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Peter Green's page
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On these message boards, throughout the years, I have disagreed with a great many folks about a great many things. But there was only one subject upon which, not only did I disagree with the opposition, I didn't even understand its logic; to wit: The Western leftist platform (or lack thereof) on private firearm ownership.
Socialism really does seem to brainwash citizenry into serfs. In addition to the usual collectivist economic outcomes (i.e., a slim few number of very wealthy folks & tons of impoverished masses), Europeans & Canadians seem lockstep in bemoaning the idea of free, law-abiding citizens defending themselves with modern small-arms.
I know these are large populations. Without looking up the numbers, it's a safe bet that Canada & Europe, summed together, likely sport a populous that doubles that of the USA. Therefore, one would think there are some few folks in all those untold millions that would espouse enjoying their own Second Amendment.
But I have yet to encounter one....even just one....in the cyber-world.
How is that possible?
Even more curious: Do they even believe their own spiel?
In the wake of this de-facto zombie-apocalypse that is the young-muslim-male-bum-rushing-European-borders phenomenon; & in turn, the related stories of all these Europeans (particularly shotgun-purchasing Austrian females) buying guns in much the same way one might expect as resultant of a zombie-apocalypse....I have to ask again:
Do these so-called "enlightened" Europeans themselves even believe their own anti-gun party-line?
If I was a European or Canadian, no matter what the law proscribed, I'd own at least one reliable semi-automatic centerfire pistol (e.g., .45 ACP, 9mm, or the like), at least 500 rounds, at least two spare magazines; & just make sure to keep real, real quiet about it.
I wonder how many other European & Canadian citizens have been doing exactly that for over a decade?
I'd bet my last dollar that that number is also in the millions. Sadly, I'd also bet it's not high enough in the millions to ensure the survival of a free state. But I pray I'm wrong.
Are there official rules for bending the bars of a cage to, say for instance, free a captive animal? Would it matter if the bars were of some metal other than iron? Would it matter if the animal was large-sized instead of medium? How long would this whole bar-bending process take (I'm guessing it'd increase as the animal in question swells in size)?
I assume breaking the bars with some weapon would be a sunder attempt. But would it require multiple sunder attempts if, say, for example, a total of four bars needed to be sundered in order to create a space big enough for said animal to squeeze through?
In any given monster's stats, like, for example, the Arsinoitherium (B2 pg.186), is his Power Attack feat automatically added-in in his gore attack & damage stats? How bout with his powerful charge? Or trample?
Is his Improved Overrun feat automatically bonused to his combat maneuver checks?

The Blueprint
In designing the gameworld of Urth, for use with Paizo’s Pathfinder RPG (which is an upgraded version of 3.5 D&D), I had to exercise a great deal of discretion. The main problem wasn’t so much ‘what to include?’ but ‘what not to include?’ Given all that’s been added to an eternally growing RPG since the 1970’s, I had to trim stuff if I was ever going to write easily adaptable game rules for a whole world. Therefore, on the world of “Urth,” ‘simplicity’ necessarily became the watchword. There are no “Oriental Adventures” (or magical katanas) to be found for instance. Moreover, gameworld “facts” &/or “science” aims to keep things simple & straightforward. For example, in order to keep the number of half-breeds low, & halves-of-halves nonexistent on Urth (along with all attendant DM headaches), where ever the word “Half” appears, as with Half-Elf, all such progeny are born sterile; & therefore, for both natural & social reasons, represent a very tiny population. Similar reductions were made across the board, as long as I believed continuity would be maintained. Case in point, there are only 7 gods: Three are good; 3 evil; & one is neutral.
There was one other important change of direction, reminiscent of Gary Gygax’s very first novel (“Saga of Old City”), I had hoped to aim my gameworld in: Low Fantasy. In other words, just as here in the real world, addictive narcotics, power-hoarding rulers, child-prostitutes, & all the similar societal dregs that most any civilization must suffer are also found on Urth. Besides, low fantasy settings offer our heroes more obstacles to overcome; not to mention more adventure options in general.
As mentioned above, this ‘Urth’ booklet is constructed as an addition to The Pathfinder Roleplaying Game, published by Paizo. Hereafter, references made to the Pathfinder ‘Core Rulebook’ will be abbreviated as ‘CR.’ References to The Pathfinder ‘Bestiary’ will be abbreviated as ‘B1,’ the ‘Bestiary 2’ as ‘B2,’ the ‘Bestiary 3’ as ‘B3,’ & the ‘Bestiary 4’ as ‘B4.’ The ‘Game Mastery Guide,’ ‘Advanced Players Guide,’ ‘Advanced Race Guide,’ & ‘Advanced Class Guide’ are abbreviated accordingly (i.e., ‘GMG,’ ‘APG,’ ‘ARG,’ & ‘ACG’). ‘Ultimate Equipment,’ ‘Ultimate Magic,’ & ‘Ultimate Combat,’ are denoted as such (i.e., ‘UE,’ ‘UM,’ & ‘UC’). The ‘Ultimate Campaign’ abbreviates to ‘Cam.’ And ‘Mythic Adventures’ is ‘MA.’

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Clerics, Druids, & the like, of all Urthly deities & alignments, are collectively called “Confessors.” These are basically as described by Pathfinder, albeit modified here-&-there in accordance with the nature of things on Urth. The reader will recall, for example, that there are only a total of 7 gods & goddesses worshipped on Urth; three of which are good, three evil, & one is neutral. Different gods bequeath their Urthly Confessors with different class features, skills, feats, & spells.
Confessors advocating good deities are referred to as “Clerics,” “Druids,” or “Warpriests.” Confessors of the neutral deity are called “Oracles.” Confessors espousing evil deities are either called “Inquisitors,” “Shamans,” or “Minions” (evil clerics). These 7 deities are:
• Isa (Lawful Good) is the God of Life, Love, Birth, Goodness, Sunlight, Dawn, Springtime, Air, Agriculture, the Harvest, Humility, Valor, Justice, Learning, Literacy, History, & Wisdom. An Isan Confessor more-or-less represents the standard good-aligned Cleric on Urth; & therefore follows those precepts laid out in the CR, starting on pg.38. His cleric’s bonus language is Celestial. His favored weapon is the warhammer (& his clerics are proficient with it). The holy symbol of Isa is a golden sun with a beneficent cherubic face in its center. Given Isa’s penchant for the humble, his holy symbols are usually yellow-painted wood; but some few are pure gold. Isa’s canon is called “The Book of Exalted Deeds,” usually weighing 3 lbs. & costing at least 40gp. A few of these more finely crafted books have been made into minor artifacts. The Isan Confessor gains the following additional class features: ▪ The Isan Confessor may not select the following Domains (as per the class feature): ‘Chaos,’ ‘Darkness,’ ‘Death,’ ‘Destruction,’ ‘Evil,’ & ‘Madness.’ Only Dwarven Clerics of Isa may select the ‘Rune’ domain. Obviously, subdomains such as ‘Murder’ (c.f., APG pg.94) & archetypes like ‘Undead Lord’ (c.f., UM pg.32) are also out of the question. Let common sense be your guide. ▪ A Cleric of Isa treats the spells Diagnose Disease (UM pg.216) & Sanctify Corpse (UM pg.236) as [0-level] Orisons. ▪ When a Cleric of Isa reduces the range of the spell Remove Sickness (UM pg.234) to ‘Touch,’ the beneficiary’s save bonus becomes +5 (instead of the usual +4).
