Ameiko

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Organized Play Member. 192 posts (251 including aliases). 1 review. No lists. No wishlists. 1 Organized Play character. 1 alias.



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Here's another one, I created it with Dungeon Painter Studio Altered Bodega


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FAUN 9RP

FAUN RACIAL TRAITS

+2 Dexterity, -­2 Wisdom, +2 Charisma: Fauns are agile and attractive but are prone to poor decision making.

Medium: Fauns are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Fauns have a base speed of 30 feet.

Low­Light Vision: In dim light, fauns can see twice as far as humans.

Faun Magic: Fauns gain a +1 bonus to the DC of any saving throw against enchantment spells that they cast. Faun’s with a Charisma score of 11 or higher also gain the following spell­like abilities: 1/day ­­ ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the faun’s level. The DC for the spell­like abilities is equal to 10 + the spell’s level + the faun’s Charisma modifier.

Fey Defense: Fauns gain DR 2/cold iron.

Muse: Fauns receive a +2 racial bonus on a Performance skill of their choice.

Forest Strider: Fauns can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally.

Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following languages: Draconic, Elven, Goblin, Gnome, Halfling, Terran, and Orc.

 

ALTERNATE RACIAL TRAITS

Goat Eyes: Some fauns have rectangular pupils that allow panoramic viewing. Fauns receives a +2 to Perception checks. This racial trait replaces fey defense.

Mountain Goat: Fauns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces forest strider.


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I made these awhile back after inspiration grew from watching an episode of Thundercats (new episodes), featuring a leshy-like race.

LESHY, FULL (22 – 35 RP)
The lesser leshys are a less powerful version of the leshy subtype. The original subtype (16 RP) benefits from (4 RP) Elemental Immunity Electricity and (4 RP) Elemental Immunity Sonic.

Cactus Leshy, Lesser:

LESHY, CACTUS, LESSER (24 RP)

LESSER CACTUS LESHY RACIAL TRAITS
-2 Strength, +2 Constitution, -2 Intelligence, +2 Charisma: Cactus leshys are hardy and companionable but weak and slow-witted.
Cactus Leshy: Cactus leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Cactus leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Cactus leshys have a base speed of 20 feet.
Darkvision: Cactus leshys can see in the dark up to 60 feet.
Low-Light Vision: Cactus leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small cactus plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Cactus leshys gain a +4 racial bonus on Stealth and Survival checks in deserts.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Cactus leshys receive slam as a primary natural attack, dealing 1d3 damage.
Needle: A cactus leshy can fire a needle as a ranged attack. If it hits, this attack deals 1 point of piercing damage (this damage is not modified by Strength) and remains lodged in place. The target also receives the leshys spine effect. This attack has a 20-foot range increment.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (cacti).
Spine: A cactus leshy is riddled in needles and anytime it takes damage from a natural attack, the attacker receives 1 point of piercing damage (this damage is not modified by Strength) while the spines remain lodged in place. The target receives 1 point of bleed damage each round until the barbed spine is cut out with a bladed weapon or otherwise removed by spending a full round action to do so. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of your turn. The grappler also receives the leshy spine effect (bleed).
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Cactus leshys begin play speaking Common and either Druidic or Sylvan. Cactus leshys with high intelligence scores can choose from the following. Draconic, Druidic, Giant, Gnoll, Osiriani, Sylvan, and Terran.

Bestiary, Cactus Leshy:

BESTIARY
Cactus Leshy CR 2
XP 600
N Small plant (leshy)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +2
Immune electricity, sonic, plant traits
OFFENSE
Speed 20 ft.
Melee slam +1 (1d6-1)
Ranged needle +4 (1 plus spine)
Space 5 ft., Reach 5 ft.
Special Attacks needle, spine
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str 8, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +1; CMB –1; CMD 11 (15 vs. trip)
Feats Blind-Fight
Skills Stealth +6 (+10 in deserts), Survival +2 (+6 in deserts);
Racial Modifiers +4 Stealth and +4 Survival in deserts
Languages Druidic, Sylvan; plantspeech (cacti only)
SQ change shape (Small cacti, tree shape), verdant burst
ECOLOGY
Environment any desert
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Needle (Ex) A cactus leshy can fire a needle as a ranged attack. If it hits, this attack deals 1 point of piercing damage (this damage is not modified by Strength) and remains lodged in place. The target also receives the leshys spine effect. This attack has a 20-foot range increment.
Spine (Ex) A cactus leshy is riddled in needles and anytime it takes damage from a natural attack, the attacker receives 1 point of piercing damage (this damage is not modified by Strength) while the spines remain lodged in place. The target receives 1 point of bleed damage each round until the barbed spine is cut out with a bladed weapon or otherwise removed by spending a full round action to do so. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of the cactus leshys turn. The grappler also receives the leshy spine effect (bleed).

Cactus leshys tend to the silent barren of the sandsea. In appearance they have rigged, pulpy-looking bodies. They can bare random deserts flowers and prickly fruits or cactus fig amid long needles. Intimately connected to the sun, cactus leshy see to the growth or health of those in need along the arid wastes. Despite being highly companionable, they are quick to defend themselves should they encounter danger. When not laboring or tending to others, they take up ritualistic practices in exercising unmoving stances in respect to the often still desert. Cactus leshy are spawned from realms of desert sands and barren lands or an oasis of the natural world

GROWING A CACTUS LESHY
Cactus Leshy CL 8th; Price 2,500 gp RITUAL Requirements Knowledge (nature) 5 ranks, obscuring mist, plant growth, summon nature's ally II, Skill Knowledge (nature) DC 14; Cost 1,250 gp

Cactus Leshy, Lesser Race Build:

TABLE 1-1:
LESSER CACTUS LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Standard (+2 Con, -2 Int, +2 Cha) 0
Language Standard 0
Ability Score Unfavorable Strength -4
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Defense Spine 3
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Natural Attack 1
Offense Needle 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 24

Flytrap Leshy, Lesser:

LESHY, FLYTRAP, LESSER (25 RP)

LESSER FLYTRAP LESHY RACIAL TRAITS
+2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma: Flytrap Leshys are fast and physically strong however they are rather dull-witted having trouble with other races because of their tendency of trying to eat them.
Flytrap Leshy: Flytrap Leshys are plants with the Leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Flytrap Leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Flytrap Leshys have a base speed of 20 feet and a climb speed of 10 feet.
Darkvision: Flytrap Leshys can see in the dark up to 60 feet.
Low-Light Vision: Flytrap Leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All Leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small Flytrap plant of the same type of growth the Leshy is related to. The Leshy gains a +10 racial bonus on Disguise checks while in this form. A Leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Flytap Leshys gain a +4 racial bonus on Stealth and Survival checks in swamps, jungles and undergrowth.
Leave no mark: All Leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Flytrap Leshys receive Bite as a primary natural attack, dealing 1d4 points of damage.
Engulf: The Flytrap Leshy can uncannily elongate and disgorge its head in an attempt to engulf a creature its size or smaller with a successful grapple check. Flytrap Leshys cannot make other attacks during a round in which they engulf. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 plus ½ character level plus strength modifier) to avoid being engulfed—on a success, they are pushed back or aside (target’s choice). Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the Leshy’s body until they are no longer pinned. While pinned, as a swift action, the Leshy's cavity floods with digestive enzymes, dealing 1d4 points of acid damage, and 1d4 points of acid damage the following round. Add 1 point of damage for every three levels you possess.
Plantspeech: All Leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (Flytrap).
Verdant Burst (Su): When slain, a Leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain Leshy heal 1d8 points of damage plus 1 point per HD of the slain Leshy, and plant life of the same type as the Leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Vulnerable: Flytrap Leshys take 150% as much damage as normal from cold attacks, unless they are immune to cold via other special defenses.
Languages: Flytrap Leshys begin play speaking Common and either Druidic or Sylvan. Flytrap Leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.

Bestiary, Flytrap Leshy:

BESTIARY
Flytrap Leshy CR 2
XP 600
N Small plant (leshy)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 10 (2d8+2)
Fort +4, Ref +2, Will +0
Immune electricity, sonic, plant traits
Weaknesses vulnerable to cold
OFFENSE
Speed 20 ft., climb 10 ft
Melee bite +1 (1d6+2)
Space 5 ft., Reach 5 ft.
Special Attacks engulf, sneak attack + 1d6
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str 15, Dex 15, Con 12, Int 6, Wis 11, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Blind-Fight
Skills Stealth +10, Survival +1
Racial Modifiers +4 Stealth and +4 Survival in swamp, jungle, overgrowth
Languages Druidic, Sylvan; plantspeech (flytrap only)
SQ change shape (Small flytrap, tree shape), verdant burst
ECOLOGY
Environment any swamp, jungle, overgrowth
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Engulf: The Flytrap Leshy can uncannily elongate and disgorge its head in an attempt to engulf a creature its size or smaller with a successful grapple check. Flytrap Leshys cannot make other attacks during a round in which they engulf. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a DC 11 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice). Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the Leshy’s body until they are no longer pinned. While pinned, as a swift action, the Leshy's cavity floods with digestive enzymes, dealing 1d4 points of acid damage, and 1d4 points of acid damage the following round. The save DC is Constitution-based.

Flytrap leshys tend to jungles and swamps. In appearance they have soft, pulpy-looking bodies. Intimately connected to undergrowth vistas, flytrap leshys see to the need of others who find themselves lost or otherwise chanced upon, and swiftly tending to their own ravenous needs instead. They are alarmingly quick to devour anyone they encounter. Things were not always this way for the flytrap leshy, stories of old speak of benevolent guardians. Yet they were the first and last of all leshys to taste the flesh of non-plant matter, forever changing their clan customs in place of insatiable desire. When deprived of food for too long, they become weakened, rooting their unmoving stance while awaiting sustenance. Some know to keep their distance, a rare few have been able to communicate without immediate threat.

