Mounted CombatBase attack bonus +6Vital Strike, base attack bonus +11Improved Vital Strike, base attack bonus +16—Proficiency with weapon, base attack bonus +1

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Proficiency with weapon, base attack bonus +1Proficiency with weapon, base attack bonus +1Weapon Focus, 8th-level fighterWeapon Focus, 8th-level fighterWeapon Focus, 8th-level fighter

Weapon Specialization, 12th-level fighterWeapon Specialization, 12th-level fighterWeapon Specialization, 12th-level fighterDex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.Dex 15, Dodge, base attack bonus +6

Caster level 3rdCaster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.Caster level 5thCaster level 9thCaster level 11thCaster level 5thCaster level 3rdCaster level 7thCaster level 1st

—————————

Special attack.Special attack.Special attack.Str 25, Power Attack, Improved Bull Rush, size Large or larger.Spell-like ability at caster level 6th or higher.Fly speed.Fly speed.Natural armor, Con 13.Natural armor, Con 13.Natural armor, Con 13.Natural weapon, base attack bonus +4.Three or more natural attacks.Dex 13, three or more hands.Spell-like ability at CL 10th or higher.Size Huge or larger.Fly speed.

Weapon Focus, 4th-level fighterWeapon Focus, 4th-level fighterWeapon Focus, 4th-level fighter

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Caster level 1st.

Base attack bonus +4

Dex 13, base attack bonus +1Shield Proficiency

Cha 15.Defensive Combat Training, Bellflower Network 10 TPADex 17, Greater Weapon Focus (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Specialization (Aldori dueling sword), base attack bonus +12, proficient with Aldori dueling sword, member of Aldori school.Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu.Con 19, Endurance.Cha 13, Animal Affinity, animal companion, Andoran affinity.Spellcraft 1 rank, Numeria affinity.Improved Unarmed Strike.Cha 13, Linnorm Kings affinity.Cha 13, Linnorm Kings affinity.Cha 13, Linnorm Kings affinity.

Appraise 1 rank, Diplomacy 1 rank, Knowledge (local) 1 rank. (Originally Appraise 4 ranks, Gather Information 4 ranks, Knowledge (local) 4 ranks.)Base attack bonus +4, proficiency with khopesh or temple sword.Spell Focus (any school)Animal companion or familiar class ability.Proficiency with hammer, base attack bonus +6.Ghoul, Intelligence 17.Mounted Combat, Ride 3 ranks, Handle Animal 3 ranks (was Ride 6 ranks, Handle Animal 6 ranks)Wis 13, Galt affinity.Over the course of at least five different occasions, free a cumulative total of 50+ sentient beings held in unjust captivity.1st-level character, cannot have Country Born or Lone Wolf.1st-level character, cannot have Country Born or Lone Wolf.1st-level character, cannot have Country Born or Lone Wolf.Ghoul, Charisma 18.Animal Handling 1 rank, own a figurine of wondrous powerStealth 1 rank, Survival 1 rank (Originally Hide 3 ranks, Survival 3 ranks)Dex 15, Weapon Focus (spiked chain).Power Attack, Intimidate 6 ranks.Stunning Fist.Dex 15, Improved Trip, Weapon Focus (spiked chain).Spent at least 1 month working on a ship for Jean Coremont.Katapesh affinity.1st-level character, cannot have City Born or Lone Wolf.Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot.Base attack bonus +4, proficiency with the dwarven dorn-dergar.

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Base attack bonus +6, Mendev affinity.Base attack bonus +6, Mendev affinity.Base attack bonus +6, Mendev affinity.Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.Con 13, Thuvia affinity.Sargava affinity.Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each one without falling unconscious, fleeing, or otherwise becoming unable to strike back at them.2 ranks each in 5 different Knowledge skills.Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar.Con 17, Toughness.Wis 17, base Will save +10, any lawful alignment, dragon type.Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town mayor to write letters of commendation on your behalf.Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town mayor to write letters of commendation on your behalf.Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town mayor to write letters of commendation on your behalf.Survived being tortured 10 or more times.Intimidate 1 rank, Razmiran affinity.Base attack bonus +1Base attack bonus +1Base attack bonus +1Base attack bonus +1Base attack bonus +1Bluff 1 rank, Knowledge (local) 1 rank, member of an underclass.Spellcraft 4 ranks, ability to cast arcane spells, Nex affinity.1st-level character, Irrisen affinity.Tiefling, must be taken at 1st level.Tiefling, must be taken at 1st level.Cha 13, orc, member of a Belkzen clan.Knocked unconscious or killed by fire damage at least 10 times.Int 13, Point Blank Shot, Precise Shot, Kyonin affinity.Ustalav affinity.Chaotic alignment, River Kingdoms affinity.Base Attack Bonus +1.Frightful presence, true dragon.Improved Trip.Fury’s Fall, Improved Trip.Profession (sailor) 1 rank, current or former galley slaveTroll, patron deity Urxehl.Successfully affect 25 different targets with charm or compulsion spells.Rahadoum affinity.Rahadoum affinity.Rahadoum affinity.Die and be brought back at least twice.Ability to cast 2nd level divine spells.Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm.Hamatula Strike, Improved Grapple, Strength 13, base attack bonus +9.Improved Grapple, Strength 13, Base Attack Bonus +7.Intimidate 2 ranks (originally 5), Improved Unarmed Attack, female, raised by the Sisters of the Golden Erinyes. Perform (any) 5 ranks (originally 8), bardic performance ability.Cha 13.Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.Perception 3 ranks (originally 6), trapfinding +1.Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6.Skill Focus (Stealth), Stealth 6 ranks.

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Hermea affinity, 1st-level.Hermea affinity, 1st-level.Hermea affinity, 1st-level.Hermea affinity, 1st-level.Hermea affinity, 1st-level.Hermea affinity, 1st-level.Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healing you receive, reduce your cumulative damage total by 1.Gore attack, powerful charge.Favored enemy (ooze) or survived engulfing by an ooze.Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks, Lastwall affinity.Caster level 3rd.Bardic Performance class feature, Perform (any instrument) 3 ranks

Proficient in longsword, Weapon Focus (longsword), base attack bonus +4, worshiper of Iomedae.Sorcerer, Irrisen affinity, may only be taken at first level.

Int 15, Qadira affinity.Con 13, Lamashtu as patron deity.1st-level, cannot have City Born or Country Born.

HalflingMounted Combat, Handle Animal 1 ranks, Ride 6 ranks (originally 4 and 9), Lastwall affinity.Explored part of Cassomir’s locker.Cha 12, Skill Focus (Disguise) 5 ranks.Appraise 3 ranks, Profession (any one) 3 ranks (originally 6 and 6)Str 13, Improved Bull Rush, powerful charge.1st-level, Molthune affinity.Tiefling, must be taken at 1st level.Mounted Combat, Trample, Ride 5 ranks, Lastwall affinity.Con 13, Geb affinity.Stealthy, darkvision, Large or larger.1st-level, Cheliax affinity, member of Chelish noble house.1st-level, Cheliax affinity, member of Chelish noble house.1st-level, Cheliax affinity, member of Chelish noble house.1st-level, Cheliax affinity, member of Chelish noble house.1st-level, Cheliax affinity, member of Chelish noble house.1st-level, Cheliax affinity, member of Chelish noble house.1st-level, Cheliax affinity, member of Chelish noble house.Acidic breath weapon, bite attack.Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, base attack bonus +8, ki pool class ability.Ooze Whisperer, animal companion, wild empathy.Wild empathy class feature.Knowledge (history) 1 rank, Knowledge (local) 1 rank (originally 4 and 4), must know Osiriani, Ancient Osiriani.Bluff 8 ranks, Dodge.Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6, Nirmathas affinity.Cha 20, any evil outsider with 10 or more Hit Dice.Cha 16, any evil outsider with 8 or more Hit Dice.Cha 18, any evil outsider with 9 or more Hit Dice.Diplomacy 1 rank, Druma affinity.OgreConfirm at least 50 critical hits.Knowledge (geography) 1 rank, Knowledge (religion) 1 rank. (originally 2 and 4)Endurance, member of a Mammoth Lord’s following.

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Wis 15, ability to cast spells, Mwangi Expanse affinity.Ride 3 ranks, ranger level 4th.Dex 13, Con 13Possess the scent ability, any evil.Improved Unarmed Strike, base attack bonus +6, must be lawful.Improved Unarmed Strike, base attack bonus +6, must be lawful.Improved Unarmed Strike, base attack bonus +6, must be lawful.Improved Unarmed Strike, base attack bonus +6, must be lawful.Improved Unarmed Strike, base attack bonus +6, must be lawful.Improved Unarmed Strike, base attack bonus +6, must be lawful.

Weapon Finesse, proficient in whip.Druid level 1st, neutral evil, Zon-Kuthon worshiper.Shambling mound.Dex 13, AcrobaticMediogalti affinity.Roper, Stealthy.Dex 13, base attack bonus +1.Breath weapon, true dragon.Quick Draw

Int 13, Wis 13, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Kyonin affinity.Stealthy.Aquatic subtype, Knowledge (nature) 1 rank.Knowledge (religion) 2 ranks (originally 5), ability to channel energy, at least one favored enemy.

Wis 15, base attack bonus +3.Cha 15, Sodden Lands affinity.Roper.Profession (sailor) 1 rank, Shackles affinity.Shambling mound, must have been struck by lightning.Con 13, Wis 13, character level 3rd, member of the Diamond Regiment.Improved grab, constrict.Con 13, Diehard, Endurance, River Kingdoms affinity.Dex 15, evasion.Taldan serf in service to a lordBase attack bonus +6, heavy armor proficiency, proficient in a martial weaponBase attack bonus +1, proficient in a martial weaponDex 13, Exotic Weapon Proficiency (falcata), Weapon Focus (falcata), proficient with a buckler, Taldor affinity.Take at least 10d6 falling damage on three different occasions and survive.Wis 13, Mendev affinity.Spell Focus (necromancy), Knowledge (religion) 7 ranks (originally 10)Spell Focus (necromancy), Knowledge (religion) 2 ranks (originally 5)Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar).Member of a Shoanti tribe.Member of a Shoanti tribe.Member of a Shoanti tribe.Member of a Shoanti tribe.Member of a Shoanti tribe.Member of a Shoanti tribe.Member of a Shoanti tribe.Touvette affinityCon 15, Worldwound affinity.

Int 13, Absalom affinity.

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Knowledge (local) 1 rank, Survival 1 rank.Spell Focus (abjuration)Spell Focus (conjuration)Spell Focus (enchantment)Spell Focus (evocation)Spell Focus (illusion)Spell Focus (necromancy)Spell Focus (transmutation)Half-orc.Vermin Heart, animal companion class feature, wild empathy class feature.Wild empathy class feature.Dex 13, Dodge, Mobility, Acrobatics 1 rank, Perform (dance) 1 rank, caster level 5th.Wis 15, Worldwound affinity.Ghoul, Strength 17.Ghoul, Strength 17.Ghoul, Strength 17.Mounted Combat, Ride-By Attack, Ride 5 ranks, Lastwall affinity.

Boggle.Boggle, Int 15.Boggle, 6th level.Boggle, Spring Loaded, at least 3 ranks in Knowledge (engineering).Boggle, Item Creation feat related to the item in question.Boggle, 3 ranks in Disable Device.Boggle, at least one rank in Knowledge (engineering).Larvite.Larvite, Prepare for Metamorphosis, Character level 7.Larvite, Prepare for Metamorphosis, Character level 9.Larvite, Prepare for Metamorphosis, Character level 8Larvite.Larvite, Character level 6.Entobian, Str 15.Larvite, Prepare for Metamorphosis, Character level 15.

Entobian.Larvite.Entobian, Two-weapon fighting.Kval.Kval, Character level 6.Kval, Dex 15.Kval.Kval, Wis 15.Kval.Kval.Mahrog, base attack bonus +10.Mahrog.Mahrog, Str 15.Mahrog, Proficient with weapon, Str 15Mahrog, base attack bonus +5, Str 15.Mahrog, base attack bonus +8, Primeval Brutality, Str 17.Mogogol.Mogogol, Wis 15, Uncanny Will.Mogogol, base attack bonus +3.

Larvite, Prepare for Metamorphosis, Character level 7.

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Mogogol, Fantastic Tongue.Mogogol.Mogogol.Anumus, 6th level, and either the Bestial Fortitude racial trait or the Bestial Reflexes racial trait.Anumus, species with claws.Anumus, 12th level, Wis 13.Anumus.Anumus.Anumus.

Anumus.Muse, Character Level 7.Muse, Cha 15.Muse.Muse.Muse.Muse, 3 ranks in Perform skill.Muse, Int 15.Muse, Character Level 5.Numistian, Wis 15.Numistian.Numistian, Wis 15, Character Level 7.Numistian.Numistian.Numistian.Oakling.Oakling, Wis 15.Oakling, Base attack bonus +6.Oakling.Oakling, Character level 5.Oakling, Character level 6.Oakling, Character level 12.Oakling, Character level 18.Oakling.Oakling, Thorns.Obitu, Character level 5.Obitu, Character level 5.Obitu, Character level 5.Obitu.Obitu, Deathbane Touch.Obitu.Obitu.Obitu.Relluk, Con 13.Relluk, base attack bonus +1.Relluk, Crystal Gore.Relluk.Relluk, character level 10.Relluk, character level 6.Relluk.Relluk.Relluk.

Anumus, Vicious Bite feat, base attack bonus +6.

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Elemental Power, natural weaponElemental Power (Air)Elemental Power (Air)Elemental Power (Earth)Elemental Power (Earth)Elemental Power (Earth)Elemental Power (Earth)Elemental Power (Earth)Elemental Power (Fire)Elemental Power (Water)Elemental Power (Water)Rock ThrowingPower Throw, Rock throwingElemental PowerTroll or Aspect of Water (troll), patron deity (demon)Bank Shot, Rock ThrowingStealthy, darkvision, Size LargePower Throw, Rock ThrowingRock ThrowingJotun paragon 3rd levelOgre or Aspect of Earth (ogre)Power Throw, Rock ThrowingSize Large, Strength 19Stone giant elder (700 years or older); or 12th level jotun paragon, Aspect of Earth (stone giant) Stone Tell, Stone Touch, and Transmute Rock/Mud; Cha 17.

Ability to cast divine spells—Disguise 6+ ranksSpellcraft 5 ranksProficient with armor type, base attack bonus +2.Base attack bonus +1.Heal 6 ranksBase attack bonus +4, Blind- Fight, Wisdom 19Must be able to cast arcane spells without preparation.Stunning Fist, Wis 15.Dex 13, Con 13, Spellcraft 5 ranks, Dodge, Mobility.Ability to channel positive or negative energy; Selective Channeling. Ability to channel positive or negative energy, Selective Channeling. Chaotic alignment, Cha 15. Cleave, Improved Sunder.—Alertness, Sense Motive 3 ranks.Base attack bonus +1.Ability to cast divine spells, caster level 3rd.Dex 15, base attack bonus +5. Bardic music ability, countersong ability. ——Bardic music ability, Perform 12 ranks.Str 13, ability to channel energy, Power Attack. Ability to channel energy, Extra Channel.Divine spellcaster with access to Domain spells and powers granted by your deity.Elem, or any other creature that has an elemental subtype.

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Any other metamagic feat, Knowledge (arcana) 5 ranks.Base attack bonus +3, Wis 19. Heal 4 ranks.Sea elf.Dex 15, Run.—Iron Will.Power Attack—Cha 13, Wis 13. Domain Focus (any domain).Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.—Intelligence 15.Combat Reflexes, base attack bonus +2.Cha 15.Fly speed. Dex 13, Deflect Arrows, Combat Reflexes, Improved Unarmed Strike. Combat Reflexes, Mounted Combat, Ride 7 ranks. Cha 13, empathic link with another creature such as a paladin's mount or a wizard's familiar. Cha 15, Perform 3 ranks, bardic music ability.Improved Trip, base attack bonus +9, Str 15.Familiar, spellcaster level 5th.Character level 7th.Bardic song ability. Base Will save bonus +2.Power Attack.Con 13.Aristocrat or Noble.Combat Reflexes.Cha 17.Dex 13, base attack bonus +3, Expertise. Half-elf, Half-ogre or Half-orc.Extend Spell. Handle Animal 2 ranks, bardic music ability. Dex 13, Point Blank Shot, Precise Shot. Cha 13 —Con 15Dex 13, Quick DrawSpell-like ability at caster level 10th or higher.Con 13—Base attack bonus +1.Any other metamagic feat. Int 13, Combat Expertise—Int 13.Craft (stonemasonry woodworking, or metalworking) 5 ranks, caster level 1stAbility to channel energy.Point Blank Shot, Precise Shot, base attack bonus +3.—Handle Animal 2 ranks, any sorcerous bloodline.

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—Base attack bonus +4, Dexterity 13, Improved InitiativeAny other metamagic feat, Knowledge (arcana) 5 ranks.Base attack bonus +2, Dex 13Int 13, Combat Expertise, base attack bonus +6Cha 16+, Leadership, 10th levelSurvival 5 ranksMust possess minimum 8 total ranks divided among at least four of the following skills: Diplomacy, Knowledge (Local), Perception, Sense Motive, Stealth or Survival or possess the Track class ability.Animal Companion class ability. Wild shape ability.Wis 13Fly speed

Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Bardic Performance class feature.Arcane caster level 3rd, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Bardic Performance class feature.Arcane caster level 1st.Bardic Performance class feature.Arcane caster level 3rd, any one other College of Magic or Bardic School feat.Bardic Performance class feature.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Arcane caster level 1st.Arcane caster level 5th, any one other College of Magic or Bardic School feat.Caster level 5th; must already have a clockwork familiar.Caster level 9th; Improved Clockwork Familiar.Caster level 13th; Advanced Clockwork Familiar.Improved Clockwork Familiar; 500 gp worth of mithral.Improved Clockwork Familiar; 1500 gp worth of adamantine.

Patron deity grants the Elf domainPatron deity grants the Liberation domainPatron deity grants the Dream domainAbility to cast divine spells; Charisma 16Patron deity grants the Dwarf domainFavored enemy class feature, Critical FocusPatron deity grants the Fire domainPatron deity grants the Healing domainPatron deity grants the Pleasure domainPatron deity grants the Gnome domain

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5 ranks in Handle AnimalPatron deity grants the Animal or Plant domainWisdom 12; cannot belong to a class with divine spells as a class featurePatron deity grants the Artifice domainChannel energy class featureExtra Lay on HandsPatron deity grants the Madness domainPatron deity grants the Animal domainPatron deity grants the Destruction domainPatron deity grants the Ocean domainAbility to cast divine spellsPatron deity grants the War domain1st character level in a class with divine spells as a class featurePatron deity grants the Halfling domainPatron deity grants the Trickery domainPatron deity grants the Luck domainPatron deity grants the War domainPatron deity grants the Artifice and War domainsPatron deity grants the Knowledge domain6th-level druid

Overhand Chop, base attack bonus +6Backswing, Overhand Chop, base attack bonus +11.

List_Feats_Ranger_ArcheryFar ShotPoint Blank ShotPrecise ShotRapid ShotCrossbow MasteryManyshotParting ShotPrecise Shot, ImprovedPinpoint TargetingShot on the RunList_Feats_Ranger_2WeaponDouble SliceImproved Shield BashQuick DrawTwo-Weapon FightingTwo-Weapon Fighting, ImprovedTwo-Weapon DefenseTwo-Weapon Fighting, GreaterTwo-Weapon Rend

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Summary

+2 bonus on Acrobatics and +2 bonus on FlyIgnore 20' of difficult terrain when you moveUse Dex bonus (instead of Str) when calculating your CMB+2 bonus on Perception and +2 bonus on Sense MotiveChannel energy can heal or harm Chaotic OutsidersChannel energy can heal or harm Evil OutsidersChannel energy can heal or harm Good OutsidersChannel energy can heal or harm Lawful Outsiders+2 bonus on Handle Animal and +2 bonus on RideSwift Action, reduce arcane spell failure chance by 20%Swift Action, reduce arcane spell failure chance by 10%Swift Action, weapons deal +0 dmg and are considered magic vs. DRNo penalties on attack rolls while wearing heavy armorNo penalties on attack rolls while wearing light armorNo penalties on attack rolls while wearing medium armor+2 bonus on Climb and +2 bonus on SwimSummoned creatures gain +4 Enhancementy bonus to Str and ConCrit w/ Slashing/Piercing weapon may also deal 2d6 Bleed/rnd (stacks)Reroll miss due to concealment during melee; vs. invisible attacker, keep Dex bonus to AC and attacker doesn't get +2 bonus in melee for being invisible; move at full speed while blinded w/out Acrobatics checkCrit may permanently Blind foe (Fort save, DC 20, Dazzles for 1d4 rnds instead)No penalties for improvised melee weapons; unarmed opponents are flat-footed vs. these attacksSwift Action; expend 1 channel energy before melee attack to deal +0d6 to Undead target (Will DC 15 for half)Standard Action; make single melee attack, if successful, make additional attack (at highest BAB) vs. adjacent foe; suffer -2 AC until your next turn+4 bonus on concentration checks for casting defensively or while grappledAs part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turnYou may make attacks of opportunity while flat-footed and may make 6 additional attacks of opportunity per roundStandard Action; expend channel energy to enslave Undead w/in 30' (Will DC 15 negs) instead of healing/harming nearby creatures; may control up to 0 HD+4 Circumstance bonus on attack rolls made to confirm critical hitsApply two critical feat effects to your critical hitsFull-round Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes opponents w/in 30' that can see you to become Shaken for 1 rnd, plus 1 rnd per 5 points you beat the DCTake a 0 penalty on all ranged attacks to gain a +0 bonus on all ranged dmg (excluding touch attacks/effects that don't deal HP dmg) until your next turnStandard Action; single attack vs. a stunned/flat-footed foe w/ weapon of choice deals x2 dmg and foe takes 1 point of Con Bleed (effects not multiplied by a crit)Crit may permanently Deafen foe (Fort save, DC 20, reduces duration to 1 rnd)+2 bonus on Bluff and +2 bonus on DisguiseUse 13 instead of 10 for Combat Maneuver Defense1/rnd, deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); cannot deflect massive ranged weapons (e.g. boulders & ballista bolts), natural attacks, or spell effects+2 bonus on Disable Device and +2 bonus on Sleight of HandWhen reduced to negative HP, may choose to be Disabled or Unconscious rather than Dying; automatically stabilize & do not need to make a Con check to avoid losing HP (performing Standard Action or other strenuous action still deals 1 HP dmg after completing the act)When aware of foe's location and capable of taking an AoO, DC to cast spells defensively increases by +4 for all enemies w/in your threatened area+1 Dodge bonus to ACAdd +2 to off-hand damage rolls rather than +1Channel energy can harm or heal Outsiders that possess the Air subtypeChannel energy can harm or heal Outsiders that possess the Earth subtypeChannel energy can harm or heal Outsiders that possess the Fire subtypeChannel energy can harm or heal Outsiders that possess the Water subtype+4 bonus on Swim checks to resist nonlethal dmg from exhaustion; Con checks to (1) continue running, (2) avoid nonlethal dmg from forced march, (3) hold your breath (4) avoid nonlethal dmg from starvation/thirst; Fort saves to (1) avoid nonlethal dmg from hot/cold environs and (2) resist dmg from suffocation; may Cast any spell w/ material component costing 1 gp or less w/out needing component (casting still provokes AoO as normal)Crit immediately Exhausts foeNo penalty on attacks made w/ No penalty on attacks made w/

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No penalty on attacks made w/ Channel energy two additional times per dayIncrease your ki pool by 2 pointsIncrease your ki pool by 4 points

Use lay on hands 2 additional times per day

Using Lay On Hands to heal dmg to 1 target also grants effects of the Nauseated mercyUsing Lay On Hands to heal dmg to 1 target also grants effects of the Paralyzed mercyUsing Lay On Hands to heal dmg to 1 target also grants effects of the Poisoned mercyUsing Lay On Hands to heal dmg to 1 target also grants effects of the Shaken mercyUsing Lay On Hands to heal dmg to 1 target also grants effects of the Sickened mercyUsing Lay On Hands to heal dmg to 1 target also grants effects of the Staggered mercyUsing Lay On Hands to heal dmg to 1 target also grants effects of the Stunned mercyUse bardic performance for 6 additional rounds per dayUse bardic performance for 6 additional rounds per dayUse bardic performance for 6 additional rounds per dayUse rage for 6 additional rounds per dayUse rage for 12 additional rounds per dayUse rage for 18 additional rounds per dayOnly suffer –1 penalty per full range increment between you & target Base speed increases by 5' while wearing light/no armor and carrying a light loadBase speed increases by 10' while wearing light/no armor and carrying a light loadBase speed increases by 15' while wearing light/no armor and carrying a light loadStandard Action; make single unarmed melee attack vs. foe whose speed is reduced to deal normal dmg and Stagger foe until end of your next turn (Fort DC 17 negs)Standard Action; make single melee attack, if successful, make additional attacks (at highest BAB) vs. adjacent foes until you miss or have struck all adjacent foes; suffer -2 AC until your next turn+2 on Fortitude saves1/day, may reroll a Fort save before results are known (must take 2nd roll)+4 to bull rush a foe (replaces bonus granted by Improved Bull Rush); whenever you bull rush, foe's movement provokes AoO from all your allies+4 to disarm a foe (replaces bonus granted by Improved Disarm); whenever you disarm a foe, weapon lands 15' away in random directionSuccessful feint in combat causes foe to lose Dex bonus until the beginning of your next turn as well as against your next attack+4 to grapple a foe (replaces bonus granted by Improved Grapple); Move Action to maintain grapple and may make 2 grapple checks/rnd (to move, harm, or pin)+4 to overrun a foe (replaces bonus granted by Improved Overrun); whenever you overrun, foes knocked prone provoke AoO+4 to sunder items (replaces bonus granted by Improved Sunder); whenever you sunder to destroy a weapon/shield/armor, excess dmg applies to the wielder+4 to trip foes (replaces bonus granted by Improved Trip); tripped foes provoke AoO+2 to bull rush a foe or resist a bull rush; whenever you bull rush, you do not provoke any AoO+2 bonus on channel energy DCCounterspell with spell of the same school that is 1+ spell levels higher than the target spellDouble the threat range of a Double the threat range of a RapierDouble the threat range of a +2 to disarm a foe or resist a disarm; whenever you disarm, you do not provoke any AoOGain a more powerful familiarMove Action; make a Bluff check to feint in combat

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+2 to grapple a foe or resist a grapple; whenever you grapple, you do not provoke any AoO+4 bonus on initiative checks+2 to overrun a foe or resist an overrun; whenever you overrun, you do not provoke any AoO and targets may not avoid youKeep Shield bonus to AC when shield bashing+2 to sunder an item or resist a sunder; whenever you sunder, you do not provoke any AoO+2 to trip foes or resist a trip; whenever you trip, you do not provoke any AoOAlways considered armed; unarmed attacks do not provoke AoO and can deal lethal or nonlethal dmgNo attack penalties for using improvised weapons; increase dmg dealt by 1 step (1d4 to 1d6 to 1d8, or 2d6 if 2-handed); critical is 19–20/x2Add Str mod to Intimidate in addition to Cha mod+2 bonus on Will saves

Gain cohort and followers+2 bonus on Reflex saves1/day, may reroll a Ref save before results are known (must take 2nd roll)Double Move or Withdraw Action; gain 50% concealment for 1 rndBefore attacking, increase reach of melee attacks by 5' until end of your turn by taking –2 penalty to AC until your next turn+2 bonus on Spellcraft and +2 bonus on Use Magic DeviceFull-attack Action; fire two arrows w/ one attack roll applying dmg (except precision-based) and DR to bothNo penalty on attacks made with a No penalty on attacks made with a No penalty on attacks made with a You can craft magic items without being a spellcasterFull-attack Action; after making at least 1 unarmed strike, you can make 2 bonus unarmed strikes at max BAB vs. a Dazed, Flat-Footed, Paralyzed, Staggered, Stunned, or Unconscious foe+4 AC vs. AoO from movement (unless you lose your Dex mod to AC)Suffer only –2 w/ ranged attackes when mount takes Double Move, or –4 if mount is running

Complete verbal and somatic components of spell and use any material components/foci possessed while using wild shapeIgnore 5' of difficult terrain when you move; may take 5' step into difficult terrainAttacks w/ ignore 5 points of DR (unless untyped)Attacks w/ ignore 5 points of DR (unless untyped)Attacks w/ ignore 5 points of DR (unless untyped)Attacks w/ ignore 10 points of DR (5 if untyped)Attacks w/ ignore 10 points of DR (5 if untyped)Attacks w/ ignore 10 points of DR (5 if untyped)+2 bonus on Diplomacy and +2 bonus on IntimidateStandard Action; target of single ranged attack gains no Armor, Natural Armor, or Shield bonuses to AC;may not move this round+1 bonus on attack and dmg rolls w/ ranged wpn if foe is w/in 30'Take a 0 penalty on all melee attacks/combat maneuvers to gain a +0 bonus on all melee dmg (excluding touch attacks/effects that don't deal HP dmg) until your next turn; +0 w/ 2-handed weapon, 1-handed weapon using two hands, or primary natural weapon that adds 1-1/2 times Str mod on dmg rolls; +0 w/ off-hanNo penalty for shooting into meleeRanged attacks ignore anything but total concealment and coverFree Action (to draw any weapon) or Move Action (to draw a hidden weapon); may throw weapons at full normal rate of attacks; alchemical items, potions, scrolls, & wands cannot be drawn quickly using this featFree Action; reload a hand crossbow (still provokes AoO); may fire at full normal rate of attacksFree Action; reload a light crossbow (still provokes AoO); may fire at full normal rate of attacksMove Action; reload a heavy crossbow (still provokes AoO)Full-attack Action; fire 1 additional time in a round but all attack rolls take a –2 penaltyCharge Action; move and attack when mounted as if with a standard charge and then move again (continuing the straight line of the charge) w/out provoking AoO from attacked foe; total movement for round can't exceed 2x mounted speedRun at 5x (if wearing medium or lighter armor and carrying no more than 133 lbs.) or 4x (if wearing heavy armor or carrying more than 133 lbs.); gain +4 to make a jump after a running start (see the Acrobatics skill description); retain Dex bonus to AC while runningStandard Action; make single unarmed melee attack to dmg as normal and also reduce foe's base land speed by 5' for 1 rnds (Fort DC 17 negs)May choose up to 5 targets in area that are not affected by your channeled energy+2 bonus on Heal and +2 bonus on Survival

Gain +1 bonus to AC when using a shield+2 bonus to AC when using shield (replaces Shield Focus bonus)

Once per day, you may reroll a Will save

Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's attack roll

Shaken, Frightened, or Panicked foes hit are flat-footed to your attacks (including additional attacks this round) until end of your next turn

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No penalty on attacks made w/ shield while wielding another weapon; add shield's Enhancement bonus to attacks and dmg made w/ shieldNo penalties on attack rolls when using a shield

Full-round Action; move up to your speed and make single ranged attack at any point during movementCrit Sickens foe for 1 min; effects do not stack, additional hits instead add to effect's durationNo penalty on attacks made with Simple Weapons+3 bonus on Acrobatics checks+3 bonus on Appraise checks+3 bonus on Bluff checks+3 bonus on Climb checks+3 bonus on Craft (untrained) checks+3 bonus on Craft () checks+3 bonus on Craft () checks+3 bonus on Diplomacy checks+3 bonus on Disable Device checks+3 bonus on Disguise checks+3 bonus on Escape Artist checks+3 bonus on Fly checks+3 bonus on Handle Animal checks+3 bonus on Heal checks+3 bonus on Intimidate checks+3 bonus on Knowledge (arcana) checks+3 bonus on Knowledge (dungeoneering) checks+3 bonus on Knowledge (engineering) checks+3 bonus on Knowledge (geography) checks+3 bonus on Knowledge (history) checks+3 bonus on Knowledge (local) checks+3 bonus on Knowledge (nature) checks+3 bonus on Knowledge (nobility) checks+3 bonus on Knowledge (planes) checks+3 bonus on Knowledge (religion) checks+3 bonus on Knowledge (spirits) checks+3 bonus on Linguistics checks+3 bonus on Perception checks+3 bonus on Perform (act) checks+3 bonus on Perform (comedy) checks+3 bonus on Perform (dance) checks+3 bonus on Perform (keyboard) checks+3 bonus on Perform (oratory) checks+3 bonus on Perform (percussion) checks+3 bonus on Perform (string) checks+3 bonus on Perform (wind) checks+3 bonus on Perform (sing) checks+3 bonus on Perform (untrained) checks+3 bonus on Profession (untrained) checks+3 bonus on Profession () checks+3 bonus on Profession () checks+3 bonus on Ride checks+3 bonus on Sense Motive checks+3 bonus on Sleight of Hand checks+3 bonus on Spellcraft checks+3 bonus on Stealth checks+3 bonus on Survival checks

Foe hit by shield bash also suffers bull rush attack (substituting attack roll for combat maneuver check, does not provoke AoO); foes that can't move back are knocked prone after moving max possible distance; may choose to move with foe if you are able to take a 5' step/Move Action this turn

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+3 bonus on Swim checks+3 bonus on Use Magic Device checks+6 bonus on checks+6 bonus on checks1/rnd, may catch or deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); thrown weapons can immediately be thrown back as attack against original attacker or kept for later use; cannot catch or deflect massive ranged weapons (e.g. boulders & ballista bolts), natural attacks, o+1 bonus on save DCs for Abjuration spells+1 bonus on save DCs for Conjuration spells+1 bonus on save DCs for Divination spells+1 bonus on save DCs for Enchantment spells+1 bonus on save DCs for Evocation spells+1 bonus on save DCs for Illusion spells+1 bonus on save DCs for Necromancy spells+1 bonus on save DCs for Transmutation spells+2 bonus on save DCs for Abjuration spells (replaces Spell Focus bonus)+2 bonus on save DCs for Conjuration spells (replaces Spell Focus bonus)+2 bonus on save DCs for Divination spells (replaces Spell Focus bonus)+2 bonus on save DCs for Enchantment spells (replaces Spell Focus bonus)+2 bonus on save DCs for Evocation spells (replaces Spell Focus bonus)+2 bonus on save DCs for Illusion spells (replaces Spell Focus bonus)+2 bonus on save DCs for Necromancy spells (replaces Spell Focus bonus)+2 bonus on save DCs for Transmutation spells (replaces Spell Focus bonus)Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without referring to a spellbook.Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without referring to a spellbook.Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without referring to a spellbook.+2 bonus on level checks to beat SR+4 bonus on level checks to beat SR (replaces Spell Penetration bonus)Enemies in threatened area that fail their checks to cast spells defensively provoke AoO from youCharge Action; when mounted deal 2x dmg w/ melee weapon (or 3x w/ lance)After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turnCrit Staggers foe for 1d4+1 rnds (Fort save, DC 20, reduces duration to 1 rnd); effects do not stack but add to durationIf foe provokes AoO due to moving from or through your adjacent squares, may make a combat maneuver check as your AoO to prevent foe from moving for the rest of his turn (foe may still take other actions, but cannot move)+2 bonus on Escape Artist and +2 bonus on StealthImmediate Action; if adjacent foe takes 5' step away from you, make 5' step to move adjacent to foe that triggered this ability; cannot take 5' step during your next turn, if you move during your next turn, subtract 5' from total movementReady Action; make melee attack against any foe that attacks you in melee, even if foe is outside reachCrit Stuns foe for 1d4 rnds (Fort save, DC 20, reduces to Staggered for 1d4 rnds); effects do not stack but add to duration3/day and 1/rnd, if declared attack hits foe takes normal dmg and is Stunned for 1 rnd (Fort save, DC 17, negs); constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunnedNo penalty for using improvised ranged weapons; +1 Circumstance bonus on attacks w/ thrown splash weaponsCrit Fatigues foe; effects do not stack or affect Fatigued/Exhausted foesGain +0 hit pointsNo penalties on attack rolls when using a tower shieldFoe may not choose to avoid you if you overrun while mounted; mount may make 1 hoof attack vs. any target you knock down, gaining standard +4 bonus on attacks vs. prone targetsStandard Action; expend channel energy to Panick Undead w/in 30' (Will DC 15 negs) instead of healing/harming nearby creatures; Undead that fail save flee for 1 min, intelligent undead receive new save each rnd to end effectWhen fighting with two weapons, penalty for primary hand lessens by 2 and off hand lessens by 6Gain +1 Shield bonus to AC (+2 if fighting defensively or using Total Defense action) when wielding double weapon or two weaponsMay make a 2nd off-hand attack at –5May make a 3rd off-hand attack at –101/rnd, foe hit by both primary and off-hand weapon takes additional 1d10+3 dmgWhen charging while mounted and wielding lance, struck foe suffers free bull rush attempt in addition to normal damage; successful bull rush knocks foe off horse and he lands prone in space adjacent to mount that is directly away from youMake a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmgMake a single attack at highest BAB using an Attack action, rolling x3 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmgMake a single attack at highest BAB using an Attack action, rolling x4 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmgUse Dex instead of Str on attack rolls w/ any Medium light weapon, Aldori dueling sword, elven curve blade, rapier, whip, or spiked chain; shield armor check penalty applies to attack rolls+1 bonus on attack rolls with

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+1 bonus on attack rolls with +1 bonus on attack rolls with +2 bonus on attack rolls with (replaces Weapon Focus bonus)+2 bonus on attack rolls with (replaces Weapon Focus bonus)+2 bonus on attack rolls with (replaces Weapon Focus bonus)+2 bonus on dmg rolls with +2 bonus on dmg rolls with +2 bonus on dmg rolls with +4 bonus on damage rolls with (replaces Weapon Specialization bonus)+4 bonus on damage rolls with (replaces Weapon Specialization bonus)+4 bonus on damage rolls with (replaces Weapon Specialization bonus)Full-attack Action; make 1 melee attack at highest BAB vs. each foe w/in reach (make separate attack roll vs. each); must forfeit any bonus or extra attacks granted by other feats, spells, or abilitiesAfter moving more than 5' in a turn, gain 20% concealment for 1 rnd vs. ranged attacks

Create magic potionsCreate magic constructsCreate magic armors, shields, and weaponsCreate magic rodsCreate magic stavesCreate magic wandsCreate magic wondrous itemsCreate magic ringsCreate magic scrolls

2 spell levels higher; all variable, numeric effects of spell are increased by 50%; saves and opposed rolls are not affected, nor are spells w/out random variables1 spell level higher; increase range of spell by 100% (close rng becomes 50'+5'/lvl, medium rng becomes 200'+ 20'/lvl, and long rng becomes 800'+80'/lvl)1 spell level higher; spell lasts 2x as long as normal (spells w/ duration of concentration, instantaneous, or permanent are not affected)X spell level(s) higher; spell has a higher spell level than normal and all effects dependent on spell level (including save DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to heightened level3 spell levels higher; all variable, numeric effects of spell are maximized. saves and opposed rolls are not affected, nor are spells w/out random variables4 spell levels higher; casting spell is Swift Action that does not provoke AoO; spell w/ casting time of more than 1 full-rnd action cannot be quickened1 spell level higher; spell can be cast w/ no verbal components1 spell level higher; spell can be cast w/ no somatic components3 spell levels higher; alter burst, emanation, line, or spread-shaped spell to increase any numeric measurements of spell's area by 100%

Add +2 to the DC for all saving throws against the special attackAdd +2 to the DC for all saving throws against the special attackAdd +2 to the DC for all saving throws against the special attackStandard Action; combat manuever vs. corporeal opponent smaller than self knocks foe in straight line 10' away from you in direction of your choice and falls prone; if blocked by obstacle, for and obstacle take 1d6 dmg and foe is knocked prone in space adjacent to obstacle3/day (unless ability is normally usable less frequently); all variable, numeric effects of single spell-like ability with caster level -2 or lower are increased by 50%; saves and opposed rolls are not affectedWhen flying, may take Move Action and Standard Action at any point during the move; may not take 2nd Move Action during round when making flyby attackMay halt movement while flying and hover w/out making a Fly checkNatural Armor bonus increases by +1Natural Armor bonus increases by +1Natural Armor bonus increases by +1Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 pointsThe creature’s secondary attacks with natural weapons take only a –2 penalty.Penalties for fighting w/ multiple weapons are reduced by –2 with primary hand and –6 with off hands.Swift Action; 3/day (unless ability is normally usable less frequently); us single spell-like ability with caster level -4 or lower and casting time of 1 full round or less w/out provoking AoOFree Action (no AoO); start grapple after hitting 0 or smaller foe with claw/bite attack; successful grapple check allows hold (–20 penalty on CMB check to make/maintain grapple, but not considered grappled) or squeeze (vs. 0 or smaller each rnd for automatic bite/claw dmg); snatched opponent held in mouth is not allowed Free Action; 1/rnd, turn up to 180° w/out making Fly skill check or consuming any additional movement

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When adjacent to ally w/ this feat, gain +2 bonus on level checks made to overcome SR; if ally has same spell prepared or known w/ slot available, bonus increases to +4 and you gain +1 bonus to caster level for all level-dependent variablesWhen adjacent to ally w/ this feat, gain +2 Competence bonus to CMD; bonus increases to +4 if creature attempting maneuver is larger than both you and allyWhen adjacent to ally w/ this feat, gain +2 Competence bonus on all combat maneuver checks; bonus increases to +4 when attempting to break free from grappleWhen adjacent to ally w/ this feat and you are both required to make Ref save vs. spell/effect, take result of your die roll or that of ally (your mods still apply); knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone) if you take ally’s result; gain +2 Cover bonus to AC vs. ranged When adjacent to ally w/ this feat, may act in surprise rnd as long as ally would normally be able to act; if you would normally be denied ability to act in surprise rnd, your initiative is equal to the lower of your initiative roll or roll of your ally – 1; if both you & ally would be able to act in surprise rnd w/out aid of this feaWhen flanking same creature by ally w/ this feat, flanking bonus on attacks increases to +4 and crit vs. flanked creature provokes AoO from allyWhen adjacent to ally w/ this feat, gain +4 Circumstance bonus on AoO vs. creatures you both threaten; foes that provoke AoO from ally also provoke AoO from you if you threaten them (may not take more than 1 AoO vs. creature for a given action)When flanking same creature by ally w/ this feat, deal +1d6 precision dmg w/ each successful melee attackWhen wielding a shield & adjacent to ally w/ this feat, Shield bonus to AC increases depending on shield wielded by ally (+1 if buckler or light shield, +2 if heavy shield or tower shield) even if ally loses shield bonus due to making shield bash; if adjacent ally w/ this feat uses tower shield to grant total cover, you also beneWhen adjacent to ally w/ this feat, gain +4 bonus on concentration checks (+4 if ally wields buckler or light shield, +5 if heavy shield or tower shield); if enemy threatening you and ally has Disruptive feat (or similar ability that increases DC of concentration checks) amount of increase is halvedWhen adjacent to ally w/ this feat that is the same size as you, may move into willing ally’s square as part of normal movement (including 5') & ally moves into your previous space (ally does not provoke AoO but you provoke as normal

Gain two character traits of your choice; must be chosen from different lists and cannot be chosen from lists from which you have already selected a character trait; must meet any additional qualifications for the character traits you choose (such as race)Allies w/in 15' tha can hear & understand you are only flat-footed during 1st rnd of combat until your first turn and gain +1 Dodge bonus to AC vs. all ranged attacksGain +4 bonus to CMDFull-attack Action; Make 1 additional attack/rnd w/ Aldori dueling sword at highest BAB, but each attack is at –2; wielding Aldori dueling sword w/ 2 hands deals +1d4 dmg and grants +2 Shield bonus to AC; foes immune to critical hits/sneak attacks are immune to extra dmgGain +2 Morale bonus on Will saves and +2 Competence bonus on attacks/dmg vs. gnolls, hyenas, dire hyenas, werehyenas, jackalweres, & minions of Lamashtu while carrying trophy harvested from gnollUnaffected by altitude fatigue, altitude sickness, lack of oxygen, & accompanying complications while at high altitudes (including death zone above 26,000 feet); gain +4 bonus on Survival checks made at high altitudes (above 5,000 feet)Gain +4 bonus on Handle Animal checks to train/control normal size (Small or smaller) birds of prey; if you have class levels only in classes that grant an animal companion, treat effective druid level as 1 higher for purpose of determining abilitiesDeal +2 dmg w/ weapon attacks vs. anyone you’ve seen cast an arcane spell in past 5 rnds; precision-based, must be w/in 30' of foe & creatures immune to critical hits/sneak attacks are immune to extra dmgDeal +1d4 Bleed dmg when you hit foe w/ unarmed strike; does not stack w/ other special abilities, attacks, or items that allow you to deal bleed dmgMove Action; 1/day, allies w/in 60' who can hear you (including self) gain +1 Morale bonus on melee dmg rolls for 11 rndsMay use berserker's cry 1 additional time per dayMay use berserker's cry 1 additional time per dayGain +1 on attack & +2 on weapon dmg vs. Large or larger creaturesGain 6000 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any community of village size or larger by requesting illegal/illicit items or services, requests worth less than community’s gp limit are gained w/in 1d4 hrs (+1 outside Osirion), requests exceeding coAttack Action; gain +2 bonus (+4 w/ khopesh/temple sword) on CMB to bind opponent’s weapon and to maintain bind; foe becomes flat-footed and cannot move beyond your reach until he frees /drops weapon, bound weapon cannot be used to make attacks (wielder does not threaten any space); may attempt Disarm oYou cast spells from one school of magic in which you possess Spell Focus feat at +1 caster level; your increased girth leaves you constantly under the effects of Medium loadOne animal companion/familiar is calculated as though 4 levels higher (to max of your character level)Standard Action; thrown hammer that hits foe w/in 20' rebounds and lands in your square (may catch, but not rethrow, the hammer using Snatch Arrows feat); GM may deem this ineffective in some circumstances (e.g. vs. incorporeal creatures (unless weapon has ghost touch ability), may stick to creatures with adhesive abFull-Round Action; eat portion of brain of a Dead or Helpless (requires coup de grace that kills victim) creature w/ Intelligence 3 or higher to gain +2 Insight bonus on skill checks and Will saves for 1 hrIn any round your mount travels at least 40', gain fire resistance 3, +4 bonus on Ref saves vs. catching on fire, and +4 bonus on Fort saves vs. choking on smoke; may confer bonuses to mount w/ successful DC 20 Ride check (Free Action)Automatically aware of scrying attempts targeting you; gain +2 bonus on Perception checks to locate scrying sensor (if any) or notice someone watching you, on Will saves vs. divination spells/effects, and on checks made to resist Intimidation1/rnd, add +6 bonus to dmg of attack or targeted spell vs. foe you know owns or trades in slavesGain +1 bonus on Reflex saves and +2 bonus on Intimidate checksGain +1 bonus on Reflex saves and +2 bonus on Diplomacy checksGain +1 bonus on Reflex saves and +2 bonus on Bluff checksGain +10 Racial bonus on Disguise checks made to appear human; channel resistance increases by +2; ghasts can activate/suppress Stench ability as Free Actionmay select creature summoned by figurine of wondrous power as animal companion or familiar; figurine has standard abilities of familiar/animal companion, plus additional abilities related to figurine type; if familiar/companion is killed in creature form, it reverts to statue form and can be used again laterCreatures cannot use scent track you, creatures with scent can detect your presence by smell at ½ normal distance, but cannot pinpoint your location with scentGain +1 Shield bonus to AC when wielding spiked chain; bonus increases to +2 when Fighting Defensively or using Total Defense ActionFree Action; After damaging foe w/ Power Attack, make an immediate Intimidate check to attempt to demoralize that foeMay use Stunning Fist when making melee attacks w/ special monk weapons as well as when making unarmed attacksMay throw spiked chain (10' rng increment) and may make trip attacks when throwing it (failing at this attack does not knock you prone)Gain +2 bonus on Initiative while on a ship; deal +1 dmg when using Light or 1-handed weapons on a shipGain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills (on the Character Options tab, under Manual Class Skill Override). Those skills always count as class skills for you.Gain +1 bonus on Will saves; the 1st time each day when an effect would normally leave you Fatigued or Exhausted, you may ignore the effect (you cannot “save” it to apply it to a specific effect)

Swift Action; change dorn-dergar from normal or reach weaponReload any type of crossbow as Free Action; may fire a crossbow at full normal rate of attacks; reloading a crossbow of a type covered by Rapid Reload no longer provokes attacks of opportunity

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Gain +2 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +1 dmg to demons w/ a melee weaponGain +4 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +2 dmg to demons w/ a melee weapon; bonuses replace those granted by Demon Hunter IGain +6 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +3 dmg to demons w/ a melee weapon; bonuses replace those granted by Demon Hunter IIUse Dex modifier instead of Str on melee attack and dmg rolls when wielding a Medium scimitar 1-handed and not carrying a weapon/shield in off hand; treat Medium scimitars as 1-handed piercing weapon for all feats/class abilities that require suchGain fire resistance 5 vs. sources of fire dmg that deal 5 points or less; gain +2 bonus on Constitution checks to avoid taking nonlethal damage from starvation and thirstGain +1 bonus on melee attack and dmg rolls whenever no ally is w/in 10' in combatAttacks count as Good-aligned for purposes of bypassing damage reduction of devilsGain +2 bonus on Knowledge checks if you have 1–5 ranks in that skill (does not stack with Skill Focus); may make untrained Knowledge checks with DCs up to 15May wield dorn-dergar 1-handed, but changing from normal or reach weapon becomes Full-Round Action (or Move Action w/ Darting Viper feat)Designate ally w/in your reach during your action that gains Natural Armor bonus to AC equal to Dodge bonus you gain from Fighting Defensively or Combat Expertise (allies who move out of reach lose this bonus)May attempt another save (at the same DC) vs. any mind-affecting enchantment or necromancy effect 1 rnd after failing save (only get 1 extra chance per effect)Move Action; issue commands to all allies w/in 30' feet who can see and hear you; those that obey gain +1 bonus on attack rolls, AC, and saves during that rndDeal +1 dmg w/ weapon attacks vs. foe against which you have concealment (+2 dmg w/ total concealment)During surprise round, threat range of your weapons doubles for any attack vs. unaware foes (does not stack w/ any other effect that expands threat range)May attempt Fort save (DC 10 + nonlethal dmg dealt) to reduce nonlethal dmg by half; Endurance feat grants +4 bonus on this save.Free Action; whenever you deal nonlethal dmg, successful Intimidate check to demoralize foe leaves foe Shaken for a number of rounds equal to dmg dealt; if attack was crit, foe is also Frightened for 1 rndmay use any equipment tricks relating to boots if appropriate trick requirements are met; if item would normally be considered improvised weapon, may treat as normal or improvisedmay use any equipment tricks relating to cloaks if appropriate trick requirements are met; if item would normally be considered improvised weapon, may treat as normal or improvisedmay use any equipment tricks relating to ropes if appropriate trick requirements are met; if item would normally be considered improvised weapon, may treat as normal or improvisedmay use any equipment tricks relating to shields if appropriate trick requirements are met; if item would normally be considered improvised weapon, may treat as normal or improvisedmay use any equipment tricks relating to heavy blade scabbards if appropriate trick requirements are met; if item would normally be considered improvised weapon, may treat as normal or improvisedGain +1 bonus on Bluff, Diplomacy, Knowledge (local), & Sense Motive checks when dealing w/ criminals, vagabonds, unsavory characters, or other underclass individuals; if traveling w/ at least 1 other person who has this feat, gain +2 Circumstance bonus on Perception checks to avoid being surprised at the start of Standard Action; 1/day open incandescent 3rd eye on forehead that you can then open/close at will for 0 min; while open you cast all divination spells at +1 caster level, gain darkvision 60', can detect magic at will, and gain +8 bonus on Perception checks to notice invisible creaturesGain DR 1/cold iron and +2 bonus on wild empathy checks; cold iron deals +1 dmg to youGain +5 Racial bonus on Disguise checks to impersonate particular race (must select race you are able to impersonate when you select this feat, and cannot change it thereafter; race must be Medium size)Choose 1 tiefling heritage modifier (see page 64 of Pathfinder Adventure Path volume #25: Bastards of Erebus) in place of tiefling’s usual racial ability modifiers; may roll on the Variant Tiefling Abilities table 3 times and choose most favorable abilityWhile holding clan’s standard (requiring 1 hand), members of your clan w/in 60' who can see the banner (including you) gain +1 Morale bonus on attack and dmg rolls and Will saves; if standard is taken by enemy/destroyed, all orcs of your clan (including you) within 120' who can see you take –1 penalty on attack and dmGain fire resistance 5 and +2 bonus on all saves vs. fire effectsStandard Action; make attack w/ a bow or crossbow vs. foe w/in 30' and add 4 dmg; creatures immune to critical hits/sneak attacks are immuneWhen casting a divination spell, may use your focus item (crystal ball, runes, Harrow deck, etc.) instead of spell’s material component, regardless of cost; may perform spell using both focus item and normal material component to cast spell at +1 caster levelGain a +2 bonus on saves vs. enchantment spells/effects and mind-affecting effects and on Escape Artist and grapple checks made to break free of a grapple or to escape bindingsAs part of movement/5'-step, move into space occupied by Medium or smaller willing ally that is able to move and able to occupy space you were in, displacing ally into space you just left; movement does not provoke AoO or count toward ally’s movementFree Action; 1/rnd make a suggestion to any 1 foe affected by your frightful presence; Will save DC is same as that for your normal frightful presence); foe that successfully saves removes effect of frightful presence and is immune to your frightful presence for 24 hrsWhen making a trip attack, add your Dex bonus to your CMBAfter tripping foe w/ whip, drop your whip to Entangle foe (if whip has magical quality such as Flaming, apply quality’s damage to foe every rnd on your turn); foe can break free w/ DC 10 Str check or DC 15 Escape Artist check (add Enhancement bonus of whip to these DCs, escaping w/ Str check means whip is Broken)When fighting on a ship, first hit each battle deals +2 dmg; gain +2 Circumstance bonus on Profession (sailor) checks made while aboard a ship with oars and rowersFull-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caster lvl = HD)1/day use one chosen charm or compulsion spell as spell-like ability (determine caster lvl & DC as if casting spell normally); may replace chosen charm or compulsion spell-like ability with new one each time you gain lvl in spellcasting classMove Action; 1/day, when you have 42 HP or less, make DC 10 Concentration check to heal yourself of 1d4+13 dmg (non-casters may add their Constitution modifier to this check)May use Godless Healing 1 additional time/dayMay use Godless Healing 1 additional time/dayNo Action, Supernatural, Single Use; if attack/effect (even one w/ no save) would kill you, may use this ability (even if helpless/unconscious) to stay alive and otherwise unaffected by attack/effect; gain another single use of this ability if you die and are brought back to life, but may only have 1 use of this ability unspent aSpells cast that deal dmg, channel negative nergy, or otherwise harm life do not hurt normal/magical plants (still harm Plant creatures); spells that utilize, heal, or enhance normal/magical plants are cast at +1 caster level; gain +2 on Diplomacy when interacting w/ fey and plant creaturesYou do not provok AoO when attacking w/ firearmsOnly suffer –2 penalty to grapple check when attacking impaled opponent w/ weapon that impales them; deal +1d6 dmg if check succeedsFree Action; make grapple check after damaging foe w/ piercing weapon to impale foe on; you both gain grappled condition and you may make grapple check (as Attack Action) at –4 to dmg foe w/ impaling weapon1/rnd, decide if unarmed attacks deal bludgeoning, piercing, or slashing dmg; for each consecutive rnd that you change type, threat range of unarmed attack increases by 1 (max 16–20/x2 after 5 rnds; does not stack w/ Improved Critical); threat range resets after confirmed crit and you may make Intimidate check (ImmFree Action; activate 1 bardic performance as spell is cast; performance effect lasts for spell’s casting time +5 rnds; consumes rnds of bardic music use as normal, but does not increase effective level of spell being castGain +2 bonus on Will saves vs. charm/compulsion effects; 1/day, draw Harrow card to determine suit or randomly determine suit/ability score by rolling 1d6 (1=Str, 2=Con, 3=Dex, 4=Int, 5=Wis, 6=Cha, then at any 1 time that day you may apply +2 bonus on any d20 roll modified by card’s suit (may assign this bonus afterWhen casting healing spell on target other than yourself, spell is maximized if used to heal or DC increases by +4 if used to dmgGain automatic Perception check (at –10 penalty, or –5 if moving 1/2 speed and taking no actions other than moving) when passing w/in 5' of a trapWhen carrying Light load, after attack deals dmg in surprise round, make 2nd attack against same foe using same attack bonus (foe is not considered flat-footed against 2nd attack)May make Stealth checks (at –10 penalty) in normal or bright light even when observed

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Gain +1 bonus on all Charisma-related skillsGain +1 bonus on all Constitution-related skillsGain +1 bonus on all Dexterity-related skillsGain +1 bonus on all Intelligence-related skillsGain +1 bonus on all Strength-related skillsGain +1 bonus on all Wisdom-related skillsGain +2 Natural Armor bonus, but –2 penalty on all Charisma-based skill checksFree Action (no AoO); start grapple after hitting foe w/ gore attack as part of a charge; do not add your size mod (if positive) to initial grapple checkGain acid resistance 5Immediate Action; 1/rnd when mount must make save, make Ride check vs. DC of opponent’s attack insteadYou can create runes. Inscribing a rune takes 1 day for each 1,000 gp in its price. To inscribe a rune, you must use up raw materials costing half of its base price. You can also mend a broken rune if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that rune.Full-Round or Standard Action; when activating magical instrument, may begin bardic performance as Free Action (must use Perform skill appropriate to instrument); may expend 2 rnds of bardic performance to add +2 to any save DCs associated w/ use of instrument's powers; if instrument summons allies, bardic perform may satisfy material requirement of any spell cast w/ valuables (coins, gems, jewelry, etc.): spells w/ components but no listed value cost spell level x 5 gp; spells w/ valuable components cost 1.5x normal or may expend 2x to cast spell at +1 caster levelMay select longsword-related feats as if you were a 4th-level fighter; lose benefits of this feat after using a melee or ranged weapon other than a longsword in combat until you receive an atonement spell (may still use spells that act as weapons)Spells w/ Cold descriptor are cast at +1 caster level, ,but spells w/ any other energy descriptor are cast at –1 caster level; 3/day, alter non-cold spell you cast to deal cold dmg (+1 caster level for this feat applies to this variant casting)Gain +4 bonus on saves vs. spells/effects that would cause you to fall asleep; gain +2 bonus on hearing-related Perception checksStandard Action; 1/encounter provide detailed information to allies after successful Knowledge check to identify creature you face, allies w/in 30' who can hear you gain +1 Circumstance bonus on weapon dmg vs. identified creature for 4 rndsFree Action; 1/day when striking non-evil foe w/ melee attack, foe must make Fort save (DC 28) or become deformed (-1d4 Cha for 1 hr); when mark is visible, gain +2 on Intimidate checks but a –2 on Diplomacy checks; any offspring you sire or give birth to gain Fiendish templateGain +1 bonus on Fort Saves; make DC 5 Constitution check to become stable whenever you are dying, w/ penalty on this roll equal to negative HP totalGain +2 Circumstance bonus to Stealth checks in urban areas (+4 in crowds); gain +1 Dodge bonus to AC when threatened by 2 or more enemies1/day, after ally has rolled save but before results are known, you may roll same save as if you were subject to the effect requiring it and ally may choose to use your save or his ownYou and your mount gain +2 on opposed bull rush, overrun, and trip checks; when mounted on a horse, you and mount suffer no penalties for squeezing when you share a 10' space w/ another mount and rider with this featGain +2 bonus on all Knowledge (dungeoneering) checks and Perception checks made to notice traps. Knowledge (dungeoneering) is always a class skill for you.Gain +4 on Disguise checks made to impersonate 4 specific individualsGain +2 on Appraise checks and on any 1 Profession skill; gain +4 on Sense Motive checks when using the hunch task dealing w/ anyone of your profession; may invest up to 100 gp in marketplace of a village-size or larger settlement (may invest in multiple markets if available); after 1 month, may visit 1/month or morFree Action (no AoO); initiate bull rush after hitting foe w/ attack as part of a charge to push foe 15' (or more) knock him Prone; does not require you to move into foe's squareGain +2 bonus on saves vs. fear effects; any effect that would normally make you Panicked instead makes you Frightened, any effect that would make you Frightened instead makes you Shaken, and any effect that would make you Shaken only lasts half as long (min 1 rnd); still become increasingly frightened by multiple feGain +5 Racial bonus on Intimidate checks vs. HumanoidsMay overrun more than 1 creature on your turn, w/ cumulative –5 penalty on each overrun check beyond 1st (mount may only make single hoof attack vs. 1 target knocked prone, not 1 per prone opponent); if you fail to overrun target, movement ends.Gain +2 bonus on saves vs. necromancy spells/effects and +2 bonus on Fort saves made to prevent negative levels from becoming permanent; ability score dmg (but not drain) from undead creatures deal 1 point less dmg (min 0)In areas of shadowy illumination or natural darkness, ignore all size penalties to Stealth checks for hiding and gain a +2 to Stealth checks for moving quietlyWhen taking 10 on Wisdom-based skills, treat result as if you rolled 13 insteadWhen purchasing a weapon anywhere in Avistan, pay 10% less than normal costBegin play with additional 200 gp; gain 1-time 10,000 gp stipend at 10th levelGain +1 bonus on every Knowledge skill in which you have at least 5 ranksDeal +2 dmg w/ composite Strength bow rated for Strength 15 or lowerGain +2 bonus on Bluff and Perform (comedy) skill checks; Perform (comedy) is always a class skill for youGain Infernal as a bonus language; at 9th level, may bind to yourself an imp servitor (grants and possesses all the benefits and abilities of 1st-level sorcerer’s familiar) in a ritual that takes 7 daysBite attack deals +1 acid dmg; living creatures you bite must make a Fort save (DC = your breath weapon’s DC) or be Nauseated for 2 rndsMay use Stunning Fist as melee touch attack (may not use Power Attack in combination with this feat); 1/rnd, may expend 1 use of Stunning Fist to gain +1 on bull rush, disarm, grapple, sunder, or trip attempts that rnd; may not use it to defend against combat actions attempted against youMay gain in place of standard animal companion; due to non-intelligence, ooze companion starts with 0 tricks (only your bonus tricks from druid levels apply) and can only learn attack, come, defend, and stay bonus tricksMay target oozes w/ spells/special abilities that normally only affect animals as if the oozes were magical beasts w/ Int 1, though they gain +4 bonus to saves; may use Wild Empathy to influence oozes as easily as you influence magical beasts with Int 1In Osirion, gain +1 Circumstance bonus to Bluff, Diplomacy, Disguise, Intimidate, and Perform checks; gain +5 when using Appraise, Linguistics, Knowledge (all skills), and Perception to learn about a person, place, or item of ancient OsirionFighting Defensively or using Total Defense Action; gain +5 Dodge to AC vs. melee attacks of 1 foe you can see until your next turn

Full-Round Action; 1/day creature w/in 15' must succeed at Will save (DC 15 or be possessed (see Council of Thieves #4); protection from evil, or related spells, grant bonus to this save; successful Will save forces fiend back into its natural form Stuns for 1 rndFull-Round Action; 1/day possess 0' spherical area (see Council of Thieves #4)Full-Round Action; 1/day possess Large or smaller object (see Council of Thieves #4)Gain 6000 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any community of village size or larger by requesting an item (mundane or magical), requests worth less than community’s gp limit are gained w/in 1d4 hrs (+1 outside Druma), requests exceeding coMay use any item as an improvised melee or ranged weapon w/out penalty.On confirmed crit, foe must make a Fort save (DC 16) or be Stunned for 1 rndGain +1 Sacred or Profane (chosen when feat is selected) bonus to Will saves, Diplomacy checks, and Survival checks; bonuses increase to +2 on ground consecrated to your faith; may purchase non-magical religious items (including holy water) at 20% discount.Gain +2 bonus on saves vs. magical and natural effects that deal cold dmg; may move across ice w/out movement penalty.

1/encounter, make single ranged attack at any point during your movement when using a Withdraw Action

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Gain hippogriff animal companion; gain +2 bonus on Ride checks made while riding your hippogriff; hippogriff gains +2 bonus on saves vs. fear if you are w/in 20'May move at 3/4 normal speed when desert terrain would reduce overland speed to 1/2; gain +2 bonus on Survival checks to find food and water, and to checks to avoid getting lost in a desertMay track by smell and automatically pinpoint location of foes w/in 30' by scent alone; gain +2 Morale bonus on attack rolls vs. Shaken or Frightened foes and can detect them at 120', pinpoint at 60'; gain +2 bonus on all Will saves as long as Shaken or Frightened target is in range; cannot be surprised by anyone w/in

#NAME?Secret of Steel-Shattering Spirit is now considered Cold Iron for overcoming DRSecret of Steel-Shattering Spirit is now considered Silver for overcoming DRSecret of Steel-Shattering Spirit is now considered Magic for overcoming DRSecret of Steel-Shattering Spirit is now considered Lawful for overcoming DRSecret of Steel-Shattering Spirit is now considered Epic for overcoming DRGain +5 bonus on Bluff checks made to pass secret messages to allies that can see you; use Aid Another combat option even if not in position to attack foe; grant +4 bonus with a successful check to aid another with a skill check.1/rnd; after tripping foe w/ whip, attack another foe w/ whip at same bonus as attack that tripped previous foe (cannot take 5' step before attack); may use successful Trip w/ whip to pull target 5' closer (w/ Move Action may pull additional 5' per 5 points over foe's CMD) and moving defender provokes AoO; may use su

Full-Round Action; when in forest, jungle, swamp, or underground and not fatigued or exhausted; may increase size, strength, and durability as if using an animal growth; Fort save (DC 10 in forest/jungle or 15 in swamp/underground; +1 per rnd that passes) required at beginning of each turn to maintain or collapse backGain +2 bonus on Climb checks and Acrobatics checks made to jump, may take 10 on Climb checks even when distracted; falling dmg reduced by one die (stacks w/ Acrobatics checks to further reduce falling damage)Foes do not gain +2 bonus on attack rolls for flanking (but may still Sneak Attack); gain +2 bonus on Sense Motive checks to resist foe’s Feinting in Combat Bluff checksGain +4 bonus on Stealth checks in rocky environments, may use Stealth at no penalty while climbing; when attacking w/ strands in surprise rnd, may automatically choke foe and cover mouth to quell sound; after hitting w/ strand in surprise rnd, on your next turn make Stealth check at –5 opposed by Perception of nearby cTake –2 penalty on ranged attack w/ axe, to make Trip attempt vs. foe as Free Action (foe may not attept to trip you in return); flat-footed, running, or charging foes do not gain AC bonus from shield; GM may deem this ineffective in some circumstances (e.g. on soft ground, when there is obstacle between you and foe, etExpend breath weapon for number of rnds equal to Constitution bonus (breath weapon is cone-shaped) or half that (if line-shaped) so that bite attack also deals breath weapon dmg (no save); once complete, must wait 1d4 rnds as normal before using breath weapon againmay make Sleight of Hand check instead of Bluff check to feint in combat when drawing light weaponGain +2 bonus on Stealth checks when others are actively trying to find you (+4 in crowds); gain +2 Circumstance bonus on Diplomacy and Knowledge (local) checks when trying to find a place to hideFull-Round Action; make single attack with bow or crossbow that deals precision-based extra damage (including sneak attacks and dmg bonus from Focused Shot feat) to a distance equal to weapon’s range increment; creatures immune to critical hits/sneak attacks are immune to this extra damageStandard Action; after winning opposed Stealth check by 5 or more, foe must roll Will save (DC 21) or become Shaken for 1d4 rndsMay breathe air or water interchangeably, becoming Fatigued if out of water for 14 days (only goes away after 8 hrs of immersion); chose Knowledge (geography), Knowledge (history), Knowledge (local), or Knowledge (nature) as a class skill (on the Character Options tab, under Manual Class Skill Override)Swift Action; expend Channel Energy to imbue touched weapon w/ Bane property vs. a favored enemy until beginning of your next turn (affected weapon may be used by you or others)act as if you had Far Shot feat when throwing splash weapon (counts as Far Shot for purpose of qualifying for other feats, but only in regard to splash weapons); if attack hits, select 1 additional square adjacent to splash area where foes also take splash dmg; if attack misses, may adjust miss direction on grid by +1 or –Flanking creatures do not gain a +2 bonus to attack you (does not prevent you from being sneak attacked or denied Dex bonus to AC); conditions that make you lose your Dex bonus to AC also make you lose benefit of this feat.May use Charisma bonus for Fort saves; gain +2 on saves vs. fear effectsGain Climb speed of 10' and all benefits of having a climb speed (bonus to Climb checks, always able to take 10 on Climb checks, etc.); may hang upside down indefinitely and then fall on any creature passing below to deal 2d6+6 crushing or piercing damage (your choice)Rain only reduces visibility by 1/4 and you only take –2 penalty on Perception checks; may ignore concealment granted to creatures by fog (still limited to 5' visibility); treated as 1 size larger for purpose of ignoring wind effects and take 1/2 normal penalty on Percpetion checks to hear; gain +2 bonus on all Constitution Free Action; 0/day, take 1 point of temporary Constitution damage to charge 1 limb w/ electricity, dealing 5d6 electricity dmg w touch attack (+3 on attack roll if foe is wearing metal armor), unarmed strike, or grapple; regain lost Constitution points at rate of 1/hrBecome Frightened instead of Panicked, Shaken instead of Frightened, and ignore effects that make you Shaken; may still become increasingly affected by multiple fear effects from different sources; gain +2 bonus on saves vs. fear effectsAfter grappling, foe cannot hold breath and must immediately begin making Constitution checks at the end of his turn each rnd (DC 10 +1 per rnd) or fall Unconscious at 0 HP; once Unconscious, you either damage foe w/ grapple check or continue to suffocate (no check required, on your next turn foe drops to –1 HP and 1/day, if you have at least 1 HP and crit would otherwise kill you (even with reduced dmg from this feat) you are instead reduced to –1 HP and are Stable; reduce dmg of all single physical melee/ranged attacks dealing 21+ dmg by 1May attempt Ref save (DC equal to swarm’s distraction save DC + 10) to avoid dmg when swarm attacks by ending its turn in your space; you also avoid any poison, blood drain, or similar effects that normally result from swarm's dmg; Improved Evasion reduces dmg even on failed save; must still make Fort save to avoidGain +1 bonus on dmg when wielding farm implement (e.g. hand axe, pick, pitchfork, scythe); gain +1 bonus on Initiative checks when fighting alongside other conscriptsGain cohort (human or halfling commoner, expert, or warrior w/ Taldan Squire feat) as w/ Leadership feat; gain +2 bonus on Initiative checks and +1 Dodge bonus to AC when w/in 10' of your squireGain +2 bonus on initiative when w/in 50' of mounted ally w/ Mounted Combat feat; if this ally is injured, gain +1 Dodge bonus on AC as long as you are w/in 10' of himWhen fighting w/ falcata and buckler, Shield bonus to AC increases by +1 and you gain +2 Circumstance bonus on Acrobatics checksDuration of healing spell cast on unharmed creature becomes “1 hour or until discharged” and triggers automatically (Swift Action) if creature takes dmg or suffers effect that spell could cure/mitigate/removeMay make Sense Motive check (DC 10 + caster level of effect; +5 bonus on check if creature teleporting in is a demon) to detect teleportation whenever creature uses spell/effect from conjuration (teleportation) school to appear w/in 60'; automatically not surprised and can act in surprise round if combat begins immediate2 spell levels higher; spell pierces defenses that protect against death effects, negative levels, and energy drain, affecting the target (even undead) as if the protective barrier did not exist1 spell level higher; mind-affecting spell affects undead creatures (even mindless undead) as if they weren’t immune to mind-affecting effects, but has no effect on living creaturesWhile two-weapon fighting w/ earth breaker and a klar, you may fight w/ both weapons as if wielding a double weapon (klar treated as Light) and retain the klar's Shield bonus to ACShadde-Quah: gain +2 bonus on Intimidate checksShriikirri-Quah: gain +2 bonus on Initiative checks and +2 bonus on Ride checksLyrune-Quah: gain +1 bonus on Will saves and +2 bonus on sound-based Perception checksSkoan-Quah: gain +2 bonus on weapon dmg vs. undead and +2 bonus on Heal checksShundar-Quah: gain +1 bonus on Fort saves and +2 bonus on sight-based Perception checksSklar-Quah: gain +1 bonus on Ref saves and +2 bonus on Acrobatics checks made to tumbleTamiir-Quah: base land speed increases by 5'; gain +2 bonus on Acrobatics checks made to jump1/day, if w/in borders of Touvette, may smite any person/creature that is not a citizen w/ 1 normal melee attack, gain +4 Morale bonus on attack and deal +13 dmgGain +1 Natural Armor bonus to AC, cold/electricity/fire resistance 2, and +1 bonus on Intimidate checks; suffer –1 penalty on all other Charisma-based skill checks, Charisma checks, and Fort saves

Move Action; when in a Mwangi ruin covering 500 sq. ft. or more, make concentration check (DC 10 + 5 for each ruin power level beyond 1) to Harm (spell that deals HP dmg deals additional dmg equal to ruin’s power level), Increase (DC to resist spell you cast increases by ruin’s power level), or Penetrate (caster level check to overcome SR gains bonus equal to ruin’s power level); failure leaves you fatigued (or exhausted, if already fatigued; or unconscious, if already exhausted)

Add the following spells to Druid spell list: 0—disrupt undead, ray of frost; 1st—ghost sound, touch of fatigue; 2nd—chill touch, spectral hand; 3rd—ghoul touch, invisibility; 4th—displacement, ray of exhaustion; 5th—animate dead, phantasmal killer; 6th—nightmare, waves of fatigue; 7th—circle of death, shadow walk; 8th—mass invisibility, waves of exhaustion; 9th—horrid wilting, weird; all [fire] spells are removed from all your spell lists (not just druid) and you cannot cast any [fire] spells nor activate them off scrolls, wands, or any other magic devices; may not use wild shape to take form of any creature with fire subtype; personal Umbrae-Token (wooden unholy symbol that radiates faint necromancy magic) ties your soul and doings to fell power of the Uskwood--if destroyed, connection is severed and all benefits of feat are lost until another is created

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May use Survival skill to forage/track in urban locations: (DC 10) find food/supplies to survive for 24 hrs (may support 1 other person per 2 points over DC); (DC 15) gain +2 bonus on all Constitution checks to resist starvation/thirst (may grant to 1 other person per point over DC); (DC 15) gain +2 bonus on all Survival cAbjuration spells cast at +1 caster level. may use resistance (avidais) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedConjuration spells cast at +1 caster level. may use acid splash (idolis) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedEnchantment spells cast at +1 caster level. may use daze (carnasia) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedEvocation spells cast at +1 caster level. may use dancing lights (ragario) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedIllusion spells cast at +1 caster level. may use ghost sound (vangloris) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedNecromancy spells cast at +1 caster level. may use touch of fatigue (voratalo) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedTransmutation spells cast at +1 caster level. may use mage hand (avaria) as spell-like ability 1/day, caster level 13, save DC is Charisma-basedGain +1 bonus on Diplomacy and Intimidate checks and Will saves; you appear outwardly human (no Disguise check required)Add various vermin to your list of possible animal companions; vermin companions can only learn bonus tricksMay target vermin w/ spells and special abilities that normally only affect animals; may use wild empathy to influence vermin as easily as you influence animalsWhen using spell trigger item, may move both before and after triggering the item (must move at least 5' before and after using item) as long as total move is not greater than your speed; movement does not provoke AoO from 1 creature potentially affected by your spell trigger itemAnyone attempting to read your thoughts/communicate w/ you via telepathy/otherwise contact your mind is Dazed for 1d4 rnds (Will DC 20 negs); gain +2 bonus on Initiative checks and +1 bonus on Will saves; suffer –1 penalty on all Intelligence-based skill checksGain Burrow speed of 10' through earth, sand, or soilGain Burrow speed of 20' through earth, sand, or soilGain Burrow speed of 30' through earth, sand, or soilWhen mounted and using charge action, mount may turn up to 90 degrees once as part of move as long as each part move is at least 10'; you may make an attack during any part of this move; total move can’t exceed 2x mounted speed; allied creatures do not impede charge, but you cannot attack from or end move in a

Add +1 to DC of any spell/spell-like effect originating from a magic item you activateMay create magic items w/out requisite item creation feat by increasing the DC by +5Successful hit against magic item that causes damage to that item also causes that item to obtain Broken condition; restoring item to its original HP removes this conditionIf Spring Loaded feat has not yet been activated, first successful melee attack against you triggers AoO (does not count for your limit per rnd) vs. foe that attacked you and expends Spring Loaded feat; must prepare a spring device for this feat to work (see Spring Loaded)May wear one item from belt, feet, hands, headband, neck, ring, or wrist categories in entirely different slot and still gain effect as if were wearing the item normallyImmediate Action; reroll Disable Device check to disable trap/open lock after 1st check is attempted but before results are revealed by the GM; must use the second resultMake single melee attack before initiative begins vs. foe w/in melee reach; must prepare spring device ahead of time w/ Knowledge (engineering) check, DC 15May use Spin Silk racial ability +2 times/day, creating 50' length of rope w/ each use; after metamorphis, you partially retain Spin Silk ability and may create 20' silk ropes 2/dayGain coleophite racial traits (change race on the Character Options tab)Gain eulite racial traits (change race on the Character Options tab)Gain farfalite racial traits (change race on the Character Options tab)Free Action; special abdomenal glands may shed light as a torchGain larvite lifer racial traits (change race on the Character Options tab)May grapple as normal by using both mid-legs even w/both hands occupied; when using all 4 appendages to grapple, gain +2 Competence bonus on CMB and CMD and effective BAB improves by +3Gain racial traits of two different entobian breeds (customize race on DataRaces tab and change race on the Character Options tab); custom race has: (1) best flight speed and maneuverability of both breeds, (2) two positive ability modifiers and one negative ability modifier, (3) either low-light vision or darkvision if eithGain moscanite racial traitsFree Action; successful unarmed/natural attack vs. you deals 1 point of Constitution dmg to non-entobian attacker; dmg is cumulative per hit and wears off 3 rnds after last point of Constitution damage is dealtGain +13 HP until you take a metamorphosis featMay combine 2 mid-leg natural attacks into 1 natural attack, effectively increasing number of dice of mid-leg natural attack to 2Successful bite attack vs. you deals 1d3 Strength dmg to attacker (cumulative per successful bite attack)Weapon used in successful armed melee attack vs. you takes 1 point of dmg (bypasses hardness of non-magical weapons); successful unarmed/natural melee attacks vs. you deals 1d3 dmg to attackerGain +1 Dodge bonus to AC vs. melee attacks of Medium or larger foesIgnore effects of difficult terrain when making 5' stepDetect Evil racial trait can be activated 1/dayGain +1 Dodge bonus to AC vs. ranged attacksFree Action; 1/hr, gain +2 Enhancement bonus to attack and dmge for up to 1 hr vs. 1 foe that successfully attacked you w/in last 6 rndsCritical threat range w/ improvised weapon is 19-20 x3Gain +1 Resistance bonus to Reflex and Fortitude saves when wearing leather or hide armor and not wearing, wielding, or holding anything metalGain +4 Competence bonus to Strength checks made to break/burst items and objects w/ sudden forceDamage dealt by club, greatclub, shortspear, longspear, and spear increases by one die stepGain +2 Competence bonus to dmg using improvised weaponsGain +2 Competence bonus to attacks using improvised weaponsRange of Grasping Tongue improves by 10' and you gain +2 bonus to grapple a foe in this wayYou are immune to enchantment effectsMay make both a bull rush and a basic melee attack, in that order, when charging

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May use your tongue as a whip, either as a primary or a secondary attackGain +3 Resistance bonus on saves vs. enchantment effectsMay run over surface of water w/out sinkingImmediate Action; after first save is attempted but before results are revealed by the GM; must take 2nd result, even if it is worse; does not stack w/ other abilities that let you reroll savesGain claws as a natural attackStandard Action (no AoO); ain beast shape I as spell-like racial ability usable 1/day; effect lasts for 1 hr or until you change back and options for new forms include all creatures w/ which you are familiar and that are animal types considered the same subrace as youGain +2 Racial bonus on Knowledge (nature) checks and +2 Racial bonus on Survival checksGain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Bluff checksGain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Sense Motive checksGain +2 Racial bonus to Vicious Bite during round after you score a hit w/ Vicious BiteGain bite as a natural attackGain benefit of Unearthly Presence racial trait regardless of HP totalAllies w/in 50' gain +2 Morale bonus to saves vs. fearUse Touch of the Muse racial trait 1 additional time/day.Use Touch of the Muse racial trait 1 additional time/day.Use Touch of the Muse racial trait 1 additional time/day.May use Touch of the Muse racial trait at a range of up to 50'May use dream 1/day as a spell-like ability (caster level 13); cannot designate a different messenger than yourself and recipient must be someone w/in 50'You do not take damage from falling if able to make Standard ActionsGain +1 Competency bonus to Appraise and Diplomacy checksMay use Bribe Fate racial trait w/out losing HP. If you succeed at 2nd saving throw, immediately lose your level in HPGain +1 Racial bonus to 2nd save after activating Bribe Fate racial trait; gain additional use of Bribe Fate per daySense Coins racial trait applies to all things made of goldStandard Action; 1/day, consume 100 gp to add +4 Enhancement bonus to Strength, Constitution, or Dexterity for 13 minAfter using Money is Life racial trait, the next time an attack damages you 3 gp per HP of dmg (max 48 gp) from this attack drop into your squareMove Action (no AoO); gain +5 Circumstance bonus to CMD when resisting a bull rush or trip attempt; moving/being moved from the square in which you initiated this ability ends bonusSpell/spell-like effect causing you to be Panicked or Frightened instead makes you Shaken; cannot be Shaken otherwise by spell/spell-like effectGrow 1' taller (still considered Medium) and melee reach increases by 5'Gain +2 Competence bonus to dmg rolls when using weapon made of mostly woodNatural Armor conveyed by Protective Sap trait increases by +2 when you are at 21 HP or lessMay use Sun Heal 1 additional time/dayMay use Sun Heal 1 additional time/dayMay use Sun Heal 1 additional time/dayAll unarmed attacks deal +1 piercing dmg; creatures involved in grapple w/ you automatically take 1 point of piercing damage 1/rnd at the beginning of your turnFoe striking you w/ body or natural weapon deals normal dmg but takes 1d3 piercing damage. creatures involved in grapple w/ you automatically take 1d3 points of piercing damage 1/rnd at the beginning of your turnGain DR 1/bludgeoningGain DR 2/bludgeoningGain DR 3/bludgeoning1/day, successful Touch Attack vs. undead foe restores 1d8 HP to you and foe must save versus vivification virus (DC 26) or be afflicted (undead already infected are instead affected by the effect of the disease)Enlist effects of Deathbane Touch in addition to dmg dealt as part of a melee attack (counts toward number of Deathbane Touch uses/day)Racial negative energy resistance increases by +5; gain +4 bonus on saves vs. death spells/magical death effects and you are granted a save to negate such effects even if one is not normally allowedImmune to all mundane diseasesGain +4 Racial bonus on CMD when foe tries to grapple you; gain additional +2 Racial bonus on Escape Artist checks (bringing total Racial bonus to +4)Breath of Steam racial trait deals +1 dmgGain a natural gore attackSwift Action; 1/day, deal +1d8 fire dmg to foe after dealing dmg w/ gore attack3 Full-Round Actions; replace 1 armor gem w/ another armor gem of a different type to keep armor emulation of the majority but gain bonus racial power of the odd gem; alternatively, may wear decorative stones w/ 1 armor gem to gain racial power w/ no armor bonus or penaltiesIf slain and your soul crystal is implanted in another suitable relluk body w/in 7 days, you are restored to life w/ 1 permanent negative level (no immunities or abilities can avert this penalty); may be restored in this way 3 times, after which this feat ceases to functionBreath of Steam racial trait range increases to 10'May use Breath of Steam an additional time/day.May use Breath of Steam an additional time/day.May use Breath of Steam an additional time/day.