• Agathi (Neutral Good) is the goddess of the Wilderness, Animals, Earth, Elves, Gnomes, Hobbits, Fairyfolk, Summertime, Joy, Intelligence, the Sublime, Romance, Instinct, Hunting, Fishing, & Gathering. Her favored weapon is the Shortbow. A Druid of Agathi should select those ‘Domains’ that common sense dictates pleasing to a NG nature-loving deity (e.g., Air, Animal, Earth, Fire, Plant, Water, Weather, & the like). The holy symbol of Agathi is a deciduous tree covered in tiny heart-shaped leaves. The vast majority of her holy symbols are enameled wood; once-in-a-great-while exhibited as finely carved jade. The Agathite canon is called “Leaves of Grass,” usually weighing 3 lbs. & costing at least 40gp. The Druid is described in the CR, starting on pg.48. In addition to those class features listed therein, the Agathite Confessor is also proficient with the shortbow (& composite shortbow).
• Solonarre (Chaotic Good) is the goddess of the Sea, Weather, Voyages, Military Expeditions, Conquering Evil, Knowledge, Charisma, Humor, Curiosity, Progress, Experiences, Water, Liberty, & Luck. Her favored weapon is the Trident. The holy symbol of Solonarre is a single-masted sailing ship framed in an unblinking eye. Solonarre’s canon is called “Mare Nostrum” (Old Evghennian for “Our Sea”) usually weighing 3 lbs. & costing at least 40gp. Solonarran Confessors are commonly called “Warpriests.” The Warpriest class is described in the ACG, starting on pg.X. The Warpriest on Urth is just as described by Pathfinder with the following exceptions: ▪ Unless he already has this weapon focus feat (vis-à-vis the trident) as a result of previous class levels, a first level Warpriest must apply his ‘Focus Weapon’ class feature to the trident. ▪ Warpriests cannot select ‘Evil,’ ‘Fire,’ or ‘Law’ blessings. Only Dwarven Warpriests may select the ‘Rune’ blessing; & only Goblin Warpriests may select the ‘Death’ blessing (as per the ‘Blessings’ class feature description). But all other blessings remain options.
• Gord (Neutral) is the god of Fortunetelling, Magic, Art, Deception, Thievery, Wit, Dexterity, Trickery, Wealth, Power, Trade, Innate Ability, Skill, Music, Theatre, Personal Achievement, Dreams, & Individualism. His favored weapon is the Dagger. Gord’s divine symbol is a black cat; & often as not is this emblem crafted out of expensive materials. The canon of Gord is called “The Prophet’s Profit,” weighing roughly 3 lbs. & costing at least 40gp. Gordian Confessors are called “Oracles.” Only Dwarves have access to the ‘Stone’ Mystery. The Oracle class is described in the APG, starting on page 42.
• Lolth (Lawful Evil) is the goddess of Subjugation, Inquisition, Slavemastery, the Autumn, Dispassionate Decisionmaking, the Underdark, Organized Crime, Knowledge, Conspiracies, Poison, Drow, Spiders, Vermin, Aberrations, Ooze, Dungeon Delving, Tomb Raiding, & the Night. Her favored weapons are the Scourge & the Whip. Lolth’s unholy symbol is a flattened black widow spider with 4 legs angled up & the other 4 down. Her unholy symbol is more-often-than-not cunningly chiseled out of some black semiprecious stone, such as jet. Lolth does not tolerate her Confessors, often called “Inquisitors,” wearing cheap trinkets in her honor. Lolth’s canon is called “The Mael-Du-Orden” (Kittrie for “History of the Spidermaiden”), weighing about 3 lbs. & costing at least 40gp. The Inquisitor class is described in Pathfinder’s APG, starting on page 38. ▪ In addition to those weapons noted in the APG, an Inquisitor is proficient with the whip & the scourge.
• Krom (Neutral Evil) is the god of Strength, Barbarians, Anger, Alcohol, Rage, Vengeance, Madness, Monstrous Humanoids, Winter, Constitution, Snakes, & Evil Magical Beasts. Krom’s unholy symbol is a double-bladed axe with a cobra-like snake spiraling up the haft & leering, just atop the axe, at the viewer. The more expensive of these are made of pure silver sporting tiny red-rubies for the snake’s eyes. Krom’s canon is called “The Skane-Skjerna” (Inazlunder for “The Bloodied Axe”), usually weighing 3 lbs. & costing at least 40gp. Krom’s favored weapon is the Greataxe. Confessors of Krom are commonly called “Shamans.” The Shaman class is described in the ACG, starting on pg.X. The Shaman on Urth is just as described by Pathfinder with the following exception: ▪ The Shaman does not have proficiency with medium armor. He instead enjoys proficiency with the battleaxe & the greataxe.
• Eosforos (Chaotic Evil) is the god of Murder, Assassins, Death, Evil, Hate, Disease, Famine, Drought, Narcotics, War, Nightmares, Demons, Devils, the Undead, & Fire. An Eosforite Confessor more-or-less represents the standard evil-aligned cleric on Urth (commonly called a “Minion”); & therefore follows those precepts laid out in the CR, starting on pg.38. His Minions receive the Abyssal / Infernal tongue as a bonus language. His favored weapon is the Scythe (& his Confessors are proficient with it). A Minion of Eosforos should select those ‘Domains’ that common sense dictates congruent with a CE hate-filled deity (e.g., Chaos, Darkness, Death, Destruction, Evil, Fire, War, & the like). His unholy symbol is a pale, red-eyed skull wearing a steel helmet bearing horns, oft-times in front of a field of fire; or bearing flaming eye-sockets. These are almost always quite pricey, flaunting the carved bone of some rare magical beast for the skull portion, while the rest is often finely crafted out of various precious stones &/or metals. The Eosforite canon is called “The Book of Vile Darkness,” weighing 3 lbs. & costing at least 40gp. A few of these more finely crafted canons have been made into minor artifacts. ▪ A Minion of Eosforos treats the spells Decompose Corpse (UM pg.216) & Restore Corpse (UM pg.235) as [0-level] Orisons.
Thus we have the nomenclature: The ‘Cleric of Isa’ (LG), the ‘Druid of Agathi’ (NG), the ‘Warpriest of Solonarre’ (CG), the ‘Oracle of Gord’ (N), the ‘Inquisitor of Lolth’ (LE), the ‘Shaman of Krom’ (NE), & the ‘Minion of Eosforos’ (CE).
As per the Pathfinder rule, Confessors of the aforementioned deities must not stray farther than “one step” away on the good-evil or law-chaos axis; & these are always proficient with their respective deity's favored weapon.

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Most of the inspiration for these tables came from an old Dragon Magazine issue. (#109...I think?)
When used to pickpocket in a sizable city (20,000+ citizens), one can consult the tables below to find what was lifted. The DM should automatically default to Table B if the pickpocketing is at random. But if the mark is first surveilled for at-least 10 minutes, with an eye towards successfully judging him as wealthier than average (Sense Motive DC 15 [+/− target’s Cha mod]), then the DM should start with Table A.