GROWING A FLYTRAP LESHY
Flytrap Leshy CL 8th; Price 2,500 gp RITUAL Requirements Knowledge (nature) 5 ranks, acid splash, plant growth, summon nature's ally II, Skill Knowledge (nature) DC 14; Cost 1,250 gp

Flytrap Leshy, Lesser Race Build:

TABLE 1-2:
LESSER FLYTRAP LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Mixed Weakness (+2 Str, +2 Dex, -4 Int, -2 Cha) -2
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Movement Climb 1
Offense Bite 1
Offense Engulf 4
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Cold Vulnerability -2
Total 25

Fungus Leshy, Lesser:

LESHY, FUNGUS, LESSER (29 RP)

LESSER FUNGUS LESHY RACIAL TRAITS
+2 Constitution, -4 Intelligence, +2 Charisma: Fungus leshys are hale and possess forceful personalities but slow-witted.
Fungus Leshy: Fungus leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Fungus leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Fungus leshys have a base speed of 20 feet.
Darkvision: Fungus leshys can see in the dark up to 60 feet.
Low-Light Vision: Fungus leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small fungus plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Seaweed leshys gain a +4 racial bonus on Stealth and Survival checks in swamps and underground.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attacks: Fungus leshys receive bite as a primary natural attack, or a secondary attack if wielding manufactured weapons, dealing 1d2 damage. Fungus leshy also receive two claws attack. These are primary natural attacks, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (fungi).
Puffball: A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshys spores. The puffball has a range increment of 20 feet.
Spores: A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a Fortitude save DC (10 + ½ character level + Constitution modifier) or have their vision reduced to 10 feet for 1d4 rounds. Spending a full-round action to wash one's eyes with water ends this effect.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Fungus leshys begin play speaking Common and either Druidic or Sylvan. Fungus leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Dwarven, Sylvan, and Terran.

Fungus Leshy, Lesser Race Build:

TABLE 1-3:
LESSER FUNGUS LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Con, -4 Int, +2 Cha) -1
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Defense Spores 3
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Bite 1
Offense Claws 2
Offense Puffball 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 29

Gourd Leshy, Lesser:

LESHY, GOURD, LESSER (19 RP)

LESSER GOURD LESHY RACIAL TRAITS
-4 Strength, +2 Dexterity, -4 Intelligence, +2 Charisma: Gourd leshys are fast but relatively weak and are rather comical in appearance, proving to be dull-witted and gullible.
Gourd Leshy: Gourd leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Gourd leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Gourd leshys have a base speed of 20 feet.
Darkvision: Gourd leshys can see in the dark up to 60 feet.
Low-Light Vision: Gourd leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small gourd plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Gourd leshys gain a +4 racial bonus on Stealth and Survival checks in plains and undergrowth.
Ensnare: The seeds and slam attack of a gourd leshy entangle the target in vines for 1d4 rounds unless the target makes a Reflex save DC (10 + ½ character level + Constitution modifier). The target can attempt to burst these entangling vines before the duration expires as a move action, making a Strength or Escape Artist check.
Keepsake (Su): Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a dagger or potion inside. While within the leshys head, the item is warded by nondetection. In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both spell effects have a caster level equal to character level.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Gourd leshys receive slam as a primary natural attack, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (gourd).
Seed: A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the gourd leshys ensnare ability. This attack has a 10-foot range increment.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Gourd leshys begin play speaking Common and either Druidic or Sylvan. Gourd leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.

Gourd Leshy, Lesser Race Build:

TABLE 1-4:
LESSER GOURD LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Dex, -4 Int, +2 Cha) -1
Language Standard 0
Ability Score Unfavorable Strength -9
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Ensnare 3
Offense Natural Attack 1
Offense Seed 1
Other Keepsake 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 19

Leaf Leshy, Lesser:

LESHY, LEAF, LESSER (16 RP)

LESSER LESHY, LEAF RACIAL TRAITS
-4 Strength, +2 Dexterity, -4 Intelligence, +2 Wisdom: Leaf leshys are fast and insightful but relatively weak and dull-witted.
Leaf Leshy: Leaf leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This
means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Leaf leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Versatile Speed: Leaf leshys have a base speed of 20 feet and a climb speed of 10 feet, gaining a +8 racial bonus on Climb checks that a climb speed normally grants. Leaf leshy also have a fly speed of 10 feet with clumsy maneuverability. They cannot use there fly speed to hover. When flying, a leaf leshy glides and must end its movement at least 5 feet lower in elevation than it started. They cannot gain height with these leaf wings alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes the leshy to rise, they can take advantage of the updraft to increase the height at which they can glide.
Darkvision: Leaf leshys can see in the dark up to 60 feet.
Low-Light Vision: Leaf leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small tree of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Leaf leshys gain a +4 racial bonus on Stealth and Survival checks in forests and jungles.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (trees).
Seedpods: Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a Fortitude save DC (10 + ½ character level + Constitution modifier) or be deafened for 1 round.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Leaf leshys begin play speaking Common and either Druidic or Sylvan. Leaf leshys with high intelligence scores can choose from the following. Auran, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.

Leaf Leshy, Lesser Race Build:

TABLE 1-5:
LESSER LEAF LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Dex, -4 Int, +2 Wis) -1
Language Standard 0
Ability Score Unfavorable Strength -9
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Movement Climb 1
Movement Flight 2
Offense Seedpods 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Glide -1
Total 16

Seaweed Leshy, Lesser:

LESHY, SEAWEED, LESSER (29 RP)

LESSER SEAWEED LESHY RACIAL TRAITS
+2 Constitution, -2 Intelligence, +2 Wisdom: Seaweed leshys are hale and alert but tend to mock freshwater creatures or plants.
Seaweed Leshy: Seaweed leshys are plants with the aquatic, leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Seaweed leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Seaweed leshys have a base speed of 20 feet and a swim speed of 20 feet.
Darkvision: Seaweed leshys can see in the dark up to 60 feet.
Low-Light Vision: Seaweed leshys can see twice as far as humans in conditions of dim light.
Air Cyst (Su): Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.
Amphibious: Seaweed leshys breathe both air and water.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small seaweed plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Seaweed leshys gain a +4 racial bonus on Stealth and Survival checks in water.
Entangler: Seaweed leshys can use Entangle as a spell-like ability once per day if in water. The spell level is equal to character level.
Freshwater Vulnerability: Seaweed leshys who are forced to be submerged in freshwater risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Seaweed leshys receive slam as a primary natural attack, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (seaweed).
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Water Jet: A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target-if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a Fortitude save DC (10 + ½ character level + Dexterity modifier) or be blinded by the water for 1 round.
Languages: Seaweed leshys begin play speaking Common and either Druidic or Sylvan. Seaweed leshys with high intelligence scores can choose from the following. Aboleth, Aquan, Draconic, Druidic, Elven, Sahuagin, and Sylvan.

Seaweed Leshy, Lesser Race Build:

TABLE 1-6:
LESSER SEAWEED LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Aquatic 2
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Standard (+2 Con, -2 Int, +2 Wis) 0
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Magical Spell-Like Ability, Lesser 1
Movement Swim -
Offense Natural Attack 1
Offense Water Jet 1
Other Air Cyst 1
Other Amphibious 2
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Vulnerability Freshwater -2
Total 29

Alternate Racial Traits, Leshy (all):

LESHY ALTERNATE RACIAL TRAITS
Ferrous Growth: Once per day, a leshy can cause a twig or stick from a branch to grow into an object weighing up to 10 pounds, such as a sword or light wooden shield. This object remains in the form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This trait replaces Leave No Mark.
Fertile Soil: Sorcerers with the verdant bloodline (seaweed leshy use aquatic bloodline) treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics with the Plant domain (seaweed leshy use Ocean Domain) (cactus leshy use Desert Domain) use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. This trait replaces Leave No Mark.

Race Traits, Leshy (all):

LESHY RACE TRAITS
Compost Harvester (Fungus Leshy only): Once per day as an immediate action, you can treat positive and negative energies as if you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for one minute when activated.
Desert Sun (Cactus Leshy only): You find comfort among arid waves of the sandsea, you gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions. During the day, you gain a +1 trait bonus on all Charisma-based checks.
Earthsense (Flytrap Leshy only): Your connection to the soil is exceptionally strong. As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.
Ebb and Flow Ruse (Seaweed Leshy only): Plying maneuvers through gradient currents, you gain a +1 bonus on Acrobatics checks within water, and Acrobatics is always a class skill for you.
Hollow Head Collective (Gourd Leshy only): You rarely forget and take in everything learned. Choose any two Knowledge skills. These become class skills for you.
Kelp Fighter (Seaweed Leshy only): Your speed may not be reduced to less than 10 feet by aquatic plant life deemed as difficult terrain (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).
Lucky Charms (Gourd Leshy only): Collecting random odds and ends as good luck charms, ranging from polished stones to bird feathers to tarnished coin, when under the effect of a luck bonus of any kind, that bonus increases by 1.
Rooted Stance: You receive a +2 racial bonus to your CMD when resisting bull rush or trip attempts while standing amid soil or vegetation.
Rot Farmer (Fungus Leshy only): You have the ability to sniff out decay, this functions as the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Self-Preservation (Leaf Leshy only): Your developed sense of self-reliance grants you a +1 trait bonus to Willpower saves and a +1 trait bonus to Survival skill checks.
Underbrush Rover (Flytrap Leshy): Crawling through thorny brambles and other thick shrubbery
during ambushes has taught you how to move without disturbing the dense flora around you. When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks.
Warding Sap (Cactus Leshy only): Possessing a protective sap with astringent and antiseptic properties, you gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Once per day you can produce cactus milk and prickly pear fruit to sustain one human similar to the spell create food and water.
Weapon Drill Harrier (Leaf Leshy only): When not laboring on their trees, you play at war, wheedling any companions to engage in mock duels with twig spears, resorting to private weapon drills. You gain a +1 trait bonus on attack rolls with a weapon mostly made of wooden (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood).

Feats, Leshy (all):

LESHY FEATS
Fertilizer
Prerequisite: Fungus Leshy
Benefit: Once per day as a full round action you may feed from the decaying organic material of corpse’s less than one week old. You consume residual negative energy from their death along with the organic sustenance in fertilizing new life, restoring 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Using this ability also provides the leshy with one meal’s worth of nourishment.

Photosynthetic Healing
Prerequisite: Cactus, Flytrap, Gourd, or Leaf Leshy
Benefit: Leshys can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the leashy can heal 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Using this ability also provides the leshy with one meal’s worth of nourishment.

Photosynthetic Hydration
Prerequisite: Seaweed Leshy
Benefit: Once per day as a standard action, when exposed to direct sunlight while submerged in saltwater, the leashy can heal 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Fresh water, brackish water, stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Using this ability also provides the leshy with one meal’s worth of nourishment.