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Natural can be magically enhanced using Craft Magic Arms and Armor feat (each natural attack must be enhanced separately); requires 100 gp masterwork sculpture of natural weapon that is destroyed in the process; cannot place magical property on natural weapon that is in opposition to alignment/elemental powerTake on physical appearance of cloud giant (giants consider you to be part of the cloud giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to acid (+50% dmg)Take on physical appearance of storm giant (giants consider you to be part of the storm giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to acid (+50% dmg)Take on physical appearance of ettin (giants consider you to be part of the ettin tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to lightning (+50% dmg)Take on physical appearance of hill giant (giants consider you to be part of the hill giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to lightning (+50% dmg)Take on physical appearance of ogre (giants consider you to be part of the ogre tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to lightning (+50% dmg)Take on physical appearance of stone giant (giants consider you to be part of the stone giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to lightning (+50% dmg)Take on physical appearance of taiga giant (giants consider you to be part of the taiga giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to lightning (+50% dmg)Take on physical appearance of fire giant (giants consider you to be part of the fire giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to cold (+50% dmg)Take on physical appearance of frost giant (giants consider you to be part of the frost giant tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to fire (+50% dmg)Take on physical appearance of troll (giants consider you to be part of the troll tribes); jotun elemental powers are calculated as if 2 levels higher; suffer vulnerability to fire (+50% dmg)Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'4/day, make bull rush or trip after hitting w/ thrown rockGain additional use per day of single elemental powerFull-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caster lvl = HD)Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'; continue until you miss or no foe is w/in 10' of last target (cannot hit any target more than once, suffer additional -2 cumulative penalty to attack per target)Ignore size penalties to Stealth checks and gain +2 to Stealth checks in areas of shadowy illumination or natural darknessMake combat maneuver to throw rock 1/2 normal distance, success deals normal Slam dmg and Pins foe (Ref DC 18 negs)may use Strength modifier rather than Dexterity modifier when using thrown weaponsSwift Action (no AoO); increase size multiple categories; if used as part attack, deal +2 dmg per size category increaseMay use any item as an improvised melee or ranged weapon w/out penalty.Full-Attack Action; foes in 10' x 15' line take 1/2 dmg normally dealt by Rock Throwing (Ref DC 18 negs)Standard Action; Small or smaller creaures w/in 0' must make Acrobatics check (DC 12) or fall Prone1/day--passwall, statue, spike stones, stone skin, wall of stone (caster level 0, saves are Charisma-based)

May invoke domain power and cast domain spells from domain to which you do not already have access as if you were a cleric of your caster level †Choose a character class, such as ranger, (or its approved variant, though not a prestige or racial paragon class). The chosen class is treated as a favored class, allowing you to select either +1 hp or +1 skill point each time you gain a level in the class. †You gain an established identity with a legitimate history and reputation that allows you to slip away from your normal life. As a result, others are unaffected by your usual notoriety when assuming your alternate identity. Any attempts to scry or locate you while using the alternate identity reveal your true identity. †

You add a +1 competence bonus to your armor class in melee combat while wearing this type of armor. †When you are adjacent to an ally who also has the Back-to-Back feat, you cannot be flanked except by a rogue who is 4 levels higher than your character level. †As a move-equivalent action, you can make a quick assessment of the status of every creature within a radius of 15 feet. Make a Heal cheek for every creature you inspect, with a DC of 10. If this check is successful, you can determine if the creature is dead, dying, disabled, seriously wounded (less than half its hit points leUsing senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it does not allow you to discern incorporeal beings. †Using this feat, a spontaneous caster can increase his effective casting level when casting a spell, adding up to his Charisma bonus in levels. When he does so, however, he takes 1d6 points of damage per effective caster level increase. This damage cannot be prevented by any means, though it can be healed normally. Use oYou add 2 to the save DC for your stunning fist attack. †When casting a spell with a casting time of 1 standard action or less, you may move both before and after you cast the spell, provided that the total distance moved is no greater than your speed. When you cast the spell, you must succeed at a Spellcraft check (DC 15 + spell level). On a failure, the spell does not take efBy channeling negative energy you may selectively heal living creatures in a 30' radius, restoring 1d4 points of damage plus 1d4 points per two cleric levels that you have attained beyond 1st. Due to the effort of focusing the channeled energy in this manner, you sustain damage equal to 1d4 points plus 1 point per characteBy channeling positive energy you may selectively harm living creatures in a 30' radius, causing 1d4 points of damage plus 1d4 points per two cleric levels that you have attained beyond 1st. Due to the effort of focusing the channeled energy in this manner, you sustain damage equal to 1d4 points plus 1 point per character

If you use your Sunder feat to deal a weapon or object enough damage to destroy it, you get an immediate, extra attack against another weapon, creature, or object within reach. Essentially, you may freely substitute "weapon, creature, or object" for the term "creature" as it appears in the description of the Cleave feat

After spending four combat rounds observing a single opponent you may, as a move-equivalent action, add your Intelligence modifier to your Armor Class against this opponent for the duration of that combat session. †When you take the aid another action to help a friend in combat, you can add a +4 circumstance bonus to either your friend's AC or his attack roll versus one opponent. †Functions exactly as Brew Potion, except caster can make the "potion" in the form of any sort of food desired. The food must be consumed as a standard action to confer the stored spell effects. Food and drink modified in this manner retains its potion-like effects for the duration of the individual scenario only, unless certYou have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1. †Rather than negating a song, a bard with the Descant feat can attempt to `overlay' his own song over another bard's. The two bards make opposed Perform skill checks; the bard with the highest result has his song take effect. The loser's song has no effect whatsoever. †Chose a descriptor from the following list: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind- affecting, sonic, and water. Add +2 to the DC for all saving throws against spells you cast with that descriptor. This feat overlaps with the bonus from You get a +2 bonus on all Appraise checks and Linguistics checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. †You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. Your performance is obvious to everyone in the As a free action, spend one of your channel energy attempts to add your Charisma bonus to your weapon damage for 1 full round. †As a free action, you can spend one of your channel energy attempts to add 2d6 points of sacred or profane energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability. If you channel positive energy, the damage type is sacred, and if you channel Select one of your domains at the time you gain this feat. You add +1 to the DC for all saving throws against domain powers and domain spells you cast from the domain you select. †You may alter spells with an energy descriptor to instead deal damage of an elemental type that matches your own elemental nature. The spell remains unchanged in all other ways, and use of this feat does not increase the spell's level. Spontaneous casters using this metamagic feat do not increase the casting time of the

You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance. This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level. The benefits of this feat apply only to power resistance. The bonus does not apply to spell resistance. This is an exception to the psionics magic transparency rule. †

Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics magic transparency rule. †

You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics magic transparency rule. †

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You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level. The altered spell works normally in all resAttackers do not gain the usual +2 attack bonus when flanking you. This feat grants no benefit whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue's sneak attack. †You may administer a potion or use the Heal skill to stabilize an unconscious person on the battlefield without provoking an attack of opportunity. You may administer a potion to an unconscious person as a standard action. †You can remain out of water with no ill effect for one day per point of Constitution. After this time you must make Fortitude saves (DC 15) to avoid temporary Strength and Constitution loss for each 12 hours you spend out of water. You spend the normal amount of Time Units on all activities that take place mostly out of wWhen running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge. †Once per day, reroll one attack roll, saving throw, skill check, or ability check and choose the better result. †

When performing a charge action, add 1.5 x your Strength modifier, or 2 x your Strength modifier if you are using a two-handed weapon, to the damage of a successful melee attack. Due to the reckless nature of this attack the defender gains an attack of opportunity upon a character performing a furious charge; this is Casting a spell augmented with the Ghost Spell feat causes the spell to manifest in both the material plane and the ethereal plane. This causes it to affect all corporeal and incorporeal creatures in the area. A Ghost Spell uses up a spell slot one level higher than the spell's actual level. †You receive a +2 competence bonus to Diplomacy checks when dealing with intelligent, incorporeal undead. In addition, you can understand and communicate with such undead, regardless of what languages they spoke in life. †Choose one domain for which you have already chosen the Domain Focus feat. Add an additional + 1 to the spell save DC of the domain powers and domain spells you cast from the chosen domain. This bonus stacks with the bonus granted by the Domain Focus feat. You may also pray for spells that are on your domain list, bWhen you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score A grown spell has its area or number of targets affected increased by one-half. Spells with a personal effect or that target only a single creature are not affected. A grown spell uses up a spell slot two levels higher than the spell's actual level. †Select one Knowledge skill. You gain 1 bonus skill point to place in that Knowledge skill and an additional skill point every time you gain a level. In addition, add ½ your total class levels (minimum 1) to all Knowledge skill checks and you may make such checks untrained. This bonus is in addition to the +3 modifier that you reYou may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity resolves immediately before the charge attack is made. †

Move Action; may halt movement while flying and hover; once hovering, may fly in any direction (including straight down/up) at 1/2 spd regardless of maneuverability; if hovering when turn begins, may hover in place for the turn and take Full-Round Action; cannot make wing attacks while hovering but can attack w/ all When using the Deflect Arrows feat, you may deflect a number of ranged attacks per round equal to 1 + your Dexterity bonus. †In addition to the one attempt per round allowed by Mounted Combat, you may attempt to negate attacks made against your mount a number of additional times per round equal to your Dexterity bonus. With this feat, you may also attempt to negate attacks against your mount while flat-footed. †The empathic link between you and your companion extends for a number of extra miles equal to the creature's Wisdom modifier plus your Wisdom, Intelligence or Charisma modifier, whichever is greater. †While using your bardic music to countersong, you gain a +4 circumstance bonus to your Perform check †Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip combat maneuver as a free action against the same target. If the trip maneuver succeeds, your opponent is prone (but you don't gain a provoked attack of opportunity as you would with Greater Trip). If the trip maneuver fails bRather than being a small creature, your familiar is a medium-sized creature - either a medium-sized version of a small creature (such as a dire weasel) or a normally medium- sized creature (such as a wolf). The familiar has all of its normal abilities, except that it uses the abilities of the base creature or the abilities of a Information on the Leadership feat and the use of Cohorts and Followers in the Legends of the Shining Jewel Campaign may be found in the Legends of the Shining Jewel Campaign Guide, in both the feats section and Appendix III. †This feat allows some bardic song powers to continue after you stop performing them. Each round during which the power continues counts against twice the number of rounds per day of bardic performance. A bard may pick up (continue) a performance again after using this feat, at which point the subsequent rounds cost

On your action, before making attack rolls for a round, you may choose to subtract a number from a ranged attack roll with a thrown weapon and add the same number to the damage roll with the weapon. This number may not exceed your base attack bonus. This ability has no effect on projectile weapons (such as bowYou heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. †You get a +2 bonus on all Diplomacy checks and Sense Motive checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. †You may make an attack of opportunity when an opponent moves through your threatened area, even when the opponent has a feat, skill, or extraordinary ability that normally prevents this (e.g. a character with the Spring Attack feat moves through your threatened area). This does not provide you with an additional attacWhile openly wearing a token (a scarf, flower, minor piece of jewelry, or something of the sort) of a worthy aristocrat or noble whose romantic favor you've won, you gain a bonus to your ability to resist the enchantments of others. You may add a morale bonus equal to your Charisma bonus to any saving throw vs. enOn your action, you may choose to hold one or more of your normal attacks until an opponent attacks. The opponent rolls his attack normally to determine if he hits. If he succeeds, you may then make an opposed attack roll against a DC equal to your opponent's final attack result. If you succeed, you have parried the blYou gain a + 10 racial bonus on Disguise checks made to appear human. †A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere prYou gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exception of the familiar's special abilities. Instead of receiving a special ability based on the creature type of the familiar, all Bardic familiars grant a +3 bonus to Perform checks. The familiar's abilities If you deal enough damage to an opponent with a ranged weapon attack to make it drop (by damaging it to below 0 hit points), the attack can pass through that opponent, possibly striking another creature behind it. The second creature must be directly behind the foe you downed along a straight line between you and tYou gain a +1 bonus to all Bluff, Diplomacy and Sense Motive skill checks due to your ability to recognize and reciprocate gossip, rumors and political dealings. †Your penalty to attack rolls and AC when fighting in melee while prone is reduced to -2. While you are prone, your melee attacks ignore any shield bonuses to the AC of your target. †When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This eOnce per round on your turn, you can sheathe or holster your weapon, or put away a held item, as a free action that does not provoke attacks of opportunity. Once per round on your turn, you may attempt a Reflex save (DC 15) to retrieve a weapon or item from the ground without provoking an attack of opportunity, as long as thFree Action (no AoO); 3/day (unless ability is normally usable less frequently); use single spell-like ability with caster level -4 or lower and casting time of 1 full round or lessYou naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit poinYou may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level. †

A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is withWhen an opponent attempts to disarm you or sunder your weapon, you get a +2 bonus to your opposed attack roll. This bonus never applies when you are attempting to initiate an attack against your opponent, or to any attacks of opportunity you make. This bonus stacks with whatever bonuses you receive to your oppHalf of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divineAll Knowledge skills are class skills for you. †You may sculpt a runic item of any spell you know. Runic items are small pieces of wood, metal, or stone, onto which you are able to carve, sculpt, or otherwise scribe spells. Runic items are activated exactly as if they were scrolls and use all of the same rules and restrictions. The creation times, gold piece costs, and You can choose to have your ability to channel energy affect shapechangers of your chosen shapechanger subtype as if they were undead. You must make this choice each time you use your ability to channel energy. This ability does not cause shapechangers to flee or fall under your command. †Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover. †You get a +2 bonus on all Acrobatics checks and a +2 bonus to one Perform skill specialty. The Perform skill specialty must be chosen at the time this feat is chosen and may not be changed. If you have 10 or more ranks in Acrobatics or the chosen Perform skill specialty, the bonus increases to +4 for that skill. †You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exception of the familiar's special abilities. Instead of receiving a special ability based on the creature type of the familiar, all Sorcerer familiars grant a +3 bonus to Spellcraft checks. The familiar's abil

Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics magic transparency rule. †

Whenever you are subject to a power from the telepathy discipline (regardless o whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics magic transparency rule. †

Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/ . In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics magic transparency rule. †

When you use the attack action or full attack action in melee, you can take a penalty of 4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn. †

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You cast spells in such a way that the visual and auditory effects appear very different from the standard. For example, a wizard who has the Spell Theatrics feat could choose to cast his spells to include the effect of "whispering shadows." This does not allow you to use this feat to duplicate the effects of any existing spellWhen you are adjacent to a character (PC or NPC) to whom you have sworn allegiance, or to a character or creature who's HD are equal to 75% or less of your own, you may take a swift action to effectively shield them with your own body until your next turn, taking damage meant for them. You are denied your Dexterity bonus whWhen employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level. The altered spell works normally in all respects except the type of damage dealt. When using a normal weapon to inflict only subdual damage, the normal -4 attack penalty is reduced to -2. †When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for the Combat Expertise feat. †Benefit: The level differential between you and your Cohort is reduced by 1. Even with this feat the level differential may not be reduced to less than 1. Furthermore, due to your exceptional example, you attract a second Cohort whose level differential with the primary Cohort is three times the level differential between You can follow tracks at your normal speed without suffering the usual -5 penalty to your Survival check. If you are willing to accept a -10 penalty to your Survival check, you can follow tracks at twice your normal speed. If you also have the Swift Tracker ability you may follow tracks at twice your normal speed without penYour intimate knowledge of the city landscape and inhabitants allows you to take the path of least resistance, granting you a 20% increase to your local and overland movement rate within the community. Your tactical movement rate is unaffected. You also reduce the time needed for a Diplomacy check to gather information byMay choose vermin of any size you could normally take as your animal companion † When you wild shape, you may take the form of a vermin. This vermin can be of any size that you could normally take as an animal. †gain +2 bonus on Perception checks and Initiative checks. If you have 10 or more ranks in Perception, the bonus increases to +4 for that skill. †Free Action; 1/rnd, turn up to 180° regardless of maneuverability in addition to any other turns you are normally allowed, but consumes 10' of flying movement; cannot gain altitude but can dive

Know extra 1st level Conjuration spell; may cast 1 extra Conjuration spell per spell level per day (wizards must prepare in advance; stacks w/ Conjuration specialist bonus spells) †casting time for summoning spells improves to Standard Action †gain +2 bonus to Perform (act, dance, oratory or sing); may use bardic performance class 2 extra rnds/day †gain a +1 bonus to Perform (act, dance, oratory or sing); DC to resist bardic performance abilities increases by +1 †Know extra 1st level Divination spell; may cast 1 extra Divination spell per spell level per day (wizards must prepare in advance; stacks w/ Divination specialist bonus spells) †gain Uncanny Dodge ability; DC to resist Divination spells increases by +1 †gain a +2 bonus to any 1 Knowledge skill and any 1 Perform skill †gain +2 bonus to Knowledge (Arcana) and Spellcraft checks †gain +2 bonus to Perform (act, comedy, or oratory); may use bardic performance class 2 extra rnds/day †gain a +1 bonus to Perform (act, comedy, or oratory); DC to resist bardic performance abilities increases by +1 †gain +2 bonus to Perform (keyboard, percussion, string, or wind)); may use bardic performance class 2 extra rnds/day †gain a +1 bonus to Perform (keyboard, percussion, string, or wind); DC to resist bardic performance abilities increases by +1 †Know extra 1st level Illusion spell; may cast 1 extra Illusion spell per spell level per day (wizards must prepare in advance; stacks w/ Illusion specialist bonus spells) †DC to resist Illusion spells increases by +2; may use minor image as spell-like ability 1/day †Know extra 1st level Enchantment spell; may cast 1 extra Enchantment spell per spell level per day (wizards must prepare in advance; stacks w/ Enchantment specialist bonus spells) †DC to resist Enchantment spells and spell-like abilities increases by +2; may use charm person as spell-like ability 1/day †Know extra 1st level Necromancy spell; may cast 1 extra Necromancy spell per spell level per day (wizards must prepare in advance; stacks w/ Necromancy specialist bonus spells) †DC to resist Necromancy spells increases by +2; gain +2 bonus to saves vs. Necromancy spells †Know extra 1st level Evocation spell; may cast 1 extra Evocation spell per spell level per day (wizards must prepare in advance; stacks w/ Evocation specialist bonus spells) †DC to resist Evocation spells increases by +2; add primary ability bonus to Evocation spell dmg done by your Evocation spells (only applies on 1 missile/ray if more than one is available and on 1st rnd of mulit-rnd spells); stacks w/ Intense Spells dmg bonus if applicable †Know extra 1st level Abjuration spell; may cast 1 extra Abjuration spell per spell level per day (wizards must prepare in advance; stacks w/ Abjuration specialist bonus spells) †Armor, Shield or Deflection bonus provided by Abjuration spells increases by +1; duration of Abjuration spells increase by 1 rnd (if concentration is required, spell’s effects last for 1 full round after concentration ceases) †Know extra 1st level Transmutation spell; may cast 1 extra Transmutation spell per spell level per day (wizards must prepare in advance; stacks w/ Transmutation specialist bonus spells) †DC to resist Transmutation spells increases by +1; duration extends by a number of rounds equal to half your caster level for Transmutation spells cast upon yourself †Clockwork familiar’s HD improve to 2d10 (reroll for new HP total); clockwork familiar’s Hardness increases to 10 †Clockwork familiar’s HD improve to 4d10 (roll 2d10 and add to HP total); clockwork familiar’s land speed increases by 10' †Clockwork familiar’s HD improve to 6d10 (roll 2d10 and add to HP total); clockwork familiar gains 2 skill points to be placed in skills the familiar already has †clockwork familiar’s Hardness increases to 15; all speeds increase by 5' †clockwork familiar’s Hardness increases to 20; speed decreases by 10' (min 5') †

gain +2 Divine bonus to saves vs. enchantment spells/effects †gain +2 Divine bonus to Acrobatics and Initiative †1/day, gain +5 Divine bonus on any 1 skill check, ability check, or save (may use after rolling but must announce intent before GM announces results); may alternately grant bonus to 1 companion w/in hearing or vision range †use Cha mod instead of Wis mod to determine saves DC †gain +2 Divine bonus to any 2 Craft or Profession skills associated with working stone, gems or metal †select specific type of favored enemy; critical threats vs. this type automatically confirm †may use fireshape as spell-like ability 1/day (caster level is 1/2 character level, min 1). †gain +2 Divine bonus on Heal checks; never suffer penalty to Heal checks w/out healer’s kit †gain +2 Divine bonus to any 2 Perform skills †gain +2 Divine bonus to Handle Animal and Perform (Oratory) †

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gain +5 bonus to Handle Animal and Ride checks concerning horses, ponies, mules and donkeys; animals of these types that you ride gain +5 bonus to all Acrobatics checks †gain +2 Divine bonus to Handle Animal and Knowledge (Nature); Knowledge (Nature) is a class skill †Knowledge (Religion) is a class skill; may prepare 2 orisons/day from the cleric spell list (or druid spell list for nature deity) and cast each a number of times/day equal to Wis modifier (caster level is 1/2 character level, min 1; DC is 10 + Wis modifier) †gain +2 Divine bonus to any 2 Craft skills or Profession skills that involve crafting or creating †3/day, Channel Energy heals/deals max HP dmg (save DC to halve dmg is unmodified) †2/day, Lay on Hands heals/deals max HP dmg †gain immunity to all non-magical fear effects and +2 Divine bonus to saves vs. magical fear effects or spells that cause madness/insanity †gain Scent (Ex) abilitygain +2 Divine bonus to Bluff, Diplomacy, Disable Device, or Stealth while committing or fleeing from violent crime †gain +2 Divine bonus to any 2 of the following: Craft (Sails), Craft (Rope), Knowledge (Nature), Perception, Profession (Sailor), or Profession (Shipwright) †1/week, enter dream-state that allows communication w/ your deity and his/her servants as commune with nature spell †gain proficiency w/ bastard sword, falchion, greatsword, longsword, or short sword; when using chosen sword type, gain +1 Divine bonus to all attacks and add 1/2 character level (min 1) to CMD vs. attempts to disarm †Knowledge (Religion) is a class skill; gain +2 bonus to Knowledge (Religion) checks (clerics and paladins receive +3) †3/day, gain +2 Divine bonus to any Charisma-based skill check †3/day, gain +2 Divine bonus to Bluff, Disable Device, Disguise, Escape Artist, Sleight of Hand or Stealth1/day, reroll any 1 failed save, skill check, ability check, or attack roll (must accept results of 2nd roll, even if worse)gain +2 Divine bonus to CMB and to any Knowledge skill checks made while planning for battle or war †gain +3 Divine bonus to 1 Craft skill that involves weapons, armor or other implements of war †gain +2 Divine bonus to any 2 Knowledge skills †retain ability to speak while in animal form and may still communicate w/ animals of the appropriate type †

Full-attack action w/ 2-handed melee weapon adds x3 Strength bonus to dmg of 1st attackStandard Action; single melee attack (at –5 penalty) w/ 2-handed weapon crits if it hits; special weapon abilities that activate only on a crit (e.g. vorpal and flaming burst) do not activateStandard Action; single melee attack w/ 2-handed weapon adds x2 Strength bonus to damage roll (instead of x1.5)

List_Feats_Wizard_AllEmpower SpellEnlarge SpellExtend SpellHeighten SpellMaximize SpellQuicken SpellSilent SpellStill SpellThanatopic SpellThrenodic SpellWiden SpellBrew PotionCraft Magic Arms and ArmorCraft RodCraft StaffCraft WandCraft Wondrous ItemForge RingInscribe Rune

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Scribe ScrollSpell Mastery ISpell Mastery IISpell Mastery IIIList_Feats_Wizard_CoreEmpower SpellEnlarge SpellExtend SpellHeighten SpellMaximize SpellQuicken SpellSilent SpellStill SpellWiden SpellBrew PotionCraft Magic Arms and ArmorCraft RodCraft StaffCraft WandCraft Wondrous ItemForge RingScribe ScrollSpell Mastery ISpell Mastery IISpell Mastery III

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Taken Benefit

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List_Feats_ShamanAlertnessAnimal AffinityDeceitfulEnduranceDiehardFleetGreat FortitudeGreat Fortitude, ImprovedIntimidating ProwessIron WillIron Will, ImprovedLeadershipLightning ReflexesLightning Reflexes, ImprovedPersuasiveSelf-SufficientSpell PenetrationSpell Penetration, Greater

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Normal

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You select only a single favored class, from those for which your race normally has an affinity.

Only undead are healed when you channel negative energy and you cannot choose who you heal when you channel positive energy. You cannot choose who is harmed when you channel negative energy and only undead are harmed when you channel positive energy.

You add a +2 circumstance bonus to your friend's AC or attack roll.

Everyone within 30 ft. of the bard may use the bard's Perform skill check in place of their saving throw against sonic or language- dependent magical effects.

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Administering a potion to an unconscious person is a full-round action. Use of the Heal skill in combat or administering a potion to an unconscious character provokes attacks of opportunity. Sea elves can normally spend only 2 hours per Constitution point out of water before making Fortitude saves to avoid temporary Strength and Constitution loss. Without this feat, you can run or charge only in a straight line.

When performing a charge action, add your Strength modifier, or 1.5 x your Strength modifier if you are using a two-handed weapon, to the damage of a successful melee attack

You only get an attack of opportunity against a character that exits a square you threaten.

You may use the Deflect Arrows feat only once per round. You may only use the Mounted Combat feat once per round and may not use the Mounted Combat feat while flatfooted. The empathic link between creature and master extends for only one mile.

If the trip maneuver fails by 10 or more, you are knocked prone instead.

You heal ability damage and ability burn damage at a rate of 1 point per day.

A prone character has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). He gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

Putting away a weapon or object is normally a move-equivalent action and provokes attacks of opportunity.

Cover normally gives a +4 bonus to AC.

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The level differential between a Leader and Cohort is determined solely by the Leader's unmodified Charisma ability. A Leader may only have one Cohort at any given time.

A character without this feat can use Diplomacy to gather information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.

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Special

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You may only gain this feat at 1st level.

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You can gain this feat multiple times. Each time you take the feat, it applies to a new class. You may not use abilities or class features which rely on your true identity, such as a noble's sphere of influence ability, while assuming this identity. Skill modifiers which are dependent upon your true identity, such as Lifestyle or citizenship modifiers, do not apply to this identity unless it's history also includes the same LYou cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). You may take this feat more than once. Each time you take it, it applies to a different type of armor (light, medium, or heavy).

This feat is usable once per day.

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You may take this feat more than once. Each time it applies to a different descriptor. Note: Player characters in the Legends of the Shining Jewel campaign may not learn or use spells with the "evil" descriptor.

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain. The effects of this feat stack with those from Spell Focus and Greater Spell Focus.

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You can gain this feat multiple times. Each time the feat applies to a different type of energy.

You may only take this feat as a 1st-level character. You cannot take or use this feat if you have the ability to use psionic powers (if you have a power point reserve or psi-like abilities).

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain for which you have already chosen the Domain Focus feat. The effects of this feat stack with those from Spell Focus and Greater Spell Focus.

If the PC also possesses the Bardic Knowledge class ability, this feat applies to a different Knowledge skill. You may take this feat multiple times equal to your Intelligence modifier. Each time it applies to a different Knowledge skill. You do not re-add ½ your total class levels.

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Notable named NPCs of the Legends of the Shining Jewel campaign cannot accept a PC's affections without approval from the campaign staff.

Nobles and aristocrats may select this feat a number of times equal to 1 + their natural (unmodified) Charisma bonus (if positive). Non- nobles and non-aristocrats may only select this feat once. A fighter may select this feat as one of his fighter bonus feats. You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new shapechanger subtype. A fighter may select Sharp-Shooting as one of his bonus feats.

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A fighter may select this feat as one of his bonus feats.

This feat may be taken twice to reduce the modifier for subdual attacks to -0. You cannot take this feat more than twice.

In the Legends of the Shining Jewel Campaign you must spend ten (10) TUs attuning yourself to the community that you are in before gaining the benefits of this feat. You may only be attuned to a single community at any time. If you move to a new location you must attune yourself to the new community by spending anot

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Source Manual Row Number (used to rebuild sorts) Feat Logic Text DODGESkill Focus [Stealth]CoFeats_Known

2 PFRPG 3 Additional Feat Data PFRPG 4 ↓ PFRPG 5 PFRPG 6 PFRPG 7 Chaotic PFRPG 8 Evil PFRPG 9 Good PFRPG 10 Lawful PFRPG 11 PFRPG 12 PFRPG 13 PFRPG 14 Arcane_Strike_Dmg PFRPG 15 PFRPG 16 PFRPG 17 PFRPG 18 PFRPG 19 DODGESkill Focus [Stealth]Combat ExpertiseImproved FeintMobilitySpring AttackVital StrikeImproved Critical [select weapon]Select Weapon PFRPG 20 PFRPG 21 PFRPG 22 PFRPG 23PFRPG 24PFRPG 25PFRPG 26PFRPG 27 Combat_Expertise_PenaltyPFRPG 28PFRPG 29PFRPG 30PFRPG 31PFRPG 32PFRPG 33 Deadly_Aim_PenaltyPFRPG 34PFRPG 35PFRPG 36PFRPG 37PFRPG 38PFRPG 39PFRPG 40PFRPG 41PFRPG 42PFRPG 43PFRPG 44 AirPFRPG 45 EarthPFRPG 46 FirePFRPG 47 WaterPFRPG 48PFRPG 49PFRPG 50PFRPG 51PFRPG 52

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor

- Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turn

- DODGE: +1 Dodge bonus to AC

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PFRPG 53PFRPG 54PFRPG 55PFRPG 56PFRPG 57PFRPG 58PFRPG 59PFRPG 60PFRPG 61 BlindedPFRPG 62 CursedPFRPG 63 DazedPFRPG 64 DeafenedPFRPG 65 DiseasedPFRPG 66 ExhaustedPFRPG 67 FatiguedPFRPG 68 FrightenedPFRPG 69 NauseatedPFRPG 70 ParalyzedPFRPG 71 PoisonedPFRPG 72 ShakenPFRPG 73 SickenedPFRPG 74 StaggeredPFRPG 75 StunnedPFRPG 76PFRPG 77PFRPG 78PFRPG 79PFRPG 80PFRPG 81PFRPG 82PFRPG 83PFRPG 84PFRPG 85PFRPG 86PFRPG 87PFRPG 88PFRPG 89PFRPG 90PFRPG 91PFRPG 92PFRPG 93PFRPG 94PFRPG 95PFRPG 96PFRPG 97PFRPG 98PFRPG 99PFRPG 100PFRPG 101PFRPG 102PFRPG 103PFRPG 104PFRPG 105

- Improved Critical [select weapon]: Double the threat range of a

- Improved Critical [select weapon]: Double the threat range of a

- Improved Feint: Move Action; make a Bluff check to feint in combat

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PFRPG 106PFRPG 107PFRPG 108PFRPG 109PFRPG 110PFRPG 111PFRPG 112PFRPG 113PFRPG 114PFRPG 115PFRPG 116PFRPG 117PFRPG 118PFRPG 119PFRPG 120PFRPG 121PFRPG 122PFRPG 123PFRPG 124PFRPG 125PFRPG 126PFRPG 127PFRPG 128PFRPG 129PFRPG 130PFRPG 131PFRPG 132PFRPG 133PFRPG 134PFRPG 135PFRPG 136PFRPG 137PFRPG 138PFRPG 139PFRPG 140PFRPG 141PFRPG 142PFRPG 143 Power_Attack_PenaltyPFRPG 144PFRPG 145PFRPG 146PFRPG 147PFRPG 148PFRPG 149PFRPG 150PFRPG 151PFRPG 152PFRPG 153PFRPG 154PFRPG 155PFRPG 156PFRPG 157PFRPG 158

- Mobility: +4 AC vs. AoO from movement (unless you lose your Dex mod to AC)

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PFRPG 159PFRPG 160PFRPG 161PFRPG 162PFRPG 163PFRPG 164PFRPG 165PFRPG 166PFRPG 167PFRPG 168PFRPG 169PFRPG 170PFRPG 171PFRPG 172PFRPG 173PFRPG 174PFRPG 175PFRPG 176PFRPG 177PFRPG 178PFRPG 179PFRPG 180PFRPG 181PFRPG 182PFRPG 183PFRPG 184PFRPG 185PFRPG 186PFRPG 187PFRPG 188PFRPG 189PFRPG 190PFRPG 191PFRPG 192PFRPG 193PFRPG 194PFRPG 195PFRPG 196PFRPG 197PFRPG 198PFRPG 199PFRPG 200PFRPG 201PFRPG 202PFRPG 203PFRPG 204PFRPG 205PFRPG 206PFRPG 207PFRPG 208PFRPG 209PFRPG 210PFRPG 211

- Skill Focus [Stealth]: +3 bonus on Stealth checks

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PFRPG 212PFRPG 213PFRPG 214PFRPG 215PFRPG 216PFRPG 217 AbjurationPFRPG 218 ConjurationPFRPG 219 DivinationPFRPG 220 EnchantmentPFRPG 221 EvocationPFRPG 222 IllusionPFRPG 223 NecromancyPFRPG 224 TransmutationPFRPG 225 AbjurationPFRPG 226 ConjurationPFRPG 227 DivinationPFRPG 228 EnchantmentPFRPG 229 EvocationPFRPG 230 IllusionPFRPG 231 NecromancyPFRPG 232 TransmutationPFRPG 233PFRPG 234PFRPG 235PFRPG 236PFRPG 237PFRPG 238PFRPG 239PFRPG 240PFRPG 241PFRPG 242PFRPG 243PFRPG 244PFRPG 245PFRPG 246PFRPG 247PFRPG 248PFRPG 249PFRPG 250 HP_ToughnessPFRPG 251PFRPG 252PFRPG 253PFRPG 254PFRPG 255PFRPG 256PFRPG 257PFRPG 258PFRPG 259PFRPG 260PFRPG 261PFRPG 262PFRPG 263PFRPG 264

- Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn

- Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

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PFRPG 265PFRPG 266PFRPG 267PFRPG 268PFRPG 269PFRPG 270PFRPG 271PFRPG 272PFRPG 273

274275

PFRPG 276PFRPG 277

278PFRPG 279

280PFRPG 281PFRPG 282PFRPG 283PFRPG 284PFRPG 285PFRPG 286PFRPG 287

288PFRPG 289PFRPG 290PFRPG 291PFRPG 292PFRPG 293PFRPG 294PFRPG 295PFRPG 296PFRPG 297

298299300301302303304305306 Improved_NA307308309310311312313 Feat_Snatch_Size314315316317

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318319320321

APG-B 322APG-B 323APG-B 324APG-B 325APG-B 326APG-B 327APG-B 328APG-B 329APG-B 330APG-B 331APG-B 332

333SDPG 334LoF4 335LoF4 335PCCS 336LoFPG 337PCCS 338PCCS 339PCCS 340C-EoD 341PCCS 342PCCS 343PCCS 344RotRLPG 345OLoP 346PCCS 347PCCS 348SoS 349DoG 350CHR 351CotCT1 352PCCS 353A-SoL 354RotRLPG 355RotRLPG 356RotRLPG 357CHR 358CTR 359OLoP 360C-EoD 361C-EoD 362C-EoD 363C-EoD 364CoG 365PCCS 366RotRLPG 367PCCS 368DoG 369

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PCCS 370PCCS 371PCCS 372QGttE 373PCCS 374PCCS 375A-SoL 376SoS 377DoG 378DR 379DR 380A-SoL 381A-SoL 382A-SoL 383CoG 384PCCS 385AA 386AA 387AA 388AA 389AA 390T-EoG 391PCCS 392PCCS 393CoT 1 394CoT 1 395PCCS 396LoFPG 397PCCS 398PCCS 399PCCS 400SoS 401GoD 402C-EoD 403C-EoD 404T-EoG 405CMR 406LoFPG 407PCCS 408PCCS 409PCCS 410LoFPG 411PCCS 412PCCS 413C-EoD 414C-EoD 415PCCS 416PCCS 417PCCS 418LoFPG 419OLoP 420C-EoD 421C-EoD 422

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PCCS 423 CharismaPCCS 424 ConstitutionPCCS 425 DexterityPCCS 426 IntelligencePCCS 427 StrengthPCCS 428 WisdomLoFPG 429CMR 430DDR 431CoG 432RotRL5 433CTR 434CoT 6 435CoT 2 436CoG 437DM-AGtK 438PCCS 439RotRL1 440RotRLPG 441OLoP 442DM-AGtK 443PCCS 444CoG 445

446T-EoG 447CMR 448PCCS 449CoT 1 450CoG 451PCCS 452CMR 453PCCS 454PCCS 455PCCS 456PCCS 457PCCS 458PCCS 459PCCS 460DR 461PCCS 462DDR 463DDR 464OLoP 465C-EoD 466PCCS 467CoT 4 468CoT 4 469CoT 4 470PCCS 471CMR 472LoFPG 473OLoP 474PCCS 475

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PCCS 476GtK 477LoFPG 478CMR 479PCCS 480PCCS 481PCCS 482PCCS 483PCCS 484PCCS 485PCCS 486OLoP 487PCCS 488DDR 489CotCTPG 490PCCS 491DDR 492DoG 493GoD 494AA 495T-EoG 496PCCS 497CMR 498PCCS 499PCCS 500AA 501DoG 502PCCS 503DDR 504PCCS 505DDR 506GtDV 507DDR 508PCCS 509OLoP 510T-EoG 511T-EoG 512T-EoG 513PCCS 514A-SoL 515PCCS 516OLoP 517OLoP 518CotCT4 519PCCS 520PCCS 521PCCS 522PCCS 523PCCS 524PCCS 525PCCS 526GttRK 527PCCS 528

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T-EoG 529PCCS 530PCCS 531PCCS 532PCCS 533PCCS 534PCCS 535PCCS 536PCCS 537PCCS 538PCCS 539PCCS 540PCCS 541CHR 542CHR 543CHR 544CoG 545

546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581

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582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634

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635636637638639640641642643644645646647648649650651652653654655656657658659

LSJ 660LSJ 661LSJ 662LSJ 663LSJ 664LSJ 665LSJ 666LSJ 667LSJ 668LSJ 669LSJ 670LSJ 671LSJ 672LSJ 673LSJ 674LSJ 675LSJ 676LSJ 677LSJ 678LSJ 679LSJ 680LSJ 681LSJ 682LSJ 683LSJ 684LSJ 685LSJ 686LSJ 687

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LSJ 688LSJ 689LSJ 690LSJ 691LSJ 692LSJ 693LSJ 694LSJ 695LSJ 696LSJ 697LSJ 698LSJ 699LSJ 700LSJ 701LSJ 702LSJ 703LSJ 704LSJ 705LSJ 706LSJ 707LSJ 708LSJ 709LSJ 710LSJ 711LSJ 712LSJ 713LSJ 714LSJ 715LSJ 716LSJ 717LSJ 718LSJ 719LSJ 720LSJ 721LSJ 722LSJ 723LSJ 724LSJ 725LSJ 726LSJ 727LSJ 728LSJ 729LSJ 730LSJ 731LSJ 732LSJ 733LSJ 734LSJ 735LSJ 736LSJ 737LSJ 738LSJ 739LSJ 740

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LSJ 741LSJ 742LSJ 743LSJ 744LSJ 745LSJ 746LSJ 747LSJ 748LSJ 749LSJ 750LSJ 751LSJ 752

753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793

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794795796797798799800801802803804805806807808809810811812813814815816817818819820

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Feats_Summary Concatenate - 100 Concatenate - 200

Skill Focus [Stealth]

0

DODGESkill Focus [Stealth]Combat ExpertiseImproved FeintMobilitySpring AttackVital StrikeImproved Critical [select weapon]Select Weapon

-3 Combat_Expertise_Bonus 3

0 Deadly_Aim_Dmg 0

- Improved Critical [select weapon]: Double the threat range of a - Improved Critical [select weapon]: Double the threat range of a - Improved Feint: Move Action; make a Bluff check to feint in combat

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor- Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turn

- Improved Critical [select weapon]: Double the threat range of a - Improved Critical [select weapon]: Double the threat range of a - Improved Feint: Move Action; make a Bluff check to feint in combat

- Skill Focus [Stealth]: +3 bonus on Stealth checks- Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor

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- Improved Critical [select weapon]: Double the threat range of a

- Improved Critical [select weapon]: Double the threat range of a

- Improved Feint: Move Action; make a Bluff check to feint in combat

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0 Power_Attack_Dmg_Std 0 Power_Attack_Dmg_Max

- Mobility: +4 AC vs. AoO from movement (unless you lose your Dex mod to AC)

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- Skill Focus [Stealth]: +3 bonus on Stealth checks

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0

- Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn

- Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

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0

0 Feat_Snatch_Squeeze 0

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0 0 0AC_Aldori_Dueling_Mastery

6000 2500 3000 -10000

0 0 0AC_Cornugon_Shield

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6000 2500 3000 -10000

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Adamantine #NAME?Cold IronSilverMagicLawfulEpic

0 0 0

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AbjurationConjurationEnchantmentEvocationIllusionNecromancyTransmutation

Page 164: PRPG_CS_v_0_9_2

Concatenate - 300 Concatenate - 400 Concatenate - 500 Concatenate - 600 Concatenate - 7003467

12171819222427282931343738

DODGESkill Focus [Stealth]Combat ExpertiseImproved FeintMobilitySpring AttackVital StrikeImproved Critical [select weapon]Select Weapon 40434950525354848993

100101102103

0 104106108112113115116118119122123125126127128130134141143144

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147148149150153156161165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210

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211212213214215216218219220221222223224225234235236237241244245249251255261264265266267277278279289290291292293

0 Power_Attack_Dmg_Min 0 294295296297298299310311312322324325326327328329

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330332333334335336339344347349352355356357358359367368369372377378383384385386388389390391392395399401403409410411412413420421425426427428429430431437440441443

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444447451456457458459460461462475488493495498503505512513515517518522523524525526527528529548636661663666667677679681683684695698699702703705709713715720721726

- Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn

- Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

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727730732733734735736737741743746747753755785786787788790792793794795797798799802803804805807808809810811812813814816819

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CombatConcatenate - 800 Concatenate - 900

*** PRPG - General ***6

Agile Maneuvers 13Alertness 6 14Animal Affinity 15Armor Proficiency, Light 16Armor Proficiency, Medium 17Athletic 18Blind-Fight 21Catch Off-Guard 22Combat Casting 13 23Combat Expertise 14 24Combat Reflexes 15 25Critical Focus 16 26Deadly Aim 17 28Deceitful 18 29Defensive Combat Training 31Deft Hands 32DODGE 21 33Endurance 22 34Eschew Materials 23 35Exotic Weapon Proficiency [select weapon] 24 36Exotic Weapon Proficiency [select weapon] 25 38Exotic Weapon Proficiency [select weapon] 26 39Fleet I 42Great Fortitude 28 43Greater Feint 29 44Improved Counterspell 51Improved Critical [select weapon] 31 52Improved Critical [Rapier] 32 53Improved Critical [select weapon] 33 54Improved Disarm 34 83Improved Feint 35 87Improved Initiative 36 88Improved Trip 91Improved Unarmed Strike 38 92Intimidating Prowess 39 93Iron Will 94Leadership 95Lightning Reflexes 42 96Lunge 43 97Magical Aptitude 44 98Martial Weapon Proficiency [select weapon] 101Martial Weapon Proficiency [select weapon] 102Martial Weapon Proficiency [select weapon] 103Master Craftsman 104Mobility 106Nimble Moves 107Persuasive 51 108Point-Blank Shot 52 109Power Attack 53 110

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Quick Draw 54 111Rapid Reload [hand] 112Rapid Reload [light] 113Rapid Reload [heavy] 114RUN 115Self-Sufficient 121Shield Proficiency 122Simple Weapon Proficiency 124Skill Focus [Acrobatics] 125Skill Focus [Appraise] 126Skill Focus [Bluff] 127Skill Focus [Climb] 129Skill Focus [Craft (untrained)] 130Skill Focus [Craft ()] 131Skill Focus [Craft ()] 132Skill Focus [Diplomacy] 135Skill Focus [Disable Device] 136Skill Focus [Disguise] 137Skill Focus [Escape Artist] 138Skill Focus [Fly] 139Skill Focus [Handle Animal] 140Skill Focus [Heal] 142Skill Focus [Intimidate] 143Skill Focus [Knowledge (arcana)] 144Skill Focus [Knowledge (dungeoneering)] 145Skill Focus [Knowledge (engineering)] 146Skill Focus [Knowledge (geography)] 147Skill Focus [Knowledge (history)] 148Skill Focus [Knowledge (local)] 149Skill Focus [Knowledge (nature)] 83 150Skill Focus [Knowledge (nobility)] 151Skill Focus [Knowledge (planes)] 152Skill Focus [Knowledge (religion)] 154Skill Focus [Knowledge (spirits)] 87 157Skill Focus [Linguistics] 88 158Skill Focus [Perception] 159Skill Focus [Perform (act)] 160Skill Focus [Perform (comedy)] 91 161Skill Focus [Perform (dance)] 92 162Skill Focus [Perform (keyboard)] 93 163Skill Focus [Perform (oratory)] 94 164Skill Focus [Perform (percussion)] 95 165Skill Focus [Perform (string)] 96 217Skill Focus [Perform (wind)] 97 239Skill Focus [Perform (sing)] 98 240Skill Focus [Perform (untrained)] 241Skill Focus [Profession (untrained)] 242Skill Focus [Profession ()] 101 243Skill Focus [Profession ()] 102 245Skill Focus [Ride] 103 246Skill Focus [Sense Motive] 104 247Skill Focus [Sleight of Hand] 248Skill Focus [Spellcraft] 106 249

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Skill Focus [Stealth] 107 250Skill Focus [Survival] 108 252Skill Focus [Swim] 109 253Skill Focus [Use Magic Device] 110 255Skill Focus [] 111 256Skill Focus [] 112 257Spell Focus [Abjuration] 113 258Spell Focus [Conjuration] 114 259Spell Focus [Divination] 115 260Spell Focus [Enchantment] 261Spell Focus [Evocation] 262Spell Focus [Illusion] 263Spell Focus [Necromancy] 264Spell Focus [Transmutation] 265Spell Mastery I 121 266Spell Mastery III 122 267Spell Mastery III 268Spell Penetration 124 269Spring Attack 125 270Stealthy 126 271Step Up 127 272Throw Anything 273Toughness 129 274Two-Weapon Fighting 130 275Vital Strike 131 276Weapon Finesse 132 277Weapon Focus [select weapon] 278Weapon Focus [select weapon] 299Weapon Focus [select weapon] 135 311Whirlwind Attack 136 312Wind Stance 137 322*** PRPG - Item Creation *** 138 324*** PRPG - Metamagic *** 139 325Empower Spell 140 327Enlarge Spell 328Extend Spell 142 329Heighten Spell 143 330Maximize Spell 144 331Quicken Spell 145 333Silent Spell 146 334Still Spell 147 337Widen Spell 148 343*** PRPG - Monster *** 149 349Improved Natural Attack 150 352Multiattack 151 363Multiweapon Fighting 152 364*****APG Beta***** 365Coordinated Defense 154 366Coordinated Maneuvers 370Duck and Cover 371Lookout 157 375Outflank 158 380Paired Opportunists 159 387

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Precise Strike 160 388Shielded Caster 161 389Swap Places 162 390*****Golarion Campaign***** 163 391Additional Traits 164 392Advance Warning 165 405All Gnolls Must Die 406Berserker’s Cry I 416Big Game Hunter 417Blade Binder 423Bounding Hammer 434Careful Speaker 446Chainbreaker 453City Born [Korvosa] 468City Born [Magnimar] 489City Born [Riddleport] 495Corsair of Taldor 504Cosmopolitan 516Country Born 521Demon Hunter I 547Desperate Battler 636Devil’s Foe 637Eagle Knight Candidate [Golden Legion] 638Eagle Knight Candidate [Steel Falcons] 639Eagle Knight Candidate [Twilight Talons] 640Endure Pain (Zon-Kuthon’s Kiss) 641Equipment Trick [boots] 642Equipment Trick [cloak] 643Equipment Trick [rope] 644Equipment Trick [shield] 645Equipment Trick [heavy blade scabbard] 646Fey Foundling 647Flame-Tested Survivor 648Fortune Teller 649Friendly Switch 650Gifted Mesmerist 651Godless Healing I 652Godless Healing II 653Godless Healing III 654Graverisen 655Harrowed 656Healer’s Touch 657Hermean Blood (Charisma) 658Hermean Blood (Constitution) 659Hermean Blood (Dexterity) 660Hermean Blood (Intelligence) 661Hermean Blood (Strength) 662Hermean Blood (Wisdom) 663History of Scars 664Invested Magic 665Jackal Blood 666Katheer Scholar 667Lone Wolf 668

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Lost in the Crowd 669Master Delver 670Molthuni Discipline 671Noble Scion (Charthagnion) 672Noble Scion (Henderthane) 217 673Noble Scion (Jeggare) 674Noble Scion (Leroung) 675Noble Scion (Narikopolus) 676Noble Scion (Sarini) 677Noble Scion (Thrune) 678Relentless Butcher 679Secret Signs 680Shrewd Liason 681Sliding Axe Throw 682Sneaky Vagabond 683Splash Weapon Mastery 684Stoic 685Swarm Dodger 686Taldan Conscript 687Taldan Squire 688Talmandor’s Lifting 689Teleport Sense 690Totem Spirit (Axe Clan) 691Totem Spirit (Hawk Clan) 692Totem Spirit (Moon Clan) 693Totem Spirit (Skull Clan) 694Totem Spirit (Spire Clan) 239 695Totem Spirit (Sun Clan) 240 696Totem Spirit (Wind Clan) 241 697Touvette Defender 242 698*** Remarkable Races *** 243 699*** Rite Publishing *** 700*** LSJ Feats *** 245 701Additional Favored Class 246 702Armor Specialization 247 703Back-to-Back 248 704Closed Mind 249 705Combat Tutor 250 706Deadly Precision 707Descriptor Focus 252 708Diligent 253 709Fool's Fortune 710Ghost Spell 255 711Ghostspeaker 256 712Grow Spell 257 713Higher Education 258 714Hostile Mind 259 715Increased Empathy 260 716LSJ Leadership 261 717Mental Resistance 262 718Paramour 263 719Parry 264 720Political Intrigue 265 721

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Prone Combat 266 722LSJ Quicken Spell-Like Ability 267 723Reach Spell 268 724Reckless Offense 269 725Repeat Spell 270 726Retain 271 727Sacred Spell 272 728Scholar 273 729Showstopper 274 730Spell Theatrics 275 731Subduing Strike 276 732Superior Expertise 277 733Wary 278 734*** BoAM *** 735*** BoDM *** 736Blessing of the Elf-mother 737Cat-like Reflexes 738Déjà vu 739Dwarfather’s Boon 740Fireshaper 741The Gift of Healing 742Grace and Joy 743Grandfather’s Gift 744In Tune with Nature 745Lay Priest 746Master Craftsman 747Nightmarish Mind 748Nose of the Bear 749Random Acts of Violence 750A Sailor’s Life for Me 751Swords Master 752Temple Trained Priest 753Too Darn Cute 754Tricksy 299 755Uncanny Luck 756Warlord 757Warmachine 758Well-read 759*** PRPG Beta *** 760Overhand Chop 761NULL 762NULL 763NULL 764NULL 765NULL 766NULL 311 767NULL 312 768NULL 769NULL 770NULL 771NULL 772NULL 773NULL 774

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NULL 775NULL 776NULL 777NULL 322 778NULL 779NULL 324 780NULL 325 781NULL 782NULL 327 783NULL 328 784NULL 329 785NULL 330 786NULL 331 787NULL 788NULL 333 789NULL 334 790NULL 791NULL 792NULL 337 793NULL 794NULL 795NULL 796NULL 797NULL 798NULL 343 799NULL 800NULL 801NULL 802NULL 803NULL 804NULL 349 805NULL 806NULL 807NULL 352 808NULL 809NULL 810NULL 811NULL 812NULL 813NULL 814NULL 815NULL 816NULL 817NULL 818NULL 363 819NULL 364 820NULL 365 821NULL 366 ###NULL ###NULL ###NULL ###NULL 370 ###NULL 371 ###

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NULL ###NULL ###NULL ###NULL 375 ###NULL ###NULL ###NULL ###NULL ###NULL 380 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 387 ###NULL 388 ###NULL 389 ###NULL 390 ###NULL 391 ###NULL 392 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 405 ###NULL 406 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 416 ###NULL 417 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 423 ###NULL ###

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NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 434 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 446 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 453 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 468 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

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NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 489 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 495 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 504 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 516 ###NULL ###NULL ###NULL ###NULL ###NULL 521 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

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NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 547 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

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NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 636 ###

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NULL 637 ###NULL 638 ###NULL 639 ###NULL 640 ###NULL 641 ###NULL 642 ###NULL 643 ###NULL 644 ###NULL 645 ###NULL 646 ###NULL 647 ###NULL 648 ###NULL 649 ###NULL 650 ###NULL 651 ###NULL 652 ###NULL 653 ###NULL 654 ###NULL 655 ###NULL 656 ###NULL 657 ###NULL 658 ###NULL 659 ###NULL 660 ###NULL 661 ###NULL 662 ###NULL 663 ###NULL 664 ###NULL 665 ###NULL 666 ###NULL 667 ###NULL 668 ###NULL 669 ###NULL 670 ###NULL 671 ###NULL 672 ###NULL 673 ###NULL 674 ###NULL 675 ###NULL 676 ###NULL 677 ###NULL 678 ###NULL 679 ###NULL 680 ###NULL 681 ###NULL 682 ###NULL 683 ###NULL 684 ###NULL 685 ###NULL 686 ###NULL 687 ###NULL 688 ###NULL 689 ###

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NULL 690 ###NULL 691 ###NULL 692 ###NULL 693 ###NULL 694 ###NULL 695 ###NULL 696 ###NULL 697 ###NULL 698 ###NULL 699 ###NULL 700 ###NULL 701 ###NULL 702 ###NULL 703 ###NULL 704 ###NULL 705 ###NULL 706 ###NULL 707 ###NULL 708 ###NULL 709 ###NULL 710 ###NULL 711 ###NULL 712 ###NULL 713 ###NULL 714 ###NULL 715 ###NULL 716 ###NULL 717 ###NULL 718 ###NULL 719 ###NULL 720 ###NULL 721 ###NULL 722 ###NULL 723 ###NULL 724 ###NULL 725 ###NULL 726 ###NULL 727 ###NULL 728 ###NULL 729 ###NULL 730 ###NULL 731 ###NULL 732 ###NULL 733 ###NULL 734 ###NULL 735 ###NULL 736 ###NULL 737 ###NULL 738 ###NULL 739 ###NULL 740 ###NULL 741 ###NULL 742 ###

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NULL 743 ###NULL 744 ###NULL 745 ###NULL 746 ###NULL 747 ###NULL 748 ###NULL 749 ###NULL 750 ###NULL 751 ###NULL 752 ###NULL 753 ###NULL 754 ###NULL 755 ###NULL 756 ###NULL 757 ###NULL 758 ###NULL 759 ###NULL 760 ###NULL 761 ###NULL 762 ###NULL 763 ###NULL 764 ###NULL 765 ###NULL 766 ###NULL 767 ###NULL 768 ###NULL 769 ###NULL 770 ###NULL 771 ###NULL 772 ###NULL 773 ###NULL 774 ###NULL 775 ###NULL 776 ###NULL 777 ###NULL 778 ###NULL 779 ###NULL 780 ###NULL 781 ###NULL 782 ###NULL 783 ###NULL 784 ###NULL 785 ###NULL 786 ###NULL 787 ###NULL 788 ###NULL 789 ###NULL 790 ###NULL 791 ###NULL 792 ###NULL 793 ###NULL 794 ###NULL 795 ###

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NULL 796 ###NULL 797 ###NULL 798 ###NULL 799 ###NULL 800 ###NULL 801 ###NULL 802 ###NULL 803 ###NULL 804 ###NULL 805 ###NULL 806 ###NULL 807 ###NULL 808 ###NULL 809 ###NULL 810 ###NULL 811 ###NULL 812 ###NULL 813 ###NULL 814 ###NULL 815 ###NULL 816 ###NULL 817 ###NULL 818 ###NULL 819 ###NULL 820 ###NULL 821 ###List_Feats_Qualified

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CriticalConcatenate - 900

*** PRPG - General *** 21 Bleeding CriticalAgile Maneuvers 23 Blinding CriticalArcane Armor Mastery 36 Deafening CriticalArcane Armor Training 164 Sickening CriticalArcane Strike 242 Staggering CriticalArmor Proficiency, Heavy 247 Stunning CriticalArmor Proficiency, Light 250 Tiring CriticalArmor Proficiency, Medium ### NULLBleeding Critical ### NULLBlind-Fight ### NULLBlinding Critical ### NULLCatch Off-Guard ### NULLChannel Smite ### NULLCleave ### NULLCombat Expertise ### NULLCombat Reflexes ### NULLCritical Focus ### NULLCritical Mastery ### NULLDazzling Display 21 ### NULLDeadly Aim ### NULLDeadly Stroke 23 ### NULLDeafening Critical ### NULLDefensive Combat Training ### NULLDeflect Arrows ### NULLDisruptive ### NULLDODGE ### NULLDouble Slice ### NULLExhausting Critical ### NULLExotic Weapon Proficiency [select weapon] ### NULLExotic Weapon Proficiency [select weapon] ### NULLExotic Weapon Proficiency [select weapon] ### NULLFar Shot ### NULLGorgon's Fist ### NULLGreat Cleave 36 ### NULLGreater Bull Rush ### NULLGreater Disarm ### NULLGreater Feint ### NULLGreater Grapple ### NULLGreater Overrun ### NULLGreater Sunder ### NULLGreater Trip ### NULLImproved Bull Rush ### NULLImproved Critical [select weapon] ### NULLImproved Critical [Rapier] ### NULLImproved Critical [select weapon] ### NULLImproved Disarm ### NULLImproved Feint ### NULLImproved Grapple ### NULLImproved Initiative ### NULLImproved Overrun ### NULLImproved Shield Bash ### NULL

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Improved Sunder ### NULLImproved Trip ### NULLImproved Unarmed Strike ### NULLImprovised Weapon Mastery ### NULLIntimidating Prowess ### NULLLightning Stance ### NULLLunge ### NULLManyshot ### NULLMartial Weapon Proficiency [select weapon] ### NULLMartial Weapon Proficiency [select weapon] ### NULLMartial Weapon Proficiency [select weapon] ### NULLMedusa's Wrath ### NULLMobility ### NULLMounted Archery ### NULLMounted Combat ### NULLPenetrating Strike [] ### NULLPenetrating Strike [] ### NULLPenetrating Strike [] ### NULLPenetrating Strike, Greater [] ### NULLPenetrating Strike, Greater [] ### NULLPenetrating Strike, Greater [] ### NULLPinpoint Targeting ### NULLPoint-Blank Shot ### NULLPower Attack ### NULLPrecise Shot ### NULLPrecise Shot, Improved ### NULLQuick Draw ### NULLRapid Reload [hand] ### NULLRapid Reload [light] ### NULLRapid Reload [heavy] ### NULLRapid Shot ### NULLRide-By Attack ### NULLScorpion Style ### NULLShatter Defenses ### NULLShield Focus ### NULLShield Focus, Greater ### NULLShield Master ### NULLShield Proficiency ### NULLShield Slam ### NULLShot on the Run ### NULLSickening Critical ### NULLSimple Weapon Proficiency ### NULLSnatch Arrows ### NULLSpellbreaker ### NULLSpirited Charge ### NULLSpring Attack ### NULLStaggering Critical ### NULLStand Still ### NULLStep Up ### NULLStrike Back ### NULLStunning Critical ### NULLStunning Fist ### NULLThrow Anything ### NULL

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Tiring Critical ### NULLTower Shield Proficiency ### NULLTrample ### NULLTwo-Weapon Fighting ### NULLTwo-Weapon Defense ### NULLTwo-Weapon Fighting, Improved ### NULLTwo-Weapon Fighting, Greater ### NULLTwo-Weapon Rend ### NULLUnseat ### NULLVital Strike ### NULLVital Strike, Improved ### NULLVital Strike, Greater ### NULLWeapon Finesse ### NULLWeapon Focus [select weapon] ### NULLWeapon Focus [select weapon] ### NULLWeapon Focus [select weapon] ### NULLWeapon Focus, Greater [] ### NULLWeapon Focus, Greater [] ### NULLWeapon Focus, Greater [] ### NULLWeapon Specialization [] ### NULLWeapon Specialization [] ### NULLWeapon Specialization [] ### NULLWeapon Specialization, Greater [] ### NULLWeapon Specialization, Greater [] ### NULLWeapon Specialization, Greater [] ### NULLWhirlwind Attack ### NULLWind Stance ### NULL*** PRPG - Monster *** ### NULLMultiattack ### NULLMultiweapon Fighting ### NULL*****APG Beta***** ### NULLCoordinated Defense ### NULLCoordinated Maneuvers ### NULLLookout ### NULLOutflank ### NULLPaired Opportunists ### NULLPrecise Strike ### NULLShield Wall ### NULLSwap Places ### NULL*****Golarion Campaign***** ### NULLAdvanced Defensive Combat Training ### NULLBelier’s Bite ### NULLBlade Binder ### NULLBounding Hammer ### NULLCornugon Shield ### NULLCornugon Smash ### NULLCornugon Stun ### NULLCornugon Trip ### NULLCrossbow Mastery ### NULLDarting Viper ### NULLDervish Dance ### NULLDorn-Dergar Master ### NULLEnforcer ### NULL

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Equipment Trick [boots] ### NULLEquipment Trick [cloak] ### NULLEquipment Trick [rope] ### NULLEquipment Trick [shield] ### NULLEquipment Trick [heavy blade scabbard] 164 ### NULLFury’s Fall ### NULLFury’s Snare ### NULLHamatula Grasp ### NULLHamatula Strike ### NULLHellcat Pounce ### NULLIndomitable Mount ### NULLMassed Charge ### NULLMounted Onslaught ### NULLOsyluth Guile ### NULLSerpent Lash ### NULLSliding Axe Throw ### NULLStance of the Xorn ### NULLTaldorian Duelist ### NULLThunder and Fang ### NULLWheeling Charge ### NULL*** Rite Publishing *** ### NULLAwaken Elemental Power ### NULLAspect of Air (cloud giant) ### NULLAspect of Air (storm giant) ### NULLAspect of Earth (ettin) ### NULLAspect of Earth (hill giant) ### NULLAspect of Earth (ogre) ### NULLAspect of Earth (stone giant) ### NULLAspect of Earth (taiga giant) ### NULLAspect of Fire ### NULLAspect of Water (frost giant) ### NULLAspect of Water (troll) ### NULLBank Shot ### NULLCrushing Volley ### NULLExtra Use ### NULLGift of Sight (RP) ### NULLBank Shot, Improved ### NULLNight Stalker (RP) ### NULLPinning Throw ### NULLPower Throw ### NULLQuickened Growth ### NULLQuick at Hand (RP) ### NULLSkipping Stone ### NULLStomp ### NULLStone Magix (Sp) ### NULL*** LSJ Feats *** ### NULLAdditional Domain ### NULLAdditional Favored Class ### NULLAlternate Identity ### NULLAntipsionic Magic ### NULLArmor Specialization ### NULLBack-to-Back ### NULLBattlefield Triage ### NULL

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Blindsight, 5' radius ### NULLBloodburn ### NULLBreak the Breath ### NULLCast on the Run ### NULLChannel Heal ### NULLChannel Inflict ### NULLChaotic Mind ### NULLCleave Asunder ### NULLClosed Mind ### NULLCombat Awareness ### NULLCombat Tutor ### NULLCulinary Infusion ### NULLDeadly Precision ### NULLDescant ### NULLDescriptor Focus ### NULLDiligent ### NULLDisguise Spell ### NULLDivine Might ### NULLDivine Vengeance ### NULLDomain Focus ### NULLElemental Affinity ### NULLEnergy Substitution ### NULLEyes in the Back of your Head ### NULLField Medic ### NULLFish Out of Water ### NULLFleet of Foot ### NULLFool's Fortune ### NULLForce of Will ### NULLFurious Charge ### NULLGhost Spell 242 ### NULLGhostspeaker ### NULLGreater Domain Focus ### NULLGreater Manyshot ### NULLGrow Spell ### NULLHigher Education 247 ### NULLHold the Line ### NULLHostile Mind ### NULLLSJ Hover 250 ### NULLImproved Deflect Arrows ### NULLImproved Mounted Combat ### NULLIncreased Empathy ### NULLIntercepting Voice ### NULLKnock-Down ### NULLLarger Familiar ### NULLLSJ Leadership ### NULLLingering Melody ### NULLMental Resistance ### NULLMighty Throw ### NULLMind Over Body ### NULLNegotiator ### NULLOpportunity Knocks ### NULLParamour ### NULLParry ### NULL

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Pass For Human ### NULLPersistent Spell ### NULLPied Piper ### NULLPierce ### NULLPolitical Intrigue ### NULLProne Combat ### NULLPsionic Hole ### NULLQuick Sheathe ### NULLLSJ Quicken Spell-Like Ability ### NULLRapid Metabolism ### NULLReach Spell ### NULLReckless Offense ### NULLRepeat Spell ### NULLRetain ### NULLSacred Spell ### NULLScholar ### NULLSculpt Runic Item ### NULLShapechange Channel ### NULLSharp Shooting ### NULLShowstopper ### NULLSorcerous Bond ### NULLSpell Theatrics ### NULLStep Into Harm's Way ### NULLSubdual Substitution ### NULLSubduing Strike ### NULLSuperior Expertise ### NULLSuperior Leadership ### NULLSuperior Tracker ### NULLUrban Survival ### NULLLSJ Vermin Companion ### NULLVermin Wild Shape ### NULLWary ### NULLLSJ Wingover ### NULL*** BoAM *** ### NULLBartek’s School Graduate (College of Magic) ### NULLBartek’s Post Graduate (College of Magic) ### NULLCeilidh Conservatory Graduate (Bardic School) ### NULLCeilidh Post Graduate (Bardic School) ### NULL

### NULL### NULL

College Trained Bard ### NULLCollege Trained Spellcaster ### NULLGiacomo’s Jester School Graduate (Bardic School) ### NULLGiacomo’s Post Graduate (Bardic School) ### NULLHigh Halls Graduate (Bardic School) ### NULLHigh Halls Post Graduate (Bardic School) ### NULLHimar Academy Graduate (College of Magic) ### NULLHimar Post Graduate (College of Magic) ### NULLMoonarrow University Graduate (College of Magic) ### NULLMoonarrow Post Graduate (College of Magic) ### NULLNightwatcher’s Tower Graduate (College of Magic) ### NULLNightwatcher’s Tower Post Graduate (College of Magic) ### NULLVanguard Academy Graduate (College of Magic) ### NULL

College of the All-Seeing Eye Graduate (College ofMagic)College of the All-Seeing Eye Post Graduate (Collegeof Magic)

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Vanguard Academy Post Graduate (College of Magic) ### NULLWagner’s College Graduate (College of Magic) ### NULLWagner’s College Post Graduate (College of Magic) ### NULLWolestone Institute Graduate (College of Magic) ### NULLWolestone Institute Post Graduate (College of Magic) ### NULLImproved Clockwork Familiar ### NULLAdvanced Clockwork Familiar ### NULLSuperior Clockwork Familiar ### NULLMithral Clockwork Familiar ### NULLAdamantine Clockwork Familiar ### NULL*** BoDM *** ### NULLBlessing of the Elf-mother ### NULLCat-like Reflexes ### NULLDéjà vu ### NULLDivine Charisma ### NULLDwarfather’s Boon ### NULLFavored Critical ### NULLFireshaper ### NULLThe Gift of Healing ### NULLGrace and Joy ### NULLGrandfather’s Gift ### NULLHorse Whisperer ### NULLIn Tune with Nature ### NULLLay Priest ### NULLMaster Craftsman ### NULLMaximize Channeling ### NULLMaximize Lay on Hands ### NULLNightmarish Mind ### NULLNose of the Bear ### NULLRandom Acts of Violence ### NULLA Sailor’s Life for Me ### NULLShaman ### NULLSwords Master ### NULLTemple Trained Priest ### NULLToo Darn Cute ### NULLTricksy ### NULLUncanny Luck ### NULLWarlord ### NULLWarmachine ### NULLWell-read ### NULLWild Speech ### NULL*** PRPG Beta *** ### NULLBackswing ### NULLDevastating Blow ### NULLOverhand Chop ### NULL

0 ### NULL0 ### NULL

NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

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NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLList_Feats_Combat_All

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Teamwork Item Creation Metamagic

323 Allied Spellcaster 280 Brew Potion324 Coordinated Defense 281 Craft Construct325 Coordinated Maneuvers 282 Craft Magic Arms and Armor326 Duck and Cover 283 Craft Rod327 Lookout 284 Craft Staff328 Outflank 285 Craft Wand329 Paired Opportunists 286 Craft Wondrous Item330 Precise Strike 287 Forge Ring331 Shield Wall 288 Scribe Scroll332 Shielded Caster 435 Inscribe Rune333 Swap Places ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL 280 ### NULL### NULL 281 ### NULL### NULL 282 ### NULL### NULL 283 ### NULL### NULL 284 ### NULL### NULL 285 ### NULL### NULL 286 ### NULL### NULL 287 ### NULL### NULL 288 ### NULL### NULL ### NULL### NULL ### NULL 290### NULL ### NULL 291### NULL ### NULL 292### NULL ### NULL 293### NULL ### NULL 294### NULL ### NULL 295### NULL ### NULL 296### NULL ### NULL 297### NULL ### NULL 298### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

323 ### NULL ### NULL324 ### NULL ### NULL325 ### NULL ### NULL326 ### NULL ### NULL327 ### NULL ### NULL328 ### NULL ### NULL329 ### NULL ### NULL330 ### NULL ### NULL331 ### NULL ### NULL332 ### NULL ### NULL333 ### NULL ### NULL

### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL 435 ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL 519### NULL ### NULL 520### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

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### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL### NULL ### NULL

List_Feats_Teamwork

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Weapon Focus

290 Empower Spell Select Weapon291 Enlarge Spell ### NULL292 Extend Spell ### NULL293 Heighten Spell ### NULL294 Maximize Spell List_Weapon_Focus295 Quicken Spell296 Silent Spell297 Still Spell298 Widen Spell519 Thanatopic Spell520 Threnodic Spell### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

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Trait Type34 *** PRPG - Combat ***5 Accelerated Drinker Basic (Combat)6 Anatomist Basic (Combat)7 Armor Expert Basic (Combat)8 Bullied Basic (Combat)9 Courageous Basic (Combat)

10 Deft Dodger Basic (Combat)11 Dirty Fighter Basic (Combat)12 Fencer Basic (Combat)13 Killer Basic (Combat)14 Reactionary Basic (Combat)15 Resilient Basic (Combat)16 Strong Arm, Supple Wrist Basic (Combat)17 Threatening Defender Basic (Combat)18 *** PRPG - Faith ***19 Birthmark Basic (Faith)20 Caretaker Basic (Faith)21 Child of the Temple [Knowledge (nobility)] Basic (Faith)22 Child of the Temple [Knowledge (religion)] Basic (Faith)23 Devotee of the Green [Knowledge (geography)] Basic (Faith)24 Devotee of the Green [Knowledge (nature)] Basic (Faith)25 Ease of Faith Basic (Faith)26 History of Heresy Basic (Faith)27 Indomitable Faith Basic (Faith)28 Sacred Conduit Basic (Faith)29 Sacred Touch Basic (Faith)30 Scholar of the Great Beyond [Knowledge (history)] Basic (Faith)31 Scholar of the Great Beyond [Knowledge (planes)] Basic (Faith)32 *** PRPG - Magic ***33 Classically Schooled Basic (Magic)34 Dangerously Curious Basic (Magic)35 Desperate Focus Basic (Magic)36 Diabolical Dabbler Basic (Magic)37 Focused Mind Basic (Magic)38 Gifted Adept Basic (Magic)39 Hedge Magician Basic (Magic)40 Magical Knack Basic (Magic)41 Magical Lineage Basic (Magic)42 Magical Talent Basic (Magic)43 Mathematical Prodigy [Knowledge (arcana)] Basic (Magic)44 Mathematical Prodigy [Knowledge (engineering)] Basic (Magic)45 Skeptic Basic (Magic)46 Theoretical Magician Basic (Magic)47 *** PRPG - Social ***48 Adopted Basic (Social)49 Bully Basic (Social)50 Canter Basic (Social)51 Charming Basic (Social)52 Child of the Streets Basic (Social)53 Fast-Talker Basic (Social)

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54 Hellknight Ancestry Basic (Social)55 Keleshite Princess [Diplomacy] Basic (Social)56 Keleshite Princess [Intimidate] Basic (Social)57 Lost Nobility Basic (Social)58 Natural-Born Leader Basic (Social)59 Nonchalant Thuggery Basic (Social)60 Poverty-Stricken Basic (Social)61 Rich Parents Basic (Social)62 Suspicious Basic (Social)63 *** PRPG - Campaign ***64 Child of Infamy Campaign (CoT)65 Conspiracy Hunter [Bluff] Campaign (CoT)66 Conspiracy Hunter [Diplomacy] Campaign (CoT)67 Conspiracy Hunter [Knowledge (local)] Campaign (CoT)68 Conspiracy Hunter [Perception] Campaign (CoT)69 Conspiracy Hunter [Sense Motive] Campaign (CoT)70 Conspiracy Hunter [Stealth] Campaign (CoT)71 Diabolist Raised Campaign (CoT)72 Infernal Bastard Campaign (CoT)73 Shadow Child Campaign (CoT)74 The Pathfinder’s Exile Campaign (CoT)75 Westcrown Firebrand Campaign (CoT)76 Drug Addict (addicted friend) Campaign (CotCT)77 Drug Addict (personal addiction) Campaign (CotCT)78 Framed (Family Honor) Campaign (CotCT)79 Framed (Dropout) Campaign (CotCT)80 Love Lost (Orphaned) [Craft] Campaign (CotCT)81 Love Lost (Orphaned) [Perform] Campaign (CotCT)82 Love Lost (Orphaned) [Profession] Campaign (CotCT)83 Love Lost (Widowed) Campaign (CotCT)84 Missing Child (Sibling) Campaign (CotCT)85 Missing Child (Son or Daughter) Campaign (CotCT)86 Unhappy Childhood (Tortured) Campaign (CotCT)87 Unhappy Childhood (Religious) Campaign (CotCT)88 Earning Your Freedom [Fortitude] Campaign (LoF)89 Earning Your Freedom [Reflex] Campaign (LoF)90 Earning Your Freedom [Will] Campaign (LoF)91 Finding Haleen Campaign (LoF)92 Gnoll Killer Campaign (LoF)93 Missionary [Bluff] Campaign (LoF)94 Missionary [Diplomacy] Campaign (LoF)95 Missionary [Intimidate] Campaign (LoF)96 Missionary [Knowledge (religion)] Campaign (LoF)97 Missionary [Perform] Campaign (LoF)98 Missionary [Sense Motive] Campaign (LoF)99 Reclaiming your Roots Campaign (LoF)

100 Seeking Adventure Campaign (LoF)101 Fools for Friends Campaign (SD)102 Bastard Campaign (KM, Human)103 Brigand Campaign (KM)104 Issian Campaign (KM)105 Noble Born [Garess] Campaign (KM)106 Noble Born [Lebeda] Campaign (KM)

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107 Noble Born [Lodovka] Campaign (KM)108 Noble Born [Medvyed] Campaign (KM)109 Noble Born [Orlovsky, Acrobatics] Campaign (KM)110 Noble Born [Orlovsky, Diplomacy] Campaign (KM)111 Noble Born [Orlovsky, Stealth] Campaign (KM)112 Noble Born [Surtova] Campaign (KM)113 Pioneer [Climb] Campaign (KM)114 Pioneer [Handle Animal] Campaign (KM)115 Pioneer [Knowledge (nature)] Campaign (KM)116 Pioneer [Perception] Campaign (KM)117 Pioneer [Ride] Campaign (KM)118 Pioneer [Survival] Campaign (KM)119 Pioneer [Swim] Campaign (KM)120 Rostlander Campaign (KM)121 Sword Scion Campaign (KM)122 Into Enemy Territory [Fortitude] Campaign (SD)123 Into Enemy Territory [Reflex] Campaign (SD)124 Into Enemy Territory [Will] Campaign (SD)125 Looking for Work [Bluff] Campaign (SD)126 Looking for Work [Craft] Campaign (SD)127 Looking for Work [Diplomacy] Campaign (SD)128 Looking for Work [Intimidate] Campaign (SD)129 Looking for Work [Perception] Campaign (SD)130 Looking for Work [Perform] Campaign (SD)131 Looking for Work [gambler] Campaign (SD)132 Optimistic Gambler Campaign (SD)133 Researching the Blot Campaign (SD)134 Scouting for Fiends Campaign (SD)135 *** PRPG - Equipment ***136 Augmented Disguise Equipment137 Dealmaker Equipment138 Extremely Fashionable [Bluff] Equipment139 Extremely Fashionable [Diplomacy] Equipment140 Extremely Fashionable [Intimidate] Equipment141 Heirloom Weapon Equipment142 Improvisational Equipment Equipment143 Iron Liver Equipment144 Power of Suggestion Equipment145 Prehensile Whip Equipment146 Quick Learner Equipment147 Rough and Ready Equipment148 Stage Magic Equipment149 Stealthy Escape Equipment150 Thrown-Together Fashion Equipment151 *** PRPG - Faction ***152 Captain’s Blade [Acrobatics] Faction (Andoran)153 Captain’s Blade [Climb] Faction (Andoran)154 Explorer Faction (Andoran)155 Freedom Fighter (Andoran) Faction (Andoran)156 Hunter’s Eye Faction (Andoran)157 Indomitable Faction (Andoran)158 Devil’s Mark Faction (Cheliax)159 Fiendish Presence [Diplomacy] Faction (Cheliax)

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160 Fiendish Presence [Sense Motive] Faction (Cheliax)161 Fires of Hell Faction (Cheliax)162 Master of Pentacles Faction (Cheliax)163 Soul-Drinker Faction (Cheliax)164 Attuned to the Ancestors Faction (Osirion)165 Dunewalker Faction (Osirion)166 Mummy-Touched Faction (Osirion)167 Secrets of the Sphinx [arcana] Faction (Osirion)168 Secrets of the Sphinx [dungeoneering] Faction (Osirion)169 Secrets of the Sphinx [engineering] Faction (Osirion)170 Secrets of the Sphinx [geography] Faction (Osirion)171 Secrets of the Sphinx [history] Faction (Osirion)172 Secrets of the Sphinx [local] Faction (Osirion)173 Secrets of the Sphinx [nature] Faction (Osirion)174 Secrets of the Sphinx [nobility] Faction (Osirion)175 Secrets of the Sphinx [planes] Faction (Osirion)176 Secrets of the Sphinx [religion] Faction (Osirion)177 Secrets of the Sphinx [spirits] Faction (Osirion)178 Tomb Raider [Knowledge (dungeoneering)] Faction (Osirion)179 Tomb Raider [Perception] Faction (Osirion)180 Dervish Faction (Qadira)181 Desert Shadow Faction (Qadira)182 Eastern Mysteries Faction (Qadira)183 Gold Finger [Disable Device] Faction (Qadira)184 Gold Finger [Sleight of Hand] Faction (Qadira)185 Horse Lord Faction (Qadira)186 Expert Duelist Faction (Taldor)187 Fashionable [Bluff] Faction (Taldor)188 Fashionable [Diplomacy] Faction (Taldor)189 Fashionable [Sense Motive] Faction (Taldor)190 Impressive Presence Faction (Taldor)191 Performance Artist [act] Faction (Taldor)192 Performance Artist [comedy] Faction (Taldor)193 Performance Artist [dance] Faction (Taldor)194 Performance Artist [keyboard] Faction (Taldor)195 Performance Artist [oratory] Faction (Taldor)196 Performance Artist [percussion] Faction (Taldor)197 Performance Artist [sing] Faction (Taldor)198 Performance Artist [string] Faction (Taldor)199 Performance Artist [wind] Faction (Taldor)200 Vindictive Faction (Taldor)201 *** PRPG - Race ***202 Animal Friend Race (Gnome—Katapeshi)203 Arcane Dabbler Race (Elf)204 Aspiring Bard [act] Race (Human—Taldan)205 Aspiring Bard [comedy] Race (Human—Taldan)206 Aspiring Bard [dance] Race (Human—Taldan)207 Aspiring Bard [keyboard] Race (Human—Taldan)208 Aspiring Bard [oratory] Race (Human—Taldan)209 Aspiring Bard [percussion] Race (Human—Taldan)210 Aspiring Bard [sing] Race (Human—Taldan)211 Aspiring Bard [string] Race (Human—Taldan)212 Aspiring Bard [wind] Race (Human—Taldan)