Unless otherwise stated, all jewelry is gold, inlaid with some precious stone of variable value. Exacting tables for these can be found in the UE on pg.388. Note that I have often used the word “Ring” generically in the following. It can often just as easily be swapped for the words “Bracelet,” “Brooch,” “Earrings,” or “Necklace” without effecting the item’s overall value.
• Table A (d12 roll)
1, Re-roll on Table B
2, 1d10 Copper Drabs
3, 1d20 Copper Drabs
4, 1d6 Silver Crowns
5, 1d10 Silver Crowns
6, 1d20 Silver Crowns
7, 1d6 Gold Pennons
8, 1d10 Gold Pennons
9, Any ‘Grade 1, Least Semi-Precious Stone’ Ring (2d4+5gp)
10, Either 1d4 Platinum Lairds [⅞] or Poison Pill Ring ([⅛] APG pg.181; select from any ‘grade 1, least semi-precious stone’ inset ring; UE pg.388; +20gp value)
11, Any ‘Grade 2, Lesser Semi-Precious Stone’ Ring (25+[2d4×5]gp)
12, Re-roll on Table C
• Table B (d6 roll)
1−3, Re-Roll on Table Y
4−5, 1d12 Copper Drabs
6, Re-Roll on Table X
• Table C (d20 roll)
1, Re-Roll on Table X
2, Vial of Elven Perfume (20gp)
3, Saltwater Pearl Ring (50+[2d4×10]gp)
4, Healer’s Kit (CR pg.161; 50gp)
5, Vial of Antitoxin (CR pg.160; 50gp)
6, Chrysoberyl Ring (50+[2d4×10]gp)
7, Amethyst Ring (50+[2d4×10]gp)
8, Masterwork Pan Flute (made of Darkwood [¾, 75gp] or Silver [¼, 100gp] c.f., Perform skill, CR pg.103)
9, A Non-Interest-Bearing Promissory Note (say, e.g., from ‘Hilderdwell Bank’ of Tricksterville, redeemable in the amount of 100gp)
10, Small Jade Figurine (1d100+100gp)
11, Scroll (of Spell Level 1d4−1 [Caster Level ×2, min 1]; CR pg.491)
12, Potion (of Spell Level 1d4−1 [Caster Level ×2, min 1]; CR pg.478)
13, Masterwork Dagger (CR pg.149; 300gp)
14, Poison (UE pg.111; select any type valued >401gp)
15, Scroll (of Spell Level 1d4+3 [Caster Level ×2]; CR pg.491)
16, Emerald Ring (500+[2d4×100]gp)
17, Sapphire Ring (500+[2d4×100]gp)
18, Small Ruby Ring (500+[2d4×100]gp)
19, Small Diamond Ring (500+[2d4×100]gp)
20, Re-roll on Table Z
• Table Z (d20 roll)
1, Dust of Tracelessness (CR pg.510)
2, Elixir of Hiding (CR pg.511)
3, Elixir of Love (CR pg.511)
4, Potion of Bull’s Strength (3 minutes).
5, Elixir of Truth (CR pg.512)
6, Elixir of Vision (CR pg.512)
7, Silversheen (CR pg.529)
8, Wand (of Arcane Spell Level 1d4 [Caster Level ×2], with 8d6 charges; CR pg.496)
9, Ring of Protection +1 (CR pg.481)
10, +1 Dagger (2300gp)
11, Any ‘Grade 3, Semi-Precious Stone’ Ring (50+[2d4×10]gp)
12, Any ‘Grade 4, Greater Semi-Precious Stone’ Ring (250+[2d4×50]gp)
13, Large Diamond Ring (2500+[2d4×500]gp)
14, Brilliant Green Emerald Ring (2500+[2d4×500]gp)
15, Large Ruby Ring (2500+[2d4×500]gp)
16, Star Sapphire Ring (2500+[2d4×500]gp)
17, Bejeweled Egg Containing the Blood of Avissar the Archmage (4500gp)
18, Golden Snuff Box Containing Vizengettorix the Champion’s Ashes (4500gp)
19, Small Golden Hourglass Containing the Frozen Soul of a Mythic Lich (10,000gp)
20, Either a Ring of Invisibility ([¾] CR pg.481; 20,000gp), or the Knucklebone of Fickle Fortune ([⅛] UE pg.331), or the Deck of Many Things ([⅛] CR pg.544)
• Table X (d100)
1−2, Dagger (CR pg.142; 2gp)
3−4, Ten Shuriken (CR pg.143; 2gp)
5−6, Merchant’s Scale (2gp)
7−8, Sunrod (CR pg.160; 2gp)
9−10, ½ lb. Metal Flask of Whiskey (2gp)
11−12, Lacy Undergarments (3gp)
13−14, Signet Ring engraved with some noble family’s crest (5gp)
15−16, Pair of Bone Dice (5gp)
17−18, Bill of Lading for a Shipment of Elven Wine
19−20, An Embarrassingly Explicit Love Letter to a local Floozy from a Preeminent (& Married) Nobleman
21−22, Two Engraved Invitations to a Formal Dress Ball at some local Nobleman’s Manor (in the next week)
23−24, Map
25−26, Noblewoman’s Will
27−28, Farmer’s Property Deed
29−30, Handwritten & Signed Deathbed Confession
31−32, Fortuneteller’s Deck (APG pg.186; Common [½, 1gp], Quality [⅜, 25gp], or Masterwork [⅛, 50gp])
33−34, Three Fine “Harrowsward Leaf” Cigars (10gp)
35−36, Compass (APG pg.186; 10gp)
37−38, Peddler’s License granting the bearer permission to sell Ale, Mead, & Wine (but no Distilled Spirits) during this upcoming summer’s month long Carnival (10gp)
39−40, [3 dose] ¼ lb. Small Satchel of Flayleaf (GMG pg.237; 30gp)
41−42, Small Satchel of Spell Material Components (select any 2 or 3, collectively worth 20gp or less, from the section on ‘Material Components’ below)
43−44, Ornate Iron Key to a “Members Only” Club (the key’s base value is 1gp [+1d20gp, depending on the club’s prestige])
45−46, Darkwood Snuff Box, inlaid with Obsidian (12gp)
47−48, Small Satchel of “Primo” Halfling Pipeweed (1gp) & Pipe (made of Darkwood [¾, 10gp] or Ivory [¼, 50gp])
49−50, Promissory Note, naming that some local wealthy merchant or money-changer, mandating he “Pay the Bearer, on demand, 1d10×10gp,” & signed by the same (¼ chance it’s a forgery or the bearer gets stiffed)
51−52, Small Steel Mirror (10gp)
53−54, Flask of Acid (CR pg.160; 10gp)
55−56, Small ½ Hourglass (15gp)
57−58, [3 dose] ¼ lb. Jar of Pesh (GMG pg.237; 45gp)
59−60, Monocle (20gp)
61−62, Flask of Holy Water (CR pg.160; 25gp)
63−64, Smelling Salts (APG pg.185; 25gp)
65−66, Smoke Pellet (APG pg.185; 25gp)
67−68, Soothe Syrup (APG pg.185; 25gp)
69−70, Pair of Loaded Dice (APG pg.187; Average [¾, 10gp] or Superior [¼, 50gp])
71−72, Lock, (Simple [½, 20gp], Average [¼, 40gp], Good [⅛, 80gp], or Superior [⅛, 150gp])
73−74, Manacles (Normal [⅔, 15gp] or Masterwork [⅓, 50gp]; the victim gains a +2 to his Perception check to notice the theft)
75−76, Silver Holy [¾] (or Unholy [¼]) Symbol (25gp)
77−78, Carefully Folded Handbill Autographed by Star Gladiator (24+1d6gp)
79−80, [3 dose] ¼ lb. Jar of Opium (GMG pg.237; 75gp)
81−82, Nine-Hundred Year Old Iolar (Dwarven) Gold Coin (39+1d6gp)