Grow Armor
Prerequisite: Leshy
Benefit: You may grow a suit of armor of a limited type related to the leshy, see table below. This armor is treated as though it were masterwork, weightless for determining encumbrance, and may be enchanted. You may also shed this armor and regrow a new suit of your choice by spending 24 hours in a shedding ritual.

Table 1-7:
Grow Armor
Leshy Type || Armor || Functions As || Available Types
Cactus/Flytrap/Fungus || Rubber || Eel Hide Armor || Padded, Leather, Studded Leather
Gourd || Vine || Eel Hide Armor || Padded, Leather, Studded Leather
Leaf || Leaf || Darkleaf Cloth Armor || Padded, Leather, Studded Leather
Seaweed || Seashell || Clam Shell Armor || Hide, Scale, Chainmail


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I made a tech vehicle since book 3 suggested it. Made a hover cycle. Used two in the arena. Working on Dusklight.

Technological Artifact

Graviton Cycle
Slot none; Weight 425 lbs.; Capacity -; Usage -
DESCRPTION
The graviton cycle is a technological vehicle comprised of little more than a sturdy metal frame, a power source, a seat, and no wheels. The graviton cycle hovers just above the ground and is not affected by difficult terrain. The cycle is remarkably sturdy and well suited to the rigors of Numeria’s barren wastelands. Due to its size, the vehicle is only considered a Medium object when not in use.

Large Land Vehicle
Squares 2 (5 ft. by 10 ft.; 5 ft. high)
DEFENSE
AC 13 (+4 armor, -1 size); Hardness 15
Hit Points 116 (57)
Base Save +2
OFFENSE
Maximum Speed 120 ft.
Acceleration 60 ft.
Attack ram 1d8
CMB 1; CMD 11
DRIVE
Propulsion Graviton Drive (1 square of energy drive; hardness 10, hp 60; extreme device); graviton drive located within the driving space, beneath the driver
Driving Check Acrobatics or Knowledge (engineering)
Forward Facing the vehicle’s forward
Driving Device steering bar, throttle and brake
Driving Space a single 5-ft.-by-5-ft. square that contains the steering bar, throttle and brake that serve as the cycles’ driving device; the driving space is located directly in the middle of the vehicle’s space, and shares this space with the vehicle’s energy drive.
Passengers 1 (a single medium passenger may share the driving space, just behind the driver, however, this causes the space to become cramped, imposing a -4 penalty to the driver’s driving checks.)
LOAD
There is ample room along the rear of the vehicle, in which 2 backpacks may be mounted for storage utility.
FEATURES
Glaucite Armor (light): The vehicle gains a +4 armor bonus to AC from a lightweight polymer resembling glaucite.
Illuminators: A pair of bright technological lights are mounted on the vehicle. These give off normal light in a 60 foot cone in front of the vehicle and increase the light level by one step out to a 120 foot cone beyond that. These draw upon the same power source that powers the vehicle, allowing them to give off light as long as the vehicle’s engine is powered. The pilot can light or douse these lights as a swift action.

GRAVITON DRIVE
YIELD 100 FORT +5 Hardness 10 HP 60
EXPLOSION 3d6 bludgeoning, 3d6 electricity, and 3d6 force (25-ft. radius; Reflex DC20; see text)
A graviton drive functions as a portable graviton reactor and functions in the same manner as a power generator. The graviton drive produces a low yield of self-sustaining energy. It’s fairly quiet while running, generating little more than a low-frequency hum. Damage caused by a graviton drive consists of an implosion rather than a classic explosion. On the round following this implosion, all objects and creatures in the blast radius suffer the explosion damage again as they are then hurled back outward. No radiation is generated by a portable graviton generator, and creatures and objects outside the blast radius can escape relatively unharmed (apart from possible damage resulting from objects that are hurled beyond the blast radius). It is unknown how long a uniquely rare portable generator can sustain itself.


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Any archetypes for vanaras?

BLOOD OF PRIMATES:

Vanara Heritages

Blackcape
Ancestry: Gorilla
Regions: Garund
Ability Modifiers: +2 Str, +2 Con, ­2 Int
Alternate Racial Trait: Cornered Fury
Cornered Fury: Whenever a blackcape is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.This trait replaces prehensile tail.

Howlingcape
Ancestry: Howler Monkey
Regions: Garund, Ustalav
Ability Score Modifiers: +2 Con, +2 Cha, ­2 Int
Additional Racial Trait: Guttural Howl
Guttural Howl: Howlingcape use their unnerving howl to intimidate others. Whenever a howlingcape successfully uses Intimidate to demoralize a creature while using its howl, the duration of the shaken
condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the howlingcape can instead decide to make the target frightened for 1 round.

Nightcape
Ancestry: Douroucoulis (Night Monkey)
Regions: Ustalav, Darklands, Avistan
Ability Score Modifiers: +2 Dex, +2 Int, ­2 Wis
Additional Racial Trait: Darkvision
Darkvision: Nightcapes can see in the dark up to 60 feet.

Orangecape
Ancestry: Orangutan
Regions: Tian Xia
Ability Score Modifiers: +2 Str, +2 Int, ­2 Cha
Alternate Racial Trait: Curiosity
Curiosity: Orangecapes are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This trait replaces prehensile tail.

Ringedcape
Ancestry: Ring­tailed Lemur
Regions: Garund
Ability Score Modifiers: +2 Dex, +2 Cha, ­2 Int
Additional Racial Trait: Jumper
Jumper: Ringedcapes are always considered to have a running start when making Acrobatics checks to jump. This trait replaces prehensile tail, even though they still have a long tail.

Spidercape
Ancestry: Spider Monkey
Regions: Garund
Ability Score Modifiers: +2 Dex, +2 Wis, ­2 Int
Additional Racial Trait: Sprinter & Terrain Stride
Terrain Sprinter: Spidercapes gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Spidercapes can move through natural difficult terrain at their normal speed while
within and along forest canopy. Magically altered terrain affects them normally.

Whitecape
Ancestry: Baboon
Regions: Katapesh, Garund
Ability Modifiers: +2 Dex, +2 Con, ­2 Cha
Alternate Racial Trait: Bite
Bite: Whitecapes gain a natural bite attack, dealing
1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This trait replace prehensile tail.

Wintercape
Ancestry: Nihonzaru (Snow Monkey)
Regions: Tian Xia
Ability Modifiers: +2 Con, +2 Wis, ­2 Int
Alternate Racial Trait: Seasoned
Seasoned: Wintercapes suffer no harm from being in cold environments. When in conditions of severe cold, wintercapes only have to attempt Fortitude saves once per hour instead of once every 10 minutes. This trait replaces prehensile tail.


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Any archetypes for grippli subtypes?

BLOOD OF ANURAS:

Grippli Subtypes

Banshee
Ancestry: Torrent (Desert Rain)
Regions: Garund
Alternate Racial Trait: Scream
Scream (Su): You unleash a powerful scream in a 15 foot cone as a standard action. Targets within the cone’s range are dazed for 1 round and takes 1d6 points of sonic damage. The damage increases by 1d6 every two character levels beyond 1st to a maximum of 5d6. A successful save (DC 10 + 1/2 character level + Constitution modifier) negates the daze effect and halves the damage. You may perform this ability a number of
times (1 + Constitution modifier) per day. This trait replaces darkvision.

Glacier
Ancestry: Glacier Toad
Regions: Avistan
Alternate Racial Trait: Seasoned
Seasoned: Glacier Grippli receive a +4 bonus on Stealth checks in snow covered areas in place of other environs. They suffer no harm from being in cold environments. When in conditions of severe cold, glacier grippli only have to attempt Fortitude saves once per hour instead of once every 10 minutes. This ability replace swamp stride.

Glass
Ancestry: Glass
Regions: Garund
Alternate Racial Trait: Transparency
Transparency (Su): Glass grippli draw upon their transparent body and extend that to their equipment to match their surroundings. Glass grippli can use the spell Blend as an at-­will spell-­like ability. This trait replaces darkvision.

Goliath
Ancestry: Goliath
Regions: Garund
Alternate Racial Trait: Medium
Medium: Goliath grippli are always considered to have a running start when making Acrobatics checks to jump. They are also far larger than their kin. Goliath Grippli are Medium creatures and have no bonuses or
penalties due to their size. This trait replaces small.

Malagasy
Ancestry: Malagasy
Regions: Garund
Additional Racial Trait: Expand
Expand (Ex): When threatened by grapple, as an immediate action you uncannily expand your body in an attempt to break the hold. You gain a +4 competence bonus to your combat maneuver check, CMD, or Escape Artist check to oppose a combat maneuver grapple check.

Moss
Ancestry: Mossy
Regions: Garund
Alternate Racial Trait: Thorny
Thorny (Ex): Thorny spikes protrude from their body and joints, giving a jagged profile and making him dangerous to grapple. A mossy grippli with this racial trait is considered to have armor spikes, even while
wearing armor. Wearing actual armor spikes provides no additional benefit, though they may choose to use armor spikes instead of his thorns. Additionally you may break off a thorn and use it as a melee weapon or thrown weapon, as if wielding a dagger, as if using the Catch Off­Guard feat. This trait replaces darkvision.

Purple
Ancestry: Purple
Regions: Darklands
Alternate Racial Trait: Darklands Dweller Darklands Dweller: Purple Gripplis receive a +4 bonus on Stealth checks in mountains or underground areas in place of other environs. Purple Gripplis are able to see in the dark up to 120 feet. This ability replace swamp stride.

Surinam
Ancestry: Surinam
Regions: Garund
Additional Racial Trait: Squeeze
Squeeze (Ex): Surinam grippli are flexible regardless of their actual size and mass. They can move through areas at least half their size with no penalty for squeezing. Surinam grippli can move through a space
at least one­quarter their width using the penalties for squeezing through a space at least half their width.

RACIAL FEATS
Frozen Death
Using your icy blood, you can easily impersonate a corpse, fooling casual observers.
Prerequisites: Bluff 5 ranks, Glacier Grippli
Benefit: You can act as though you were a stiff corpse. Also, as an immediate action, you can fall over, appearing frozen or dead.

Phase
You can move through walls.
Prerequisite: Glass Grippli, character level 3rd
Benefit: Once per day you can move through wooden, plaster, or stone walls, but not other materials. The creature can activate this as a
standard action. When phasing is active, you can pass through a wall or some other kind of appropriate object for a total distance of 60 feet per day (see below), breaking this distance up into several smaller
passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now impassable
barrier. Phasing through a wall that separates two adjacent squares on the grid counts as 5 feet of distance. Phasing through a wall or barrier of any greater thickness counts as a distance equal to the barrier’s thickness plus 5 feet.