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213 Aspiring Bard [ritual] Race (Human—Taldan)214 Azlant Fanatic [Knowledge (arcana)] Race (Human—Azlanti)215 Azlant Fanatic [Knowledge (history)] Race (Human—Azlanti)216 Brastlewark Businessman Race (Gnome—Chelaxian)217 Brute Race (Half-Orc—Taldan)218 Carefully Hidden Race (Human—Keleshite)219 Child of Zolurket Race (Dwarf—Katapeshi)220 Clear-headed Race (Dwarf)221 Deep Guardian Race (Dwarf)222 Deep Marker Race (Dwarf)223 Dilettante Artist [Diplomacy] Race (Elf—Taldan)224 Dilettante Artist [Perform] Race (Elf—Taldan)225 Earthbound Race (Dwarf)226 Ekujae Reflexes Race (Half-Elf—Katapeshi)227 Eldritch Smith Race (Dwarf)228 Failed Apprentice Race (Half-Elf—Taldan)229 Forlorn (Racial) Race (Elf—Katapeshi)230 Freedom Fighter (Halfling) Race (Halfling—Katapeshi)231 Genie Blood [air] Race (Human—Keleshite)232 Genie Blood [earth] Race (Human—Keleshite)233 Genie Blood [fire] Race (Human—Keleshite)234 Genie Blood [water] Race (Human—Keleshite)235 Goldsniffer Race (Dwarf)236 Grounded Race (Dwarf)237 Historian Race (Human—Garundi)238 Infernal Influence Race (Human—Chelaxian)239 Lapsed Faith Race (Elf)240 Latent Psion Race (Human—Vudrani)241 Legacy of Sand Race (Half-Orc)242 Masterful Demeanor Race (Human—Chelaxian)243 Militant Merchant Race (Dwarf—Taldan)244 Rapscallion Race (Gnome—Taldan)245 Ruthless Race (Dwarf)246 Scholar of Ruins [Knowledge (dungeoneering)] Race (Human—Taldan)247 Scholar of Ruins [Knowledge (geography)] Race (Human—Taldan)248 Seeker of Brightness [arcana] Race (Elf)249 Seeker of Brightness [dungeoneering] Race (Elf)250 Seeker of Brightness [engineering] Race (Elf)251 Seeker of Brightness [geography] Race (Elf)252 Seeker of Brightness [history] Race (Elf)253 Seeker of Brightness [local] Race (Elf)254 Seeker of Brightness [nature] Race (Elf)255 Seeker of Brightness [nobility] Race (Elf)256 Seeker of Brightness [planes] Race (Elf)257 Seeker of Brightness [religion] Race (Elf)258 Seeker of Brightness [spirits] Race (Elf)259 Spirits in the Stone Race (Human—Mwangi)260 Strength of the Land Race (Dwarf)261 Successful Shirker Race (Halfling)262 Tunnel Fighter Race (Dwarf)263 Warrior of Old Race (Elf)264 Warsmith Race (Dwarf)265 Well-Informed [Diplomacy] Race (Halfling—Taldan)

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266 Well-Informed [Knowledge (local)] Race (Halfling—Taldan)267 World Traveler [Diplomacy] Race (Human—Varisian)268 World Traveler [Knowledge (local)] Race (Human—Varisian)269 World Traveler [Sense Motive] Race (Human—Varisian)270 Youthful Mischief Race (Elf)271 Zest for Battle Race (Dwarf)272 *** PRPG - Region ***273 Alchemical Prodigy Region (Qadira)274 Blooded Region (Mindspin Mountains)275 Chivalrous Region (Taldor)276 Cliff Jumper Region (Cliffs of Fury)277 Coin Hoarder Region (Mindspin Mountains)278 Desert Child Region (Katapesh)279 Dump Salvager Region (Westcrown)280 Duskwalker Agent Region (Katapesh)281 Egorian School Apprentice Region (Egorian)282 Elemental Pupil [acid] Region (Qadira)283 Elemental Pupil [cold] Region (Qadira)284 Elemental Pupil [electricity] Region (Qadira)285 Elemental Pupil [fire] Region (Qadira)286 Forlorn (Regional) Region (Any non-elven land)287 Freed Slave Region (Katapesh)288 Frostborn Region (Lands of the Linnorm Kings)289 Genie-Caller Region (Qadira)290 Glory of Old Region (Five Kings Mountains)291 Iadaran Illusionist Region (Kyonin)292 Keeper of the Veil [Bluff] Region (Qadira)293 Keeper of the Veil [Disguise] Region (Qadira)294 Kobold’s Neighbor Region (Andoran)295 Kyonin Gatekeeper Region (Kyonin)296 Left Behind Region (Mwangi Expanse or Varisia)297 Merchant of Katheer Region (Qadira)298 Merchant’s Child Region (Katapesh)299 Militia Veteran [soldier] Region (Taldor)300 Militia Veteran [Ride] Region (Taldor)301 Militia Veteran [Survival] Region (Taldor)302 Mordant Heritage Region (Mordant Spire)303 Narrows Survivor Region (Taldor)304 Nightstall Urchin Region (Katapesh)305 Perseverance Region (Five Kings Mountains)306 Pesh Addict [Bluff] Region (Katapesh)307 Pesh Addict [Knowledge (local)] Region (Katapesh)308 Pesh Addict [Sense Motive] Region (Katapesh)309 Pesh Dealer Region (Katapesh)310 Precocious Spellcaster Region (Taldor)311 Prismati Player Region (Andoran)312 Rider of Paresh Region (Qadira)313 River Rat Region (Taldor)314 Savannah Child [Handle Animal] Region (Katapesh)315 Savannah Child [Knowledge (nature)] Region (Katapesh)316 Savannah Child [Ride] Region (Katapesh)317 Treerazer’s Bane Region (Kyonin)318 Uwaga Highlander Region (Katapesh)

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319 Vagabond Child [Disable Device] Region (Taldor)320 Vagabond Child [Sleight of Hand] Region (Taldor)321 Venicaan Medic Region (Qadira)322 Walking Ward [acid] Region (Qadira)323 Walking Ward [cold] Region (Qadira)324 Walking Ward [electricity] Region (Qadira)325 Walking Ward [fire] Region (Qadira)326 Warrior Poet Region (Lands of the Linnorm Kings)327 Watching Taldor Region (Qadira)328 Wealthy Dabbler Region (Taldor)329 Wharf Rat Region (Ostenso)330 Whisper Woods Hunter Region (Whisper Woods)331 *** PRPG - Religion ***332 Alluring Religion (Bolka)333 Ambassador Religion (Sarenrae)334 Asmodean Demon Hunter Religion (Asmodeus)335 Battlefield Caster Religion (Angradd, Gorum, Torag, Trudd)336 Blade of Mercy Religion (Sarenrae)337 Calistrian Prostitute Religion (Calistria)338 Cleansing the Twisted Religion (Sarenrae)339 Devotee of a Dead God [Diplomacy] Religion (Aroden)340 Devotee of a Dead God [Knowledge (religion)] Religion (Aroden)341 Divine Warrior Religion (Iomedae)342 Eyes and Ears of the City Religion (Abadar)343 Flame of the Dawnflower Religion (Sarenrae)344 Guardian of the Forge [Knowledge (engineering)] Religion (Torag)345 Guardian of the Forge [Knowledge (history)] Religion (Torag)346 Honeyed Words Religion (Grundinnar)347 Magic is Life Religion (Nethys)348 Patient Optimist Religion (Desna, Erastil)349 Resigned Religion (Droksar)350 Sacred Avenger Religion (Calistria)351 Sovyrian Pantheist Religion (Any Elven Deity)352 Starchild Religion (Desna)353 Strength of the Sun Religion (Sarenrae)354 The City Protects Religion (Abadar)355 Toilcrafter Religion (Droskar)356 Under Siege [Bluff] Religion (Sarenrae)357 Under Siege [Sense Motive] Religion (Sarenrae)358 Wasp Whisperer Religion (Calistria)359 Wisdom in the Flesh [Acrobatics] Religion (Irori)360 Wisdom in the Flesh [Climb] Religion (Irori)361 Wisdom in the Flesh [Disable Device] Religion (Irori)362 Wisdom in the Flesh [Escape Artist] Religion (Irori)363 Wisdom in the Flesh [Fly] Religion (Irori)364 Wisdom in the Flesh [Ride] Religion (Irori)365 Wisdom in the Flesh [Sleight of Hand] Religion (Irori)366 Wisdom in the Flesh [Stealth] Religion (Irori)367 Wisdom in the Flesh [Swim] Religion (Irori)368 *** Custom ***369 Elven reflexes 0370 Citizen Militia Veteran: 0

0 0

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0 00 0

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Type

Move Action; drink potion already in hand+1 Trait bonus on all rolls made to confirm critical hitsReduce armor check penalty by 1, to minimum of 0+1 Trait bonus on attacks of opportunity w/ unarmed strikes+2 Trait bonus on saves vs. fear effects+1 Trait bonus on Reflex saves+1 dmg vs. Flanked foe (added to base dmg and multiplied w/ crit)+1 Trait bonus on attacks of opportunity w/ daggers, swords, and similar bladed weaponsCrit deals additional damage equal to weapon’s critical hit multiplier+2 Trait bonus on Initiative checks+1 Trait bonus on Fortitude savesAdd +10' to range increment of thrown weapon if moving 10' or more before attackNumber subtracted from melee attacks when using Combat Expertise is reduced by 1

+2 Trait bonus on saves vs. charm and compulsion effects+1 Trait bonus on Heal checks; Heal is always a class skill+1 Trait bonus on Knowledge (nobility) and Knowledge (religion) checks; Knowledge (nobility) is always a class skill+1 Trait bonus on Knowledge (nobility) and Knowledge (religion) checks; Knowledge (religion) is always a class skill+1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (geography) is always a class skill+1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (nature) is always a class skill+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill+1 Trait bonus on saves vs. divine spells+1 Trait bonus on Will saves+1 Trait bonus on save DC of channeled energyStandard Action; automatically stabilize dying creature w/ touch+1 Trait bonus on Knowledge (history) and Knowledge (planes) checks; Knowledge (history) is always a class skill+1 Trait bonus on Knowledge (history) and Knowledge (planes) checks; Knowledge (planes) is always a class skill

+1 Trait bonus on Spellcraft checks; Spellcraft is always a class skill+1 bonus on Use Magic Device checks; Use Magic Device is always a class skill+2 Trait bonus on concentration checksFiendish animals conjured w/ summon spell gain +1 HP per HD for duration of summoning spell+2 Trait bonus on concentration checksCast 1 selected spell at +1 caster levelReduce cost of gp required to craft magic item by 5%

#REF!Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.+1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (arcana) is always a class skill+1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (engineering) is always a class skill+2 Trait bonus on all saving throws against illusions.+2 Trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.+1 Trait bonus on Intimidate checks; Intimidate is always a class skillAnyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, +5 trait bonus on the attempt.+1 Trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 Trait bonus on the save DC of any language-dependent spell you cast on such characters or creatures.+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill+1 Trait bonus on Bluff checks; Bluff is always a class skill

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+2 Trait bonus on Diplomacy checks to influence Hellknights and a +2 Trait bonus on Intimidate checks to influence enemies of the Hellknights.+1 Trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill+1 Trait bonus on Diplomacy and Intimidate checks. Intimidate is always a class skill+1 Trait bonus on attack and damage rolls against Chelish government officials (including Hellknights).All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, +1 Trait bonus on your Leadership score.+4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.+1 Trait bonus on Survival checks; Survival is always a class skillYour starting cash increases to 900 gp.+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill

+1 Trait bonus on Perform (act) checks; Perform (act) is always a class skill Furthermore, you begin play with 300 gp that you can spend however you wish.+1 Trait bonus on Bluff checks; Bluff is always a class skill+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill+1 Trait bonus on Perception checks; Perception is always a class skill+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill+1 Trait bonus on Stealth checks; Stealth is always a class skillYour knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind-affecting attacks from devils.You have a +2 bonus on all saving throws made against cold, electricity, and fire effects. You may choose any one 0-level spell that you can instead use at will as a spell-like ability.When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.+1 Trait bonus on Initiative checks; if you act in a surprise round, +1 Trait bonus on all attack rolls.+2 bonus on Knowledge (local) checks.+1 Trait bonus on Fortitude saving throws.+2 Trait bonus on Bluff checks.+2 bonus on Spellcraft checks.+2 Trait bonus on Craft checks.+2 Trait bonus on Perform checks.+2 Trait bonus on Profession checks.+2 bonus on Intimidate checks.

+1 Trait bonus on Will saving throws.+1 Trait bonus on Reflex saving throws.+2 bonus on concentration checks.+1 Trait bonus on Fortitude saving throws.+1 Trait bonus on Reflex saving throws.+1 Trait bonus on Will saving throws.Your 1st level class is always a favored class to you, and every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.+1 Trait bonus (+2 if Favored Enemy) on attack rolls/weapon dmg vs. gnolls; rage lasts +1 rnd when fighting gnolls; +1 Trait bonus on spell save DCs for dmg vs. gnolls+1 Trait bonus on Bluff checks; Bluff is always a class skill+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill+1 Trait bonus on Intimidate checks; Intimidate is always a class skill+1 Trait bonus on Knowledge (religion) checks; Knowledge (religion) is always a class skill+1 Trait bonus on Perform checks; Perform is always a class skill+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skillValued possession—jewelry, masterwork weapon/armor worth 350 gp or 1st-level (CL 1st) wand w/ 20 chgs; –1 penalty on Will saves for 1 year if item is lostYou have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.Aid Another action grants additional +1 Trait bonus to you or ally; if any ally is w/in 30, +1 Trait bonus on saves vs. charm/compulsion effects–1 penalty on Charisma-based skill checks when dealing w/ Brevic nobility (penalty is removed if established as true noble); +1 Trait bonus on Will savesYou begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.Your agile mind grants you a +1 Trait bonus on all Will saves made to resist mind-affecting effects.Ignore movement penalty for first 5'/rnd of rocky difficult terrain; +2 Trait bonus on Appraise checks to assess value of natural stones/metals; family motto is “Strong as the Mountains”As a deft merchant of the region, bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”

Diplomacy and Sense Motive are always class skills for you.

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+1 Trait bonus on Swim checks; Swim is always a class skill; family motto is “The Waters, Our Fields”+2 Trait bonus on Diplomacy checks dealing w/ Fey; +1 Trait bonus on Will saves vs. Fey spells/supernatural abilities; family motto is “Endurance Overcomes All”+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Acrobatics checks. Your family motto is “High Above.”+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Diplomacy checks. Your family motto is “High Above.”+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Stealth checks. Your family motto is “High Above.”You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”Begin play w/ horse; +1 Trait bonus on Climb checksBegin play w/ horse; +1 Trait bonus on Handle Animal checksBegin play w/ horse; +1 Trait bonus on Knowledge (nature) checksBegin play w/ horse; +1 Trait bonus on Perception checksBegin play w/ horse; +1 Trait bonus on Ride checksBegin play w/ horse; +1 Trait bonus on Survival checksBegin play w/ horse; +1 Trait bonus on Swim checks+1 Trait bonus on Fort savesBegin play w/ longsword or Aldori dueling sword; +1 Trait bonus on all attacks/combat maneuvers w longswords or Aldori dueling swords+1 Trait bonus on Fort saves+1 Trait bonus on Ref saves+1 Trait bonus on Will saves+1 Trait bonus on Bluff checks; Bluff is always a class skill+1 Trait bonus on Craft checks; Craft is always a class skill+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill+1 Trait bonus on Intimidate checks; Intimidate is always a class skill+1 Trait bonus on Perception checks; Perception is always a class skill+1 Trait bonus on Perform checks; Perform is always a class skill+1 Trait bonus on Profession (gambler) checks; it is always a class skillEffects that grant you morale bonuses persist 1d4 rounds longer than normal.You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.+1 Trait bonus on all attack rolls made against foes you know to be evil outsiders.

gain +2 Trait bonus on Disguise checks when wearing wig, false beard, or similar large prop, or if wearing special costume or eye-catching bauble that reinforces disguise1/week, when looking for item w/ price greater than community’s base value, Diplomacy check (DC 10 + 10 per community size category difference) allows sell or purchase as if community were of sufficient size; additional attempts (successful or otherwise) in same community increase DC by +10if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff is a class skill for you.if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Diplomacy is a class skill for you.if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Intimidate is a class skill for you.gain heirloom weapon of masterwork quality but pay only standard cost at character creation; gain a +1 Trait bonus on attack rolls w/ this heirloom and always considered proficient w/ heirloomwhen using item for anything other than intended purpose, reduce improvisation penalty by 2 (does not apply to improvised weapon penalties)gain +2 Trait bonus on Fort saves vs. poison and drugs and +4 Trait bonus on Fort saves to avoid effects of alcoholBluff check (DC 20 for similar items, +5 for each dissimilarity in shape, size, or color) makes observers believe that object in your possession is actually different object entirely; deception lasts 1 min and observers may recognize error unless you make another bluff check if item is still in viewmay use whip as if it were a rope w/ grappling hook; attaching is Standard Action, detaching is Full-Round Actionafter 1st attack w/ weapon in which you are not proficient, non-proficiency penalty decreases by 2 while you have weapon in hand (must “relearn” each time you pick it up)do not take improvised weapon penalty and instead gain +1 Trait bonus on attacks when using tool of trade (must have 1+ rank in appropriate Craft or Profession skill)use of attention-getting alchemical item as part of performance grants +2 Trait bonus on Perform checks; item is expended w/out normal effectsmay make Sleight of Hand check to escape manacles, rope, or other similar restraints (but not grapples or similar attacks); if successful, gain +2 Trait bonus on Bluff checks to pretend that you are still boundmay make Disguise check (DC 10 + gp difference between costs of outfits) to change one outfit into another using basic sewing/disguise kit; alteration takes 10 min per 1-gp difference in cost of outfits

While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Acrobatics is always a class skillWhile on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Climb is always a class skill+1 Trait bonus on Survival checks; Survival is always a class skill+1 Trait bonus on Stealth checks; a +1 Trait bonus on attack rolls made during the surprise round.You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are always considered proficient with one of these weapons (your choice).+1 Trait bonus on saving throws versus enchantment spells and effects. +2 Trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.+1 Trait bonus on Diplomacy and Sense Motive checks. Diplomacy is always a class skill

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+1 Trait bonus on Diplomacy and Sense Motive checks. Sense Motive is always a class skillSwift Action (Su); 1/day, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 point of fire damage for 5 rnds. This fire gives off light equivalent to a torch.Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining the duration of the spell.Swift Action (Su); 1/day, you may gain a number of temporary hit points equal to the Hit Dice of your most recent enemy slain. These temporary hit points last for 1 minute.Standard Action (Su); 1/day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take action against them, per hide from undead. The protection lasts for 6 rnds. If you take any offensive action against any undead, this effect immediately ends.+4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can always move through non-magical sand as if it were normal terrain.+2 Trait bonus on saving throws versus diseases and curses.Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (arcana) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (dungeoneering) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (engineering) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (geography) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (history) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (local) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nature) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nobility) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (planes) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (religion) is always a class skillOnce per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (spirits) is always a class skill+1 Trait bonus on Knowledge (dungeoneering) and Perception checks; Knowledge (dungeoneering) is always a class skill+1 Trait bonus on Knowledge (dungeoneering) and Perception checks. Perception is always a class skill+1 dodge bonus on Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Dodge bonuses stack with each other, unlike most types of bonuses.When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill check.Once per day you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.+1 Trait bonus on Disable Device and Sleight of Hand checks. Disable Device is always a class skill+1 Trait bonus on Disable Device and Sleight of Hand checks. Sleight of Hand is always a class skill+2 Trait bonus on Ride checks; Ride is always a class skill+1 Trait bonus on your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dex bonus.So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive checks. Bluff is always a class skillSo long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive checks. Diplomacy is always a class skillSo long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive checks. Sense Motive is always a class skillFull-Round Action; 1/day you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed on a Will save (DC 21) or gain the Shaken condition. This condition persists for 1 round.+1 Trait bonus on Perform (act) checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (comedy) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (dance) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (keyboard) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (oratory) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (percussion) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (sing) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (string) skill checks. This bonus increases to +5 when using the skill to make money.+1 Trait bonus on Perform (wind) skill checks. This bonus increases to +5 when using the skill to make money.You receive a +1 Trait bonus on damage rolls against a single adjacent opponent who damaged you in the previous round of combat.

+1 Trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skillChoose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Intelligence- or Charisma-based (chosen when you select this trait).+1 Trait bonus on Perform (act) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (comedy) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (dance) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (keyboard) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (oratory) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (percussion) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (sing) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (string) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Perform (wind) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.

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+1 Trait bonus on Perform (ritual) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music scene.+1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (arcana) is always a class skill+1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (history) is always a class skill+2 Trait bonus on all Craft (alchemy) checks.+2 Trait bonus on Intimidate checks.+1 Trait bonus on Will saving throws and a +2 Trait bonus on saving throws versus divination effects.+1 Trait bonus on weapon damage against undead.+1 Trait bonus on opposed checks against the Bluff and Disguise skills and a +1 Trait bonus on saving throws against illusion effects.Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack rolls and a +1 enhancement bonus on Armor Class for the duration of the spell that summoned it.+1 Trait bonus on Survival checks; a +1 Trait bonus on saving throws against fear effects.+1 Trait bonus on Diplomacy and Perform checks. Diplomacy is always a class skill+1 Trait bonus on Diplomacy and Perform checks. Perform is always a class skillWhile you are touching the ground, you add a +2 Trait bonus on saving throw DCs and on caster level checks to overcome spell resistance for all spells you cast against creatures with the air subtype.+2 Trait bonus on Initiative checks.Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.+1 Trait bonus on saves against arcane spells.+1 Trait bonus on Fortitude saving throws.+1 Trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill+1 Trait bonus on saving throws against attacks that utilize cold and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the air subtype.+1 Trait bonus on saving throws against attacks that utilize acid and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the earth subtype.+1 Trait bonus on saving throws against attacks that utilize fire and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the fire subtype.+1 Trait bonus on saving throws against attacks that utilize electricity and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the water subtype.+2 Trait bonus on Perception checks related to metals, jewels, and gemstones.+2 Trait bonus on balance-related Acrobatics checks; a +1 Trait bonus on Reflex saving throws.+2 Trait bonus on Knowledge (history) checks; Knowledge (history) is always a class skillYou gain fire resistance 1 and a +1 Trait bonus on Fortitude saves against poison.Once per day you may cast stabilize as a spell-like ability at caster level 1. The save DC is Wisdom-based.+2 Trait bonus on saves against mind-affecting effects.+1 Trait bonus on Will saving throws.+3 Trait bonus on Intimidate checks against members of non-human humanoid races.+1 Trait bonus on Perception checks made to determine surprise, and Perception is always a class skill+1 Trait bonus on Escape Artist checks; a +1 Trait bonus on Initiative checks.+1 Trait bonus on attack rolls to confirm critical hits.+1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (dungeoneering) is always a class skill+1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (geography) is always a class skill+1 Trait bonus on Knowledge (arcana) and Perception checks+1 Trait bonus on Knowledge (dungeoneering) checks and on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (engineering) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (geography) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (history) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (local) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (nature) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (nobility) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (planes) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (religion) checks; on Perception checks to search for concealed items.+1 Trait bonus on Knowledge (spirits) checks; on Perception checks to search for concealed items.Whenever you’re in ruins, +2 Trait bonus on Initiative checks; a +1 Trait bonus on saving throws against traps and natural hazards.+1 Trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks; checks to overcome spell resistance.+1 Trait bonus on Stealth checks; a +3 Trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.While underground, you receive a +2 Trait bonus on initiative checks; a +1 Trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).+2 Trait bonus on Initiative checks.+1 Trait bonus on damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.+1 Trait bonus on Diplomacy and Knowledge (local) checks. Diplomacy is always a class skill

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+1 Trait bonus on Diplomacy and Knowledge (local) checks; Knowledge (local) is always a class skill+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill+1 Trait bonus on Reflex saving throws.Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 Trait bonus on weapon damage rolls.

Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list.You receive a +1 Trait bonus on weapon damage rolls against giants, goblins, and orcs.+1 Trait bonus on Diplomacy and Knowledge (history) checks.+1 Trait bonus on Acrobatics and Climb checks; on Reflex saves to avoid falling.Your starting cash increases to 500 gp.+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 Trait bonus on all saving throws against fire effects.+3 Trait bonus on Perception checks to search for concealed items.You start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Nightstalls, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to+3 Trait bonus on Knowledge (engineering) checks; a +2 Trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.When casting a spell of 1st level or higher that deals acid damage, the spell deals 1 extra point of acid damage.When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of cold damage.When casting a spell of 1st level or higher that deals electricity damage, the spell deals 1 extra point of electricity damage.When casting a spell of 1st level or higher that deals fire damage, the spell deals 1 extra point of fire damage.+1 Trait bonus on Fortitude saving throws.+1 Trait bonus on Fortitude saving throws.+4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 Trait bonus on all saving throws against cold effects.Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.You receive a +1 Trait bonus on saving throws against spells, spell-like abilities, and poison.+1 Trait bonus on caster level checks with illusion spells and a +1 Trait bonus on Will saves to disbelieve illusions.+1 Trait bonus on Bluff and Disguise checks. Bluff is always a class skill+1 Trait bonus on Bluff and Disguise checks. Disguise is always a class skill+2 Trait bonus on Perception checks to discover traps (select the Trap Finding skill in the Skills section) and a +1 Trait bonus on Disable Device checks.+1 Trait bonus on Spellcraft checks to identify teleportation magic and a +1 Trait bonus on caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way elf gate)+1 Trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.+1 Trait bonus on Appraise checks; Appraise is always a class skill+1 Trait bonus on Appraise checks; Appraise is always a class skill+2 Trait bonus on Profession (soldier) checks; it is always a class skill+2 Trait bonus on Ride checks; Ride is always a class skill+2 Trait bonus on Survival checks; it is always a class skill+1 Trait bonus on Swim checks; a +1 Trait bonus on saving throws against enchantment effects.+1 Trait bonus on Initiative and Sense Motive checks. Sense Motive is always a class skill+2 Trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 Trait bonus on attack rolls and all skill checks for the next minute.When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the good fortune ability of the Luck domain), you receive a +3 Trait bonus on the extra Will saves against that effect.You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Bluff is always a class skillYou start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus on Bluff, Knowledge (local), and Sense Motive checks; Knowledge (local) is always a class skillYou start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Sense Motive is always a class skill+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skillSelect one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.+1 Trait bonus on attack rolls with fist-sized rocks or similarly shaped objects, and a +1 Trait bonus on concentration checks.When mounted and making a charge, your mount’s speed is increased by 10 feet You must have the Mounted Combat feat to take this trait.+1 Trait bonus on damage dealt with a dagger and a +1 Trait bonus on Swim checks. Swim is always a class skill+1 Trait bonus on Handle Animal checks; Handle Animal is always a class skill+1 Trait bonus on Knowledge (nature) checks; Knowledge (nature) is always a class skill+1 Trait bonus on Ride checks; Ride is always a class skill+2 Trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.+1 Trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.

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+1 Trait bonus on Disable Device checks; Disable Device is always a class skill+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill+2 Trait bonus on Heal checks to treat diseases or poisons, and Heal is always a class skill+1 bonus on saving throws against spells that deal acid damage or have the acid subtype.+1 bonus on saving throws against spells that deal cold damage or have the cold subtype.+1 bonus on saving throws against spells that deal electricity damage or have the electricity subtype.+1 bonus on saving throws against spells that deal fire damage or have the fire subtype.+1 Trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 Trait bonus on Fortitude saves in any round in which you use a bardic performance ability.+1 Trait bonus on Initiative checks; if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.+2 Trait bonus on Climb checks as well as other skill checks involving rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.+2 Trait bonus on Survival checks to track evil outsiders and a +2 Trait bonus on initiative checks when you know your opponent is an evil outsider.

You receive a +2 Trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster level equal to your character level.+2 Trait bonus on Diplomacy checks.+3 Trait bonus on Knowledge (planes) checks about demons and a +2 Trait bonus on Will saves against mind-affecting spells and effects from demons.You receive a +1 Trait bonus on concentration checks to cast defensively and a +1 Trait bonus on AC against attacks provoked by or readied against spellcasting.When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 Trait bonus on any nonlethal damage you inflict with a slashing weapon.+1 Trait bonus on Diplomacy and Sense Motive checks.+1 Trait bonus on slashing weapon damage against all aberrations.+1 Trait bonus on Diplomacy and Knowledge (religion) checks. Diplomacy is always a class skill+1 Trait bonus on Diplomacy and Knowledge (religion) checks; Knowledge (religion) is always a class skillYour divine spells gain a +1 Trait bonus on melee weapon damage.+2 Trait bonus on Perception checks.Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target.You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (engineering) is a class skill for you.You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (history) is a class skill for you.You receive a +1 Trait bonus on Diplomacy checks. In addition, you receive a +1 Trait bonus on the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.As long as you are under the effects of any spell, +2 Trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.+2 Trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.You receive a +1 Trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks; ability checks.When a creature damages you with a weapon, on your next turn +1 Trait bonus on weapon damage against that creature. If this creature is your ilduliel (see Elves of Golarion page 8), this bonus increases to +2.+1 Trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge (engineering) checks, Survival checks to hunt game, Constitution checks to run, and Spellcraft checks involving crystals or gems.You can automatically determine where true north is. +4 trait bonus on Survival checks to avoid becoming lost.During the day, +1 Trait bonus on all Charisma-based checks.In any settlement, +2 Trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within yoChoose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your cast+1 Trait bonus on Bluff and Sense Motive checks. Bluff is always a class skill+1 Trait bonus on Bluff and Sense Motive checks. Sense Motive is always a class skill+1 Trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin’s attitude toward Indifferent.You make Acrobatics checks using your Wisdom modifier instead of Dexterity. Acrobatics is always a class skillYou make Climb checks using your Wisdom modifier instead of Strength. Climb is always a class skillYou make Disable Device checks using your Wisdom modifier instead of Dexterity. Disable Device is always a class skillYou make Escape Artist checks using your Wisdom modifier instead of Dexterity. Escape Artist is always a class skillYou make Fly checks using your Wisdom modifier instead of Dexterity. Fly is always a class skillYou make Ride checks using your Wisdom modifier instead of Dexterity. Ride is always a class skillYou make Sleight of Hand checks using your Wisdom modifier instead of Dexterity. Sleight of Hand is always a class skillYou make Stealth checks using your Wisdom modifier instead of Dexterity. Stealth is always a class skillYou make Swim checks using your Wisdom modifier instead of Strength. Swim is always a class skill

You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks.

0

Your received train in the famous eladrin militia in your home. Skills learned through dailydrilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills:Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

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00

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Saves Skill BonusType Source Fort Will Climb Disguise Escape Artist Fly

0 0 0 0 0 0 0 0 0 0 0 0 0 0

Yes C-EoDYes CTWE

CTWEYes CTWEYes CTWE

CTWE 0Yes CTWEYes CTWEYes CTWE

CTWE 0CTWE 0

Yes Q-GttEC-EoD

Yes CTWECTWECTWECTWECTWECTWE

0Yes CTWE

CTWE 0Yes CTWEYes CTWE

CTWECTWE

CTWECTWE

Yes C-EoDYes C-EoDYes CTWEYes CTWEYes CTWEYes CTWEYes CTWEYes CTWE

CTWECTWE

Yes CTWEC-EoD

Yes CTWECTWE

Yes CTWEYes CTWE

CTWECTWE 0

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Yes C-EoDQ-GttE 0Q-GttE 0

Yes C-EoDYesYes C-EoD

0

CoTPGYes CoTPGYes CoTPGYes CoTPGYes CoTPGYes CoTPG 0

CotCTPGCotCTPG 0CotCTPG 0CotCTPGCotCTPG 0CotCTPGCotCTPGCotCTPGCotCTPGCotCTPG 0CotCTPG 0

Yes CotCTPGLoFpG 0LoFpG 0LoFpG 0

Yes LoFpGYes LoFpG

LoFpG 0LoFpG 0LoFpGLoFpGLoFpGLoFpG

Yes LoFpGYes LoFpGYes SDPGYes KMPGYes KMPGYes KMPGYes KMPGYes KMPG

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KMPGYes KMPG

KMPG 0KMPG 0KMPG

Yes KMPGYes KMPG 0Yes KMPGYes KMPGYes KMPGYes KMPGYes KMPGYes KMPG

KMPG 0KMPG 0SDPG 0SDPG 0SDPG 0SDPG 0SDPG 0SDPG 0SDPGSDPGSDPGSDPG

Yes SDPGYes SDPGYes SDPG

Yes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AAYes AA

Yes GtPSOPYes GtPSOP

GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOP

GtPSOP 0

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GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOP

GtPSOPGtPSOP

Yes GtPSOPYes GtPSOPYes GtPSOP

GtPSOP 0GtPSOP 0GtPSOP

Yes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOPYes GtPSOP

Yes LoFPGYes EoGYes T-EoGYes T-EoGYes T-EoGYes T-EoGYes T-EoGYes T-EoGYes T-EoGYes T-EoGYes T-EoG

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Yes T-EoGT-EoGT-EoGC-EoDT-EoG

Yes T-EoG 0Yes LoFPGYes DoGYes DoGYes DoG

T-EoG 0T-EoG 0

Yes DoGLoFPG 0

Yes DoGYes T-EoG

LoFPG 0Yes LoFPGYes LoFPGYes LoFPGYes LoFPGYes LoFPGYes DoGYes DoG 0

LoFPGYes C-EoDYes EoGYes LoFPG

LoFPG 0Yes C-EoDYes T-EoG

T-EoG 0 0Yes DoG

T-EoGT-EoGEoGEoG

Yes LoFPGYes DoGYes C-EoDYes DoG

EoG 0Yes DoG

T-EoG 0

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T-EoG 0LoFPG 0LoFPGLoFPGEoG 0

Yes DoG

Yes Q-GttEYes DoG

T-EoG 0C-EoD 0 0

Yes DoGYes LoFpGYes C-EoDYes LoFpGYes C-EoDYes Q-GttEYes Q-GttEYes Q-GttEYes Q-GttE

EoG 0LoFpG 0

Yes DoGYes Q-GttEYes DoGYes EoG

Q-GttE 0 0Q-GttE 0 0A-SoL 0

Yes EoGYes EoG

Q-GttE 0LoFpG 0T-EoGT-EoGT-EoGEoGT-EoG 0

Yes LoFpGYes DoG

LoFpG 0LoFpG 0LoFpG 0LoFpG

Yes T-EoGYes CA-SoLYes Q-GttE

T-EoGLoFpGLoFpGLoFpG

Yes EoGYes LoFpG

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T-EoG 0T-EoG

Yes Q-GttEYes Q-GttEYes Q-GttEYes Q-GttEYes Q-GttEYes DoGYes Q-GttE 0Yes T-EoGYes C-EoD 0Yes C-EoD

Yes DoGT-EoG 0

Yes C-EoDYes DoGYes LoFPG

EoG 0Yes LoFPG

T-EoG 0T-EoG 0

Yes T-EoGLoFPG

Yes Q-GttEDoGDoG

Yes DoG 0Yes LoFPGYes C-EoDYes DoGYes EoGYes EoGYes EoGYes LoFPGYes LoFPGYes DoG

00

Yes EoGLoFPGLoFPGLoFPGLoFPGLoFPGLoFPGLoFPGLoFPGLoFPG

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Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering)0 0 0 0 0

0

00

0

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Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (0 0

00 0

0 00 0

0 00 0

0 00 0

00

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0 00 0

0

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Knowledge (spirits) Linguistics Perception Perform (act) Perform (comedy) Perform (dance)0 0 0 0 0 0

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0

0

0 0 0

0 0 0

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00

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00

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0

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Perform (keyboard) Perform (oratory) Perform (percussion) Perform (sing) Perform (string)0 0 0 0 0

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0 0 0 0 0

0 0 0 0 0

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0 0 0 0 0

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00

0

00

00

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0 0 0 0 0

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Perform (wind) Perform (ritual) Profession Ride Sense Motive Sleight of Hand Spellcraft0 0 0 0 0 0 0

0

0

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0

0

0

0 00

0 00

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0 0

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0 0

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0

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000

0

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0

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ClassSkillStealth Survival Swim Use Magic Device Acrobatics Appraise Bluff Climb Craft

0 0 0 0 0 0 0 0 0

0

0

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0

0

0

0

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0

0000

00

0

00

00

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00

00

0

0

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00

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Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal0 0 0 0 0 0 0

0

0

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0

0

0

0

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Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (engineering)0 0 0 0

00

0

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Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature)0 0 0 0

00

0

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00

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Knowledge (nobility) Knowledge (planes) Knowledge (religion) Knowledge (spirits) Linguistics0 0 0 0 0

00

0

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00

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Perception Perform (act) Perform (comedy) Perform (dance) Perform (keyboard)0 0 0 0 0

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0

0

0 0 0 0

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00 0 0 0

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0 0 0 0

0

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Perform (oratory) Perform (percussion) Perform (sing) Perform (string) Perform (wind)0 0 0 0 0

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0 0 0 0 0

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0 0 0 0 0

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Perform (ritual) Profession Ride Sense Motive Sleight of Hand Spellcraft Stealth0 0 0 0 0 0 0

0

0

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00

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00

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Survival Swim Use Magic Device0 0 0 3

4 *** PRPG - Combat ***5 Accelerated Drinker6 Anatomist7 Armor Expert8 Bullied9 Courageous

10 Deft Dodger11 Dirty Fighter12 Fencer13 Killer14 Reactionary15 Resilient16 Strong Arm, Supple Wrist17 Threatening Defender18 *** PRPG - Faith ***19 Birthmark20 Caretaker21 Child of the Temple [Knowledge (nobility)]22 Child of the Temple [Knowledge (religion)]23 Devotee of the Green [Knowledge (geography)]24 Devotee of the Green [Knowledge (nature)]25 Ease of Faith26 History of Heresy27 Indomitable Faith28 Sacred Conduit29 Sacred Touch30 Scholar of the Great Beyond [Knowledge (history)]31 Scholar of the Great Beyond [Knowledge (planes)]32 *** PRPG - Magic ***33 Classically Schooled

0 34 Dangerously Curious35 Desperate Focus36 Diabolical Dabbler37 Focused Mind38 Gifted Adept39 Hedge Magician40 Magical Knack41 Magical Lineage42 Magical Talent43 Mathematical Prodigy [Knowledge (arcana)]44 Mathematical Prodigy [Knowledge (engineering)]45 Skeptic46 Theoretical Magician47 *** PRPG - Social ***48 Adopted49 Bully50 Canter51 Charming52 Child of the Streets53 Fast-Talker

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54 Hellknight Ancestry55 Keleshite Princess [Diplomacy]56 Keleshite Princess [Intimidate]57 Lost Nobility58 Natural-Born Leader59 Nonchalant Thuggery

0 60 Poverty-Stricken61 Rich Parents62 Suspicious63 *** PRPG - Campaign ***64 Child of Infamy65 Conspiracy Hunter [Bluff]66 Conspiracy Hunter [Diplomacy]67 Conspiracy Hunter [Knowledge (local)]68 Conspiracy Hunter [Perception]69 Conspiracy Hunter [Sense Motive]70 Conspiracy Hunter [Stealth]71 Diabolist Raised72 Infernal Bastard73 Shadow Child74 The Pathfinder’s Exile75 Westcrown Firebrand76 Drug Addict (addicted friend)77 Drug Addict (personal addiction)78 Framed (Family Honor)79 Framed (Dropout)80 Love Lost (Orphaned) [Craft]81 Love Lost (Orphaned) [Perform]82 Love Lost (Orphaned) [Profession]83 Love Lost (Widowed)84 Missing Child (Sibling)85 Missing Child (Son or Daughter)86 Unhappy Childhood (Tortured)87 Unhappy Childhood (Religious)88 Earning Your Freedom [Fortitude]89 Earning Your Freedom [Reflex]90 Earning Your Freedom [Will]91 Finding Haleen92 Gnoll Killer93 Missionary [Bluff]94 Missionary [Diplomacy]95 Missionary [Intimidate]96 Missionary [Knowledge (religion)]97 Missionary [Perform]98 Missionary [Sense Motive]99 Reclaiming your Roots

100 Seeking Adventure101 Fools for Friends102 Bastard103 Brigand104 Issian105 Noble Born [Garess]106 Noble Born [Lebeda]

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0 107 Noble Born [Lodovka]108 Noble Born [Medvyed]109 Noble Born [Orlovsky, Acrobatics]110 Noble Born [Orlovsky, Diplomacy]111 Noble Born [Orlovsky, Stealth]112 Noble Born [Surtova]113 Pioneer [Climb]114 Pioneer [Handle Animal]115 Pioneer [Knowledge (nature)]116 Pioneer [Perception]117 Pioneer [Ride]118 Pioneer [Survival]119 Pioneer [Swim]120 Rostlander121 Sword Scion122 Into Enemy Territory [Fortitude]123 Into Enemy Territory [Reflex]124 Into Enemy Territory [Will]125 Looking for Work [Bluff]126 Looking for Work [Craft]127 Looking for Work [Diplomacy]128 Looking for Work [Intimidate]129 Looking for Work [Perception]130 Looking for Work [Perform]131 Looking for Work [gambler]132 Optimistic Gambler133 Researching the Blot134 Scouting for Fiends135 *** PRPG - Equipment ***136 Augmented Disguise137 Dealmaker138 Extremely Fashionable [Bluff]139 Extremely Fashionable [Diplomacy]140 Extremely Fashionable [Intimidate]141 Heirloom Weapon142 Improvisational Equipment143 Iron Liver144 Power of Suggestion145 Prehensile Whip146 Quick Learner147 Rough and Ready148 Stage Magic149 Stealthy Escape150 Thrown-Together Fashion151 *** PRPG - Faction ***152 Captain’s Blade [Acrobatics]153 Captain’s Blade [Climb]

0 154 Explorer155 Freedom Fighter (Andoran)156 Hunter’s Eye157 Indomitable158 Devil’s Mark159 Fiendish Presence [Diplomacy]

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160 Fiendish Presence [Sense Motive]161 Fires of Hell162 Master of Pentacles163 Soul-Drinker164 Attuned to the Ancestors165 Dunewalker166 Mummy-Touched167 Secrets of the Sphinx [arcana]168 Secrets of the Sphinx [dungeoneering]169 Secrets of the Sphinx [engineering]170 Secrets of the Sphinx [geography]171 Secrets of the Sphinx [history]172 Secrets of the Sphinx [local]173 Secrets of the Sphinx [nature]174 Secrets of the Sphinx [nobility]175 Secrets of the Sphinx [planes]176 Secrets of the Sphinx [religion]177 Secrets of the Sphinx [spirits]178 Tomb Raider [Knowledge (dungeoneering)]179 Tomb Raider [Perception]180 Dervish181 Desert Shadow182 Eastern Mysteries183 Gold Finger [Disable Device]184 Gold Finger [Sleight of Hand]185 Horse Lord186 Expert Duelist187 Fashionable [Bluff]188 Fashionable [Diplomacy]189 Fashionable [Sense Motive]190 Impressive Presence191 Performance Artist [act]192 Performance Artist [comedy]193 Performance Artist [dance]194 Performance Artist [keyboard]195 Performance Artist [oratory]196 Performance Artist [percussion]197 Performance Artist [sing]198 Performance Artist [string]199 Performance Artist [wind]200 Vindictive201 *** PRPG - Race ***202 Animal Friend203 Arcane Dabbler204 Aspiring Bard [act]205 Aspiring Bard [comedy]206 Aspiring Bard [dance]207 Aspiring Bard [keyboard]208 Aspiring Bard [oratory]209 Aspiring Bard [percussion]210 Aspiring Bard [sing]211 Aspiring Bard [string]212 Aspiring Bard [wind]

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213 Aspiring Bard [ritual]214 Azlant Fanatic [Knowledge (arcana)]215 Azlant Fanatic [Knowledge (history)]216 Brastlewark Businessman217 Brute218 Carefully Hidden219 Child of Zolurket220 Clear-headed221 Deep Guardian222 Deep Marker223 Dilettante Artist [Diplomacy]224 Dilettante Artist [Perform]225 Earthbound226 Ekujae Reflexes227 Eldritch Smith228 Failed Apprentice229 Forlorn (Racial)230 Freedom Fighter (Halfling)231 Genie Blood [air]232 Genie Blood [earth]233 Genie Blood [fire]234 Genie Blood [water]235 Goldsniffer236 Grounded237 Historian238 Infernal Influence239 Lapsed Faith240 Latent Psion241 Legacy of Sand242 Masterful Demeanor243 Militant Merchant244 Rapscallion245 Ruthless246 Scholar of Ruins [Knowledge (dungeoneering)]247 Scholar of Ruins [Knowledge (geography)]248 Seeker of Brightness [arcana]249 Seeker of Brightness [dungeoneering]250 Seeker of Brightness [engineering]251 Seeker of Brightness [geography]252 Seeker of Brightness [history]253 Seeker of Brightness [local]254 Seeker of Brightness [nature]255 Seeker of Brightness [nobility]256 Seeker of Brightness [planes]257 Seeker of Brightness [religion]258 Seeker of Brightness [spirits]259 Spirits in the Stone260 Strength of the Land261 Successful Shirker262 Tunnel Fighter263 Warrior of Old264 Warsmith265 Well-Informed [Diplomacy]

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266 Well-Informed [Knowledge (local)]267 World Traveler [Diplomacy]268 World Traveler [Knowledge (local)]269 World Traveler [Sense Motive]270 Youthful Mischief271 Zest for Battle272 *** PRPG - Region ***273 Alchemical Prodigy274 Blooded275 Chivalrous276 Cliff Jumper277 Coin Hoarder278 Desert Child279 Dump Salvager280 Duskwalker Agent281 Egorian School Apprentice282 Elemental Pupil [acid]283 Elemental Pupil [cold]284 Elemental Pupil [electricity]285 Elemental Pupil [fire]286 Forlorn (Regional)287 Freed Slave288 Frostborn289 Genie-Caller290 Glory of Old291 Iadaran Illusionist292 Keeper of the Veil [Bluff]293 Keeper of the Veil [Disguise]294 Kobold’s Neighbor295 Kyonin Gatekeeper296 Left Behind297 Merchant of Katheer298 Merchant’s Child299 Militia Veteran [soldier]300 Militia Veteran [Ride]

0 301 Militia Veteran [Survival]302 Mordant Heritage303 Narrows Survivor304 Nightstall Urchin305 Perseverance306 Pesh Addict [Bluff]307 Pesh Addict [Knowledge (local)]308 Pesh Addict [Sense Motive]309 Pesh Dealer310 Precocious Spellcaster311 Prismati Player312 Rider of Paresh

0 313 River Rat314 Savannah Child [Handle Animal]315 Savannah Child [Knowledge (nature)]316 Savannah Child [Ride]317 Treerazer’s Bane318 Uwaga Highlander

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319 Vagabond Child [Disable Device]320 Vagabond Child [Sleight of Hand]321 Venicaan Medic322 Walking Ward [acid]323 Walking Ward [cold]324 Walking Ward [electricity]325 Walking Ward [fire]326 Warrior Poet327 Watching Taldor328 Wealthy Dabbler329 Wharf Rat330 Whisper Woods Hunter331 *** PRPG - Religion ***332 Alluring333 Ambassador334 Asmodean Demon Hunter335 Battlefield Caster336 Blade of Mercy337 Calistrian Prostitute338 Cleansing the Twisted339 Devotee of a Dead God [Diplomacy]340 Devotee of a Dead God [Knowledge (religion)]341 Divine Warrior342 Eyes and Ears of the City343 Flame of the Dawnflower344 Guardian of the Forge [Knowledge (engineering)]345 Guardian of the Forge [Knowledge (history)]346 Honeyed Words347 Magic is Life348 Patient Optimist349 Resigned350 Sacred Avenger351 Sovyrian Pantheist352 Starchild353 Strength of the Sun354 The City Protects355 Toilcrafter356 Under Siege [Bluff]357 Under Siege [Sense Motive]358 Wasp Whisperer359 Wisdom in the Flesh [Acrobatics]360 Wisdom in the Flesh [Climb]361 Wisdom in the Flesh [Disable Device]362 Wisdom in the Flesh [Escape Artist]363 Wisdom in the Flesh [Fly]364 Wisdom in the Flesh [Ride]365 Wisdom in the Flesh [Sleight of Hand]366 Wisdom in the Flesh [Stealth]

0 367 Wisdom in the Flesh [Swim]368 *** Custom ***369 Elven reflexes370 Citizen Militia Veteran:### NULL

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### NULL### NULL

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BleedBlindedBrokenConfusedCoweringDazedDazzledDeadDeafenedDisabledDyingEnergy DrainedEntangledExhaustedFascinatedFatiguedFlat-FootedFrightenedGrappledHelplessIncorporealInvisibleNauseatedPanickedParalyzedPetrifiedPinnedProneShakenSickenedStableStaggeredStunnedUnconsciousList_Conditions; Table_Conditions

Barbarian Rage

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DescriptionA creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. BlThe creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sigh

The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).

The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body dA deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long tim

A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution cheThe character gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and Negative levels for more information.The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to DexterityAn exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such asA fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatuInvisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities.Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmA petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there isA pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a co

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.

+4 Morale bonus to Str & Con, +2 Morale bonus Will saves; –2 penalty to AC, cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration

* If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. * If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. * If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.01–25 Act normally.26–50 Do nothing but babble incoherently.The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

A dazed condition typically lasts 1 round.

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Manuever Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.

If a character has become stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.

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0 0 0 0 0 0 0 0 0 0

Str Dex Con0 0 0

In Effect Untyped Morale Fatigue Zero Untyped Fatigue Zero Untyped Morale Zero00000000000 000 00 0 000 0 0000 00 000000 0 0 000000000 00

0 0 0

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5 0 0 0 0 0 0 0 0 0

Movement Armor Class All Will Attacks CMB CMD - 0

Multiplier Untyped Lose Dex Untyped Fear Morale Untyped Fear Untyped Lose Dex

- -

- -

-

1

1 - 1

- 00 0

1 0

0

0

1 0 0 0

0 00 0

0 0

0 0

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0 0 0 0 0 0 0 0 0 0Skill Checks

Initiative All StrDex

Con Cha

Untyped Untyped Fear

0 0

0

0

0

00

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Discovery2 Acid Bomb

Combine ExtractsConcussive BombDelayed BombDilutionElixir of Life

8 Enhance PotionEternal Potion

10 Explosive Bomb11 Extend Potion

Fast Bombs13 Feral Mutagen

Force Bomb15 Frost Bomb

Grand Mutagen17 Greater Mutagen18 Infuse Mutagen

Inferno Bomb20 Infusion

Madness BombPoison Bomb

23 Potent Bombs24 Potent Bombs II25 Potent Bombs III26 Precise Bomb27 Shock Bomb28 Smoke Bomb

Sticky BombStink BombTable_DiscoveriesGrand DiscoveryAwakened IntellectEternal YouthFast HealingPhilosopher’s StonePoison TouchTrue MutagenTable_Grand_Discoveries

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Summarybomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd latermay place 2 formulae into 1 extract; extract is 2 levels higher than highest level formulaebomb may deal sonic dmg, but dmg die is d4 rather than d6; direct hit Deafens target for 1 min (Fort neg)bomb explodes up to 0 rnds after release; may end timer by retrieving bomb; dispel magic or Disable Device check (DC 14) can neutralize delayed bomb, but detonates immediately if any other creature attempts to touch/move/alter it; deals dmg as direct hit to creature in same square and splash damage to all adjacent1/day, spend gp equal to 1/4 of potion’s market value to create 2 doses of same potion from 1 (cannot be used on extracts or mutagens)1/day, spend 25,000 gp and 1 hr of work to create elixir that functions as true resurrection spell; you may drink to be immediately targeted w/ resurrection spell if killed w/in 4 days4/day, cause any potion you drink to function at caster level 0drink potion affected by Extend Potion discovery to make effects permanent until another such potion is made permanentbomb splash radius increases to 10' feet rather than 5 feet; direct hit sets taerget on fire, dealing 1d6 fire dmg/rnd until extinguished (Full-Round action requiring Ref; rolling on ground provides +2 bonus to save; dousing w/ 2 gal of water automatically extinguishes)4/day, cause any potion you drink that does not have instantaneous duration to function at x2 normal durationFull-Round Action; create and throw bombs as full-attack w/ ranged weaponmutagen grants 2 claws (1d6 dmg) and bite (1d8 dmg) as primary attacks and +2 Competence bonus on Intimidate checksbomb may deal force dmg, but dmg die is d4 rather than d6; direct hit knocks target Prone (Ref neg)bomb may deal cold dmg; direct hit Staggers target on next turn (Fort neg)mutagen grants +6 Natural Armor bonus, +8 Enhancement bonus to 1 physical ability, +6 Enhancement bonus to 2nd physical ability, and +4 Enhancement bonus to 3rd physical ability but inflicts –2 penalty to all mental abilitiesmutagen grants +4 Natural Armor bonus, +6 Alchemical bonus to 1 physical ability and +4 Alchemical bonus to 2nd physical ability but inflicts –2 penalty to both assicoated mental abilitiestake 2 points of Int dmg and spend 1,000 gp to create mutagen that is not rendered inert if another mutagen is createdsmoke bomb duplicates incendiary cloud instead of fog cloudextract may persist out of your possession (continues to occupy daily extract slot) and may affect non-alchemistdirect hit deals normal dmg - 2d6 but also deals 1d4 Wisdom dmg (reduced by 1 for each madness bomb that hit target in past 24 hrs, to min of 1)smoke bomb duplicates cloudkill instead of fog cloudbomb dmg increases +1d6bomb dmg increases +1d6bomb dmg increases +1d6may select 4 squares that are not affected by splash damage from bombbomb may deal electricity dmg; direct hit Dazzles target for 1d4 rndsbomb functions as fog cloud, filling area equal to twice bomb’s splash radius for 0 rndsbomb effects continue to dmg splash targets for 1 rnd after initial dmg and direct hit for 2 rnds later (bombs effects normally occuring 1 rnd later instead have those effects 2 rnds later)smoke bomb duplicates stinking cloud instead of fog cloud

DescriptionIntelligence permanently increases by 2suffer no penalty to physical ability scores from advanced agegain Fast Healing 51/month, create philosopher’s stone w/ 1 day of work and at no costFree Action; suppress or activate poisonous touch, as poison spellmutagen grants a +8 bonus to Natural Armor score and +6 Enhancement bonus to physical attributes

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bomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd later Acid Bomb0 8 Enhance Potion0 10 Explosive Bomb0 11 Extend Potion0 13 Feral Mutagen0 15 Frost Bomb1 17 Greater Mutagen0 18 Infuse Mutagen1 20 Infusion1 23 Potent Bombs0 24 Potent Bombs II1 25 Potent Bombs III0 26 Precise Bomb1 27 Shock Bomb0 28 Smoke Bomb1 ### NULL1 ### NULL0 ### NULL1 ### NULL0 ### NULL0 ### NULL1 ### NULL1 ### NULL1 #VALUE!1 ### NULL1 ### NULL1 ### NULL0 ### NULL0 ### NULL

List_Discoveries

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DestructionHealingJusticePiercingProtectionPurityResiliencyResistanceSmiting

Piercing: gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd to max of +3 Protection: gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3 Purity: gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3

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Inquisitor_Judgmentsgain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each rnd to max of +3gain Fast Healing 1, increasing by 1 each rnd to max of Fast Healing 3gain +1 Sacred bonus on all attacks, increasing by +1 each rnd to max of +3gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd to max of +3gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3gain DR 1/magic, increasing by 1 each rnd to max of 3gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing by +2 each rnd to max of +6no effect on 1st rnd, but weapons count as magic vs. DR on 2nd

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CurseClouded VisionDeafHauntedLameWastingTongues

MysteryBattleBonesFlameHeavensLoreNatureStoneWavesWind

Acid Skin (Ex)Air Barrier (Ex)Arcane Archivist (Su)Armor of Bones (Su)Automatic Writing (Su)Awesome Display (Su)Battlecry (Ex)Battlefield Clarity (Ex)Bleeding Wounds (Su)Blizzard (Su)Bonded Mount (Su)Brain Drain (Su)Burning Magic (Su)Cinder Dance (Ex)Clobbering Strike (Ex)Coat of Many Stars (Su)Combat Healer (Su)Crystal Sight (Ex)Death’s Touch (Su)Dweller in Darkness (Sp)Earth Glide (Su)Erosion Touch (Su)Fire Breath (Su)Firestorm (Su)Fluid Nature (Ex)Fluid Travel (Su)Focused Trance (Ex)Form of Flame (Su)Freezing Spells (Su)Friend to the Animals (Ex)Gaseous Form (Su)Gaze of Flames (Su)Guiding Star (Su)

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Handy Book (Ex)Heat Aura (Su)Ice Armor (Su)Icy Skin (Ex)Interstellar Void (Su)Invisibility (Su)Iron Skin (Su)Life Leach (Su)Lightning Breath (Su)Lure of the Heavens (Su)Maneuver Mastery: Bull Rush (Ex)Maneuver Mastery: Disarm (Ex)Maneuver Mastery: Grapple (Ex)Maneuver Mastery: Overrun (Ex)Maneuver Mastery: Sunder (Ex)Maneuver Mastery: Trip (Ex)Mantle of Moonlight (Su)Mental Acuity (Ex)Mighty Pebble (Su)Molten Skin (Ex)Moonlight Bridge (Su)Natural Divination (Ex)Nature’s Whispers (Ex)Near Death (Su)Punitive Transformation (Su)Raise the Dead (Su)Resiliency (Ex)Resist Life (Su)Rock Throwing (Ex)Shard Explosion (Su)Sidestep Secret (Su)Skill at Arms (Ex)Soul Siphon (Su)Spark Skin (Ex)Speak with Animals (Ex)Spirit of Nature (Su)Spirit Walk (Su)Spontaneous Symbology (Sp)Spray of Shooting Stars (Ex)Star Chart (Ex)Steelbreaker Skin (Su)Stone Stability (Ex)Surprising Charge (Ex)Think on It (Ex)Thunderburst (Ex)Touch of Acid (Su)Touch of Electricity (Su)Touch of Flame (Su)Transcendental Bond (Su)Undead Servitude (Su)Undo Artifice (Sp)Voice of the Grave (Su)Vortex Spells (Ex)

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War Sight (Su)Water Form (Su)Water Sight (Su)Weapon Mastery (Ex)Whirlwind Lesson (Ex)Wind Sight (Ex)Wings of Air (Su)Wings of Fire (Su)Wintry Touch (Su)

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Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30', but you can see as if you had darkvision 30' (this replaces any darkvision you might gain from your race)You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a Standard Action, unless it would normally take longer. Any item you drop lands 10' away from you in a random direction. Add the following to your list of spells known: mage hand, ghost soundOne of your legs is permanently wounded, reducing your base land speed by 10 feet (5 feet if you are Small). Your speed is never reduced due to encumbrance.Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.In times of stress, you speak in tongues. Whenever you are in combat, you can only speak and understand . This does not interfere with spellcasting, but it does apply to spells that are language dependent.

DeitiesCayden Cailean, Gorum, Iomedae, RovagugNorgorber, Pharasma, UrgathoaAsmodeus, SarenraeDesna, Gozreh, Pharasma, SarenraeAbadar, Irori, NethysErastil, GozrehAbadar, Gorum, ToragGozreh, PharasmaGozreh, Shelyn

gain resist acid 5create invisible shell of air for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be spent in 10-min increments1/day cast a sorcerer/wizard spell as if it were on list of spells known (spell consumes slot 1 level higher than level of spell); must have spellbook containing spell to cast it in this way and spell is erased when casting is complete conjure armor made of bones for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be spent in 10-min increments1/day, spend full hour in uninterrupted meditation to produce mysterious writing that manifests as an augury spell with 90% effectivenesstargets affected by your Illusion (pattern) spells are treated as if their total number of Hit Dice were equal to their number of Hit Dice -5 (min 1)Standard Action; 1/day, allies w/in 100' that hear battle cry gain +1 Morale bonus on attacks, skill checks, and saves for 5 (rnds)Immediate Action; 1/day, after failing save that makes you blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, attempt save again w/ +4 Insight bonus (must take 2nd result)after foe takes negative energy dmg from spell/effects, it begins to Bleed, taking 1 point of dmg/rnd; bleeding can be stopped by DC 15 Heal check or any effect that heals dmgStandard Action; 1/day, create 0' cube of blizzard in any pattern you desire (must be adjacent to another and 1 must be adjacent to you) that lasts 5 rnds; creatures in blizzard take 0d4 cold dmg (Reflex half); sight obscured beyond 5', providing total concealment (creature w/in 5' has concealment); ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit.gain service of unusually intelligent, strong, and loyal mount (as druid’s animal companion, using oracle’s level as effective druid level and creature must be suitable as a mount); bonded mounts have an Intelligence score of at least 6Standard Action [mind-affecting]; 1/day, target w/in 100' takes 0d4 dmg (Will save negs and target knows source); after success, may take Full-Round Action w/in 5 rnds to make a single Knowledge check using victim’s skill bonusfailed save vs. your spells that deal fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at beginning of target’s turn; fire lasts 1d4 rnds but can be extinguished as Move Action and successful Ref save (using spell’s DC, Standard Action to douse target in water grants +2 bonus on save); immersing target in automatically extinguishes firebase speed increases by 10'Swift Action; after crit vs. foe from attack spell, may attempt to trip your target (no AoO, cannot trip you in return)conjure coat of starry radiance for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be spent in 10-min incrementsSwift Action; -1/day, expend 2 spell slots to cast any 'cure' spell as if using Quicken Spell (does not increase level of spell)may see through 0' of stone, earth, or sand and 0' of metal as if transparent for up to 0 rnds/day (rnds need not be consecutive)8/day Melee Touch deals 1d6+0 negative energy dmg (undead heal dmg instead and gain +2 channel resistance for 1 min)cast phantasmal killer 1/dayFree Action; 0 min/day, pass through stone, dirt, or almost any other sort of earth except worked stone and metal (even lava, but this ability does not protect from fire dmg) at base land speed; may breath stone as if it were air and create no sign of presence; move earth flings you back 30' and Stuns for 1 rnd (Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel1/day, Melee Touch deals 0d6 dmg to objects/constructs; treat as sunder if used vs. object in another creature’s possessionStandard Action; 1/day, 15' cone deals 0d4 fire dmg (Ref half)Standard Action; 1/day, create 0' cube of fire in any pattern you desire (must be adjacent to another and 1 must be adjacent to you) that lasts 5 rnds; creatures in fire take 0d6 fire dmg (Reflex half)gain +4 bonus on CMD to avoid being disarmed, grappled, or overrun; foes trying to confirm a crit suffer vs. you suffer –4 penalty0 hr/day, walk on liquid (even lava, but this ability does not protect from fire dmg) at normal land speed; duration need not be consecutive, but must be spent in 1-hr increments5/day, enter trance lasting 1d6 rnds (may only take Move Actions, gain +0 bonus on saves vs. sonic effects/gaze attacks); after trance, may make single Intelligence-based skill check w/ +20 Circumstance bonusStandard Action; 1/day, assume alternate form for 0 hrs: Small fire elemental (as elemental body I)failed save vs. your spells that deal cold dmg Slow targets for 1 rndall summon nature’s ally spells are added to your spell list (must still select these spells using allotment of spells known); animals w/in 30' gain +5 on all savesStandard Action; 0 min/day, assume gaseous form; duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travelmay see through see through fire, fog, and smoke w/out penalty as long as light is sufficientwhen specific star is visible: may determine precise location, may add +5 on all Wisdom-based checks, and 1/night may cast 1 spell as if modified by Empower Spell, Extend Spell, Silent Spell, or Still Spell w/out increasing spell’s casting time or level

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may use Charisma modifier instead of Intelligence modifier on all Knowledge checks so long as designated item is at handSwift Action; 1/day, all w/in 10' take 0d4 fire dmg (Ref half) and you gain 20% concealment until your next turnconjure armor of ice for 0 min/day that grants +2 Armor bonus to AC; Armor bonus increases by 2 in cold conditions and decreases by 2 in very hot conditions; duration need not be consecutive, but must be spent in 10-min incrementsgain resist cold 5Standard Action; 1/day, target w/in 30' takes 0d6 cold dmg (Fort half and neg)Standard Action; become invisible for 0 min/day; duration need not be consecutive, but must be spent in 1-min increments1/day, gain DR 10/adamantine; this protection expires after absorbing 0 HP of dmgStandard Action; -1/day, living target w/in 30' loses 0d6 HP (Fort half) that you gain as temporary HP lasting 5 hrs (can’t gain more than target’s current HP + Constitution score)Standard Action; 1/day, 30' line deals 0d4 electricity dmg (Ref half)no longer leave trackstreat oracle level as oracle base attack bonus when determining CMB for bull rushtreat oracle level as oracle base attack bonus when determining CMB for disarmtreat oracle level as oracle base attack bonus when determining CMB for grappletreat oracle level as oracle base attack bonus when determining CMB for overruntreat oracle level as oracle base attack bonus when determining CMB for sundertreat oracle level as oracle base attack bonus when determining CMB for tripgain immunity to lycanthropy; 1/day, touch attack forces lycanthrope into humanoid form for 0 rndsgain +1 Inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafterStandard Action; 1/day, ranged attack (20' range increment, +0 Enhancement bonus to attack) deals 1d6+0 bludgeoning dmg and adjacent creatures take 1/2 dmg (Ref neg); on missed attack, treat pebble as thrown splash weapon to determine where it landsgain resist fire 55/day, summon 10' wide span touching ground at point adjacent to you and and extending in any direction for 0'; path persists until you cross over or for 24 hrs, whichever is shorter1/day, may spend 10 min to gain: +5 Insight bonus on 1 save, +10 Competence bonus on 1 skill check, or +4 Insight bonus on 1 initiative check; bonuses must be used during next 24 hrs and use must be declared before roll is mademay add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity)gain +2 Insight bonus on saves vs. diseases, mind-affecting effects, and poisons5/day, transform target into harmless animal for 0 rnds; transforming another causes first to immediately revert to normalStandard Action; 1/day, summon single 0 HD skeleton or zombie to serve you for 5 rndsnever disabled and do not gain Staggered condition if reduced to exactly 0 HPtreated as Undead when targeted by positive or negative energy, but not subject to Turn Undead or Command Undead (or any other effect that specifically targets undead) unless you are actually an undead creaturegain +1 Racial bonus on attack rolls w/ thrown rocks; may hurl Tiny rocks, range increment 20' (100' max range), for 2d43 dmgSwift Action; 1/day, 10' burst centered on you deals 1d6 piercing dmg (Ref half) and broken shards make area difficult terrain until your next turnmay add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity) and all Ref savesgain proficiency in all martial weapons and heavy armor-1/day, Ranged Touch (30' rng) deals 1 negative level that lasts 5 rnds and heals you for 0 HPgain resist electricity 5converse with 1 specific type of animal (animals are no more friendly than normal)automatically stabilize when reduce to negative HP in a natural settingStandard Action; 1/day, become incorporeal and invisible for 0 rnds (may end early as Standard Action); may move in any direction and through any object except for those made of force but can take no action other than movementmay “lose” a prepared spell to cast any symbol spell of the same level or lowerStandard Action; star flies up to 60' and then 5' burst deals 0d4 fire dmg (Ref half); may fire 1 star/day1/day, spend 10 min. to gain benefit of commune spellStandard Action; 1/day for 0 min, melee or ranged weapons that strike you take 0 dmg ; if this destroys weapon then you take no dmggain +4 bonus to CMD when resisting bull rush or trip attempt while standing on groundImmediate Action; 1/day, move up to your speed1/day, reattempt any previously failed Knowledge check w/ +10 Competence bonusStandard Action; -1/day, 10' burst w/in 100' deals 0d6 bludgeoning dmg and Deafens targets for 1 hr (Fort half and neg)Standard Action; 8/day, melee touch attack deals 1d60 acid dmgStandard Action; 8/day, melee touch attack deals 1d60 electricity dmgStandard Action; 8/day, melee touch attack deals 1d60 fire dmgStandard Action; touch designates ally (may designate up to 5 allies); may telepathically communicate w/ these allies over any distance (but not from one plane to another) for 0 rnds/daygain Command Undead as bonus feat and may channel negative energy 8/day to use Command Undead; may take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel

may speak with dead, as per the spell, for 0 rnds/day (rounds need not be consecutive) penalty on Will save to resist this effectafter scoring crit w/ attack spell, target is Staggered for 1 rnd

nonmagical nonliving objects. The duration is alwayspermanent. Unlike polymorph any object, it cannot be usedto mimic the effects of other spells. Items subject to

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may roll initiative twice and take any resultStandard Action; 1/day, assume alternate form for 0 hrs: Small water elemental (as elemental body I)may see through see through fog and mist w/out penalty as long as light is sufficientgain Weapon Focus with 1 weapon w/ which you are proficient--Add these as Manual Bonus Feats on the Character Options tabpermanently gain benefits of magical tome or manual w/ single 8-hr study session (vs. usual 48 hrs over 6 days)ignore penalties to Perception based on wind and first 100' of distanceSwift Action; gain fly speed of 60' (good); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1 min. increments)Swift Action; gain fly speed of 60' (average); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1 min. increments)Standard Action; 8/day, melee touch attack deals 1d60 cold dmg

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Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a Standard Action, unless it would normally take longer. Any item you drop lands 10' away from you in a random direction. Add the following to your list of spells known: mage hand, ghost sound

#N/AClass SkillsIntimidate, Knowledge (engineering), Perception, RideBluff, Disguise, Intimidate, StealthAcrobatics, Climb, Intimidate, PerformFly, Knowledge (arcana), Perception, SurvivalAppraise, Spellcraft, Knowledge (all)Climb, Fly, Knowledge (nature), Ride, Survival, SwimAppraise, Climb, Intimidate, SurvivalAcrobatics, Escape Artist, Knowledge (nature), SwimAcrobatics, Escape Artist, Fly, Stealth

Standard Action; 1/day, create 0' cube of blizzard in any pattern you desire (must be adjacent to another and 1 must be adjacent to you) that lasts 5 rnds; creatures in blizzard take 0d4 cold dmg (Reflex half); sight obscured beyond 5', providing total concealment (creature w/in 5' has concealment); ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit.

failed save vs. your spells that deal fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at beginning of target’s turn; fire lasts 1d4 rnds but can be extinguished as Move Action and successful Ref save (using spell’s DC, Standard Action to douse target in water grants +2 bonus on save); immersing target in automatically extinguishes fire

Free Action; 0 min/day, pass through stone, dirt, or almost any other sort of earth except worked stone and metal (even lava, but this ability does not protect from fire dmg) at base land speed; may breath stone as if it were air and create no sign of presence; move earth flings you back 30' and Stuns for 1 rnd (Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel

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Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a Standard Action, unless it would normally take longer. Any item you drop lands 10' away from you in a random direction. Add the following to your list of spells known: mage hand, ghost sound

#N/ABonus Spellsenlarge person (3rd), fog cloud (5th), magic vestment (7th), wall of fire (9th), righteous might (11th), mass bull’s strength (13th), control weather (15th), earthquake (17th), storm of vengeance (19th)cause fear (3rd), false life (5th), animate dead (7th), fear (9th), slay living (11th), circle of death (13th), control undead (15th), horrid wilting (17th), wail of the banshee (19th)produce flame (3rd), resist energy (5th), fireball (7th), wall of fire (9th), summon monster V (fire elementals only, 11th), fire seeds (13th), fire storm (15th), incendiary cloud (17th), elemental swarm (fire only, 19th)color spray (3rd), hypnotic pattern (5th), daylight (7th), rainbow pattern (9th), overland flight (11th), chain lightning (13th), prismatic spray (15th), sunburst (17th), meteor swarm (19th)identify (3rd), tongues (5th), locate object (7th), legend lore (9th), contact other plane (11th), mass owl’s wisdom (13th), vision (15th), moment of prescience (17th), time stop (19th)charm animal (3rd), barkskin (5th), speak with plants (7th), ice storm (9th), awaken (11th), stone tell (13th), creeping doom (15th), animal shapes (17th), storm of vengeance (19th)magic stone (3rd), acid arrow (5th), meld into stone (7th), wall of stone (9th), stoneskin (11th), stone tell (13th), statue (15th), repel metal or stone (17th), elemental swarm (earth only) (19th)obscuring mist (3rd), chill metal (5th), water breathing (7th), wall of ice (9th), baleful polymorph (11th), transmute rock to mud (13th), freezing sphere (15th), polar ray (17th), shapechange (water subtype only) (19th)shield (3rd), gust of wind (5th), levitate (7th), freedom of movement (9th), control winds (11th), overland f light (13th), control weather (15th), whirlwind (17th), storm of vengeance (19th)

Free Action; 0 min/day, pass through stone, dirt, or almost any other sort of earth except worked stone and metal (even lava, but this ability does not protect from fire dmg) at base land speed; may breath stone as if it were air and create no sign of presence; move earth flings you back 30' and Stuns for 1 rnd (Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel

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#N/A #N/A #N/A #N/ARevelationsBattlecry (Ex) Battlefield Clarity (Ex)Armor of Bones (Su) Bleeding Wounds (Su) Death’s Touch (Su) Near Death (Su)Burning Magic (Su) Cinder Dance (Ex) Fire Breath (Su)Awesome Display (Su) Coat of Many Stars (Su) Guiding Star (Su)

Automatic Writing (Su) Brain Drain (Su) Focused Trance (Ex)Bonded Mount (Su) Erosion Touch (Su) Friend to the Animals (Ex)Acid Skin (Ex) Clobbering Strike (Ex) Crystal Sight (Ex)

Fluid Nature (Ex) Fluid Travel (Su) Freezing Spells (Su)Air Barrier (Ex) Lightning Breath (Su)

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#N/A #N/A #N/A #N/A

Maneuver Mastery (Ex) Resiliency (Ex) Skill at Arms (Ex) Surprising Charge (Ex)Raise the Dead (Su) Resist Life (Su)

Gaze of Flames (Su) Heat Aura (Su) Molten Skin (Ex)Interstellar Void (Su) Lure of the Heavens (Su) Mantle of Moonlight (Su) Moonlight Bridge (Su)Handy Book (Ex) Sidestep Secret (Su) Spontaneous Symbology (Sp)Natural Divination (Ex) Nature’s Whispers (Ex) Speak with Animals (Ex) Spirit of Nature (Su)Mighty Pebble (Su) Rock Throwing (Ex) Shard Explosion (Ex)Ice Armor (Su) Icy Skin (Ex)Spark Skin (Ex) Touch of Electricity (Su) Vortex Spells (Ex)

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#N/A #N/A #N/A Final Revelation Bonus Feats

War Sight (Su) Weapon Mastery (Ex) Undead Servitude (Su) Voice of the Grave (Su) Touch of Flame (Su) Spray of Shooting Stars (Ex) Think on It (Ex) Whirlwind Lesson (Ex) Transcendental Bond (Su) Stone Stability (Ex) Touch of Acid (Su) Water Sight (Su) Wintry Touch (Su) Wind Sight (Ex)

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#N/A

Order SummaryCockatriceDragonLionShieldStarSword

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#N/A

Edictsmust keep your own interests/aims above those of all others; must always accept payment when it is due, rewards when earned, and an even share of loot; must take every opportunity to increase you own stature, prestige, and powermust remain loyal to allies and must always work to further aims of the group; must protect allies from harm and defend their honor when called into doubtmust protect life and lands of sovereign at all costs; must obey commands of sovereign w/out question; must strive to expand power and prestige of your realmmust protect lives/prosperity of common folk, shielding them from deprivations of those who would seek to harm/exploit them; must give charity when warranted and aid when needed; must take no action that would cause harm/hardship to those who cannot defend themselvesmust strive to protect the faith and all those who follow its teachings, from priest to common man; must adhere to strictures of the faith, promote its cause whenever possible, and serve the agents of the divinemust show courage in the face of danger, mercy to those who have wronged you, and charity to the poor and the meek; must be just and honorable at all times and in all things; must defend your honor and, above all else, the honor of those you serve

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#N/A

Challengegain +1 Morale bonus on melee dmg vs. challenge target when no one else is threatening targetallies gain +1 Circumstance bonus on melee dmg vs. challenge target when you are threatening targetgain +1 Dodge bonus to AC vs. attacks made by challenge targetgain +1 Morale bonus to attacks vs. challenge target for 1 min if target attacks someone other than yougain +1 Morale bonus on saves as long as you threaten challenge targetgain +1 Morale bonus on attacks vs. challenge target while astride your mount

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#N/A

SkillsAppraise (Int) and Perform (Cha) are class skills; add +5 to DC on attempts to demoralize you w/ IntimidatePerception (Wis) and Survival (Wis) are class skills; gain +1 when using Survival to provide food and water for allies or to protect allies from harsh weatherKnowledge (local) (Int) and Knowledge (nobility) (Int) are class skills; may make Knowledge (nobility) skill checks untrainedHeal (Wis) and Knowledge (local) (Int) are class skills; gain +1 bonus when using Heal skill on creature other than youHeal (Wis) and Knowledge (religion) (Int) are class skills; may make Knowledge (religion) skill checks untrainedKnowledge (nobility) (Int) and Knowledge (religion) (Int) are class skills; gain +1 Competence bonus on Sense Motive checks to oppose a Bluff

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Order Abilities2ndBraggart (Ex): Standard Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes opponents w/in 30' that can see you to become Shaken for 1 rnd, plus 1 rnd per 5 points you beat the DC; gain +2 Morale bonus on melee attacks vs. Shaken targetsAid Allies (Ex): when using Aid Another action to assist ally, the ally gains +3 bonus to AC, attack, save, or skill checkLion’s Call (Ex): Standard Action; allies w/in 60' gain +5 Competence bonus on saves vs. fear & +1 Competence bonus on attacks for 0 rnds; allies already under effect of fear spell/ability can immediately make another saveResolute (Ex): once per melee or ranged attack while wearing heavy armor, may convert 0 HP of lethal dmg to 0 HP of nonlethal dmgCalling (Ex): Standard Action, w/in next minute, add +5 Competence bonus on 1 ability check, attack, save, or skill check (must declare use before roll is made); may use this ability 4/day, once per type of check/rollBy My Honor (Ex): At 2nd level, the cavalier may swear an additional oath and any bonuses gained from his oaths are increased by +1.

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Order Abilities8thSteal Glory (Ex): whenever another creature scores crit vs. target you threaten, you may make AoO vs. same targetStrategy (Ex): Standard Action; grant all allies w/in 30' (including self) that can see or hear you a +2 Dodge bonus to AC for 1 rnd, a +2 Morale bonus on attacks for 1 rnd, or an Immediate Action to move up to their speed; each ally w/in range can gain a different bonus, but allies can only benefit from this ability 1/combatFor the King (Ex): Swift Action; 1/combat, allies w/in 30' gain +5 Competence bonus on attack & dmg rolls for 1 rndStem the Tide (Ex): gain Stand Still as bonus feat; may make a normal attack instead of making check to stop creature from moving, and hit that deals dmg forces target to stop movingFor the Faith (Ex): Free Action; -1/day gain +5 Morale bonus on attacks for 1 rnd; allies win 30' that share faith gain +2 Morale bonus on attacks for 1 rndMounted Mastery (Ex): only suffer 1/2 normal armor check penalty to Ride mounts (still suffer none on his special mount); when charging while mounted, gain +4 Dodge bonus to AC to avoid attacks set vs. charge and add mount’s Str mod to dmg; gain bonus feat

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15thMoment of Triumph (Ex): Free Action; 1/day for 1 rnd gain +5 Competence bonus to AC and on all ability checks, attacks, dmg, saves, and skill checks, any crit threats automatically confirmAct as One (Ex): Standard Action; 1/combat, move up to your speed and make melee attack; allies w/in 30' can also move up to their speed and make melee attack as Immediate Action; movement and attack can be made as a charge if movement qualifies, all attacks are made at +2 bonus (stacks with bonus from charge) and all participants gain +2 Dodge bonus to AC for 1 rndShield of the Liege (Ex): adjacent allies gain +2 Shield bonus to AC; as long as attacker is w/in reach, may redirect attack vs. adjacent target as Immediate Action declared before attack roll (attack is made vs. your AC/defenses but w/no cover or concealment)Protect the Meek (Ex): Immediate Action (AoO); move up to your (or mount’s) speed, end adjacent to foe, and make single melee attack; you are Staggered next turn and cannot use ability again for 1 rndRetribution (Ex): 1/rnd, successful melee attack vs. you or adjacent ally devoted to same faith provokes AoO from you and you gain +2 Morale bonus on this AoO; if enemy attack was crit, you may treat foe as target of your Challenge for the AoAKnight’s Challenge (Ex): 1/day, vs. Knight's Challenge target, gain +5 bonus on attacks and dice added to the dmg roll increase from d6 to d8

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Act as One (Ex): Standard Action; 1/combat, move up to your speed and make melee attack; allies w/in 30' can also move up to their speed and make melee attack as Immediate Action; movement and attack can be made as a charge if movement qualifies, all attacks are made at +2 bonus (stacks with bonus from charge) and all participants gain +2 Dodge bonus to AC for 1 rnd

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HexAgony (Su)

3 Blight (Su)4 Cackle (Su)5 Cauldron (Ex)6 Charm (Su)7 Coven (Ex)

Death Curse (Su)9 Disguise (Su)

Eternal Slumber (Su)11 Evil Eye (Su)12 Flight (Su)

Forced Reincarnation (Su)14 Fortune (Su)

Hag’s Eye (Su)16 Healing (Su)

Life Giver (Su)Major Healing (Su)

19 Misfortune (Su)Natural Disaster (Su)Nightmares (Su)Retribution (Su)

23 Slumber (Su)24 Tongues (Su)25 Ward (Su)

Waxen Image (Su)Weather Control (Su)

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DescriptionWith a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plants in 0' radius die, and nothing will grow there so long as curse persists; Animal and Plant targets gain Blight Hex—type (curse); save (Will negates); frequency (1/day); effect (1 Con damage); remove Move Action; for targets w/in 30', duration of agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward hex caused by you are extended by 1 rndGain Brew Potion as a bonus feat and +4 Insight bonus on Craft (alchemy) checks.Standard Action [mind-affecting charm] (no AoO); charm Animal or Humanoid w/in 30', improving attitude by 1 step for 4 rnds (Will DC 14 negs); cannot target same creature w/ this hex again for 1 dayIf w/in 30' of another witch w/ this hex, may use Aid Another action to grant +1 bonus to other witch’s caster level for 1 rnd (bonus applies to spells and hexes); count as a hag for purpose of joining covenThis powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausStandard Action (no AoO); change appearance for 0 hrs as if using disguise self; hours need not be consecutive, but must be spent in 1-hr incrementsThe witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can usStandard Action (no AoO); target you can see w/in 30' takes –2 penalty to AC, ability checks, attack rolls, saving throws, or skill checks for 7 rnds (Will save, DC 14, reduces to 1 rnd)The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can f ly, as per the spell, for a number of minutes per day equal to her level. These mThe witch cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. This process takes 1 full round, during which time the creature is in complete agony. Whether or not theThe witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, thA witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls its. The witch can use thA witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.Once per day the witch can, as a full round action, touch one part of a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.The witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex afA witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch can only use this ability once per day.Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each nightA witch with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of thA witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noisA witch with this hex can understand any spoken language for a minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in Activating this ability is a free action. At 5th level, a witch can use this ability to speak any language, as per tongues.A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 def lection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only The witch can spend a full-round action to create a wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new WillA witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.