83−84, Flashpowder (APG pg.184; 50gp)
85−86, Vial of Antiplague (APG pg.184; 50gp)
87−88, Thieves’ Tools (Normal [⅔, 30gp] or Masterwork [⅓, 100gp])
89−90, Pouch of Sneezing Powder (APG pg.185; 60gp)
91−92, [3 dose] ¼ lb. Jar of Scour (GMG pg.237; 135gp)
93−94, Magnifying Glass (100gp)
95−96, Wizard (or Arcane Bloodline Sorcerer) Bonded Amulet [¼], Dagger [¼], Ring [¼], or Wand [¼] (CR pg.78; 100+gp)
97−98, [2 dose] Flask of Elven Absinthe (GMG pg.237; 1000gp)
99−100, Personalized Interest-Bearing Promissory Note (say, e.g., from ‘Hilderdwell Bank’ of Tricksterville, redeemable to the specifically named depositor either in the amount of 10,500gp 1d12 months from now, or 10,000gp immediately)
• Table Y (d100)
1, Cursed Magical Item (use your imagination)
2, Small Bell [½, 1sp] or Mousetrap [½, 5cp] (The theft is automatically noticed unless the victim rolls a “Nat 1” Perception check)
3, Twenty Rusty Iron Nails (DC 10 Ref or suffer a nick; in which case make a DC 12 Fort save to avoid ‘Filth Fever’ [CR pg.557])
4, Vial of Ink with a Loose Cork (DC 15 Ref save lest the thief’s fingers are splashed with Black Ink [8gp, if save is made])
5, Egg (DC 12 Ref save or it breaks when grasped; in which case the victim gains a +2 to his Perception check to notice the theft)
6, Onion (Normal [⅞] or Rotten [⅛])
7, A Notice on Crumpled Parchment, dated today, that the bearer is not to be found in taverns, inns, brothels, or in the company of known criminals for the next year; signed by the bearer & the Captain of the City Guard
8, Winebottle Cork
9, Lemon [½] or Lime [½]
10, Cheap Tin Fork, Spoon, & Butter Knife
11, A Few Dried Herrings
12, Small Pouch Containing 3 Nutshells & a Pea
13, Battered Set of Wooden Teeth
14, Eyelash Encased in Gum Arabic
15, Orange Peels
16, Severed Finger
17, Well-worn Eye Patch
18, Several Thistleburrs
19, Tear Stained Suicide Letter
20, Grocery List
21, Cold Beef Sandwich on Mustard Seed Bread, Wrapped in a Dirty Cloth
22, Plain Wooden Comb
23, Quill Pen with a Broken Nib
24, Smelly Cheese (¼ lb.)
25, Twenty Wooden Coins, Carved & Painted to look like Golden Pennons (anyone who didn’t roll a “Nat 1” Perception check would know these are fake)
26, Lump of Coal
27, Folded Piece of Vellum inscribed with a Scriptural Quote
28, Holly & Mistletoe
29, Mundane Iron Key
30, Poison Ivy (if swiped barehanded, DC 25 Fort save or itch so bad for the next 3 days that you suffer a −2 penalty to all hand Dexterity related checks)
31, Bathtub Squeegee
32, Potato (Normal [⅞] or Rotten [⅛])
33, Worn-Out Slipper
34, Threadbare Mitten
35, Torn-Up Stuffed Bear
36, “To Do” List, Mostly Involving Woodworking Projects around the House
37, Soiled Underwear
38, Apple, with Bite Taken Out
39, Four Pieces of Hard Rock Candy
40, Used Bandage
41, Broken Heel off of a Noblewoman’s Shoe
42, Greasy Hatband
43, Broken Pottery Ashtray
44, Pinecone
45, Wooden Top
46, Four White Chicken Feathers
47, Bag of 20 Marbles (1cp)
48, Fresh-Cut Rose (1cp)
49, Twenty Individualized Packets of Tea (1cp)
50, ½ lb. Jar of Honey (1cp)
51, ½ lb. Jar of Brewer’s Yeast (1cp)
52, Neat Looking Seashell (1cp)
53, Ball of Twine (APG pg183; 50 ft.; 1cp)
54, Child’s Crudely Carved Wooden Toy Boat (1cp)
55, Three Cheap Cigars (1cp)
56, Thick Candle (1cp)
57, Piece of Chalk (1cp)
58, Vial of Cheap Perfume (1cp)
59, Sock-Cap (2cp)
60, Crude Sharktooth Rawhide Necklace (2cp)
61, Wooden Snuff Box (2cp)
62, Whetstone (2cp)
63, Pair of Sheep Shears (3cp)
64, Silver-plated Neck Chain with a Broken Clasp (3cp)
65, Sling & 3 Bullets (CR pg.142; 3cp)
66, Earplugs (APG pg.181; 3cp)
67, Double-Sided Coin (4cp)
68, Small Satchel of “Brown” Halfling Pipeweed (1cp) & Cheap Wooden Pipe (4cp)
69, Stiff Parchment Card noting the name & address of the city’s best tavern; & that the card is redeemable for “One on the House” (5cp)
70, Gloves (made of Wool [¾, 5 cp] or Leather [¼, 1sp])
71, Small Silver Thimble embossed with some noble family’s crest (1sp)
72, Small Vials of Cooking Spices (Cinnamon, Nutmeg, & Oregano; 1sp)
73, Flask of Oil (1sp)
74, Piton (1sp)
75, Fishhook & Fishing Line (1sp)
76, Mummified Monkey’s Paw on Leather Thong (1sp)
77, Silk Handkerchief embroidered with some noble family’s crest (15cp)
78, Five Nuggets of Iron Pyrite (aka “Fool’s Gold”; Appraise DC 20; 3cp per nugget)
79, Three Sheets of Folded Parchment annotating a pleasant Musical Score (15cp)
80, Bar of Soap (½ lb., 25cp)
81, Dart (CR pg.142; 5sp)
82, Magnet (APG pg.181; 5sp)
83, Sewing Needle, Spool of Thread, Thimble, & Scissors (6sp)
84, Stiff Parchment Card noting the name & address of the city’s best tavern; & that the card is redeemable for “1 Meal & 2 Mugs of Ale” (6sp)
85, Likeable Little Girl’s Doll (7sp)
86, Coil of Fine Copper Wire (2d6sp)
87, Rolled-up Pair of Silk Stockings (75cp)
88, Signal Whistle (8sp)
89, Tigershell Cowry Necklace (1gp)
90, Noblewoman’s Make-Up Kit (1gp)
91, Deck of Playing Cards (1gp)
92, Flint & Steel (1gp)
93, Wooden Holy [¾] (or Unholy [¼]) Symbol (1gp)
94, Tindertwig (CR pg.160; 1gp)
95, Sap (CR pg.142; 1gp)
96, Brass Knuckles (APG pg.176; 1gp)
97, Deck of Marked Cards (APG pg.187; 1gp)
98, Bag of Caltrops (CR pg.155; 1gp)
99, Fool’s Gold Necklace inset with Fake Rubies & Emeralds (Appraise DC 20 to recognize its true value of 1gp)
100, Re-roll on Table Z

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The reader will note I call my world "Urth." I saw the idea in an old Dragon magazine from about a thousand years ago. I've also named the currency; & altered a few pricetags where I saw fit...especially making things somewhat cheaper for divine casters. But so much is obvious.