Sonic Boom
You can use your scream to devastating effects.
Prerequisite: Banshee Grippli, character level 3rd
Benefit: You can use your scream to target weapons, armor, and objects. Additionally, as an immediate action, you can deflect a single missle attack targeted at you as if using the Deflect Arrows feat. This counts against the number of uses of your scream per day.


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AZLANTI SCION (RP 15):

An emerging underground race, the Azlanti Scion is a balanced approach to playing a lesser version of the Pureblood Azlanti.

AZLANTI SCION RACIAL TRAITS
+2 to 2 Ability Scores: Azlanti Scions gain a +2 racial bonus to any two ability scores of their choice at creation to represent their empowered bloodline.
Medium: Azlanti Scions are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Azlanti Scions have a base speed of 30 feet.
Bonus Feat: Azlanti Scions derive from humans, thus selecting one extra feat at 1st level.
Darkvision: Azlanti Scions can see in the dark up to 60 feet.
Light Sensitivity: Azlanti Scions are dazzled as long as they remain in an area of bright light.
Skilled: Azlanti Scions gain an additional skill rank at first level and one additional rank whenever they gain a level.
Innate Talent: Spellcraft and Use Magic Device are always considered class skills for azlanti scions.
Rune Linguist: Azlanti Scions gain a +1 bonus to the DC’s of spells they cast that have the language ­dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Azlanti Scions with a Charisma score of 11 or higher also gain the following spell-­like abilities: 1/day ­ arcane mark, comprehend languages, detect magic,
read magic. The caster level for these spell­-like abilities is equal to the user’s character level.
Languages: Azlanti Scions start with Common plus Azlanti as their racial language. Furthermore, azlanti scions with High Intelligence scores can learn any languages they want (except Druidic and other secret languages).

ALTERNATE RACIAL TRAIT
Recall: Drawing upon the ambient flows of magic, 1/day recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis. This racial trait replaces the Flexible Bonus Feat.


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FAUN (9 RP):

FAUN RACIAL TRAITS
+2 Dexterity, ­2 Wisdom, +2 Charisma: Fauns are agile and attractive but are prone to poor decision making.
Medium: Fauns are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Fauns have a base speed of 30 feet.
Low­Light Vision: In dim light, fauns can see twice as far as humans.
Faun Magic: Fauns gain a +1 bonus to the DC of any saving throw against enchantment spells that they cast. Faun’s with a Charisma score of 11 or higher also gain the following spell­like abilities: 1/day ­ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the faun’s level. The DC for the spell­like abilities is equal to 10 + the spell’s level + the faun’s Charisma modifier.
Fey Defense: Fauns gain DR 2/cold iron.
Muse: Fauns receive a +2 racial bonus on a Performance skill of their choice.
Forest Strider: Fauns can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally.
Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following languages: Draconic,
Elven, Goblin, Gnome, Halfling, Terran, and Orc.

ALTERNATE RACIAL TRAITS
Goat Eyes: Some fauns have rectangular pupils that allow panoramic viewing. Fauns receives a +2 to Perception checks. This racial trait replaces fey defense.
Mountain Goat: Fauns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces forest strider.


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"Highly spiritual creatures and keepers of the world's greatest secrets, the thriae are a race of female, beelike seers coveted for their powers of divination and prophecy. Roughly humanoid in size and appearance, thriae keep to the outskirts of civilization, tending to their mysterious rituals and maintaining a watchful—if passive—eye over the machinations of nearby societies. While possessing an eerie air of mysticism, thriae are nonetheless startlingly beautiful, their slender bodies giving an unexpected grace to the otherwise unsightly mannerisms of giant bees."

Thriae (15 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Dex, -2 Int, +2 Cha) (0)
Languages
Standard (0)
Racial Traits
Magical Racial Traits
Blood of Seers (+2) Homebrew
Movement Racial Traits
Flight (+9)
Offense Racial Traits
Natural Attack (+1)
Toxic (+1)
Senses Racial Traits
Darkvision (-)
Low-Light Vision (+1)
Other Racial Traits
Merope Consumption (-) Homebrew
Weakness Racial Traits
Hive Mentality (-2) Homebrew
Alternate Racial Traits
Mind Sting (+1) Homebrew

Thriae Racial Traits
+2 Dexterity, -2 Intelligence, +2 Charisma: Thriae are graceful and agile, but lack quick-thinking, independent mindsets.
Medium: Thriae are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Thriae have a base speed of 30 feet.
Flight: Thriae have a fly speed of 60 feet with average maneuverability.
Darkvision: Thriae can see in the dark up to 60 feet.
Low-Light Vision: In dim light, thriae can see twice as far as humans.
Blood of Seers: Thriae with a Wisdom score of 11 or higher gain the following spell-like abilities: constant—detect secret doors;1/day -- calm emotions, detect thoughts, sound burst. The DC for the spells is equal to 10 + the spell's level + the caster's Wisdom modifier.
Hive Mentality: Thriae are communal creatures, drawing strength and purpose from their sisters. A thriae deprived of the company of her own kind suffers a -2 penalty on all Will Saves
Merope Consumption (Su): As a standard action, a thriae may consume a dose of merope, a magical honey produced by their queens, to gain a +2 insight bonus to attack rolls, saving throws, and caster level checks made to overcome spell resistance, for 1d6 + 3 rounds. Merope may be consumed a number of times per day equal to 1 + Wis Modifier. At the GM's discretion, you may not have access to Merope if you are away from the community.
Stinger: Thriae can sting their opponent as a natural attack, dealing 1d4 damage. If the attack hits, the thriae's attack may also deliver poison a number of times per day equal to Constitution modifier (minimum 1/day). Poison: Injury; save Fort DC 10 + 1/2 the Hit Dice + the Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Str; cure 1 save. A thriae can milk this poison from her stinger to envenom a weapon that it wields. Applying the poison is a swift action.
Languages: Thriae begin play speaking Common and Thriae. Thriae with high Intelligence scores can choose from the following languages: Auran, Azlant, Celestial, Draconic, Elven, and Sylvan.

Alternate Racial Traits
Mind Sting: Some thriae possess the stinger of a seer that delivers another type of poison a number of times per day equal to Constitution modifier (minimum 1/day). Poison: Injury; save Will DC 10 + 1/2 the Hit Dice + the Constitution modifier; frequency 1/ round for 4 rounds; effect confusion; cure 1 save. A thriae can milk the venom from her stinger to envenom a weapon that it wields. Applying the poison is a swift action. This racial trait replaces the thriae's standard stinger venom and also requires you to have the Blood of Seers racial trait.


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Looking for another player to join our Pathfinder group. We all started out looking for a group on here almost 2 years ago. A few players left the group yet we are still going strong and enjoying it. The group is about to enter book 6 of Jade Regent. I'm seeking a player who is serious about playing weekly and can make a strong commitment. Jade Regent will wrap up in about 2-3 months and then it is a player vote for the next primary AP. This would be a good opportunity to see if you would enjoy our group and stick around to see the next AP to completion.

Current party - Human Fighter, Aasimar Cleric, Dwarven Mage.

If you are willing, we have a vacant spot available for you to join.
Requirements:
14th level
25 point buy
2 traits
ALL Pathfinder material allowed and most 3PP content (including Psionics).

Alternate Requirement:
You may also play one of the NPC's as a PC. There are many to pick from, which you may select your own class as long as it fits the character theme.

We play on a virtual tabletop using Maptools and Ventrilo to communicate.
The Adventure Path is played every Saturday at 8pm EST to 12 or 1am.

I also run the mythic AP Wrath of the Righteous every 2nd Saturday of the month at the same time. Midway through book 1.

Current party - Human Paladin, Tiefling Cleric, Dwarven Cavalier, Human Witch.
Requirements:
3rd level
20 point buy
2 traits (1 campaign trait)
ALL Pathfinder material allowed and most 3PP content.

I fully create all the macros for monster tokens and run an interactive map, featuring light/shadow, objects, and spell effect templates. No immediate skill necessary for maptools. It is Free, easy to learn and teach. No strict play-style, incorporate all styles and accommodate those that prefer particular RP integration. Heavy rules knowledge not necessary. We have moderate to strong knowledge and willingly teach/learn without lawyering. We're a fun, laid-back group. We don't always take ourselves too seriously, but we definitely get serious about our gaming.

This is how we do itYoutube online game sessions


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Formian (21 RP)
Type
Monstrous Humanoid (+3)
Size
Varies (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Varies (0)
Languages
Standard (0)
Racial Traits
Defense Racial Traits
Natural Armor (+2)
Feat and Skill Racial Traits
Hive Sense (+2) Homebrew
Static Bonus Feat (+2)
Offense Racial Traits
Senses Racial Traits
Darkvision (-)
Blindsense 30 ft (+4)
Other Racial Traits
Quadruped (+2)
Pheromonal Communication (+2) Homebrew
Unusual Body Type (-2) Homebrew

Alternative Racial Traits
Builder (+2) Homebrew
Disgraced (+2) Homebrew
Natural Flier (+4)
Peerless Bearer (+2) Homebrew
Severed (+4) Hombrew
Taskmaster (+2) Homebrew

Caste Talents
Warrior (+6) = Toxic (+1), Sting (+1), Claws (+2), Improved Natural Armor (+1), Specialized (+1)
Worker (+6) = Burrow (+3), Small (0), Bite (+2), Specialized (+1)

Formian Racial Traits
Heightened Speed: Formian have a base speed of 40 feet rather than 30 since they posses four legs.
Superior Senses: Formian can see in the dark up to 60 feet and have blindsense up to 30 feet.
Exoskeleton: Formian have tough carapaces which grants a +1 bonus to natural armor to their Armor Class.
Hive Sense: A formian can automatically detect the presence and number of other formians within 120 feet, and can pinpoint their location with a Perception check (DC 25). Hive sense is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. A large gathering of formians (a dozen or more) can be sensed up to 1 mile away regardless of obstructions.
Biological Caste: Formians belong to a colony (society) and perform specialized functions predetermined by morphological distinctions. At character creation, choose Worker or Warrior caste, gaining the caste traits of the hive.
Pheromonal Communication: Similar to telepathy, Formians can wordlessly communicate with other creatures capable of communicating with pheromones.
Quadruped: Formians possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. Formians are adversely affected by their ability to use standard feet slot magic items. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that are approved by your GM. Your GM should allow you to find ankle bracelets of speed or horseshoes of spider climb that act just like their traditional magic item counterparts, but fit the new race’s form.
Unusual Body Type: Armor cost formians an additional amount due to their unusual body type. 25% more for Light Armor, 50% more for Medium Armor, 75% more for Heavy Armor.
Languages: Although formian are capable of understanding humanoid languages, they are only able to speak the common variants of basic language, and then only in a halting, somewhat garbled manner. Formians begin play speaking Common. Formians with high Intelligence scores can choose from the following: Draconic, Dwarven, Goblin, Terran, Thriae, and Undercommon.