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Type Qualified LIST_HEXESWith a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not 3Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plants in 0' radius die, and nothing will grow there so long as curse persists; Animal and Plant targets gain Blight Hex—type (curse); save (Will negates); frequency (1/day); effect (1 Con damage); remove 1 4 Cackle (Su)

1 5 Cauldron (Ex)1 6 Charm (Su)1 7 Coven (Ex)1 9 Disguise (Su)

Grand 0 11 Evil Eye (Su)1 12 Flight (Su)

Grand 0 14 Fortune (Su)1 16 Healing (Su)

The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can f ly, as per the spell, for a number of minutes per day equal to her level. These m 1 19 Misfortune (Su)Grand 0 23 Slumber (Su)

The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, th 1 24 Tongues (Su)Major 0 25 Ward (Su)

1 #VALUE! NULLGrand 0 #VALUE! NULLMajor 0 #VALUE! NULL

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex af 1 #VALUE! NULLGrand 0 #VALUE! NULLMajor 0 #VALUE! NULLMajor 0 #VALUE! NULL

A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to nois 1 #VALUE! NULL1 #VALUE! NULL

A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 def lection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only 1Major 0 #VALUE! NULLMajor 0 #VALUE! NULL

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Class Ability Qualified

4 *** PRPG ***Animal Fury 0 0Clear Mind 0 0Fearless Rage 0 0Guarded Stance 0 0Increased Damage Reduction I 0 0Increased Damage Reduction II 0 0Increased Damage Reduction III 0 0Internal Fortitude 0 0Intimidating Glare 0 0Knockback 0 0Low-Light Vision 0 0Mighty Swing 0 0Moment of Clarity 0 0Night Vision 0 0No Escape 0 0Powerful Blow 0 0Quick Reflexes 0 0Raging Climber 0 0Raging Leaper 0 0Raging Swimmer 0 0Renewed Vigor 0 0Rolling Dodge 0 0Roused Anger 0 0Scent 0 0Strength Surge 0 0Superstition 0 0Surprise Accuracy 0 0Swift Foot I 0 0Swift Foot II 0 0Swift Foot III 0 0Terrifying Howl 0 0Unexpected Strike 0 0*** Custom ***

Table_Rage_Powers 2 3

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Qualified

Gain bite attack (1d4+2 dmg); may use as single attack, as part of full attack at –5, as part of action to maintain/break grapple (attack resolved before grapple check, if bite hits, +2 on grapple checks that rnd)Immediate Action; once per rage, reroll failed Will save after first save is rolled but before results are revealed; must take second resultImmune to Shaken and Frightened conditionsMove Action (no AoO); gain +1 Dodge bonus to AC vs. melee attacks for 1 rndDR increases by 1/— while ragingDR increases by 1/— while ragingDR increases by 1/— while ragingImmune to Sickened and Nauseated conditionsMove Action; make Intimidate check to demoralize 1 adjacent foe; if successful, foe is Shaken 1d4 rnds + 1 rnd per 5 points exceeding DCOnce per round, make bull rush attempt (no AoO) vs. 1 target in place melee attack; if successful, target takes 2 dmg and is moved back as normal; you do not need to move with the target if successfulGain low-light visionImmediate Action; once per rage, automatically confirm a critical hitOnce per rage, forgo all benefits and penalties from rage for 1 rnd (the rnd still counts against total rnds of rage per day)Gain darkvision 60'Immediate Action; once per rage when adjacent foe uses withdraw action to move away, move up to double normal speed, provoking AoO as normal for movement; must end movement adjacent to enemy that used the withdraw actionSwift Action; once per rage, before attack roll is made, gain +1 bonus on a single damage rollMake one additional attack of opportunity per rndGain +0 enhancement bonus on all Climb checksGain +0 enhancement bonus on all Acrobatic checks made to jump (always considered to have a running startGain +0 enhancement bonus on all Swim checksStandard Action; Once per day, heal 0d8+1 points of dmgMove Action (no AoO); gain +1 Dodge bonus to AC vs. ranged attacks for 1May enter rage even if fatigued, immune to fatigued condition while using this ability; exhausted for 10 min per rnd spent raging once this rage endsGain scent ability, can use this ability to locate unseen foesImmediate Action; once per rage, gain +0 on 1 Str or combat maneuver check, or to CMDGain +2 Morale bonus on saves vs. spells, supernatural abilities, & spell-like abilities; cannot be willing target of any spellSwift Action; once per rage, before attack roll is made gain +1 Morale bonus to hitGain +5' Enhancement bonus to speedGain +5' Enhancement bonus to speedGain +5' Enhancement bonus to speedStandard Action; all shaken enemies w/in 30' must make Will save (DC 12) or be panicked for 1d4+1 rounds; once enemy has made a save (successful or not), it is immune for 24 hoursOnce per rage, make attack of opportunity vs. foe that moves into any square you threaten by the barbarian

5

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*** PRPG *** 4NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Standard Action; Once per day, heal 0d8+1 points of dmgNULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###List_Rage_Powers_Available

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Rogue Talent Qualified

4 *** PRPG ***5 Bleeding Attack* (Ex) 1 06 Combat Trick 1 07 Crippling Strike* (Ex) 1 08 Defensive Roll (Ex) 1 09 Dispelling Attack* (Su) 1 0

### Fast Stealth (Ex) 1 0### Feat 1 0### Finesse Rogue 1 0### Improved Evasion (Ex) 1 0### Ledge Walker (Ex) 1 0

Major Magic (Sp) 0 0### Minor Magic (Sp) 1 0### Opportunist (Ex) 1 0### Quick Disable (Ex) 1 0### Resiliency (Ex) 1 0### Rogue Crawl (Ex) 1 0### Skill Mastery 1 0### Slippery Mind (Ex) 1 0### Slow Reactions* (Ex) 1 0### Stand Up (Ex) 1 0### Surprise Attack (Ex) 1 0### Trap Spotter (Ex) 1 0### Weapon Training 1 0

*** Custom ***

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Qualified

Sneak attack also deals 5 bleed dmg (this dmg bypasses DR); stop w/ DC 15 Heal check or any effect that heals hp dmgGain as bonus featSneak attack also deals 2 Str dmg1/day when reduced to 0 or fewer HP and if aware of attack and able to react, make Ref save (DC = dmg dealt) to take 1/2 dmgSneak attack also affects foe w/ targeted dispel magic vs. lowest-level spell effect; caster level 10Move at full speed using Stealth w/out penaltyGain as bonus featGain Weapon Finesse as bonus featSuccessful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not available when helplessMove at full speed along narrow surfaces using Acrobatics w/out penalty and w/out becoming flat-footedCast 2/day at caster level 10; save DC 15Cast 3/day at caster level 10; save DC 141/rnd make AoO vs. foe taking dmg in melee from another cahracterReduce time to disable trap using Disable Device by 50% (min 1 rnd)Immediate Action; 1/day gain 10 temp HP; lasts for 1 minMove at half speed while prone (provokes AoO as normal); may take 5' step while crawlingSelect 7 skills; may take 10 on these even when stressed/distracted1 rnd after failing save vs. Enchantment spell/effect, attempt again at same DCSneak attack also prevents foe from making any AoO for 1 rndStand up from prone as Free Action (provokes AoO as normal)Opponents always considered flat-footed during surprise rnd, even after actingGM makes immediate Perception check to notice any trap w/in 10'Gain Weapon Focus as bonus feat

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Rogue_Talents_Summary

*** PRPG *** 4Bleeding Attack* (Ex) 5Combat Trick 6Crippling Strike* (Ex) 7Defensive Roll (Ex) 8Dispelling Attack* (Su 9Fast Stealth (Ex) 10Feat 11Finesse Rogue 12Improved Evasion (Ex 13Ledge Walker (Ex) 14Minor Magic (Sp) 16Opportunist (Ex) 17Quick Disable (Ex) 18Resiliency (Ex) 19Rogue Crawl (Ex) 20Skill Mastery 21Slippery Mind (Ex) 22Slow Reactions* (Ex) 23Stand Up (Ex) 24Surprise Attack (Ex) 25

Opponents always considered flat-footed during surprise rnd, even after actingWeapon Training 27NULL ###NULL ###NULL ###List_Rogue_Talents

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Mercies_Known_SummaryMercy Qualified

4 *** PRPG ***Fatigued 0 0 Target no longer FatiguedShaken 0 0 Target no longer ShakenSickened 0 0 Target no longer SickenedDazed 0 0 Target no longer DazedDiseased 0 0 Remove disease at caster level 0Staggered 0 0 Target no longer StaggeredCursed 0 0 Remove curse at caster level 0Exhausted 0 0 Target no longer exhaustedFrightened 0 0 Target no longer frightenedNauseated 0 0 Target no longer nauseatedPoisoned 0 0 Neutralize poison at caster level 0Blinded 0 0 Target no longer BlindedDeafened 0 0 Target no longer DeafenedParalyzed 0 0 Target no longer ParalyzedStunned 0 0 Target no longer Stunned*** Custom ***

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*** PRPG *** 4NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###List_Mercies_Available

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Level123456789

1011121314151617181920

1Table_Level_Dependent

CampaignCustomLowStandardHighEpicTable_Point_Buy_Cost

BAB0123456789

1011121314151617181920

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Ability Score0123456789

101112131415161718

4 195 205 216 226 237 247 258 268 279 289 29

10 3010 3111 3211 3312 3412 3513 3613 3714 3814 3915 4015 4116 4216 4317 4417 4518 4618 4719 4819 4920 50

Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells

Light

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MediumHeavyOverloaded

Base Speed5

101520253035404550556065707580859095

100105110115120

Table_Speed_Reduction

Dog, BadgerhoundEagle, GoldenFluttermouseFox, RedHedgehogParrotRabbitRobinWoodratClockwork BatClockwork CatClockwork OwlClockwork Rat

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BABLow

0112233445566778899

102

Points0

10152025

Attack 2000000123456789

101112131415

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Modifier-5-5-4-4-3-3-2-2-1-100112233445566778899

101011111212131314141515161617171818191920

Max Dex6

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310

Reduced Speed5

1010152020253030354040455050556060657070758080

+3 bonus on scent-based and opposed Perception checks+2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light+2 bonus on Fly and Stealth checks+3 bonus on Survival checks+1 natural armor bonus+3 bonus on Linguistics checks+2 bonus on sight-based, sound-based and opposed Perception checks+2 bonus on Fly and sound-based and opposed Perception checks in bright light+2 bonus on Acrobatics and Appraise checks

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Saving Throw Prestige SavesMid High Bad Good PrC Bad PrC Good

0 1 0 2 0 11 2 0 3 1 12 3 1 3 1 23 4 1 4 1 23 5 1 4 2 34 6 2 5 2 35 7 2 5 2 46 8 2 6 3 46 9 3 6 3 57 10 3 7 3 58 11 3 7 4 69 12 4 8 4 69 13 4 8 4 7

10 14 4 9 5 711 15 5 9 5 812 16 5 10 5 812 17 5 10 6 913 18 6 11 6 914 19 6 11 6 1015 20 6 12 7 11

3 4 5 6 7 8

Attack 3 Attack 40 00 00 00 00 00 00 00 00 00 00 01 02 03 04 05 06 17 28 39 4

10 5

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Bonus Spells (by Spell Level)Cost 1st 2nd 3rd 4th 5th

-12 Can't cast spells tied to this ability-11-10

-9-8-7-5-4-2-10 0 0 0 0 01 0 0 0 0 02 1 0 0 0 03 1 0 0 0 05 1 1 0 0 07 1 1 0 0 0

10 1 1 1 0 013 1 1 1 0 017 1 1 1 1 021 1 1 1 1 026 2 1 1 1 131 2 1 1 1 137 2 2 1 1 143 2 2 1 1 150 2 2 2 1 157 2 2 2 1 165 2 2 2 2 173 2 2 2 2 182 3 2 2 2 291 3 2 2 2 2

101 3 3 2 2 2111 3 3 2 2 2122 3 3 3 2 2133 3 3 3 2 2145 3 3 3 3 2157 3 3 3 3 2170 4 3 3 3 3183 4 3 3 3 3197 4 4 3 3 3211 4 4 3 3 3226 4 4 4 3 3241 4 4 4 3 3257 4 4 4 4 3273 4 4 4 4 3290 5 4 4 4 4307 5 4 4 4 4325 5 5 4 4 4343 5 5 4 4 4362 5 5 5 4 4381 5 5 5 4 4401 5 5 5 5 4

Armor Check Penalty Spd Red Run0 No 4

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-3 Yes 4-6 Yes 3

Yes 0

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Spell Points per Day XP NeededSpell Points Low Spell Points Med Spell Points High Spell Points Ult Slow Medium

0 0 2 3 0 00 0 4 5 3000 20000 1 7 8 7500 50000 5 11 14 14000 90000 6 16 19 23000 150001 9 24 29 35000 230001 14 33 37 53000 350001 17 44 51 77000 510001 22 56 63 115000 750004 29 72 81 160000 1050004 34 88 97 235000 1550009 41 104 115 330000 2200009 50 120 131 475000 315000

10 57 136 149 665000 44500017 67 152 165 955000 63500020 81 168 183 1350000 89000025 95 184 199 1900000 130000026 113 200 217 2700000 180000041 133 216 233 3850000 255000048 144 232 249 5350000 3600000

9 10 11 12 13 14

YesNoList_YesNo

StrengthDexterityConstitutionIntelligenceWisdomCharismaList_Abilities

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6th 7th 8th 9th

0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 01 0 0 01 0 0 01 1 0 01 1 0 01 1 1 01 1 1 01 1 1 11 1 1 12 1 1 12 1 1 12 2 1 12 2 1 12 2 2 12 2 2 12 2 2 22 2 2 23 2 2 23 2 2 23 3 2 23 3 2 23 3 3 23 3 3 23 3 3 33 3 3 34 3 3 34 3 3 34 4 3 34 4 3 34 4 4 3

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Fast Pathfinder Society Feats Ability Score Wealth0 0 1 0

1300 3 10003300 6 1 30006000 9 1 6000

10000 12 1 1050015000 15 1600023000 18 1 2350034000 21 1 3300050000 24 1 4600071000 27 62000

105000 30 1 82000145000 33 1 108000210000 36 1 140000295000 39 185000425000 42 1 240000600000 45 1 315000850000 48 1 410000

1200000 51 5300001700000 54 1 6850002400000 57 1 880000

15 16 17 18 19

### NULL### NULL### NULL### NULL### NULL### NULL

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00

Skill Race Class SkillPerception (sight) 0 3Perception (sound) 0 3Perception (smell) 30 3Perception (taste) 3Perception (touch) 3

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FractionalLevel BAB Saving Throw

Low Medium High High Low1 0.5 0.75 1 2.5 0.342 1 1.5 2 3 0.683 1.5 2.25 3 3.5 1.024 2 3 4 4 1.365 2.5 3.75 5 4.5 1.76 3 4.5 6 5 2.047 3.5 5.25 7 5.5 2.388 4 6 8 6 2.729 4.5 6.75 9 6.5 3.06

10 5 7.5 10 7 3.411 5.5 8.25 11 7.5 3.7412 6 9 12 8 4.0813 6.5 9.75 13 8.5 4.4214 7 10.5 14 9 4.7615 7.5 11.25 15 9.5 5.116 8 12 16 10 5.4417 8.5 12.75 17 10.5 5.7818 9 13.5 18 11 6.1219 9.5 14.25 19 11.5 6.4620 10 15 20 12 6.8

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Group Qualified Taken

*** PRPG ***Axes 0 0Blades [Heavy] 0 0Blades [Light] 0 0Bows 0 0Close 0 0Crossbows 0 0Double 0 0Flails 0 0Hammers 0 0Monk 0 0Natural 0 0Pole Arms 0 0Spears 0 0Thrown 0 0*** Custom ***NoneList_Weapon_Groups

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Weapons

battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.dagger, kama, kukri, rapier, sickle, starknife, and short sword.composite longbow, composite shortbow, longbow, and shortbow.gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.club, greatclub, heavy mace, light hammer, light mace, and warhammer.kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.glaive, guisarme, halberd, and ranseur.javelin, lance, longspear, shortspear, spear, and trident.blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

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0Domain

34 *** PRPG - Core ***5 Air6 Animal7 Artifice8 Chaos9 Charm

10 Community11 Darkness12 Death13 Destruction14 Earth15 Evil16 Fire17 Glory18 Good19 Healing20 Knowledge21 Law22 Liberation23 Luck24 Madness25 Magic26 Nobility27 Plant28 Protection29 Repose30 Rune31 Strength32 Sun33 Travel34 Trickery35 War36 Water37 Weather38 *** LSJ - Domains ***39 Adaptation40 Commerce41 Creation42 Disease43 Divination44 Domination45 Fate [LSJ]46 Fear47 Illusion48 Inspiration49 Moon50 Poison51 Rage52 Scalykind53 Secrets

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54 Sensation55 Suffering56 Time [LSJ]57 Vengeance58 *** Remarkable Races ***59 Preservation60 *** BoDM ***61 Dream62 Dwarf63 Elf64 Fate [BoDM]65 Gnome66 Halfling67 Ocean68 Orc69 Pleasure70 Renewal71 Retribution72 Song73 Time [BoDM]

*** Custom ***001

Table_Domains

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Deities

LSJ: Ardra, Aurelian, Cyrene, Lohm, ZaraLSJ: Cerion, LucorLSJ: Ardra, KalekLSJ: Karios, KrayveLSJ: Destine, Emerys, Peliron, SorenaLSJ: Dymora, SuulthahLSJ: Destine, Elianna, HyperionLSJ: Graala, OblivionLSJ: IlludraLSJ: Glissande, Hyperion, Kalek, Sorena, ZaraLSJ: Graala, MeneonLSJ: Mordana, SuulthahLSJ: Graala, Kohr, Mordana, ZaraLSJ: SuulthahLSJ: Dymora, Illudra

LSJ: Aurelian

PFS: Gozreh, ShelynLSJ: Brianna

PFS: Erastil, GozrehLSJ: Kalek

PSF: ToragPFS: Calistria, Cayden Cailean, Desna, Gorum,LSJ: Dymora, Elianna, Glissande

PFS: Calistria, Cayden Cailean, Norgorber, ShelynLSJ: Destine, Elianna, Glissande, Peliron, Pietos

PFS: ErastilLSJ: Krayve, Oblivion

PFS: Zon-KuthonLSJ: Karios, Krayve, Mordana

PFS: Norgorber, Pharasma, Urgathoa, Zon-KuthonLSJ: Belatrix, Karios, Kohr, Zara

PFS: Gorum, Nethys, Rovagug, Zon-KuthonLSJ: Lohm

PFS: Abadar, ToragLSJ: Dymora, Karios, Kohr, Krayve, Mordana, Oblivion, Suulthah

PFS: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa, Zon-KuthonLSJ: Zara

PFS: Asmodeus, SarenraeLSJ: Meneon, Sorena

PFS: Gorum, Iomedae, SarenraeLSJ: Cerion, Elianna, Galvandt, Meneon, Peliron, Pietos, Sorena

PFS: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Shelyn, ToragLSJ: Ardra, Cerion, Cyrene, Meneon, Pietos

PFS: Irori, Pharasma, SarenraeLSJ: Destine, Emerys, Hyperion, Peliron

PFS: Calistria, Irori, Nethys, Norgorger, PharasmaLSJ: Galvandt, Hyperion, Lohm, Peliron

PFS: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, Zon-KuthonLSJ: Aurelian, Brianna

PFS: DesnaLSJ: Cyrene, Elianna, Illudra, Lucor

PFS: Calistria, Desna, ShelynLSJ: Graala

PFS: LamashtuLSJ: Emerys

PFS: Asmodeus, Nethys, UrgathoaLSJ: Hyperion

PFS: AbadarLSJ: Ayla, Cerion

PFS: Erastil, GozrehLSJ: Ardra, Ayla, Brianna, Galvandt, Lohm, Pietos

PFS: Abadar, Nethys, Shelyn, ToragLSJ: Meneon, Pietos

PFS: PharasmaLSJ: Destine, Emerys

PFS: Irori, NethysLSJ: Ardra, Belatrix, Kalek, Lohm

PFS: Cayden Cailean, Gorum, Irori, Lamashtu, UrgathoaLSJ: Sorena

PFS: Iomedae, SarenraeLSJ: Aurelian, Brianna, Cyrene, Lucor

PFS: Abadar, Cayden Cailean, DesnaLSJ: Illudra, Lucor, Oblivion

PFS: Asmodeus, Calistria, Lamashtu, NorgorberLSJ: Belatrix, Galvandt

PFS: Gorum, Iomedae, Rovagug, UrgathoaLSJ: Ayla, Cyrene

PFS: Gozreh, PharasmaLSJ: Aurelian, Ayla, Kohr

PFS: Gozreh, Rovagug

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LSJ: DymoraLSJ: KrayveLSJ: EmerysLSJ: Mordana, Oblivion

Goddess of the Mahrogs

002

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Deities

Lightning Arc (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [electricity] Knowledge (nature) is a class skill; May Speak with Animals (Sp) as the spell for 3 rnds/day Artificer's Touch (Sp) - cast mending at will (caster level 0); 4/day, make melee touch attack vs. object/construct to deal 1d6 (bypasses DR/hardness 0) Touch of Chaos (Sp) - 4/day, melee touch attack causes foe to roll twice and take lesser result on any d20 rollls for 1 rnd Dazing Touch (Sp) - 4/day, melee touch attack dazes foe with less then 1 HD for 1 rnd Calming Touch (Sp) - Standard Action, 4/day, touch heals 1d6 nonlethal damage and removes Fatigued, Shaken, and Sickened conditions Gain Blind-Fight as bonus feat; Touch of Darkness (Sp) - 4/day, melee touch attack causes foe to treat all others as having concealment (20% miss chance) for 1 rnds Bleeding Touch (Sp) - 4/day, melee touch attack causes foe to take 1d6 dmg/rnd for 1 rnds unless stopped w/ DC 15 Heal check or any spell/effect that heals dmg Destructive Smite (Su) - 4/day, make single melee attack with +1 Morale bonus to dmg Acid Dart (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [acid] Touch of Evil (Sp) - 4/day, melee touch attack causes foe to become Sickened and treated as Good for purposes of [Evil] spells for 1 rnds Fire Bolt (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [fire] +2 DC when channelling positive energy to harm Undead; Touch of Glory (Sp) - Standard Action, 4/day, touch grants +0 bonus to single Charisma-based skill check or ability check chosen w/in 1 hr Touch of Good (Sp) - Standard Action, 4/day, touch grants +1 Sacred bonus to attack rolls, skill checks, ability checks, and saves for 1 rnd Rebuke Death (Sp) - Standard Action, 4/day, touch heals living creature that is below 0 HP for 1d4 All Knowledge skills are class skills; Lore Keeper (Sp) - Touch attack grants knowledge of foes abilities/weaknesses as if making a Knowledge skill check with a result of 16 Touch of Law (Sp) - Standard Action, 4/day, touch causes willing target to treat all attack rolls, skill checks, ability checks, and saves for 1 rnd as if rolling an 11 Liberation (Su) - automatically move normally regardless of magical effects for 0 rnds/day Bit of Luck (Sp) - Standard Action, 4/day, touch allows willing creature to roll d20 twice and take best roll for 1 rnd Vision of Madness (Sp) - 4/day, melee touch attack grants target +1 to either attack rolls, saves, or skill checks and -1 to the other two types for 3 rnds Hand of the Acolyte (Su) - Standard Action, 4/day, make single attack w/melee weapon up to 30' away, using +1 rather than Dex mod Inspiring Word (Sp) - Standard Action, 4/day, creature w/in 30' gains +2 Morale bonus on attack rolls, skill checks, ability checks, and saves for 1 rnds Wooden Fist (Su) - Free Action, 4 rnds/day, unarmed strikes do not provoke AoO, deal lethal damage, and deal +1 dmg Gain +1 Resistance bonus on saves; Resistant Touch (Sp) - Standard Action, 4/day, touch transfers your Resistance bonus to target for 1 min Gentle Rest (Sp) - 4/day, melee touch attack Staggers living creature for 1 rnd (targets already Staggered fall asleep for 1 rnd), Undead are Staggered for 1 rnds Blast Rune (Sp) - Standard Action, 4/day, create invisible acid, cold, electricity, or fire rune in adjacent square that deals 1d6 to creature entering square, lasts 0 rnds-level spell, Perception/Disable Device DC 26, dispels as 1st Strength Surge (Sp) - Standard Action, 4/day, touch grants +1 Enhancement bonus to melee attacks, Str-based combat maneuvers, Str-based skills, and Str checks for 1 rnd Sun's Blessing (Su) - when channeling positive energy to harm undead, gain +0 to dmg and Undead cannot add channel resistance to saves Base speed increases by 10'; Agile Feet (Su) - Free Action, 4/day, ignore difficult terrain for 1 rnd Gain Bluff, Disguise, and Stealth as class skills; Copycat (Sp) - Move Action, 4/day, create illusory double that lasts 0 rnd(s) or until dispelled/destroyed Battle Rage (Sp) - Standard Action, 4/day, touch grants +1 to dmg for 1 rnd Icicle (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [cold] Storm Burst (Sp) - Standard Action, 4/day, ranged touch attack vs. foe w/in 30' deals 1d6 nonlethal dmg and causes -2 penalty on attack rolls for 1 rnd

Aura of Adaptability (Su): At 6th level as a standard action, you surround yourself and one ally per two cleric levels in an aura which extends out from you in a 30 ft. diameter sphere. The aura moves with you, and while within it you do not need to breathe or eat, nor are you affected by external effects such as water pressure. The aura does not block physical attacks from creatures or weapons, nor does it prevent topical exposure to poisonous gases, though it would guard against any effect resulting from breathing in the vapors. This effect lasts for one minute per cleric level. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Master of Appraisal (Su): At 1st level you can touch an item to learn about its precise value and its properties (if the object is a magic item) as a melee touch attack. If successful, you gain information as if you had cast detect magic and had made a trained Appraise skill check with a result equal to 10 + your cleric level + your Intelligence modifier. At 6th level, and every four levels thereafter, add a +3 bonus to your check (+3 at 6th, +6 at 10th, +9 at 14th, and +12 at 18th). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master of Negotiation (Su): At 8th level as a swift action, you can convince other people of the truth of your words, giving you a +20 bonus on Bluff checks for a number of rounds equal to your Wisdom modifier. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Charisma modifier + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. This ability otherwise functions as glibness. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Acid Dart (Su): At 1st level as a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage +1 point for every two cleric levels you possess. This effect stacks with true strike. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Step (Su): At 8th level you can teleport up to 30 feet per cleric level as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.Touch of Decay (Su): At 1st level as a standard action you can make a melee touch attack that deals 1d6 points of damage + 1 point for every two cleric levels you possess. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Decay (Su): At 8th level you can emit a 30-ft. aura of decay. This aura lasts for a number of rounds equal to your Wisdom modifier. Enemies within this aura are affected by blight unless they make a Fortitude save when they enter the area (or when the aura is created). The blight effect deals 1d6 points of damage per round that the subject is within the area of effect. The effect ends immediately when the creature leaves the area or the aura expires. This effect targets all living things within the target area, rather than just plants. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Aura of Insight (Su): At 1st level you gain a +1 resistance bonus on saving throws. This bonus increases by +1 for every 5 cleric levels you possess. As a standard action, you can touch an ally and grant them your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus for 1 minute. You may only transfer your bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of True Strike (Su): At 8th level you are able to imbue yourself with the benefit of a true strike spell for a number of rounds equal to your Wisdom modifier. For every four cleric levels you possess, you may affect one ally within a 30 ft. radius (1 ally at 4th, 2 at 8th, 3 at 12th, etc). You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.Commanding Touch (Su): At 1st level you can cause a living creature to obey a single command (as if under a command spell) as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by commanding touch, it is immune to its effects for 1 day. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dominating Touch (Su): At 8th level you can use dominate person as a melee touch attack. You can only have one person dominated in this way at a time. This effect lasts a number of minutes equal to your Wisdom modifier. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Hand of Fate (Su): At 1st level you can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check, or saving throw equal to your cleric level. This bonus lasts 3 rounds or until used. Once a creature has benefitted from hand of fate, it can gain no further benefit from this ability for 1 day. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Fate (Su): At 8th level you can emit a 40 ft. radius aura of fate for a number of rounds equal to your Wisdom modifier. You and all of your allies in the area gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. These rounds do not need to be consecutive. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Dread Touch (Su): At 1st level you can touch a creature as a touch attack, giving it an enhancement penalty to a single attack roll, skill check, ability check, or saving throw equal to your cleric level. This bonus last 3 rounds or until used. Once a creature has been affected by dread touch, it is immune to its effects for 1 day. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Dread (Su): At 8th level you can emit a 30-ft. aura of dread for a number of rounds equal to your Wisdom modifier. Enemies within this aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Blinding Ray (Su): At 1st level as a standard action, you can fire a blinding ray targeting any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your cleric level are dazzled for 1 round instead. Blind creatures are immune to this effect. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Invisibility Field (Su): At 8th level, you can make yourself invisible as a swift action for a number of rounds equal to your Wisdom modifier. This otherwise functions as greater invisibility. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Inspiring Touch (Su): At 1st level as a standard action, you can touch an ally as a touch attack, bolstering them against fear and improving their combat abilities. Your ally gains a +1 morale bonus to attack and weapon damage rolls. The effect lasts for a number or rounds equal to your cleric level. These rounds do not need to be consecutive. This bonus increases by +1 for every 4 cleric levels (5th, 9th, 13th and 17th). Once a creature has been affected by inspiring touch, it is immune to its effects for 1 day. You may use this ability a number of times per day equal to 3 + your wisdom modifier.

Aura of Hope (Su): At 8th level you can emit a 30-ft. aura of hope for a number of rounds per day equal to your Wisdom modifier. You and all of your allies within this aura gain a +2 bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Moon Touch (Su): At 1st level you can smite a lycanthrope creature as a melee touch attack, dealing 1d8 points of energy damage +1 for every 2 cleric levels you possess. This touch has no effect on non-lycanthropes. You may use this ability a number of times per day equal to 3 plus your Wisdom modifier.

Nimbus of Moonlight (Su): At 8th level you can emit a 30-ft. nimbus of moonlight for a number of rounds per day equal to your Wisdom modifier. Lycanthropes within this radius suffer 1d8 points of energy damage +1 per 2 cleric levels you possess. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. This nimbus has no effect on non-lycanthropes. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Poison Touch (Su): At 1st level, as a standard action, you may make a melee touch attack, causing a living creature to take 1d6 points of damage per round. This effect persists for one round per cleric level or until stopped with a DC 15 Heal check or any spell, spell-like ability or other effect that heals damage. Touching a creature already affected by this ability resets the duration, but does not stack. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sword of Venom (Su): At 8th level, as a swift action, you can cause one melee weapon you possess to gain the wounding property for a number of rounds equal to your Wisdom modifier. If the weapon leaves your possession it immediately loses this ability. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Rage Surge (Su): At 1st level, as a standard action, you can touch a creature, giving it great rage. For the next 3 rounds, the target may add an enhancement bonus equal to 1/2 your cleric level on one melee attack roll or Strength check (minimum +1). The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by rage surge, he can gain no further benefit from it for 1 day. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Rage (Su): At 8th level you can emit a 30-ft. aura of rage for a number of rounds equal to your Wisdom modifier. Enemies within this aura are affected by rage unless they make a Will save when they enter the area (or when the aura is created). The rage gives both a -2 penalty to hit and damage, which ends immediately when the creature leaves the area or the aura expires. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Serpentstrike (Su): At 1st level you can cause a single creature to suffer the effects of a snake's bite with a melee touch attack. A translucent serpent of greenish-gold force automatically bites any target you hit with this touch attack, inflicting 1d4 points damage + poison (1d6 Con/1d6 Con, Fort DC 10 + ½ cleric level). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master of Scale (Su): At 8th level, any summon monster spell that you cast can be used to summon dinosaurs, fish, reptilian animals or snakes as if a spell of the next higher level. A summon monster III would therefore summon 1 fiendish huge viper or large fiendish shark, 1d3 fiendish constrictors, crocodiles or large vipers or 1d4+1 fiendish medium sharks or fiendish medium vipers, while a summon monster V could summon 1 fiendish elasmosaurus or giant constrictor, 1d3 fiendish deinonychus, fiendish huge sharks or fiendish giant crocodiles, or 1d4+1 fiendish huge vipers or fiendish large sharks. Secret Taker (Su): At 1st level add all Knowledge skills to your list of class skills. Furthermore, as a standard action, you can touch a creature to learn about its abilities and weaknesses as a melee touch attack. If successful, you gain information as if you had made the appropriate Knowledge skill check with a result equal to 10 + your cleric level + your Intelligence modifier. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Secret Viewing (Su): At 8th level you can hear and see at a distance for a number of rounds equal to your Wisdom modifier. This ability works like a combination of both clairvoyance and clairaudience. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

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Earthly Perseverance (Su) - Immediate Action, 4/day, reroll failed Fort or Will save with + 1 Resistance bonus before results are revealed (must take the new result)

004

Shocking Touch (Su): At 1st level, as a standard action, you can make a melee touch attack that deals 1d6 points of electrical damage + 1 for every two cleric levels you possess. You may use this ability a number of times equal to 3 + your Wisdom modifier.

Aura of Despair (Su): At 8th level, as a standard action, you can emit a 30-ft. aura of despair for a number of rounds equal to your Wisdom modifier. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Smite of Suffering (Su): At 1st level, as a standard action, you can touch your deity’s favored weapon and give it the ability to deal a smite of suffering. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on one damage roll equal to 1/2 your cleric level for one attack roll. The target must decide to use this ability before rolling to attack. This effect fades after 3 rounds or when the smite of suffering is used. Once a wielder has used a smite of suffering, he can gain no further benefit from it for 1 day. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Suffering (Su): At 8th level, as a standard action, you can emit a 30-ft. aura of suffering for a number of rounds equal to your Wisdom modifier. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Hand of Time (Su): At 1st level you gain a +1 bonus to your initiative. This bonus increases by +1 for every 5 cleric levels you possess. As a standard action, you can touch an ally and grant them your initiative bonus for 1 minute, or make a melee touch attack against an opponent and apply your bonus as a penalty to his initiative for 1 minute. When you use this ability, you lose your initiative bonus for 1 minute. You may only transfer your bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Impediment (Su): At 8th level, as a standard action, you can emit a 30-ft. aura of that will slow your enemies for a number of rounds equal to your Wisdom modifier. Enemies within this aura take a penalty to initiative equal to the caster's level, can either move or do a single standard action, moves at half speed, and has a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Vengeful Blow (Su): At 1st level, as an immediate action, you may turn aside damage intended for you, delivering it back upon the opponent who struck you. When a blow is successfully struck against you, your attacker must succeed at a Will save DC 10 + your Wisdom modifier + your cleric level / 2. If the attacker fails this saving throw, the damage that you would normally receive is reflected back upon your attacker. You must declare the use of this ability after the attack is determined to be successful, but before damage is rolled. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Vengeance (Su): At 8th level you can emit a 30-ft. aura of that will reflect a spell back to its caster. The spell must be of a level that you can cast, and you must succeed on a Spellcraft Check (DC 14+ spell level). If you successfully identify the spell, then the spell can be reflected back to the caster. If you fail to identify the spell, you may try and reflect the spell anyway. Should the spell level be above the level that you can cast, then the ability is spent and it has no effect. You may use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Dodging Danger (Su): Your sense of future events allows you and your companions to dodge attacks, spells and breath weapons. Twice per day you or a companion you designate gains a +5 bonus to AC or to Reflex saves for 1 round. The bonus can be applied to two different individuals once or to one individual twice.Dwarven Hardiness (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throws against poison, spells and spell-like abilities (this bonus stacks with a dwarf’s racial hardiness). The bonus lasts for 1 round.Elven Immunities (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throws against enchantment spells and effects (this bonus stacks with an elf’s racial immunities). The bonus lasts for 1 round.Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched.Gnomish Resistances (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus to saving throws against illusion spells and effects (this bonus stacks with a gnome’s racial resistance). The bonus lasts for 1 round.Halfling Luck (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on all saving throws (this bonus stacks with a halfling’s racial bonus). The bonus lasts for 1 round.Comforting Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to all saving throws against effects that would leave them with the nauseated or sickened condition.Intimidating Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to intimidate others (this bonus stacks with a half-orc’s racial bonus to Intimidate). This bonus lasts for 1 round.Rapturous Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to any one Perform check for one round.Renewed Strength (Su): You can touch a creature as a standard action to remove the exhausted, fatigued, nauseated or sickened conditions. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.Retributive Touch (Su): You can touch a creature as a melee touch attack. If your touch attack is successful, you fill your foe’s mind with visions of retribution, leaving them with the shaken condition for 1 round.Song of Courage (Su): Your singing grants your allies a +1 bonus to saving throws against charm and fear effects and on attack and damage rolls. You can sing the song of courage a number of times per day equal to 1 + your Charisma bonus. This power is otherwise similar to a bard’s inspire courage ability.Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place.

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Domain SpellsDeities 2nd

obscuring mist wind wall gaseous formcalm animals hold animal dominate animalanimate rope wood shape stone shapeprotection from law align weapon magic circle against lawcharm person calm emotions suggestionbless shield other prayerobscuring mist blindness/deafness deeper darknesscause fear death knell animate deadtrue strike shatter ragemagic stone soften earth and stone stone shapeprotection from good align weapon (evil only) magic circle against goodburning hands produce flame fireballshield of faith bless weapon searing lightprotection from evil align weapon (good only) magic circle against evilcure light wounds cure moderate wounds cure serious woundscomprehend languages detect thoughts speak with deadprotection from chaos align weapon (law only) magic circle against chaosremove fear remove paralysis remoce cursetrue strike air protection from energylesser confusion touch of idiocy rageidentifydivine favor enthrall magic vestmententangle barkskin plant growthsanctuary shield other protection from energydeathwatch gentle repose speak with deaderase secret page glyph of wardingenlarge person bull's strength magic vestmentendure elements heat metal searing lightlongstrider locate object flydisguise self invisibility nondetectionmagic weapon spiritual weapon magic vestmentobscuring mist fog cloud water breathingobscuring mist fog cloud call lightning

feather fall alter self water breathingcomprehend languages detect thoughts tonguescreate water mirror image tiny hutray of enfeeblement warp wood contagionidentify detect thoughts clairaudience/clairvoyancehypnotism enthrall suggestiontrue strike augury nondetectioncause fear scare crushing despairsilent image invisibility displacementbless weapon heroism prayerdetect lycanthropes remove curse repel lycanthropesaugment poison stinking cloud poisonenlarge person rage blood frenzychill touch scaleskin sepia snake sigilalarm undetectable alignment secret page

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shocking grasp hideous laughter stinking cloudbane death knell bestow curseexpeditious retreat mirror image hastesilent image touch of idiocy bestow curse

endure elements restoration, lesser dispel magic

healing stones restoration, lesser healing stones, greaterdivine strike retribution bestow cursesilver tongue song of rapture sculpt sounddeathwatch one track mind delayed reaction

0 0 00 05 6 7

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4th

air walk control windsbeast shape III (animals only)

minor creation fabricatechaos hammer dispel lawheroism charm monsterstatus telepathic bondshadow conjuration summon monster V (summons 1d3 shadows)death ward slay livinginflict critical woulds shoutspike stones wall of stoneunholy blight dispel goodwall of fire fire shieldholy smite righteous mightholy smite dispel evilcure critical wounds breath of lifedivination true seeingorder's wrath dispel chaosfreedom of movement break enchantmentfreedom of movement break enchantmentconfusion nightmare

identifydiscern lie greater commandcommand plants wall of thornsspell immunity spell resistancedeath ward slay livingexplosive runes lesser planar bindingspell immunity righteous mightfire shield flame strikedimension door teleportconfusion false visiondivine power flame strikecontrol weather ice stormsleet storm ice storm

stoneskin passwallsending secret chestminor creation major creationenervation insect plaguedivine eye prying eyesmodify memory suggestion, massclairaudience/clairvoyance lesser geasbestow curse nightmaregreater invisibility false visiongood hope break enchantmentrestoration break enchantmentgiant vermin cloudkillbeast shape II animal growthsummon swarm (lizards) cone of coldscrying prying eyes

summon nature’s ally IV (animalsonly)

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fear nightmareblack tentacles waves of fatiguemnemonic enhancer teleportpoison mark of justice

restoration break enchantment

saving grace atonementretribution, greater mark of justicesong of discord music of the sphereshaste hold monster

0 00 08 9

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6th

chain lightning elemental body IV (air only) whirlwindantilife shell animal shapesmajor creation wall of iron instant summonsanimate objects word of chaos cloak of chaosgeas/quest insanity demandheroes' feast refuge mass cure critical woundsshadow walk power word blind greater shadow evocationcreate undead destruction create greater undeadharm disintegrate earthquakestoneskin elemental body IV (earth only) earthquakecreate undead blasphemy unholy aurafire seeds elemental body IV (fire only) incendiary cloudundeath to death holy sword holy aurablade barrier holy word holy auraheal regenerate mass cure critical woundsfind the path legend lore discern locationhold monster dictum shield of lawgreater dispel magic refuge mind blankmislead spell turning moment of presciencephantasmal killer insanity scintillating patternantimagic field spell turning protection from spellsgeas/quest repulsion demandrepel wood animate plants control plantsantimagic field repulsion mind blankundeath to death destruction waves of exhaustiongreater glyph of warding instant summons symbol of deathstoneskin grasping hand clenched fistfire seeds sunbeam sunburstfind the path greater teleport phase doormislead screen mass invisibilityblade barrier power word blind power word stuncone of cold elemental body IV (water only) horrid wiltingcontrol winds control weather whirlwind

antimagic field control weather iron bodytrue seeing instant summons refugeheroes' feast regenerate true creationeyebite waves of exhaustion horrid wiltinglegend lore vision discern locationhold person, mass giant form i demandtrue seeing project image moment of presciencesymbol of fear creeping doom antipathyshadow walk simulacrum scintillating patternheroes' feast greater heroism holy auraantilife shell repulsion moonbursteyebite suulthah's kiss horrid wiltingtransformation giant form i symbol of insanityform of the dragon I regenerate creeping doom (swarm of tiny snakes)true seeing greater scrying mind blank

summon nature’s ally VIII (animalsonly)

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freezing sphere insanity irresistible danceeyebite power word blind trap the soulcontingency delayed blast fireball temporal stasisdisintegrate spell turning binding

heal restoration, greater antimagic field

bear’s endurance, mass restoration, greater holy aurageas/quest destruction holy aurasympathetic vibration irresistible dance holy auracontingency time stop, lesser temporal stasis

0 0 00 0 0

10 11 12

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6th3

4 *** PRPG - Core *** elemental swarm (air spell only) 5 Air shapechange 6 Animal prismatic sphere 7 Artifice summon monster IX (chaos spell only). 8 Chaos dominate monster 9 Charm miracle 10 Community shades 11 Darkness wail of the banshee 12 Death implosion 13 Destruction elemental swarm (earth spell only) 14 Earth summon monster IX (evil spell only) 15 Evil elemental swarm (fire spell only) 16 Fire gate 17 Glory summon monster IX (good spell only) 18 Good mass heal 19 Healing foresight 20 Knowledge summon monster IX (law spell only) 21 Law freedom 22 Liberation miracle 23 Luck weird 24 Madnessmage's disjunction 25 Magicstorm of vengeance 26 Nobilityshambler 27 Plantprismatic sphere 28 Protectionwail of the banshee 29 Reposeteleportation circle 30 Runecrushing hand 31 Strengthprismatic sphere 32 Sunastral projection 33 Traveltime stop 34 Trickerypower word kill 35 Warelemental swarm (water spell only) 36 Waterstorm of vengeance 37 Weather

38 *** LSJ - Domains ***shapechange 39 Adaptationpolymorph any object 40 Commercegenesis 41 Creationstorm of vengeance 42 Diseaseforesight 43 Divinationdominate monster 44 Dominationtime stop 45 Fate [LSJ]wail of the banshee 46 Fearweird 47 Illusionfreedom 48 Inspirationmass hold monster 49 Moonsummon nature's ally IX (venomous creatures) 50 Poisonsummon monster IX 51 Rageshapechange 52 Scalykindforesight 53 Secrets

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energy drain 54 Sensationcrushing hand 55 Sufferingtime stop 56 Time [LSJ]soul bind 57 Vengeance

58 *** Remarkable Races ***true resurrection 59 Preservation

60 *** BoDM ***61 Dream62 Dwarf63 Elf64 Fate [BoDM]65 Gnome66 Halfling67 Ocean68 Orc69 Pleasure

true resurrection 70 Renewalstorm of vengeance 71 Retributionwail of the banshee 72 Songtime stop 73 Time [BoDM]

### NULL0 ### NULL0 ### NULL

13 List_Domains

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0Bloodline Class Skill

34 *** PRPG ***5 Aberrant Knowledge (dungeoneering)6 Abyssal Knowledge (planes)7 Arcane 08 Celestial Heal9 Destined Knowledge (history)

10 Draconic Perception11 Elemental Knowledge (planes)12 Fey Knowledge (nature)13 Infernal Diplomacy14 Pestilence Heal15 Undead Knowledge (religion)16 *** LSJ ***17 Lycanthrope Knowledge (nature)18 *** BoAM ***19 Bestial Survival20 Divine Knowledge (planes)21 Feline Stealth22 Fiendish Perception23 Genie Sense Motive24 Lycanthropic Handle Animal25 Mixed 026 Monstrous Perception27 Nightmarish Knowledge (planes)28 Reborn Soul Knowledge (nature)29 Scaly Survival

*** Custom ***0 0

Table_Sorcerer_Bloodlines

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Class Skill

enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th) alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th)mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doom (15th), horrid wilting (17th), power word kill (19th)chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

cause fear (3rd), bull's strength (5th), rage (7th), charm monster (9th), animal growth (11th), summon nature's ally VI (13th), summon nature's ally VII (15th), animal shapes (17th), shapechange (19th).

enlarge person (3rd), call of the wild* (5th), rage (7th), shout (9th), beast shape III (11th), heroism, greater (13th), giant form I (15th), form of the dragon III (17th), shapechange (19th)awe* (3rd), resist energy (5th), heroism (7th), dimension door (9th), contact other plane (11th), repulsion (13th), plane shift (15th), planar binding, greater (17th), gate (19th)perfect balance* (3rd), cat’s grace (5th), clairaudience/clairvoyance (7th), locate creature (9th), telepathic bond (11th), cat’s grace, mass (13th), phase door (15th), protection from spells (17th), foresight (19th)protection from good (3rd), darkness (5th), magic circle against good (7th), fear (9th), black ice* (11th), mislead (13th), waves of exhaustion (15th), shadow evocation, greater (17th), weird (19th)fire shape* (3rd), invisibility (5th), gaseous form (7th), wall of fire (9th), major creation (11th), permanent image (13th), project image (15th), discern location (17th), wish (19th)bird’s eye view* (3rd), bull’s strength (5th), beast shape I (7th), beast shape II (9th), beast shape III (11th), beast shape IV (13th), polymorph, greater (15th), moment of prescience (17th), shapechange (19th)enlarge person (3rd), bull’s strength (5th), dispel magic (7th), remove curse (9th), spirit sight* (11th), form of the dragon I (13th), phase door (15th), power word stun (17th), energy drain (19th)jump (3rd), bull’s strength (5th), fly (7th), staggering blow* (9th), cone of cold (11th), flesh to stone (13th), teleport, greater (15th), giant form II (17th), crushing hand (19th)cause fear (3rd), darkness (5th), nondetection (7th), phobia* (9th), nightmare (11th), shadow walk (13th), insanity (15th), symbol of insanity (17th), shapechange (19th)chill touch (3rd), false life (5th), arcane sight (7th), shadow conjuration (9th), spirit sight* (11th), legend lore (13th), finger of death (15th), moment of prescience (17th), foresight (19th).true strike (3rd), lizardskin* (5th), water breathing (7th), charm monster (9th), dominate person (11th), form of the dragon I (13th), form of the dragon II (15th), scintillating pattern (17th), dominate monster (19th)

0

burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

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Class Skill

Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round, bonus does not stack with the increase granted by the Extend Spell feat)Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/good (does not stack with any DR the creature might have)Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1 (bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat)Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/evil (does not stack with any DR the creature might have)Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 roundWhenever you cast a spell with the descriptor, that spell deals +1 point of damage per die rolledWhenever you cast a spell that deals energy damage, you can change the type of damage to 0;the spell's descriptor also changes to 0Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2Whenever you cast a spell of the charm subschool, increase the spell's DC by +2Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them.Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them

Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase gained by the Extended Spell feat.

Magical beasts are potentially susceptible to your spells. For the purpose of determining which of your spells affect them, magical beasts are treated as humaniods.Whenever you cast a spell from the school of divination, the duration of the spell increases by one round per caster level.Any target that suffers damage from a ranged touch or melee touch spell you cast also suffers a bad luck penalty equal to half the spell’s level (minimum 1) on all their saving throws for the next round.Whenever you cast a damage-dealing spell with the evil descriptor, that spell deals +1 point of damage per die rolled.Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type associated with your bloodline.Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by half your sorcerer level (minimum 1 round). This does not stack with increase from the Extend Spell feat.Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your Strength checks and Strength-based skill checks for 1 round.Whenever you cast a spell that deals damage, you can change the type of damage to evil.Whenever you cast a spell of the divination school, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.You can decrease the casting time of some of the spells you cast. Spells with a casting time of 1 hour are decreased to a casting time of 10 minutes. Spells with a casting time of 10 minutes are decreased to a casting time of 1 minute. Spells with a casting time of 1 minute are decreased to a casting time of 1 round. Spell

0

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Ability 1

Plague’s Caress (Sp): At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your sorcerer level (minimum 1 round). These sores cause the victim to become sickened for the duration

Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength-modifResistant Touch (Ex): At 1st level you gain the ability to grant a +2 inherent bonus to an ally’s saving throw. An ally granted the resistance must use the bonus within a number of rounds equal to half your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 plus your Charisma modifieClaws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength-modifSmite Good (Su): Starting at 1st level, you can make a normal melee attack and deal extra damage equal to half your sorcerer level (minimum 1) against a good-aligned foe. You can use this ability a number of times per day equal to 3 plus your Charisma modifier.Telepathy (Su): At 1st level, you gain telepathy 100 feet. You can communicate with anyone within 100 feet of your location with telepathy. You cannot cast spells or directly influence anyone through telepathy. You can use this ability a number of rounds per day equal to 3 plus your Charisma modifier.Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength-modif

Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.Sneak Attack (Ex): At 1st level, you gain the ability to sneak attack opponents. Anytime that an opponent is denied a Dexterity bonus to AC, or anytime you flank an opponent, you deal an extra 1d6 points of damage per three sorcerer levels. You can use this ability a number of times per day equal to 3 plus your Charisma moNightmarish Touch (Su): At 1st level, you can touch a creature as a standard action and leave them with nightmarish visions in their head unless they succeed on a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Those that fail the save are frightened by the visions of unknowable

Claws (Ex): Starting at 1st level, you can make two clawattacks as your full-attack action. These claws are treatedas natural weapons, meaning that you are always consideredarmed and you do not gain additional attacks for ahigh base attack bonus. These attacks deal 1d6 points ofdamage plus your Strength-modifier

0

Acidic Ray (Sp) - Standard Action, 8/day, 30' ranged touch attack deals 1d6 [acid]Claws (Su) - Free Action, gain 2 claw attacks for up to 8 rnds/day, may Full Attack w/ both using Full BAB for 1d4 +2 eachArcane Bond (Su): masterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); may be used 1/day to cast any one spell you knowHeavenly Fire (Sp) - Standard Action, 8/day, 30' ranged touch attack deals 1d4 [divine] to Evil or heals same amount for Good (may only heal creature 1/day)Touch of Destiny (Sp) - Standard Action, 8/day, touch grants +1 Insight bonus on attack rolls, skill checks, ability checks, and saves for 1 rndClaws (Su) - Free Action, gain 2 claw attacks for up to 8 rnds/day, may Full Attack w/ both using Full BAB for 1d4 +2 eachElemental Ray (Sp) - Standard Action, 8/day, 30' ranged touch attack deals 1d6 [0]Laughing Touch (Sp) - Standard Action, 8/day, melee touch attack forces laughter for 1 rnd, foe can only take Move Action but can defend itself and is then immune to effects for 24 hrsCorrupting Touch (Sp) - Standard Action, 8/day, melee touch attack causes foe to be Shaken and radiate aura of evil (as if an Evil Outsider) for 1 rnds, multiple touches do not stack effects but do add to duration

Grave Touch (Sp) - Standard Action, 8/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken and are -1 HD or less become Frightened for 1 rnd

Claws (Ex): gain two claws as natural weapons (1d6+2 dmg, make two attacks full-attack action, always considered armed, do not gain additional attacks for high BAB)

Knowing Touch (Ex): 8/day, melee touch attack imparts -1 penalty to all saves versus your spells and -1 penalty to AC versus your attacks for 1 rnd(s)

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Ability 1

Accustomed to Awfulness (Ex): At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease. At 9th level, you become immune to the nauseated condition and to the debilitating effects of disease (but you can still be a carrier of diseas

Bestial Reflexes (Ex): At 3rd level, you gain a +2 inherent bonus to your Dexterity. At 11th level this bonus increases to +4, and at 17th level it increases to +6.Ethereal Jaunt (Su): At 3rd level, you gain the ability to become ethereal for up to 3 rounds per day. At 7th level, the duration increases to 7 rounds per day. At 11th level, the duration increases to 11 rounds per day.Cat’s Eyes (Ex): At 3rd level your eyes become cat-like in appearance, granting you low-light vision. If you already have low-light vision, you gain darkvision 60 feet. If you already have darkvision 60 feet, the range is extended to 120 feet.Darkvision (Ex): Starting at 3rd level, you have darkvision to a distance of 60 feet. If you already have darkvision, the range is extended by an additional 30 feet.Darkvision (Ex): Starting at 3rd level, you gain darkvision 60 feet. If you already have darkvision, the range is extended another 30 feet.Animal Empathy (Ex): At 3rd level, you gain an empathic connection to the type of animals similar to your lycanthropic ancestor. This empathy grants you a +4 racial bonus on Charisma-based skill checks against those types of animals, and allows you to communicate with them as well. The animal empathy works only for

Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.Monstrous Cunning (Su): At 3rd level, you gain a sense of monstrous cunning. This prevents you from ever becoming lost and enables you to track enemies as if you were trained in the Survival skill. At 7th level, your monstrous cunning also means you cannot be caught flat-footed. At 11th level, you become immune to Prehensile Tongue (Su): At 3rd level, you gain the ability to use your tongue as a weapon or to hold small objects. Your tongue can extend up to 10 feet from your mouth, appearing as a reddish-pink suckerless tentacle. The tongue can make a single attack at your highest base attack bonus, dealing 1d6 points of damage +

Acid Touch (Su): At 3rd level, you gain the ability todamage others with an acidic touch. If you succeed ona standard touch attack, the creature touched takes 1d6points of acid damage. You can deliver this acid touch witha successful attack with your claws. At 7th level, the damagefrom your acid touch increases to 1d8.

0

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Ability 3

Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than th

Tremendous Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Fortitude save. At 13th level this bonus increases to +4.Divine Strike (Su): At 9th level, you can unleash a divine strike against your enemy. You can target any enemy within 30 feet as a ranged touch attack. The ray that shoots from your finger is blue in color if you are good aligned, and deals 2d6 points of holy damage +1 for every three caster levels. The ray is black in colClimb like a Cat (Ex): At 9th level, your claws harden and you gain a +2 inherent bonus to Climb skill checks. At 11th level this bonus increases to +4, and at 17th level it increases to +6.Fiendish Resistances (Ex): At 9th level, you gain resist fire 5 and resist cold 5. At 17th level this becomes resist fire 10 and resist cold 10.Energy Resistance (Ex): At 9th level, you gain resistance to a type of energy. The type of energy depends on the type of genie you are descended from. If you are descended from a djinni, you gain resist acid 5. If you are descended from an efreeti or a janni, you gain resist fire 5. At 15th level, the power increases to res

Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.Evil Eye (Su): At 9th level, you gain the ability once per day to gaze at a single creature within 30 feet, giving them the evil eye. The target must succeed on a Will save or be dazed for three days, although remove curse or dispel evil can remove the effect. The save DC is equal to 10 + ½ your sorcerer level + your ChariNightmarish Resistances (Su): At 9th level, you gain spell resistance equal to your sorcerer level +10 and a +5 bonus to saves versus cold and fear.

Hold Breath (Ex): At 9th level, you gain the ability to holdyour breath for a number of rounds equal to four timesyour Constitution score before you risk drowning. Thispower is useful not only underwater, but also in passingthrough magical, alchemical or poison gases.

0

Werebear Improved Grab – You can make a grapple attempt as a free action without provoking an attack of opportunity if you hit with a claw attackWereboar Ferocity – You continue to act without penalty even while disabled or dyingWererat Disease – Your claw attack can spread Filth Fever; claw, Fortitude DC 12, Frequency 1d3 days/1 day, Effect 1d3 Dex damage and 1d3 Con damage, Cure 2 consecutive saves

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Ability 3

Pestilential Breath (Su): At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. Once per day as a standard action, you can exhale a cloud of pestilence in a 30-foot cone. Those caught in the area of this miasmic cloud receive a single Fortitude save to avoid suffering the e

Howl of the Beast (Su): At 15th level you gain the ability to emit a piercing, terrifying howl. Everyone within a 20-ft. radius of you who hears your howl is Paralyzed with fear for 2d6 rounds unless they succeed on a Will save. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Those that Divine Protection (Ex): At 15th level you gain a +6 natural armor bonus to your armor class. At 19th level this bonus increases to +8.Cat’s Meow (Su): At 15th level, you gain the ability to make a sound much like that of a cat. This sound can have an effect on some people, leaving them Fascinated for 1d4 rounds unless they succeed on a Will save. The DC of this save is 10 + 1/2 your sorcerer level + your Charisma modifier.Damage Reduction (Su): At 15th level, you gain damage reduction 5/magic. At 19th level, the damage reduction increases to 10/magic.Energy Attack (Sp): At 15th level, you gain an energy attack usable one time per day. The type of attack depends on the type of genie you are descended from. If you are descended from a djinni, you gain a whirlwind attack, as a 15th-level druid. If you are descended from an efreeti, you gain a fireball attack, as a 10th-levDamage Reduction (Ex): At 15th level, damage reduction 5/silver. At 19th level the damage reduction becomes 10/silver.

Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.Blindsight (Ex): At 15th level, you gain the blindsight ability. Anytime you are blinded – either with blindfolds, because of darkness or because of spells – your blindsight kicks in. With blindsight, you can sense all foes within 40 feet just as if you were not blinded. Any creatures beyond 40 feet are treated as having total Eyeless (Ex): At 15th level, your eyes vanish and flesh grows over your eye sockets. At the same time you are gifted with extraordinary blindsight. You can sense creatures around you as if you had low-light vision. Any opponents who could not be seen by you with low-light vision are treated as having total concealment. A

0

Scaly Skin (Ex): At 15th level, your skin becomes scalylike that of a lizard, snake or other reptilian creature. Yougain a +10 natural armor bonus and DR 5/magic.

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Ability 5

Plague Carrier (Su): At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for 1 round as a swift action. You can make a touch attack to inflict this disease on a target, or transfer it as part of an attack with any melee weapon or touch-based spell. The creature touche

Tough Hide (Ex): At 20th level, your skin hardens like thick, leathery animal hide, giving you DR 10/-.Shock & Awe (Ex): At 20th level, your presence is clearly unearthly. You can radiate divine power in a 15 foot radius that leaves any creature less than 6 HD Stunned as long as you remain in range. Creatures of 7 HD or greater can make a Will save vs. a DC of 10 + 1/2 your sorcerer level + your Charisma modifier to reCat Form (Su): At 20th level, you gain the ability to shapechange into the form of a humanoid cat at will. You can change forms up to a total of five times per day, though there is no maximum duration to how long you can stay in cat form. When you are in the form of a humanoid cat you gain a +8 inherent bonus to AcroSpell Resistance (Ex): At 20th level, you gain spell resistance equal to sorcerer level + 5.Plane Shift (Su): At 20th level, you gain the ability to plane shift once per day. You can shift to any of the elemental planes, the Astral Plane, or the Material Plane. You can shift yourself and up to eight other individuals, as long as everyone links hands. This ability is otherwise similar to the spell of the same name, as a 1Alternate Form (Su): At 20th level, you gain the ability to shapechange into the animal form or hybrid form of the type of lycanthrope you are descended from, and only that form. If you have werewolf blood, you can shapechange into wolf form or a hybrid wolf/humanoid form and no other. In all other respects this power fArcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you are using magic items that require charges, you can instead expend spelWeakening Touch (Su): At 20th level, you gain the ability to weaken opponents with but a touch. If you touch someone as a standard action, your opponent must make a Fortitude save or take 2d4 points of Strength damage. The save DC is equal to 10 + ½ your sorcerer level + your Charisma modifier.Black Tentacles (Su): At 20th level, you gain the ability to cause up to six black, rubbery tentacles to sprout from your back, chest or shoulders. These tentacles have a reach of 10 feet and will attempt to grasp and grapple any creatures within reach, just as in the description of the black tentacles spell. The CMB o

Chameleon Power (Su): At 20th level, you gain the abilityto magically change the coloration and pattern or yourselfand your equipment to match your surroundings. Thisgrants you a +40 bonus to Stealth checks when attemptingto hide. You can activate this power even as others arelooking at you, effectively vanishing rig

0

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Ability 5

Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still SpellDodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon FinesseArcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon FocusBlind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), ToughnessDodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon FinesseDodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell PenetrationBrew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, ToughnessCombat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Blind-fight, Combat Reflexes, Diehard, Endurance, Lightning Reflexes, Mobility, Self-sufficient, Skill Focus (Knowledge [nature])

Acrobatic, Alertness, Arcane Strike, Blind-fight, Dodge, Great Fortitude, Improved Unarmed Strike, ToughnessArcane Strike, Augment Summoning, Empower Spell, Endurance, Magical Aptitude, Maximize Spell, Persuasive, Spell FocusAcrobatic, Agile Maneuvers, Animal Affinity, Combat Reflexes, Dodge, Lightning Reflexes, Persuasive, StealthyAlertness, Deceitful, Improved Initiative, Iron Will, Persuasive, Silent Spell, Skill Focus (Perception), StealthyArcane Strike, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quicken Spell, Wind StanceAlertness, Dodge, Endurance, Improved Initiative, Iron Will, Run, Toughness, TrackBlind-Fight, Combat Casting, Diehard, Dodge, Empower Spell, Iron Will, Lightning Reflexes, Power AttackAlertness, Blind-Fight, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Unarmed Strike, Intimidating ProwessAlertness, Blind-fight, Deceitful, Enlarge Spell, Extend Spell, Iron Will, Maximize Spell, Silent SpellArcane Strike, Augment Summoning, Endurance, Extend Spell, Great Fortitude, Magical Aptitude, Silent Spell, Still SpellAcrobatic, Agile Maneuvers, Alertness, Blind-fight, Combat Reflexes, Deadly Aim, Quicken Spell, Silent Spell

00000000

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Ability 5

Combat Casting Improved Disarm Improved Grapple Improved Initiative Augment Summoning Cleave Empower Spell Great Fortitude Combat Casting Improved Counterspell Improved Initiative Iron Will Dodge Extend Spell Iron Will Mobility Arcane Strike Diehard Endurance Leadership Blind-Fight Great Fortitude Improved Initiative Power Attack Dodge Empower Spell Great Fortitude Improved Initiative Dodge Improved Initiative Lightning Reflexes Mobility Blind-Fight Combat Expertise Deceitful Extend Spell Brew Potion Diehard Endurance Great Fortitude Combat Casting Diehard Endurance Iron Will

Blind-Fight Combat Reflexes Diehard Endurance

Acrobatic Alertness Arcane Strike Blind-fight Arcane Strike Augment Summoning Empower Spell Endurance Acrobatic Agile Maneuvers Animal Affinity Combat Reflexes Alertness Deceitful Improved Initiative Iron Will Arcane Strike Combat Casting Combat Reflexes Dodge Alertness Dodge Endurance Improved InitiativeBlind-Fight Combat Casting Diehard DodgeAlertness Blind-Fight Combat Reflexes DodgeAlertness Blind-fight Deceitful Enlarge SpellArcane Strike Augment Summoning Endurance Extend SpellAcrobatic Agile Maneuvers Alertness Blind-fight

0 0 0 0

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Improved Unarmed Strike Iron Will Improved Bull Rush Improved Sunder Scribe Scroll Skill Focus (Knowledge [arcana]) Mounted Combat Ride-By Attack Lightning Reflexes Maximize Spell Quicken Spell Skill Focus (Fly) Lightning Reflexes Power Attack Point Blank Shot Precise Shot Improved Disarm Iron Will Self Sufficient Skill Focus (Knowledge [nature]) Skill Focus (Knowledge [religion]) Spell Focus

Lightning Reflexes Mobility

Dodge Great Fortitude Magical Aptitude Maximize Spell Dodge Lightning Reflexes Persuasive Silent Spell Improved Initiative Mobility Iron Will RunEmpower Spell Iron WillEndurance Great FortitudeExtend Spell Iron WillGreat Fortitude Magical AptitudeCombat Reflexes Deadly Aim

0 0

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Silent Spell Skill Focus (Knowledge [dungeoneering])Power Attack Skill Focus (Knowledge [planes])Spell Focus Still SpellSkill Focus (Knowledge [religion]) Weapon FinesseSkill Focus (Knowledge [history]) Weapon FocusSkill Focus (Knowledge [arcana]) ToughnessSkill Focus (Knowledge [planes]) Weapon FinesseQuicken Spell Skill Focus (Knowledge [nature])Skill Focus (Knowledge [planes]) Spell PenetrationSilent Spell ToughnessStill Spell Toughness

Self-sufficient Skill Focus (Knowledge [nature])

Improved Unarmed Strike ToughnessPersuasive Spell FocusPersuasive StealthySkill Focus (Perception) StealthyQuicken Spell Wind StanceToughness TrackLightning Reflexes Power AttackImproved Unarmed Strike Intimidating ProwessMaximize Spell Silent SpellSilent Spell Still SpellQuicken Spell Silent Spell

0 0

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List_Sorcerer_Bloodline_FeatsSource

34 *** PRPG ***

PRPG 5 Aberrant PRPG 6 Abyssal PRPG 7 Arcane PRPG 8 Celestial PRPG 9 Destined PRPG 10 Draconic PRPG 11 Elemental PRPG 12 Fey PRPG 13 Infernal CoT 5 14 Pestilence PRPG 15 Undead

16 *** LSJ *** LSJ 17 Lycanthrope

18 *** BoAM *** BoAM 19 Bestial BoAM 20 Divine BoAM 21 Feline BoAM 22 Fiendish BoAM 23 GenieBoAM 24 LycanthropicBoAM 25 MixedBoAM 26 MonstrousBoAM 27 NightmarishBoAM 28 Reborn SoulBoAM 29 Scaly

### NULL### NULL

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0School

34 *** PRPG ***5 Abjuration6 Conjuration7 Divination8 Enchantment9 Evocation

10 Illusion11 Necromancy12 Transmutation13 Universalist

*** Custom ***01

Table_Arcane_Schools

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Ability Summary

Hand of the Apprentice (Su) - Standard Action, 7/day, make single attack w/melee weapon up to 30' away, using +4 rather than Dex mod

03

Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spellsProtective Ward (Su) - Standard Action, 7/day, create 10'-radius field centered on you that lasts 4 rnds, you and all allies w/in receive +1 Deflection bonus to ACSummoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rndsAcid Dart (Sp) - Standard Action, 7/day, make ranged touch attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SRForewarned (Su) - gain a +1 bonus on Initiative check; may always act in surprise round even if you fail Perception roll to notice foe, still considered flat-footed until you take an actionDiviner's Fortune (Sp) - Standard Action, 7/day, touch grants +1 Insight bonus on all of its attack rolls, skill checks, ability checks, and savesEnchanting Smile (Su) - gain a +2 Enhancement bonus on Bluff, Diplomacy, and Intimidate checksDazing Touch (Sp) - 7/day, melee touch attack dazes living foe with less then 1 HD for 1 rndIntense Spells (Su) - evocation spells that deal HP dmg add +1 of same type dmg as the spell (only applies once to spell, not once per missile/ray, and cannot be split between multiple missiles/rays)Force Missile (Sp) - Standard Action, 7/day, force missile automatically deals 1d4+1 [force]Extended Illusions (Su) - illusion spells you cast with a duration of “concentration” last 1 rnds after you stop maintaining concentrationBlinding Ray (Sp) - Standard Action, 7/day, make ranged touch attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are Dazzled for 1 rnd instead)Power over Undead (Su) - gain as bonus feat and may channel energy 7/day to use the feat (DC 15; may take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Alignment Channel and Elemental Channel)Grave Touch (Sp) - Standard Action, 7/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken and are -1 HD or less become Frightened for 1 rndPhysical Enhancement (Su) - gain +1 Enhancement bonus to either Str, Dex, or Con, chosen when you prepare spellsTelekinetic Fist (Sp) - Standard Action, 7/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg

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Ability Summary

Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spellsSummoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rndsForewarned (Su) - gain a +1 bonus on Initiative check; may always act in surprise round even if you fail Perception roll to notice foe, still considered flat-footed until you take an actionEnchanting Smile (Su) - gain a +2 Enhancement bonus on Bluff, Diplomacy, and Intimidate checksIntense Spells (Su) - evocation spells that deal HP dmg add +1 of same type dmg as the spell (only applies once to spell, not once per missile/ray, and cannot be split between multiple missiles/rays)Extended Illusions (Su) - illusion spells you cast with a duration of “concentration” last 1 rnds after you stop maintaining concentrationPower over Undead (Su) - gain as bonus feat and may channel energy 7/day to use the feat (DC 15; may take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Alignment Channel and Elemental Channel)Physical Enhancement (Su) - gain +1 Enhancement bonus to either Str, Dex, or Con, chosen when you prepare spellsHand of the Apprentice (Su) - Standard Action, 7/day, make single attack w/melee weapon up to 30' away, using +4 rather than Dex mod

04

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Ability Summary

Protective Ward (Su) - Standard Action, 7/day, create 10'-radius field centered on you that lasts 4 rnds, you and all allies w/in receive +1 Deflection bonus to ACAcid Dart (Sp) - Standard Action, 7/day, make ranged touch attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SRDiviner's Fortune (Sp) - Standard Action, 7/day, touch grants +1 Insight bonus on all of its attack rolls, skill checks, ability checks, and savesDazing Touch (Sp) - 7/day, melee touch attack dazes living foe with less then 1 HD for 1 rndForce Missile (Sp) - Standard Action, 7/day, force missile automatically deals 1d4+1 [force]Blinding Ray (Sp) - Standard Action, 7/day, make ranged touch attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are Dazzled for 1 rnd instead)Grave Touch (Sp) - Standard Action, 7/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken and are -1 HD or less become Frightened for 1 rndTelekinetic Fist (Sp) - Standard Action, 7/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg

05

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Ability 34 *** PRPG ***5 Abjuration6 Conjuration7 Divination8 Enchantment9 Evocation

10 Illusion11 Necromancy12 Transmutation13 Universalist

### NULL0 ### NULL6 List_Arcane_Schools

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Elemental Power Qualified

4 Armtwist (Ex) 1 05 Backbreaker (Ex) 1 0

Call Lightning (Sp) 0 0Chain Lightning (Sp) 0 0Control Weather (Sp) 0 0

9 Crush (Ex) 1 0Darkvision (Ex) 0 0

11 Elemental Arc (Sp) 1 012 Elemental Aura I (Su) 1 0

Elemental Aura II (Su) 0 0Elemental Bellow (Sp) 0 0

15 Elemental Blast (Sp) 1 016 Elemental Blow (Su) 1 017 Elemental Burst (Su) 1 018 Elemental Empathy (Ex) 1 019 Elemental Laugh (Su) 1 020 Elemental Sheath I (Su) 1 0

Elemental Sheath II (Su) 0 022 Energy Resistance/Immunity (Ex) 1 0

Ettin of the Earth (Ex) 0 024 Fling (Ex) 1 0

Fiery Militant (Ex) 0 0Freedom of Movement (Sp) 0 0

27 Grab (Ex) 1 028 Jotun’s Bag (Ex) 1 029 Great Hug (Ex) 1 030 Impale Your Opponent (Ex) 1 0

Levitate (Sp) 0 032 Pound (Ex) 1 0

Regeneration (Ex) 0 0Rend (Ex) 0 0Run and Throw (Ex) 0 0Scent the Air (Ex) 0 0Shift Sleeping (Ex) 0 0Spirit Summoning (Sp) 0 0Stone Calling (Su) 0 0Stone Tell (Sp) 0 0Stone Touch (Su) 0 0

42 Storytelling (Su) 1 0Terrain Mastery - Aerial (Ex) 0 0Terrain Mastery - Aquatic (Ex) 0 0Terrain Mastery - Arctic (Ex) 0 0Terrain Mastery - Desert (Ex) 0 0Terrain Mastery - Hills (Ex) 0 0Terrain Mastery - Marsh (Ex) 0 0Terrain Mastery - Mountains (Ex) 0 0Terrain Mastery - Underground (Ex) 0 0

51 Trample (Ex) 1 0Transmute Rock and Mud (Sp) 0 0Water Breathing (Ex) 0 0*** Custom ***

0 0

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Qualified

grapple check vs. Grappled foe between Small and Large size deals 1d6+2 dmg plus 1 Str dmg (DC 11 Fort save negs Str dmg)grapple check vs. Grappled foe between Small and Large size deals 1d6+2 dmg plus 1 Dex dmg (DC 11 Fort save negs Dex dmg)1/day, use call lightning as spell-like ability (caster level 0)1/day, use chain lightning as spell-like ability (caster level 0)1/day, use control weather as spell-like ability (caster level 0)Standard Action; when Huge or larger, charge or jump to Pin Diminutive or smaller foes in your space (DC 11 Ref save negs); pinned foes take 2d6+2 bludgeoning dmg each rnd thereafter if Pin is maintaineddarkvision 60'Standard Action; 4/day, 30' ranged touch deals 1d6 dmgFree Action; 4/day, 5' radius aura deals 1d4 dmg to all non-allies for 0 rndsFree Action; 4/day, 5' radius aura deals 2d4 dmg to all non-allies for 0 rndsStandard Action; 4/day, 30' ranged cone-shaped burst functions as shout spellSwift Action; 3/day, 30' spread centered on weapon deals 0d6 dmg (DC 11 Ref save half)4/day, melee or ranged attack may also for 1 rnd (DC 11 Fort save negs)successful crit deals extra dmg (+1d10 if for x2 crit, +2d10 for x3 crit, +3d10 for x4)roll 1d20+1 to change attitude of creatures as if using DiplomacyStandard Action; 3/day, non-allies w/in 0' are Panicked for 2d4 while w/in rng; Will save (DC 11) reduces effect to Shaken for 1 rnd and target is immune to effect for 24 hrsFree Action; 1/day, attacks deal +1d4 dmg for 0 rndsFree Action; 1/day, attacks deal +1d4 dmg for 0 rndsgain resistance 0second head grants +2 bonus on Perception checks and Two-Weapon Fighting bonus featgrapple check vs. Tiny or smaller foe that you Grab hurls foe as improvised weapon, dealing 1d6+2 dmg to foe and targetproficient w/ all marital weapons, armors and shieldsconstant, use freedom of movement as spell-like ability (caster level 0)Free Action (no AoO); attempt grapple vs Small or smaller foe after hitting w/ Slam attack; may hold in 1 hand by taking -20 penalty to maintain grapple (dealing no dmg) and thus not be Grappled yourself; if not held, successful grapple deals normal Slam dmg; +4 bonus to start and maintain grapplegrapple check vs. Tiny or smaller foe that you Grab deals 1d6+2 dmg to foe and puts him in magical jotun’s bag; bagged foe is Grappled, may use light slashing or piercing weapon to cut free by dealing 8 dmg vs. AC 10 or use Escape Artist (DC 29); cut bag is Brokengrapple check vs. Grappled foe between Small and Large size Pins foe and deals 2d6+1 dmgYou use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often impaling it deeply into your foe’s body. You can impale using any light piercing weapon. 1/day if you begin your turn with an opponent grappled in your hand (see Grab) that is a size category sm2/day, use levitate as spell-like ability (caster level 0)4/day, grapple check vs. Tiny or smaller foe that you Grad deals 1d6+3 dmg to foe and Stuns foe for 1 rnd (DC 11 Fort negs Stun)only fire and acid deal normal dmg; regenerate 1 nonlethal dmg/rnd; lost limb/body part regrows in 3d6 min or may reattach severed member instantlyslam attacks become claw attacks; if both hit, deal +2d6+2 dmg; claw attacks gain no benefit from Grab as it requires slam attackFull-Round Action, move up to 30 and make single ranged attack w/ boulder at any point during movementgain scent special qualitynever taken unaware during sleep; regain HP and heal ability damage as though having bed rest even while remaining active; lose benefits of Ettin of the Earth while using this ability1/day, spend 10 min to grant +2 Deflection bonus to AC, immunity to enchantment and illusion spells, and either bless, endure elements, protection from evil, protection from good, or see invisibility for entire day (caster level 0)Standard Action; 4/day, throw unattended rock w/in 0' at foe as if standing near rock; may target unseen foes but must guess at location and suffer 50% miss chance1/day, use stone tell as spell-like ability (caster level 0)1 rnds/day, join and shape stone or mineral matter w/ bare hands as if using stone shape except that fine details are possible1/day, spend 10 min to grant 0 targets (including self) that can hear story ability to recover HP or ability damage at 2x normal rate and 50% increase in overland movement rate for 12 hrs+2 Competence bonus to Perception, Stealth, and Fly checks in aerial environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and Jump checks in desert environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and Climb checks in hill environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and Swim checks in marsh environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and 0 checks in mountain environment; +1 Insight bonus to attacks & dmg vs. native creatures+2 Competence bonus to Perception, Stealth, and 0 checks in underground environment; +1 Insight bonus to attacks & dmg vs. native creaturesmove over Tiny or smaller foes to deal 1d6+3 bludgeoning dmg1/day, use either transmute rock to mud or transmute mud to rock as spell-like ability (caster level 0)may breathe water as well as air

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Jotun_Elemental_Powers_Summary

Armtwist (Ex) 4Backbreaker (Ex) 5Crush (Ex) 9Elemental Arc (Sp) 11Elemental Aura I (Su) 12Elemental Blast (Sp) 15Elemental Blow (Su) 16Elemental Burst (Su) 17Elemental Empathy (Ex) 18Elemental Laugh (Su) 19Elemental Sheath I (Su) 20Energy Resistance/Immunity (Ex) 22Fling (Ex) 24Grab (Ex) 27Jotun’s Bag (Ex) 28Great Hug (Ex) 29Impale Your Opponent (Ex) 30Pound (Ex) 32Storytelling (Su) 42Trample (Ex) 51NULL ###

proficient w/ all marital weapons, armors and shieldsNULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###List_Jotun_Elemental_Powers

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All material on this worksheet is owned by Paizo Publishing,LLC and is used under terms of their Community Use Policy. See the Legal Statement tab for compliance language and links.