There are few limiting principles as ill defined as a spell’s material components. In the following I have alphabetically listed those which one might reasonably expect cost more than 1gp per casting on Urth. I have omitted those incompatible with the spirit of Urth. For instance, while technological advancements climb into the 17th century with respect to innovations such as ship design, in a world of Fireball wands, gunpowder is superfluous. Thus, there is no Arcane Cannon spell (c.f., UC pg.223).
There are many material components of negligible cost. For those PCs without the feat ‘Eschew Materials,’ instead of trying to assay the prices for every arcane spell cast, instead the DM should essentially “bill” the PC at the end of each evening’s gaming session. Unless the spell is listed below, I recommend 1 Silver Crown per arcane spell cast (or 1gp / 10 spells).
Note that some few prices are altered in order to reflect a campaign that places heavy emphasis on investigatory skills. In other words, if the PC can just magically divine the answer to a quest-related question of paramount importance, then the value (not to mention the fun) of puzzling out (typically skill-based, low-fantasy) adventures diminishes. Furthermore, since the Wish & Miracle spells are generally unavailable to the PCs on Urth, their components are likewise not included below.
Where components are weighty, this data is also included. Except for those that appear in the Core Rulebook (CR pgs.239-371), all spells are given a Pathfinder book & page number in the following.
Absorb Toxicity (UC pg.221): M, Thorn from a Poisonous Plant (15 sp).
Acid Pit (APG pg.201): M, Drop of Acid; F, Exquisite Miniature Shovel (10gp).
Acidic Spray (UM pg.205): M, Vial of Acid (10gp).
Alarm: F, Tiny Bell & Thin Length of Silver Wire (3gp).
Alter Self: M varies, but on average assume 5gp.
Analyze Dweomer: F, Ruby inset in Gold Lens (1500gp).
Animate Dead: M, One Platinum Laird (10gp) per Hit Die of Undead. (For those ‘lesser undead’ of very modest ability, & without even one full hit die, the DM might impose an alternate cost of 1gp per hit point.) A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be ornate (at least 25gp value).
(Lesser) Animate Dead (UM pg.205): M, 1gp per hit point. A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be ornate (at least 25gp value).
Ant Haul (APG pg.202): M, Small Pulley (2gp & ½ lb.).
Anthropomorphic Animal (UM pg.206): M, Humanoid’s Thumb Bone (2gp). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Arcane Concordance (APG pg.202): M, Spent Wand (10gp).
Arcane Lock: M, Gold Dust (25gp).
Astral Projection: M, Jacinth (1000gp).
Atonement: The caster must secure the use of a temple, druidic grove, or some similar hallowed ground. This devotional must be opulent enough to include cumbersome religious focus components worth at least 500gp, & weighing in excess of 100 lbs.
Augury: The component is still as given in the CR pg.245 (i.e., Rare Incense & Inscribed Ivory Bones). But these are no longer considered focus components. Instead, these 50gp items are consumed during each casting.
Awaken: M, Elegant Oils & Herbs (2000gp).
Banishment: F, (gp estimate varies; c.f., CR pg.246).
Beast Shape 1, 2, 3, & 4: M varies, but on average assume 5gp for “1,” 10gp for “2,” 20gp for “3,” & 40gp for “4.”
Binding: M, Opals (500gp per HD of bound creature, plus additional components; c.f., CR pg.248).
Bless Water & Curse Water: M, Powdered Silver (25gp & 5 lbs.).
Call Construct (UM pg.210): M, For commonplace constructs, Sapphire (1000gp); for extraordinary constructs, such as those immune to magic, Specially Inscribed Sapphire (5000gp).
Circle of Clarity (UM pg.211): F, Crystal Lens (100gp). In lieu of a crystal lens, a divine caster may utilize his holy symbol (divine focus), although it must be opulent (at least 100gp value).
Circle of Death: M, Crushed Black Pearl (500gp).
Clairaudience / Clairvoyance: F, Miniature Horn (2gp) / Glass Eye (2gp).
Cloak of Chaos: F, Tiny Reliquary (500gp).
Clone: The caster must secure the use of a magical laboritory comprised of cumbersome research focus equipment worth at least 500gp, & weighing in excess of 100 lbs. Moreover, this spell consumes 1000gp-worth of alchemy supplies.
Commune: The caster must secure the use of a temple, druidic grove, or some similar hallowed ground. This devotional must be opulent enough to include cumbersome religious focus components worth at least 500gp, & weighing in excess of 100 lbs. In addition, this spell consumes copious amounts of holy water & rare valuable incenses. The base price is 500gp per question asked. And this increases in tandem with the status of the avatar communed with. A low-grade incarnation is far more likely to answer “Unclear.” Not for nothing, this spell (as well as its arcane counterpart) is often referred to as “the sixty-four thousand gold pennon question.”
Conjure Black Pudding (UM pg.211): M, Vial of Acid (10gp).
Consecrate & Desecrate: M, Vial of Holy Water (25gp) & Silver Dust (25gp). (Note, desecrate, of course, requires ‘unholy water.’)
Contact Other Plane: In spite of what the CR says, this spell does indeed require material components. The caster must secure the use of a magical laboritory comprised of cumbersome research focus equipment worth at least 500gp, & weighing in excess of 100 lbs. Moreover, this spell consumes pricey alchemy supplies. The base expenditure is 500gp per question asked. This increases in tandem with the status of the avatar communed with. A low-grade incarnation is far more likely to answer mendaciously or simply say that it doesn’t know. Much like Commune, this spell is often referred to as “the sixty-four thousand gold pennon question.”
Contingency: M, Quicksilver & Spell-Using Creature’s Eyelash (100gp); & F, Ivory Statuette (1500gp).
Continual Flame: M, Ruby Dust (50gp).
Create Demiplane (Any Version; UM pg.213): F, Forked Metal Rod (500gp). In lieu of a forked metal rod, a divine caster may utilize his holy symbol (divine focus); but it must be lavishly opulent (at least 500gp value).
Create Pit (APG pg.213): F, Exquisite Miniature Shovel (10gp).
Create Treasure Map (APG pg.214): M, Powdered Metal & Rare Inks valued at 100gp per deceased’s HD (minimum 100gp).
Create Undead: M, Clay Pot filled with Grave Dirt (5 lbs.) & Two Platinum Lairds (20gp) per Hit Die of Undead. A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be very ornate (at least 50gp value).
Curse of Magic Negation (UM pg.215): M, Powdered Lead & Platinum (250gp).
Cursed Earth (UM pg.215): M, Powdered Onyx (10,000gp).
Destruction: F, Holy (or unholy) Symbol (of at least 500gp value).
Detonate (APG pg.215): M, Vial of Acid & Vial of Alkaline Solution (50gp total).