Biological Caste

Warrior: Composing the fighting caste of the hive, they rank above the worker caste. Allowed independent initiative to better hone their battle skills, formian warriors have more latitude in following commands than many other formians. Owing to this latitude, formian warriors are more likely to chafe under hive strictures than workers and taskmasters. Formian warriors engrave their chitin with insignia depicting their rank and notable deeds.
○ +2 Strength, +2 Dexterity, -2 Charisma: Formian are swift and powerful but are inherently strange and unnerving.
○ Medium: Formian have no bonuses or penalties due to their size.
○ Claws: Formian gain two claws attacks. These are primary natural attacks dealing 1d4 damage.
○ Improved Exoskeleton: Formian warrior carapaces resemble suits of armor, gaining an additional +1 natural armor bonus.
○ Acrobatic: Formian warriors gain Skill Focus (Acrobatics) feat as a bonus feat at 1st level.
○ Stinger: Formian gain a stinger that is a primary natural attack, dealing 1d4 damage plus poison. The poison can be used a number of times per day equal to Constitution modifier (minimum 1/day). The toxin that is injected is a paralytic venom. It can also be applied to a weapon as a swift action. The Fortitude save DC is 10 + ½ Hit Dice + Constitution modifier. The poison's frequency is 1/round for 6 rounds with an effect of 1d2 Dexterity damage and cure 1 save.

Worker: These lowest-caste formians stand a little taller than a large dog, and their small mandibles are better equipped for slicing leaves, cutting fruit from the vine, and carving into flesh. Regardless, Their iridescent chiti is nearly featureless, marked only by small scarring as they age and a series of markings on their chest. A few more accomplished formian workers bear small gems proudly glued to their carapace, tokens granted them by taskmasters for particularly impressive accomplishments. The backbone of the hive receive the following traits:
○ +2 Strength, +2 Constitution, -2 Charisma: Formian are hardy and powerful but are inherently strange and unnerving.
○ Small: Formian gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
○ Bite: Formian gain a natural bite attack, dealing 1d3 damage.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
○ Miner: Formian workers gain Skill Focus (Profession - Miner) feat as a bonus feat at 1st level.
○ Burrow: Formain gain a burrow speed of 20 feet.

Note ♦ Pheromone Communication
The natural language of formians relies on a series of chemical excretions detected by scent, rather than sound. When a formian is in another formian’s presence, this communication is every bit as complex and detailed as spoken language. However, unlike spoken language, pheromone communication lingers in the air for several hours afterward, allowing someone to ‘listen in’ on a conversation for which they were not present or allowing a formian to leave messages for others of his kind. Unfortunately, the details of such communication fade quickly. Those not present when the pheromones are first created can only pick up very general details such as the presence of danger, food, enemies and the like. A general sense of direction or distance also lingers, allowing pheromones to be used to leave directions to other formians. The general emotional tone of the conversation can also be gleaned from lingering pheromones. Pheromones continue to linger in an area for up to a week. Heavy rain can wash them away in a matter of hours. Scouring the area with other strong odors in an effort to kill the scent will ruin lingering pheromones. A creature capable of pheromone communication can also use its own pheromones to ‘overwrite’ a lingering message, destroying it instantly.

Alternate Racial Traits

Builder (Worker Only): Formians with this racial trait can excrete a pliable resin that quickly hardens into a sturdy material. While not suitable for weapons or armor, this resin is relatively functional. It can be used as a crude building material or to create simple containers. A formian can produce up to one cubic foot of resin per character level per day. Excreting one cubic foot of resin requires a full round action. The resin remains flexible and sticky for one minute. At the end of this time, it permanently hardens. Hardened resin has 3 hardness and 8 hit points per inch of thickness. This trait replaces natural armor.

Disgraced (Warrior Only): Formians warriors who have fallen from their position and ranking become disgraced warriors, their markings gouged out and stinger torn away. Despite this you carry on in the face of fear and despair. As such, you gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, you may reroll and use the second result. This racial build replaces the stinger trait.

Natural Flier: A rare few among the colony have developed wings. The queen usually has wings but losses them after mating. These very rare formian have a fly speed of 30 feet with clumsy maneuverability. This ability replaces blindsense.

Peerless Bearer (Worker Only): Some standout formian workers are able to bear remarkable burdens for their size. They have a +5 racial bonus to Strength when calculating the effects of encumbrance. This ability replaces natural armor.

Severed: Inadvertently the queen passed on the quality of her intelligence and free will to a number of formians that promptly fled the hive rather than being slain. These independent formians, known as exiles, severed their connections to their kind completely and embraced the ways of other mortal races. Formians with this trait gain +2 Dexterity, +2 Wisdom, -2 Charisma instead of their normal ability score modifiers. They also gain a +2 racial bonus to all Diplomacy and Sense Motive skill checks. These traits replace hive sense and pheromonal communication.

Taskmaster (Warrior Only): Exceptional formian of a higher caste operate outside the hive as merchants, traders, diplomats, and spies, and particularly talented taskmasters may even advise the queen. With a stronger connection to the hive, taskmasters are not strong of mind. Formians with this trait gain +2 Strength, -2 Intelligence, +2 Charisma instead of their normal ability score modifiers. Add +1 to the DC of any enchantment spells they cast. Formians with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—charm person, detect thoughts, sending (to the hive queen only), suggestion. The DC for the spells is equal to 10 + the spell’s level + the caster’s Charisma modifier. These traits replace the bonus skill feat.


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Bugbear = 16 RP
Type
Humanoid (Goblinoid) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Flexible (+2 Str, +2 Dex) (2 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Static Bonus Feat (Intimidating Prowess) (2 RP)
Thuggery (1 RP) (Homebrew) (note- stealth free)
Sneaky (5 RP)
Senses Racial Traits
Darkvision 60 ft (2 RP)
Scent (4 RP)

Variant Racial Types

Koblak = 19 RP
Type
Half Undead (5 RP)
Senses Racial Traits
Darkvision (- RP)

Murd = 19 RP
Magical Racial Traits
Spell-Like Ability, Greater (Gaseous Form) (3 RP)

Wikkawak = 19 RP
Defense Racial Traits
Improved Resistance (Cold 5) (2 RP) (Replaces Static Bonus Feat)
Magical Racial Traits
Spell-Like Ability, Greater (Quench) (3 RP)

Bugbear Racial Traits
+2 Strength, +2 Dexterity: Bugbears are brutal and swift creatures.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet..
Intimidating: Bugbears gain intimidating prowess as a bonus feat at 1st level.
Scent: Bugbears favor a keen sense of smell, gaining the scent ability.
Sneaky: Bugbears gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for bugbears.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Some bugbears are stillborn, but suddenly wheeze in a sharp intake of breath and return to life a full hour after their dead birth. Forever half-dead, these things, called koblaks, have eyes even larger than their kin and see through walls and over hills. Koblaks are half in our world, half in the next, and they do not die easily. Time refuses to reap them, and some live for centuries.

Koblak Racial Traits
+2 Strength, +2 Dexterity: Koblaks are brutal and swift creatures.
Half-Undead: Koblaks are humanoids with the half-undead and goblinoid subtype.
Medium: Koblaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Koblaks have a base speed of 30 feet.
Darkvision: Koblaks can see in the dark up to 60 feet..
Intimidating: Koblaks gain intimidating prowess as a bonus feat at 1st level.
Resist Level Drain: Koblaks take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Scent: Koblaks favor a keen sense of smell, gaining the scent ability.
Sneaky: Koblaks gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for koblaks.
Undead Resistance: Koblaks gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Negative Energy Affinity: Koblaks are harmed by positive energy and healed by negative energy. A koblak with the fast healing special quality still benefits from that quality.
Languages: Koblaks begin play speaking Common and Goblin. Koblaks with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

In swampy environs or near great rivers, another form of bugbears, called murds, is said to exist. Its fur caked in muddy earth, the thing can turn into sludge-like tar. It’s said a murd fears all serpents and cannot enter a house where a snake is kept as a pet.

Murd Racial Traits
+2 Strength, +2 Dexterity: Murds are brutal and swift creatures.
Goblinoid: Murds are humanoids with the goblinoid subtype.
Medium: Murds are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Murds have a base speed of 30 feet.
Darkvision: Murds can see in the dark up to 60 feet..
Intimidating: Murds gain intimidating prowess as a bonus feat at 1st level.
Sludge: Murds can use a version of the gaseous form spell as a spell-like ability once per day. Murds can turn into viscous mud. When in mud form, a murd can squeeze through any gap water can and can “flow” uphill, against gravity (although it must succeed on Climb checks as normal).The caster level of the spell is equal to character level.
Scent: Murds favor a keen sense of smell, gaining the scent ability.
Sneaky: Murds gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for murds.
Languages: Murds begin play speaking Common and Goblin. Murds with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

In wintry climes, albino bugbears called wikkawaks prowl the glaciers by night, hunting settlers and prowling the frosted roofs of log cabins.

Wikkawak Racial Traits
+2 Strength, +2 Dexterity: Wikkawaks are brutal and swift creatures.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet.
Intimidating: Bugbears gain intimidating prowess as a bonus feat at 1st level.
Arctic Fur: Wikkawak gain resistance 5 to cold energy.
Snuff Out: Wikkawaks can use the quench spell as a spell-like ability once per day. The caster level of the spell is equal to character level.
Scent: Bugbears favor a keen sense of smell, gaining the scent ability.
Sneaky: Bugbears gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for bugbears.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Bugbear Feats

Smell Fear
You can catch the sour scent of fear on the wind.
Prerequisites: Bugbear.
Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.