MODERN HUMAN LANGUAGESCommonChelaxianHallitKelishOsirianiPolyglotShoantiSkaldTaldaneTienVarisianVudraniDEAD LANGUAGESAncient OsirianiAzlantiJistkaTekritaninThassilonianNONHUMAN LANGUAGESAbyssalAquanAuranBoggardCelestialDraconicDruidicDwarvenElvenGiantGnomeGoblinGnollHalflingIgnanInfernalOrcSylvanTerranDARKLANDS LANGUAGESAkloCantoGugOrvianNecrilSakvrothUndercommonVegepygmy

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Fey 0 2 -2 2 0

Race Type (subtype) Str Dex Con Int Wis0 0 0 0 0

*** Core Races ***Dwarf Humanoid (dwarf) 0 0 2 0 2Elf Humanoid (elf) 0 2 -2 2 0Gnome Humanoid (gnome) -2 0 2 0 0Half-Elf Humanoid (elf, human) 0 0 0 0 0Half-Orc Humanoid (human, orc) 0 0 0 0 0Halfling Humanoid (halfling) -2 2 0 0 0Human Humanoid (human) 0 0 0 0 0*** PRPG Bestiary ***Aasimar Outsider (native) 0 0 0 0 2Drow Humanoid (elf) 0 2 -2 0 0Drow Noble Humanoid (elf) 0 4 -2 2 2Duergar Humanoid (dwarf) 0 0 2 0 2Goblin Humanoid (goblinoid) -2 4 0 0 0Gnoll Humanoid (gnoll) 4 0 2 -2 0Hobgoblin Humanoid (goblinoid) 0 2 2 0 0Kobold Humanoid (reptilian) -4 2 -2 0 0Merfolk Humanoid (aquatic) 0 2 2 0 0Minotaur Monstrous Humanoid 8 0 4 -4 0Orc Humanoid (orc) 4 0 0 -2 -2Svirfneblin Humanoid (gnome) -2 2Tengu Humanoid (goblinoid) 0 2 -2 0 2Tiefling Outsider (native) 0 2 0 2 0Troglodyte Humanoid (reptilian) 2 -2 4 -2 0*** PRPG Bonus Bestiary ***Nixie Fey (aquatic) -4 6 2 2 2Malevolent Nixie Fey (aquatic) -4 6 2 2 2*** Legacy of Fire ***Pugwampi Fey -8 2 0 0 4*** LSJ Races ***Elan Aberration 0 0 2 2 0Elem, Air Outsider (air, native) 0 2 0 2 -2Elem, Earth Outsider (earth, native) 2 -2 2 0 0Elem, Fire Outsider (fire, native) 0 2 -2 0 0Elem, Water Outsider (water, native) -2 0 0 2 2Elf, Dark Humanoid (elf) 0 2 -2 0 0Elf, Desert Humanoid (elf) -2 2 0 2 0Elf, Gray Humanoid (elf) 0 2 -2 0 2Elf, High Humanoid (elf) 0 2 -2 2 0Elf, Sea Humanoid (aquatic, elf) 0 2 0 -2 2Elf, Sky Humanoid (elf) -2 2 0 2 2Half-Ogre Humanoid (human, ogre) 4 0 2 -2 0Lupaari Humanoid (lupaari) 2 0 0 0 2Sathoni Plant (humanoid) 0 -4 2 2 2Tabreen Humanoid (tabreen) -2 2 0 2 0*** Remarkable Races ***Boggle Humanoid (goblinoid) 0 2 0 2 0Entobian Larvite Humanoid (entobian) 0 2 0 0 -2Entobian Larvite Lifer Humanoid (entobian) 0 2 0 0 -2Entobian Coleophite Humanoid (entobian) 2 -2 2 0 0Entobian Eulite Humanoid (entobian) 2 0 -2 0 2Entobian Farfalite Humanoid (entobian) 0 2 -2 2 0Entobian Masconite Humanoid (entobian) 0 2 2 0 0

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Entobian Matron Humanoid (entobian)Kval Outsider (native) 0 2 0 0 2Mahrog Humanoid (human) 2

0

Mogogol (small) Humanoid (amphibian) 0Mogogol (medium) Humanoid (amphibian) 0Amphibian Anumus Humanoid (anumus) 2Arachnid Anumus Humanoid (anumus) 2Avian Anumus Humanoid (anumus) 2Canine Anumus Humanoid (anumus) 2Equine Anumus Humanoid (anumus) 2Feline Anumus Humanoid (anumus) 2Ophidian Anumus Humanoid (anumus) 2Porcine Anumus Humanoid (anumus) 2 0 0 2 0Reptilian Anumus Humanoid (anumus) 2 0 0 -2 2Rodent Anumus Humanoid (anumus) 2 0 0 2 0Ursine Anumus Humanoid (anumus) 2 0 0 -2 2Muse Outsider (native) 0 0 -2 2 0Numistian (small) Outsider (native) -2 0 0 0 2Numistian (medium) Outsider (native) -2 0 0 0 2Oakling Plant (humanoid) 2 0 0 0 2Obitu Humanoid (obitu) 2 2 0 0 0Relluk Construct (relluk) 0 -2 2 0 0*** Rite Publishing ***Jotunnar Humanoid (giant) 2 0 2 -2 2*** Custom Race ***Eladrin Fey 0 2 -2 2 0Table_Races 2 3 4 5 6 7List_Races

1 0 0 0 2 01

Size Carry Stealth Fly CMB CMB MOD Attack1 Fine 0.125 16 8 -8 6 82 Diminutive 0.25 12 6 -4 6 43 Tiny 0.5 8 4 -2 6 24 Small 0.75 4 2 -1 2 15 Medium 1 0 0 0 2 06 Large 2 -4 -2 1 2 -17 Huge 4 -8 -4 2 2 -28 Gargantuan 8 -12 -6 4 2 -49 Colossal 16 -16 -8 8 2 -8

Table_Size 2 3 4 5 6 7

StrengthDexterityConstitutionIntelligenceWisdomCharisma

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2 None Medium 0 0 0 0 30

Cha Ability Bonus Selection Size HD CR Natural Armor Dodge Speed0 0 Medium 0 0 - - -

-2 None Medium 0 0 - - 20 0 None Medium 0 0 - - 30 2 None Small 0 0 - - 20 0 Any Medium 0 0 - - 30 0 Any Medium 0 0 - - 30 2 None Small 0 0 - - 20 0 Any Medium 0 0 - - 30

2 None Medium 0 0 - - 30 2 None Medium 0 0 - - 30 2 None Medium 0 1 - - 30

-4 None Medium 0 0 - - 20 -2 None Small 0 0 - - 30 -2 None Medium 2 1 1 - 30 0 None Medium 0 0 - - 30 0 None Small 0 0 1 - 30 2 None Medium 0 0 2 - 5

-2 None Large 6 4 5 - 30 -2 None Medium 0 0 0 0 302 None Small 0 1 0 2 200 None Medium 0 0 0 0 30

-2 None Medium 0 0 0 0 300 None Medium 2 1 6 0 30

8 None Small 2 0.5 0 0 308 None Small 2 2 0 0 30

-4 None Tiny 1 0.5 0 0 30

-2 None Medium 0 0 0 0 300 None Medium 0 0 0 0 300 None Medium 0 0 0 0 202 None Medium 0 0 0 0 352 None Medium 0 0 0 0 202 None Medium 0 0 0 0 300 None Medium 0 0 0 0 300 None Medium 0 0 0 0 302 None Medium 0 0 0 0 300 None Medium 0 0 0 0 300 None Medium 0 0 0 0 30

-2 None Medium 0 0 0 0 30-2 None Medium 0 0 1 0 300 None Medium 0 0 2 0 300 None Medium 0 0 1 0 40

-2 None Medium 0 0 0 0 302 None Small 0 0 0 0 302 None Medium 0 0 0 0 300 None Small 0 0 2 0 300 None Small 0 0 0 0 300 None Small 0 0 0 0 30

-2 None Small 0 0 0 0 30

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0 0 30-2 None Tiny 0 0 0 0 20

0

0 0 300 0 200 0 300 0 300 0 300 0 300 0 300 0 400 0 300 0 30

-2 None Medium 0 0 0 0 300 None Medium 0 0 0 0 30

-2 None Medium 0 0 0 0 300 None Medium 0 0 0 0 302 None Medium 0 0 0 0 302 None Small 0 0 0 0 202 None Medium 0 0 0 0 20

-2 None Medium 0 0 0 0 30-2 None Medium 0 0 0 0 302 None Medium 0 0 0 0 30

0 | Str | Con | Medium 0 0 3 0 30

2 None Medium 0 0 0 0 308 9 10 11 12

0 1 1EquipmentAC Cost Wgt

8 0.5 0.14 0.5 0.12 0.5 0.11 1 0.5 5 Weapon Size0 1 1 Small Race Size

-1 2 2-2 4 5-4 8 8-8 16 128 9 10

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2Senses

Other Move Rate Sight Sound Smell Taste Touch Perception 0

0 2 2 2 0 2 0

2 2 2 0 0 0 0 2 Swim 50' 0

402202

Swim 30' 0Swim 30' 0

-4

000022222

Swim 30' 220202

000

Fly 25' (poor) 0Fly 30' (good) 0Fly 40' (good) 0Fly 30' (average) 0

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Fly X' (Y) 000

Swim 30' 0Swim 30' 0

22222222222000

0

213 14 15 16 17 18 19

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Skill Focus NoneSkills

Other Bonus Feat Select FromNot Available None

Darkvision 60', notice unusual stonework Not Available NoneLow-Light Vision Not Available NoneLow-Light Vision Not Available Craft/ProfessionLow-Light Vision Any Skill Focus NoneDarkvision 60' Not Available None

Not Available NoneAny one None

Darkvision 60' Not Available NoneDarkvision 120' Not Available NoneDarkvision 120' Not Available NoneDarkvision 120' Not Available NoneDarkvision 60' Not Available NoneDarkvision 60' Not Available NoneDarkvision 60' Not Available NoneDarkvision 60' Not Available NoneLow-Light Vision Not Available NoneDarkvision 60' Not Available NoneDarkvision 60' Not Available NoneDarkvision 120' and Low-Light Vision, notice unusual stonework Not Available NoneLow-Light Vision Not Available NoneDarkvision 60' Not Available NoneDarkvision 90' Not Available None

Low-Light Vision Not Available NoneLow-Light Vision Not Available None

Darkvision 60' and Low-Light Vision Not Available None

Not Available NoneNot Available NoneNot Available NoneNot Available NoneNot Available None

Darkvision 120' Not Available NoneLow-Light Vision Not Available NoneSuperior Low-Light Vision, notice concealed/secret doors Not Available NoneSuperior Low-Light Vision, notice concealed/secret doors Not Available NoneLow-Light Vision Not Available NoneLow-Light Vision Not Available NoneDarkvision 60' Not Available NoneLow-Light Vision Not Available None

Not Available NoneDarkvision 60' Not Available None

Darkvision 60' Not Available MultipleNot Available NoneNot Available NoneNot Available None

Darkvision 60' Not Available NoneNot Available NoneNot Available None

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Not Available NoneLow-Light Vision Not Available None

Not Available NoneNot Available NoneNot Available NoneNot Available None

Darkvision 60' Not Available NoneNot Available NoneNot Available NoneNot Available None

Low-Light Vision Not Available NoneDarkvision 60' Not Available None

Not Available NoneNot Available NoneNot Available NoneNot Available None

Low-Light Vision Not Available NoneLow-Light Vision Not Available NoneLow-Light Vision Not Available None

Not Available NoneDarkvision 60' Not Available None

Not Available None

Low-Light Vision Not Available None

Skill Focus None20 21 22

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0 0 0 0

Racial BonusPoints At Creation

Points Per Level0 0 0

0 0 0 00 0 0 02 0 0 00 0 0 00 0 0 00 0 0 10 0 1 0

0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 20 0 0 00 0 0 00 0 0 0

0 0 0 00 0 0 0

0 0 0 0

0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 0

2 1 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 0

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0 0 0 00 0 0 00 0 0.5 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 0

0 0 0 0

0 0 0 023 24 25 26

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Points Per Level

+2 racial bonus vs. poison/spells/spell-like abilities

Immune to paralysis/poison; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects+2 racial bonus vs. earth spells and effects+2 racial bonus vs. fire spells and effects+2 racial bonus vs. water spells and effects

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+2 racial bonus on saves vs. disease and poison

+2 racial bonus on saves vs. disease and poisonreroll failed save as Immediate Action+2 racial bonus on saves vs. disease and poison+2 racial bonus on saves vs. disease and poison+2 racial bonus on saves vs. disease and poisonreroll failed save as Immediate Action+2 racial bonus on saves vs. disease and poison

+2 racial bonus on saves vs. poison+2 racial bonus on saves vs. poison

+4 racial bonus on saves vs. disease and poison

27

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Conditional Ref

+2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects+2 racial bonus vs. earth spells and effects+2 racial bonus vs. fire spells and effects+2 racial bonus vs. water spells and effects

+1 racial bonus vs. electricity, fire, or acid area attacks

Page 458: PRPG_CS_v_0_9_2

+2 racial bonus on saves vs. electricity, fire, or light area attacks+2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

28

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Conditional Ref

+2 racial bonus vs. spells/spell-like abilitiesImmune to sleep; +2 racial bonus vs. enchantments+2 racial bonus vs. illusionsImmune to sleep; +2 racial bonus vs. enchantments

+2 racial bonus vs. fear

Immune to sleep; +2 racial bonus vs. enchantmentsImmune to sleep; +2 racial bonus vs. enchantmentsImmune to phantasms; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects+2 racial bonus vs. earth spells and effects+2 racial bonus vs. fire spells and effects+2 racial bonus vs. water spells and effectsImmune to sleep; +2 racial bonus vs. enchantmentsImmune to sleep; +2 racial bonus vs. enchantmentsImmune to sleep; +2 racial bonus vs. enchantmentsImmune to sleep; +2 racial bonus vs. enchantmentsImmune to sleep; +2 racial bonus vs. enchantmentsImmune to sleep; +2 racial bonus vs. enchantments

+2 racial bonus vs. enchantment (charm)+2 racial bonus vs. enchantment (charm)+2 racial bonus vs. enchantment (charm)+2 racial bonus vs. enchantment (charm)+2 racial bonus vs. enchantment (charm)+2 racial bonus vs. enchantment (charm)

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+2 racial bonus vs. enchantment (charm)

reroll any failed save

Immune to sleep

Immune to sleep

29

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Longswords and rapiers,treat any weapon with the word “elven” in its name as a martial we

Weapon Familiarity

Battleaxes, Heavy Picks, and Warhammers, plus all "Dwarven" weapons are MartialLongbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are MartialAll "Gnome" weapons are Martial

Greataxe and Falchion, plus all "Orc" weapons are MartialSling, plus all "Halfling" weapons are Martial

Hand Crossbow, Rapier, and ShortswordHand Crossbow, Rapier, and Shortsword

GreataxeGreataxe and Falchion, plus all "Orc" weapons are Martial

All sword-like weapons

Shortbow

Hand Crossbows, Rapiers, and Shortswords, plus all "Drow" weapons are MartialScimitar, Rapier, Shortbow, plus all "Elven" weapons are MartialLongbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are MartialLongbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are MartialSpears, Tridents, and Nets, plus all "Elven" weapons are MartialLongsword, Rapier and Javelin

All "Boggle" weapons are Martial

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Longswords and rapiers,treat any weapon with the word “elven” in its name as a martial we30

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Common and Common, ElvenLangStarting

Common and DwarvenCommon and ElvenCommon, Gnome, and SylvanCommon and ElvenCommon and OrcCommon and HalflingCommon

Common and CelestialElven and UndercommonElven and UndercommonCommon, Dwarven, and UndercommonGoblinGnollCommon and GoblinDraconicCommon and AquanGiantCommon and OrcGnome and UndercommonCommon and TenguCommon and Abyssal or InfernalDraconic

Aquan and SylvanAquan and Sylvan

Gnoll and Terran

Common and ElanCommon and AuranCommon and TerranCommon and IgnanCommon and AquanCommon, Elven, and UndercommonCommon and ElvenCommon and ElvenCommon and ElvenAquan and ElvenCommon and ElvenCommon and GiantCommon and LupaariCommon and SylvanCommon and Tabreen

Common and GoblinCommonCommonCommonCommonCommonCommon

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CommonCommon and Abyssal or InfernalCommon and AncientCommon and BoggardCommon and BoggardCommonCommonCommonCommonCommonCommonCommonCommonCommonCommonCommonCommon and Celestial or InfernalCommonCommonCommon and PlantCommonCommon

Common and Giant

Common and Common, Elven31

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Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan. . Any One

Bonus Favored ClassNone

Giant, Gnome, Goblin, Orc, Terran, and Undercommon Any OneCelestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any OneDraconic, Dwarven, Elven, Giant, Goblin, and Orc Any OneAny except secret languages (such as Druidic) Any TwoAbyssal, Draconic, Giant, Gnoll, and Goblin Any OneDwarven, Elven, Gnome, and Goblin Any OneAny except secret languages (such as Druidic) Any One

Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan Any OneAbyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin Any OneAbyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin Any OneAklo, Draconic, Giant, Goblin, Orc, Terran Any OneCommon, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc Any One

Any OneDraconic, Dwarven, Infernal, Giant, Orc Any OneCommon, Dwarven, Gnome, and Undercommon Any OneAboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan Any One

Any OneDwarven, Giant, Gnoll, Goblin, Undercommon Any OneAklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, or Terran Any OneAny except secret languages (such as Druidic) Any OneAbyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc Any One

Any One

Any OneAny One

Any One

Any except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAbyssal, Aquan, Draconic, Drow Sign Language, Gnome, and Goblin Any OneDraconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any OneDraconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneDwarven, Gnoll, Goblin, Ogre, Orc, and Giant Any OneAny except secret languages (such as Druidic) Any OneCommon, Elven, Gnome, and Terran Any OneAny except secret languages (such as Druidic) Any One

Draconic, Dwarven, Giant, Gnome, Halfling, and Orc Any OneDraconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any OneDraconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any OneDraconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any OneDraconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any OneDraconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any OneDraconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One

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Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any OneAbyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc Any OneDwarven, Elven, Gnome, Goblin, Halfling, and Orc Any OneDraconic, Dwarven, Elven, Gnome, Halfling, and Orc Any OneDraconic, Dwarven, Elven, Gnome, Halfling, and Orc Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneAbyssal, Auran, Celestial, Dwarven, Draconic, Elven, Gnome, Halfling, Infernal and Orc Any OneAny except secret languages (such as Druidic) Any OneAny except secret languages (such as Druidic) Any OneDwarven, Elven, Halfling, Gnome, Goblin, Orc or Sylvan Any OneDwarven, Elven, Halfling, Gnome, Goblin, or Orc Any OneDwarven, Elven, Halfling, Gnome, or Orc. Any One

Any except secret languages (such as Druidic) Any One

Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan. . Any One32 33

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Ability Summary

; Spell-like abilit

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34

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Racial Abilities (Breakout)

Slow and Steady: speed is never modified by armor or encumbranceLow-Light Vision: may see twice as far as humans in conditions of dim lightLow-Light Vision: may see twice as far as humans in conditions of dim lightLow-Light Vision: may see twice as far as humans in conditions of dim lightDarkvision 60'Fearless: +2 Racial bonus on saves vs. fearBonus Feat: gain 1 extra feat at 1st level

Darkvision 60'Darkvision 120'Darkvision 120'Slow and Steady: speed is never modified by armor or encumbranceFast: fast for size, w/ base speed of 30'Armor: +1 Natural Armor bonusDarkvision 60'Fast: fast for size, w/ base speed of 30'Aquatic: amphibious, but prefer not to spend long periods out of waterArmor: +5 Natural Armor bonusDarkvision 60'Defensive Training: +2 Dodge bonus to ACLow-Light Vision: may see twice as far as humans in conditions of dim lightDarkvision 60'Darkvision 90'

Amphibious: can breathe in either air or waterAmphibious: can breathe in either air or water

Unluck [mind-affecting] (Su): anyone other than animals, gremlins, and gnolls in 20' rad. aura of unluck must roll 2d20 instead of d20 roll and use lowest result; any sort of luck bonus grants immunity unluck aura

Aberrant Nature: not subject to spells/effects that affect humanoids onlyFeather Fall (Su): affected by permanent personal feather fall spellSlow Movement: base speed of 20'Fast Movement: base speed 35'Slow Movement: base speed 20'; swim 20', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, can always take 10 on Swim checks (even if rushed/threatened), can use run action while swimming in a straight lineDarkvision 120'Low-Light Vision: may see twice as far as humans in conditions of dim lightSuperior Low-Light Vision: may see three times as far as humans in conditions of dim lightLow-Light Vision: may see twice as far as humans in conditions of dim lightNormal Speed: base speed 30'; swim 30', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, can always take 10 on Swim checks (even if rushed/threatened), can use run action while swimming in a straight lineFlight: fly 60' (average); Fly is always a class skill; can maintain flight if not wearing armor heavier than Light and may move and fight normally with a Light load; w/ Medium load may take Move Action only at 1/2 speed while flying; cannot fly w/ Heavy loadDarkvision 60'Natural Armor: +1 Natural Armor bonusNatural Armor: +2 Natural Armor bonusFast Movement: base speed 40'

Fast: fast for size, w/ base speed of 30'Fast: fast for size, w/ base speed of 30'Familiar Foe: +1 bonus on attacks vs. VerminFast: fast for size, w/ base speed of 30'Fast: fast for size, w/ base speed of 30'Fast: fast for size, w/ base speed of 30'Fast: fast for size, w/ base speed of 30'

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Fast: fast for size, w/ base speed of 30'Low-Light Vision: may see twice as far as humans in conditions of dim lightAlmost Human: count as human for any effect related to raceHold Breath: may hold breath for 48 rnds before risk of drowningHold Breath: may hold breath for 48 rnds before risk of drowningKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksLow-Light Vision: may see twice as far as humans in conditions of dim lightAdjustable Size: Move Action, change size between Small and Medium (any height between 3-6')Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6')Humanoid Plant: +2 Racial bonus on saves vs. mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects; immune to sleep effects; affected by spells that affect Humanoids and by spells that affect PlantsDarkvision 60'Living Construct: has Con score, makes Fort saves, and is not immune to mind-affecting spells or abilities; subject to risk of death from massive damage, nonlethal damage, stunning, fatigue, exhaustion, ability damage, ability drain, death effects, and necromancy effects; immune to poison, sleep effects, paralysis, petrific

Low-Light Vision: may see twice as far as humans in conditions of dim light

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Darkvision 60'Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsDefensive Training: +4 Dodge bonus to AC vs. GiantsAdaptability: gain Skill Focus as bonus featIntimidating: +2 Racial bonus on Intimidate checksHalfling Luck: +1 Racial bonus on all savesSkilled: gain 1 extra skill rank/level

Skilled: +2 Racial bonus on Diplomacy and Perception checksDrow Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effectsDrow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsDarkvision 120'Darkvision 60'

Sneaky: +4 Racial bonus on Stealth checksDarkvision 60'Low-Light Vision: may see twice as far as humans in conditions of dim lightNatural Cunning (Ex): immune to maze spells and never become lost; never caught flat-footedFerocity (Ex): remain conscious and can continue fighting even if HP drops below 0 (still staggered and looses 1 HP/rnd, still die when negative HP total equals12Senses: darkvision 120' and low-light visionSneaky: +2 Racial bonus on Perception and Stealth checksSkilled: +2 Racial bonus on Bluff and Stealth checksArmor: +6 Natural Armor bonus

Damage Resistance: DR 5/cold IronDamage Resistance: DR 5/cold Iron

Spell-Like Abilities (caster level 1st): At will—prestidigitation, speak with animals; 1/day—shatter (DC 10)

Normal Vision: lack darkvision, unlike most aberrationsElectricity Resistance: electricity resistance 2Damage Reduction: DR 5/— vs. nonlethal dmgSmoke Immunity (Ex): suffer no penalties from smokeWater Breathing (Ex): can breathe waterKeen Senses: +2 bonus on sight- and sound-based Perception checksKeen Senses: +2 bonus on sight- and sound-based Perception checksKeen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even if not actively lookingKeen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even if not actively lookingLow-Light Vision: may see twice as far as humans in conditions of dim lightLow-Light Vision: may see twice as far as humans in conditions of dim lightImposing Figure: +2 Racial bonus on Intimidate checksLow-Light Vision: may see twice as far as humans in conditions of dim lightLimited Regeneration (Ex): natural healing rate is doubledNatural Armor: +1 Natural Armor bonus

Darkvision 60'Familiar Foe: +1 bonus on attacks vs. VerminInsect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effectsFamiliar Foe: +1 bonus on attacks vs. VerminFamiliar Foe: +1 bonus on attacks vs. VerminFamiliar Foe: +1 bonus on attacks vs. VerminFamiliar Foe: +1 bonus on attacks vs. Vermin

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Familiar Foe: +1 bonus on attacks vs. VerminSpell-Like Ability: 1/day—detect evil, caster level (13)Bonus Feats: gain Improved Unarmed Strike and Improvised Weapon Mastery as bonus featsInborn Alignment: must be GoodInborn Alignment: must be GoodAcid Resistance: acid resistance 5Darkvision 60'Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacksImproved Trip: gain Improved Trip as bonus featEnhanced Speed: base speed 40'; never modified by armor or encumbranceLow-Light Vision: may see twice as far as humans in conditions of dim lightDarkvision 60'Bestial Fortitude: +2 Racial bonus on saves vs. disease/poisonBestial Fortitude: +2 Racial bonus on saves vs. disease/poisonBestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacksBear’s Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack hits, deal +1 dmgMuse Immunities: immune to magic sleep effectsSlow and Steady: speed is never modified by armor or encumbranceSlow and Steady: speed is never modified by armor or encumbranceProtective Sap: gain +2 Natural Armor bonus when below 42 HPFossil Fortitude: +4 Racial bonus on saves vs. disease/poisonArmor Gems: use small quartz crystals/gemstones to emulate armor and access special racial powers; wearing any other armor causes Fatigue in 1d6 rnds, or Exhaustion if worn for 1+ hrs; conditions end immediately only when armor is removed

Impressive Size: +2 Racial bonus on Intimidate and Sense Motive checks

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Defensive Training: +4 Dodge bonus to AC vs. GiantsElven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic itemsGnome Magic: +1 to DC of Illusion spells ; Spell-like abilities (caster level 13): 1/day—dancing lights, ghost sound (Will DC 15), prestidigitation, speak with animalsElf Blood: count as both elves and humans for any effect related to raceOrc Blood: count as both humans and orcs for any effect related to raceKeen Senses: +2 Racial bonus on Perception checks

Spell-like Ability (caster level 13): 1/day—daylightKeen Senses: +2 Racial bonus on Perception checksKeen Senses: +2 Racial bonus on Perception checksDuergar Immunities: immune to paralysis, phantasms, & poison; +2 Racial bonus on saves v.s spells and spell-like abilitiesSkilled: +4 Racial bonus on Ride and Stealth checks

Armor: +1 Natural Armor bonus

Reach 10'Light Sensitivity: Dazzled in areas of bright lightFortunate: +2 Racial bonus on all savesGifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in LinguisticsSpell-Like Ability (caster level 13): 1/day—darknessStench (Ex): living creatures w/in 30' are sickened for 10 rnds (Fort DC 11 negs); successful save grants immunity for 24 hrs; delay poison or neutralize poison removes effect; creatures w/ immunity to poison are unaffected, creatures resistant to poison receive normal bonus on saves

Spell Resistance: SR 12Lure (Su): This ability functions just like a harpy’s captivating song. A DC 15 Will save negates this effect. The save DC is Charisma-based.

Damage Resistance: DR 2/cold Iron

Naturally Psionic: gain 2 bonus power points at 1st levelSpell Casting: +1 caster level when casting spells w/ [air] descriptor or from Air domainAcid Resistance: acid resistance 2Fire Resistance: fire resistance 2Cold Resistance: cold resistance 2Drow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsElven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsElven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsElven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsAquatic: may breathe underwater freely; may breathe air for up to 24 hrs, then must spend equal amount of time totally submerged in water (LSJ Campaign characters spend 2x normal TUs on all activities taking place primarily out of water); if out of water too long, make Fort save DC 15 per 12 hrs or temporarily lose 1Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsOgre Blood: count as both humans and ogres for any effect related to raceKeen Senses: +2 bonus to scent-, sight- and sound-based Perception checksSpell-like Ability (Sp): 1/day—speak with plants, caster level 5Darkvision 60'

Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, fire, or acid area attacksInsect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effectsNatural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmgInsect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effectsInsect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effectsInsect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effectsInsect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects

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Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effectsFast Speed: fast for size, w/ base speed of 20'Skilled: gain additional skill rank at 1st level and every other level thereafter that must be used in Acrobatics, Climb, Handle Animal, Knowledge (nature), Perception, or SurvivalMarsh Move: suffer no move penalties moving through marshes/mudMarsh Move: suffer no move penalties moving through marshes/mudHold Breath: may hold breath for 48 rnds before risk of drowning; duration is not reduced by taking Standard ActionsBestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacksEagle Eyes: +1 Racial bonus on ranged attacksScent: gain scent extraordinary abilityBestial Fortitude: +2 Racial bonus on saves vs. disease/poisonCat-like Grace: Immediate Action; reroll failed Reflex save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse)Bestial Fortitude: +2 Racial bonus on saves vs. disease/poisonBoarish Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above 0 HP) immediately fall Unconscious and begin DyingFerocious Hunger: +1 bonus on attacks vs. Tiny or smaller creaturesJittery: +2 Racial bonus on InitiativeBestial Fortitude: +2 Racial bonus on saves vs. disease/poisonSource of Inspiration: grant allies w/in 50' +1 Competence bonus to any skill checks in which you have ranksLow-Light Vision: may see twice as far as humans in conditions of dim lightLow-Light Vision: may see twice as far as humans in conditions of dim lightRooted Foot: stand up from Prone as Swift ActionImproved Initiative: gain Improved Initiative as bonus featBreath of Steam: 1/day, cloud of steam functions as obscuring mist w/ 5' radius lasting 13 rnds; creatures ending a turn w/in area take 13 fire dmg

Crafty: +2 Racial bonus on Craft checks

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Greed: +2 Racial bonus to Appraise nonmagical goods w/ precious metals or gemstonesKeen Senses: +2 Racial bonus on Perception checksHatred: +1 bonus on attacks vs. Reptilians and GoblinoidsElven Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effectsOrc Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above 0 HP) immediately fall Unconscious and begin DyingSure-Footed: +2 Racial bonus on Acrobatics and Climb checks

Celestial Resistance: acid resistance 5, cold resistance 5, & electricity resistance 5Spell Resistance: SR 19Spell Resistance: SR 24Stability: +4 Racial bonus to CMD vs. bull rush/trip while on solid ground

Crafty: +2 Racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks; Craft (trapmaking) and Stealth are always class skills

Powerful Charge (Ex): charge attack deals 2d6+3 extra dmgWeapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as MartialSkilled: +2 Racial bonus on Stealth checks (+4 underground); +2 Racial bonus on Craft (alchemy) and Perception checksSwordtrained: proficient w/ all sword-like weaponsFiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5

Spell-Like Abilities (CL 12th): 3/day—charm person (DC 16); 1/day—water breathingShapeshift (Su): A nixie can change shape to become any Small or Medium aquatic creature as if using beast shape I. A nixie can maintain this form indefinitely and can return to its normal shape as a free action. Caster level 5th.

Spell Resistance: SR 7

Resilience (Su): Immediate Action, reduce dmg by 2 HP per power point spentSaving Throws: +2 Racial bonus to saves vs. Air spells/effectsSpell Casting: +1 caster level when casting spells w/ [earth] descriptor or from Earth domainSpell Casting: +1 caster level when casting spells w/ [fire] descriptor or from Fire domainSpell Casting: +1 caster level when casting spells w/ [water] descriptor or from Water domainSpell Resistance: SR 19Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic itemsElven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic itemsWeapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as MartialAmphibious: can breathe in either air or waterWeapon Proficiency: proficient w/ longsword, rapier and javelin

Natural Tracker: +4 bonus to Survival checks made when tracking by scentNature Affinity: +4 Racial bonus to Knowledge (nature) checksKeen Senses: +2 bonus to sight-, sound- and touch-based Perception checks

Goblin Blood: count as Goblinoid for any effect related to raceNatural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmgSkilled: +2 Racial bonus to Acrobatics and Climb checksNatural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmgNatural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmgNatural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmgNatural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg

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Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmgBig Hands: may wield weapons as if Small-sizedSkin of the Beast: +2 Natural Armor bonus to AC when wearing leather or hide armor and not wearing, wielding, or holding any metalGrasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grappleGrasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grappleBestial Fortitude: +2 Racial bonus on saves vs. disease/poisonGreat Climbers: +4 Racial bonus on Climb checksSpell-Like Ability: 1/day—feather fall (self only)

Rushing Charge: may make both bull rush and basic melee attack (in that order) when making charge attackSure-footed: +2 Racial bonus on Acrobatics and Climb checksBestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacksScent: gain scent extraordinary abilityReptilian Mind: Immediate Action; reroll failed Will save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse)Rodent Resilience: Immediate Action; reroll failed Fortitude save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse)Improved Grapple: gain Improved Grapple as bonus featTouch of the Muse: Immediate Action (no AoO); 1/day, grant 1 adjacent ally reroll on 1 save, attack, or skill check after 1st roll, but before results are known (must take 2nd roll)Bribe Fate: Immediate Action; 1day, may lose 6 HP to reroll failed save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse); HP loss bypasses DRBribe Fate: Immediate Action; 1day, may lose 6 HP to reroll failed save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse); HP loss bypasses DRSun Heal: Standard Action; 1/day in sunlit conditions (magical or true), may heal 26 HP and gain 1 meal’s worth of nourishmentNimble Form: +2 Racial bonus on Acrobatics, Escape Artist, and Sleight of Hand checksLight and Heat: head constantly sheds light (as a torch) and can light flammable objects

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Hatred: +1 bonus on attack rolls vs. Orcs and GoblinsWeapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as MartialIllusion Resistance: +2 Racial bonus on saves vs. Illusion spells/effectsKeen Senses: +2 Racial bonus on Perception checksWeapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as MartialWeapon Familiarity: proficient w/ slings; treat any Halfling weapon as Martial

Spell-Like Abilities (caster level 13): 1/day—dancing lights, darkness, faerie fireSpell-Like Abilities (caster level 13): Constant—detect magic; At Will—dancing lights, deeper darkness, faerie fire, feather fall, levitate; 1/day—divine favor, dispel magic, suggestionSpell-Like Abilities (caster level 13): 1/day (self only)—enlarge person, invisibility

Light Sensitivity: Dazzled in areas of bright light

Hatred: +1 bonus on attacks vs. Reptilians and DwarvesNatural Weapon: primary bite attack (secondary if wielding a weapon) deals 1d3 dmg

Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.Spell-Like Abilities (CL 12th): 3/day—charm person (DC 16); 1/day—water breathing

Resistance (Su): Immediate Action, spend 1 power point to gain +4 Racial bonus on saves until beginning of next action

Saving Throws: +2 Racial bonus to saves vs. Earth spells/effectsSaving Throws: +2 Racial bonus to saves vs. Fire spells/effectsSaving Throws: +2 Racial bonus to saves vs. Water spells/effectsSpell-Like Abilities (caster level 13): 1/day—dancing lights, darkness, faerie fire; +2 Racial bonus on Spellcraft checks made to identify properties of magic itemsWeapon Familiarity: proficient w/ scimitar, rapier, and shortbow; treat any Elven weapon as MartialWeapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as MartialRank and Station: +2 bonus on Diplomacy checks when dealing w/ elves that are not of high elven blood; w/ other high elves, mod is equal to difference in high elf’s character levelsKeen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even if not actively lookingCold Endurance: +4 Racial bonus on Fort saves to resist effects of cold weather

Sound Sensitivity: increased vulnerability to sonic attacks (+50% damage)Darkness Sensitivity: -2 penalty to attacks in complete darknessSound Sensitivity: increased vulnerability to sonic attacks (+50% damage)

Mechanical Genius: gain additional skill rank and +2 Racial bonus to either Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device; these skills are always class skillsSkilled: +2 Racial bonus to Acrobatics and Climb checksSpin Silk: create 30' length of silk rope 6/day; rope decomposes after 24 hrsChitinous Defense: Full-Round Action, gain DR 1/piercing if fighting defensivelyDarkvision 60'Spell-Like Ability: 1/day—displacement (caster level 13)Low-Light Vision: may see twice as far as humans in conditions of dim light

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Flying: fly X' (Y) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skillFlank From Below: if sharing square w/ enemy, counts as in any 1 square adjacent enemy for purposes of flanking

Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running startSkilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running startGreat Swimmers: +4 Racial bonus on Swim skill checksSpell-Like Ability: 1/day—web (10' radius, caster level 13, DC 14)

Contortionist: +2 Racial bonus on Escape Artist checks; may move through tight space w/out making Escape Artist check

Unearthly Presence: gain +1 Morale bonus to AC and saves vs. attacks made by adjacent foes if HP total is 42 or greaterSense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less than 1 in. thickSense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less than 1 in. thick

Negative Energy Resistance: negative energy resistance 11; applies to dmg from channeled negative energy and spells that harness negative energy to cause dmg

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Hardy: +2 Racial bonus on saves vs. poison, spells, and spell-like abilities

Keen Senses: +2 Racial bonus on Perception checksMultitalented: choose 2 favored classes at 1st level instead of 1

Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected areaLight Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected areaLight Sensitivity: Dazzled in areas of bright light

Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', even if not actively looking

Spell Resistance: SR 12

Repletion: removce need to eat or drink for 24 hrs by spending 1 power point

Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected areaHeat Endurance: +4 Racial bonus on Fort saves to resist effects of hot weather

Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effectsKeen Senses: +2 bonus on sight- and sound-based Perception checks

Light Dependency: no need to eat, but require 1 gallon of fluids, 1 lb. of soil or similarly mineral-rich substance, and 8 hrs of sunlight per day

Weapon Familiarity: treat any Boggle weapon as MartialSpin Silk: create 30' length of silk rope 6/day; rope decomposes after 24 hrs

Natural Armor: +2 Racial bonus to Natural ArmorInnate Resistance: electricity resistance 5Flying: fly 40' (good) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skillInnate Resistance: acid resistance 5

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Lost Under Foot: does not provoke AoO when entering larger enemy’s space from adjacent square

Skilled Climber: +4 Racial bonus to Climb checks

Money is Life: Standard Action, consume up to 200 gp to heal 1d8+1 HP per 50 gp consumed (must be consumed in increments of 50) or up to 100 pp to heal 130 HP per 25 pp consumed (must be consumed in increments of 25)Money is Life: Standard Action, consume up to 200 gp to heal 1d8+1 HP per 50 gp consumed (must be consumed in increments of 50) or up to 100 pp to heal 130 HP per 25 pp consumed (must be consumed in increments of 25)

Sleep Immunity: immune to magic sleep effects; trance rather than sleep (fully aware of surroundings while in this state)

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Stability: +4 Racial bonus to CMD vs. bull rush/trip while on ground

Obsessive: +2 racial bonus on 1 Craft or Profession skill

Poison Use: never risk accidental poisoning; Drow Poison—injury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconsciousness for 1 min; secondary effect, unconsciousness for 2d4 hrs; cure 1 savePoison Use: never risk accidental poisoning; Drow Poison—injury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconsciousness for 1 min; secondary effect, unconsciousness for 2d4 hrs; cure 1 save

Spell Resistance: SR 24

Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.

Weapon Familiarity: proficient w/ hand crossbows, rapiers, and shortswords; treat any Drow weapon as MartialAnimal Knowledge: +2 Racial bonus on Handle Animal and Ride checks

Weapon Familiarity: proficient w/ spears, tridents, and nets; treat any Elven weapon as Martial

Nourishment: can go w/out soil for 3 days, then must make Con check each day (DC 10 + 1 for each previous check) or take 1d6 nonlethal dmg

Flying: fly 25' (poor) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill; lose Racial Natural Armor bonus while flyingSpell-Like Ability: 1/day—shocking grasp (caster level 13)

Spell-Like Ability: 1/day—acid arrow (caster level 13)

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Natural Acrobat: +4 Racial bonus on Acrobatic checks

Silver Stomach: +2 Racial bonus on saves vs. poisonSilver Stomach: +2 Racial bonus on saves vs. poison

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Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', even if not actively looking

Weapon Familiarity: treat any Gnome weapon as Martial

Weapon Familiarity: proficient w/ hand crossbow, rapier, and short swordWeapon Familiarity: proficient w/ hand crossbow, rapier, and short sword

Svirfneblin Magic: +1 to DC of Illusion spells; Spell-like abilities (caster level 13): Constant—nondetection; 1/day—blindness/deafness, blur, disguise self

Alignment: any non-good (LSJ Campaign players must abide by Character Generation Guidelines)

Lack of Sustanence: Fatigued after taking nonlethal dmg from lack of water, sufficient light, or soil; dmg cannot be recovered until character receives sufficient minerals, water, or light as needed

Flying: fly 30' (good) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill

Flying: fly 30' (average) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill

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Toxic: foe that swallows whole takes 1 Str dmg/rnd until body is removed or destroyed

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Weapon Familiarity: proficient w/ battleaxes, heavy picks, & warhammers; treat any Dwarven weapon as Martial

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Custom

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Racial Abilities (Long)

- Armor: +1 Natural Armor bonus

Dreamspeaker: A few Eladrin have the ability to tap into the power of sleep, dreams, and prescient reverie. Eladrin with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, Eladrin with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the Eladrin´s character level). This racial trait replaces the elven immunities racial trait.Eternal Grudge: Eladrin with this racial trait grew up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against Outsiders of evil subtype and humanoids of the dwarf and elf (Dark elf) subtypes due to special training against these hated foes. This racial trait replaces the elven magic racial trait.Lightbringer: Many Eladrin revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Eladrin with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Eladrin with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven magic racial traits.

- Greed: +2 Racial bonus to Appraise nonmagical goods w/ precious metals or gemstones- Hatred: +1 bonus on attack rolls vs. Orcs and Goblins- Hardy: +2 Racial bonus on saves vs. poison, spells, and spell-like abilities- Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects- Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic items- Keen Senses: +2 Racial bonus on Perception checks- Hatred: +1 bonus on attacks vs. Reptilians and Goblinoids- Illusion Resistance: +2 Racial bonus on saves vs. Illusion spells/effects- Elf Blood: count as both elves and humans for any effect related to race- Elven Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effects- Intimidating: +2 Racial bonus on Intimidate checks- Orc Blood: count as both humans and orcs for any effect related to race- Orc Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above 0 HP) immediately fall Unconscious and begin Dying- Halfling Luck: +1 Racial bonus on all saves- Keen Senses: +2 Racial bonus on Perception checks- Sure-Footed: +2 Racial bonus on Acrobatics and Climb checks- Bonus Feat: gain 1 extra feat at 1st level- Skilled: gain 1 extra skill rank/level

- Skilled: +2 Racial bonus on Diplomacy and Perception checks- Spell-like Ability (caster level 13): 1/day—daylight- Spell Resistance: SR 19- Spell-Like Abilities (caster level 13): 1/day—dancing lights, darkness, faerie fire- Spell Resistance: SR 24- Spell-Like Abilities (caster level 13): Constant—detect magic; At Will—dancing lights, deeper darkness, faerie fire, feather fall, levitate; 1/day—divine favor, dispel magic, suggestion- Duergar Immunities: immune to paralysis, phantasms, & poison; +2 Racial bonus on saves v.s spells and spell-like abilities- Stability: +4 Racial bonus to CMD vs. bull rush/trip while on solid ground- Fast: fast for size, w/ base speed of 30'- Darkvision 60'- Skilled: +4 Racial bonus on Ride and Stealth checks- Darkvision 60'- Sneaky: +4 Racial bonus on Stealth checks- Darkvision 60'- Armor: +1 Natural Armor bonus- Crafty: +2 Racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks; Craft (trapmaking) and Stealth are always class skills- Aquatic: amphibious, but prefer not to spend long periods out of water- Low-Light Vision: may see twice as far as humans in conditions of dim light- Natural Cunning (Ex): immune to maze spells and never become lost; never caught flat-footed- Reach 10'- Ferocity (Ex): remain conscious and can continue fighting even if HP drops below 0 (still staggered and looses 1 HP/rnd, still die when negative HP total equals12- Light Sensitivity: Dazzled in areas of bright light- Skilled: +2 Racial bonus on Stealth checks (+4 underground); +2 Racial bonus on Craft (alchemy) and Perception checks- Hatred: +1 bonus on attacks vs. Reptilians and Dwarves- Sneaky: +2 Racial bonus on Perception and Stealth checks- Gifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in Linguistics- Swordtrained: proficient w/ all sword-like weapons- Skilled: +2 Racial bonus on Bluff and Stealth checks- Spell-Like Ability (caster level 13): 1/day—darkness- Darkvision 90'- Armor: +6 Natural Armor bonus- Stench (Ex): living creatures w/in 30' are sickened for 10 rnds (Fort DC 11 negs); successful save grants immunity for 24 hrs; delay poison or neutralize poison removes effect; creatures w/ immunity to poison are unaffected, creatures resistant to poison receive normal bonus on saves- Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.- Damage Resistance: DR 5/cold Iron- Spell-Like Abilities (CL 12th): 3/day—charm person (DC 16); 1/day—water breathing- Damage Resistance: DR 5/cold Iron- Shapeshift (Su): A nixie can change shape to become any Small or Medium aquatic creature as if using beast shape I. A nixie can maintain this form indefinitely and can return to its normal shape as a free action. Caster level 5th.- Lure (Su): This ability functions just like a harpy’s captivating song. A DC 15 Will save negates this effect. The save DC is Charisma-based.- Spell-Like Abilities (caster level 1st): At will—prestidigitation, speak with animals; 1/day—shatter (DC 10)- Damage Resistance: DR 2/cold Iron

- Naturally Psionic: gain 2 bonus power points at 1st level- Resilience (Su): Immediate Action, reduce dmg by 2 HP per power point spent- Electricity Resistance: electricity resistance 2- Spell Casting: +1 caster level when casting spells w/ [air] descriptor or from Air domain- Damage Reduction: DR 5/— vs. nonlethal dmg- Acid Resistance: acid resistance 2- Spell Casting: +1 caster level when casting spells w/ [earth] descriptor or from Earth domain- Smoke Immunity (Ex): suffer no penalties from smoke- Fire Resistance: fire resistance 2- Spell Casting: +1 caster level when casting spells w/ [fire] descriptor or from Fire domain- Water Breathing (Ex): can breathe water- Cold Resistance: cold resistance 2- Spell Casting: +1 caster level when casting spells w/ [water] descriptor or from Water domain- Spell Resistance: SR 19- Spell-Like Abilities (caster level 13): 1/day—dancing lights, darkness, faerie fire; +2 Racial bonus on Spellcraft checks made to identify properties of magic items- Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects- Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic items- Weapon Familiarity: proficient w/ scimitar, rapier, and shortbow; treat any Elven weapon as Martial- Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even if not actively looking- Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects- Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties of magic items- Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even if not actively looking- Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects- Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial- Aquatic: may breathe underwater freely; may breathe air for up to 24 hrs, then must spend equal amount of time totally submerged in water (LSJ Campaign characters spend 2x normal TUs on all activities taking place primarily out of water); if out of water too long, make Fort save DC 15 per 12 hrs or temporarily lose 1 Str and Con, loss can be regained by spending full day submerged in water- Amphibious: can breathe in either air or water- Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even if not actively looking- Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects- Weapon Proficiency: proficient w/ longsword, rapier and javelin- Darkvision 60'- Imposing Figure: +2 Racial bonus on Intimidate checks- Ogre Blood: count as both humans and ogres for any effect related to race- Low-Light Vision: may see twice as far as humans in conditions of dim light- Keen Senses: +2 bonus to scent-, sight- and sound-based Perception checks- Natural Tracker: +4 bonus to Survival checks made when tracking by scent- Nature Affinity: +4 Racial bonus to Knowledge (nature) checks- Darkness Sensitivity: -2 penalty to attacks in complete darkness- Natural Armor: +1 Natural Armor bonus- Darkvision 60'- Keen Senses: +2 bonus to sight-, sound- and touch-based Perception checks- Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, fire, or acid area attacks- Goblin Blood: count as Goblinoid for any effect related to race- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Skilled: +2 Racial bonus to Acrobatics and Climb checks- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Chitinous Defense: Full-Round Action, gain DR 1/piercing if fighting defensively- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Darkvision 60'- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Low-Light Vision: may see twice as far as humans in conditions of dim light

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45

- Familiar Foe: +1 bonus on attacks vs. Vermin- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg- Big Hands: may wield weapons as if Small-sized- Flank From Below: if sharing square w/ enemy, counts as in any 1 square adjacent enemy for purposes of flanking- Bonus Feats: gain Improved Unarmed Strike and Improvised Weapon Mastery as bonus feats- Skilled: gain additional skill rank at 1st level and every other level thereafter that must be used in Acrobatics, Climb, Handle Animal, Knowledge (nature), Perception, or Survival- Marsh Move: suffer no move penalties moving through marshes/mud- Grasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple- Inborn Alignment: must be Good- Marsh Move: suffer no move penalties moving through marshes/mud- Grasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple- Acid Resistance: acid resistance 5- Hold Breath: may hold breath for 48 rnds before risk of drowning; duration is not reduced by taking Standard Actions- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Darkvision 60'- Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks- Great Climbers: +4 Racial bonus on Climb checks- Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks- Eagle Eyes: +1 Racial bonus on ranged attacks- Keen Senses: +2 Racial bonus on Perception checks- Improved Trip: gain Improved Trip as bonus feat- Scent: gain scent extraordinary ability- Enhanced Speed: base speed 40'; never modified by armor or encumbrance- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Low-Light Vision: may see twice as far as humans in conditions of dim light- Cat-like Grace: Immediate Action; reroll failed Reflex save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse)- Darkvision 60'- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Boarish Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above 0 HP) immediately fall Unconscious and begin Dying- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Ferocious Hunger: +1 bonus on attacks vs. Tiny or smaller creatures- Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks- Jittery: +2 Racial bonus on Initiative- Bear’s Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack hits, deal +1 dmg- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Muse Immunities: immune to magic sleep effects- Source of Inspiration: grant allies w/in 50' +1 Competence bonus to any skill checks in which you have ranks- Touch of the Muse: Immediate Action (no AoO); 1/day, grant 1 adjacent ally reroll on 1 save, attack, or skill check after 1st roll, but before results are known (must take 2nd roll)- Low-Light Vision: may see twice as far as humans in conditions of dim light- Bribe Fate: Immediate Action; 1day, may lose 6 HP to reroll failed save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse); HP loss bypasses DR- Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less than 1 in. thick- Low-Light Vision: may see twice as far as humans in conditions of dim light- Bribe Fate: Immediate Action; 1day, may lose 6 HP to reroll failed save after 1st save is attempted, but before results are revealed (must take 2nd result, even if worse); HP loss bypasses DR- Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less than 1 in. thick- Protective Sap: gain +2 Natural Armor bonus when below 42 HP- Rooted Foot: stand up from Prone as Swift Action- Improved Initiative: gain Improved Initiative as bonus feat- Nimble Form: +2 Racial bonus on Acrobatics, Escape Artist, and Sleight of Hand checks- Armor Gems: use small quartz crystals/gemstones to emulate armor and access special racial powers; wearing any other armor causes Fatigue in 1d6 rnds, or Exhaustion if worn for 1+ hrs; conditions end immediately only when armor is removed- Breath of Steam: 1/day, cloud of steam functions as obscuring mist w/ 5' radius lasting 13 rnds; creatures ending a turn w/in area take 13 fire dmg- Low-Light Vision: may see twice as far as humans in conditions of dim light- Impressive Size: +2 Racial bonus on Intimidate and Sense Motive checks- Crafty: +2 Racial bonus on Craft checksDreamspeaker: A few Eladrin have the ability to tap into the power of sleep, dreams, and prescient reverie. Eladrin with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, Eladrin with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the Eladrin´s character level). This racial trait replaces the elven immunities racial trait.Eternal Grudge: Eladrin with this racial trait grew up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against Outsiders of evil subtype and humanoids of the dwarf and elf (Dark elf) subtypes due to special training against these hated foes. This racial trait replaces the elven magic racial trait.Lightbringer: Many Eladrin revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Eladrin with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Eladrin with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven magic racial traits.

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0 0 0 0

Adulthood Bbn/Rog/Sor Brd/Ftr/Pal/Rgr Clr/Drd/Mnk/Wiz Middle Old Venerable Maximum0 0 0 0

40 125 188 250110 175 263 350

40 100 150 20020 62 93 12514 30 45 6020 50 75 10015 35 53 70

1000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 1000

1000 1000 1000 10001000 1000 1000 1000

1000 1000 1000 1000

1000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 10001000 1000 1000 1000

10 1d4 1d6 1d8 20 25 30 1d614 1d4 1d6 2d6 45 65 75 3d2014 1d4 1d6 2d6 45 65 75 3d2014 1d4 1d6 2d6 45 65 75 3d2014 1d4 1d6 2d6 45 65 75 3d2014 1d4 1d6 2d6 45 65 75 3d2014 1d4 1d6 2d6 45 65 75 3d20

- Aquatic: may breathe underwater freely; may breathe air for up to 24 hrs, then must spend equal amount of time totally submerged in water (LSJ Campaign characters spend 2x normal TUs on all activities taking place primarily out of water); if out of water too long, make Fort save DC 15 per 12 hrs or temporarily lose 1 Str and Con, loss can be regained by spending full day submerged in water

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14 1d4 1d6 2d6 45 65 75 3d201 1d4 1d6 2d6 1000 1000 1000 0

10 1d4 1d6 2d6 25 40 50 3d1012 1d4 1d6 2d6 30 45 55 2d1012 1d4 1d6 2d6 30 45 55 2d10

1 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d201 1d4 1d6 2d6 20 37 55 2d207 4d6 6d6 10d6 200 300 400 5d100

15 1d4 1d6 2d6 65 70 75 1d10015 1d4 1d6 2d6 65 70 75 1d10025 4d6 6d6 8d6 150 225 300 3d100

5 4d6 6d6 8d6 155 227 310 4d1001 4d6 6d6 1d0d6 1000 1000 1000 1000

75 0 0 0 150 450 700 +3d100

0 0 0 046 47 48 49 50 51 52 53

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Table 7–3: Random Height and WeightBase Base WeightRace Height Weight Modifier MultiplierHuman, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.Human, female 4 ft. 5 in. 85 lbs. 2d10 × 5 lbs.Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 × 7 lbs.Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 × 7 lbs.Elf, male 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.Table 7–3: Random Height and Weight

Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.

Mogogol (small) 2 ft. 5 in. 25 lbs. 2d4 1 lb.

Table 7–3: Random Height and WeightGnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 × 5 lbs.Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 × 5 lbs.Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 × 7 lbs.Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 × 7 lbs.Halfling, male 2 ft. 8 in. 30 lbs. 2d4 × 1 lb.Halfling, female 2 ft. 6 in. 25 lbs. 2d4 × 1 lb.Boggle, male 3 ft. 2 in. 40 lbs. 1d6 × 1 lb.Boggle, female 3 ft. 0 in. 35 lbs. 1d8 × 1 lb.Entobian 2’6” 25 lbs. 1d12 1 lb.Entobian Matron or Lifer 4’ 5” 95 lbs 1d12 5 lbs.Kval 10” 90 lbs. 1d6 2 lb.Mahrog, male 4 ft. 5 in. 90 lbs. 1d12 5 lbs.Mahrog, female 4 ft. 80 lbs. 1d12 5 lbs.Mogogol (medium) 4 ft. 5 in. 110 lbs. 2d12 7 lbs.Muse, male 6 ft. 160 lbs. 2d6 5 lbs.Muse, female 5.ft. 10 in 155 lbs. 1d12 5 lbs.Anumus, male 4’ 10” 120 lbs. 2d4 3 lbs.Anumus, female 4’ 5” 85 lbs 2d4 3 lbs.Numistian, male 3-6 ft.* 55 lbs. 1d8 2 lbs.Numistian, female 3-6 ft.* 65 lbs. 1d8 2 lbs.Oakling, male 6 ft. 6 in. 250 lbs. 2d8 7 lbs.Oakling, female 6ft. 200 lbs. 2d6 7 lbs.

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Obitu, male 4 ft. 10 in. 20 lbs. 2d10 1 lb.Obitu, female 4 ft. 5 in. 15 lbs. 2d10 1 lb.Relluk 5 ft. 8 in. 320 lbs. 2d12 12 lbs.

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HP Class HD0 0 0

*** PRPG - Base ***0 Barbarian 12 4 00 Bard 8 6 00 Cleric 8 2 00 Druid 8 4 00 Fighter 10 2 00 Monk 8 4 00 Paladin 10 2 00 Ranger 10 6 0

80 Rogue 8 8 70 Sorcerer 6 2 00 Wizard 6 2 00 Alchemist 8 4 00 Cavalier 10 4 00 Inquisitor 8 6 00 Oracle 8 4 00 Summoner 8 2 00 Witch 6 2 0

*** LSJ - Base ***0 Aristocrat 8 6 00 Noble 8 6 0

*** Rite - Base ***0 Jotun Paragon 8 4 0

*** SGG - Base ***0 Shaman 8 4 0

*** Custom ***0 0 0 0 0

*** PRPG - PrC ***0 Arcane Archer 10 4 00 Arcane Trickster 6 4 00 Assassin 8 4 00 Dragon Disciple 12 2 0

30 Duelist 10 4 30 Eldritch Knight 10 2 00 Loremaster 6 4 00 Mystic Theurge 6 2 00 Pathfinder Chronicler 8 8 00 Shadowdancer 8 6 00 Diabolist 6 2 0

*** LSJ - PrC ***0 Temptress 8 4 0

*** Custom ***0 0 0 0 0

*** Racial ***0 Aberration 8 4 00 Animal 8 2 00 Construct 10 2 00 Dragon 12 6 00 Fey 6 6 00 Humanoid 8 2 0

C2
Enter the class's Hit Die type, e.g. 10 for d10
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0 Magical Beast 10 2 00 Monstrous Humanoid 10 4 00 Ooze 8 2 00 Outsider 10 6 00 Plant 8 2 00 Undead 8 4 00 Vermin 8 2

0

Table_ClassList_Classes, List_Classes_Base

Total 71HP_Base Skill_Points_Base

Table_Monk_Unarmed_DamageFine

123456789

1011121314151617181920

2 3

List_Favored_EnemiesAberrationsAnimalsConstructsDragonsFeyHumanoids (aquatic)Humanoids (dwarf)Humanoids (elf)Humanoids (giant)Humanoids (goblinoid)Humanoids (gnoll)Humanoids (gnome)Humanoids (halfling)Humanoids (human)

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Humanoids (orc)Humanoids (reptilian)Humanoids (other subtype)Magical BeastsMonstrous HumanoidsOozesOutsiders (air)Outsiders (chaotic)Outsiders (earth)Outsiders (evil)Outsiders (fire)Outsiders (good)Outsiders (lawful)Outsiders (native)Outsiders (water)PlantsUndeadVermin

List_Favored_TerrainCold (ice, glaciers, snow, and tundra)Desert (sand and wastelands)Forest (coniferous and deciduous)JungleMountain (including hills)PlainsPlanes (pick one, other than Material Plane)SwampUnderground (caves and dungeons)Urban (buildings, streets, and sewers)Water (above and below the surface)

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Saving Throws Weapon Proficiency Armor ProficiencyFort Will Simple Medium

0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 - 0 0 0 8 0 0 0 - 0 0 0 9 0 0 0 - 0 0 0 9 0 0 0 - 0 0 0 0 0 0 0 - 0 0 0 0 0 0 0 - 0 0 0 7 0 0 0 - 0 0 0 7 0 0 0 - 3 7 3 0 1 0 Ro 1 - 0 0 0 10 0 0 0 - 0 0 0 9 0 0 0 - 0 0 0 0 0 0 0 - 0 0 0 0 0 0 0 - 0 0 0 8 0 0 0 - 0 0 0 10 0 0 0 - 0 0 0 8 0 0 0 - 0 0 0 9 0 0 0 -

0 0 0 0 0 0 0 - 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

0 0 0 0 0 0 0

0 0 0 9 0 0 0 00 0 0 11 0 0 0 00 0 0 0 0 0 0 00 0 0 11 0 0 0 01 2 1 0 1 1 1 00 0 0 10 0 0 0 00 0 0 11 0 0 0 00 0 0 11 0 0 0 00 0 0 0 0 0 0 00 0 0 0 0 0 0 00 0 0 11 0 0 0 0

0 0 0 0 0 0 0 0

0 0 0 0 0 0 0

0 0 00 0 00 0 00 0 00 0 0 00 0 0 0 0 0 0 0

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0 0 00 0 0 00 0 0

00 0 0

00

Armor_Prof_Medium

1d4 1d6 1d81d4 1d6 1d81d4 1d6 1d81d6 1d8 2d61d6 1d8 2d61d6 1d8 2d61d6 1d8 2d61d8 1d10 2d81d8 1d10 2d81d8 1d10 2d81d8 1d10 2d81d10 2d6 3d61d10 2d6 3d61d10 2d6 3d61d10 2d6 3d62d6 2d8 3d82d6 2d8 3d82d6 2d8 3d82d6 2d8 3d82d8 2d10 4d8

4

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Shield Proficiency 3d10+10d8Medium Lvl Starting Wealth Class Lvl

0 0 0 0 0 0 | Rogue 10 | Duelist 3

- - - 0 3d6 x 10 - - - 0 3d6 x 10 - - - 0 4d6 x 10 - - - 0 2d6 x 10 - - - 0 5d6 x 10 - - - 0 1d6 x 10 - - - 0 5d6 x 10 - - - 0 5d6 x 10 - - - 10 4d6 x 10 | Rogue - - - 0 2d6 x 10 - - - 0 2d6 x 10 - - - 0 3d6 x 10 - - - 0 5d6 x 10 - - - 0 3d6 x 10 - - - 0 3d6 x 10 - - - 0 2d6 x 10 - - - 0 2d6 x 10

0 - - - 0 6d6x10

0 0 0 0 8d6x10

0 0 0 0

0 0 0 0 2d6x10

0 0 0 0

0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 3 | Duelist 0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 0

0 0 0 0

0 0 0 0

00 0 0 0

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0

0 0 0 13Armor_Prof_Heavy Shield_Prof Shield_Prof_Tower Character_Level

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Qualified Arcane Caster Level Divine Caster Level Acrobatics Appraise Bluff Climb0 0 0 0 0 0 0

| Rogue 10 | Duelist 3 1 0 0 0 01 0 0 0 0 0 01 0 0 0 01 0 0 01 0 0 00 0 0 0 00 0 01 0 0 01 0 0 1 1 1 11 0 0 0 0 0 01 0 0 01 0 0 01 0 0 0 0 0 01 0 0 0 01 0 0 0 0 0 01 0 01 0 0

1 0 0 0 01 0 0 0

0 0 0 0

1 0 0 0

1 0 0 0 0 0 0

0 0 00 0 0 0 0 0 00 0 0 0 0 00 0 00 0 0 1 10 0 0 00 0 0 00 0 00 0 0 0 00 0 0 0 00 0 0 0

0

1 0 0 0 0 0 0

0 0 01 0

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1 0

0 0 1 1 1 1Caster_Level_Arcane_Max Caster_Level_Divine_Max

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Craft (untrained) Craft () Escape Artist Fly Handle Animal Heal

00 0 0 0 0 0

0 0 0 00 0 0 0 0 00 0 0 0 0 00 0 0 0 0 00 0 0 0 00 0 0 00 0 0 0 0 00 0 0 0 01 1 1 1 1 1 10 0 0 0 0 0 0 0 0 00 0 0 00 0 0 0 0 00 0 0 0 0 0 0 0 0 00 0 0 0 0 00 0 0 0 0 0 0 0 0 00 0 0 0 00 0 0 0 0

0 0 0 0 0 00 0

0 0 0

0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0

0 0 0 00 0 0 00 0 0

1

0 0 0

0 0 00 0 00

0

0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 00 0 0 0 0

Page 505: PRPG_CS_v_0_9_2

0 0 0 0

1 1 1 1 1 1 1 0 0 0

Page 506: PRPG_CS_v_0_9_2

Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (engineering)0 0 0 0

00 0 0 0

0 0 0

0 0 00

0 01 10 0 0 0

0 0 00

0 0 0 00 0 00 0 0 0

0 0 00 0

0

0

0

0 0 0 0

0 0 00

0 0 0

00 0 00

0 0 0 0

0 0

0 0 0 0

0 0 0 0

Page 507: PRPG_CS_v_0_9_2

0

1 0 1 0

Page 508: PRPG_CS_v_0_9_2

Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (nobility)0 0 0 0 0

00 0 0 0 00 0 0 0 00 00 0 0

00

0 01

0 0 0 0 00 0 0 0 0

00 0 0 0 0

00 0 0 0 00 0 0 0 0

0 0

0 00 0 0 0

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

00 0 0 0 0

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

0 0 0

Page 509: PRPG_CS_v_0_9_2

0 0 1 0 0

Page 510: PRPG_CS_v_0_9_2

Knowledge (planes) Knowledge (religion) Knowledge (spirits) Linguistics Perception Perform (act)0 0 0 0 0 0

00 0 0 0 0 00 0 0 0

0

0 0 00

01 1 1

0 0 0 0 0 00 0 0 0

00 0 0 0 0 00 0 00 0 0 0 0 00 0 0 00

0 0 00 0

0 0

0 0

0 0 0 0 0 0

00 0 0 0

0 00 0 0 0

1 10

0 0 0 0 00

0 0 0 0 0 00 0

0 0

0 0 0

0 0 0 0 0 0

0 0

Page 511: PRPG_CS_v_0_9_2

0

0 0 0 1 1 1

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Perform (comedy) Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion)0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

1 1 1 1 10 0 0 0 0

0 0 0 0 0

0 0 0 0 0

0 0 0 0 00 0 0 0 0

0 0 0 0 0

0 0 0 0 0

1 1 1 1 1

0 0 0 0 0

0 0 0 0 00 0 0 0 0

0 0 0 0 0

0 0 0 0 0

Page 513: PRPG_CS_v_0_9_2

1 1 1 1 1

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Perform (string) Perform (wind) Perform (sing) Perform (ritual) Perform (untrained) Profession (untrained)0 0 0 0 0 0

0 0 0 0 0 0000

0 0 0 0 0 000

1 1 1 1 1 10 0 0 0 0 0

00

0 0 0 0 0 00

0 0 0 0 0 000

0 0 0 0 0 00 0 0 0 0

0 0 0 0

0

0 0 0 0 0 0

1 1 1 1 1

0 0 0 0 0

0 0 0 0 00 0 0 0 0

0 0 0 0 0 0

0 0 0 0 00

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1 1 1 1 1 1

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Profession () Profession () Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim0 0 0 0 0 0 0 0 0

0 0 00 0 0 0 0 00 0 0 0 00 0 0 0 0 00 0 0 0 0 00 0 0 0 0 00 0 0 0 00 0 0 0 0 0 01 1 1 1 1 10 0 0 0 0 0 0 0 00 0 00 0 0 0 00 0 0 0 0 0 0 0 00 0 0 0 0 0 0 00 0 0 0 0 0 0 0 00 0 0 00 0 0

0 0 0 0 0 00

0 0 0

0 0

0 0 0 0 0 0 0 0 0

0 0 00 0 0 0 00 0 0 0

01

0 0 0 00

0 00 0 0 0

0 00 0

0 0

0 0 0 0 0 0 0 0 0

0 0 0 00 0 0 0

Page 517: PRPG_CS_v_0_9_2

0 0 0 0

1 1 0 1 1 0 1 0 1

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Use Magic Device 0 00 3 3 3 3

4 4 *** PRPG - Base *** 4 4 *** PRPG - Base ***0 0 5 5 Barbarian 5 5 Barbarian

0 0 0 6 6 Bard 6 6 Bard0 0 7 7 Cleric 7 7 Cleric0 0 8 8 Druid 8 8 Druid0 0 9 9 Fighter 9 9 Fighter0 0 10 10 Monk 10 10 Monk0 0 11 11 Paladin 11 11 Paladin0 0 12 12 Ranger 12 12 Ranger

1 0 0 13 13 Rogue 13 13 Rogue0 0 0 14 14 Sorcerer 14 14 Sorcerer

0 0 15 15 Wizard 15 15 Wizard0 0 0 16 16 Alchemist 16 16 Alchemist0 0 0 17 17 Cavalier 17 17 Cavalier

0 0 18 18 Inquisitor 18 18 Inquisitor0 0 0 19 19 Oracle 19 19 Oracle0 0 0 20 20 Summoner 20 20 Summoner0 0 0 21 21 Witch 21 21 Witch

22 22 *** LSJ - Base *** 22 22 *** LSJ - Base ***0 0 23 23 Aristocrat 23 23 Aristocrat0 0 24 24 Noble 24 24 Noble

25 25 *** Rite - Base *** 25 25 *** Rite - Base ***0 0 26 26 Jotun Paragon 26 26 Jotun Paragon

27 27 *** SGG - Base *** 27 27 *** SGG - Base ***0 0 28 28 Shaman 28 28 Shaman

31 *** PRPG - PrC *** ### NULL0 0 0 32 Arcane Archer ### NULL

31 33 Arcane Trickster 31 33 Arcane Trickster0 0 32 34 Assassin 32 34 Assassin0 0 33 35 Dragon Disciple 33 35 Dragon Disciple

0 0 0 34 36 Duelist 34 36 Duelist0 0 35 37 Eldritch Knight 35 37 Eldritch Knight0 0 36 38 Loremaster 36 38 Loremaster0 0 37 39 Mystic Theurge 37 39 Mystic Theurge

0 0 0 38 40 Pathfinder Chronicler 38 40 Pathfinder Chronicler0 0 39 41 Shadowdancer 39 41 Shadowdancer

0 0 0 40 42 Diabolist 40 42 Diabolist0 0 41 43 *** LSJ - PrC *** 41 43 *** LSJ - PrC ***0 0 42 44 Temptress 42 44 Temptress

43 47 *** Racial *** 43 ### NULL0 0 44 48 Aberration 44 ### NULL

49 Animal ### NULL0 0 0 50 Construct ### NULL

47 51 Dragon 47 49 Animal0 0 48 52 Fey 48 50 Construct0 0 49 53 Humanoid 49 51 Dragon0 0 50 54 Magical Beast 50 52 Fey0 0 51 55 Monstrous Humanoid 51 53 Humanoid

0 0 0 52 56 Ooze 52 54 Magical Beast0 0 53 57 Outsider 53 55 Monstrous Humanoid

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0 0 54 58 Plant 54 56 Ooze0 0 55 59 Undead 55 57 Outsider0 0 56 60 Vermin 56 58 Plant0 0 57 ### NULL 57 59 Undead0 0 58 ### NULL 58 60 Vermin0 0 59 ### NULL 59 ### NULL0 0 60 ### NULL 60 ### NULL

1 0 0

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3d10+10d12 d10 d8 d6

0 3 10 0

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Class Ability Qualified TakenFast Movement (Ex) 0 0Rage (Ex) 0 0Rage Powers (Ex) 0 0Uncanny Dodge (Ex) 0 0Trap Sense (Ex) 0 0Cold Resistance (Ex) 0 0Improved Uncanny Dodge (Ex) 0 0Damage Reduction (Ex) 0 0Greater Rage (Ex) 0 0Indomitable Will (Ex) 0 0Tireless Rage (Ex) 0 0Mighty Rage (Ex) 0 0Bard Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 0Bardic Knowledge (Ex) 0 0Specialized Training (Ex) 0 0Bardic Performance 0 0Cantrips 0 0Versatile Performance (Ex) 0 0[Act] 0 0[Comedy] 0 0[Dance] 0 0[Keyboard] 0 0[Oratory] 0 0[Percussion] 0 0[Sing] 0 0[String] 0 0[Wind] 0 0Well-Versed (Ex) 0 0Lore Master (Ex) 0 0Jack-of-All-Trades (Ex) 0 0Aura (Ex) 0 0Cleric spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 07th level 0 08th level 0 09th level 0 0Channel Energy (Su) 0 0Domains 0 0Holy Warrior (Ex) 0 0Orisons 0 0

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Spontaneous Casting [Clerical] 0 0Chaotic, Evil, Good, and Lawful Spells 0 0Bonus Languages 0 0Druid spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 07th level 0 08th level 0 09th level 0 0Orisons 0 0Spontaneous Casting [Druidic] 0 0Chaotic, Evil, Good, and Lawful Spells 0 0Bonus Languages 0 0Nature Bond (Ex) 0 0Nature Sense (Ex) 0 0Wild Empathy (Ex) 0 0Woodland Stride (Ex) 0 0Mountain Stride (Ex) 0 0Trackless Step (Ex) 0 0Resist Nature’s Lure (Ex) 0 0Wild Shape (Su) 0 0Venom Immunity (Ex) 0 0A Thousand Faces (Su) 0 0Timeless Body (Ex) 0 0Bonus Combat Feats 0 0Bonus Combat Feats 0 0Well Trained (Ex) 0 0Bravery (Ex) 0 0Armor Training (Ex) 0 0Weapon Training (Ex) 0 0Armor Mastery (Ex) 0 0Weapon Mastery (Ex) 0 0AC Bonus (Ex) 0 0Flurry of Blows (Ex) 0 0Unarmed Strike 0 0Bonus Monk Feats 0 0Monk of Jalmeray 0 0Stunning Fist (Ex) 0 0Evasion (Ex) 0 0Fast Movement (Ex) 0 0Maneuver Training (Ex) 0 0Still Mind (Ex) 0 0Ki Pool (Su) 0 0Slow Fall (Ex) 0 0High Jump (Ex) 0 0Purity of Body (Ex) 0 0Wholeness of Body (Su) 0 0Improved Evasion (Ex) 0 0Diamond Body (Su) 0 0

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Abundant Step (Su) 0 0Diamond Soul (Ex) 0 0Quivering Palm (Su) 0 0Timeless Body (Ex) 0 0Tongue of the Sun and Moon (Ex) 0 0Empty Body (Su) 0 0Perfect Self 0 0Aura of Good (Ex) 0 0Detect Evil (Sp) 0 0Smite Evil (Su) 0 0Divine Grace (Su) 0 0Lay On Hands (Su) 0 0Aura of Courage (Su) 0 0Divine Health (Ex) 0 0Mercy (Su) 0 0Light of Purity (Su) 0 0Channel Positive Energy (Su) 0 0Paladin Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 0Divine Bond (Sp) 0 0Aura of Resolve (Su) 0 0Aura of Justice (Su) 0 0Aura of Faith (Su) 0 0Aura of Righteousness (Su) 0 0Holy Champion (Su) 0 0Favored Enemy (Ex) 0 0Track (Ex) 0 0Wild Empathy (Ex) 0 0Combat Style Feat (Ex) 0 0Endurance 0 0Favored Terrain (Ex) 0 0Hunter’s Bond (Ex) 0 0Enhanced Bond (Ex) 0 0Ranger Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 0Survival Skills 0 0Woodland Stride (Ex) 0 0Swift Tracker (Ex) 0 0Evasion (Ex) 0 0Quarry (Ex) 0 0Camouflage (Ex) 0 0Improved Evasion (Ex) 0 0Hide in Plain Sight (Ex) 0 0Improved Quarry (Ex) 0 0Master Hunter (Ex) 0 0Sneak Attack 1 1Trapfinding 1 1

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Evasion (Ex) 1 1Rogue Talents 1 1Trap Sense (Ex) 1 1Poison Master (Ex) 0 0Uncanny Dodge (Ex) 1 1Improved Uncanny Dodge (Ex) 1 1Advanced Talents 1 1Master Strike (Ex) 0 0Sorcerer Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 07th level 0 08th level 0 09th level 0 0Bloodline 0 0Hidden Reserve (Su) 0 0Cantrips 0 0Eschew Materials 0 0Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 07th level 0 08th level 0 09th level 0 0Bonus Languages 0 0Arcane Bond (Sp) 0 0Arcane School 0 0Cantrips 0 0Scribe Scroll 0 0Arcane Duelist (Su) 0 0Spell Focus 0 0Bonus Feats 0 0Spellbooks 0 0Spells per Day 0 0Enhance Arrows (Su) 0 0Imbue Arrow (Sp) 0 0Seeker Arrow (Sp) 0 0Phase Arrow (Sp) 0 0Hail of Arrows (Sp) 0 0Arrow of Death (Sp) 0 0Spells per Day 0 0Ranged Legerdemain (Su) 0 0Sneak Attack 0 0Impromptu Sneak Attack (Ex) 0 0Tricky Spells (Su) 0 0

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Invisible Thief (Su) 0 0Surprise Spells 0 0Sneak Attack 0 0Death Attack (Ex) 0 0Poison Use 0 0Save Bonus against Poison 0 0Uncanny Dodge (Ex) 0 0Hidden Weapons (Ex) 0 0True Death (Su) 0 0Improved Uncanny Dodge (Ex) 0 0Quiet Death (Ex) 0 0Hide in Plain Sight (Su) 0 0Swift Death (Ex) 0 0Angel of Death (Su) 0 0Spells per Day 0 0Blood of Dragons 0 0Natural Armor Increase (Ex) 0 0Ability Boost (Ex) 0 0Bloodline Feats 0 0Dragon Bite (Ex) 0 0Breath Weapon (Su) 0 0Blindsense (Ex) 0 0Dragon Form (Sp) 0 0Wings (Su) 0 0Canny Defense (Ex) 1 1Precise Strike (Ex) 1 1Improved Reaction (Ex) 1 1Parry (Ex) 1 1Enhanced Mobility (Ex) 1 1Combat Reflexes 0 0Grace (Ex) 0 0Riposte (Ex) 0 0Acrobatic Charge (Ex) 0 0Elaborate Defense (Ex) 0 0Deflect Arrows 0 0No Retreat (Ex) 0 0Crippling Critical (Ex) 0 0Bonus Combat Feats 0 0Diverse Training 0 0Spells per Day 0 0Spell Critical (Su) 0 0Spells per Day/Spells Known 0 0Secret 0 0Instant Master 1 0Secret Health 1 0Secrets of Inner Strength 1 0The Lore of True Stamina 1 0Secret Knowledge of Avoidance 0 0Weapon Trick 0 0Dodge Trick 0 0Applicable Knowledge 0 0Newfound Arcana 0 0More Newfound Arcana 0 0

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Lore 0 0Bonus Languages 0 0Greater Lore (Ex) 0 0True Lore (Ex) 0 0Spells per Day 0 0Combined Spells (Su) 0 0Spell Synthesis (Su) 0 0Bardic Knowledge (Ex) 0 0Deep Pockets (Ex) 0 0Master Scribe (Ex) 0 0Live to Tell the Tale (Ex) 0 0Pathfinding (Ex) 0 0Bardic Music (Su) 0 0Improved Aid (Ex) 0 0Epic Tales (Su) 0 0Whispering Campaign (Ex) 0 0Inspire Action (Su) 0 0Call Down the Legends (Su) 0 0Greater Epic Tales (Su) 0 0Lay of the Exalted Dead (Su) 0 0Hide in Plain Sight (Su) 0 0Evasion (Ex) 0 0Darkvision (Ex) 0 0Uncanny Dodge (Ex) 0 0Rogue Talent 0 0Shadow Illusion (Sp) 0 0Summon Shadow (Su) 0 0Shadow Call (Sp) 0 0Shadow Jump (Su) 0 0Defensive Roll (Ex) 0 0Improved Uncanny Dodge (Ex) 0 0Slippery Mind (Ex) 0 0Shadow Power (Sp) 0 0Improved Evasion (Ex) 0 0Shadow Master (Su) 0 0Standard of Living 0 0Income 0 0Title 0 0Patron 0 0Bonus Aristocrat Feats 0 0Right Hand Man 0 0Focused 0 0Patron's Influence 0 0Lead by Example 0 0Silver Tongue 0 0Nest Egg 0 0Title of Aristocracy 0 0Title of Nobility 0 0Standard of Living 0 0Noble Archetype 0 0Faithful Vassal 0 0Reputation 0 0Wealth 0 0

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Sphere of Influence 0 0Bonus Noble Feats 0 0Entourage 0 0Inspire 0 0Inspire Confidence 0 0Inspire Fear 0 0Inspire Complacency 0 0Inspire Valor 0 0Inspire Zeal 0 0Inspire Awa 0 0Noble Command 0 0Land Grant 0 0Royal Comman 0 0Ex-Nobles 0 0Communicate with Spirit 0 0See Spirit 0 0Spirit Companion 0 0Shaman Bonus Feats 0 0Summon Spirit 0 0Control Spirit 0 0Spiritual Significance 0 0Spirit Heal 0 0Spirit Walk 0 0Spirit Heal, Mass 0 0Tether Spirit 0 0Break Tether 0 0Lasting Spiritual Significance 0 0Granted Domain 0 0Spells per Day 0 0Focused Channel (Su) 0 0See in Darkness (Su) 0 0Lasting Impression (Ex) 0 0Weapon Specialization 0 0Empathy 0 0Godly Gift 0 0Charm Endowment (Su) 0 0Entangle (Ex) 0 0Superior Leadership feat 0 0Learn Secret (Ex) 0 0Altered Appearance (Ex) 0 0Plane Shift to Any Plane (Sp) 0 0Mystic Union 0 0Alignment Shift 0 0Transformation (Ex) 0 0Divine Animal Companion (Ex) 0Alchemy (Su) 0 0Extracts 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 0

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Bomb (Su) 0 0Brew Potion (Ex) 0 0Mutagen (Su) 0 0Throw Anything (Ex) 0 0Discovery (Su) 0 0Poison Resistance (Ex) 0 0Poison Use 0 0Swift Alchemy (Ex) 0 0Swift Poisoning 0 0Persistent Mutagen (Su) 0 0Instant Alchemy (Ex) 0 0Grand Discovery (Su) 0 0Challenge (Ex) 0 0Mount (Ex) 0 0Order (Ex) 0 0Tactician (Ex) 0 0Cavalier’s Charge (Ex) 0 0Expert Trainer (Ex) 0 0Banner (Ex) 0 0Bonus Feats 0 0Greater Tactician (Ex) 0 0Mighty Charge (Ex) 0 0Demanding Challenge (Ex) 0 0Greater Banner (Ex) 0 0Master Tactician (Ex) 0 0Supreme Charge (Ex) 0 0Inquisitor Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 0Domains 0 0Judgment (Su) 0 0Monster Lore (Ex) 0 0Orisons 0 0Stern Gaze (Ex) 0 0Cunning Initiative (Ex) 0 0Detect Alignment (Sp) 0 0Track (Ex) 0 0Solo Tactics (Ex) 0 0Teamwork Feat 0 0Bane (Su) 0 0Discern Lies (Sp) 0 0Second Judgment (Ex) 0 0Stalwart (Ex) 0 0Greater Bane (Su) 0 0Exploit Weakness (Ex) 0 0Third Judgment (Ex) 0 0Slayer (Ex) 0 0True Judgment (Su) 0 0Oracle Spells 0 0

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1st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 07th level 0 08th level 0 09th level 0 0Mystery 0 0Oracle's Curse (Ex) 0 0Orisons 0 0Revelations 0 0Final Revelation 0 0Summoner Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 0Cantrips 0 0Eidolon 0 0Life Link (Su) 0 0Summon Monster I (Sp) 0 0Bond Senses (Su) 0 0Shield Ally (Ex) 0 0Maker’s Call (Su) 0 0Transposition (Su) 0 0Aspect (Su) 0 0Greater Shield Ally (Su) 0 0Life Bond (Su) 0 0Merge Forms (Su) 0 0Greater Aspect (Su) 0 0Twin Eidolon (Su) 0 0Witch Spells 0 01st level 0 02nd level 0 03rd level 0 04th level 0 05th level 0 06th level 0 07th level 0 08th level 0 09th level 0 0Cantrips 0 0Hex 0 0Familiar 0 0Major Hex 0 0Grand Hex 0 0Spells per Day/Spells Known 0 0Damned 0 0Imp Companion 0 0

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Infernal Charisma 0 0Channel Hellfire 0 0Infernal Bargain 0 0Augment Summoning 0 0Heresy 0 0Hellish Soul 0 0Infernal Transport (Sp) 0 0Hellfire Ray (Sp) 0 0Master Conjurer 0 0Elemental Power 0 0Natural Armor (Ex) 0 0Slam Attacks (Ex) 0 0Strength/Constitution Increase (Ex) 0 0Size Increase (Ex) 0 0Rock Throwing (Ex) 0 0Rock Catching (Ex) 0 0Improved Rock Catching (Ex) 0 0Oversized Weapon (Ex) 0 0Militant (Ex) 0 0

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TakenBase land speed +10' bonus when medium armor or less and not carrying heavy loadFree Action; 3 rnds/day; gain +4 Morale bonus to Str & Con, +2 Morale bonus to Will saves, –2 penalty to ACGain benefits of rage powers only while raging, some require an action firstCannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint actionGain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. trapsGain Cold Resistance 0Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14Gain damage reduction -2/—Morale bonus to Str and Con increases to +6, morale bonus on Will saves increases to +3While in rage, gain +4 bonus on Will saves to vs. enchantment spellsYou no longer become fatigued at the end of your rageMorale bonus to Str and Con increases to +8, morale bonus on Will saves increases to +4Casts arcane spells from bard spell list; may cast any spell known without preparation; every bard spell has a verbal component (song, recitation, or music); Charisma is primary ability for bonus spells and DC; at 5th level, and every third bard level thereafter may learn new spell in place of one already known

#N/A#N/A#N/A#N/A#N/A#N/A

Add +1 to all Knowledge; may make all Knowledge checks untrainedTreated as 2 levels higher when determining effect and save DC of bardic music if using Perform []; make use of bardic performance for +6 rnds per day, assuming additional usage uses Perform []

0#N/A

May use Perform skill bonus from 0 performance type(s) in place of bonus w/ associated skillsMay use Perform [Act] in place of bonus in Bluff and DisguiseMay use Perform [Comedy] in place of bonus in Bluff and IntimidateMay use Perform [Dance] in place of bonus in Acrobatics and FlyMay use Perform [Keyboard] in place of bonus in Diplomacy and IntimidateMay use Perform [Oratory] in place of bonus in Diplomacy and Sense MotiveMay use Perform [Percussion] in place of bonus in Handle Animal and IntimidateMay use Perform [Sing] in place of bonus in Bluff and Sense MotiveMay use Perform [String] in place of bonus in Bluff and DiplomacyMay use Perform [Wind] in place of bonus in Diplomacy and Handle Animal+4 bonus on saves vs. bardic performance, sonic, and language-dependent effectsMay take 10 on any Knowledge check you have ranks in; 0/day, may take 20 on any Knowledge check as Standard ActionMay use any skill, even those that require trainingPowerful aura corresponds to deity’s alignmentCasts divine spells from cleric spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom is primary ability for bonus spells and DC; must choose specific time to spend 1 hour each day to regain daily allotment of spells

#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A

Standard Action (no AoO); /day, may present holy symbol to cause 30' radius 0 energy burst that affects all undead or living creatures (may exclude self), dealing/healing 0d6 dmg; Will save half (DC 15)Gain 2 domains:Treated as Fighter w/ respect to deity’s favored weapon and so may select feats normally restricted to Fighter class when applied to that weapon; base attack bonus equals her class level and Hit Die becomes d10.