Divination: The caster must secure the use of a temple, druidic grove, or some similar hallowed ground. This devotional must be opulent enough to include cumbersome religious focus components worth at least 500gp, & weighing in excess of 100 lbs. In addition, this spell consumes copious amounts of holy water & rare valuable incenses (100gp).
Draconic Reservoir (APG pg.217): M, Dragonscale (50gp).
Dragon’s Breath (APG pg.217): M, Dragonscale (50gp).
Elude Time (APG pg.218): M, Powdered Diamond, Emerald, Ruby, & Sapphire Gems (all ingredients together cost 500gp).
Fabricate: M, varies (c.f., CR pg.280).
False Vision: M, Crushed Jade (250gp).
Fire Trap: M, Gold Dust (25gp). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be ornate (at least 25gp value).
Forbiddance: M, Holy Water & Incense (1500gp per 60 ft.3).
Forcecage: M, Ruby Dust (500gp); & the use of a barred cage (20 ft.3) or windowless cell (10 ft.3).
Form of the Dragon 1, 2, & 3: M, Dragonscale (50gp).
Giant Form 1 & 2: M, Some Part of a Giant (e.g., his Big Toe) (25gp).
Glyph of Warding: M, Powdered Diamond (200gp).
Half-Blood Extraction (ARG pg.59): M, Oils & Poisons (3000gp).
Hallow & Unhallow: M, Herbs, Oils, & Incense (1000gp per 40 ft. radius).
Healing Thief (UC pg231): M, Tear Dampened Sponge (15sp).
Holy Aura: F, Tiny Reliquary (500gp).
Holy Ice (UM pg.223) & Unholy Ice (UM pg.245): Flask of Holy Water (25gp) or 5 lbs. of Powdered Silver (25gp).
Hostile Levitation (UC pg.231): M, Lodestone Studded Leather Loop (4gp).
Howling Agony (UM pg.223): M, Needle & Dried Eyeball (2gp).
Hungry Pit (APG pg.228): F, Exquisite Miniature Shovel (10gp).
Identify: M, Goblet of Wine Stirred with an Owl’s Feather (15sp & 1 lb.).
Instant Summons: M, Sapphire (1000gp).
Iron Body: M, a Piece of Iron either from an Iron Golem (50gp), a Hero’s Armor (10gp), or a War Machine (2gp). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Legend Lore: M, Incense (250gp); & F, Four Pieces of Ivory (50gp each).
Lightning Arc (UM pg.227): M, Fur & 2 Glass Figurines (2gp).
Limited Wish: M, Diamond (1500gp).
Locate Weakness (UC pg.236): M, Pickled Predator’s Eye (2gp). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Mage’s Faithful Hound: M, a Bit of Bone, Thread, & a Tiny Silver Whistle (2gp).
Mage’s Magnificient Mansion: M, Miniature Ivory Door, a Piece of Polished Marble, & a Silver Spoon (15gp for all 3 items).
Mage’s Sword: F, Miniature Platinum Sword (250gp).
Magic Circle Against Evil, Good, Chaos, & Law: M, Powdered Silver Sprinkled in a 3 ft. Diameter Circle (10gp). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Magic Jar: F, Any Gem or Crystal (100gp).
Magic Mouth: M, Small Bit of Honeycomb & Jade Dust (10gp).
Malicious Spite (UM pg.228): M, Powdered Turquoise (150gp).
Miasmatic Form (ARG pg.161): M, Any Contact or Inhaled Poison (100gp).
Minor Creation & Major Creation: M, varies (c.f., CR pg.313).
Mnemonic Enhancer: M, String, Squid’s Ink, & Dragon’s Blood (50gp); F, Ivory Plaque (50gp & 1 lb.).
Monstrous Physique 1, 2, 3, & 4 (UM pg.229): M varies, but on average assume 5gp for “1,” 10gp for “2,” 20gp for “3,” & 40gp for “4.”
Moonstruck (APG pg.232): M, Powdered Moonstone (5gp).
Nap Sack (APG pg.233): M, Tiny Silk Pillow (100gp).
Nondetection: M, Diamond Dust (50gp). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be very ornate (at least 50gp value).
(Communal) Nondetection (UC pg.238): M, Diamond Dust (25gp per target). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be very ornate (at least 50gp value).
Orb of the Void (UM pg.230): M, Any Black Gem (50gp).
Permanency: M, varies (c.f., CR pg.318).
Planar Ally, Lesser & Greater: M, varies (c.f., CR pg.320).
Plant Shape 1, 2, & 3: M varies, but on average assume 10gp for “1,” 20gp for “2,” & 40gp for “3.” A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Polymorph & Greater Polymorph: M varies, but on average assume 25gp for Polymorph & 50gp for Greater Polymorph. A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be ornate (at least 25gp value).
Possess Object (UM pg.232): This spell essentially splices the spells Magic Jar, which has a 100gp focus component, & Animate Object, which has no material component at all (unless one counts the object animated). Therefore, this spell requires that the object possessed must have a value of at-least 50gp. If it does not, then the caster must consume 50gp’s-worth of Crushed Pearl (as a material component).
Programmed Image: M, Fleece & Jade Dust (25gp).
Project Image: M, Statuette (5gp).
Pup Shape (UC pg.240): M, Rag Doll (15sp).
Raise Animal Companion (UM pg.233): M, Diamond (1000gp).
Raise Dead: M, Diamond (5000gp).
Refuge: M, Prepared Object (1500gp).
Reincarnate: M, Oils (1000gp).
Repulsion: F, Pair of Canine Statuettes (50gp & 1 lb.). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be very ornate (at least 50gp value).
Rest Eternal (APG pg.238): M, Ashes & Vial of Holy Water (25gp).
Restoration, Lesser Restoration, & Greater Restoration: M, Diamond Dust (1000gp) for Restoration; & M, Diamond Dust (5000gp) for Greater Restoration.
Restore Eidolon (UM pg.235): M, Diamond Dust (1000gp).
Resurgent Transformation (APG pg.239): M, Pinch of Meteoric Iron (100gp).
Resurrection: M, Diamond (10,000gp).
(Temporary) Resurrection (UM pg.243): M, Diamond Dust (500gp).
(True) Resurrection: M, Diamond (25,000gp).
Sacred Bond (APG pg.240): F, Pair of Golden Bracelets (50gp each).
Sacred Space (ARG pg.89): M, Vial of Ambrosia (100gp).
Scare: M, Undead Creature’s Bone (2gp).
Scrying & Greater Scrying: F, Pool of Water & Silver Mirror (1000gp). In lieu of a silver mirror, a divine caster may utilize his holy symbol (divine focus), but it must be lavishly opulent (at least 500gp value).
Secret Chest: F, Miniature Chest (50gp) & Chest (5000gp, 2ʹ × 2ʹ × 3ʹ & 30 lbs.).
Secret Page: M, Powdered Herring Scales & Vial of Will-o’-Wisp Essence (50gp).
Sentry Skull (ARG pg.143): M, Onyx Gem (10gp).
Sepia Snake Sigil: M, Snake Scale & Powdered Amber (500gp).
Sequester: M, Gum Arabic & Basilisk Eyelash (50gp).
Shapechange: F, Jade Circlet (1500gp).
Shield of Law: F, Tiny Reliquary (500gp).
Shield Other: F, Pair of Platinum Rings (25gp each).