Scent of Fear
All bugbears smell fear, but some sense it far more keenly than others. These bugbears gain advantages against most foes and prove particularly dangerous against those whose spirits are curdled by terror.
Prerequisites: Smell Fear Feat.
Benefit: You can track by smell and automatically pinpoint the location of opponents by scent alone if they are within 30 feet. In addition, you gain a +2 morale bonus on attack rolls against shaken or frightened opponents, and you can detect them at twice the normal scent range (120 feet, pinpoint at 60 feet). You gain a +2 bonus on all Will saves as long as a shaken or frightened target is in range. You cannot be surprised by anyone who is shaken or frightened within range of your enhanced sense of smell.

Sow Terror
Bugbears are stealthy, and sometimes they use their skill at furtiveness to inspire dread in their prey.
Prerequisite: Bugbear.
Benefit: Anytime you win an opposed Stealth check by 5 or more you might sow terror as a standard action. You do so by scraping your nails slightly on a solid surface, causing a board to creak ever so lightly, or rapping on a window pane. The victim cannot detect the source of the sound and dismisses it as the wind or some other mundane source, but the idea that something might be lurking nearby festers in the victim’s subconscious. The victim must roll a Will save (DC 10 + ½ your character level + your Charisma modifier) or become shaken for 1d4 rounds.


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Dogfolk = 9 RP
Type
Humanoid (dogfolk) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Flexible (+Wis, +2 Cha) (2 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Eternal Hope (2 RP)
Feat & Skill Racial Traits
Skill Bonus (Sense Motive) (2 RP)
Skill Bonus (Survival) (2 RP)
Movement Racial Traits
Sprinter (1 RP)
Senses Racial Traits
Color Blind (-1 RP) (Homebrew)
Low-Light Vision (1 RP)
Alternate Racial Traits
Bite (1 RP) (replaces Sprinter)
Scent (4 RP) (replaces both Skill Bonus)

Dogfolk Racial Traits
+2 Wisdom, +2 Charisma: Dogfolk are observant and sociable.
Dogfolk: Dogfolk are humanoids with the dogfolk subtype.
Medium: Dogfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dogfolk have a base speed of 30 feet.
Low-Light Vision: In dim light, dogfolk can see twice as far as humans.
Color Blind (Ex): Dogfolk cannot distinguish colors.
Eternal Hope: Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, dogfolk may reroll and use the second result.
Comprehensive: Dogfolk receive a +2 racial bonus on Sense Motive and Survival checks.
Bounding Gait: Dogfolk gain a 10-foot racial bonus to their speed when using the charge, run or withdraw actions.
Languages: Dogfolk begin play speaking Common and Dogfolk. Dogfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Hafling, Orc, and Sylvan.

Alternate Racial Traits

Bite: Some Dogfolk have a stronger and more develop bite than other members of their race, and can use it to make an attack. Dogfolk with this racial trait gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons. This racial trait replaces the bounding gait racial trait.

Scent: Some Dogfolk favor a keen sense of smell over other senses. Dogfolk with this racial trait gain the scent ability. This racial trait replaces the comprehensive racial trait.

Dogfolk Racial Feats

Fetch (Combat)
You are skilled at dragging foes around the battlefield.
Prerequisites: Dogfolk, Str 13, Power Attack, base attack bonus +1, bite racial trait.
Benefit: You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you. You can do all of this with just your mouth, allowing you to attack without the restrictions of a light or one-handed weapon.
Normal: You provoke an attack of opportunity when performing a drag combat maneuver.

Unnerving (Combat)
You are skilled at causing fear in those you brutalize.
Prerequisite: Dogfolk, Intimidate 1 rank.
Benefit: Barking at your enemy, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken until the start of your next turn.

Dogfolk Random Starting Ages
Adulthood ♦ Intuitive 1 ♦ Self-Taught 2 ♦ Trained 3
15 years ♦ +1d4 ♦ +1d6 ♦ +2d6

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wiazrds.

Dogfolk Aging Effects
Middle Age 1 ♦ Old 2 ♦ Vererable 3 ♦ Maximum Age
35 years ♦ 53 years ♦ 70 years ♦ 70 + 2d20 years

1 At middle age, -1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, -2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, -3 Str, Dex, and Con and +1 to Int, Wis, and Cha.

Dogfolk Random Height and Weight
Base Height ♦ Base Weight ♦ Modifier ♦ Weight Multiplier
Dogfolk, male ♦ 4 ft 10 in ♦ 120 lbs ♦ 2d8 ♦ x 5 lbs
Dogfolk, female ♦ 4 ft 5 in ♦ 85 lbs ♦ 2d8 ♦ x 5 lbs

Physical Description

Dogfolk resemble that of a dog, body covered in fur, along with a tail. Dogfolk have some variation in fur patterns, but they tend to resemble long-muzzles and perky-ears. Pitbull or Cane Corso breeds dwell in Cheliax. Hound breeds are present in Ustalav and further north in Ulfen territory, such as Wolfhounds. Pinschers in Taldan, German Shepherds and Labradors in Absalom. Siberian Husky breeds can be seen around Irrisen and the High Ice. African Wild Dogs are prevalent in Garund. Even Chow Chows in Tian Xia.

Society

Most dogfolk dwell among nomadic packs, natural explorers who rarely tire of trailblazing, though some packs have acclimated well to urban environments. As a culture, dogfolk are predatorial toward suspicious outsiders, yet they exude loyalty and generosity. They like belonging to a group whose members work together to accomplish great deeds and enriching rewards. Most individual dogfolk enjoy attention, and they tend to be expressive in body language in dog-like ways, wagging of the tail, position of the ears, and growling when angry.

Relations

Adaptable and curious, dogfolk get along with almost any race that extends reciprocal goodwill. They can prolong an grudging acclimation to other races upon instinctual or wary predation. Dogfolk and elves share a passionate nature. Humans make natural companions for dogfolk. The feral nature of gnolls stirs revulsion among dogfolk, as they don’t understand savagery and propensity for wanton destruction. Dogfolk are quick to anger by catfolk, as they disdain playful deception and sultry innuendo. Many assert this resentment in accordance with an old tale about extending the first friendship to one catfolk, only to be swiped across the eye, asserting this is the reasoning behind not being able to distinguish some colors.

Alignment and Religion

With community and good-natured at the center of their culture, as well as a willingness to adapt to the customs of many other races, most dogfolk tend toward good alignments. The gods Erastil and Sarenrae speak to the souls of dogfolk, and many packs depict them as dogfolk themselves.

Adventurers

Natural born trackers, the huntergatherer aspect of their packs pushes many dogfolk toward occupations as rangers and druids.While some dogfolk paladins and inquisitors are a common sight due to their mindset of steadfast dedication to a cause. Their impact upon Golarion is far spread and very diverse. Some Dogfolk are guardians for Osirian temples and Katapesh nobles. Others operate under an exclusive and secretive pack or order for the Hellknights. While others are exemplified for their bravery and unflinching resolve deep within the Worldwound.


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Minotaur (17 RP)
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized (+2 Str, +2 Con, -2 Cha) (1 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Natural Cunning (4 RP) (Homebrew)
Offensive Racial Traits
Ferocity (4 RP)
Natural Attack (1 RP)
Powerful Charge (2 RP) (Homebrew)
Senses Racial Traits
Darkvision (- RP)

Minotaurs Racial Traits
+2 Strength, +2 Constitution, -2 Charisma: Minotaurs are physically tough with innate cunning, and stereotypical attitudes.
Medium: Minotaurs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Darkvision: Minotaurs can see in the dark up to 60 feet.
Tough Hide: Minotaurs have tough hides which provides a +1 natural armor bonus.
Gore: Minotaurs may gore with their horns as a primary natural attack, inflicting 1d6 damage + 1/2 their strength modifier.
Powerful Charge: When a Minotaur charges, it deals twice the number of damage dice with its gore attack, plus 1-1/2 times its strength bonus.
Natural Cunning: Minotaurs are immune to magical confusion, including daze and the maze spell which prevents them from ever becoming lost.
Ferocity: Whenever a minotaur falls below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. The minotaur dies when its hit points reach a negative amount equal to its Constitution score.
Languages: Minotaurs begin play speaking Common and Giant. Minotaurs with high Intelligence can choose any of the following languages: Draconic, Dwarven, Gnoll, Goblin, and Orc.

Alternate Race Creation GM Rules
Large Size (7 RP): Due to their size, Minotaurs gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. Minotaurs also take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks to their CMD, and a -4 size penalty on Stealth checks. Minotaurs take up a space that is 10 feet by 10 feet and gains a reach of 10 feet. Gore is now increased to 1d8 damage based on Large size.
Powerful Build (4 RP): The physical stature of Minotaurs lets them function in many ways as if they were one size category larger. Whenever a Minotaur is subject to a size modifier for an opposed check (such as during grapple check, bull rush attempts, and trip attempts), Minotaurs are treated as on size category larger if doing so is advantageous. Minotaurs are also considered to be one size larger when determining where a creature's special attacks based on size (such as grab or swallow whole) can affect him. Minotaurs can use weapons designed for a creature one size larger with a -2 penalty. However his space and reach remain those of a creature of his actual size. The benefits of the racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

GM/Player Notes
Minotaurs may not wear shoes, but may wear horseshoes in there place as a foot slot item.
Minotaurs may not wear helmets, but may wear a nose ring in there place as a head slot item.

Kingdom Building (Kingmaker)
Labyrinth Master
The Labyrinth Master deals with punishing those deserving and observes the kingdom’s criminal elements within the underworld. The Labyrinth Master has the authority to kill in the name of the law but not before running the gauntlet. While within this maze, the Labyrinth Master enjoys a +2 morale bonus to all skill checks and saving throws if he so desires to go on the hunt.
Benefit: During the Edict phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.
Vacancy Penalty: Stability decreases by 2. During the Upkeep phase, Unrest increases by 2.

Labyrinth 24 BP
Kingdom Loyalty +1, Stability +2
Discount Graveyard, Blackmarket
Limit 1 per settlement
Settlement Crime +1, Productivity +1
An underground maze system that promotes competition, sport, and punishment. It may become home to criminals and monsters.