#N/A

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May 'lose' any prepared spell that is not an orison/domain spell to cast 0 spell without preparationCannot cast spells with these descriptor(s): May select Celestial, Abyssal, and Infernal as bonus languages in addition to those available because of raceCasts divine spells from druid spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom is primary ability for bonus spells and DC; must spend 1 hour each day to regain daily allotment of spells

#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A

May 'lose' any prepared spell to cast any summon nature's ally spell of the same level or lower spell without preparationCannot cast spells with these descriptor(s): May select Sylvan as bonus languages in addition to those available because of race; knows Druidic as free languageGain animal companion that grows with you; effective druid level 0+2 on Knowledge (nature) and Survival checksSpend 1 min and roll 1d20+5 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 at –4 penaltyMay move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairmentMay move through any non-magical rocky terrain at normal speed & w/out taking dmg/suffering any other impairmentMay leave no trail in natural surroundings and cannot be tracked unless so desired+4 bonus on saves vs. spell-like/supernatural abilities of fey and vs. spells/effects that utilize or target plantsStandard Action (no AoO); -1/day turn into Small or Medium animal (as Beast Shape I) size and back again; lasts 0 hour(s) or until changing back; cannot speak normally as animal, but may communicate with appropriate animalsImmune to all poisonsChange appearance at well, as per alter self spell, while in normal formNo longer take ability score penalties for aging, cannot be magically agedGains 1 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn new Combat feat in place of one already knownGains 0 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn new Combat feat in place of one already knownGain Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Sense Motive (Wis) as class skills; skill points: 4 + Int mod per level+0 bonus on Will saves vs. fearWhile wearing armor, reduce armor check penalty by 0 (min 0), increase max Dex bonus by 0; may move at normal speed while wearing medium armorGain +-1 to attack and damage when using ; bonus also applies to combat maneuversGain DR 5/— whenever wearing armor or using shieldWhen using a , automatically confirm all crit threats, dmg multiplier increases by 1; cannot be disarmedGain +1 to AC (including flat-footed and touch) and CMD when not immobilized/helpless, wearing armor, carrying a shield, or carrying a medium/heavy loadFull-Attack Action; make 1 additional attack using unarmed strike or monk weapon; for all attacks, BAB equals monk level but are at -2, applies full Str bonus; may substitute disarm, sunder, and trip as part of flurry of blows

#N/A

Gain Stunning Fist as bonus featSuccessful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helplessWhile wearing no armor and carrying no more than a light load, gain 0' Enhancement bonus to land speedBAB treated as 0 higher when calculating CMBGain +2 bonus on saves vs. enchantment spells/effectsKi pool: 1; ki strike treated as weapon for overcoming DR; Swift Action, spend 1 ki point to gain additional attack at highest attack bonus during flurry of blows, increase speed by 20' for 1 rnd, or gain +4 Dodge bonus to AC for 1 rndTreat fall as 0' shorter if w/in reach of wallAdd +0 to Acrobatics checks for jumping, always count as having running start; Swift Action, spend 1 ki point to gain +20 bonus to jump for 1 rndImmune to all diseases, including supernatural and magicalStandard Action, spend 2 ki points to regain 0 hpSuccessful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not available when helplessImmune to all poisons

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Move Action, spend 2 ki points to move up to 400' (as dimension door)Gain SR 101/day; after melee strike damages creature not immune to critical hit, may slay target up to 0 days later as Free Action; Fort DC 11 negsTake no penalties from aging, cannot be magically agedSpeak with any living creatureMove Action; spend 3 ki points to become ethereal for 1 minuteType changes to Outsider, gain DR 10/chaotic; may still be brought back from the deadAura of Good equals level 0Move Action; at will, may concentrate on single item/individual w/in 60' and determine strength of evil auraSwift Action; 0/day, choose 1 Evil target w/in sight to gain +5 to attacks and +0 to dmg (+0 on 1st attack if target is Outsider, Dragon, or Undead); attacks bypass DR for any target; +5 Deflection to AC; effect remains until target is dead or you restGain +5 to all savesStandard Action (Swift for self); 5/day, heal 0d6 dmg or make melee touch attack to dmg UndeadImmune to fear; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. fearImmune to all diseases, including supernatural and magicalLays on hands removes additional condition(s): Standard Action; 0/day, emit daylight as spell for 0 rnds; Undead w/in 30' take 0d6 dmg, Fort save (DC 15) halvesStandard Action (no AoO); spend 2 lay on hands uses and present holy symbol to cause 30' radius positive energy burst that affects all undead or living creatures (may exclude self), dealing/healing 0d6 dmg; Will save half (DC 15)Casts divine spells from paladin spell list; must choose and prepare spells in advance; Charisma is primary ability for bonus spells and DC; must spend 1 hour each day to regain daily allotment of spells (DC 16): 2 spells per day (DC 17): 1 spells per day (DC 18): 1 spells per day (DC 19): 1 spells per dayFull-Round Action; -1/day, call mount to your sideImmune to charm spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. charm effectsFree Action, spend to lay on hands to grant smite evil bonuses to all non-evil allies w/in 10' for 1 minWeapons treated as good-aligned for overcoming DR; while conscious, any attack vs. enemy w/in 10' is also treated good-alignedGain DR 5/evil; immune to compulsion spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. compulsion effectsGain DR 10/evil; smite evil strike vs. Outsiders causes banishment and ends smiteSELECT 1st FAVORED ENEMYGain +1 on Survival checks to follow/identify tracksSpend 1 min and roll 1d20+5 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 at –4 penaltyGain bonus feats related to combat: Gain Endurance as bonus featSELECT 1st FAVORED TERRAINSELECT 1st FAVORED ENEMYSELECT HUNTER'S BOND TYPECasts divine spells from ranger spell list; must choose and prepare spells in advance; Wisdom is primary ability for bonus spells and DC; must spend 1 hour each day to regain daily allotment of spells (DC 12): 1 spells per day (DC 13): 0 spells per day (DC 14): 0 spells per day (DC 15): 0 spells per dayGain bonus feats related to wilderness survivalMay move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairmentMove at normal speed while tracking w/out taking –5 penalty, takes only –10 penalty when moving at up to twice normal speed while trackingSuccessful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helplessStandard Action; designate 1 target of favored enemy type w/in sight; when tracking quarry, may take 10 on Survival checks while moving at normal speed w/out penalty; gain +2 Insight bonus on attacks vs. quarry, all critical threats automatically confirmed; dismiss as Free Action but cannot select new quary for 24 hrs (1May hide in any favored terrain, even if terrain doesn’t grant cover or concealmentSuccessful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not available when helplessIn any favored terrain, may use Stealth while being observed

Standard Action; successful attack vs. favored enemy at full attack bonus inflicts normal dmg and foe must make Fort save (DC 11) or die (may choose to deal nonlethal dmg equal to current HP instead); usable vs. each favored enemy type 1/dayDeal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attackGain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps

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Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helplessGain 5 talent(s)Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. trapsUse poison w/out any chance of poisoning self; DC for any poison coated on weapon increases by +2 if foe is poisoned w/ sneak attackCannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint actionCan no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14May gain 1 advanced talent(s)Sneak attack may also: put foe to sleep for 1d4 hrs, paralyze foe for 2d6 rnds, or slay foe; Fort save (DC 19) negs; creature targetted by master strike is immune to another master strike for 24 hrsCasts arcane spells from sorcerer/wizard spell list; may cast any spell known without preparation; Charisma is primary ability for bonus spells and DC; at 4th level, and every even-numbered level thereafter may learn new spell in place of one already known

#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A

5/day, cast any spell known, after spell is completed become Fatigued (Exhausted if spell is 1st level); cannot be used while Fatigued or Exhausted. #N/A

Gain Eschew Materials as bonus featCasts arcane spells from sorcerer/wizard spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spending 1 hr studying spellbook; Intelligence is primary ability for bonus spells and DC; must spend 1 hour each day to regain daily allotment of spells

#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A

Substitute Draconic for 1 bonus language availabledue to raceMasterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); may be used 1/day to cast any one spell in your spellbook (except those from opposed school) w/out preparation

#N/AGain Scribe Scroll as bonus featSwift Action, 4/day, may increase spell’s DC by +1, add +2 to level check to overcome SR, or add +2 Morale bonus on attack rolls made w/ spellGain Spell Focus [] as bonus featGain bonus feats related to wizardry: Begins play with spellbook containing all 0-level wizard spells (except those from prohibited schools, if any) plus 5 1st-level spells; gains 2 new spells per class level; must study spellbook each day to prepare spells, cannot prepare any spell not recorded in spellbook except for read magic

#N/AEvery arrow gains +1 Enhancement bonusStandard Casting Time; place an area spell upon arrow and fire it as part of casting; spell's area centers where arrow lands and uses bow's range rather than the spell's rangeStandard Action; -1/day, fire arrow at known target w/in rng; arrow travels to target, even around corners (negates cover/concealment) unless blocked by unavoidable obstacleStandard Action; -2/day, fire arrow at known target w/in rng; arrow travels to target in straight path, passing through any nonmagical barrier/wall in its way (negates cover, concealment, armor, and shield mods).1/day, fire single arrow at up to 0 targets w/in rng using full attack bonusTake 1 day to create arrow that forces target, if damaged by arrow's attack, to make Fort save (DC 25) or die; arrow lasts no longer than 1 year and you may only have 1 such arrow in existence at a time

#N/ABy increasing normal skill check DC by 5, may use Disable Device and Sleight of Hand at rng of 30'; cannot take 10 on this check, any object manipulated must weigh 5 lbs. or less, and must have at least 1 rank in skill being usedDeal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack1/day, declare 1 melee or 30' ranged attack as sneak attack, target loses any Dex bonus to AC vs. this attack attack; creatures not subject to critical hits take no extra damage but still lose any Dex bonus to AC0/day, cast spells w/out somatic or verbal components as if using Still Spell and Silent Spell (does not increase spell level or casting time)

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Free Action; become invisible, as if under the effects of greater invisibility, for up to 0 rnds/day (need not be consecutive), caster level 0May add sneak attack damage to any spells that deal hit point dmg if the targets are flat-footed (additional dmg is of same type as the spell; if save is allowed to negate/halve dmg, it also negates/halves sneak attack dmgDeal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attackAfter studying victim undetected for 3 rnds (Standard Action each rnd), successful sneak attack w/ a melee weapon deals normal dmg and may also paralyze (helpless and unable to act for 1d6+0 rnds) or kill target (assassin's choice); Fort save (DC 14) negs paralysis/death but not dmg; after study, must make death attCannot accidentally poison self when applying poison to a bladeGain +0 to saves vs. poisonsCannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint actionHidden Weapons (Ex): At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.True Death (Su): Starting at 4th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spelCan no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14Whenever foes is killed using death attack during surprise rnd, avoid detection by making Stealth check opposed by Perception checks of those in vicinity to notice that target is deadMay use Stealth skill even while being observed as long as some sort of shadow (other than your own) is w/in 10' feet"1/day, make death attack vs. foe w/out studying beforehand1/day, declare use of this ability before attack to cause target's body to crumble to dust after successful death attack; prevents raise dead and resurrection (but not true resurrection)

#N/A

Gain +0 increase to Natural ArmorGain +2 StrGain bonus draconic bloodline feats: While using bloodline to grow claws, also gain bite attack, may Full Attack using Full BAB for 1d6+2Breath Weapon (Su) - 1/day, may breath that deals 0d6 [] dmg, Ref save (DC 15) for half dmggain blindsense 30'1/day, assume the form of dragon as if using form of the dragon I at caster level 0Standard Action (dismiss as Free Action), leathery dragon wings grow from your back, granting Fly 60' (average)While wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor heavier than Light, or using a shieldAdd 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strikeGain +2 on initiative checksImmediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater thanGain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shieldGain benefit of Combat Reflexes feat when using light or 1-handed piercing weaponGain +2 Competence bonus on all Ref saves; must be wearing light or no armor and not using a shieldMake attack of opportunity vs. any creature w/in reach whose attack is successfully parriedMay charge over difficult terrain that normally slows movement (may still need to make appropriate checks to successfully move over terrain)If fighting defensively or using total defense in melee combat, gain +1 Dodge bonus to ACGain benefit of Deflect Arrows feat when using light or 1-handed piercing weapon, does not need a free hand to use this featAdjacent enemies that take withdraw action provoke attack of opportunityConfirmed crit using light or 1-handed piercing weapon may also: reduce all of the target's speeds by 10' (minimum 5') for 1 min, deal 1d4 Str or Dex dmg (must be healed normally), force –4 penalty on all saves for 1 min, force –4 penalty to AC for 1 min, or deal 2d6 Bleed dmg (continues until target receives magic healGain bonus bonus Combat feat(s): Add 0 to levels of fighter (if no fighter levels, treat eldritch knight levels as levels of fighter) and to any levels in arcane spellcasting class for purpose of meeting prerequisites for feats

#N/ASwift Action, cast a spell (no AoO) after confirming crit hit; spell must include target of attack as one of its targets or in its area of effect

#N/AGain loremaster secrets (may not choose same secret twice)Gain 4 ranks of skill in which you have no ranksGain Toughness bonus featGain +2 bonus on Will savesGain +2 bonus on Fortitude savesGain +2 bonus on Reflex savesGain +1 bonus on attack rollsGain +1 dodge bonus to ACGain any one featGain 1 bonus 1st-level spellGain 1 bonus 2nd-level spell

Gain bloodline powers of draconic bloodline:Claws (Su) - Free Action, gain 2 claw attacks for up to 8 rnds/day, may Full Attack w/ both using Full BAB for 1d4 +2 each

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Add +0 to all Knowledge checks (stacks with bonus gained from Bardic Knowledge); may make all Knowledge checks untrainedKnows 1 new language(s)Gains +10 Circumstance bonus on Spellcraft checks when examining magic item to determine properties1/day, gain effect of legend lore (casting time 1 min) or analyze dweomer

#N/AMay prepare/cast up to 0 lvl spells from 1 spellcasting class using available slots 1 lvl higher than normal from other spellcasting classes (cannot be used to cast a spell at a lower level if spell exists on both spell lists)1/day, cast two spells (one from each spellcasting class) w/ same casting time using one action, target affected by both spells takes –2 penalty on saves and you receive +2 bonus on caster level checks made to overcome SRAdd +1 to all Knowledge; may make all Knowledge checks untrainedMay carry up to 0 gp in unspecified equipment (including potions and scrolls but not any other sort of magic item) that can reasonably fit into a backpack and weighs no more than 10 lbs.; Full-round Action, retrieve an item and deduct value from allocated amount of cost; spend 1 hr to pack gear and gain +4 bonus to Gain +0 bonus on Linguistics & Profession (scribe) checks plus Use Magic Device checks involving scrolls/written magical items; Full-round Action to decipher text; may always take 10 on Linguistics & Profession (scribe) checks, even if distracted or endangered0/day, attempt new save vs. ongoing condition, even if effect is normally permanent (no effect on conditions that do not allow saves or against instantaneous effects)Gain +5 bonus on Survival checks to avoid becoming lost & Intelligence checks to escape maze; always use “road or trail” overland movement mod even in trackless terrain (on foot and/or mounted); DC 15 Survival check extends this benefit to up to 0 companions

0Grant +4 bonus, rather than the normal +2, when using aid another action1 hr to create, Full-round Action to activate; inscribed tale conveys effects of bardic performance on reader for 1 min; use Profession (scribe) rather than Perform (oratory) for effect, may apply effects of any feats that affect bardic music, consumes 6 rnds of bardic performance uses per day until read, remains potent for Special use of bardic performance; create effect of the doom spell (as cast by a sorcerer 0, language-dependent effect) or of the enthrall spell (all creatures who fail save shift attitude toward target by 1 step for 0 daysSpecial use of bardic performance; allow 1 ally w/in hearing to immediately take extra Move Action that does not count against ally's number of actionsFull-round Action; 1/week, summon 2d4 4th-level human barbarians (actually Constructs) with normal starting equipment that serve loyallyRead epic tale aloud, with effects targeted by reader and using reader's Cha score where applicableFull-round Action; 1/week, summon 1d4+1 5th-level human barbarians (actually Constructs with Incorporeal subtype, taking 50% dmg from corporeal sources and no dmg from nonmagical sources) with +2 studded leather and wielding +1 ghost touch greataxes (allowing them to deal full dmg to corporeal creatures) thaMay use Stealth skill even while being observed as long as some sort of shadow (other than your own) is w/in 10' feet"Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helplessGain darkvision 60' or increase rng of existing darkvision by 30'Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint actionGain 0 talent(s)0/day, use silent image as caster level 0, DC is Cha-basedNeutral shadow can communicate intelligibly w/ shadowdancer; cannot create spawn; receives +4 bonus on Will saves to halve dmg from positive channeled energy, cannot be turned/commanded, 42 HP, BAB +10, base Fort +4, base Ref +9, base Will +4-1/day, use shadow conjuration as caster level 0, DC is Cha-basedMove from 1 area of dim light to another, up to 40'/day w/ each increment counting as 10'Select 7 skills; may take 10 on these even when stressed/distractedCan no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14GM makes immediate Perception check to notice any trap w/in 10'1/day, use shadow evocation as caster level 0, DC is Cha-basedSuccessful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not available when helplessIn area of dim light, gain DR 10/— and +2 Luck bonus on all saves, successful crit blinds foe in area of dim light for 1d6 rnds

In addition to his normal starting funds, the aristocrat receives a regular income (a stipend from a patron, income from a business venture, an allowance from his family, etc) equal to 50 gp + (5 gp x [aristocrat class level + Charisma modifier (if positive)]) (Ex Astrid, a 10th level aristocrat with an 18 Charisma, receives An aristocrat’s title is not one of rank, but rather a form of respectful address. While these titles vary depending upon the country or region, the most common form is Saer (masculine) or Seri (feminine).

At 4th level the aristocrat retains the services of a trusted companion. An aristocrat’s right hand man may take the form or a valet or servant, a minor bodyguard or a personal assistant, as the player chooses. The right hand man’s character level is at the discretion of the player, provided that it does not exceed ½ the ar

At 8th level, the aristocrat stands as an example to those around him. If an ally attempts to duplicate a task already performed by the aristocrat in the same round, that ally receives a +2 bonus to the roll needed to perform the task. The ally must be attempting the same task, and in the same manner, to receive this At 12th level, the aristocrat has honed her skill at diplomacy and negotiation to a fine point. She may shift a creature’s attitude up to three steps, instead of two, on a successful check. Furthermore, she may reroll a failed Diplomacy check once per day, though she must abide by the result of the second roll, even if it is loAt 16th level the aristocrat has the means to establish an enterprise to further their goals. This may take the form of a manor house, a ship, a school, a shrine, an orphanage, a business, an art studio or theater or similar venture, as befits the individual aristocrat. Players in the Legends of the Shining Jewel campaign shAt 20th level the aristocrat is granted a title of nobility in her country or city-state, elevating her to the Peerage. She may multiclass into the noble class. In the Legends of the Shining Jewel Campaign players whose PCs attain this level must contact the campaign staff at [email protected] to resolve this benThe noble bears a title of nobility in his native country.

Not all nobles are cut from the same cloth. Some are born leaders, while others use their natural flair for business to strengthen their holdings. Some believe that their first duty is to the people they lead, while others hold that the first duty of others is to serve their betters. Family influence, birth order, personality anAt 1st level the noble retains the services of a personal servant. The servant may accompany the noble on any travels or adventures, and tends to his personal requirements (valet, cook, porter, etc). The servant begins at 1st level, with his vital statistics [race, gender, stats, class, etc] in accordance with the guidelinesThe character possesses all benefits and privileges entitled to one of noble birth and title. Along with these benefits, however, comes the responsibility to uphold the image of nobility. As such, a noble is expected to behave in a manner fitting his station, to remain free of the suspicion of treason and to appear, in all ways and In addition to his normal starting funds, the noble receives an allowance from his family equal to 1000 gp plus 50 gp x noble class level x Charisma modifier (if positive) (Ex Lord Raston, a 10th level noble with an 18 Charisma, receives an annual allowance of 3000 gp). Each year, the noble receives another allowance

High Lifestyle (40 gp): Aristocrats stay at the most expensive hotels in town, eat out at the fanciest restaurants, and buy only the finest clothes and accoutrements. You may enjoy luxuries such as exotic foods, fresh flowers delivered to your home every day, and expensive and lengthy vacations to the countryside. PCs who take this option enjoy a +1 circumstance bonus to all Charisma-based ability and skill checks.Elite Lifestyle (100 gp): The finest accommodations, elegant clothing, elaborate meals and other luxuries are yours. Only the wealthiest nobles and most elite royalty live in greater comfort. You have access to the highest of social circles, and when you talk, people listen, and they take note of your activities and appearance. PCs who take this option enjoy a +2 circumstance bonus to all Charisma-based ability and skill checks. This lifestyle is available only to Aristocrats and Nobles.

o Covert – Disguise (Cha), Stealth (Dex)o Martial – Knowledge (Dungeoneering) (Int), Intimidate (Cha)o Covert Patron: Alternate Identity, Back-to-Back, Eyes in the Back of Your Head, Urban Survival, Waryo Martial Patron: Armor Specialization, Combat Tutor, Critical Focus, Step Into Harm’s Way, Vital Strikeo Mercantile Patron: Animal Affinity, Deft Hands, Diligent, Iron Will, Master Craftsmano Martial Patron: Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering), Perception, Ride, Survivalo Mercantile Patron: Appraise, Bluff, Diplomacy, Knowledge (Local), Linguistics, Profession, Sleight of Hando Martial Patron: Military and security forces (Diamond Legion, Noble Guards)o Mercantile Patron: Merchant guilds, crafting guilds, local businesses, caravan operators

High Lifestyle (40 gp): Nobles stay at the most expensive hotels in town, eat out at the fanciest restaurants, and buy only the finest clothes and accoutrements. You may enjoy luxuries such as exotic foods, fresh flowers delivered to your home every day, and expensive and lengthy vacations to the countryside. PCs who take this option enjoy a +1 circumstance bonus to all Charisma-based ability and skill checks.Elite Lifestyle (100 gp): The finest accommodations, elegant clothing, elaborate meals and other luxuries are yours. Only the most elite royalty live in greater comfort. You have access to the highest of social circles, and when you talk, people listen, and they take note of your activities and appearance. PCs who take this option enjoy a +2 circumstance bonus to all Charisma-based ability and skill checks. This lifestyle is available only to Aristocrats and Nobles. At 9th level and higher, the Noble must take this level of lifestyle or suffer the same circumstance penalties for "slumming."

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At 2nd level, and at every fourth level thereafter (6th, 10th, 14th and 18th), the noble gains a bonus feat from the list available to his chosen archetype.At 3rd level the noble may attract an entourage. A PC noble’s entourage may contain a number of individuals equal to one half her character levels, rounded down. The character levels of the members of the entourage are at the discretion of the player, provided that the total levels of all members of the entourage do n

Characters targeted by this ability gain a +1 bonus to all attack rolls and saving throws. This is a language-dependant ability. This bonus increases to +2 at 10th level, +3 at 16th level, and +4 at 19th level.This ability causes targets to suffer a -1 penalty to attack rolls and saving throws. This is a language-dependant ability. This bonus increases to +2 at 13th level and +3 at 19th level.Characters targeted by this effect suffer a -2 penalty to Perception checks for the duration of this ability’s use. This is a language-dependant ability. This penalty increases to –3 at 16th level and –4 at 19th level.This ability causes targets to gain a +2 bonus to Will saves and an additional +1 to saves vs. fear effects. This is a language-dependant ability. This bonus increases an additional +1 to each effect at 16th level and an additional +2 at 19th level.Characters targeted by this ability gain a +2 bonus to all damage rolls for the duration of the effect. This is a language-dependant ability. This bonus increases to +3 at 19th level.Creatures targeted by this effect suffer a -4 penalty to all Reflex saves and a -2 penalty to all armor class. This is a language-dependant abilitySimilar to the command spell, a noble may utter a noble command once per day beginning at 12th level. The command is issued with the expectation of unquestioning obedience like that given to a sovereign by an extremely faithful vassal. The command affects a single subject, who must be a citizen within the noble’s spAt 15th level the noble receives a grant of land. Players in the Legends of the Shining Jewel campaign should contact the LSJ Land Office at [email protected] to exercise this benefit.At 20th level the noble may issue a Royal Command once per day, as per Noble Command, but also may affect a number of people equal to the noble’s level + his Diplomacy modifier. Subjects of a Royal Command are entitled to a Will save, DC 13 + noble level + the noble’s Diplomacy modifier. If another noble is the A noble who has his nobility revoked can no longer progress in levels as a noble. He loses Rank, Wealth, Inspire, Leadership, and Influence abilities. He retains the remainder of his noble abilities.Automatically communicate with willing spirits, (verbally or telepathically); convince unwilling spirit to communicate w/ Perform (ritual) checkMove Action; instantly know type, status, & nature of spirits seen; gain spirit guide w/ DC 15 Knowledge (Spirits), granting + 5 Insight bonus to next skill checkGain spirit animal companion that grows with you; effective druid level 0Gain bonus feats related to shamans: After spending at least 10 min, make Perform (Ritual) check w/ +1 Circumstance bonus per 10 extra min (DC varies by circumstance) to summon spirit; spirit remains for 20 min unless controlled0/day, Perform (Ritual) check vs. spirit's Charisma check (if spirit wins, it may leave or attempt possession); may control spirits totalling 20 Charisma or less, controlled spirit may perform supernatural acts (max caster level 0) or grant a bonus feat for 1 rnds; cannot control living spiritsSelf Only; impart spiritual spell effect (500 gp per spell lvl, max 4th)7/day, heal 0d6 HP in 1 targetSee physical world as though from a different location, up to 0 yds away, but details, facial features, texts, spoken words may be unclear; cumulative 10% chance per 10 min away from body that tether breaks (Break Tether may also break)7/day, heal all allies w/in 30' for 0d6 HPTethered spirit in item/location can grant effects up to 0/dayDC 20 Perform (Ritual) check breaks tether w/out harm to the spirit, item, or location to which it is tetheredImpart spiritual spell effect (500 gp per spell lvl, no max lvl) or bonus (bonus squared times 1,500 gp, max bonus +-4)A Temptress has access to an additional domain from among those her deity has to offer. She essentially gain a third domain this way and can prepare their domain spells at each level from the new domain’s list if they wish.A Temptress continues training in magic as well as gaining power from her deity. At 1st, and every level thereafter, the Temptress gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any benefit a charTemptress levels stack with cleric levels for the purpose of their granted channel energy ability.A Temptress of 1st level or higher have been granted the ability to see perfectly in darkness of any kind (up to 60 feet), even that created by a deeper darkness spell.A Temptress is not easily forgotten or dismissed from the mind. Starting at 2nd level, the duration of all effects with the charm designator (regardless of source) that the Temptress produces is increased by 50%.At 2nd level, a Temptress is granted the ability to specialize in her deity's preferred weapon. In this case, the Templtress must choose one weapon in which to specialize in: the short sword or the whip.At 3rd level, Temptresses have ability to detect the surface emotions of any creature she can see in a 30’ radius for a duration of 1 min/level. The Temptress can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of se

The Temptress is less easily dismissed when making unusual demands or when attempting to influence emotions of others. Starting at 5th level, the Temptress receives a +2 bonus to the DC of all effects with the charm designator, regardless of source.A Temptress of 5th level may use a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (use the caster’s current combined level). A Temptress can hurl her rope 5 feet (and an additional 5 feet for each Temptress level after) with no range penalty. Typically, a Temptress entangles At 6th level, the Temptress gains the Superior Leadership feat as a bonus feat. Even though this is a bonus feat, the Temptress still much have all of the feat's prerequisits for it to be used properly.Through trickery, deceit, and sometimes intimidation, a Temptress can learn secrets otherwise unattainable. The Temptress can make a Diplomacy or Intimidate check once per week with a +10 competency bonus.At 7th level, a Temptress begins to show prominent physical modification to match the desires of her deity. Temptresses will grow eagle-like wings similar to the Erinyes under Dymora’s command. The alteration is permanent, though disguise or spells made hide the wings is possible if the Temptress wishes it.Upon reaching 8th level, a Temptress may plane shift to any plane of existence, as per the spell, once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the Temptress’s total character level.

If a Temptress is not the same alignment as her deity, then her alignment shifts to match it as soon as the Temptress reaches 10th level.At 10th level, a Temptress earns the right to undergo the transformation in to an Erinyes. This transformation can only take place during the Winter Celebration. Erinyes created in such a manor keep all their mortal memories and abilities. The Temptress, at this point in her career, will no longer be able to be brought bac

Gain +0 Competence bonus on Craft (alchemy) checks to create alchemical item; may use Craft (alchemy) to identify potions as if using detect magic after holding potion for 1 rndCreates extracts from alchemist formulae list (may utilize spell-trigger items if spell appears on formuale list); begins play with 5 forumlae; Intelligence is primary ability for bonus extracts and DC; mixing extract takes 1 min

#N/A#N/A#N/A#N/A#N/A#N/A

20th level – At 20th level the noble is a leader among leaders, and his influence touches every corner of Raia. To be eligible for this option the noble must have advanced his initial city or city-state selection through each degree (City/city-state, nation, region and hemisphere). His sphere of influence expands to encompass the entire known world. Alternately, the noble may select a new city or city-state, or he may expand one of his previous selections to the next degree.DC Influence Request10 Obtain the loan of a carriage and horses; expedite the processing of official documents, requests with a value up to 50 gp

At 4th level, the noble gains the ability to inspire those around them. Using the inspire ability requires a standard action. Additionally, the target of the inspire ability must be able to observe and hear the noble and must be within 60 feet. The noble may target a number of enemies or allies equal to one-half his class level and the effects lasts for a number of rounds equal to his class level. The noble may not target himself with this ability. Any abilities that require a saving throw use the noble’s Perform (oratory) check as the DC for the Will save. All effects are morale effects unless otherwise noted below.Each time the noble uses the inspire ability, he may select one of the following effects. All bonuses and penalties for the noble’s inspire abilities are of the morale type. The effect of the inspire ability lasts as long as the noble speaks, plus 5 rounds plus a number of rounds equal to the noble's ranks in Perform (Oratory). The noble may inspire a number of times equal to his level.

At 4th and 8th levels, the deity bestows on the Temptress a gift. The Temptress may add a +1 to any one of the following abilities: STR, DEX, CON, or CHA.The Temptress may not select the same ability twice in a row.

At 9th level, a Temptress becomes a magical creature. She is treated as an outsider of the deity’s home plane rather than as a humanoid. For instance, charm person does not affect her. Additionally, the Temptress gains damage reduction 20/+1. This damage reduction does not stack with other forms of damage reduction.Despite this outsider status, a Temptress may still be brought back from the dead if slain.

Natural Armor Bonus (Ex): At 4th cleric level, the divine animal companion gains a +1 natural armor bonus. The bonus increases to +2 at 12th cleric level and +3 at 20th cleric level.

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Standard Action (AoO); 4/day, create and throw bomb (20' rng) as thrown splash weapon; direct hit deals 0d6+4 fire dmg (crit only multiplies first 1d6); adjacent creatures take 4 fire dmg (Ref DC 14 half)Gain Brew Potion as bonus feat; may brew potions of any formulae known (up to 3rd level) at caster level0Select Strength/Intelligence, Dexterity/Wisdom, or Constitution/Charisma and spend 1 hr to brew mutagen; drink as Standard Action to gain +2 Natural Armor bonus and +4 Alchemical bonus to physical ability but suffer –2 penalty to mental ability score for 0 min; non-alchemist drinking mutagen must make Fort save (DGain Throw Anything as bonus feat; add +4 to splash weapon dmg (bonus already included in bomb dmg)Gain 0 alchemical discovery; DC 14 for any save requiredGain +2 bonus on all saves vs. poisonCannot accidentally poison self when applying poison to a weaponCreate alchemical items in 1/2 normal time; may apply poison to weapon as Move-Equivalent ActionMay apply poison to weapon as Swift Actioneffects of mutagen last for 0 hrsCreate alchemical item as Full-Round Action w/ successful Craft (alchemy) check and appropriate resources at hand; may apply poison to weapon as Immediate ActionImmediately gain 2 normal discoveries and 1 grand discovery

Gain service of a loyal and trusty steed (as druid’s animal companion, using cavalier level as effective druid level and creature must be suitable as a mount; does not gain the share spells special ability); no armor check penalty on Ride checks while riding this mount; mount is always considered combat trained & begins

Gain bonus teamwork feat; Standard Action, 1/day may grant this bonus feat to all allies w/in 30' who can see/hear you for 3 rndsWhile mounted and charging, gain +4 bonus (instead of +2) on melee attack rolls and do not suffer any penalty to ACGain +0 bonus on Handle Animal checks for mounts; may increase DC by +5 to reduce time needed to teach mount a new trick or train mount for general purpose to 1 day per 1 week required; may train more than 1 mount at once, w/ each mount after 1st adding +2 to DCWhile banner is clearly visible, allies w/in 60' gain +1 Morale bonus on saves vs. fear and +0 Morale bonus on attack rolls made as part of a chargeGains bonus combat featsGain another bonus teamwork feat; may grant bonus teamwork feats to allies as Swift ActionWhile mounted and charging, double threat range of weapons wielded (does not stack w/ other effects that increase threat range of weapons); may make a free bull rush, disarm, sunder, or trip combat maneuver (no AoO) if charge attack is successfulAs long as challenge target is w/in your threatened area, it takes –2 penalty to AC from attacks made by anyone other youWhile banner is clearly visible, allies w/in 60' gain +2 Morale bonus on saves vs. charms and compulsions; Standard Action, grant allies w/in 60' additional save vs. any 1 spell/effect targeting them (no ally can benefit from this ability more than 1/day)Gain another bonus teamwork feat; may grant any 2 teamwork feats to allies as Swift ActionWhile mounted and charging, deal x2 dmg (x3 if using a lance) and crit Stuns foe for 1d4 rnds (Will save, DC 20, reduces to Staggered for 1d4 rnds)Casts divine spells from inquisitor spell list; may cast any spell known without preparation; Wisdom is primary ability for bonus spells and DC; at 5th level, and every third level thereafter may learn new spell in place of one already known

#N/A#N/A#N/A#N/A#N/A#N/A

Gain 1 domain:

Gain +1 on Knowledge checks made to identify abilities and weaknesses of creatures#N/A

Gain +1 Morale bonus on Intimidate and Sense Motive checksAdd Wisdom modifier on initiative checks, in addition to DexterityStandard Action; may use detect chaos, detect evil, detect good, or detect law at willGain +0 on Survival checks to follow/identify tracksAllies are treated as if possessing same teamwork feats as you for purpose of determining bonuses received (positioning and actions must still meet prerequisites; allies do not receive any bonuses unless they actually possess the feats)Gain 0 bonus Teamwork feat (must meet prerequisites of the selected bonus feat); Standard Action, 1/day, learn new bonus teamwork feat in place of most recent teamwork feat gainedSwift Action; 0 rnds/day (need not be consecutive), imbue 1 weapon w/ bane weapon special ability vs. 1 creature type (and subtype if Humanoid or Outsider); may change type as Swift ActionImmediate Action; 0 rnds/day (need not be consecutive), may concentrate on target w/in 25' to know if target deliberately and knowingly speaks a lie (Will DC 15 negs)May select 2 different judgments when using judgment ability instead of 1; Swift Action, change 1 of these judgments and only cause bonuses from that judgment to resetWhile wearing light armor, medium armor, or no armor and not Helpless, successful Fort or Will save vs. attack that has reduced effect instead avoids effect entirelyDmg from bane ability increases to 4d6After scoring a crit, ignore any DR target might have and target loses regeneration (if any) on following rnd (can die normally); when dealing energy dmg to foe w/ vulnerability to that energy type, deal +1 dmg per die rolledMay select 3 different judgments when using judgment ability instead of 2; Swift Action, change 1 of these judgments and only cause bonuses from that judgment to resetWhen using judgment ability, select 1 judgment that grants max bonus from 1st rnd of combat onward (resets as normal if changed during combat)Swift Action; when using judgment ability and all judgments are granting max, invoke true judgment on single foe; once declared, make single melee attack (or ranged if foe is w/in 30') that deals normal dmg normally and foe must make Fort save (DC 11) or die; after attack, all judgment bonuses (except slayer) reset and tCasts divine spells from cleric spell list; may cast any spell known without preparation; Charisma is primary ability for bonus spells and DC; at 4th level, and every even level thereafter may learn new spell in place of one already known

Swift Action; 0/day, chose 1 target w/in sight, melee attacks deal +0 extra dmg; you take –2 penalty to ACfrom attackers other than target; effect lasts until target is dead/unconscious or until combat ends

Piercing: gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd to max of +3 Protection: gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3 Purity: gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3

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#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A

SELECT A MYSTERY

#N/ASELECT 1st REVELATION

#N/ACasts arcane spells from summoner spell list; may cast any spell known without preparation; Charisma is primary ability for bonus spells and DC; at 5th level, and every third bard level thereafter may learn new spell in place of one already known

#N/A#N/A#N/A#N/A#N/A#N/A#N/A

Summon eidolon 1/day w/ 1 min ritual; dismiss as Standard ActionFree Action; give up HP to prevent eidolon from being sent back to home plane; eidolon must remain w/in 100' to remain at full strength--between 100' and 1,000', current/max HP reduced by 50%--between 1,000' and 10,000', current/max HP reduced by 75%--immediately returned to home plane if more than 10,000'; curStandard Action; 8/day, cast summon monster I and creatures remain for 0 min.; cannot have more than 1 summon monster or gate spell activeStandard Action; 0 rnds/day, share senses of eidolon at any rng on same plane; may end as Free ActionGain +2 Shield bonus to AC and +2 Circumstance bonus on saves while w/in eidolon's reach (does not apply if eidolon is grappled, helpless, paralyzed, stunned, or unconscious)Standard Action; -1/day, eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied) if w/in 400'; if eidolon is out of range, ability is wastedMay use Maker’s Call ability to swap locations with eidolon (may appear in any square occupied by eidolon if it is larger than you and eidolon must occupy square that was occupied by you if able, or as close as possible if it is not able)May divert up to 2 points from eidolon’s evolution pool to add evolutions to yourself; cannot select any evolution that eidolon could not possess, and you must be able to meet requirements as well; cannot select ability increase evolution; may change evolutions any time you can change eidolon’s evolutionsAlly gains +2 Shield bonus to AC and +2 Circumstance bonus on saves while w/in eidolon's reach (does not apply if eidolon is grappled, helpless, paralyzed, stunned, or unconscious); bonuses are doubled if this ally is youCannot be killed as long as eidolon has 1 or more HP and excess dmg transfers to eidolon; effects that cause death but not dmg are unaffected, as are spells like baleful polymorph, flesh to stone, imprisonment, and other spells that do not cause actual damageFull-Round Action; touch eidolon to merge forms, including all of your gear, for 0 rnds/day (end as Swift Action); you are protected from harm, cannot be target of spells/effects, and all spells/effects currently targeting you are suspended (although durations continue to expire); may take control of eidolon to cast spellsMay divert more of evolutions, and eidolon only loses 1 point from evolution pool per 2 points (or fraction thereof ) divertedStandard Action; assume eidolon's shape, copying all of evolutions, form, and abilities for 20 min/day (need not be consecutive but must be spent in 1-min increments); Strength, Dexterity, and Constitution scores change to match base scores of eidolon; may have any gear carried absorbed by new form and items w/ continuous Casts arcane spells from witch spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spending 1 hr communing w/ familiar; Intelligence is primary ability for bonus spells and DC

#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A#N/A

Gain 1 hexCreature teaches you magic and also grants skill bonuses, additional spells, and help w/ some types of magic; stores all of spells known and must commune w/ familiar each day to prepare spells; begins storing all of 0-level witch spells plus 6 1st-level spellsMay select major hexesMay select grand hexes

#N/AResurrection attempts require caster level check (DC 10); may reattempt next dayGain loyal imp companion

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gain +2 bonus on all Charisma checks made when interacting w/ devilsFree Action; 5/day, may alter spells that deal energy dmg to instead deal hellfire dmg; spells altered become Lawful and Evilwhen using planar ally or similar spell, opposed Cha check vs. Called (but not Summoned) devil reduces price it demands to serve by halfgain Augment Summoning as bonus featgain +2 bonus on all checks made to research specific devils’ true names or sigilsif killed by any means outside the will of Asmodeus, the archdevils, or another influential force in Hell, may be resurrected as normal2/day, may transport as per dimension door (but travels through Hell in a burst of brimstone); may expend both uses to travel as if using teleport; cannot use this ability to enter/leave areas warded vs. Evil creatures2/day, may use hellfire ray (ranged touch (rng 25') deals 0d6 dmg (no save, but SR applies); 1/2 dmg is fire but the rest is not subject to fire resistance/immunity; foe killed must make a Will save (DC 15) or soul is damned to Hell and resurrection attempts by non-evil casters require caster level check (DC 10 + slain crewhen Calling devil whose name is known, may cast Calling spell as Standard Action and bargain as Move Action; add half of total Bluff, Diplomacy, or Intimidate mod (if any) on bargaining Charisma checkgain abilities related to giants and +3 Natural Armor bonus2 primary slam attacks (1d6+2); secondary if used in conjunction w/ manufactured weapons+2 Inherent bonus to Strength and +2 Inherent bonus to ConstitutionStandard Action: increase size up 1 category (max Large); Full-Round Action: reduce size down 1 category (min. Medium)+1 Racial bonus on attacks w/ thrown rocks; hurl Tiny or smaller rocks (any large, bulky, regularly shaped object w/ hardness 5 or higher), rng inc. 0' (max 0'), dmg 2d8+31/rnd, Ref save (DC 15 if Tiny, DC 20 if Small, or DC 25 if Medium; projectiles w/ magical attack bonus increase DC by bonus amount) to catch rock that would normally hit; must be aware of attack+4 Racial bonus on Ref save when attempting to catch thrown rockwield Gargantuan weapons w/out size difference penaltyproficient w/ all Martial weapons

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Class_Ability_SummaryTaken

Class_Ability_Summary_Bbn

Class_Ability_Summary_Brd

Class_Ability_Summary_Clr

- Advanced Talents: May gain 1 advanced talent(s):

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Class_Ability_Summary_Drd

Class_Ability_Summary_Ftr

Class_Ability_Summary_Mnk

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Class_Ability_Summary_Pal

0Divine_Mount_Level

Class_Ability_Summary_Rgr

- Sneak Attack: Deal +5d6Class_Ability_Summary_Rog

- Trapfinding: Gain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps

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Class_Ability_Summary_Sor

Class_Ability_Summary_Wiz

Class_Ability_Summary_ArcArch

Class_Ability_Summary_ArcTrick

- Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps

- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action- Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14- Advanced Talents: May gain 1 advanced talent(s):

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Class_Ability_Summary_Ass

Class_Ability_Summary_DragDis

- Canny Defense (Ex): WhiClass_Ability_Summary_Duel

Class_Ability_Summary_EldKni

Class_Ability_Summary_Lore

- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike

- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike- Improved Reaction (Ex): Gain +2 on initiative checks- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

- Improved Reaction (Ex): Gain +2 on initiative checks- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made- Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

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Class_Ability_Summary_MystThe

Class_Ability_Summary_PathChro

Class_Ability_Summary_ShadDance

Class_Ability_Summary_Ari

Class_Ability_Summary_Nob

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Class_Ability_Summary_Sha

Class_Ability_Summary_Tempt

Class_Ability_Summary_Alchemist

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Class_Ability_Summary_Cavalier

Class_Ability_Summary_Inquisitor

Class_Ability_Summary_Oracle

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0

Class_Ability_Summary_Sum

Class_Ability_Summary_Witch

Class_Ability_Summary_Diabolist

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Class_Ability_Summary_JotunParagon

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3Rage_Rounds

14Imp_Uncanny_Dodge_Lvl

Not AvailableChannel_Summary

0Channel_Level

15Channel_DC

- Advanced Talents: May gain 1 advanced talent(s):

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Channel_Times

0Animal_Companion_Level

Small or Medium animal (as Beast Shape I)Wild_Shape_Options

0Monk_AC_Mod

Monk_Ki_Strike_Type

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-1Divine_Bond_Bonus

- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps

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5Sneak_Attack_Dmg

0Familiar_Level

- Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless

- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action- Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14

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Instant MasterSecret HealthSecrets of Inner StrengthThe Lore of True Stamina

- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike- Improved Reaction (Ex): Gain +2 on initiative checks- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made- Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

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List_Loremaster_Secrets

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0Cavalier_Mount_Level

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MediumList_Jotun_Size

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- Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless

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- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike

- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made- Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

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- Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike

- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

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- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

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- Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (–4 penalty for each size category the attacking creature is larger, –4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made

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15 Str_Calcs Medium Size ### HP_Total22 Dex_Calcs12 Con_Calcs 0 Weight_Carried 0 Fort_Other18 Int_Calcs Light Encumbrance 0 Ref_Other13 Wis_Calcs 0 Will_Other20 Cha_Calcs MV_Other

0 MV_Land_Mods Senses15 Str_Permanent 30 MV_Land22 Dex_Permanent 4 MV_Run_Multiplier CoLanguages_Starting12 Con_Permanent18 Int_Permanent Conditional_Fort13 Wis_Permanent Conditional_Ref20 Cha_Permanent Conditional_Will

2 Str_Mod_Current 8 Init_Mods6 Dex_Mod_Current1 Con_Mod_Current 0 AC_Armor4 Int_Mod_Current 0 AC_Shield1 Wis_Mod_Current 9 AC_Dex_Mod5 Cha_Mod_Current 0 AC_Natural

1 AC_Dodge15 Str_Current 0 AC_Deflection22 Dex_Current 0 AC_Other12 Con_Current18 Int_Current 0 Atk_Melee_Other13 Wis_Current 0 Atk_Ranged_Other20 Cha_Current

0 CMD_Mod_Other

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ANIMAL SIZE SPEED OTHER MOVE2 None None0 Ankylosaurus Medium 30' —0 Alligator Small 20' Swim 30'0 Ape Medium 30' Climb 30'0 Auroch Medium 40' —0 Badger Small 30' Burrow 10'0 Bear Small 40' —0 Bison Medium 40' —0 Boar Small 40' —0 Brachiosaurus Medium 30' —0 Camel Large 50' —0 Cheetah Small 50' —0 Crocodile Small 20' Swim 30'0 Deinonychus Small 60' —0 Dire rat0 Dog Small 40' —0 Dolphin0 Eagle Small 10' Fly 80' (average)0 Elasmosaurus Medium 30' Swim 50'0 Elk Medium 50' —0 Electric Eel0 Elephant0 Giant Frog0 Giant Moray Eel0 Goblin Dog0 Hawk Small 10' Fly 80' (average)0 Horse Large 50' —0 Hyena0 Leopard Small 50' —0 Lion Medium 40' —0 Monitor Lizard0 Octopus0 Orca0 Owl Small 10' Fly 80' (average)0 Pony Medium 40' —0 Pteranodon Medium 10' Fly 50' (clumsy)0 Rhinoceros0 Roc0 Shark Small — Swim 60'0 Snake, Constrictor Medium 20' Climb 20', Swim 20'0 Snake, Viper Small 20' Climb 20', Swim 20'0 Squid0 Stegosaurus Medium 30' —0 Thylacine Small 30' —0 Tiger Medium 40' —0 Triceratops Medium 30' —0 Tyrannosaurus Medium 30' —0 Velociraptor Small 60' —0 Wolf Medium 50' —0 Wolverine Small 30' Burrow 10'

Table_Animal_Companion

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Level HD BAB Fort Ref0 0 0 0 01 2 1 3 32 3 2 3 33 3 2 3

3

4 4 3 45 5 3 46 6 4 57 6 4 58 7 5 59 8 6 6

10 9 6 611 9 6 612 10 7 713 11 8 7 714 12 9 8 815 12 9 8 816 13 9 8 817 14 10 9 918 15 11 9 919 15 11 9 920 16 12 10 10

Table_Animal_Companion_Advancement

Skill Class SkillAcrobatics 1Climb 1Escape Artist 0Fly 1Intimidate 0Perception 1Stealth 1Survival 0Swim 1Table_Animal_Companion_Skills, List_Animal_Companion_Skills

FAMILIAR SIZE HD SPEED95 None None 0 0

0 Air Elemental Small 2 0'0 Air Mephit Small 3 30'0 Bat Diminutive 1 5'0 Cat Tiny 1 30'0 Celestial Bat Diminutive 1 5'0 Celestial Cat Tiny 1 30'0 Celestial Hawk Tiny 1 10'0 Celestial Hawk Tiny 1 10'0 Celestial Lizard Tiny 1 20'0 Celestial Monkey Tiny 1 30'0 Celestial Owl Tiny 1 10'

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

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0 Celestial Rat Tiny 1 15'0 Celestial Raven Tiny 1 10'0 Celestial Toad Diminutive 1 5'0 Celestial Viper Tiny 1 20'0 Celestial Weasel Tiny 1 20'0 Dire Rat Small 1 40'0 Dust Mephit Small 3 30'0 Earth Elemental Small 2 20'0 Earth Mephit Small 3 30'0 Fiendish Bat Diminutive 1 5'0 Fiendish Cat Tiny 1 30'0 Fiendish Hawk Tiny 1 10'0 Fiendish Hawk Tiny 1 10'0 Fiendish Lizard Tiny 1 20'0 Fiendish Monkey Tiny 1 30'0 Fiendish Owl Tiny 1 10'0 Fiendish Rat Tiny 1 15'0 Fiendish Raven Tiny 1 10'0 Fiendish Toad Diminutive 1 5'0 Fiendish Viper Tiny 1 20'0 Fiendish Weasel Tiny 1 20'0 Fire Elemental Small 2 50'0 Fire Mephit Small 3 30'0 Fox Tiny 1 30'0 Goat Tiny 1 30'0 Hawk Tiny 1 10'0 Homunculus Tiny 2 20'0 Ice Mephit Small 3 30'0 Imp Tiny 3 200 Lizard Tiny 1 20'0 Magma Mephit Small 3 30'0 Monkey Tiny 1 30'0 Ooze Mephit Small 3 30'0 Octopus Diminutive 1 5'0 Owl Tiny 1 10'0 Pig Tiny 1 30'0 Pseudodragon Tiny 2 15'0 Quasit Tiny 3 200 Rat Tiny 1 15'0 Raven Tiny 1 10'0 Salt Mephit Small 3 30'0 Steam Mephit Small 3 30'0 Stirge Tiny 1 10'0 Toad Diminutive 1 5'0 Viper Tiny 1 20'0 Water Elemental Small 2 20'0 Water Mephit Small 3 30'0 Weasel Tiny 1 20'

TABLE_FAMILIARS

1st–2nd 1 63rd–4th 2 7

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5th–6th 3 87th–8th 4 99th–10th 5 10 —11th–12th 6 1113th–14th 7 1215th–16th 8 13 —17th–18th 9 14 —19th–20th 10 15 —

Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.Small animals like these use Dexterity to modify Climb and Swim checks.

Level NA Int Special0 0 0 —1 1 62 1 63 2 74 2 75 3 86 3 87 4 98 4 99 5 10

10 5 1011 6 1112 6 1113 7 1214 7 1215 8 1316 8 1317 9 1418 9 1419 10 1520 10 15

Table_Familiar_Advancement

Level HD BAB Good0 0 0 01 1 1 22 2 2 33 3 3 34 3 3 35 4 4 46 5 5 47 6 6 58 6 6 59 7 7 5

10 8 8 611 9 9 612 9 9 613 10 10 714 11 11 7

Alertness, improved evasion, share spells, empathic linkAlertness, improved evasion, share spells, empathic linkAlertness, improved evasion, share spells, empathic link, deliver touch spellsAlertness, improved evasion, share spells, empathic link, deliver touch spellsAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with masterAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with masterAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistanceAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistanceAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar

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15 12 12 816 12 12 817 13 13 818 14 14 919 15 15 920 15 15 9

Table_Eidolon

BASE SIZE SPEED OTHER MOVE222 None None 0 —

0 Quadruped Medium 400 Biped Medium 300 Serpentine Medium 20 Climb 0' |

Table_Eidolon_BaseEVOLUTION DESC COST QUALIFIED

228 0 1Acid Attacks (Su) all natural attacks d 2 0Acid Breath I (Su) 1/day, 30' line or 60 4 0Acid Breath II (Su) 2/day, 30' line or 60 5 0Acid Breath III (Su) 3/day, 30' line or 60 6 0Acid Immunity (Su) gain immunity to aci 2 0Acid Resistance (Ex) gain resist acid 5 1 0Bite (Ex) deal 1-1/2 times Str 1 0Blindsense (Ex) gain blindsense 30' 3 0Blindsight (Ex) gain blindsight 30' 4 0Burrow (Ex) gain burrow speed and 3 0Charisma Increase +2Charisma increases 2 0Charisma Increase +4Charisma increases 4 0Charisma Increase +6Charisma increases 6 0Charisma Increase +8Charisma increases 8 0Claws I (Ex) gain 2 additional cla 1 0Claws II (Ex) gain 4 claw attacks 2 0Claws III (Ex) gain 6 claw attacks 3 0Climb I (Ex) gain climb speed20' 1 0Climb II (Ex) gain climb speed40' 2 0Climb III (Ex) gain climb speed60' 3 0Cold Attacks (Su) all natural attacks d 2 0Cold Breath I (Su) 1/day, 30' line or 60 4 0Cold Breath II (Su) 2/day, 30' line or 60 5 0Cold Breath III (Su) 3/day, 30' line or 60 6 0Cold Immunity (Su) gain immunity to col 2 0Cold Resistance (Ex)gain resist cold 5 1 0Constitution IncreaseConstitution increase 2 0Constitution IncreaseConstitution increase 4 0Constitution IncreaseConstitution increase 6 0Constitution IncreaseConstitution increase 8 0Constrict (Ex) after successfully gr 2 0Damage Reduction ( gain DR 5/chaotic 3 0Damage Reduction ( gain DR 10/chaotic 5 0Damage Reduction ( gain DR 5/evil 3 0Damage Reduction ( gain DR 10/evil 5 0Damage Reduction ( gain DR 5/good 3 0Damage Reduction ( gain DR 10/good 5 0

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Damage Reduction ( gain DR 5/lawful 3 0Damage Reduction ( gain DR 10/lawful 5 0Dexterity Increase +2Dexterity increases b 2 0Dexterity Increase +4Dexterity increases b 4 0Dexterity Increase +6Dexterity increases b 6 0Dexterity Increase +8Dexterity increases b 8 0Electricity Attacks (S all natural attacks de 2 0Electricity Breath I (S 1/day, 30' line or 60' 4 0Electricity Breath II ( 2/day, 30' line or 60' 5 0Electricity Breath III 3/day, 30' line or 60' 6 0Electricity Immunity ( gain immunity to elec 2 0Electricity Resistancegain resist electricity 1 0Fast Healing 1 (Su) gain Fast Healing 1 4 0Fast Healing 2 (Su) gain Fast Healing 2 6 0Fast Healing 3 (Su) gain Fast Healing 3 8 0Fast Healing 4 (Su) gain Fast Healing 4 10 0Fast Healing 5 (Su) gain Fast Healing 5 12 0Fire Attacks (Su) all natural attacks de 2 0Fire Breath I (Su) 1/day, 30' line or 60 4 0Fire Breath II (Su) 2/day, 30' line or 60 5 0Fire Breath III (Su) 3/day, 30' line or 60 6 0Fire Immunity (Su) gain immunity to fire 2 0Fire Resistance (Ex) gain resist fire 5 1 0Flight I (Ex) gain fly 40' (good) 2 0Flight I (Su) gain fly 40' (perfect) 4 0Flight II (Ex) gain fly 60' (good) 3 0Flight II (Su) gain fly 60' (perfect) 5 0Flight III (Ex) gain fly 80' (good) 4 0Flight III (Su) gain fly 80' (perfect) 6 0Flight IV (Ex) gain fly 100' (good) 5 0Flight IV (Su) gain fly 100' (perfect) 7 0Flight V (Ex) gain fly 120' (good) 6 0Flight V (Su) gain fly 120' (perfect) 8 0Frightful Presence (Eas part of offensive 3 0Gills (Ex) may breathe underwa 1 0Gore (Ex) gain gore attack 2 0Grab - Bite (Ex) after successful bite 2 0Grab - Claw (Ex) after successful claw 2 0Grab - Pincer (Ex) after successful claw 2 0Grab - Slam (Ex) after successful slam 2 0Grab - Tail Slap (Ex) after successful tail 2 0Grab - Tentacle (Ex) after successful tent 2 0Huge (Ex) may increase size to 8 0Improved Bite Damagbite damage die inc 1 0Improved Claw Damaclaw damage die inc 1 0Improved Gore Damagore damage die inc 1 0Improved Pincer Dampincer damage die i 1 0Improved Slam Damaslam damage die inc 1 0Improved Sting Damasting damage die in 1 0Improved Tail Slap tail slap damage die 1 0Improved Tentacle D tentacle damage die 1 0Improved Natural Armgain +2 Natural Armo 1 0Improved Natural Armogain +4 Natural Armo 2 0

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Improved Natural Armogain +6 Natural Armo 3 0Improved Natural Armgain +8 Natural Armo 4 0Intelligence Increase Intelligence increase 2 0Intelligence Increase Intelligence increase 4 0Intelligence Increase Intelligence increase 6 0Intelligence Increase Intelligence increase 8 0Large (Ex) may increase size to 4 0Limbs - Arms I (Ex) gain additional pair 2 0Limbs - Arms II (Ex) gain 2 additional pai 4 0Limbs - Arms III (Ex) gain 3 additional pai 6 0Limbs - Legs I (Ex) gain additional pair o 2 0Limbs - Legs II (Ex) gain additional pair o 4 0Limbs - Legs III (Ex) gain additional pair o 6 0Magic Attacks (Su) for purpose of overco 1 0Pincers I (Ex) gain 2 secondary pin 1 0Pincers II (Ex) gain 4 secondary pin 2 0Pincers III (Ex) gain 6 secondary pin 3 0Poison Bite I (Ex) bite is poisoned; Eid 2 0Poison Bite II (Ex) bite is poisoned; Eid 4 0Poison Sting I (Ex) sting is poisoned; Ei 2 0Poison Sting II (Ex) sting is poisoned; Ei 4 0Pounce (Ex) may make Full Attack 1 0Pull - Bite (Ex) after successful bite 1 0Pull - Claw (Ex) after successful claw 1 0Pull - Gore (Ex) after successful gore 1 0Pull - Pincer (Ex) after successful pinc 1 0Pull - Slam (Ex) after successful slam 1 0Pull - Sting (Ex) after successful stin 1 0Pull - Tail Slap (Ex) after successful tail 1 0Pull - Tentacle (Ex) after successful tent 1 0Push - Bite (Ex) after successful bite 1 0Push - Claw (Ex) after successful claw 1 0Push - Gore (Ex) after successful gore 1 0Push - Pincer (Ex) after successful pinc 1 0Push - Slam (Ex) after successful slam 1 0Push - Sting (Ex) after successful stin 1 0Push - Tail Slap (Ex) after successful tail 1 0Push - Tentacle (Ex) after successful tent 1 0Rake (Ex) gain 2 rake attacks ( 2 0Reach - Bite(Ex) reach with bite increa 1 0Reach - Claw (Ex) reach with claw incre 1 0Reach - Gore (Ex) reach with gore incre 1 0Reach - Pincer (Ex) reach with pincer inc 1 0Reach - Slam (Ex) reach with slam incre 1 0Reach - Sting (Ex) reach with sting incr 1 0Reach - Tail Slap (Exreach with tail slap i 1 0Reach - Tentacle (Exreach with tentacle i 1 0Rend (Ex) after 2 successful cl 2 0Scent (Ex) gain the scent special 1 0Skilled - Appraise (Exgain +8 Racial bonus 1 0Skilled - Bluff (Ex) gain +8 Racial bonus 1 0Skilled - Climb (Ex) gain +8 Racial bonus 1 0Skilled - Craft (untra gain +8 Racial bonus 1 0

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Skilled - Craft () (Ex) gain +8 Racial bonus 1 0Skilled - Craft () (Ex) gain +8 Racial bonus 1 0Skilled - Diplomacy ( gain +8 Racial bonus 1 0Skilled - Disable Dev gain +8 Racial bonus 1 0Skilled - Disguise (Exgain +8 Racial bonus 1 0Skilled - Escape Artisgain +8 Racial bonus 1 0Skilled - Fly (Ex) gain +8 Racial bonus 1 0Skilled - Handle Animgain +8 Racial bonus 1 0Skilled - Heal (Ex) gain +8 Racial bonus 1 0Skilled - Intimidate (Egain +8 Racial bonus 1 0Skilled - Knowledge (gain +8 Racial bonus 1 0Skilled - Knowledge gain +8 Racial bonu 1 0Skilled - Knowledge (gain +8 Racial bonus 1 0Skilled - Knowledge gain +8 Racial bonu 1 0Skilled - Knowledge (gain +8 Racial bonus 1 0Skilled - Knowledge (gain +8 Racial bonus 1 0Skilled - Knowledge (gain +8 Racial bonus 1 0Skilled - Knowledge (ngain +8 Racial bonus 1 0Skilled - Knowledge (gain +8 Racial bonus 1 0Skilled - Knowledge (rgain +8 Racial bonus 1 0Skilled - Knowledge (sgain +8 Racial bonus 1 0Skilled - Linguistics ( gain +8 Racial bonus 1 0Skilled - Perception ( gain +8 Racial bonus 1 0Skilled - Perform (act gain +8 Racial bonus 1 0Skilled - Perform (co gain +8 Racial bonus 1 0Skilled - Perform (da gain +8 Racial bonus 1 0Skilled - Perform (ke gain +8 Racial bonus 1 0Skilled - Perform (oragain +8 Racial bonus 1 0Skilled - Perform (pe gain +8 Racial bonus 1 0Skilled - Perform (str gain +8 Racial bonus 1 0Skilled - Perform (wingain +8 Racial bonus 1 0Skilled - Perform (sin gain +8 Racial bonus 1 0Skilled - Perform (ritugain +8 Racial bonus 1 0Skilled - Perform (untgain +8 Racial bonus 1 0Skilled - Profession ( gain +8 Racial bonus 1 0Skilled - Profession ( gain +8 Racial bonus 1 0Skilled - Profession ( gain +8 Racial bonus 1 0Skilled - Ride (Ex) gain +8 Racial bonus 1 0Skilled - Sense Motiv gain +8 Racial bonus 1 0Skilled - Sleight of H gain +8 Racial bonus 1 0Skilled - Spellcraft (E gain +8 Racial bonus 1 0Skilled - Stealth (Ex) gain +8 Racial bonus 1 0Skilled - Survival (Ex)gain +8 Racial bonus 1 0Skilled - Swim (Ex) gain +8 Racial bonu 1 0Skilled - Trap Findinggain +8 Racial bonus 1 0Skilled - Use Magic Dgain +8 Racial bonu 1 0Skilled - CUSTOM SKgain +8 Racial bonu 1 0Skilled - CUSTOM SKgain +8 Racial bonu 1 0Slam I (Ex) gain slam attack 1 0Slam II (Ex) gain 2 slam attacks 2 0Slam III (Ex) gain 3 slam attacks 3 0Sonic Immunity (Su) gain immunity to son 2 0Sonic Resistance (Exgain resist sonic 5 1 0

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0-level Spell-Like Abilgain 1 wizard/sorcerer 1 00-level Spell-Like Abilgain 1 wizard/sorcerer 2 01st level Spell-Like Abgain 1 wizard/sorcerer 1 01st level Spell-Like Abgain 1 wizard/sorcerer 2 02nd level Spell-Like Again 1 wizard/sorcerer 2 02nd level Spell-Like Again 1 wizard/sorcerer 3 03rd level Spell-Like Abgain 1 wizard/sorcerer 3 03rd level Spell-Like Abgain 1 wizard/sorcerer 4 04th level Spell-Like Abgain 1 wizard/sorcerer 4 04th level Spell-Like Abgain 1 wizard/sorcerer 5 05th level Spell-Like Abgain 1 wizard/sorcerer 5 05th level Spell-Like Abgain 1 wizard/sorcerer 6 06th level Spell-Like Abgain 1 wizard/sorcerer 6 06th level Spell-Like Abgain 1 wizard/sorcerer 7 07th level Spell-Like Abgain 1 wizard/sorcerer 7 07th level Spell-Like Abgain 1 wizard/sorcerer 8 08th level Spell-Like Abgain 1 wizard/sorcerer 8 08th level Spell-Like Abgain 1 wizard/sorcerer 9 09th level Spell-Like Abgain 1 wizard/sorcerer 9 09th level Spell-Like Abgain 1 wizard/sorcerer 10 0Spell Resistance (Ex gain SR 11 4 0Sting I (Ex) gain sting attack 1 0Sting II (Ex) gain 2 sting attacks 2 0Sting III (Ex) gain 3 sting attacks 3 0Strength Increase +2 Strength increases b 2 0Strength Increase +4 Strength increases b 4 0Strength Increase +6 Strength increases b 6 0Strength Increase +8 Strength increases b 8 0Swallow Whole (Ex) if begining turn w/ S 3 0Swim I (Ex) gain swim speed0' 1 0Swim II (Ex) gain climb speed20' 2 0Swim III (Ex) gain climb speed40' 3 0Tail I (Ex) gain tail that grants 1 0Tail II (Ex) gain 2 tails that gra 2 0Tail III (Ex) gain 3 tails that gra 3 0Tail Slap I (Ex) gain secondary tail s 1 0Tail Slap II (Ex) gain 2 secondary tail 2 0Tail Slap III (Ex) gain 3 secondary tail 3 0Tentacle I (Ex) gain secondary tentac 1 0Tentacle II (Ex) gain 2 secondary tent 2 0Tentacle III (Ex) gain 3 secondary tent 3 0

466 Trample (Ex) Full-Round Action; o 2 1Tremorsense (Ex) gain tremorsense 30' 2 0

468 Trip (Ex) after successful bite 2 1Weapon Training - Sigain Simple Weapon P 2 0Weapon Training - Magain Simple Weapon P 4 0Web (Ex) web can to support se 3 0Wing Buffet (Ex) gain 2 secondary wing 1 0Wisdom Increase +2 Wisdom increases by 2 0Wisdom Increase +4 Wisdom increases by 4 0Wisdom Increase +6 Wisdom increases by 6 0Wisdom Increase +8 Wisdom increases by 8 0

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NA ATTACKS STR DEX CON0 0 0

9 tail (1d6) 10 14 94 bite (1d8) or tail slap 15 14 151 bite (1d4), 2 claws (1 13 17 101 gore (1d6) 14 12 122 bite (1d4), 2 claws (1 10 17 152 bite (1d4), 2 claws (1 15 15 131 gore (1d6) 14 12 126 gore (1d6) 13 12 153 tail (2d4) 13 14 111 bite (1d4) 18 16 141 bite (1d4 plus trip), 12 21 134 bite (1d6) 15 14 151 2 talons (1d6), bite ( 11 17 17

2 bite (1d4) 13 17 15

1 bite (1d4), 2 talons ( 10 15 122 bite (1d8) 10 18 121 gore (1d6) 12 17 14

1 bite (1d4), 2 talons ( 10 15 124 bite (1d4), 2 hooves 16 13 15

1 bite (1d4 plus trip), 12 21 131 bite (1d6), 2 claws (1 13 17 13

1 bite (1d4), 2 talons ( 10 15 122 2 hooves (1d3) 13 13 120 bite (1d8) 8 21 10

4 bite (1d4) 13 15 152 bite (1d3) 15 17 132 bite (1d3 plus poison 8 17 11

6 tail (2d6) 10 18 100 bite (1d4) 12 15 161 bite (1d6), 2 claws (1 13 17 136 gore (1d8) 10 13 114 bite (1d8) 14 16 101 2 talons (1d6), bite ( 11 17 172 bite (1d6 plus trip) 13 15 152 bite (1d4), 2 claws (1 10 17 15

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Will Skills Feats NA Str/Dex0 0 0 0 0

31 3 2 0 0

3

3 11 6 8 44 12 6 8 44 12 6 10 54 13 7 10 54 14 7 10 55 15 8 12 65 15 8 12 65 16 8 12 6

BASEOTHER MOVE NA FORT REF WILL— 0 0 0 0fly 100' (perfect) 3 3 3 0fly 60' (perfect) 3 0 3 3fly 40' (good) 0 2 2 0— 0 2 2 0fly 40' (good) 0 2 2 0— 0 2 2 0fly 60' (average) 0 2 2 0fly 60' (average) 0 2 2 0climb 20' 0 2 2 0climb 30' 0 2 2 0fly 60' (average) 0 2 2 0

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

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climb 15', swim 15' 0 2 2 0fly 60' (average) 0 2 2 0— 0 2 2 0climb 20', swim 20' 1 2 2 0climb 20' 1 2 2 0climb 20', swim 20' 0 2 2 0fly 50' (perfect) 3 0 3 3burrow 20', earth glid 7 3 0 3fly 40' (average) 3 0 3 3fly 40' (good) 0 2 2 0— 0 2 2 0fly 60' (average) 0 2 2 0fly 60' (average) 0 2 2 0climb 20' 0 2 2 0climb 30' 0 2 2 0fly 60' (average) 0 2 2 0climb 15', swim 15' 0 2 2 0fly 60' (average) 0 2 2 0— 0 2 2 0climb 20', swim 20' 1 2 2 0climb 20' 1 2 2 0— 3 3 3 0fly 40' (average) 3 0 3 3— 0 2 2 0— 0 2 2 0fly 60' (average) 0 2 2 0fly 50' (good) 0 0 3 0fly 40' (average) 3 0 3 3fly 50' (perfect) 1 0 3 3climb 20' 0 2 2 0fly 40' (average) 3 0 3 3climb 30' 0 2 2 0fly 40' (average), swi 3 0 3 3— 0 2 2 0fly 60' (average) 0 2 2 0— 0 2 2 0fly 60' (good) 2 3 3 3fly 50' (perfect) 2 0 3 3climb 15', swim 15' 0 2 2 0fly 60' (average) 0 2 2 0fly 40' (average) 3 0 3 3fly 40' (average) 3 0 3 3fly 40' (average) 0 2 2 0— 0 2 2 0climb 20', swim 20' 1 2 2 0swim 90' 6 3 3 0fly 40' (average), swi 3 0 3 3climb 20' 1 2 2 0

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Bad Skills Feats Armor Str/Dex0 0 0 0 00 4 1 0 00 8 1 2 11 12 2 2 11 12 2 2 11 16 2 4 21 20 3 4 22 24 3 6 32 24 3 6 32 28 4 6 32 32 4 8 43 36 5 8 43 36 5 10 53 40 5 10 53 44 6 10 5

Alertness, improved evasion, share spells, empathic linkAlertness, improved evasion, share spells, empathic linkAlertness, improved evasion, share spells, empathic link, deliver touch spellsAlertness, improved evasion, share spells, empathic link, deliver touch spellsAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with masterAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with masterAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kindAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistanceAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistanceAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar

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4 48 6 12 64 48 6 12 64 52 7 14 74 56 7 14 75 60 8 14 75 60 8 16 8

NA ATTACKS STR DEX CON0 None 0 0 02 Bite (1d6+2) 14 14 132 16 12 132 Bite (1d6+2), Tail Sl 12 16 13

Taken

0000000 1d6 Eidolon_Bite_Dmg00000000 1d4 Eidolon_Claw_Dmg0 0 Eidolon_Claw_Atks00 0 Eidolon_Spd_Climb0000000000000000000

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000000000000000000000000 40 Eidolon_Spd_Fly00 good Eidolon_Spd_Fly_Man0000000000 1d6 Eidolon_Gore_Dmg00000000000000000

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0000000 Small Medium NULL NULL0000 0 Eidolon_Spd_Increase0000 1d6 Eidolon_Pincer_Dmg0 0 Eidolon_Pincer_Atks00000000000000000000000 1d4 Eidolon_Rake_Dmg00000000000 Appraise0 Bluff0 Climb0 Craft (untrained)

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0 Craft ()0 Craft ()0 Diplomacy0 Disable Device0 Disguise0 Escape Artist0 Fly0 Handle Animal0 Heal0 Intimidate0 Knowledge (arcana)0 Knowledge (dungeoneering)0 Knowledge (engineering)0 Knowledge (geography)0 Knowledge (history)0 Knowledge (local)0 Knowledge (nature)0 Knowledge (nobility)0 Knowledge (planes)0 Knowledge (religion)0 Knowledge (spirits)0 Linguistics0 Perception0 Perform (act)0 Perform (comedy)0 Perform (dance)0 Perform (keyboard)0 Perform (oratory)0 Perform (percussion)0 Perform (string)0 Perform (wind)0 Perform (sing)0 Perform (ritual)0 Perform (untrained)0 Profession (untrained)0 Profession ()0 Profession ()0 Ride0 Sense Motive0 Sleight of Hand0 Spellcraft0 Stealth0 Survival0 Swim0 Trap Finding0 Use Magic Device0 CUSTOM SKILL 10 CUSTOM SKILL 20 1d8 Eidolon_Slam_Dmg0 0 Eidolon_Slam_Atks000

Page 587: PRPG_CS_v_0_9_2

0000000000000000000000 1d4 Eidolon_Sting_Dmg0 0 Eidolon_Sting_Atks0000000 0 Eidolon_Spd_Swim000000 1d6 Eidolon_TailSlap_Dmg0 0 Eidolon_TailSlap_Atks00 1d4 Eidolon_Tentacle_Dmg0 0 Eidolon_Tentacle_Atks00 1d6 Eidolon_Trample000000 1d4 Eidolon_WingBuffet_Dmg0000

Page 588: PRPG_CS_v_0_9_2

INT WIS CHA SA SQ0 None

2 12 81 12 2 hold breath 2 12 7 2 11 4 2 12 10 rage (as a barbarian 2 12 6 2 11 4 2 13 4 2 13 10 2 11 4 spit (ranged touch at 2 12 6 trip 1 12 2 hold breath 2 12 14

2 12 6

2 14 6 2 13 9 2 15 5

2 14 62 12 6

2 12 6 trip2 15 10 rake (1d4)

2 14 62 11 42 14 12

1 12 21 12 2 grab1 12 2 poison (Frequency 1

2 12 102 13 7 powerful jaws (threat2 15 10 rake (1d4)2 12 72 15 102 12 142 12 6 trip2 12 10 rage (as a barbarian

Page 589: PRPG_CS_v_0_9_2

Tricks Special0 —

31 Link, share spells

3

5 Devotion, evasion, link, multiattack, share spells5 Devotion, evasion, link, multiattack, share spells6 Devotion, improved evasion, link, multiattack, share spells6 Devotion, improved evasion, link, multiattack, share spells6 Devotion, improved evasion, link, multiattack, share spells7 Devotion, improved evasion, link, multiattack, share spells7 Devotion, improved evasion, link, multiattack, share spells7 Devotion, improved evasion, link, multiattack, share spells

SR ATTACKS BAB STR DEX0 None 0 0 00 slam (1d4+1) 2 12 170 2 claws (1d3+1) 3 13 150 bite (1d3–4) 0 1 150 2 claws (1d2–4), bite 0 3 155 bite (1d3–4) 0 1 155 2 claws (1d2–4), bite 0 3 155 2 talons (1d4–2) 0 6 175 2 talons (1d4–2) 0 6 175 bite (1d4–4) 0 3 155 bite (1d3–4) 0 3 155 2 talons (1d4–2) 0 6 17

Page 590: PRPG_CS_v_0_9_2

5 bite (1d3–4) 0 2 155 bite (1d3–4) 0 2 155 — 0 1 125 bite (1d2–2 plus pois 0 4 175 bite (1d3–4 plus atta 0 3 150 bite (1d4 plus diseas 0 10 170 2 claws (1d3+1) 3 13 150 slam (1d6+4) 2 16 80 2 claws (1d3+1) 3 13 155 bite (1d3–4) 0 1 155 2 claws (1d2–4), bite 0 3 155 2 talons (1d4–2) 0 6 175 2 talons (1d4–2) 0 6 175 bite (1d4–4) 0 3 155 bite (1d3–4) 0 3 155 2 talons (1d4–2) 0 6 175 bite (1d3–4) 0 2 155 bite (1d3–4) 0 2 155 — 0 1 125 bite (1d2–2 plus pois 0 4 175 bite (1d3–4 plus atta 0 3 150 slam (1d4 plus burn) 2 10 130 2 claws (1d3+1) 3 13 150 2 claws (1d2–4), bite 0 3 150 2 claws (1d2–4), bite 0 3 150 2 talons (1d4–2) 0 6 170 1 bite (1d4–1 plus po 2 8 150 2 claws (1d3+1) 3 13 150 sting (1d4 plus poiso 3 10 170 bite (1d4–4) 0 3 150 2 claws (1d3+1) 3 13 150 bite (1d3–4) 0 3 150 2 claws (1d3+1) 3 13 150 — 0 1 120 2 talons (1d4–2) 0 6 170 2 claws (1d2–4), bite 0 3 15

12 sting (1d3–2 plus poi 2 7 150 slam (1d4+1) 3 8 140 bite (1d3–4) 0 2 150 bite (1d3–4) 0 2 150 2 claws (1d3+1) 3 13 150 2 claws (1d3+1) 3 13 150 touch (attach) 0 3 190 — 0 1 120 bite (1d2–2 plus pois 0 4 170 slam (1d6+3) 2 14 100 2 claws (1d3+1) 3 13 150 bite (1d3–4 plus atta 0 3 15

Page 591: PRPG_CS_v_0_9_2

Pool Max Atk Special0 0 —3 3 Link, share spells4 3 Evasion, link, share spells5 3 Evasion, link, share spells7 4 Evasion, link, share spells8 4 Evasion, link, share spells9 4 Devotion, evasion, link, share spells

10 4 Devotion, evasion, link, share spells11 5 Devotion, evasion, link, share spells13 5 Devotion, evasion, link, multiattack, share spells14 5 Devotion, evasion, link, multiattack, share spells15 5 Devotion, evasion, link, multiattack, share spells16 6 Devotion, evasion, link, multiattack, share spells17 6 Devotion, evasion, link, multiattack, share spells19 6 Devotion, evasion, link, multiattack, share spells

Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistanceAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistanceAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiarAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar

Page 592: PRPG_CS_v_0_9_2

20 6 Devotion, improved evasion, link, multiattack, share spells21 7 Devotion, improved evasion, link, multiattack, share spells22 7 Devotion, improved evasion, link, multiattack, share spells23 7 Devotion, improved evasion, link, multiattack, share spells25 7 Devotion, improved evasion, link, multiattack, share spells26 8 Devotion, improved evasion, link, multiattack, share spells

INT WIS CHA EVO SENSES0 0 0 None None7 10 11 bite, limbs (legs) (2) | darkvision 60'7 10 11 claws, limbs (arms), l | darkvision 60'7 10 11 bite, climb, tail, tail s | darkvision 60'

468 Trip (Ex)#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL

Page 593: PRPG_CS_v_0_9_2

#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL

Page 594: PRPG_CS_v_0_9_2

#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL

Page 595: PRPG_CS_v_0_9_2

#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL

Page 596: PRPG_CS_v_0_9_2

#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL#VALUE! NULL

List_Eidolon_Evolutions

Page 597: PRPG_CS_v_0_9_2

SENSES QUALIFIEDNone 1 0 #REF!

low-light vision, scent 0 0 #REF! low-light vision 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision 0 0 #REF! low-light vision, scent 0 0 #REF!