(Greater) Shout: F, Brass Horn (5gp & 3 lbs.) or Ivory Horn (100gp & 3 lbs.).
Simulacrum: M, Ice Sculpture of Target (10gp) & Powdered Rubies (500gp per Simulacrum’s HD).
(Lesser) Simulacrum (UM pg.238): M, Ice Sculpture of Target (10gp) & Powdered Rubies (50gp per Lesser Simulacrum’s HD).
Sleepwalk (APG pg.244): M, Belladonna Sprig (100gp each).
Soul Bind: F, Black Sapphire (1000gp per soul-bound’s HD).
Sound Burst: F, Any Musical Instrument (price varies, but on average assume 5gp & 3 lbs.).
Spell Turning: M, Small Silver Mirror (25gp & ½ lb.). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be ornate (at least 25gp value).
Spiked Pit (APG pg.246): F, Exquisite Miniature Shovel (10gp).
Spite (APG pg.246): M, Rare Inks (250gp).
Stoneskin: M, Granite & Diamond Dust (250gp). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be lavishly opulent (at least 500gp value).
(Communal) Stoneskin (UC pg.245): M, Granite & Diamond Dust (100gp per target). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be lavishly opulent (at least 500gp value).
Stumble Gap (APG pg.247): F, Exquisite Miniature Shovel (10gp).
Symbol of Death: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 10,000gp).
Symbol of Fear: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 1000gp).
Symbol of Healing (UM pg.241): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 500gp).
Symbol of Insanity: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 5000gp).
Symbol of Mirroring (UM pg.241): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 100gp).
Symbol of Pain: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 1000gp).
Symbol of Persuasion: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 5000gp).
Symbol of Revelation (UM pg.241): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 1000gp).
Symbol of Scrying (UM pg.241): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 1000gp).
Symbol of Sealing (UM pg.242): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 5000gp).
Symbol of Sleep: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 1000gp).
Symbol of Slowing (UM pg.242): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 1000gp).
Symbol of Striking (UC pg.245): M, Masterwork Melee Weapon (300gp).
Symbol of Stunning: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 5000gp).
Symbol of Strife (UM pg.242): M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 15,000gp).
Symbol of Weakness: M, Mercury, Phosphorus, Powdered Diamond, & Powdered Opal (all ingredients together cost 5000gp).
Sympathy: M, Honey Drop & Crushed Pearls (1500gp).
Telekinetic Assembly (UC pg.246): F, Siege Engine Miniature (10gp).
Telekinetic Sphere: M, Crystal Sphere & Pair of Small Magnets (10gp & ½ lb.). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Teleportation Circle: M, Amber Dust (1000gp).
Temporal Stasus: M, Powdered Diamond, Emerald, Ruby, & Sapphire Gems (all ingredients together cost 5000gp).
Threefold Aspect (APG pg.249): M, Silver Crescent (5gp).
Tongues: M, Miniature Model of the Tower of Babel (2gp). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost. A Bard requires no material components whatsoever to cast this spell.
Transformation: M, Potion of Bull’s Strength (300gp).
Transmogrify (APG pg.250): M, Flask of Quicksilver (1000gp).
Transmute Blood to Acid (UM pg.244): M, Wax Doll & Vial of Acid (10gp).
Trap the Soul: F, Any Gem (1000gp per soul-trapped’s HD).
Treasure Stitching (APG pg.250): M, Embroidered Cloth (100gp, 2 lbs., 10 ft.2 spread out, rolls down to 1 ft. × ½ ft. diameter).
True Seeing: M, Eye Ointment (250gp). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be lavishly opulent (at least 500gp value).
Unbreakable Construct (UM pg.244): M, Powdered Adamantine (100gp).
Undead Anatomy 1, 2, 3, & 4 (UM pg.244): M varies, but on average assume 5gp for “1,” 10gp for “2,” 20gp for “3,” & 40gp for “4.”
Undeath to Death: M, Diamond Powder (500gp). A divine caster may utilize this spell without incurring any consumable component cost; however, his holy symbol (divine focus) must be lavishly opulent (at least 500gp value).
Unholy Aura: F, Tiny Reliquary (500gp).
Universal Formula (APG pg.253): M, Vial of Quicksilver & Powdered Platinum (100gp).
Unwilling Shield (APG pg.253): M, Ruby Dust (250gp).
Vermin Shape 1 & 2 (UM pg.246): M varies, but on average assume 2gp.
Wall of Iron: M, Small Iron Sheet & Gold Dust (50gp & ½ lb.).
Wall of Suppression (APG pg.255): M, Powdered Adamantine (1000gp).
Wandering Star Motes (APG pg.255): M, Sprinkle of Flashpowder (25gp).
Wind Wall: M, Tiny Fan & Exotic Feather (2gp). A divine caster in possession of his holy symbol may utilize this spell without incurring any consumable component cost.
Wreath of Blades (UC pg.249): F, Four Mithral Daggers (2000gp).

This entry replaces the ‘Expert,’ as described in the Pathfinder Core Rulebook (CR pg.450). While I have done away with classes exclusive to nonplayer-characters, the Expert has been retained & promoted to a PC starting class. There are myriad Experts; so many, in fact, that not only can I not provide an exhaustive list herein, but all Experts require a subtitle describing their expertise. Thus, the nomenclature adds this subtitle to the heading dependent upon the particular Craft or Profession discipline (e.g., an Expert Sailor).
It is important to note that more than 99% of tradesfolk on are considered either zero-level-characters or, rarely & at-best, first level Experts. This is because most trades are far too banal to presume themselves adventuring classes. In a world of heroic swordsmen, horrifying monsters, abysmal dungeons, castles floating on clouds, & quasi-immortal mages. By way of comparison, a tailor, however talented, is still just a tailor.
Some Craft & Profession skills are already subsumed by existing starting classes. Two fine examples are the Alchemist & the Investigator. Other “experts” are natural byproducts of the more typical adventuring classes. For instance, the Skald doubles as a composer, playwright, musician, &/or thespian; the Ranger personifies the hunter, trapper, guide; & any Rogue worth his sand is also a locksmith. Therefore, only those Experts that, in my opinion, would make fitting stand-alone player-characters are described herein.
An Expert may be of any alignment. The PC essentially builds his Expert. They have one good save, two poor saves, & ten class skills. The PC chooses which is which in a manner that comports with common sense. Thus, for example, the Expert Stonemason would make Fortitude his good save; while the Expert Sailor would make Reflex his good save; while the Expert Sage would make Will his good save.
The Expert utilizes the d8 Hit Die; has a Base Attack Bonus equal to three-quarters his level (as the Rogue); & is proficient with all simple weapons, light armor, medium armor, & shields (except tower shields). Where sensible, the DM should allow proficiency with an additional weapon related to the PC’s expertise. For instance, an Expert Blacksmith knows how to handle a Warhammer.
The player then selects 10 skills to declare as class skills in harmony with the kind of Expert his character happens to be. The Expert gains 8 (+ Int mod) skill ranks per level to distribute. Every odd level (1st, 3rd, etc.), the Expert adds a +1 competence bonus to the class skill (or skills) of his choice (in any amount or combination). Note, however, that competency bonuses do not stack together with those from other sources (like a Bard’s "Inspire Competence" ability, for instance). Thus, where competency bonuses from disparate causes might appertain, the PC applies the highest one.