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Vanara Heritages

Blackcape
Ancestry Gorilla
Regions Garund
Ability Modifiers +2 Str, +2 Con, -2 Int
Alternate Racial Trait Cornered Fury 4 RP, remove prehensile tail 2 RP

Whitecape
Ancestry Baboon
Regions Katapesh, Garund
Ability Modifiers +2 Dex, +2 Con, -2 Cha
Alternate Racial Trait Bite 1 RP, remove prehensile tail 2 RP

Wintercape
Ancestry Nihonzaru (Snow Monkey)
Regions Tian Xia
Ability Modifiers +2 Con, +2 Wis, -2 Int
Alternate Racial Trait Energy Resistance (cold 5) 1 RP, remove prehensile tail 2 RP

Nightcape
Ancestry Douroucoulis (Night Monkey)
Regions Ustalav, Avistan
Ability Score Modifiers +2 Dex, +2 Int, -2 Wis
Alternate Racial Trait Darkvision 2 RP

Orangecape
Ancestry Orangutan
Regions Tian Xia
Ability Score Modifiers +2 Str, +2 Int, -2 Cha
Alternate Racial Trait Curiosity 4 RP, remove prehensile tail 2 RP

Howlingcape
Ancestry Howler Monkey
Regions Garund
Ability Score Modifiers +2 Con, +2 Cha, -2 Int
Alternate Racial Trait Booming Voice (homebrew) 1 RP

Spidercape
Ancestry Spider Monkey
Regions Garund
Ability Score Modifiers +2 Dex, +2 Wis, -2 Int
Alternate Racial Trait Sprinter 1 RP, Terrain Stride (forest) 1 RP

Ringedcape
Ancestry Ring-tailed Lemur
Regions Garund
Ability Score Modifiers +2 Dex, +2 Cha, -2 Int
Alternate Racial Trait Jumper 2 RP, remove prehensile tail (long tail but not prehensile) 2 RP

Designer Notes: (As featured with Dehrii)

Booming Voice (Ex) Can use its own voice as a signal. The sound can be heard up to 12 miles away as a thrumming in the air that conveys 20 words of information in 5 minutes.


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Miyaro
Those who observe her intently soon discover that she is a consummate actress—her performance is almost flawless, but she is nonetheless playing a role. Even so, with time, the PCs can truly befriend Miyaro, and as she becomes more comfortable in their company, so too does she warm to them and become a loyal and steadfast ally. Her heart belongs to the forest but perhaps...

Preferred Gifts: Miyaro is not acquisitive—money and treasure do not interest her in the slightest. She is likely to walk past a jeweled sword to admire a flower or put aside a magic staff to look at the lichen growing behind it. It is up to you to discover these gifts!

Hated Insults: Insulting the kami, questioning her guidance or aid, and praising the oni.

Devotion Boon: Just like Miyaro, you look for the most advantageous position or opportunity. Once per game session, when you would miss with an attack on a flanked opponent, you can designate a single ally who is also flanking the target that your attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Enmity Boon: You don't get along with Miyaro. If only she knew! As such, you delight in the talent to spin convincing lies, riddles, and stories, when questions arise from a curious Miyaro about the other side of the world. You have sharpened your intellect as much as your personality, as such, add your Intelligence modifier on Bluff, Diplomacy, and Sense Motive checks.

Romance Score: 35


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Curse of the Crimson Throne:

AP starts in Karrnath

Karrnath - Korovsa
Talenta Plains or The Mournland - Cinderlands

King Kaius - Queen Ileosa
Tribal Halfings (Talenta Plains) or Warforged (Mournland) - Shoanti

Rekkenmark - Sable Marines
White Lions - The Guard
Emerald Claw - Red Mantis
Blood of Vol - The Gray Maidens
House Deneith - Hellknights
House Jorasco (exorciates)- Plague Doctors & Doctor Davauls
The Twelve - The Acadamae


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Shellfolk (Total RP == 16 RP)

Shellfolk are an ancient race of humanoid turtles. Due to their longevity they have a great knowledge of the world. Their shells also provide a natural defense against their enemies. They are a very tribal people, and tend to be isolationists. However they are intensely loyal to their friends. Shellfolk settlements are usually on the edge of bodies of water, however this isn't always the case. Some tribes can be found in desert or mountain areas. They tend to avoid magical abilities, preferring to fight with their bare hands or weapons of some sort. There have been many attempts by outside religions to establish congregants within the Shellfolk tribes, but their tribal nature and pre-existing beliefs make it difficult to gather many followers.

+2Con,+2Wis,-2Dex (0 RP): Shellfolk are wise from long life, and have natural protection, however their shells hinder movement.

Medium Humanoid (0 RP): Shellfolk are medium creatures and have no bonuses or penalties due to their size.

Slow Speed (–1 RP): Shellfolk have a base speed of 20 feet.

Swim (2 RP): Shellfolk have a swim speed of 30 feet and gain +8 racial bonus on Swim checks that a swim speed normally grants.

Low-light vision (1 RP): Shellfolk can see twice as far as humans in conditions of dim light.

Hold Breath (1 RP): Shellfolk can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Hide in Shell (3 RP): As a full round action Shellfolk may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment . When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell they must spend another full round action(this does not provoke AoO).

Improved Natural Armor (9 RP): Shellfolk gain a +5 natural armor bonus.

Armor Non-Proficiency (-2 RP): Shellfolk are not proficient in any armor due to their distinct body type.

Bite (1 RP): Shellfolk gain a natural bite attack that deals 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Claws (2 RP): Shellfolk receive two claw attacks. These are primary natural attacks that deal 1d4 damage.

Languages (Standard: 0 RP): Shellfolk begin play speaking Common and Sylvan. Shellfolk with high intelligence scores can choose from the following: Draconic, Aquan, and Terran.

Alternate Racial Traits

Powerful Bite (4 RP): Some Shellfolk derive from the snapping turtle with a more pronounced beak-like mouth and receive a natural bite attack, dealing 1d6 damage rather than the standard 1d3 damage based on size.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. In addition, the shell is more rigid
and functions as armor spikes for the purposes of grapple. This trait replaces the standard bite but also replaces Hide in Shell.

Desert Tribe (2RP): Some Shellfolk derive from the tortoise and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.This
racial trait replaces Swim.

Water Tribe (4 RP): Some Shellfolk derive from sea turtles and are treated as amphibious, allowing them to breathe both air and water. In addition, they are powerful swimmers and receive a +20 foot bonus to their swim speed. This racial trait replaces Hide in Shell and Hold
Breath.


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I edited some of the custom tomes that i saw here to better go with my group and added two new ones.

The Tale of Burning Cloud Devil:

One of the most feared and venerated sorcerers in Minkai’s history. This autobiography recounts how he defended the people of Minkai against their oppressors, helped to establish the Amatasu line, and explored the depths of his family’s heritage for greater personal power. The book recounts his many early adventures, but the most interesting part, to you, is how he learned to concentrate his sorcerous powers through the use of tattooing. Pages are missing from the book, particulary from the later half of his tale. Leading up to this, there is a sense he craved too much power. Other Amatasu books briefly mention that Burning Cloud Devil was suspected of having delaings with oni and secretly aligned with them. Learning his secrets requires a week of reading. Once you have completed the work, you learn: Burning Cloud Devil's secret of constructing a special tattooing needle, a process that requires 500gp in materials and 1 day worth of labor. Burnign Cloud Devil's secret tattooing ink, a brew that requires 750gp in materials, an Alchemist lab, and 1 day worth of labor. Once the tattoos have been inscribed into your flesh, a process that requires 2 days of uninterrupted work, you gain the ability listed at the required level. When you use the ability, the tattoos glow with a radiance.

Burning Cloud Devil's first pattern, an arcane rune.
Upon 3rd level, you become hasted, as per the spell haste, with a duration for 6 rounds. Usable once per day.

Burning Cloud Devil's second pattern, a set of arcane sigils.
Upon 6th level,Ascension: The tattoo seems partially translucent and insubstantial. When the user spends a swift action to concentrate he gains fly, as per the spell fly for ten minutes. Usable once per day.

Burning Cloud Devil's third pattern, a grand masterpeice that encompass a wide area, preferrably the chest and back.
Upon 9th level, Pouncing Beasts: These bestial/monstrous pictographs on his chest and back seem poised to leap off the skin. You can use summon monster type 1thru 4, as per the spell, up to 4th level as a standard action, provided the creature summoned enters play adjacent to you and lasts for one minute. You permanietly select one creature per level table and those are inked on you chest and back, being the only ones you can draw out. You can only bring one monster out at a time. Each one, usable once per day.

Burning Cloud Devil's fourth pattern, a tian dragon stencil that illustrates covering the entire arm.
Upon 12th level, Memory of Breath: A surge of power that flows through your arm. The user gains dragon breath of an imperial dragon. You activate this tattoo as a standard action. This does the listed damage and the DC for this ability is 10 + ½ the user’s level + their Con modifier. This ability is usable twice per day. Upon inscribing your skin, you permeantly select which imperial dragon type and can only use the associated breath weapon for that dragon.
Imperial Sky Dragon 8d8 Electricity 50-foot cone
Imperial Sovereign Dragon 8d6 Sonic 40-foot cone
Imperial Sea Dragon 8d6 Bludgeoning 50-foot cone
Imperial Forest Dragon 8d6 Piercing 50-foot cone
Imperial Underwolrd Dragon 8d6 Fire 60-foot line

A Thousand Broken Swords by Amatasu Hideoyri:

A surprisingly insightful work on the art of swordplay written by Amatasu Hideoyri, a legendary Swordsman, Sensei, and Daimyo. Takeo’s treatise explain the art of using a katana to it’s very fullest and, more importantly, how to incorporate the lessons taught by other fighting styles into its use. Many depictions of training exercises for katanas and wakizashis. Overall effect: character has the basic knowledge to become a samurai on his next level (Ameiko being the samurai's lord). If the character does not want to become a samurai, the training exercices will give free proficiency with the katana and wakizashi.

One fateful day he found shame for the first time in his life when he was powerless to save his son from a powerful warlord. The legendary swordman became lost within himself over his failures. For years he drowned his sorrows in saki and lost the honor of his school and long abandoned household.
Late in his life, it was rumored he found council with a insightful Kami. It is unclear whether he gave up the drink but he perfected a new technique that required breaking a thousand swords to do so. It is rumored he took the adoptive sword style back to the warlord. Nothing else is mentioned if he won or lost his last stand.

The following describes this new technique of the former sensei.
Wise man is able to cut nothing with his katana is the main lessons in this book that tells to the sword-user how to cut things that aren't normally cut with steel sword. Reader gains following benefits after reading this book:

At 3th level he gains the ability to ignore DR/bludgeoning with sword.