0 #REF! low-light vision, scent 0 0 #REF!

0 #REF! low-light vision 0 0 #REF! low-light vision, scent 0 0 #REF! low-light vision 0 0 #REF!

0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!

low-light vision 0 0 #REF!low-light vision, scent 0 0 #REF!

0 #REF!low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!

0 #REF!0 #REF!0 #REF!

low-light vision 0 0 #REF!low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!

0 #REF!0 #REF!

low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!

0 #REF!low-light vision, scent 0 0 #REF!low-light vision 0 0 #REF!low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!low-light vision, scent 0 0 #REF!scent 0 0 #REF!low-light vision, scent 0 2 None

List_Animal_Companions

Page 598: PRPG_CS_v_0_9_2

CON INT WIS CHA SA0 0 0 0 None

12 4 11 11 whirlwind (DC 12)12 6 11 14 Breath Weapon: 15' c

6 2 14 5 —8 2 12 7 —6 2 14 5 Smite Evil—1/day (Swi8 2 12 7 Smite Evil—1/day (Swi

11 2 14 7 Smite Evil—1/day (Swi11 2 14 7 Smite Evil—1/day (Swi

8 1 12 2 Smite Evil—1/day (Swi10 2 12 5 Smite Evil—1/day (Swi11 2 15 6 Smite Evil—1/day (Swi

Page 599: PRPG_CS_v_0_9_2

11 2 13 2 Smite Evil—1/day (Swi8 2 15 7 Smite Evil—1/day (Swi6 1 15 4 Smite Evil—1/day (Swi8 1 13 2

10 2 12 513 2 13 4 Disease (Ex) Filth fe12 6 11 14 Breath Weapon: 15' c13 4 11 11 Earth Mastery (Ex): g12 6 11 14 Breath Weapon: 15' c

6 2 14 5 Smite Good—1/day (Swi8 2 12 7 Smite Good—1/day (Swi

11 2 14 7 Smite Good—1/day (Swi11 2 14 7 Smite Good—1/day (Swi

8 1 12 2 Smite Good—1/day (Swi10 2 12 5 Smite Good—1/day (Swi11 2 15 6 Smite Good—1/day (Swi11 2 13 2 Smite Good—1/day (Swi

8 2 15 7 Smite Good—1/day (Swi6 1 15 4 Smite Good—1/day (Swi8 1 13 2

10 2 12 510 4 11 11 Burn: (1d4, DC 11)12 6 11 14 Breath Weapon: 15' co

8 2 12 7 —8 2 12 7 —

11 2 14 7 —— 10 12 7 Poison (Ex) Bite—inju

12 6 11 14 Breath Weapon: 15' c10 13 12 14 Poison (Ex) Sting—inj

8 1 12 2 —12 6 11 14 Breath Weapon: 15' co10 2 12 5 —12 6 11 14 Breath Weapon: 15' c

6 1 15 4 —11 2 15 6 —

8 2 12 7 —13 10 12 10 Poison (Ex) Sting—inj11 11 12 11 Poison (Ex) Claw—inju11 2 13 2 —

8 2 15 7 —12 6 11 14 Breath Weapon: 15' co12 6 11 14 Breath Weapon: 15' co10 1 12 6

6 1 15 4 —8 1 13 2 Poison (Ex) Bite—inju

13 4 11 1112 6 11 14 Breath Weapon: 15' c10 2 12 5 Attach (Ex) When a wea

- Smite Evil—1/day (Swift Action), add Cha bonus to attacks and +1 dmg until target is dead or familiar rests- Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save- Smite Evil—1/day (Swift Action), add Cha bonus to attacks and +1 dmg until target is dead or familiar rests- Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

- Poison (Ex) Bite—injury; save Fort DC 9; freq 1/rnd for 6 rnds; effect 1d2 Con; cure 1 save- Smite Good—1/day (Swift Action), add Cha bonus to attacks and +1 dmg until target is dead or familiar rests- Smite Good—1/day (Swift Action), add Cha bonus to attacks and +1 dmg until target is dead or familiar rests- Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

- Attach (Ex): grapples foe, +8 Racial bonus to maintain grapple once attached; can be struck or grappled—if foe manages to win grapple/Escape Artist, stirge is removed- Blood Drain (Ex): -1 Con at end of turn if it is attached to foe (drains 4 Con max)

- Water Mastery (Ex): gains +1 bonus on attacks/dmg if both it and foe are touching water; vs. foes touching ground, suffers –4 penalty on attacks/dmg; also applies to any bull rush/overrun maneuvers- Drench (Ex): touch puts out nonmagical flames of Large size or smaller; may dispel magical fire touched (caster level equals elemental's HD)- Vortex (Su): DC 13, create whirlpool as a standard action, at will; as whirlwind special attack, but only forms underwater and cannot leave water

Page 600: PRPG_CS_v_0_9_2

QUALIFIED1 0 #REF!0 222 None0 #VALUE! NULL0 #VALUE! NULL

Page 601: PRPG_CS_v_0_9_2

List_Animal_Companions

Page 602: PRPG_CS_v_0_9_2

SKILLSAcrobatics

SQ FEATS Ranks Class RacialNone NoneAir Mastery (Ex): air Flyby Attack, Improve 1 3 0DR 5/magic; Fast HealDodge, Improved Initi 0 0

Weapon Finesse 0 3 0Weapon Finesse 0 3 0

Resist Cold, Acid, andWeapon Finesse 0 3 0Resist Cold, Acid, andWeapon Finesse 0 3 0Resist Cold, Acid, andWeapon Finesse 0 3 0Resist Cold, Acid, andWeapon Finesse 0 3 0Resist Cold, Acid, andWeapon Finesse 0 3 8Resist Cold, Acid, andWeapon Finesse 0 3 8Resist Cold, Acid, andWeapon Finesse 0 3 0

Master gains +3 bonus on Fly checksMaster gains +3 bonus on Stealth checks

Page 603: PRPG_CS_v_0_9_2

Resist Cold, Acid, andWeapon Finesse 0 3 0Resist Cold, Acid, andSkill Focus [Percept 0 3 0Resist Cold, Acid, andSkill Focus [Percepti 0 3 0Resist Cold, Acid, andWeapon Finesse 0 3 0Resist Cold, Acid, andWeapon Finesse 0 3 8— Skill Focus (Percepti 0 3 0DR 5/magic; Fast HealDodge, Improved Initi 0 0Earth Glide (Ex): mayImproved Bull Rush, 0 0DR 5/magic; Fast HealDodge, Improved Initi 0 0Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Weapon Finesse 0 3 8Resist Cold and Fire Weapon Finesse 0 3 8Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Skill Focus [Percept 0 3 0Resist Cold and Fire Skill Focus [Percepti 0 3 0Resist Cold and Fire Weapon Finesse 0 3 0Resist Cold and Fire Weapon Finesse 0 3 8Immune: elemental traiDodge, Improved Init 1 3 0DR 5/magic; Fast HealDodge, Improved Initi 0 0

Weapon Finesse 0 3 0Master gains +3 bonuWeapon Finesse 0 3 0

Weapon Finesse 0 3 0Telepathic Link (Su): Lightning Reflexes 0 0DR 5/magic; Fast HealDodge, Improved Initi 0 0DR 5/good or silver; Dodge, Weapon Fine 3 3 0

Weapon Finesse 0 3 8DR 5/magic; Fast HeaDodge, Improved Initi 0 0

Weapon Finesse 0 3 8DR 5/magic; Fast HealDodge, Improved Initi 0 0Master gains +3 bon Skill Focus [Percepti 0 3 0

Weapon Finesse 0 3 0Master gains +3 bon Weapon Finesse 0 3 0Languages: Draconic, Weapon Finesse 0 0DR 5/cold iron or gooImproved Initiative, 0 0

Weapon Finesse 0 3 0Skill Focus [Percept 0 3 0

DR 5/magic; Fast HealDodge, Improved Initi 0 0DR 5/magic; Immune: FDodge, Improved Initi 0 0Diseased (Ex): 10% chWeapon Finesse 0 3 0Master gains +3 hit p Skill Focus [Percepti 0 3 0

Weapon Finesse 0 3 0Immune: elemental trPower Attack 1 3 0DR 5/magic; Fast HealDodge, Improved Initi 0 0

Weapon Finesse 0 3 8

Master gains +2 bonus on Reflex saves

Master gains +3 bonus on sight-based and opposed Perception checks in bright light

Master gains +3 bonus on Climb checks

Master gains +3 bonus on Acrobatics checks

Master gains +3 bonus on sight-based and opposed Perception checks in dim light or darkness

Master gains +2 bonus on Fortitude savesMaster gains +3 bonus on Appraise checks; familiar may speak 1 language of master's choice as supernatural ability

Master gains +3 bonus on Bluff checks

Master gains +2 bonus on Reflex saves

Page 604: PRPG_CS_v_0_9_2

Appraise BluffRanks Class Racial Ranks Class

0 0 00 0 3 30 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 0

Page 605: PRPG_CS_v_0_9_2

0 0 00 0 00 0 00 0 00 0 00 0 00 0 3 31 3 0 00 0 3 30 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 3 30 0 00 0 00 0 00 0 00 0 3 30 0 3 30 0 00 0 3 30 0 00 0 3 30 0 00 0 00 0 00 3 0 0 30 0 3 30 0 00 0 00 0 3 30 0 3 30 0 00 0 00 0 00 0 00 0 3 30 0 0

Page 606: PRPG_CS_v_0_9_2

Climb DiplomacyRacial Ranks Class Racial Ranks

0 0 0 00 0 0 00 0 3 0 00 0 3 4 00 0 3 0 00 0 3 4 00 0 3 0 00 0 3 0 00 0 3 8 00 0 3 8 00 0 3 0 0

Page 607: PRPG_CS_v_0_9_2

0 0 3 8 00 0 3 0 00 0 3 0 00 0 3 8 00 0 3 8 00 0 3 8 00 0 0 00 1 3 0 00 0 0 00 0 3 0 00 0 3 4 00 0 3 0 00 0 3 0 00 0 3 8 00 0 3 8 00 0 3 0 00 0 3 8 00 0 3 0 00 0 3 0 00 0 3 8 00 0 3 8 00 1 3 0 00 0 0 00 0 3 4 00 0 3 4 00 0 3 0 00 0 0 00 0 0 00 0 0 00 0 3 8 00 0 0 00 0 3 8 00 0 0 00 0 3 0 00 0 3 0 00 0 3 4 00 0 3 0 20 0 0 00 0 3 8 00 0 3 0 00 0 0 00 0 0 00 0 3 0 00 0 3 0 00 0 3 8 00 0 0 00 0 0 00 0 3 8 0

Page 608: PRPG_CS_v_0_9_2

Escape ArtistClass Racial Ranks Class Racial

0 1 3 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 0

Page 609: PRPG_CS_v_0_9_2

0 0 00 0 00 0 00 0 00 1 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 1 00 1 3 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 0

3 0 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 1 3 00 0 00 1 0

Page 610: PRPG_CS_v_0_9_2

Fly IntimidateRanks Class Racial Ranks Class

1 3 10 03 3 10 01 3 10 00 0 01 3 10 00 0 00 3 4 00 3 4 00 0 00 0 00 3 4 0

Page 611: PRPG_CS_v_0_9_2

0 0 00 3 4 00 0 00 0 00 0 00 0 03 3 10 00 0 03 3 2 01 3 10 00 0 00 3 4 00 3 4 00 0 00 0 00 3 4 00 0 00 3 4 00 0 00 0 00 0 00 0 1 33 3 2 00 0 00 0 00 3 4 00 8 03 3 2 03 3 12 00 0 03 3 2 00 0 03 3 2 00 0 00 3 4 00 0 02 3 8 0 33 3 12 3 30 0 00 3 4 03 3 2 03 3 2 00 3 4 00 0 00 0 00 0 03 3 2 00 0 0

Page 612: PRPG_CS_v_0_9_2

Knowledge (arcana) Knowledge (dungeoneering)Racial Ranks Class Racial Ranks

0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 0

Page 613: PRPG_CS_v_0_9_2

0 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 10 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 3 3 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 0

Page 614: PRPG_CS_v_0_9_2

Knowledge (dungeoneering) Knowledge (planes)Class Racial Ranks Class Racial

0 1 3 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 0

Page 615: PRPG_CS_v_0_9_2

0 0 00 0 00 0 00 0 00 0 00 0 00 0 0

3 0 1 3 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 1 3 00 0 00 0 00 0 00 0 00 0 00 0 00 3 3 00 0 00 0 00 0 00 0 00 0 00 0 00 0 0

3 0 0 3 00 3 3 00 0 00 0 00 0 00 0 00 0 00 0 00 0 00 1 3 00 0 00 0 0

Page 616: PRPG_CS_v_0_9_2

Perception Sense MotiveRanks Class Racial Ranks Class

1 3 0 0 33 3 0 0 30 3 4 01 3 0 00 3 4 01 3 0 01 3 8 01 3 8 00 3 0 01 3 0 01 3 4 0

Page 617: PRPG_CS_v_0_9_2

0 3 0 01 3 0 00 3 0 01 3 4 00 3 0 01 3 0 03 3 0 0 31 3 0 0 33 3 0 0 30 3 4 01 3 0 01 3 8 01 3 8 00 3 0 01 3 0 01 3 4 00 3 0 01 3 0 00 3 0 01 3 4 00 3 0 01 3 0 0 33 3 0 0 31 3 0 01 3 0 01 3 8 02 0 03 3 0 0 33 3 0 0 30 3 0 03 3 0 0 31 3 0 03 3 0 0 30 3 0 01 3 4 01 3 0 02 3 0 2 33 3 0 0 30 3 0 01 3 0 03 3 0 0 33 3 0 0 30 3 0 00 3 0 01 3 4 01 3 0 0 33 3 0 0 30 3 0 0

Page 618: PRPG_CS_v_0_9_2

Spellcraft StealthRacial Ranks Class Racial Ranks

0 0 0 10 0 0 30 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 00 0 0 10 0 0 00 0 0 0

Page 619: PRPG_CS_v_0_9_2

0 0 0 10 0 0 00 0 0 10 0 0 00 0 0 00 0 0 00 0 0 30 0 0 10 0 0 30 0 0 00 0 0 00 0 0 00 0 0 00 0 0 10 0 0 00 0 0 00 0 0 10 0 0 00 0 0 10 0 0 00 0 0 00 0 0 00 0 0 30 0 0 00 0 0 00 0 0 00 0 0 20 0 0 30 3 3 0 00 0 0 10 0 0 30 0 0 00 0 0 30 0 0 10 0 0 00 0 0 00 0 0 20 0 0 30 0 0 10 0 0 00 0 0 30 0 0 30 0 0 10 0 0 10 0 0 00 0 0 10 0 0 30 0 0 0

Page 620: PRPG_CS_v_0_9_2

SurvivalClass Racial Ranks Class Racial

3 4 0 03 4 0 03 12 0 03 12 0 03 12 0 03 12 0 03 8 0 03 8 0 03 8 0 03 8 0 03 12 0 0

Page 621: PRPG_CS_v_0_9_2

3 12 0 03 8 0 03 16 0 03 12 0 03 12 0 03 8 0 03 4 0 03 4 0 03 4 0 03 12 0 03 12 0 03 8 0 03 8 0 03 8 0 03 8 0 03 12 0 03 12 0 03 8 0 03 16 0 03 12 0 03 12 0 03 4 0 03 4 0 03 12 0 03 12 0 03 8 0 0

8 0 03 4 0 03 8 0 03 8 0 03 4 0 03 8 0 03 4 0 03 16 0 03 12 0 03 12 0 03 12 2 3 03 8 0 03 12 0 03 8 0 03 4 0 03 4 0 03 8 0 03 16 0 03 12 0 03 4 0 03 4 0 03 12 0 0

Page 622: PRPG_CS_v_0_9_2

SwimRanks Class Racial SENSES QUALIFIED

None 10 0 darkvision 60' 00 0 darkvision 60' 00 3 0 blindsense 20', low-li 00 3 0 low-light vision, scent 00 3 0 blindsense 20', low-li 00 3 0 low-light vision, scent 00 3 0 darkvision 60', low-lig 00 3 0 low-light vision 00 3 0 low-light vision 00 3 0 low-light vision 00 3 0 low-light vision 0

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0 3 8 low-light vision, scent 00 3 0 low-light vision 00 3 0 low-light vision, scent 00 3 8 low-light vision, scent 00 3 0 low-light vision, scent 00 3 8 low-light vision, scent 00 0 darkvision 60' 00 0 darkvision 60', tremo 00 0 darkvision 60' 00 3 0 blindsense 20', low-li 00 3 0 low-light vision, scent 00 3 0 darkvision 60', low-lig 00 3 0 low-light vision 00 3 0 low-light vision 00 3 0 low-light vision 00 3 0 low-light vision 00 3 8 low-light vision, scent 00 3 0 low-light vision 00 3 0 low-light vision, scent 00 3 8 darkvision 60', low-lig 00 3 0 low-light vision, scent 00 0 darkvision 60' 00 0 darkvision 60' 00 3 0 low-light vision, scent 00 3 0 low-light vision, scent 00 3 0 low-light vision 00 0 darkvision 60', low-lig 00 0 darkvision 60' 00 0 darkvision 60', detec 00 3 0 low-light vision 00 0 darkvision 60' 00 3 0 low-light vision 00 8 darkvision 60' 00 3 0 low-light vision, scent 00 3 0 low-light vision 00 3 0 low-light vision, scent 00 3 0 blindsense 60', darkvi 00 0 darkvision 60' 00 3 8 low-light vision, scent 00 3 0 low-light vision 00 0 darkvision 60' 00 0 darkvision 60' 00 3 0 darkvision 60', low-lig 00 3 0 low-light vision, scent 00 3 8 low-light vision, scent 01 3 8 darkvision 60' 00 8 darkvision 60' 00 3 0 low-light vision, scent 0

List_Familiars

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0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!

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0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!0 #REF!

95 None#VALUE! NULL#VALUE! NULL

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Item Aura CL5 Amulet of Mighty Fists +1 faint evocation 56 Amulet of Mighty Fists +2 faint evocation 57 Amulet of Mighty Fists +3 faint evocation 58 Amulet of Mighty Fists +4 faint evocation 59 Amulet of Mighty Fists +5 faint evocation 5

10 Amulet of Natural Armor +1 faint transmutation 511 Amulet of Natural Armor +2 faint transmutation 512 Amulet of Natural Armor +3 faint transmutation 513 Amulet of Natural Armor +4 faint transmutation 514 Amulet of Natural Armor +5 faint transmutation 515 Amulet of Proof against Detection and Location moderate abjuration 816 Amulet of the Planes strong conjuration 1517 Apparatus of the Crab strong evocation and transmutation 1918 Bag of Holding (Type I) moderate conjuration 919 Bag of Holding (Type II) moderate conjuration 920 Bag of Holding (Type III) moderate conjuration 921 Bag of Holding (Type IV) moderate conjuration 922 Bag of Tricks (Gray) faint conjuration 323 Bag of Tricks (Rust) faint conjuration 524 Bag of Tricks (Tan) moderate conjuration 925 Bead of Force moderate evocation 1026 Belt of Dwarvenkind strong divination 1227 Belt of Giant Strength +2 moderate transmutation 828 Belt of Giant Strength +4 moderate transmutation 829 Belt of Giant Strength +6 moderate transmutation 830 Belt of Incredible Dexterity +2 moderate transmutation 831 Belt of Incredible Dexterity +4 moderate transmutation 832 Belt of Incredible Dexterity +6 moderate transmutation 833 Belt of Mighty Constitution +2 moderate transmutation 834 Belt of Mighty Constitution +4 moderate transmutation 835 Belt of Mighty Constitution +6 moderate transmutation 836 Belt of Physical Might +2 [Str and Dex] strong transmutation 1237 Belt of Physical Might +4 [Str and Dex] strong transmutation 1238 Belt of Physical Might +6 [Str and Dex] strong transmutation 1239 Belt of Physical Might +2 [Str and Con] strong transmutation 1240 Belt of Physical Might +4 [Str and Con] strong transmutation 1241 Belt of Physical Might +6 [Str and Con] strong transmutation 1242 Belt of Physical Might +2 [Dex and Con] strong transmutation 1243 Belt of Physical Might +4 [Dex and Con] strong transmutation 1244 Belt of Physical Might +6 [Dex and Con] strong transmutation 1245 Belt of Physical Perfection +2 strong transmutation 1646 Belt of Physical Perfection +4 strong transmutation 1647 Belt of Physical Perfection +6 strong transmutation 1648 Blessed Book moderate transmutation 749 Boat, Folding moderate transmutation 650 Boots of Elvenkind faint transmutation 551 Boots of Levitation faint transmutation 352 Boots of Speed moderate transmutation 1053 Boots of Striding and Springing faint transmutation 3

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54 Boots of Teleportation moderate conjuration 955 Boots of the Winterlands faint abjuration and transmutation 556 Boots, Winged moderate transmutation 857 Bracelet of Friends strong conjuration 1558 Bracers of Archery, Greater moderate transmutation 859 Bracers of Archery, Lesser faint transmutation 460 Bracers of Armor +1 moderate conjuration 761 Bracers of Armor +2 moderate conjuration 762 Bracers of Armor +3 moderate conjuration 763 Bracers of Armor +4 moderate conjuration 764 Bracers of Armor +5 moderate conjuration 765 Bracers of Armor +6 moderate conjuration 766 Bracers of Armor +7 moderate conjuration 767 Bracers of Armor +8 moderate conjuration 768 Brooch of Shielding faint abjuration 169 Broom of Flying moderate transmutation 970 Candle of Invocation (Lawful Good) strong conjuration 1771 Candle of Invocation (Neutral Good) strong conjuration 1772 Candle of Invocation (Chaotic Good) strong conjuration 1773 Candle of Invocation (Lawful Neutral) strong conjuration 1774 Candle of Invocation (Neutral) strong conjuration 1775 Candle of Invocation (Chaotic Neutral) strong conjuration 1776 Candle of Invocation (Lawful Evil) strong conjuration 1777 Candle of Invocation (Neutral Evil) strong conjuration 1778 Candle of Invocation (Chaotic Evil) strong conjuration 1779 Candle of Truth faint enchantment 380 Cape of the Mountebank moderate conjuration 981 Carpet of Flying (5' x 5') moderate transmutation 1082 Carpet of Flying (5' x 10') moderate transmutation 1083 Carpet of Flying (10' x 10') moderate transmutation 1084 Chime of Interruption moderate evocation 785 Chime of Opening moderate transmutation 1186 Circlet of Persuasion faint transmutation 587 Cloak of Arachnida moderate conjuration and transmutation 688 Cloak of the Bat moderate transmutation 789 Cloak of Displacement, Major moderate illusion 790 Cloak of Displacement, Minor faint illusion 391 Cloak of Elvenkind faint illusion 392 Cloak of Etherealness strong transmutation 1593 Cloak of the Manta Ray moderate transmutation 994 Cloak of Resistance +1 faint abjuration 595 Cloak of Resistance +2 faint abjuration 596 Cloak of Resistance +3 faint abjuration 597 Cloak of Resistance +4 faint abjuration 598 Cloak of Resistance +5 faint abjuration 599 Crown of Blasting, Minor moderate evocation 6

100 Crown of Blasting, Major strong evocation 17101 Crystal Ball moderate divination 10102 Crystal ball with detect thoughts moderate divination 10103 Crystal ball with see invisibility moderate divination 10104 Crystal ball with telepathy moderate divination 10105 Crystal ball with true seeing moderate divination 10106 Dimensional Shackles moderate abjuration 11

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107 Eyes of Charming moderate enchantment 7108 Eyes of Doom moderate necromancy 11109 Eyes of the Eagle faint divination 3110 Gauntlet of Rust moderate transmutation 7111 Gloves of Arrow Snaring faint abjuration 3112 Glove of Storing moderate transmutation 6113 Gloves of Swimming and Climbing faint transmutation 5114 Goggles of Minute Seeing faint divination 3115 Goggles of Night faint transmutation 3116 Golembane Scarab moderate divination 8117 Hand of Glory faint varied 5118 Hand of the Mage faint transmutation 2119 Hat of Disguise faint illusion 1120 Headband of Alluring Charisma +2 moderate transmutation 8121 Headband of Alluring Charisma +4 moderate transmutation 8122 Headband of Alluring Charisma +6 moderate transmutation 8123 Headband of Inspired Wisdom +2 moderate transmutation 8124 Headband of Inspired Wisdom +4 moderate transmutation 8125 Headband of Inspired Wisdom +6 moderate transmutation 8126 Headband of Mental Prowess +2 [Int and Wis] strong transmutation 12127 Headband of Mental Prowess +4 [Int and Wis] strong transmutation 12128 Headband of Mental Prowess +6 [Int and Wis] strong transmutation 12129 Headband of Mental Prowess +2 [Int and Cha] strong transmutation 12130 Headband of Mental Prowess +4 [Int and Cha] strong transmutation 12131 Headband of Mental Prowess +6 [Int and Cha] strong transmutation 12132 Headband of Mental Prowess +2 [Wis and Cha] strong transmutation 12133 Headband of Mental Prowess +4 [Wis and Cha] strong transmutation 12134 Headband of Mental Prowess +6 [Wis and Cha] strong transmutation 12135 Headband of Mental Superiority +2 strong transmutation 16136 Headband of Mental Superiority +4 strong transmutation 16137 Headband of Mental Superiority +6 strong transmutation 16138 Headband of Vast Intelligence +2 moderate transmutation 8139 Headband of Vast Intelligence +4 moderate transmutation 8140 Headband of Vast Intelligence +6 moderate transmutation 8141 Helm of Brilliance strong varied 13142 Helm of Comprehend Languages and Read Magic faint divination 4143 Helm of Telepathy faint divination and enchantment 5144 Helm of Teleportation moderate conjuration 9145 Helm of Underwater Action faint transmutation 5146 Mantle of Faith strong abjuration [good] 20147 Mantle of Spell Resistance moderate abjuration 9148 Mask of the Skull strong necromancy and transmutation 13149 Medallion of Thoughts faint divination 5150 Necklace of Adaptation moderate transmutation 7151 Necklace of Fireballs Type I moderate evocation 10152 Necklace of Fireballs Type II moderate evocation 10153 Necklace of Fireballs Type III moderate evocation 10154 Necklace of Fireballs Type IV moderate evocation 10155 Necklace of Fireballs Type V moderate evocation 10156 Necklace of Fireballs Type VI moderate evocation 10157 Necklace of Fireballs Type VII moderate evocation 10158 Periapt of Health faint conjuration 5159 Periapt of Proof against Poison faint conjuration 5

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160 Periapt of Wound Closure moderate conjuration 10161 Phylactery of Faithfulness faint divination 1162 Phylactery of Negative Channeling moderate necromancy [evil] 10163 Phylactery of Positive Channeling moderate necromancy [good] 10164 Ring of Acid Resistance, Greater moderate abjuration 11165 Ring of Acid Resistance, Major moderate abjuration 7166 Ring of Acid Resistance, Minor faint abjuration 3167 Ring of Animal Friendship faint enchantment 3168 Ring of Blinking moderate transmutation 7169 Ring of Chameleon Power faint illusion 3170 Ring of Climbing faint transmutation 5171 Ring of Climbing, Improved faint transmutation 5172 Ring of Cold Resistance, Greater moderate abjuration 11173 Ring of Cold Resistance, Major moderate abjuration 7174 Ring of Cold Resistance, Minor faint abjuration 3175 Ring of Counterspells moderate evocation 11176 Ring of Djinni Calling strong conjuration 17177 Ring of Electricity Resistance, Greater moderate abjuration 11178 Ring of Electricity Resistance, Major moderate abjuration 7179 Ring of Electricity Resistance, Minor faint abjuration 3180 Ring of Elemental Command (Air) strong conjuration 15181 Ring of Elemental Command (Earth) strong conjuration 15182 Ring of Elemental Command (Fire) strong conjuration 15183 Ring of Elemental Command (Water) strong conjuration 15184 Ring of Evasion moderate transmutation 7185 Ring of Feather Falling faint transmutation 1186 Ring of Fire Resistance, Greater moderate abjuration 11187 Ring of Fire Resistance, Major moderate abjuration 7188 Ring of Fire Resistance, Minor faint abjuration 3189 Ring of Force Shield moderate evocation 9190 Ring of Freedom of Movement moderate abjuration 7191 Ring of Friend Shield moderate abjuration 10192 Ring of Invisibility faint illusion 3193 Ring of Jumping faint transmutation 2194 Ring of Jumping, Improved moderate transmutation 7195 Ring of Mind Shielding faint abjuration 3196 Ring of Protection +1 faint abjuration 5197 Ring of Protection +2 faint abjuration 5198 Ring of Protection +3 faint abjuration 5199 Ring of Protection +4 faint abjuration 5200 Ring of Protection +5 faint abjuration 5201 Ring of Regeneration strong conjuration 15202 Ring of Shooting Stars strong evocation 12203 Ring of Sonic Resistance, Greater moderate abjuration 11204 Ring of Sonic Resistance, Major moderate abjuration 7205 Ring of Sonic Resistance, Minor faint abjuration 3206 Ring of Spell Storing, Minor faint evocation 5207 Ring of Spell Storing moderate evocation 9208 Ring of Spell Storing, Greater strong evocation 17209 Ring of Spell Turning strong abjuration 13210 Ring of Sustenance faint conjuration 5211 Ring of Swimming faint transmutation 2212 Ring of Swimming, Improved moderate transmutation 7

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213 Ring of Telekinesis moderate transmutation 9214 Ring of the Ram moderate transmutation 9215 Ring of Three Wishes strong universal or evocation (if miracle is used) 20216 Ring of Water Walking moderate transmutation 9217 Ring of Wizardry I moderate 11218 Ring of Wizardry II strong 14219 Ring of Wizardry III strong 17220 Ring of Wizardry IV strong 20221 Ring of X-Ray Vision moderate divination 6222 Robe of Scintillating Colors moderate illusion 11223 Robe of Stars strong varied 15224 Robe of Useful Items moderate transmutation 9225 Scarab of Protection strong abjuration and necromancy 18226 Slippers of Spider Climbing faint transmutation 4227 Vest of Escape faint conjuration and transmutation 4228 Vestment, Druid's moderate transmutation 10229 Wings of Flying moderate transmutation 10

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Slot Cost Wgt BonusNeck 5000 0 1Neck 20000 0 2Neck 45000 0 3Neck 80000 0 4Neck 125000 0 5Neck 2000 0 1Neck 8000 0 2Neck 18000 0 3Neck 32000 0 4Neck 50000 0 5Neck 35000 0Neck 120000 0None 90000 500None 2500 15None 5000 25None 7400 35None 10000 60None 3400 0None 8500 0None 16000 0NoneBelts 14900 1Belts 4000 1 2Belts 16000 1 4Belts 36000 1 6Belts 4000 1 2Belts 16000 1 4Belts 36000 1 6Belts 4000 1 2Belts 16000 1 4Belts 36000 1 6Belts 10000 1 2Belts 40000 1 4Belts 90000 1 6Belts 10000 1 2Belts 40000 1 4Belts 90000 1 6Belts 10000 1 2Belts 40000 1 4Belts 90000 1 6Belts 16000 1 2Belts 64000 1 4Belts 144000 1 6None 12500 1None 7200 4Feet 2500 1 5Feet 7500 1Feet 12000 1Feet 5500 1 10

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Feet 49000 3Feet 2500 1Feet 16000 1Wrists 19000 1WristsWrists 5000 1

Wrists

None 8400 0.5None 8400 0.5None 8400 0.5None 8400 0.5None 8400 0.5None 8400 0.5None 8400 0.5None 8400 0.5None 8400 0.5None 2500 0.5Shoulders 10800 1None 20000 8None 35000 10None 60000 15None 16800 1None 3000 1Shoulders 4500 1 3Shoulders 14000 1 8Shoulders 26000 1 5Shoulders 50000 1Shoulders 24000 1Shoulders 2500 1 5Shoulders 55000 1Shoulders 7200 1Shoulders 1000 1 1Shoulders 4000 1 2Shoulders 9000 1 3Shoulders 16000 1 4Shoulders 25000 1 5Head 6480 1Head 23760 1None 42000 7None 51000 7None 50000 7None 70000 7None 80000 7Wrists 28000 5

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Eyes 56000Eyes 25000Eyes 2500 1 5Hands 11500 2Hands 4000Hands 10000Hands 6250 5Eyes 2500 5Eyes 12000Neck 2500Neck 8000 2Neck 900 2Head 1800 2Headband 4000 1 2Headband 16000 1 4Headband 36000 1 6Headband 4000 1 2Headband 16000 1 4Headband 36000 1 6Headband 10000 1 2Headband 40000 1 4Headband 90000 1 6Headband 10000 1 2Headband 40000 1 4Headband 90000 1 6Headband 10000 1 2Headband 40000 1 4Headband 90000 1 6Headband 16000 1 2Headband 64000 1 4Headband 144000 1 6Headband 4000 1 2Headband 16000 1 4Headband 36000 1 6Head 125000 3Head 5200 3Head 27000 3Head 73500 3Head 24000 3Chest 76000 0Chest 90000 0Head 22000 3Neck 12000 0Neck 9000 1None 1650 1None 2700 1None 4350 1None 5400 1None 5850 1None 8100 1None 8700 1Neck 7500 0Neck 2700 0

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Neck 15000 0Headband 1000 0Headband 11000 0Headband 11000 0Ring 44000 0Ring 28000 0Ring 12000 0Ring 10800 0Ring 27000 0Ring 12700 0Ring 2500 0 5Ring 10000 0 10Ring 44000 0Ring 28000 0Ring 12000 0Ring 4000 0Ring 125000 0Ring 44000 0Ring 28000 0Ring 12000 0Ring 200000 0Ring 200000 0Ring 200000 0Ring 200000 0Ring 25000 0Ring 2200 0Ring 44000 0Ring 28000 0Ring 12000 0Ring 8500 0 2Ring 40000 0Ring 25000 0Ring 20000 0Ring 2500 0 5Ring 10000 0 10Ring 8000 0Ring 2000 0 1Ring 8000 0 2Ring 18000 0 3Ring 32000 0 4Ring 50000 0 5Ring 90000 0Ring 50000 0Ring 44000 0Ring 28000 0Ring 12000 0Ring 18000 0Ring 50000 0Ring 200000 0Ring 100000 0Ring 2500 0Ring 2500 0 5Ring 10000 0 10

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Ring 75000 0Ring 8600 0Ring 120000 0Ring 15000 0Ring 20000 0Ring 40000 0Ring 70000 0Ring 100000 0Ring 25000 0Ring 27000 1Ring 58000 1 1Ring 7000 1Ring 38000 0Ring 4800 0.5Ring 5200 0 6Ring 3750 0Ring 54000 2 5

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Other+1 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons+2 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons+3 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons+4 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons+5 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons+1 Enhancement bonus to Natural Armor+2 Enhancement bonus to Natural Armor+3 Enhancement bonus to Natural Armor+4 Enhancement bonus to Natural Armor+5 Enhancement bonus to Natural ArmorCaster of divination targeting wearer must succeed on a caster level check (DC 19)Plane shift to specific location (DC 15 Int check, failure leads to random location (60%) or plane)Seats 2 Medium or Small creatures; works up to 900' water w/ air for 2 to survive 1d4+1 hrsMove Action or Full-Round Action to retrieve item; holds 250 lbs., 30 cu. ft.Move Action or Full-Round Action to retrieve item; holds 500 lbs., 70 cu. ft.Move Action or Full-Round Action to retrieve item; holds 1,000 lbs., 150 cu. ft.Move Action or Full-Round Action to retrieve item; holds 1,500 lbs., 250 cu. ft.2/day; Bat (1–30), Rat (31–60), Cat (61–75), Weasel (76–90), or Riding Dog (91–100) for 10 min2/day; Wolverine (1–30), Wolf (31–60), Boar (61–85), or Leopard (86–100) for 10 min2/day; Grizzly Bear (1–30), Lion (31–60), Heavy Horse (61–75), Tiger (76–90), or Rhinoceros (91–100) for 10 min

NoneGain various abilities related to dwarves+2 Enhancement bonus to Strength+4 Enhancement bonus to Strength+6 Enhancement bonus to Strength+2 Enhancement bonus to Dexterity+4 Enhancement bonus to Dexterity+6 Enhancement bonus to Dexterity+2 Enhancement bonus to Constitution+4 Enhancement bonus to Constitution+6 Enhancement bonus to Constitution+2 Enhancement bonus to Strength and Dexterity+4 Enhancement bonus to Strength and Dexterity+6 Enhancement bonus to Strength and Dexterity+2 Enhancement bonus to Strength and Constitution+4 Enhancement bonus to Strength and Constitution+6 Enhancement bonus to Strength and Constitution+2 Enhancement bonus to Dexterity and Constitution+4 Enhancement bonus to Dexterity and Constitution+6 Enhancement bonus to Dexterity and Constitution+2 Enhancement bonus to Strength, Dexterity, and Constitution+4 Enhancement bonus to Strength, Dexterity, and Constitution+6 Enhancement bonus to Strength, Dexterity, and ConstitutionSmall (12" x 8" x 1") waterproof book w/ lock; holds 1,000 pages of spells w/out material costSmall (12" x 6" x 6") wooden box unfolds to form boat (10' x 4' x 2' in 1 rnd, 24' x 8' x 6' 2 rnds)+5 Competence to AcrobaticsCommand Word: levitate as per levitate spellFree Action: up to 10 rnds/day (need not be consecutive), act as though affected by haste spell+10' Enhancement bonus to base land spd; +5 Competence to Acrobatics to jump

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Teleport 3/day as per the spellMove on snow/ice at 30', leaving no tracks, w/out falling/slipping; warmed as w/ endure elements3/day, fly 60' (good) w/ +4 bonus to Fly as per spell for up to 5 min. per flightStandard Action: call willing person keyed to charm located on same plane; 4 charms/bracelet

WristsProficient w/ all bows; if already proficient, +1 Competence to attacks

Wrists

Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksThose matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checksZone of truth (Will DC 13 negs) in 5' rad centered on candle for 1 hr (while candle burns)Use dimension door spell 1/dayFly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 200 lb. at 40' or 400 lb. at 30'Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 400 lb. at 40' or 800 lb. at 30'Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 800 lb. at 40' or 1,600 lb. at 30'For 3 min (every 10 min), verbal spells w/ cast w/in 30' require concentration check (DC 15 + spell level)Cause locks, lids, doors, valves, portals to open, dispel hold portal or arcane lock; 10 chgs+3 Competence to Charisma-based checksclimb as w/ spider climb spell; move in webs at 1/2 spd; cast web 1/day; +2 Luck bonus vs. spider poison+5 Competence to Stealth; in darkness, fly 60' (good) w/ +7 bonus or polymorph into bat for 7/minUse displacement as per spell (50% miss chance) for 15 rnds/day (need not be consecutive)Continually affected by blur spell (20% miss chance)+5 Competence to StealthBecome ethereal as per ethereal jaunt spell for 10 min/day (useable in 1 min increments; dismissible)Become manta ray as beast shape II: +3 Natural Armor, breathe underwater, swim 60', tail spine (1d6)+1 Resistance bonus to Saving Throws+2 Resistance bonus to Saving Throws+3 Resistance bonus to Saving Throws+4 Resistance bonus to Saving Throws+5 Resistance bonus to Saving ThrowsUse searing light (3d8 dmg) 1/dayUse searing light (5d8 maximized for 40 dmg) 1/dayUse scrying (Will DC 16 neg, -1 for each use after 1st)Use scrying (Will DC 16 neg, -1 for each use after 1st); detect thoughts on target (Will DC 13 neg)Use scrying (Will DC 16 neg, -1 for each use after 1st); see invisibility on targetUse scrying (Will DC 16 neg, -1 for each use after 1st); telepathy on targetUse scrying (Will DC 16 neg, -1 for each use after 1st); true seeing on targetSmall to Large creature affected by dimensional anchor spell (no save); break/slip out DC 30

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Use charm person (1 target/rnd; Will DC 16) by meeting target's gazeStandard Action; doom (1 foe/rnd; Will DC 11); continual deathwatch; fear (Will DC 16) as gaze 1/wk+5 Competence to Perception1/day, affect object as w/ rusting grasp spell; completely protects wearer and gear from rusting2/day, use Snatch Arrows feat; must wear both gloves to be effective, w/ 1 hand freeItem held and weighing 20 lb. or less disappears on command (Free Action); uses both hands slots+5 Competence to Swim and Climb; must wear both gloves to be effective+5 Competence to Disable DeviceGain darkvision 60'Standard Action (concentration): detect golems w/in 60'; golems lose DR vs. attacksGain benefits from 1 ring outside Ring slot; may use daylight and see invisibility each 1/dayMay utilize mage hand at willAlter appearance as w/ disguise self spell+2 Enhancement bonus to Charisma+4 Enhancement bonus to Charisma+6 Enhancement bonus to Charisma+2 Enhancement bonus to Wisdom+4 Enhancement bonus to Wisdom+6 Enhancement bonus to Wisdom+2 Enhancement bonus to Intelligence and Wisdom+4 Enhancement bonus to Strength and Dexterity+6 Enhancement bonus to Strength and Dexterity+2 Enhancement bonus to Intelligence and Charisma+4 Enhancement bonus to Strength and Constitution+6 Enhancement bonus to Strength and Constitution+2 Enhancement bonus to Wisdom and Charisma+4 Enhancement bonus to Dexterity and Constitution+6 Enhancement bonus to Dexterity and Constitution+2 Enhancement bonus to Intelligence, Wisdom, and Charisma+4 Enhancement bonus to Intelligence, Wisdom, and Charisma+6 Enhancement bonus to Intelligence, Wisdom, and Charisma+2 Enhancement bonus to Intelligence+4 Enhancement bonus to Intelligence+6 Enhancement bonus to IntelligenceFire resistance 30; weapon may become flaming; emits light (30' rad.) that deals 1d6 to undeadUnderstand spoken/written languages; +5 Competence on Linguistics to understand some messagesDetect thoughts at will; 2-way telepathy after reading surface thoughts; 1/day, suggestion (Will DC 14)Teleport 3/daySee underwater, up to 5x farther than normal; gain 30' Swim and globe of air around headGrants DR 5/evilGrants SR 211/day, touch attack (50' rng) deals 130 dmg (or 3d6+13 w/ Fort DC 20); mask AC 16, 10 HP, hard 6May read thoughts, as with detect thoughtsImmune to all harmful vapors/gases; may always breathe (even underwater or in vacuum)Two 3d6 one 5d6; rng 70'; failed save vs. magical fire attack may detonateTwo 2d6, two 4d6, one 6d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonateFour 3d6, two 5d6, one 7d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonateFour 2d6, two 4d6, two 6d6, one 8d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonateTwo 3d6, two 5d6, two 7d6, one 9d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonateFour 4d6, two 6d6, two 8d6, one 10d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonateTwo 3d6, two 5d6, two 7d6, two 9d6, one 10d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonateImmune to disease, including supernatural diseasesImmune to poison

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Automatically stabilize; healing rate x2; heal abnormal wounds; immune to Bleed dmgAware of action/item that could adversely affect alignment and standing w/ deity+2d6 to channel negative energy+2d6 to channel positive energyGrants acid resistance 30Grants acid resistance 20Grants acid resistance 10Command Word: affects animal as if wearer had cast charm animalCommand Word: makes wearer blink (as the spell)Free Action: +10 Competence to Stealth; Standard Action: use disguise self+5 Competence to Climb+10 Competence to ClimbGrants cold resistance 30Grants cold resistance 20Grants cold resistance 10Counterspell single 1st-6th spell stored in ring againStandard Action: call specific djinni to serve for up to 1 hr/dayGrants electricity resistance 30Grants electricity resistance 20Grants electricity resistance 10Gain various immunities, benefits, and spell-like abilities related to air elementalsGain various immunities, benefits, and spell-like abilities related to earth elementalsGain various immunities, benefits, and spell-like abilities related to fire elementalsGain various immunities, benefits, and spell-like abilities related to water elementalsAvoid damage as w/ evasion (successful Ref save for half dmg instead deals no dmg)Feather fall spell activates immediately if wearer falls more than 5'Grants fire resistance 30Grants fire resistance 20Grants fire resistance 10Free Action: wall of force functions as heavy shield (+2 AC; no ACP or arcane spell failure)Continually under effects of freedom of movement spellCommand Word: cast shield other w/ wearer of mated ring as recipient (no rng limitation)Command Word: become Invisible, as per invisibility spell+5 Competence to all Acrobatics made to make high or long jumps+10 Competence to all Acrobatics made to make high or long jumpsImmune to detect thoughts, discern lies, and attempts to magically discern alignment+1 Deflection bonus to AC+2 Deflection bonus to AC+3 Deflection bonus to AC+4 Deflection bonus to AC+5 Deflection bonus to ACHeal 1 hp and 1 nonlethal dmg/rnd; immune to Bleed dmg; regrow lost organ/body partDifferent powers when in dim light or outdoors at night vs. underground or indoors at nightGrants sonic resistance 30Grants sonic resistance 20Grants sonic resistance 10Store up to 3 levels of spells (divine, arcane, or a mix) that wearer can castStore up to 5 levels of spells (divine, arcane, or a mix) that wearer can castStore up to 10 levels of spells (divine, arcane, or a mix) that wearer can castCommand Word: 3/day reflect the next 9 levels of spells cast at wearerNo need to eat; require only 2 hrs sleep/day+5 Competence to all Swim+10 Competence to all Swim

Page 640: PRPG_CS_v_0_9_2

Command Word: use telekinesis as per the spellFoe w/in 50' takes dmg (1d6/chg, max 3); bull rush (CMB +16 +1/chg) if w/in 30'; ram as Str 25/27/29Use 3 wishes before ring becomes nonmagicalMay continually utilize effects of water walk spellDoubles 1st-level spells granted by arcane classDoubles 2nd-level spells granted by arcane classDoubles 3rd-level spells granted by arcane classDoubles 4th-level spells granted by arcane classSee 20' through 1" of metal, 1' of stone, 3' wood/dirt; take 1 Con dmg/min after 1st 10 min.Illuminates 30' rad; for 10 rnds/day, grants concealment and may Daze foes+1 Luck to saves; travel to Astral Plane; use 6 stars/month as +5 shurikenDetach up to 1 patch/rnd to transform it into actual itemGrants SR 20; absorb 12 energy-drain/death/negative energy effects before being destroyedClimb 20' (hands free), 10 min/day (in 1 min increments); does not work on severely slippery surfaces+6 Competence to Escape Artist; +4 Competence to Disable DeviceUse wild shape ability 1 additional time/dayCommand Word: fly 60' (average) w/ +5 Competence to Fly

Page 641: PRPG_CS_v_0_9_2

Const. ReqsCraft Wondrous Item, greater magic fang, caster level 3rd plus any requirements of the melee weapon special abilitiesCraft Wondrous Item, greater magic fang, caster level 6th plus any requirements of the melee weapon special abilitiesCraft Wondrous Item, greater magic fang, caster level 9th plus any requirements of the melee weapon special abilitiesCraft Wondrous Item, greater magic fang, caster level 12th plus any requirements of the melee weapon special abilitiesCraft Wondrous Item, greater magic fang, caster level 15th plus any requirements of the melee weapon special abilitiesCraft Wondrous Item, barkskin, caster level 3rdCraft Wondrous Item, barkskin, caster level 6thCraft Wondrous Item, barkskin, caster level 9thCraft Wondrous Item, barkskin, caster level 12thCraft Wondrous Item, barkskin, caster level 15thCraft Wondrous Item, nondetectionCraft Wondrous Item, plane shiftCraft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)Craft Wondrous Item, secret chestCraft Wondrous Item, secret chestCraft Wondrous Item, secret chestCraft Wondrous Item, secret chestCraft Wondrous Item, summon nature's ally IICraft Wondrous Item, summon nature's ally IICraft Wondrous Item, summon nature's ally IICraft Wondrous Item, resilient sphereCraft Wondrous Item, tongues, creator must be a dwarfCraft Wondrous Item, bull's strengthCraft Wondrous Item, bull's strengthCraft Wondrous Item, bull's strengthCraft Wondrous Item, cat's graceCraft Wondrous Item, cat's graceCraft Wondrous Item, cat's graceCraft Wondrous Item, bear's enduranceCraft Wondrous Item, bear's enduranceCraft Wondrous Item, bear's enduranceCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, bear's endurance, bull's strengthCraft Wondrous Item, bear's endurance, bull's strengthCraft Wondrous Item, bear's endurance, bull's strengthCraft Wondrous Item, bear's endurance, cat's graceCraft Wondrous Item, bear's endurance, cat's graceCraft Wondrous Item, bear's endurance, cat's graceCraft Wondrous Item, bear's endurance, bull's strength, cat's graceCraft Wondrous Item, bear's endurance, bull's strength, cat's graceCraft Wondrous Item, bear's endurance, bull's strength, cat's graceCraft Wondrous Item, secret pageCraft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skillCraft Wondrous Item, creator must be an elfCraft Wondrous Item, levitateCraft Wondrous Item, hasteCraft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill

Page 642: PRPG_CS_v_0_9_2

Craft Wondrous Item, teleportCraft Wondrous Item, cat's grace, endure elements, pass without traceCraft Wondrous Item, flyCraft Wondrous Item, refuge

WristsCraft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow

Wrists

Craft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, gate, creator must be same alignment as candle createdCraft Wondrous Item, zone of truthCraft Wondrous Item, dimension doorCraft Wondrous Item, overland flightCraft Wondrous Item, overland flightCraft Wondrous Item, overland flightCraft Wondrous Item, shoutCraft Wondrous Item, knockCraft Wondrous Item, eagle's splendorCraft Wondrous Item, spider climb, webCraft Wondrous Item, beast shape III, flyCraft Wondrous Item, Extend Spell, displacementCraft Wondrous Item, blurCraft Wondrous Item, invisibility, creator must be an elfCraft Wondrous Item, ethereal jauntCraft Wondrous Item, beast shape II, water breathingCraft Wondrous Item, resistance, caster level 3rdCraft Wondrous Item, resistance, caster level 6thCraft Wondrous Item, resistance, caster level 9thCraft Wondrous Item, resistance, caster level 12thCraft Wondrous Item, resistance, caster level 15thCraft Wondrous Item, searing lightCraft Wondrous Item, Maximize Spell, searing lightCraft Wondrous Item, scryingCraft Wondrous Item, detect thoughts, scryingCraft Wondrous Item, scrying, see invisibilityCraft Wondrous Item, scrying, telepathyCraft Wondrous Item, scrying, true seeingCraft Wondrous Item, dimensional anchor

Page 643: PRPG_CS_v_0_9_2

Craft Wondrous Item, Heighten Spell, charm personCraft Wondrous Item, doom, deathwatch, fearCraft Wondrous Item, clairaudience/clairvoyanceCraft Wondrous Item, rusting graspCraft Wondrous Item, shieldCraft Wondrous Item, shrink itemCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, true seeingCraft Wondrous Item, darkvisionCraft Wondrous Item, detect magic, caster level 10thCraft Wondrous Item, animate dead, daylight, see invisibilityCraft Wondrous Item, mage handCraft Wondrous Item, disguise selfCraft Wondrous Item, bull's strengthCraft Wondrous Item, bull's strengthCraft Wondrous Item, bull's strengthCraft Wondrous Item, cat's graceCraft Wondrous Item, cat's graceCraft Wondrous Item, cat's graceCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, bull's strength, cat's graceCraft Wondrous Item, bear's endurance, bull's strengthCraft Wondrous Item, bear's endurance, bull's strengthCraft Wondrous Item, bear's endurance, bull's strengthCraft Wondrous Item, bear's endurance, cat's graceCraft Wondrous Item, bear's endurance, cat's graceCraft Wondrous Item, bear's endurance, cat's graceCraft Wondrous Item, bear's endurance, bull's strength, cat's graceCraft Wondrous Item, bear's endurance, bull's strength, cat's graceCraft Wondrous Item, bear's endurance, bull's strength, cat's graceCraft Wondrous Item, bear's enduranceCraft Wondrous Item, bear's enduranceCraft Wondrous Item, bear's enduranceCraft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fireCraft Wondrous Item, comprehend languages, read magicCraft Wondrous Item, detect thoughts, suggestionCraft Wondrous Item, teleportCraft Wondrous Item, water breathingCraft Wondrous Item, stoneskinCraft Wondrous Item, spell resistanceCraft Wondrous Item, animate objects, finger of death, flyCraft Wondrous Item, detect thoughtsCraft Wondrous Item, alter selfCraft Wondrous Item, fireballCraft Wondrous Item, fireballCraft Wondrous Item, fireballCraft Wondrous Item, fireballCraft Wondrous Item, fireballCraft Wondrous Item, fireballCraft Wondrous Item, fireballCraft Wondrous Item, remove diseaseCraft Wondrous Item, neutralize poison

Page 644: PRPG_CS_v_0_9_2

Craft Wondrous Item, healCraft Wondrous Item, detect chaos, detect evil, detect good, detect lawCraft Wondrous Item, creator must be a 10th-level clericCraft Wondrous Item, creator must be a 10th-level clericForge Ring, resist energyForge Ring, resist energyForge Ring, resist energyForge Ring, charm animalForge Ring, blinkForge Ring, disguise self, invisibilityForge Ring, creator must have 5 ranks in the Climb skillForge Ring, creator must have 10 ranks in the Climb skillForge Ring, resist energyForge Ring, resist energyForge Ring, resist energyForge Ring, imbue with spell abilityForge Ring, gateForge Ring, resist energyForge Ring, resist energyForge Ring, resist energyForge Ring, air walk, chain lightning, feather fall, gust of wind, resist energy (electricity), summon monster VI, wind wallForge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stoneForge Ring, burning hands, flame strike, flaming sphere, pyrotechnics, resist energy (fire), summon monster VI, wall of fireForge Ring, control water, create water, ice storm, summon monster VI, wall of ice, water breathing, water walkForge Ring, jumpForge Ring, feather fallForge Ring, resist energyForge Ring, resist energyForge Ring, resist energyForge Ring, wall of forceForge Ring, freedom of movementForge Ring, shield otherForge Ring, invisibilityForge Ring, creator must have 5 ranks in the Acrobatics skillForge Ring, creator must have 10 ranks in the Acrobatics skillForge Ring, nondetectionForge Ring, shield of faith, caster level 3rdForge Ring, shield of faith, caster level 6thForge Ring, shield of faith, caster level 9thForge Ring, shield of faith, caster level 12thForge Ring, shield of faith, caster level 15thForge Ring, regenerateForge Ring, faerie fire, fireball, light, lightning boltForge Ring, resist energyForge Ring, resist energyForge Ring, resist energyForge Ring, imbue with spell abilityForge Ring, imbue with spell abilityForge Ring, imbue with spell abilityForge Ring, spell turningForge Ring, create food and waterForge Ring, creator must have 5 ranks in the Swim skillForge Ring, creator must have 10 ranks in the Swim skill

Page 645: PRPG_CS_v_0_9_2

Forge Ring, telekinesisForge Ring, bull's strength, telekinesisForge Ring, wish or miracleForge Ring, water walkForge Ring, limited wishForge Ring, limited wishForge Ring, limited wishForge Ring, limited wishForge Ring, true seeingCraft Wondrous Item, blur, rainbow patternCraft Wondrous Item, magic missile, astral projection or plane shiftCraft Wondrous Item, fabricateCraft Wondrous Item, death ward, spell resistanceCraft Wondrous Item, spider climbCraft Wondrous Item, knock, greaseCraft Wondrous Item, polymorph or wild shape abilityCraft Wondrous Item, fly

Page 646: PRPG_CS_v_0_9_2

0 0 0 0 0 0

Enhancement CompetenceStrength Dexterity Constitution Intelligence Wisdom Charisma Strength Dexterity

0000

000

000

0 00 00 00 00 00 0

0 00 00 0

0 0 00 0 00 0 0

Page 647: PRPG_CS_v_0_9_2

Wrists

Wrists

Page 648: PRPG_CS_v_0_9_2

000

000

0 00 00 00 00 00 0

0 00 00 0

0 0 00 0 00 0 0000

Page 649: PRPG_CS_v_0_9_2

0 0 0 0 0 0 0 0 0SaveResistance Luck

Constitution Intelligence Wisdom Charisma Fort Ref Will All Fort Will All Fort Ref Will All

Page 650: PRPG_CS_v_0_9_2

0

00000

Page 651: PRPG_CS_v_0_9_2

0

Page 652: PRPG_CS_v_0_9_2

0 0 0 0 0Move Senses AC CombatEnhancement Enhancement Armo Shield Deflection AllLand Other Special Armor Shield Natural Armo Shield Deflection Attack Damage

00000

0

Page 653: PRPG_CS_v_0_9_2

00000000

Page 654: PRPG_CS_v_0_9_2
Page 655: PRPG_CS_v_0_9_2

0

00000

Page 656: PRPG_CS_v_0_9_2

0 0 0 0 0 0 0 0 0 0Combat SkillsUnarmed/Natural CompetenceAttack Damage Acrobatics Climb Disable Device Escape Artist Fly Perception Stealth Swim

0 00 00 00 00 0

0

Page 657: PRPG_CS_v_0_9_2

0

0

Page 658: PRPG_CS_v_0_9_2

0

0 00 0

0

Page 659: PRPG_CS_v_0_9_2

00

00

Page 660: PRPG_CS_v_0_9_2

0 0

0

Page 661: PRPG_CS_v_0_9_2

0

RacialClimb Armor Belts Body

### NULL 26 Belt of Dwarvenkind ### NULL### NULL 27 Belt of Giant Strength +2 ### NULL### NULL 28 Belt of Giant Strength +4 ### NULL### NULL 29 Belt of Giant Strength +6 ### NULL### NULL 30 Belt of Incredible Dexterity +2 ### NULL### NULL 31 Belt of Incredible Dexterity +4 ### NULL### NULL 32 Belt of Incredible Dexterity +6 ### NULL### NULL 33 Belt of Mighty Constitution +2 ### NULL### NULL 34 Belt of Mighty Constitution +4 ### NULL### NULL 35 Belt of Mighty Constitution +6 ### NULL### NULL 36 Belt of Physical Might +2 [Str and Dex] ### NULL### NULL 37 Belt of Physical Might +4 [Str and Dex] ### NULL### NULL 38 Belt of Physical Might +6 [Str and Dex] ### NULL### NULL 39 Belt of Physical Might +2 [Str and Con] ### NULL### NULL 40 Belt of Physical Might +4 [Str and Con] ### NULL### NULL 41 Belt of Physical Might +6 [Str and Con] ### NULL### NULL 42 Belt of Physical Might +2 [Dex and Con] ### NULL### NULL 43 Belt of Physical Might +4 [Dex and Con] ### NULL### NULL 44 Belt of Physical Might +6 [Dex and Con] ### NULL### NULL 45 Belt of Physical Perfection +2 ### NULL### NULL 46 Belt of Physical Perfection +4 ### NULL### NULL 26 47 Belt of Physical Perfection +6 ### NULL### NULL 27 ### NULL ### NULL### NULL 28 ### NULL ### NULL### NULL 29 ### NULL ### NULL### NULL 30 ### NULL ### NULL### NULL 31 ### NULL ### NULL### NULL 32 ### NULL ### NULL### NULL 33 ### NULL ### NULL### NULL 34 ### NULL ### NULL### NULL 35 ### NULL ### NULL### NULL 36 ### NULL ### NULL### NULL 37 ### NULL ### NULL### NULL 38 ### NULL ### NULL### NULL 39 ### NULL ### NULL### NULL 40 ### NULL ### NULL### NULL 41 ### NULL ### NULL### NULL 42 ### NULL ### NULL### NULL 43 ### NULL ### NULL### NULL 44 ### NULL ### NULL### NULL 45 ### NULL ### NULL### NULL 46 ### NULL ### NULL### NULL 47 ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

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### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

0 ### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 663: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 664: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 665: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 666: PRPG_CS_v_0_9_2

Chest Eyes Feet146 Mantle of Faith 107 Eyes of Charming 50147 Mantle of Spell Resistance 108 Eyes of Doom 51### NULL 109 Eyes of the Eagle 52### NULL 114 Goggles of Minute Seeing 53### NULL 115 Goggles of Night 54### NULL ### NULL 55### NULL ### NULL 56### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL 50 ###### NULL ### NULL 51 ###### NULL ### NULL 52 ###### NULL ### NULL 53 ###

Page 667: PRPG_CS_v_0_9_2

### NULL ### NULL 54 ###### NULL ### NULL 55 ###### NULL ### NULL 56 ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###

Page 668: PRPG_CS_v_0_9_2

### NULL 107 ### NULL ###### NULL 108 ### NULL ###### NULL 109 ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL 114 ### NULL ###### NULL 115 ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###

146 ### NULL ### NULL ###147 ### NULL ### NULL ###

### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###

Page 669: PRPG_CS_v_0_9_2

### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###

Page 670: PRPG_CS_v_0_9_2

### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###### NULL ### NULL ###

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Hands HeadBoots of Elvenkind 110 Gauntlet of Rust 99Boots of Levitation 111 Gloves of Arrow Snaring 100Boots of Speed 112 Glove of Storing 119Boots of Striding and Springing 113 Gloves of Swimming and Climbing 141Boots of Teleportation ### NULL 142Boots of the Winterlands ### NULL 143Boots, Winged ### NULL 144NULL ### NULL 145NULL ### NULL 148NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###

Page 672: PRPG_CS_v_0_9_2

NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL 99 ###NULL ### NULL 100 ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###

Page 673: PRPG_CS_v_0_9_2

NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL 110 ### NULL ###NULL 111 ### NULL ###NULL 112 ### NULL ###NULL 113 ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL 119 ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL 141 ###NULL ### NULL 142 ###NULL ### NULL 143 ###NULL ### NULL 144 ###NULL ### NULL 145 ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL 148 ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###

Page 674: PRPG_CS_v_0_9_2

NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###

Page 675: PRPG_CS_v_0_9_2

NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###NULL ### NULL ###

Page 676: PRPG_CS_v_0_9_2

HeadbandCrown of Blasting, Minor 120Crown of Blasting, Major 121Hat of Disguise 122Helm of Brilliance 123Helm of Comprehend Languages and Read Magic 124Helm of Telepathy 125Helm of Teleportation 126Helm of Underwater Action 127Mask of the Skull 128NULL 129NULL 130NULL 131NULL 132NULL 133NULL 134NULL 135NULL 136NULL 137NULL 138NULL 139NULL 140NULL 161NULL 162NULL 163NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 677: PRPG_CS_v_0_9_2

NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 678: PRPG_CS_v_0_9_2

NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 120 ###NULL 121 ###NULL 122 ###NULL 123 ###NULL 124 ###NULL 125 ###NULL 126 ###NULL 127 ###NULL 128 ###NULL 129 ###NULL 130 ###NULL 131 ###NULL 132 ###NULL 133 ###NULL 134 ###NULL 135 ###NULL 136 ###NULL 137 ###NULL 138 ###NULL 139 ###NULL 140 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 679: PRPG_CS_v_0_9_2

NULL ###NULL 161 ###NULL 162 ###NULL 163 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 680: PRPG_CS_v_0_9_2

NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 681: PRPG_CS_v_0_9_2

NeckHeadband of Alluring Charisma +2 5 5Headband of Alluring Charisma +4 6 6Headband of Alluring Charisma +6 7 7Headband of Inspired Wisdom +2 8 8Headband of Inspired Wisdom +4 9 9Headband of Inspired Wisdom +6 10 10Headband of Mental Prowess +2 [Int and Wis] 11 11Headband of Mental Prowess +4 [Int and Wis] 12 12Headband of Mental Prowess +6 [Int and Wis] 13 13Headband of Mental Prowess +2 [Int and Cha] 14 14Headband of Mental Prowess +4 [Int and Cha] 15 15Headband of Mental Prowess +6 [Int and Cha] 16 16Headband of Mental Prowess +2 [Wis and Cha] 68Headband of Mental Prowess +4 [Wis and Cha] 116Headband of Mental Prowess +6 [Wis and Cha] 117Headband of Mental Superiority +2 118Headband of Mental Superiority +4 149Headband of Mental Superiority +6 150Headband of Vast Intelligence +2 158Headband of Vast Intelligence +4 159Headband of Vast Intelligence +6 160Phylactery of Faithfulness ###Phylactery of Negative Channeling ###Phylactery of Positive Channeling ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 682: PRPG_CS_v_0_9_2

NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 68 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 683: PRPG_CS_v_0_9_2

NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 116 ###NULL 117 ###NULL 118 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 149 ###NULL 150 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL 158 ###NULL 159 ###

Page 684: PRPG_CS_v_0_9_2

NULL 160 ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 685: PRPG_CS_v_0_9_2

NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###NULL ###

Page 686: PRPG_CS_v_0_9_2

Ring ShieldAmulet of Mighty Fists +1 164 Ring of Acid Resistance, GreaterAmulet of Mighty Fists +2 165 Ring of Acid Resistance, MajorAmulet of Mighty Fists +3 166 Ring of Acid Resistance, MinorAmulet of Mighty Fists +4 167 Ring of Animal FriendshipAmulet of Mighty Fists +5 168 Ring of BlinkingAmulet of Natural Armor +1 169 Ring of Chameleon PowerAmulet of Natural Armor +2 170 Ring of ClimbingAmulet of Natural Armor +3 171 Ring of Climbing, ImprovedAmulet of Natural Armor +4 172 Ring of Cold Resistance, GreaterAmulet of Natural Armor +5 173 Ring of Cold Resistance, MajorAmulet of Proof against Detection and Location 174 Ring of Cold Resistance, MinorAmulet of the Planes 175 Ring of CounterspellsBrooch of Shielding 176 Ring of Djinni CallingGolembane Scarab 177 Ring of Electricity Resistance, GreaterHand of Glory 178 Ring of Electricity Resistance, MajorHand of the Mage 179 Ring of Electricity Resistance, MinorMedallion of Thoughts 180 Ring of Elemental Command (Air)Necklace of Adaptation 181 Ring of Elemental Command (Earth)Periapt of Health 182 Ring of Elemental Command (Fire)Periapt of Proof against Poison 183 Ring of Elemental Command (Water)Periapt of Wound Closure 184 Ring of EvasionNULL 185 Ring of Feather FallingNULL 186 Ring of Fire Resistance, GreaterNULL 187 Ring of Fire Resistance, MajorNULL 188 Ring of Fire Resistance, MinorNULL 189 Ring of Force ShieldNULL 190 Ring of Freedom of MovementNULL 191 Ring of Friend ShieldNULL 192 Ring of InvisibilityNULL 193 Ring of JumpingNULL 194 Ring of Jumping, ImprovedNULL 195 Ring of Mind ShieldingNULL 196 Ring of Protection +1NULL 197 Ring of Protection +2NULL 198 Ring of Protection +3NULL 199 Ring of Protection +4NULL 200 Ring of Protection +5NULL 201 Ring of RegenerationNULL 202 Ring of Shooting StarsNULL 203 Ring of Sonic Resistance, GreaterNULL 204 Ring of Sonic Resistance, MajorNULL 205 Ring of Sonic Resistance, MinorNULL 206 Ring of Spell Storing, MinorNULL 207 Ring of Spell StoringNULL 208 Ring of Spell Storing, GreaterNULL 209 Ring of Spell TurningNULL 210 Ring of SustenanceNULL 211 Ring of SwimmingNULL 212 Ring of Swimming, Improved

Page 687: PRPG_CS_v_0_9_2

NULL 213 Ring of TelekinesisNULL 214 Ring of the RamNULL 215 Ring of Three WishesNULL 216 Ring of Water WalkingNULL 217 Ring of Wizardry INULL 218 Ring of Wizardry IINULL 219 Ring of Wizardry IIINULL 220 Ring of Wizardry IVNULL 221 Ring of X-Ray VisionNULL 222 Robe of Scintillating ColorsNULL 223 Robe of StarsNULL 224 Robe of Useful ItemsNULL 225 Scarab of ProtectionNULL 226 Slippers of Spider ClimbingNULL 227 Vest of EscapeNULL 228 Vestment, Druid'sNULL 229 Wings of FlyingNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

Page 688: PRPG_CS_v_0_9_2

NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULL

Page 689: PRPG_CS_v_0_9_2

NULL ### NULLNULL ### NULLNULL ### NULLNULL ### NULLNULL 164 ### NULLNULL 165 ### NULLNULL 166 ### NULLNULL 167 ### NULLNULL 168 ### NULLNULL 169 ### NULLNULL 170 ### NULLNULL 171 ### NULLNULL 172 ### NULLNULL 173 ### NULLNULL 174 ### NULLNULL 175 ### NULLNULL 176 ### NULLNULL 177 ### NULLNULL 178 ### NULLNULL 179 ### NULLNULL 180 ### NULLNULL 181 ### NULLNULL 182 ### NULLNULL 183 ### NULLNULL 184 ### NULLNULL 185 ### NULLNULL 186 ### NULLNULL 187 ### NULLNULL 188 ### NULLNULL 189 ### NULLNULL 190 ### NULLNULL 191 ### NULLNULL 192 ### NULLNULL 193 ### NULLNULL 194 ### NULLNULL 195 ### NULLNULL 196 ### NULLNULL 197 ### NULLNULL 198 ### NULLNULL 199 ### NULLNULL 200 ### NULLNULL 201 ### NULLNULL 202 ### NULLNULL 203 ### NULLNULL 204 ### NULLNULL 205 ### NULLNULL 206 ### NULLNULL 207 ### NULLNULL 208 ### NULLNULL 209 ### NULLNULL 210 ### NULLNULL 211 ### NULLNULL 212 ### NULL

Page 690: PRPG_CS_v_0_9_2

NULL 213 ### NULLNULL 214 ### NULLNULL 215 ### NULLNULL 216 ### NULLNULL 217 ### NULLNULL 218 ### NULLNULL 219 ### NULLNULL 220 ### NULLNULL 221 ### NULLNULL 222 ### NULLNULL 223 ### NULLNULL 224 ### NULLNULL 225 ### NULLNULL 226 ### NULLNULL 227 ### NULLNULL 228 ### NULLNULL 229 ### NULL

Page 691: PRPG_CS_v_0_9_2

Shoulders Wrists### NULL 80 Cape of the Mountebank 57 Bracelet of Friends### NULL 86 Circlet of Persuasion 58 Bracers of Archery, Greater### NULL 87 Cloak of Arachnida 59 Bracers of Archery, Lesser### NULL 88 Cloak of the Bat 60 Bracers of Armor +1### NULL 89 Cloak of Displacement, Major 61 Bracers of Armor +2### NULL 90 Cloak of Displacement, Minor 62 Bracers of Armor +3### NULL 91 Cloak of Elvenkind 63 Bracers of Armor +4### NULL 92 Cloak of Etherealness 64 Bracers of Armor +5### NULL 93 Cloak of the Manta Ray 65 Bracers of Armor +6### NULL 94 Cloak of Resistance +1 66 Bracers of Armor +7### NULL 95 Cloak of Resistance +2 67 Bracers of Armor +8### NULL 96 Cloak of Resistance +3 106 Dimensional Shackles### NULL 97 Cloak of Resistance +4 ### NULL### NULL 98 Cloak of Resistance +5 ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 692: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL 57 ### NULL### NULL ### NULL 58 ### NULL### NULL ### NULL 59 ### NULL### NULL ### NULL 60 ### NULL### NULL ### NULL 61 ### NULL### NULL ### NULL 62 ### NULL### NULL ### NULL 63 ### NULL### NULL ### NULL 64 ### NULL### NULL ### NULL 65 ### NULL### NULL ### NULL 66 ### NULL### NULL ### NULL 67 ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL 80 ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL 86 ### NULL ### NULL### NULL 87 ### NULL ### NULL### NULL 88 ### NULL ### NULL### NULL 89 ### NULL ### NULL### NULL 90 ### NULL ### NULL### NULL 91 ### NULL ### NULL### NULL 92 ### NULL ### NULL### NULL 93 ### NULL ### NULL### NULL 94 ### NULL ### NULL### NULL 95 ### NULL ### NULL### NULL 96 ### NULL ### NULL### NULL 97 ### NULL ### NULL### NULL 98 ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL 106 ### NULL

Page 693: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 694: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 695: PRPG_CS_v_0_9_2

### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL### NULL ### NULL ### NULL

Page 696: PRPG_CS_v_0_9_2

None17 Apparatus of the Crab18 Bag of Holding (Type I)19 Bag of Holding (Type II)20 Bag of Holding (Type III)21 Bag of Holding (Type IV)22 Bag of Tricks (Gray)23 Bag of Tricks (Rust)24 Bag of Tricks (Tan)25 Bead of Force48 Blessed Book49 Boat, Folding69 Broom of Flying

17 70 Candle of Invocation (Lawful Good)18 71 Candle of Invocation (Neutral Good)19 72 Candle of Invocation (Chaotic Good)20 73 Candle of Invocation (Lawful Neutral)21 74 Candle of Invocation (Neutral)22 75 Candle of Invocation (Chaotic Neutral)23 76 Candle of Invocation (Lawful Evil)24 77 Candle of Invocation (Neutral Evil)25 78 Candle of Invocation (Chaotic Evil)

79 Candle of Truth81 Carpet of Flying (5' x 5')82 Carpet of Flying (5' x 10')83 Carpet of Flying (10' x 10')84 Chime of Interruption85 Chime of Opening

101 Crystal Ball102 Crystal ball with detect thoughts103 Crystal ball with see invisibility104 Crystal ball with telepathy105 Crystal ball with true seeing151 Necklace of Fireballs Type I152 Necklace of Fireballs Type II153 Necklace of Fireballs Type III154 Necklace of Fireballs Type IV155 Necklace of Fireballs Type V156 Necklace of Fireballs Type VI157 Necklace of Fireballs Type VII### NULL### NULL### NULL### NULL

48 ### NULL49 ### NULL

### NULL### NULL### NULL### NULL

Page 697: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

69 ### NULL70 ### NULL71 ### NULL72 ### NULL73 ### NULL74 ### NULL75 ### NULL76 ### NULL77 ### NULL78 ### NULL79 ### NULL

### NULL81 ### NULL82 ### NULL83 ### NULL84 ### NULL85 ### NULL

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

101 ### NULL102 ### NULL103 ### NULL104 ### NULL105 ### NULL

### NULL

Page 698: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

151 ### NULL152 ### NULL153 ### NULL154 ### NULL155 ### NULL156 ### NULL157 ### NULL

### NULL### NULL

Page 699: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

Page 700: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

Page 701: PRPG_CS_v_0_9_2

| Rogue 10 | Duelist 3Skill Ability Calc Mods RaceFeat/MagicAcrobatics Dex* 6 6 1 0 0 0 0 0 3Appraise Int 4 4 1 0 0 0 0 3Bluff Cha 5 5 1 0 0 0 0 0 3Climb Str* 2 2 1 0 0 0 0 0 0 3Craft (untrained) Int 4 4 1 0 0 0 0 3Craft () Int 4 4 1 0 0 0 0 3Craft () Int 4 4 1 0 0 0 0 3Diplomacy Cha 5 5 1 0 0 0 0 0 3Disable Device Dex* 11 6 0 0 5 0 0 0 0 3Disguise Cha 5 5 1 0 0 0 0 3Escape Artist Dex* 6 6 1 0 0 0 0 0 3Fly Dex* 6 6 1 0 0 0 0 0 0 0Handle Animal Cha 5 5 0 0 0 0 0 0Heal Wis 1 1 1 0 0 0 0Intimidate Cha 5 5 1 0 0 0 0 0 3Knowledge (arcana) Int 4 4 0 0 0 0 0 0Knowledge (dungeoneering) Int 4 4 0 0 0 0 0 3Knowledge (engineering) Int 4 4 0 0 0 0 0 0Knowledge (geography) Int 4 4 0 0 0 0 0 0Knowledge (history) Int 4 4 0 0 0 0 0 0Knowledge (local) Int 4 4 0 0 0 0 0 3Knowledge (nature) Int 4 4 0 0 0 0 0 0Knowledge (nobility) Int 4 4 0 0Knowledge (planes) Int 4 4 0 0 0 0 0 0Knowledge (religion) Int 4 4 0 0 0 0 0 0Knowledge (spirits) Int 4 4 0 0 0 0 0 0Linguistics Int 4 4 0 0 0 0 0 3Perception Wis 3 1 1 2 0 0 0 3Perform (act) Cha 5 5 1 0 0 0 0 3Perform (comedy) Cha 5 5 1 0 0 0 0 3Perform (dance) Cha 5 5 1 0 0 0 0 3Perform (keyboard) Cha 5 5 1 0 0 0 0 3Perform (oratory) Cha 5 5 1 0 0 0 0 3Perform (percussion) Cha 5 5 1 0 0 0 0 3Perform (string) Cha 5 5 1 0 0 0 0 3Perform (wind) Cha 5 5 1 0 0 0 0 3Perform (sing) Cha 5 5 1 0 0 0 0 3Perform (ritual) Cha 5 5 1 0 0 0 0 3Perform (untrained) Cha 5 5 1 0 0 0 0 3Profession (untrained) Wis 1 1 0 0 0 0 0 3Profession () Wis 1 1 0 0 0 0 0 3Profession () Wis 1 1 0 0 0 0 0 3Ride Dex* 6 6 1 0 0 0 0 0Sense Motive Wis 1 1 1 0 0 0 0 3Sleight of Hand Dex* 6 6 0 0 0 0 0 3Spellcraft Int 4 4 0 0 0 0 0Stealth Dex* 9 6 1 0 0 3 0 0 0 3Survival Wis 1 1 1 0 0 0 0 0Swim Str* 2 2 1 0 0 0 0 0 0 3Track Wis 1 1 1 0 0 0 0 0Trap Finding Wis 8 1 1 2 5 0 0 3

Page 702: PRPG_CS_v_0_9_2

Use Magic Device Cha 5 5 0 0 0 0 0 3#REF! #REF! 0 0 0 0 0 0 0#REF! #REF! 0 0 0 0 0 0 0

Table_Skills

alchemy Craft (untrained)armor Craft ()baskets Craft ()books Disable Devicebows Use Magical Devicecalligraphy Knowledge (engineering)carpentry Profession (engineering)cloth List_Boggle_Skillsclothingglass Craft (untrained)jewelry Craft ()leather Craft ()locks Profession (untrained)paintings Profession ()pottery Profession ()sculptures List_Gnome_SkillsshipsshoesstonemasonrytrapsweaponsList_Craft_Skills

architectbakerbarristerbrewerbutcherclerkcookcourtesandriverengineerfarmerfishermangamblergardenerherbalistinnkeeperlibrarianmerchantmidwifemillerminer

Page 703: PRPG_CS_v_0_9_2

portersailorscribeshepherdstable mastersoldiertannertrapperwoodcutterList_Profession_Skills

Page 704: PRPG_CS_v_0_9_2

0 Universal ModMagic Dex Con Int Wis Cha

0 0 0 0 0 0

-

0

0

Page 705: PRPG_CS_v_0_9_2

Insert New Skills Above This Line

Page 706: PRPG_CS_v_0_9_2

Weapon Cost3 None 0

*** Custom Weapon ***5 0 06 *** Unarmed Attacks ***7 Brass Knuckles 18 Gauntlet 29 Unarmed Strike 0

10 *** Simple Light ***11 Cestus 512 Dagger 213 Hanbo 114 Light Mace 515 Punching Dagger 216 Sickle 617 Spiked Gauntlet 518 Wooden Stake 019 *** Simple 1-Handed ***20 Club 021 Heavy Mace 1222 Mere Club 223 Morningstar 824 Shortspear 125 *** Simple 2-Handed ***26 Bayonet 527 Longspear 528 Quarterstaff 029 Spear 230 *** Simple Ranged ***31 Blowgun 232 Dart 0.533 Heavy Crossbow 5034 Javelin 135 Light Crossbow 3536 Sling 037 Stingchuck 0

*** Custom Simple ***

45 *** Martial Light ***46 Blade Boot 2547 Dogslicer 848 Handaxe 649 Kukri 850 Light Hammer 151 Light Pick 452 Light Shield 053 Light Spiked Shield 10