At 1st level, 2nd level, & at every 2 levels thereafter (i.e., 4th, 6th, etc.), the Expert gains a bonus feat. These must draw from the following list of options:
• All Item Creation Feats
• CR Skill Enhancing Noncombat Feats (e.g., ‘Skill Focus,’ ‘Acrobatic,’ ‘Persuasive,’ etc.)
• Breadth of Experience (APG pg.151)
• Brewmaster (ARG pg.17)
• Cooperative Crafting (APG pg.156)
• Cosmopolitan (APG pg.156)
• Ensemble (UM pg.149)
• Expert Driver (UC pg.100)
• Field Repair (UC pg.101)
• Huntmaster (ARG pg.77)
• Improved Stonecunning (APG pg.163)
• Improvisation ([ARG pg.77] ‘Fast Learner’ not required)
• Learn Ranger Trap (UM pg.153)
• Master Alchemist (APG pg.165)
• Master Craftsman (CR pg.130)
• Oracular Intuition (UM pg.153)
• Prodigy (UM pg.154)
• Rhetorical Flourish (UC pg.116)
• Sea Legs (UC pg.117)
• Skilled Driver (UC pg.119)
• Sociable (APG pg.170)
• Stone-Faced (APG pg.170)
• Sure & Fleet (ARG pg.67)
• Sure Grasp (UC pg.122)
• Voice of the Sibyl (UM pg.159)
The Expert must still meet the given prerequisites in order to take a bonus feat. For instance, he must be a 5th level spellcaster for ‘Craft Wand,’ be Dwarven (1 rank in Craft & Profession) for ‘Brewmaster,’ be of the proper age & race for ‘Breadth of Experience,’ etc. The reader will note that an Expert’s selection of bonus feats consist of those that might reasonably benefit marketable skills.
At 2nd level, & every 6 levels thereafter (e.g., 8th, 14th, etc.), in lieu of gaining a bonus feat, an Expert PC may instead elect to acquire a skill-related class feature from any other base class of 1 level lower. This class feature must be nonmagical in nature (i.e., it’s designated as an “extraordinary ability”) & inherently oblige a skill check for activation. For example, instead of picking-up a bonus feat, a 2nd level Expert might decide to add the Ranger’s 1st level Survival skill-related ‘Track’ (CR pg.64) class feature, or the Rogue’s 1st level Perception & Disable Device skills-related ‘Trapfinding’ (CR pg.68) class feature.
Upon reaching 20th level, the Expert is considered a ‘Doyen’ (ex). From then on, with any one selected skill which he has previously devoted at-least 18 ranks to, he is always considered to have rolled a “nat 20.

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In the following is my homebrewed 'Angry Mob' for Pathfinder. I imagine I'm not the only one who ever wanted to teach his PCs not to go pushing the hoi-polloi around too much lest they start taking it personally. It's a modification of the old '3.5 Advanced Dungeon Master's Guide' entry, so I can't take too much credit. Still, I thought you all might like to use it from time-to-time.
Angry Mob: CN gargantuan Quasi-Swarm. Init +4; AC 6 (touch 6, flat-foot 6); Hit Points 165 (30 HD); Saves +12 Fort, +12 Ref, +19 Will; Spd 20.ʹ Melee 5d6; BAB/CMB/CMD +22 / +28 (+32 grapple) / 38. Abilities: 11 Str, 11 Dex, 11 Con, 10 Int, 10 Wis, 10 Cha.
Feats: Coordinated Maneuvers ([APG pg.156] added in); Coordinated Defense ([APG pg.156] added in); Bludgeoner ([UC pg.90] inflict nonlethal damage with bludgeoning weapons); Tandem Trip ([UC pg.122] roll 2 dice for trip attempts & take the higher result); Great Fortitude; Improved Great Fortitude; Iron Will; Improved Iron Will; Lightning Reflexes; Improved Lightning Reflexes; Improved Initiative; Improved Unarmed Strike; Toughness; Catch Off-Guard; Skill Focus (Perception); Skill Focus (Intimidate); Improved Grapple(B); Greater Grapple(B) (B = bonus feat).
Skills: Intimidate +30, Perception +30, Sense Motive +24.
Special Qualities:
• Space/Reach: This quasi-swarm individually comprises about 10 small & 50 medium sized humanoids; a square 20ʹ on a side, or a circle with a radius of 11ʹ4.ʺ Its reach is zero. In effect, each individual rioter represents half a HD. In order to attack, the swarm moves into its opponent’s space, provoking an AoO.
• Mob Damage (ex): A mob does 5d6 points of damage automatically to enemies caught in its wake. However, damage-type DR might possibly apply given that 3d6 is bludgeoning, 1d6 is piercing, 1d6 is slashing; & none of it is magical. The mob is not subject to a miss chance due to concealment or cover. As might be expected, mobs distract opponents. Thus, spellcasting or concentrating on spells while inside a mob’s wake require a caster level check equal to 20 + the spell’s level. Similarly, using a skill requiring patience or concentration necessitates a DC 20 Will save.
• Trip (ex): The mob may attempt to trip as a free action without provoking an AoO. Note also the ‘Tandem Trip’ feat above. Once an opponent has been tripped, the mob tramples him.
• Trample (ex): As a full round action, the mob overruns any prone creature of ‘Large’ or smaller size. It need not make a check to do so; but merely moves over its opponent, thereby dealing 7d6 bludgeoning damage. A target of the trample may make an AoO, but at a −4 penalty, & with light weapons only. If a target forgoes an AoO, he may attempt a DC 25 Reflex save for half damage.
• Entropic Rage (ex): As it’s a macro-generalized form of “barbarian rage,” the mob emotionally feeds off its own furor, thus preventing individual members to take most actions requiring concentration or patience. Therefore the mob can neither cast spells (including spell-like abilities), nor can it make Cha, Dex, or Int-based skill checks (except Acrobatics & Intimidate).
• Quasi-Swarm Traits (ex): As it has no clear front or back, nor a discernable anatomy, the mob is niether subject to critical hits nor sneak attacks. It also cannot be flanked, tripped, bull rushed, or grappled; but unlike most swarms, a mob can grapple opponents. Also unlike most swarms, some spells that target individuals, like Magic Missile, work normally against a mob. However, targeted spell effects that fail to deal hit point damage against the mob are obviated (e.g., the Slow spell has no effect on a mob). The mob is considered a medium-sized creature for purposes of spell effects like Gust of Wind. Poison, stun, energy-drain, or mind-affecting magicks that fail to subdue 15 or more Hit Dice are forestalled (i.e., it must overcome at-least half the mob’s HD total to have any effect). Once a mob is brought below 55 hit points, it must make a DC 30 Will save or disband. Each time it takes additional damage bringing its hit point total lower still, it must attempt another Will save at 1 point higher (DC 30, then 31, then 32, & so on) or disband.
• Crowd Vulnerabilities (ex): Area damage (e.g., a splash-weapon, an alchemist’s bomb, or the Fireball spell) do half-again as much damage (+50%) to a mob. Additionally, if an enemy attacking the mob employs the ‘Cleave’ feat, he deals half-again damage. If he utilizes ‘Great Cleave’ or ‘Whirlwind Attack’ he deals double damage.
6500 XP.
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