Page 707: PRPG_CS_v_0_9_2

54 Sap 155 Short Sword 1056 Spiked Armor 5057 Starknife 2458 Switchblade Knife 559 Throwing Axe 860 War Razor 861 *** Martial 1-Handed ***62 Battleaxe 1063 Combat Scabbard 1064 Flail 865 Heavy Pick 866 Heavy Shield 067 Heavy Spiked Shield 1068 Klar 1269 Longsword 1570 Rapier 2071 Sawtooth Sabre [1-handed] 3572 Scimitar 1573 Scizore 2074 Steel Terbutje 2075 Terbutje 576 Trident 1577 Warhammer 1278 *** Martial 2-Handed ***79 Bardiche 1380 Bastard Sword [2-handed] 3581 Bec De Corbin 1582 Bill 1183 Dwarven Waraxe [2-handed] 3084 Earth Breaker 4085 Falchion 7586 Glaive 887 Glaive-Guisarme 1288 Greataxe 2089 Greatclub 590 Greatsword 5091 Guisarme 992 Halberd 1093 Heavy Flail 1594 Horsechopper 1095 Lance 1096 Lucern Hammer 1597 Ogre Hook 2498 Osirian Khopesh 2099 Ranseur 10

100 Scythe 18101 Syringe Spear 100102 *** Martial Ranged ***103 Chakram 1104 Hunga Munga 4105 Longbow 75106 Composite Longbow – STR 10 100

Page 708: PRPG_CS_v_0_9_2

107 Composite Longbow – STR 12 200108 Composite Longbow – STR 14 300109 Composite Longbow – STR 16 400110 Composite Longbow – STR 18 500111 Composite Longbow – STR 20 600112 Pilum 5113 Shortbow 30114 Composite Shortbow – STR 10 75115 Composite Shortbow – STR 12 150116 Composite Shortbow – STR 14 225117 Composite Shortbow – STR 16 300118 Composite Shortbow – STR 18 375119 Composite Shortbow – STR 20 450

*** Custom Martial ***

126 *** Exotic Light ***127 Aklys 5128 Bich’hwa 5129 Dwarven Maulaxe 25130 Kama 2131 Nunchaku 2132 Pata 14133 Rope Gauntlets 0.2134 Sai 1135 Sawtooth Sabre [Light] 35136 Siangham 3137 Sica 10138 Swordbreaker Dagger 10139 Thorn Bracer 30140 Tri-Bladed Katar 6141 *** Exotic 1-Handed ***142 Aldori Dueling Sword 20143 Bastard Sword [1-handed] 35144 Battle Poi 5145 Boggle Buzzblade 80146 Boggle Wrench 25147 Butterfly Knife 5148 Dwarven Waraxe [1-handed] 30149 Falcata 18150 Khopesh 20151 Leather Madu 40152 Rhoka 5153 Scorpion Whip 5154 Shotel 30155 Steel Madu 40156 Temple Sword 30157 Urumi 50158 Whip 1159 *** Exotic 2-Handed ***

Page 709: PRPG_CS_v_0_9_2

160 Bladed Scarf 12161 Chain Spear 15162 Dire Flail 90163 Double Scimitar 100164 Dwarven Dorn-Dergar 50165 Dwarven Urgrosh [P] 50166 Dwarven Urgrosh [S] 50167 Elven Curve Blade 80168 Fauchard 14169 Flambard 50170 Flying Talon 15171 Garrote 3172 Gnome Hooked Hammer [B] 20173 Gnome Hooked Hammer [P] 20174 Injection Spear 60175 Mancatcher 15176 Meteor Hammer 10177 Orc Double Axe 60178 Spiked Chain 25179 Two-bladed Sword 100180 *** Exotic Ranged ***181 Boggle Crossbow 200182 Bolas 5183 Boomerang 3184 Crystal Chakram 20185 Double Crossbow 300186 Halfling Sling Staff 20187 Hand Crossbow 100188 Lasso 0.1189 Launching Crossbow 75190 Net 20191 Repeating Heavy Crossbow 400192 Repeating Light Crossbow 250193 Shoanti Bola 15194 Shuriken 0.2195 Sling Glove 5196 Thorn Bow 50197 Throwing Shield 50198 *** Firearms ***199 Blunderbuss 1400200 Musket 1800201 Pistol 1400202 Revolver 2600203 Rifle 3000204 Scattergun 2200

*** Custom Exotic ***

210 *** Natural Attacks ***211 Bite 0212 Claw 0

Page 710: PRPG_CS_v_0_9_2

213 Gore 0214 Hoof 0215 Pincer 0216 Rake 0217 Slam 0218 Sting 0219 Tail Slap 0220 Talon 0221 Tentacle 0222 Trample 0223 Wing 0224 Bite, Barbarian Animal Fury 0225 Bite, tengu 0226 Crystal, relluk 0227 Midclaw, entobian 0228 Slam, Jotunnar 0229 Tongue lash, mogogol 0230 *** Magical Attacks ***231 Alchemist Bomb 0232 Feral Mutagen Bite 0233 Feral Mutagen Claw 0234 Ray 0

236 *** Ammunition ***237 Arrow 0.05238 Arrow (Adamantine) 60.05239 Arrow (Cold Iron) 0.1240 Arrow (Mithral) 75.05241 Arrow (Silver) 2.05242 Bolt, crossbow 0.1243 Bolt, crossbow (Adamantine) 60.1244 Bolt, crossbow (Cold Iron) 0.2245 Bolt, crossbow (Mithral) 50.1246 Bolt, crossbow (Silver) 2.1247 Bolt, boggle crossbow 0.17248 Bolt, boggle crossbow (Adamantine) 60.17249 Bolt, boggle crossbow (Cold Iron) 0.33250 Bolt, boggle crossbow (Mithral) 100.17251 Bolt, boggle crossbow (Silver) 2.17252 Bolt, repeating crossbow 0.2253 Bolt, repeating crossbow (Adamantine) 60.2254 Bolt, repeating crossbow (Cold Iron) 0.4255 Bolt, repeating crossbow (Mithral) 100.2256 Bolt, repeating crossbow (Silver) 2.2257 Bullet, groaning 0.2258 Bullet, sling 0.01259 Bullet, sling (Admanatine) 60.01260 Bullet, sling (Cold Iron) 0.02261 Bullet, sling (Mithral) 250.01262 Bullet, sling (Silver) 2.01263 Dart, blowgun 0.05264 Dart, blowgun (Admanatine) 60.05265 Dart, blowgun (Cold Iron) 0.1

Page 711: PRPG_CS_v_0_9_2

266 Dart, blowgun (Mithral) 50.05267 Dart, blowgun (Silver) 2.05268 Thistle Arrow 2.05

*** Custom Ammunition ***

Table_WeaponsList_Weapons, List_Weapons_Martial, List_Weapons_Exotic

Armor Cost278 None 0

*** Custom ***280 0 0281 *** Light armor ***282 Armored Kilt 20283 Padded 5284 Leather 10285 Rosewood 50286 Leaf 500287 Parade 25288 Studded Leather 25289 Chain Shirt 100290 *** Medium armor ***291 Hide 15292 Scale Mail 50293 Chainmail 150294 Breastplate 200295 *** Heavy armor ***296 Splint Mail 200297 Banded Mail 250298 Half-plate 600299 Field Plate 1200300 Full Plate 1500301 Stone Plate 1800302 *** Relluk Armor Gems ***303 *** Light Armor Gems ***304 Agate 5305 Opal 25306 Milky Quartz 10307 Carnelian 50308 Rock Crystal 25309 Moonstone 125310 Rose Quartz 75311 Garnet 375312 *** Medium Armor Gems ***313 Smoky Quartz 10314 Obsidian 50315 Rutilated Quartz 50316 Tiger Eye 250317 Blue Quartz 100318 Amethyst 500

Page 712: PRPG_CS_v_0_9_2

319 Rainbow Quartz 200320 Tourmaline 1000321 *** Heavy Armor Gems ***322 Adventurine 250323 Peridot 1250324 Citrine 300325 Topaz 1500326 Onyx 750327 Sapphire 3750328 Prasiolite 2000329 Emerald 10000

*** Custom ***

334 None 0*** Custom ***

336 0 0337 *** Shields ***338 Buckler 15339 Klar 12340 Light Wooden Shield 3341 Light Steel Shield 9342 Leather Madu 30343 Steel Madu 40344 Heavy Wooden Shield 7345 Heavy Steel Shield 20346 Tower Shield 30

*** Custom ***

Table_ArmorArmor Cost

353 0354 Armor Spikes 50355 Armored Kilt 20356 Deflecting 1000357 Jarring 1000358 Vital Guard 500359 Gauntlet, Locked 8360 None 0361 Shield Spikes 10362 Throwing Shield 50

66Str Light

0 01 32 63 104 13

Page 713: PRPG_CS_v_0_9_2

5 166 207 238 269 30

10 3311 3812 4313 5014 5815 6616 7617 8618 10019 11620 13321 15322 17323 20024 23325 26626 30627 34628 40029 46630 53231 61232 69233 80034 93235 106436 122437 138438 160039 186440 212841 244842 276843 320044 372845 425646 489647 553648 640049 745650 8512

Table_Encumbrance 2

Weapon Benefit CostMW 300Adamantine 3000DarkwoodCold Iron

Page 714: PRPG_CS_v_0_9_2

MithralSilver

1 23002 83003 183004 323005 50300

Table_Weapon_Benefit

Armor Benefit CostMW 150Adamantine 3000DarkwoodDragon HideMithral

1 11502 41503 91504 161505 25150

Table_Armor_Benefit

Shield CostMW 150Adamantine 3000DarkwoodDragon HideMithral

1 11502 41503 91504 161505 25150

Table_Shield_Benefit

Light1-handed2-handedDoubleRangedList_Weapon_Types

466469

0 470469 *** Unarmed Attacks *** 471470 Brass Knuckles 472471 Gauntlet 473472 Unarmed Strike 474473 *** Simple Light *** 475474 Cestus 476475 Dagger 477476 Hanbo 478477 Light Mace 479

Page 715: PRPG_CS_v_0_9_2

478 Punching Dagger 480479 Sickle 481480 Spiked Gauntlet 482481 Wooden Stake 483482 *** Simple 1-Handed *** 484483 Club 485484 Heavy Mace 486485 Mere Club 487486 Morningstar 488487 Shortspear 489488 *** Simple 2-Handed *** 490489 Bayonet 491490 Longspear 492491 Quarterstaff 493492 Spear 494493 *** Simple Ranged *** 495494 Blowgun 496495 Dart 497496 Heavy Crossbow 498497 Javelin 499498 Light Crossbow 500499 Sling 508500 Stingchuck 509

5100 5110 5120 5130 5140 5150 516

508 *** Martial Light *** 517509 Blade Boot 518510 Dogslicer 519511 Handaxe 520512 Kukri 521513 Light Hammer 522514 Light Pick 523515 Light Shield 524516 Light Spiked Shield 525517 Sap 526518 Short Sword 527519 Spiked Armor 528520 Starknife 529521 Switchblade Knife 530522 Throwing Axe 531523 War Razor 532524 *** Martial 1-Handed *** 533525 Battleaxe 534526 Combat Scabbard 535527 Flail 536528 Heavy Pick 537529 Heavy Shield 538530 Heavy Spiked Shield 539

Page 716: PRPG_CS_v_0_9_2

531 Klar 540532 Longsword 541533 Rapier 542534 Sawtooth Sabre [1-handed] 543535 Scimitar 544536 Scizore 545537 Steel Terbutje 546538 Terbutje 547539 Trident 548540 Warhammer 549541 *** Martial 2-Handed *** 550542 Bardiche 551543 Bastard Sword [2-handed] 552544 Bec De Corbin 553545 Bill 554546 Dwarven Waraxe [2-handed] 555547 Earth Breaker 556548 Falchion 557549 Glaive 558550 Glaive-Guisarme 559551 Greataxe 560552 Greatclub 561553 Greatsword 562554 Guisarme 563555 Halberd 564556 Heavy Flail 565557 Horsechopper 566558 Lance 567559 Lucern Hammer 568560 Ogre Hook 569561 Osirian Khopesh 570562 Ranseur 577563 Scythe 578564 Syringe Spear 579565 *** Martial Ranged *** 580566 Chakram 581567 Hunga Munga 582568 Longbow 583569 Pilum 584570 Shortbow 585

5860 5870 5880 5890 5900 591

577 *** Exotic Light *** 592578 Aklys 593579 Bich’hwa 594580 Dwarven Maulaxe 595581 Kama 596582 Nunchaku 597583 Pata 598

Page 717: PRPG_CS_v_0_9_2

584 Rope Gauntlets 599585 Sai 600586 Sawtooth Sabre [Light] 601587 Siangham 602588 Sica 603589 Swordbreaker Dagger 604590 Thorn Bracer 605591 Tri-Bladed Katar 606592 *** Exotic 1-Handed *** 607593 Aldori Dueling Sword 608594 Bastard Sword [1-handed] 609595 Battle Poi 610596 Boggle Buzzblade 611597 Boggle Wrench 612598 Butterfly Knife 613599 Dwarven Waraxe [1-handed] 614600 Falcata 615601 Khopesh 616602 Leather Madu 617603 Rhoka 618604 Scorpion Whip 619605 Shotel 620606 Steel Madu 621607 Temple Sword 622608 Urumi 623609 Whip 624610 *** Exotic 2-Handed *** 625611 Bladed Scarf 626612 Chain Spear 627613 Dire Flail 628614 Double Scimitar 629615 Dwarven Dorn-Dergar 630616 Dwarven Urgrosh 631617 Elven Curve Blade 632618 Fauchard 633619 Flambard 634620 Flying Talon 635621 Garrote 636622 Gnome Hooked Hammer 637623 Injection Spear 638624 Mancatcher 639625 Meteor Hammer 640626 Orc Double Axe 641627 Spiked Chain 642628 Two-bladed Sword 643629 *** Exotic Ranged *** 644630 Boggle Crossbow 645631 Bolas 646632 Boomerang 647633 Crystal Chakram 653634 Double Crossbow 654635 Halfling Sling Staff 655636 Hand Crossbow 656

Page 718: PRPG_CS_v_0_9_2

637 Lasso 657638 Launching Crossbow 658639 Net 659640 Repeating Heavy Crossbow 660641 Repeating Light Crossbow 661642 Shoanti Bola 662643 Shuriken 663644 Sling Glove 664645 Thorn Bow 665646 Throwing Shield 666647 Firearms 667

6680 6690 6700 6710 672

653 *** Natural Attacks *** 673654 Bite 674655 Claw 675656 Gore 676657 Hoof ###658 Pincer ###659 Rake ###660 Slam ###661 Sting ###662 Tail Slap ###663 Talon ###664 Tentacle ###665 Trample ###666 Wing ###667 Bite, Barbarian Animal Fury ###668 Bite, tengu ###669 Crystal, relluk ###670 Midclaw, entobian ###671 Tongue lash, mogogol ###672 *** Magical Attacks *** ###673 Alchemist Bomb ###674 Feral Mutagen Bite ###675 Feral Mutagen Claw ###676 Ray ###

List_Weapon_Feats, List_Weapon_Prof_Exotic, List_Weapon_Prof_Martial

Page 719: PRPG_CS_v_0_9_2

ProficiencyCost Exotic

10 0 00 0 0 011 Light1 Light1 Light11 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light11 1-handed1 1-handed1 1-handed1 1-handed1 1-handed11 2-handed1 2-handed1 2-handed1 2-handed11 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged111111

11 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light

Page 720: PRPG_CS_v_0_9_2

1 Light1 Light1 Light1 Light

11 Light

1

1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed11 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed11 Ranged1 Ranged1 Ranged1 Ranged

Page 721: PRPG_CS_v_0_9_2

1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged11111

11 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light11 1-handed1 1-handed1 1-handed

0 1 1-handed0 1 1-handed

1 1-handed0 1 1-handed

1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1 1-handed1

Page 722: PRPG_CS_v_0_9_2

1 2-handed1 2-handed1 2-handed1 2-handed1 2-handed

0 1 2-handed0 1 2-handed0 1 2-handed

1 2-handed1 2-handed1 2-handed1 2-handed

0 1 2-handed0 1 2-handed

1 2-handed1 2-handed1 2-handed

0 1 2-handed1 2-handed1 2-handed1

0 1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged

0 1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged11 Ranged1 Ranged1 Ranged1 Ranged1 Ranged1 Ranged11111

11 Light1 Light

Page 723: PRPG_CS_v_0_9_2

1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1 Light1

1 Ranged1 Light1 Light1 Ranged

Page 724: PRPG_CS_v_0_9_2

Proficiency Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty ― 0 50 0

0 0 0 0

Light 1 6 0Light 1 8 0Light 2 6 0Light 2 6 0Light 3 5 0Light 3 5 -1Light 3 5 -1Light 4 4 -2

Medium 4 4 -3Medium 5 3 -4Medium 6 2 -5Medium 6 3 -4

Heavy 7 0 -7Heavy 7 1 -6Heavy 8 0 -7Heavy 7 1 -5Heavy 9 1 -6Heavy 9 1 -6

Light 1 8 0Light 1 8 0Light 2 6 0Light 2 6 0Light 3 5 -1Light 3 5 0Light 4 4 -2Light 4 4 -1

Medium 4 4 -3Medium 4 4 -2Medium 5 3 -4Medium 5 3 -3Medium 6 2 -5Medium 6 2 -4

Page 725: PRPG_CS_v_0_9_2

Medium 6 3 -4Medium 6 3 -3

Heavy 7 0 -7Heavy 7 0 -6Heavy 7 1 -6Heavy 7 1 -5Heavy 8 0 -7Heavy 8 0 -6Heavy 9 1 -6Heavy 9 1 -5

0 0 50 0

Shield 0 0 0

Shield 1 — -1Shield 1 — -1Shield 1 — -1Shield 1 — -1Shield 1 — -2Shield 1 — -2Shield 2 — -2Shield 2 — -2Tower Shield 4 2 -10

Proficiency Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty

— — —— — —— — —— — —— — —— — special

— — —— — —

133 200Med Heavy Encumbrance

0 06 10

13 2020 3026 40

Page 726: PRPG_CS_v_0_9_2

33 5040 6046 7053 8060 9066 10076 11586 130

100 150116 175133 200153 230173 260200 300233 350266 400306 460346 520400 600466 700533 800613 920693 1040800 1200933 1400

1064 16001224 18401384 20801600 24001864 28002132 32002452 36802772 41603200 48003732 56004256 64004896 73605536 83206400 96007456 112008528 128009808 14720

11088 1664012800 1920014928 2240017024 25600

3 4

Page 727: PRPG_CS_v_0_9_2

*** Unarmed Attacks ***Brass KnucklesGauntletUnarmed Strike*** Simple Light ***CestusDaggerHanboLight MacePunching DaggerSickle

Page 728: PRPG_CS_v_0_9_2

Spiked GauntletWooden Stake*** Simple 1-Handed ***ClubHeavy MaceMere ClubMorningstarShortspear*** Simple 2-Handed ***BayonetLongspearQuarterstaffSpear*** Simple Ranged ***BlowgunDartHeavy CrossbowJavelinLight CrossbowSlingStingchuck*** Martial Light ***Blade BootDogslicerHandaxeKukriLight HammerLight PickLight ShieldLight Spiked ShieldSapShort SwordSpiked ArmorStarknifeSwitchblade KnifeThrowing AxeWar Razor*** Martial 1-Handed ***BattleaxeCombat ScabbardFlailHeavy PickHeavy ShieldHeavy Spiked ShieldKlarLongswordRapierSawtooth Sabre [1-handed]ScimitarScizoreSteel TerbutjeTerbutjeTrident

Page 729: PRPG_CS_v_0_9_2

Warhammer*** Martial 2-Handed ***BardicheBastard Sword [2-handed]Bec De CorbinBillDwarven Waraxe [2-handed]Earth BreakerFalchionGlaiveGlaive-GuisarmeGreataxeGreatclubGreatswordGuisarmeHalberdHeavy FlailHorsechopperLanceLucern HammerOgre HookOsirian KhopeshRanseurScytheSyringe Spear*** Martial Ranged ***ChakramHunga MungaLongbowPilumShortbow*** Exotic Light ***AklysBich’hwaDwarven MaulaxeKamaNunchakuPataRope GauntletsSaiSawtooth Sabre [Light]SianghamSicaSwordbreaker DaggerThorn BracerTri-Bladed Katar*** Exotic 1-Handed ***Aldori Dueling SwordBastard Sword [1-handed]Battle PoiBoggle BuzzbladeBoggle WrenchButterfly Knife

Page 730: PRPG_CS_v_0_9_2

Dwarven Waraxe [1-handed]FalcataKhopeshLeather MaduRhokaScorpion WhipShotelSteel MaduTemple SwordUrumiWhip*** Exotic 2-Handed ***Bladed ScarfChain SpearDire FlailDouble ScimitarDwarven Dorn-DergarDwarven UrgroshElven Curve BladeFauchardFlambardFlying TalonGarroteGnome Hooked HammerInjection SpearMancatcherMeteor HammerOrc Double AxeSpiked ChainTwo-bladed Sword*** Exotic Ranged ***Boggle CrossbowBolasBoomerangCrystal ChakramDouble CrossbowHalfling Sling StaffHand CrossbowLassoLaunching CrossbowNetRepeating Heavy CrossbowRepeating Light CrossbowShoanti BolaShurikenSling GloveThorn BowThrowing ShieldFirearms*** Natural Attacks ***BiteClawGore

Page 731: PRPG_CS_v_0_9_2

HoofPincerRakeSlamStingTail SlapTalonTentacleTrampleWingBite, Barbarian Animal FuryBite, tenguCrystal, rellukMidclaw, entobianTongue lash, mogogol*** Magical Attacks ***Alchemist BombFeral Mutagen BiteFeral Mutagen ClawRayNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL

Page 732: PRPG_CS_v_0_9_2

DamageHands Diminutive

0 0 0 0 0

1 0 0 1 1d21 0 0 1 1d21 0 0 1 1d2

1 0 1 1d2 1d31 0 1 1d2 1d31 1 1d2 1d3 1d41 1 1d2 1d3 1d41 0 1 1d2 1d31 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1 1d2 1d3

1 1 1d2 1d3 1d41 1d2 1d3 1d4 1d61 0 1 1d2 1d31 1d2 1d3 1d4 1d61 1 1d2 1d3 1d4

2 1 1d2 1d3 1d42 1d2 1d3 1d4 1d6

1.5 1 1d2 1d3 1d42 1d2 1d3 1d4 1d6

1 0 0 0 11 0 1 1d2 1d31 1d3 1d4 1d6 1d81 1 1d2 1d3 1d41 1d2 1d3 1d4 1d61 0 1 1d2 1d31 0 1 1d2 1d3

1 0 1 1d2 1d31 1 1d2 1d3 1d41 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1 1d2 1d31 0 1 1d2 1d31 0 0 1 1d21 0 1 1d2 1d3

Page 733: PRPG_CS_v_0_9_2

1 1 1d2 1d3 1d41 1 1d2 1d3 1d41 1 1d2 1d3 1d41 0 1 1d2 1d3

11 1 1d2 1d3 1d4

1

1 1 1d2 1d3 1d41 1d2 1d3 1d4 1d61 1 1d2 1d3 1d41 1d3 1d4 1d6 1d81 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d6

2 1d3 1d4 1d6 1d82 1d3 1d4 1d6 1d82 1d3 1d4 1d6 1d82 1d2 1d3 1d4 1d62 1d3 1d4 1d6 1d82 1d4 1d6 1d8 1d102 1d2 1d3 1d4 1d62 1d3 1d4 1d6 1d82 1d3 1d4 1d6 1d82 1d4 1d6 1d8 1d102 1d3 1d4 1d6 1d82 1d4 1d6 1d8 1d102 1d2 1d3 1d4 1d62 1d3 1d4 1d6 1d82 1d3 1d4 1d6 1d82 1d3 1d4 1d6 1d82 1d2 1d3 1d4 1d62 1d4 1d6 1d8 1d102 1d3 1d4 1d6 1d82 1d3 1d4 1d6 1d82 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d6

1 1d2 1d3 1d4 1d61 1 1d2 1d3 1d42 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d6

Page 734: PRPG_CS_v_0_9_2

2 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d62 1 1d2 1d3 1d42 1 1d2 1d3 1d42 1 1d2 1d3 1d42 1 1d2 1d3 1d42 1 1d2 1d3 1d42 1 1d2 1d3 1d42 1 1d2 1d3 1d4

1 1 1d2 1d3 1d41 0 1 1d2 1d31 1 1d2 1d3 1d41 1 1d2 1d3 1d41 1 1d2 1d3 1d41 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1 1d2 1d31 1d2 1d3 1d4 1d61 1 1d2 1d3 1d41 1 1d2 1d3 1d41 0 1 1d2 1d31 1 1d2 1d3 1d41 0 1 1d2 1d3

1 1d2 1d3 1d4 1d61 1d3 1d4 1d6 1d81 0 1 1d2 1d31 1d3 1d4 1d6 1d81 1d2 1d3 1d4 1d61 0 1 1d2 1d31 1d3 1d4 1d6 1d81 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d61 0 1 1d2 1d31 1d2 1d3 1d4 1d61 0 1 1d2 1d31 1d2 1d3 1d4 1d61 0 1 1d2 1d31 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d61 0 0 1 1d2

Page 735: PRPG_CS_v_0_9_2

1 1 1d2 1d3 1d41.5 0 1 1d2 1d31.5 1d2 1d3 1d4 1d61.5 1 1d2 1d3 1d4

2 1d3 1d4 1d6 1d81.5 1 1d2 1d3 1d41.5 1d2 1d3 1d4 1d6

2 1d3 1d4 1d6 1d81.5 1d3 1d4 1d6 1d8

2 1d3 1d4 1d6 1d81.5 0 1 1d2 1d3

2 1 1d2 1d3 1d41.5 1d2 1d3 1d4 1d61.5 1 1d2 1d3 1d4

2 1d2 1d3 1d4 1d62 0 0 0 12 1d2 1d3 1d4 1d6

1.5 1d2 1d3 1d4 1d62 1d2 1d3 1d4 1d6

1.5 1d2 1d3 1d4 1d6

1 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1d2 1d3 1d41 1 1d2 1d3 1d41 1d2 1d3 1d4 1d61 1d2 1d3 1d4 1d61 0 1 1d2 1d31 0 0 0 01 0 0 0 01 0 0 0 01 1d3 1d4 1d6 1d81 1d2 1d3 1d4 1d61 0 1 1d2 1d31 0 0 0 11 0 1 1d2 1d32 1 1d2 1d3 1d42 1 1d2 1d3 1d4

121122

1 1 1d2 1d3 1d41 0 1 1d2 1d3

Page 736: PRPG_CS_v_0_9_2

1 1 1d2 1d3 1d41 0 1 1d2 1d31 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1 1d2 1d31 0 1 1d2 1d31 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1 1d2 1d31 1 1d2 1d3 1d41 0 1 1d2 1d31 0 1 1d2 1d31 0 0 1 1d21 1d2 1d3 1d4 1d61 1 1d2 1d3 1d41 1d6 1d6 1d6 1d61 0 0 1 1d2

1 0d6+4 0d6+4 0d6+4 0d6+41 1d2 1d3 1d4 1d61 1 1d2 1d3 1d41

Page 737: PRPG_CS_v_0_9_2

Spd RedArcane Spell Failure Chance Normal Run Wgt Source

0 No No 0

0 No No 0

0 No No 10 PCCS0.05 No No 10 PRPG

0.1 No No 15 PRPG0.1 No No 15 AA

0.15 No No 10 AA0.15 No No 20 AA0.15 No No 20 PRPG

0.2 No No 25 PRPG

0.2 Yes No 25 PRPG0.25 Yes No 30 PRPG

0.3 Yes No 40 PRPG0.25 Yes No 30 PRPG

0.4 Yes Yes 45 PRPG0.35 Yes Yes 35 PRPG

0.4 Yes Yes 50 PRPG0.35 Yes Yes 50 AA0.35 Yes Yes 50 PRPG0.35 Yes Yes 75 AA

0.05 No No 7 RR0.05 No No 7 RR

0.1 No No 10 RR0.1 No No 10 RR

0.15 No No 15 RR0.15 No No 15 RR

0.2 No No 20 RR0.2 No No 20 RR

0.2 Yes No 20 RR0.2 Yes No 20 RR

0.25 Yes No 25 RR0.25 Yes No 25 RR

0.3 Yes No 30 RR0.3 Yes No 30 RR

Page 738: PRPG_CS_v_0_9_2

0.25 Yes No 25 RR0.25 Yes No 25 RR

0.4 Yes Yes 35 RR0.4 Yes Yes 35 RR

0.35 Yes Yes 30 RR0.35 Yes Yes 30 RR

0.4 Yes Yes 40 RR0.4 Yes Yes 40 RR

0.35 Yes Yes 40 RR0.35 Yes Yes 40 RR

0 No No 0

0 No No 0

0.05 No No 5 PRPG0.05 No No 6 AA0.05 No No 5 PRPG0.05 No No 6 PRPG0.05 No No 5 AA0.05 No No 6 AA0.15 No No 10 PRPG0.15 No No 15 PRPG

0.5 No No 45 PRPG

Arcane Spell Failure Chance Normal Run Wgt Source0

— — — 10 PRPG— — — 10 PRPG— — — 10 FG— — — 20 FG— — — 15 FGn/a4 — — 5 PRPG

0— — — 5 PRPG— — — 0 AA

066

Page 739: PRPG_CS_v_0_9_2

469 *** Unarmed Attacks ***470 Brass Knuckles

469 471 Gauntlet470 472 Unarmed Strike471 473 *** Simple Light ***472 474 Cestus473 475 Dagger474 476 Hanbo475 477 Light Mace476 478 Punching Dagger477 479 Sickle

Page 740: PRPG_CS_v_0_9_2

478 480 Spiked Gauntlet479 481 Wooden Stake480 482 *** Simple 1-Handed ***481 483 Club482 484 Heavy Mace483 485 Mere Club484 486 Morningstar485 487 Shortspear486 488 *** Simple 2-Handed ***487 489 Bayonet488 490 Longspear489 491 Quarterstaff490 492 Spear491 493 *** Simple Ranged ***492 494 Blowgun493 495 Dart494 496 Heavy Crossbow495 497 Javelin496 498 Light Crossbow497 499 Sling498 500 Stingchuck499 501500 673 Alchemist Bomb501 674 Feral Mutagen Bite

675 Feral Mutagen Claw676 Ray### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

Page 741: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

Page 742: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

Page 743: PRPG_CS_v_0_9_2

### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL### NULL

673 ### NULL674 ### NULL675 ### NULL676 ### NULL

Page 744: PRPG_CS_v_0_9_2

Diminutive

0

1d31d31d3

1d41d41d61d61d41d61d41d4

1d61d81d41d81d6

1d61d81d61d8

1d21d41d101d61d81d41d4

1d41d61d61d41d41d41d31d4

Page 745: PRPG_CS_v_0_9_2

1d61d61d61d4

11d6

1

1d61d81d61d101d81d81d81d8

1d101d101d101d81d102d62d41d101d101d121d102d62d41d101d101d101d81d121d101d102d42d41d8

1d81d61d81d8

Page 746: PRPG_CS_v_0_9_2

1d81d81d81d81d81d81d61d61d61d61d61d61d6

1d61d41d61d61d61d61d41d41d81d61d61d41d61d4

1d81d101d41d101d81d41d101d81d81d41d81d41d81d41d81d81d3

Page 747: PRPG_CS_v_0_9_2

1d61d41d81d61d101d61d81d101d101d101d41d61d81d61d81d21d81d82d41d8

1d61d41d61d61d81d81d4

000

1d101d81d41d21d41d61d6

2d61d81d61d61d83d6

1d61d4

Page 748: PRPG_CS_v_0_9_2

1d61d41d61d41d41d41d61d41d41d61d41d41d31d81d61d61d3

0d6+41d81d6

Page 749: PRPG_CS_v_0_9_2

Special

0

+2 racial bonus on Knowledge (arcana) and Spellcraft skill checks+4 racial bonus on Knowledge (arcana) and Spellcraft skill checks+2 racial bonus on Heal and Survival skill checks+4 racial bonus on Heal and Survival skill checks+2 racial bonus on Perception and Stealth skill checks+4 racial bonus on Perception and Stealth skill checks+2 racial bonus on Sense Motive and Diplomacy skill checks+4 racial bonus on Sense Motive and Diplomacy skill checks

+2 racial bonus on Reflex saves vs. fire or electricity effects+4 racial bonus on Reflex saves vs. fire or electricity effects+2 racial bonus on saves vs. blindness, deafness, or dazzled conditions+4 racial bonus on saves vs. blindness, deafness, or dazzled conditions+2 racial bonus on Will saves vs. mind-affecting spells and effects+4 racial bonus on Will saves vs. mind-affecting spells and effects

Page 750: PRPG_CS_v_0_9_2

+2 racial bonus on saves when examining illusion effect closely+4 racial bonus on saves when examining illusion effect closely

acid resistance 5acid resistance 10fire resistance 5fire resistance 10electricity resistance 5electricity resistance 10cold resistance 5 and sonic resistance 5cold resistance 10 and sonic resistance 10

0

Special

B/S melee attack that misses by 5 or less grants +1 Circumstance bonus on next melee attack vs. that foe if made w/in 1 rndfoe that makes Power Attack and misses by 5 or less may be sickened until end of next turn (Fort DC 10+Power Attack bonus dmg)treat armor bonus as +2 higher for crit confirmation roll

Page 751: PRPG_CS_v_0_9_2

Critical Large Threat Enh. Threat Multiplier Range Weight

0 0

- - - - 0 0 2 0 0

1d4 1d6 1d8 2d6 20 19-20 2 — 1 1d4 1d6 1d8 2d6 20 19-20 2 — 1 1d4 1d6 1d8 2d6 20 19-20 2 — 0

1d6 1d8 2d6 4d6 19-20 17-20 2 — 1 1d6 1d8 2d6 4d6 19-20 17-20 2 10 1 1d8 2d6 4d6 20 19-20 2 — 2 1d8 2d6 4d6 20 19-20 2 — 4 1d6 1d8 2d6 4d6 20 19-20 3 — 1 1d8 2d6 4d6 20 19-20 2 — 2 1d6 1d8 2d6 4d6 20 19-20 2 — 1 1d6 1d8 2d6 4d6 20 19-20 2 10 1

1d8 2d6 4d6 20 19-20 2 10 3 2d6 4d6 20 19-20 2 — 8 1d6 1d8 2d6 4d6 20 19-20 2 — 2 2d6 4d6 20 19-20 2 — 61d8 2d6 4d6 20 19-20 2 20 3

1d8 2d6 4d6 20 19-20 3 — 12d6 4d6 20 19-20 3 — 91d8 2d6 4d6 20 19-20 2 — 42d6 4d6 20 19-20 3 20 6

1d3 1d4 1d6 1d8 20 19-20 2 20 11d6 1d8 2d6 4d6 20 19-20 2 20 0.52d8 4d6 19-20 17-20 2 120 81d8 2d6 4d6 20 19-20 2 30 22d6 4d6 19-20 17-20 2 80 41d6 1d8 2d6 4d6 20 19-20 2 50 01d6 1d8 2d6 4d6 20 19-20 2 10 9

1d6 1d8 2d6 4d6 20 19-20 2 — 21d8 2d6 4d6 19-20 17-20 2 — 11d8 2d6 4d6 20 19-20 3 — 31d6 1d8 2d6 4d6 18-20 15-20 2 — 21d6 1d8 2d6 4d6 20 19-20 2 20 21d6 1d8 2d6 4d6 20 19-20 4 — 31d4 1d6 1d8 2d6 20 19-20 2 — 01d6 1d8 2d6 4d6 20 19-20 2 — 5

Page 752: PRPG_CS_v_0_9_2

1d8 2d6 4d6 20 19-20 2 — 21d8 2d6 4d6 19-20 17-20 2 — 21d8 2d6 4d6 20 19-20 2 — 101d6 1d8 2d6 4d6 20 19-20 3 20 31d6 1d8 2d6 4d6 20 19-20 2 10 11d8 2d6 4d6 20 19-20 2 10 21d6 1d8 2d6 4d6 19-20 17-20 2 — 1

2d6 4d6 20 19-20 3 — 61d8 2d6 4d6 18-20 15-20 2 — 12d6 4d6 20 19-20 2 — 51d8 2d6 4d6 20 19-20 4 — 61d6 1d8 2d6 4d6 20 19-20 2 — 01d8 2d6 4d6 20 19-20 2 — 51d8 2d6 4d6 20 19-20 2 — 62d6 4d6 19-20 17-20 2 — 41d8 2d6 4d6 18-20 15-20 2 — 22d6 4d6 19-20 17-20 2 — 21d8 2d6 4d6 18-20 15-20 2 — 42d8 4d6 20 19-20 2 — 32d6 4d6 19-20 17-20 2 — 42d6 4d6 19-20 17-20 2 — 22d6 4d6 20 19-20 2 10 42d6 4d6 20 19-20 3 — 5

2d8 4d6 19-20 17-20 2 — 142d8 4d6 19-20 17-20 2 — 62d8 4d6 20 19-20 3 — 122d6 4d6 20 19-20 3 — 112d8 4d6 20 19-20 3 — 83d6 4d6 20 19-20 3 — 142d6 4d6 18-20 15-20 2 — 82d8 4d6 20 19-20 3 — 102d8 4d6 20 19-20 3 — 103d6 4d6 20 19-20 3 — 122d8 4d6 20 19-20 2 — 83d6 4d6 19-20 17-20 2 — 82d6 4d6 20 19-20 3 — 122d8 4d6 20 19-20 3 — 122d8 4d6 19-20 17-20 2 — 102d8 4d6 20 19-20 3 — 122d6 4d6 20 19-20 3 — 103d6 4d6 20 19-20 2 — 122d8 4d6 20 19-20 3 — 102d8 4d6 20 19-20 2 — 82d6 4d6 20 19-20 3 — 122d6 4d6 20 19-20 4 — 102d6 4d6 20 19-20 3 20 6

2d6 4d6 20 19-20 2 30 11d8 2d6 4d6 20 19-20 2 15 12d6 4d6 20 19-20 3 100 32d6 4d6 20 19-20 3 110 3

Page 753: PRPG_CS_v_0_9_2

2d6 4d6 20 19-20 3 110 32d6 4d6 20 19-20 3 110 32d6 4d6 20 19-20 3 110 32d6 4d6 20 19-20 3 110 32d6 4d6 20 19-20 3 110 32d6 4d6 20 19-20 2 20 41d8 2d6 4d6 20 19-20 3 60 21d8 2d6 4d6 20 19-20 3 70 21d8 2d6 4d6 20 19-20 3 70 21d8 2d6 4d6 20 19-20 3 70 21d8 2d6 4d6 20 19-20 3 70 21d8 2d6 4d6 20 19-20 3 70 21d8 2d6 4d6 20 19-20 3 70 2

1d8 2d6 4d6 20 19-20 2 20 21d6 1d8 2d6 4d6 19-20 17-20 2 — 21d8 2d6 4d6 20 19-20 3 10 51d8 2d6 4d6 20 19-20 2 — 21d8 2d6 4d6 20 19-20 2 — 21d8 2d6 4d6 20 19-20 3 — 31d6 1d8 2d6 4d6 20 19-20 2 — 21d6 1d8 2d6 4d6 20 19-20 2 — 12d6 4d6 19-20 17-20 2 — 21d8 2d6 4d6 20 19-20 2 — 11d8 2d6 4d6 20 19-20 2 — 31d6 1d8 2d6 4d6 20 19-20 2 — 31d8 2d6 4d6 20 19-20 2 — 31d6 1d8 2d6 4d6 20 19-20 4 — 2

2d6 4d6 19-20 17-20 2 — 32d8 4d6 19-20 17-20 2 — 61d6 1d8 2d6 4d6 20 19-20 2 — 22d8 4d6 20 19-20 4 — 42d6 4d6 20 19-20 3 — 101d6 1d8 2d6 4d6 19-20 17-20 2 — 12d8 4d6 20 19-20 3 — 82d6 4d6 19-20 17-20 3 — 42d6 4d6 19-20 17-20 2 — 81d6 1d8 2d6 4d6 20 19-20 2 — 52d6 4d6 18-20 15-20 2 — 61d6 1d8 2d6 4d6 20 19-20 2 — 32d6 4d6 20 19-20 3 — 21d6 1d8 2d6 4d6 20 19-20 2 — 62d6 4d6 19-20 17-20 2 — 32d6 4d6 18-20 15-20 2 — 61d4 1d6 1d8 2d6 20 19-20 2 — 2

Page 754: PRPG_CS_v_0_9_2

1d8 2d6 4d6 20 19-20 2 — 21d6 1d8 2d6 4d6 20 19-20 2 — 132d6 4d6 20 19-20 2 — 101d8 2d6 4d6 18-20 15-20 2 — 102d8 4d6 20 19-20 2 — 151d8 2d6 4d6 20 19-20 3 — 122d6 4d6 20 19-20 3 — 122d8 4d6 18-20 15-20 2 — 72d8 4d6 18-20 15-20 2 — 102d8 4d6 19-20 17-20 2 — 61d6 1d8 2d6 4d6 20 19-20 2 — 131d8 2d6 4d6 20 19-20 2 — 12d6 4d6 20 19-20 3 — 61d8 2d6 4d6 20 19-20 4 — 62d6 4d6 20 19-20 3 — 81d3 1d4 1d6 1d8 20 19-20 2 — 101d10 2d8 4d6 19-20 17-20 2 — 102d6 4d6 20 19-20 3 — 152d6 4d6 20 19-20 2 — 102d6 4d6 19-20 17-20 2 — 10

1d8 2d6 4d6 19-20 17-20 2 120 31d6 1d8 2d6 4d6 20 19-20 2 10 21d8 2d6 4d6 20 19-20 2 30 31d8 2d6 4d6 18-20 15-20 2 10 22d6 4d6 19-20 17-20 2 80 182d6 4d6 20 19-20 3 80 21d6 1d8 2d6 4d6 19-20 17-20 2 30 2

0 0 0 0 0 0 10 50 0 0 0 0 0 20 80 0 0 0 0 0 10 6

2d8 4d6 19-20 17-20 2 120 122d6 4d6 19-20 17-20 2 80 61d6 1d8 2d6 4d6 20 19-20 2 10 21d3 1d4 1d6 1d8 20 19-20 2 10 0.51d6 1d8 2d6 4d6 20 19-20 2 50 21d8 2d6 4d6 20 19-20 3 40 21d8 2d6 4d6 20 19-20 3 20 2

20 19-20 2 20 520 19-20 3 90 920 19-20 2 60 420 19-20 2 60 5

19-20 17-20 3 150 820 19-20 2 30 8

1d8 2d6 2d8 4d6 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 0

Page 755: PRPG_CS_v_0_9_2

1d8 2d6 2d8 4d6 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d8 2d6 2d8 4d6 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d8 2d6 2d8 4d6 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d8 2d6 2d8 4d6 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d6 1d8 2d6 2d8 20 19-20 2 — 01d4 1d6 1d8 2d6 20 19-20 2 — 02d6 2d8 4d6 4d8 20 19-20 2 — 01d8 2d6 2d8 4d6 20 19-20 2 — 01d6 1d6 1d6 1d6 20 19-20 2 — 01d4 1d6 1d8 2d6 20 19-20 2 — 0

0d6+4 0d6+4 0d6+4 0d6+4 20 19-20 2 20 02d6 2d8 4d6 4d8 20 19-20 2 — 01d8 2d6 2d8 4d6 20 19-20 2 — 0

0

0.150.150.150.150.15

0.10.10.10.10.1

0.080.080.080.080.08

0.20.20.20.20.20.50.50.50.50.50.5

000

Page 756: PRPG_CS_v_0_9_2

000

Light 1Medium 2Heavy 3Table_Armor_Cat

Page 757: PRPG_CS_v_0_9_2

0

Page 758: PRPG_CS_v_0_9_2

508 *** Martial Light *** 577509 Blade Boot 578510 Dogslicer 579511 Handaxe 580512 Kukri 581513 Light Hammer 582514 Light Pick 583515 Light Shield 584516 Light Spiked Shield 585517 Sap 586518 Short Sword 587

Page 759: PRPG_CS_v_0_9_2

519 Spiked Armor 588520 Starknife 589521 Switchblade Knife 590522 Throwing Axe 591523 War Razor 592524 *** Martial 1-Handed *** 593525 Battleaxe 594526 Combat Scabbard 595527 Flail 596528 Heavy Pick 597529 Heavy Shield 598530 Heavy Spiked Shield 599531 Klar 600532 Longsword 601533 Rapier 602534 Sawtooth Sabre [1-handed] 603535 Scimitar 604536 Scizore 605537 Steel Terbutje 606538 Terbutje 607539 Trident 608540 Warhammer 609541 *** Martial 2-Handed *** 610542 Bardiche 611543 Bastard Sword [2-handed] 612544 Bec De Corbin 613545 Bill 614546 Dwarven Waraxe [2-handed] 615547 Earth Breaker 616548 Falchion 617

508 549 Glaive 618509 550 Glaive-Guisarme 619510 551 Greataxe 620511 552 Greatclub 621512 553 Greatsword 622513 554 Guisarme 623514 555 Halberd 624515 556 Heavy Flail 625516 557 Horsechopper 626517 558 Lance 627518 559 Lucern Hammer 628519 560 Ogre Hook 629520 561 Osirian Khopesh 630521 562 Ranseur 631522 563 Scythe 632523 564 Syringe Spear 633524 565 *** Martial Ranged *** 634525 566 Chakram 635526 567 Hunga Munga 636527 568 Longbow 637528 569 Pilum 638529 570 Shortbow 639530 571 640

Page 760: PRPG_CS_v_0_9_2

531 577 *** Exotic Light *** 641532 578 Aklys 642533 579 Bich’hwa 643534 580 Dwarven Maulaxe 644535 581 Kama 645536 582 Nunchaku 646537 583 Pata 647538 584 Rope Gauntlets 648539 585 Sai 653540 586 Sawtooth Sabre [Light] 654541 587 Siangham 655542 ### NULL 656543 ### NULL 657544 ### NULL 658545 ### NULL 659546 ### NULL 660547 ### NULL ###548 ### NULL ###549 ### NULL ###550 ### NULL ###551 ### NULL ###552 ### NULL ###553 ### NULL ###554 ### NULL ###555 ### NULL ###556 ### NULL ###557 ### NULL ###558 ### NULL ###559 ### NULL ###560 ### NULL ###561 ### NULL ###562 ### NULL ###563 ### NULL ###564 ### NULL ###565 ### NULL ###566 ### NULL ###567 ### NULL ###568 ### NULL ###569 ### NULL ###570 ### NULL ###571 ### NULL ###

### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###

577 ### NULL 577 ###578 ### NULL 578 ###579 ### NULL 579 ###580 ### NULL 580 ###581 ### NULL 581 ###582 ### NULL 582 ###583 ### NULL 583 ###

Page 761: PRPG_CS_v_0_9_2

584 ### NULL 584 ###585 ### NULL 585 ###586 ### NULL 586 ###587 ### NULL 587 ###

### NULL 588 ###### NULL 589 ###### NULL 590 ###### NULL 591 ###### NULL 592 ###### NULL 593 ###### NULL 594 ###### NULL 595 ###### NULL 596 ###### NULL 597 ###### NULL 598 ###### NULL 599 ###### NULL 600 ###### NULL 601 ###### NULL 602 ###### NULL 603 ###### NULL 604 ###### NULL 605 ###### NULL 606 ###### NULL 607 ###### NULL 608 ###### NULL 609 ###### NULL 610 ###### NULL 611 ###### NULL 612 ###### NULL 613 ###### NULL 614 ###### NULL 615 ###### NULL 616 ###### NULL 617 ###### NULL 618 ###### NULL 619 ###### NULL 620 ###### NULL 621 ###### NULL 622 ###### NULL 623 ###### NULL 624 ###### NULL 625 ###### NULL 626 ###### NULL 627 ###### NULL 628 ###### NULL 629 ###### NULL 630 ###### NULL 631 ###### NULL 632 ###### NULL 633 ###### NULL 634 ###### NULL 635 ###### NULL 636 ###

Page 762: PRPG_CS_v_0_9_2

### NULL 637 ###### NULL 638 ###### NULL 639 ###### NULL 640 ###### NULL 641 ###### NULL 642 ###### NULL 643 ###### NULL 644 ###### NULL 645 ###### NULL 646 ###### NULL 647 ###### NULL 648 ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL 653 ###### NULL 654 ###### NULL 655 ###### NULL 656 ###### NULL 657 ###### NULL 658 ###### NULL 659 ###### NULL 660 ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###### NULL ###

Page 763: PRPG_CS_v_0_9_2

Type

0

BBB

BP or SBBPSPP

BBB or PB and PP

PPBP

PPPPPBB

PSSSBPBP

Page 764: PRPG_CS_v_0_9_2

BPPPPSS

SSBPBPSSPSSPSSPB

SSB or PSSBSSSSBSSP or SBP or SPB or PPSPP or SS

SPPP

Page 765: PRPG_CS_v_0_9_2

PPPPPPPPPPPPP

BP or SB or SSBPB or SBSPSSPP

SSFireSBP or SSSSPSSPPSSS

Page 766: PRPG_CS_v_0_9_2

S SBSBPSSSSSSBPPPBSPS

PBBSPBP— — — PPBPBPB

B and PB and PB and PB and PB and PB and P

AllB and S

Page 767: PRPG_CS_v_0_9_2

PBBSBPBSBBBAllAllPB and SBS

fireAllB and SMagical

Page 768: PRPG_CS_v_0_9_2

278280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319

Page 769: PRPG_CS_v_0_9_2

320321322323324325326327328329

#VALUE!#VALUE!#VALUE!#VALUE!#VALUE!

334336337338339340341342343344345346

#VALUE!#VALUE!#VALUE!#VALUE!#VALUE!

354355356357358359

361362

Page 770: PRPG_CS_v_0_9_2

*** Exotic Light ***AklysBich’hwaDwarven MaulaxeKamaNunchakuPataRope GauntletsSaiSawtooth Sabre [Light]Siangham

Page 771: PRPG_CS_v_0_9_2

SicaSwordbreaker DaggerThorn BracerTri-Bladed Katar*** Exotic 1-Handed ***Aldori Dueling SwordBastard Sword [1-handed]Battle PoiBoggle BuzzbladeBoggle WrenchButterfly KnifeDwarven Waraxe [1-handed]FalcataKhopeshLeather MaduRhokaScorpion WhipShotelSteel MaduTemple SwordUrumiWhip*** Exotic 2-Handed ***Bladed ScarfChain SpearDire FlailDouble ScimitarDwarven Dorn-DergarDwarven UrgroshElven Curve BladeFauchardFlambardFlying TalonGarroteGnome Hooked HammerInjection SpearMancatcherMeteor HammerOrc Double AxeSpiked ChainTwo-bladed Sword*** Exotic Ranged ***Boggle CrossbowBolasBoomerangCrystal ChakramDouble CrossbowHalfling Sling StaffHand CrossbowLassoLaunching CrossbowNetRepeating Heavy Crossbow

Page 772: PRPG_CS_v_0_9_2

Repeating Light CrossbowShoanti BolaShurikenSling GloveThorn BowThrowing ShieldFirearms

*** Natural Attacks ***BiteClawGoreHoofPincerRakeSlamNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL

Page 773: PRPG_CS_v_0_9_2

NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL

Page 774: PRPG_CS_v_0_9_2

NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL

Page 775: PRPG_CS_v_0_9_2

Special Proficient Finesse1

0 0 0

— 1 1— 1 1nonlethal, provokes AoO 1 1

monk 1 1— 1 1monk, trip 1 1— 1 1— 1 1trip 1 1— 1 1— 1 1

— 1 0— 1 0— 1 0— 1 0— 1 0

— 1 0brace, reach 1 0double, monk 1 0brace 1 0

— 1 0— 1 0— 1 0— 1 0— 1 0— 1 0splash, nauseate (Fort D 11 negs) 1 0

11111

— 1 1— 1 1— 1 1— 1 1— 1 1— 1 1— 1 1— 1 1

Page 776: PRPG_CS_v_0_9_2

nonlethal 1 1— 1 1— 1 1— 1 1— 1 1— 1 1— 1 1

— 1 0— 1 0disarm, trip 1 0— 1 0— 1 0— 1 0— 1 0— 1 0— 1 1— 1 0— 1 0Attack at -1, +1 Shield bonus 1 0— 1 0Broken on roll of 1 1 0brace 1 0— 1 0

brace, reach, +2 vs. sunder 1 0— 1 0brace, reach, +2 to sunder Medium/Heavy armor 1 0brace, disarm, reach, +1 Fighting Defensively/Total Defense, +1 to unseat rider 1 0— 1 0— 1 0— 1 0reach 1 0brace, reach, +2 to unseat rider 1 0— 1 0— 1 0— 1 0reach, trip 1 0brace, trip 1 0disarm, trip 1 0trip (vs. quadruped) 1 0reach 1 0brace, reach, +2 to sunder Medium/Heavy armor 1 0trip 1 0trip 1 0disarm, reach 1 0trip 1 0brace 1 0

melee attack at -1 and DC 15 Ref to avoid injury 1 0— 1 0— 1 0— 1 0

Page 777: PRPG_CS_v_0_9_2

— 1 0— 1 0— 1 0— 1 0— 1 0negate Shield bonus until removed 1 0— 1 0— 1 0— 1 0— 1 0— 1 0— 1 0— 1 0

0000

trip 0 1+2 CMD vs. disarm, monk 0 1— 0 1monk, trip 0 1disarm, monk 0 1+10 CMD vs. disarm 0 1— 0 1disarm, monk 0 1— 0 1monk 0 1Attack vs. buckler, light/heavy shield at +1 0 1disarm, sunder (+4 vs. bladed weapons) 0 1— 0 1— 0 1

— 0 1— 0 0— 0 0— 0 0disarm, trip 0 0open as free action 0 0— 0 0— 0 0trip 1 0Fight Defensively at -2, Combat Expertise +1 0 0— 0 0disarm, reach, trip 0 0Attack vs. buckler, light/heavy shield at +1 0 0— 0 0monk, trip 0 0half dmg from sunder 0 0disarm, nonlethal, reach, trip 0 1

Page 778: PRPG_CS_v_0_9_2

disarm, trip, 1d4 dmg to grappler 0 1trip 0 1disarm, double, trip 0 0double 0 0reach 0 0brace, double 0 0brace, double 0 0— 0 1reach, trip 0 0sunder (+4 vs. wooden weapons), trip 0 0trip 0 1grapple (choke) 0 1double, trip 0 0double, trip 0 0injection 0 0grapple, reach 0 0double or reach and +1 AC, trip (drag) 0 0double 0 0disarm, trip 0 1double 0 0

— 0 0nonlethal, trip 0 0— 0 0— 0 0Fires 2 bolts, but attack at -8 0 0— 0 0— 1 0— 0 0— 0 0— 0 0— 0 0— 0 0— 0 0monk 0 0— 0 0— 0 0trip 0 0

Shots: 1 0 0Shots: 1 0 0Shots: 1 0 0Shots: 5 0 0Shots: 1 0 0Shots: 2 0 0

0000

natural 1 1natural 1 1

Page 779: PRPG_CS_v_0_9_2

natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 1 1natural 0 1natural 0 1natural 0 1natural 0 1natural 0 1disarm, natural, nonlethal, reach, trip 0 1

alchemical 0 0natural 0 1natural 0 1

1 1

—————————————————————————————

Page 780: PRPG_CS_v_0_9_2

——Bleed 1d6 rnds

None0

*** Light armor ***Armored KiltPaddedLeatherRosewoodLeafParadeStudded LeatherChain Shirt*** Medium armor ***HideScale MailChainmailBreastplate*** Heavy armor ***Splint MailBanded MailHalf-plateField PlateFull PlateStone Plate*** Relluk Armor Gems ****** Light Armor Gems ***AgateOpalMilky QuartzCarnelianRock CrystalMoonstoneRose QuartzGarnet*** Medium Armor Gems ***Smoky QuartzObsidianRutilated QuartzTiger EyeBlue QuartzAmethystRainbow Quartz

Page 781: PRPG_CS_v_0_9_2

Tourmaline*** Heavy Armor Gems ***AdventurinePeridotCitrineTopazOnyxSapphirePrasioliteEmeraldNULLNULLNULLNULLNULL List_ArmorNone

0*** Shields ***BucklerKlarLight Wooden ShieldLight Steel ShieldLeather MaduSteel MaduHeavy Wooden ShieldHeavy Steel ShieldTower ShieldNULLNULLNULLNULLNULL List_Shields

Armor Spikes Armored KiltDeflectingJarringVital GuardGauntlet, Locked

Shield Spikes Throwing Shield

Page 782: PRPG_CS_v_0_9_2

Attack Damage Group3

NULL 50 NULL 6

*** Unarmed Attacks *** 7Close AA Brass Knuckles 8Close PRPG Gauntlet 9Close, Monk, Natural PRPG Unarmed Strike 10

*** Simple Light *** 11Close, Monk AA Cestus 12Blades [Light], Thrown PRPG Dagger 13Hammers, Monk AA Hanbo 14Hammers PRPG Light Mace 15Close PRPG Punching Dagger 16Blades [Light] PRPG Sickle 17Close PRPG Spiked Gauntlet 18Thrown AA Wooden Stake 19

*** Simple 1-Handed *** 20Hammers, Thrown PRPG Club 21Hammers PRPG Heavy Mace 22Hammers AA Mere Club 23Flails PRPG Morningstar 24Spears, Thrown PRPG Shortspear 25

*** Simple 2-Handed *** 26Spears AA Bayonet 27Spears PRPG Longspear 28Double, Monk PRPG Quarterstaff 29Spears, Thrown PRPG Spear 30

*** Simple Ranged *** 31None PRPG Blowgun 32Thrown PRPG Dart 33Crossbows PRPG Heavy Crossbow 34Spears, Thrown PRPG Javelin 35Crossbows PRPG Light Crossbow 36Thrown PRPG Sling 37Thrown AA Stingchuck 45

NULL 46NULL 47NULL 48NULL 49NULL 50NULL 51NULL 52*** Martial Light *** 53

Close AA Blade Boot 54Blades [Light] AA Dogslicer 55Axes PRPG Handaxe 56Blades [Light] PRPG Kukri 57Hammers, Thrown PRPG Light Hammer 58Axes PRPG Light Pick 59Close PRPG Light Shield 60Close PRPG Light Spiked Shield 61

Page 783: PRPG_CS_v_0_9_2

Close PRPG Sap 62Blades [Light] PRPG Short Sword 63Close PRPG Spiked Armor 64Blades [Light], Thrown PRPG Starknife 65Blades [Light] AA Switchblade Knife 66Axes, Thrown PRPG Throwing Axe 67Blades [Light] AA War Razor 68

*** Martial 1-Handed *** 69Axes PRPG Battleaxe 70Blades [Light] AA Combat Scabbard 71Flails PRPG Flail 72Axes PRPG Heavy Pick 73Close PRPG Heavy Shield 74Close PRPG Heavy Spiked Shield 75Close AA Klar 76Blades [Heavy] PRPG Longsword 77Blades [Light] PRPG Rapier 78Blades [Light] AA Sawtooth Sabre [1-handed] 79Blades [Heavy] PRPG Scimitar 80Blades [Heavy] AA Scizore 81Blades [Heavy] AA Steel Terbutje 82Blades [Heavy] AA Terbutje 83Spears, Thrown PRPG Trident 84Hammers PRPG Warhammer 85

*** Martial 2-Handed *** 86Pole Arms AA Bardiche 87Blades [Heavy] PRPG Bastard Sword [2-handed] 88Pole Arms AA Bec De Corbin 89Pole Arms AA Bill 90Axes PRPG Dwarven Waraxe [2-handed] 91Hammers AA Earth Breaker 92Blades [Heavy] PRPG Falchion 93Pole Arms PRPG Glaive 94Pole Arms AA Glaive-Guisarme 95Axes PRPG Greataxe 96Hammers PRPG Greatclub 97Blades [Heavy] PRPG Greatsword 98Pole Arms PRPG Guisarme 99Pole Arms PRPG Halberd 100Flails PRPG Heavy Flail 101Pole Arms PRPG Horsechopper 102Spears PRPG Lance 103Pole Arms AA Lucern Hammer 104Close AA Ogre Hook 105Blades [Heavy] PRPG Osirian Khopesh 106Pole Arms PRPG Ranseur 107Blades [Heavy] PRPG Scythe 108Spears AA Syringe Spear 109

*** Martial Ranged *** 110Thrown AA Chakram 111Thrown AA Hunga Munga 112

0 0 Bows PRPG Longbow 113Bows PRPG NULL 114

Page 784: PRPG_CS_v_0_9_2

Bows PRPG NULL 115Bows PRPG NULL 116Bows PRPG NULL 117Bows PRPG NULL 118Bows PRPG NULL 119Thrown AA Pilum 126

0 0 Bows PRPG Shortbow 127Bows PRPG NULL 128Bows PRPG NULL 129Bows PRPG NULL 130Bows PRPG NULL 131Bows PRPG NULL 132Bows PRPG NULL 133

NULL 134NULL 135NULL 136NULL 137NULL 138

139*** Exotic Light *** 140

Hammer, Thrown AA Aklys 141Blades [Light], Monk PCCS Bich’hwa 142Axes, Hammers, Thrown AA Dwarven Maulaxe 143Blades [Light], Monk PRPG Kama 144Flails, Monk PRPG Nunchaku 145Blades [Light] PCCS Pata 146Close AA Rope Gauntlets 147Monk PRPG Sai 148Blades [Light] AA Sawtooth Sabre [Light] 149Monk PRPG Siangham 150Blades [Light] AA Sica 151Blades [Light] AA Swordbreaker Dagger 152Close PCCS Thorn Bracer 153Blades [Light] PCCS Tri-Bladed Katar 154

*** Exotic 1-Handed *** 155Blades [Heavy] AA Aldori Dueling Sword 156Blades [Heavy] PRPG Bastard Sword [1-handed] 157Flails AA Battle Poi 158Blades [Heavy] RR Boggle Buzzblade 159Hammers RR Boggle Wrench 160Blades [Light] AA Butterfly Knife 161Axes PRPG Dwarven Waraxe [1-handed] 162Blades [Heavy] AA Falcata 163Blades [Heavy] AA Khopesh 164Close AA Leather Madu 165Blades [Heavy] AA Rhoka 166Flails AA Scorpion Whip 167Blades [Heavy] AA Shotel 168Close AA Steel Madu 169Blades [Heavy], Monk AA Temple Sword 170Flails AA Urumi 171Flails PRPG Whip 172

*** Exotic 2-Handed *** 173

Page 785: PRPG_CS_v_0_9_2

Flails AA Bladed Scarf 174Flails AA Chain Spear 175Double, Flails PRPG Dire Flail 176Blades [Heavy], Double Custom Double Scimitar 177Flails DoG Dwarven Dorn-Dergar 178Double PRPG Dwarven Urgrosh 179Double PRPG NULL 180Blades [Heavy] PRPG Elven Curve Blade 181Pole Arms CHR Fauchard 182Blades [Heavy] CHR Flambard 183Flails AA Flying Talon 184Close AA Garrote 185Double PRPG Gnome Hooked Hammer 186Double PRPG NULL 187Spears CHR Injection Spear 188Pole Arms AA Mancatcher 189Flails AA Meteor Hammer 190Axes, Double PRPG Orc Double Axe 191Flails PRPG Spiked Chain 192Blades [Heavy], Double PRPG Two-bladed Sword 193

*** Exotic Ranged *** 194Crossbows RR Boggle Crossbow 195Thrown PRPG Bolas 196Thrown AA Boomerang 197Thrown CHR Crystal Chakram 198Crossbows AA Double Crossbow 199Thrown PRPG Halfling Sling Staff 200Crossbows PRPG Hand Crossbow 201Thrown AA Lasso 202Crossbows AA Launching Crossbow 203Thrown PRPG Net 204Crossbows PRPG Repeating Heavy Crossbow 210Crossbows PRPG Repeating Light Crossbow 211Thrown AA Shoanti Bola 212Monk, Thrown PRPG Shuriken 213Thrown AA Sling Glove 214Bows PCCS Thorn Bow 215Thrown AA Throwing Shield 216

Firearms 217Firearms PCCS NULL 218Firearms PCCS NULL 219Firearms PCCS NULL 220Firearms PCCS NULL 221Firearms PCCS NULL 222Firearms PCCS NULL 223

NULL 224NULL 225NULL 226NULL 227NULL 228*** Natural Attacks *** 229

Natural PRPG Bite 230Natural PRPG Claw 231

Page 786: PRPG_CS_v_0_9_2

Natural PRPG Gore 232Natural PRPG Hoof 233Natural PRPG Pincer 234Natural PRPG Rake ###Natural PRPG Slam ###Natural PRPG Sting ###Natural PRPG Tail Slap ###Natural PRPG Talon ###Natural PRPG Tentacle ###Natural PRPG Trample ###Natural PRPG Wing ###Natural PRPG Bite, Barbarian Animal Fury ###Natural PRPG Bite, tengu ###Natural RR Crystal, relluk ###Natural RR Midclaw, entobian ###Natural ItCoG Slam, Jotunnar ###Natural RR Tongue lash, mogogol ###

*** Magical Attacks *** ###Thrown APG-B Alchemist Bomb ###Natural APG-B Feral Mutagen Bite ###Natural APG-B Feral Mutagen Claw ###None PRPG Ray ###

PRPGPRPGPRPGPRPGPRPGPRPGPRPGPRPGPRPGPRPGRRRRRRRRRRPRPGPRPGPRPGPRPGPRPGAAPRPGPRPGPRPGPRPGPRPGPRPGPRPGPRPG

Page 787: PRPG_CS_v_0_9_2

PRPGPRPGAA

Page 788: PRPG_CS_v_0_9_2

None0

*** Unarmed Attacks ***Brass KnucklesGauntletUnarmed Strike*** Simple Light ***CestusDaggerHanboLight MacePunching DaggerSickleSpiked GauntletWooden Stake*** Simple 1-Handed ***ClubHeavy MaceMere ClubMorningstarShortspear*** Simple 2-Handed ***BayonetLongspearQuarterstaffSpear*** Simple Ranged ***BlowgunDartHeavy CrossbowJavelinLight CrossbowSlingStingchuck*** Martial Light ***Blade BootDogslicerHandaxeKukriLight HammerLight PickLight ShieldLight Spiked ShieldSapShort SwordSpiked ArmorStarknifeSwitchblade KnifeThrowing AxeWar Razor*** Martial 1-Handed ***

Page 789: PRPG_CS_v_0_9_2

BattleaxeCombat ScabbardFlailHeavy PickHeavy ShieldHeavy Spiked ShieldKlarLongswordRapierSawtooth Sabre [1-handed]ScimitarScizoreSteel TerbutjeTerbutjeTridentWarhammer*** Martial 2-Handed ***BardicheBastard Sword [2-handed]Bec De CorbinBillDwarven Waraxe [2-handed]Earth BreakerFalchionGlaiveGlaive-GuisarmeGreataxeGreatclubGreatswordGuisarmeHalberdHeavy FlailHorsechopperLanceLucern HammerOgre HookOsirian KhopeshRanseurScytheSyringe Spear*** Martial Ranged ***ChakramHunga MungaLongbowComposite Longbow – STR 10Composite Longbow – STR 12Composite Longbow – STR 14Composite Longbow – STR 16Composite Longbow – STR 18Composite Longbow – STR 20PilumShortbowComposite Shortbow – STR 10

Page 790: PRPG_CS_v_0_9_2

Composite Shortbow – STR 12Composite Shortbow – STR 14Composite Shortbow – STR 16Composite Shortbow – STR 18Composite Shortbow – STR 20*** Exotic Light ***AklysBich’hwaDwarven MaulaxeKamaNunchakuPataRope GauntletsSaiSawtooth Sabre [Light]SianghamSicaSwordbreaker DaggerThorn BracerTri-Bladed Katar*** Exotic 1-Handed ***Aldori Dueling SwordBastard Sword [1-handed]Battle PoiBoggle BuzzbladeBoggle WrenchButterfly KnifeDwarven Waraxe [1-handed]FalcataKhopeshLeather MaduRhokaScorpion WhipShotelSteel MaduTemple SwordUrumiWhip*** Exotic 2-Handed ***Bladed ScarfChain SpearDire FlailDouble ScimitarDwarven Dorn-DergarDwarven Urgrosh [P]Dwarven Urgrosh [S]Elven Curve BladeFauchardFlambardFlying TalonGarroteGnome Hooked Hammer [B]Gnome Hooked Hammer [P]

Page 791: PRPG_CS_v_0_9_2

Injection SpearMancatcherMeteor HammerOrc Double AxeSpiked ChainTwo-bladed Sword*** Exotic Ranged ***Boggle CrossbowBolasBoomerangCrystal ChakramDouble CrossbowHalfling Sling StaffHand CrossbowLassoLaunching CrossbowNetRepeating Heavy CrossbowRepeating Light CrossbowShoanti BolaShurikenSling GloveThorn BowThrowing Shield*** Firearms ***BlunderbussMusketPistolRevolverRifleScattergun*** Natural Attacks ***BiteClawGoreHoofPincerRakeSlamStingTail SlapTalonTentacleTrampleWingBite, Barbarian Animal FuryBite, tenguCrystal, rellukMidclaw, entobianSlam, JotunnarTongue lash, mogogol*** Magical Attacks ***Alchemist Bomb

Page 792: PRPG_CS_v_0_9_2

Feral Mutagen BiteFeral Mutagen ClawRayNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLList_Weapons

Page 793: PRPG_CS_v_0_9_2

Spont Mid Spells Per DayLevel 1st 2nd

1 12 23 34 3 15 4 26 4 37 4 38 4 49 5 4

10 5 411 5 412 5 513 5 514 5 515 5 516 5 517 5 518 5 519 5 520 5 5

Max Spells Per DayLevel 0 1st

1 3 12 4 23 4 24 4 35 4 36 4 37 4 48 4 49 4 4

10 4 411 4 412 4 413 4 414 4 415 4 416 4 417 4 418 4 419 4 420 4 4

Spont Max Spells Per DayLevel 1st 2nd

1 32 43 54 6 3

Page 794: PRPG_CS_v_0_9_2

5 6 46 6 57 6 68 6 69 6 6

10 6 611 6 612 6 613 6 614 6 615 6 616 6 617 6 618 6 619 6 620 6 6

MinLevel Caster Level 1st

1 02 03 04 1 05 2 16 3 17 4 18 5 19 6 2

10 7 211 8 212 9 213 10 314 11 315 12 316 13 317 14 418 15 419 16 420 17 4

Prestige Class Caster Level IncreaseLevel -3 -1

1 0 02 1 13 2 24 3 35 3 46 4 57 5 68 6 79 6 8

10 7 91 2 3

Page 795: PRPG_CS_v_0_9_2

Table_PRC_Caster_Level

Prestige Class IncreasesArcane Archer Arcane Trickster

Bard 0 0Cleric 0 0Druid 0 0Paladin 0 0Ranger 0 0Sorcerer 0 0Wizard 0 0Inquisitor 0 0Oracle 0 0Summoner 0 0Witch 0 0

Bonus Spell Points (by Maximum Spell Level)Score 0 1st12-13 0 114-15 0 116-17 0 118-19 0 120-21 0 222-23 0 224-25 0 226-27 0 228-29 0 330-31 0 332-33 0 334-35 0 336-37 0 438-39 0 440-41 0 442-43 0 444-45 0 546-47 0 548-49 0 550-51 0 5

Page 796: PRPG_CS_v_0_9_2

Spells Per Day Spells Per Known3rd 4th 5th 6th Level 0 1st 2nd 3rd

1 4 22 5 33 6 44 6 4 25 6 4 36 6 4 4

1 7 6 5 4 22 8 6 5 4 33 9 6 5 4 43 1 10 6 5 5 44 2 11 6 6 5 44 3 12 6 6 5 44 3 1 13 6 6 5 54 4 2 14 6 6 6 55 4 3 15 6 6 6 55 4 3 1 16 6 6 6 55 4 4 2 17 6 6 6 65 5 4 3 18 6 6 6 65 5 5 3 19 6 6 6 65 5 5 5 20 6 6 6 6

2nd 3rd 4th 5th 6th 7th 8th 9th

122 13 23 2 13 3 24 3 2 14 3 3 24 4 3 2 14 4 3 3 24 4 4 3 2 14 4 4 3 3 24 4 4 4 3 2 14 4 4 4 3 3 24 4 4 4 4 3 2 14 4 4 4 4 3 3 24 4 4 4 4 4 3 34 4 4 4 4 4 4 4

Spont Max Spells Known3rd 4th 5th 6th 7th 8th 9th Level 0

1 42 53 54 6

Page 797: PRPG_CS_v_0_9_2

5 63 6 74 7 75 3 8 8

66 5 3 10 9

6

Spells Per Day2nd 3rd 4th

0111 01 12 12 1 02 1 12 2 13 2 13 2 13 2 23 3 24 3 3

Full123456789

104

Page 798: PRPG_CS_v_0_9_2

Dragon Disciple Eldritch Knight Loremaster Mystic Theurge Diabolist 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 00 0 0 0 0 0 0

2nd 3rd 4th 5th 6th 7th 8th 9th1 1 1 1 1 1 1 14 4 4 4 4 4 4 44 9 9 9 9 9 9 94 9 16 16 16 16 16 165 10 17 26 26 26 26 268 13 20 29 40 40 40 408 18 25 34 45 58 58 588 18 32 41 52 65 80 809 19 33 51 62 75 90 107

12 22 36 54 76 89 104 12112 24 38 56 78 104 119 13612 27 48 66 88 114 144 16113 28 49 76 98 124 154 18816 31 52 77 110 136 166 20016 36 57 84 117 156 186 22016 36 64 91 124 163 208 24217 37 65 101 134 173 218 26920 40 68 104 148 187 232 28320 45 73 109 156 205 250 30120 45 80 116 160 212 272 323

Page 799: PRPG_CS_v_0_9_2

4th 5th 6th BardClericDruidPaladinRangerSorcererWizardInquisitorOracleSummoner

2 Witch 3 4 List_Casters_All_Base 4 2 4 3 4 4 Bard 5 4 2 Sorcerer 5 4 3 Wizard 5 4 4 Summoner 5 5 4 Witch 6 5 5

List_Casters_Arcane_Base

ClericDruidPaladinRangerInquisitorOracle

List_Casters_Divine_Base

1st 2nd 3rd 4th 5th 6th 7th 8th 9th2233 1

Page 800: PRPG_CS_v_0_9_2

4 24 2 15 3 25 3 2 15 4 3 25 4 3 2 15 5 4 3 25 5 4 3 2 15 5 4 4 3 25 5 4 4 3 2 15 5 4 4 4 3 25 5 4 4 4 3 2 15 5 4 4 4 3 3 25 5 4 4 4 3 3 2 15 5 4 4 4 3 3 3 25 5 4 4 4 3 3 3 3

Page 801: PRPG_CS_v_0_9_2

Level123456789

1011121314151617181920

1Table_Level_Dependent

CampaignCustomLowStandardHighEpicTable_Point_Buy_Cost

BAB0123456789

1011121314151617

Page 802: PRPG_CS_v_0_9_2

181920

Ability Score0123456789

101112131415161718

4 195 205 216 226 237 247 258 268 279 289 29

10 3010 3111 3211 3312 3412 3513 3613 3714 3814 3915 4015 4116 4216 4317 4417 4518 46

Page 803: PRPG_CS_v_0_9_2

18 4719 4819 4920 50

Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells

LightMediumHeavyOverloaded

Base Speed5

101520253035404550556065707580859095

100105110115120

Table_Speed_Reduction

Dog, BadgerhoundEagle, GoldenFluttermouseFox, RedHedgehogParrotRabbitRobinWoodratClockwork BatClockwork CatClockwork OwlClockwork Rat

Page 804: PRPG_CS_v_0_9_2

BABLow

0112233445566778899

102

Points0

10152025

Attack 2000000123456789

101112

Page 805: PRPG_CS_v_0_9_2

131415

Modifier-5-5-4-4-3-3-2-2-1-100112233445566778899

1010111112121313141415151616171718

Page 806: PRPG_CS_v_0_9_2

18191920

Max Dex6310

Reduced Speed5

1010152020253030354040455050556060657070758080

+3 bonus on scent-based and opposed Perception checks+2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light+2 bonus on Fly and Stealth checks+3 bonus on Survival checks+1 natural armor bonus+3 bonus on Linguistics checks+2 bonus on sight-based, sound-based and opposed Perception checks+2 bonus on Fly and sound-based and opposed Perception checks in bright light+2 bonus on Acrobatics and Appraise checks

Page 807: PRPG_CS_v_0_9_2

BAB Saving Thr Prestige Saves Spell Points per DayMid High Bad Good PrC Bad PrC Good Spell Points Low Spell Points Med

0 1 0 2 0 1 0 01 2 0 3 1 1 0 02 3 1 3 1 2 0 13 4 1 4 1 2 0 53 5 1 4 2 3 0 64 6 2 5 2 3 1 95 7 2 5 2 4 1 146 8 2 6 3 4 1 176 9 3 6 3 5 1 227 10 3 7 3 5 4 298 11 3 7 4 6 4 349 12 4 8 4 6 9 419 13 4 8 4 7 9 50

10 14 4 9 5 7 10 5711 15 5 9 5 8 17 6712 16 5 10 5 8 20 8112 17 5 10 6 9 25 9513 18 6 11 6 9 26 11314 19 6 11 6 10 41 13315 20 6 12 7 11 48 144

3 4 5 6 7 8 9 10

Attack 3 Attack 40 00 00 00 00 00 00 00 00 00 00 01 02 03 04 05 06 17 2

Page 808: PRPG_CS_v_0_9_2

8 39 4

10 5

Bonus Spells (by Spell Level)Cost 1st 2nd 3rd 4th 5th 6th 7th

-12

Can't cast spells tied to this ability

-11-10

-9-8-7-5-4-2-10 0 0 0 0 0 0 01 0 0 0 0 0 0 02 1 0 0 0 0 0 03 1 0 0 0 0 0 05 1 1 0 0 0 0 07 1 1 0 0 0 0 0

10 1 1 1 0 0 0 013 1 1 1 0 0 0 017 1 1 1 1 0 0 021 1 1 1 1 0 0 026 2 1 1 1 1 0 031 2 1 1 1 1 0 037 2 2 1 1 1 1 043 2 2 1 1 1 1 050 2 2 2 1 1 1 157 2 2 2 1 1 1 165 2 2 2 2 1 1 173 2 2 2 2 1 1 182 3 2 2 2 2 1 191 3 2 2 2 2 1 1

101 3 3 2 2 2 2 1111 3 3 2 2 2 2 1122 3 3 3 2 2 2 2133 3 3 3 2 2 2 2145 3 3 3 3 2 2 2157 3 3 3 3 2 2 2170 4 3 3 3 3 2 2183 4 3 3 3 3 2 2197 4 4 3 3 3 3 2211 4 4 3 3 3 3 2226 4 4 4 3 3 3 3241 4 4 4 3 3 3 3257 4 4 4 4 3 3 3273 4 4 4 4 3 3 3290 5 4 4 4 4 3 3307 5 4 4 4 4 3 3325 5 5 4 4 4 4 3

Page 809: PRPG_CS_v_0_9_2

343 5 5 4 4 4 4 3362 5 5 5 4 4 4 4381 5 5 5 4 4 4 4401 5 5 5 5 4 4 4

Armor Check Penalty Spd Red Run0 No 4

-3 Yes 4-6 Yes 3

Yes 0

Page 810: PRPG_CS_v_0_9_2

Spell Points per Day XP NeededSpell Points High Spell Points Ult Slow Medium Fast Pathfinder Society Feats

2 3 - - - - 14 5 3,000 2,000 1,300 3 7 8 7,500 5,000 3,300 6 1

11 14 14,000 9,000 6,000 9 16 19 23,000 15,000 10,000 12 124 29 35,000 23,000 15,000 15 33 37 53,000 35,000 23,000 18 144 51 77,000 51,000 34,000 21 56 63 115,000 75,000 50,000 24 172 81 160,000 105,000 71,000 27 88 97 235,000 155,000 105,000 30 1

104 115 330,000 220,000 145,000 33 120 131 475,000 315,000 210,000 36 1136 149 665,000 445,000 295,000 39 152 165 955,000 635,000 425,000 42 1168 183 1,350,000 890,000 600,000 45 184 199 1,900,000 1,300,000 850,000 48 1200 217 2,700,000 1,800,000 1,200,000 51 216 233 3,850,000 2,550,000 1,700,000 54 1232 249 5,350,000 3,600,000 2,400,000 57

11 12 13 14 15 16 17

YesNoList_YesNo

Strength #VALUE! NULLDexterity #VALUE! NULLConstitution #VALUE! NULLIntelligence #VALUE! NULLWisdom #VALUE! NULLCharisma #VALUE! NULLList_Abilities

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Bonus Spells (by Spell Level)8th 9th

Can't cast spells tied to this ability

0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 01 11 11 11 11 11 12 12 12 22 22 22 22 22 23 23 23 33 33 3

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3 33 33 34 3

Page 813: PRPG_CS_v_0_9_2

FractionalAbility Score Wealth

LevelBAB Saving Thro

- Low Medium High High Low 1,000 1 0.5 0.75 1 2.5 0.34 3,000 2 1 1.5 2 3 0.68

1 6,000 3 1.5 2.25 3 3.5 1.02 10,500 4 2 3 4 4 1.36 16,000 5 2.5 3.75 5 4.5 1.7 23,500 6 3 4.5 6 5 2.04

1 33,000 7 3.5 5.25 7 5.5 2.38 46,000 8 4 6 8 6 2.72 62,000 9 4.5 6.75 9 6.5 3.06 82,000 10 5 7.5 10 7 3.4

1 108,000 11 5.5 8.25 11 7.5 3.74 140,000 12 6 9 12 8 4.08 185,000 13 6.5 9.75 13 8.5 4.42 240,000 14 7 10.5 14 9 4.76

1 315,000 15 7.5 11.25 15 9.5 5.1 410,000 16 8 12 16 10 5.44 530,000 17 8.5 12.75 17 10.5 5.78 685,000 18 9 13.5 18 11 6.12

1 880,000 19 9.5 14.25 19 11.5 6.4618 19 0 20 10 15 20 12 6.8

0

Skill Race Class SkillPerception (sight) 0 3Perception (sound) 0 3Perception (smell) 30 3Perception (taste) 3Perception (touch) 3

Page 814: PRPG_CS_v_0_9_2