At 6th level you can perform non-lethal attacks with your sword without the normal -4 penalty.

At 9th level you gain the Greater Sunder feat without having to meet any of the prerequistes.

At 12th level you are granted Nemesis, you can focus upon a held weapon as a swift action, rendering it anathema to the studied creature. The weapon gains the bane property against the creature for 1 minute. Nemesis is usable once per day.

WindDance of the Elusive Petal, by Sensei Byakuya:

The WindDance of the Elusive Petal showcases the fighting style of Sensei Byakuya. Originally a fishing peasant, his family line employed the fighting fan, since bladed weaponry was costly and likely to be stolen in his small fishing community. Money was easier to come by during long periods of drought with the ritualistic story and dancing entertainment that the fan styles provided. Word spread of a tien princess who was captured and ransomed to a neighboring lord. Local legends failed and fell alike to retreive her. Byakuya was enamored by this tien woman and dressed as a geisha to infiltrate the ninja stronghold. His lessons below hint as to the techniques he employed in rescuing the noble woman. It is beleived he traveled the world over after receiving renown and ceremonious titles. This evidence is further backed up with varsian drawings in this book that show he adopted the varsian weapon known as the bladed scarf into his techniques.

These traditional dances pulse with the power of their ancestors. These dancers incorporate their fighting fans—embroidered with the history of the bearer’s clan—into their dances, weaving deadly whirling steps with the power of their ancestors. You gain weapon proficeincy with the fighting fan and the bladed scarf.
At 3rd level, Weapon Focus (fighting fan & bladed scarf) as bonus feats.
At 6th Level, Elasticity: As a free action, the kimono dancer can grant her dancing weapon with reach until the end of her turn.
At 9th level, Spirit Fingers: Whenever the kimono dancer scores a hit with her dancing weapon, she can as a swift action, immediately attempt a steal combat maneuver (Advanced Player’s Guide 322).
At 12th level, Fluttering Step: Whenever the kimono dancer scores a critical hit with her dancing weapon, she may teleport to any point within 30 feet. The kimono dancer’s turn ends after being teleported.

Tome of Drunken Bravery:

This tome is wrapped in leather and reeks of alcohol. The cover depicts a very large brass man with a rapier smiling and pouring a strange, raccoon-like creature in a conical rice hat a cup of sake from an exquisite porcelain jug while he tries to fight off a mug wielding dwarf. The interior details the worship and practices of the Tien God of Wine and Bravery. A DC 15 Knowledge (religion) check reveals that the god is Cayden Cailean-- any clerics of the Lucky Drunk recognize the symbology immediately and do not need to make this check. The tome is filled with details of the lives of eight Tien individuals known as the "Drunken Immortals," and many of the tenets of the Caydenite faith, recipes of exotic wine and alcohol, and allegorical stories of bravery are presented with them as the central characters. The large bellied man present on the cover, Li Jin, is the fable’s protagonist. He journeys to each of the Drunken Immortals to learn the secrets of perfect brewery; He wrestles a tiger sent by the jealous Park Yen, seduces the gold-digging Ho Fao Lan, spends a year planting crops for the lazy Yip Po and finally travels to Minkai where he defeats the cunning Yoshimune in a duel without ever drawing his weapon. Eventually, the Gods take notice and he ascends to the garden of Heaven to drink with them for eternity… yet finds their wine boring, so he returns to the earth to seek further knowledge.

You gain the Exotic WeaponProficieny with Fighting Mug as a free feat. Cost 25gp Dmg 1d6 Crit x2 Rng 10ft. Wgt 5lbs. Type B
The Fighting Mug is a sturdy, often steel, large mug with a weighted bottom. To the untrained eye, the mug seems to be nothing more then a rather large, often scratched and dented, mug. To the trained mug fighter, it is a magnificent multifunction vessel, which not only holds a large quantity of beer and ale, but can function as a superb clubbing weapon.

Boon
If a character possesses the requisite ranks in Profession (brewer), they may use the recipes in this book to create special kinds of ale. They gain Brew Potion as a bonus feat as well as the ability to brew the potion with alcohol as its base content.

Drunken Recurrance
At 3 ranks, they may create bitter spiced ale, doing so gains the drinker an incredibly stubborn determination. If he is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw (though this does not prevent him from using other means to break the effect, such as a rogue’s slippery mind ability).

Drunken Immunity
At 6 ranks, they brewer may create a potent rice wine that grants immunity to the stunned, nauseated and sickened conditions for 2 hours after drinking.

Drunken Charge
At 9 ranks, you create an earthy smoked malt beverage that grants the effects of Controlled Charge, no longer taking a -2 penalty to AC when charging. This lasts for 1 hour.

Drunken Courage
At 12 ranks, you may create an extremely powerful fiery-tasting liquor that cures all sickness and nausea, receives the benefits of both neutralize poison and remove disease. The nectar-like beverage gives a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

Each brew takes one day to create from scratch and can only be created if the caravan has at least one cargo unit of provisions remaining. The brewing process itself is considered spiritual to the faith of the Lucky Drunk. These brews function like potions but with unique effects. Trying to drink multiple types of these brews at one time or before one listed effect wears off, they must make a DC (15 + the Profession brewer ranks) Fortitude saving throw or be nauseated for 2d6 rounds.

The Way of the Foo Dog:

This text chronicles the journeys of a man named Ikkitousen no Inuzama, a famous Tien philosopher. Inuzama was born into a wealthy branch of the Amatatsu family. After an unlucky illness killed his third cousin, Inuzama was to become the head of the main house until he witnessed a samurai preparing to kill a beautiful girl for daring to look upon his face. Against the laws of the ruling class of Minkai, Inuzama saved her life at the cost of his own honor. Stuck at a strange place in society where his family's honor barely shielded his worthlessness and his status had become less than a slave yet his noble title was worth just less than the Emperor of Minkai's, Inuzama bared many hardships and cruelties at the hands of the ruling class-- most famously, he was fed at the tableside scraps like a dog. Fed up with his mistreatment, and with the help of the peasant girl he saved, Inuzama faked his own death during a tsunami. He took the name Ikkitousen no Inuzama-- literally, "The dog who is greater than a thousand dogs"-- and began to wander. For the next hundred years, Inuzama wandered the Dragon Empires as a peasant and beggar along with his faithful female companion, and later, wife. Due to his status as a man without status and her status as a dishonored peasant, they were considered to be 'untouchable' by many members of society, and faced constant abuse. Their life at the bottom of society did not cause Inuzama grief, but instead provoked him into writing thousands upon thousands of reflections of his life and experiences, about the nature of the spirit, society, monarchy, ruler ship, self-worth, the worth of nobility, the power of the human soul, and the importance of human empathy. When these writings were given away (because they could not be sold), they became popular with the lower class; they soon reached the nobility, and were very popular. Soon, he visited the homes of many noblemen to give them advice on their lives-- and often instead used the opportunity to mix verbal abuse with his teachings, disparaging the lavish and extravagant lives of the nobility in comparison to the poverty-stricken lives of the working class. Inuzama disappeared at the age of 131 when travelling into the legendary Forest of Spirits. Many believe that he did not disappear, but only ascended to become a protective spirit known as a kami.
Boon This journal contains many different ramblings of the famous philosopher that form the most complete and accurately translated version of his titular personal philosophy, which allow the reader many benefits.

At 3rd level, the reader may digest the first part of this story. ("The Dog Sleeps in the Castle")
Canine Senses (Ex): As an immediate action, you gain a +10 insight bonus on Perception checks for 1 round. Usable once per day.

At 6th level, the reader may digest the tale of Inuzama's rescue of the commoner girl ("The Dog Bares His Teeth")
Vengenful Bite (Ex): As an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. You can make a single melee attack at his highest base attack bonus against the creature who attacked his ally. Usable twice per day.

At 9th level, the reader may digest the story of his long period of dishonor ("The Dog's Muzzle Clasps Tightly")
Howling Counsel (Ex): As a swift action, you can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. You must have at least one rank in the chosen skill. This bonus lasts for 1 round. Usable once per day.
The faking of his own death ("The Dog Escapes its Kennel")
Leaping Strides (Ex): You can move up to twice your speed as a move action. Usable twice per day.

At 12th level, the reader may digest the story of his long wandering ("The Way of the Dog")
Dog’s Gait (Ex): You can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.


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GM notes:
Caravan Jobs: Spivey can fill the role of guard, healer, or spellcaster in the caravan, but doesn’t count against the traveler total, nor does she increase the caravan’s consumption score. No monthly fee is necessary since she carries no gold and finds it strange.
Preferred Gifts: lucky objects, dream catchers, songs
Hated Insults: blasphemy against Desna, comments about her size, jokes about slavery or inequality.
Devotion Boon: Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day.
Enmity Boon: Spivey's harsh lessons have made you realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.
Romance Score: 32


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Printed the ship models from the players guide for chase and initial siege fire before bringing out actual models during the boarding action.

Here's my foam board ship model The Man's Promise.

Thin inexpensive wood board for the base. 5/16 dowel rods to represent the masts. Three holes for the masts to fit in. Glue to hold in place or make hole slightly smaller if you would rather twist dowels in. Foam board for all layers other than base. Clothes pins placed just under each level directly onto each mast in order to hold up the levels. Masts are marked in 5 foot intervals to represent climbing, which the lookout spots can be lowered to place miniature in correct height position during combat.

Planning on making a few more water vehicle types to be used with foam board boarding planks.

Also made 20 foot radius, 100 ft height, height/depth markers for aerial combat or underwater combat.


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Made one in response to a PC who wants to build up his militia to take on Korvosa in CotCT.

The CinderFoot Goblin Clan
-response to Churl, RageCleric of Rovagug

You did good bringing us food
You put us in a really good mood
We like the girly flesh
Its best to wear it fresh
You want goblin help
We're good at making them yelp
We beat babies to a pulp
Then swallow'em in one gulp
Dog-slicin' sure is fun
Kill doggies to beat of a drum
Pull off kiddies toes, fingers, and nose
So when can all eat those
Filthy nasty horses
Slice them into nice courses
Don't start your praying
Listen to what I'm saying
You give us Harse
Or this pact be farse
We want all in the town
Watch it burn to the ground
Then we help you get the crown


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One list for all spells from CR+APG+UM+UC
Copy it to excel format for a custom spellsheet or GM quick reference

CLERIC SPELLS

0-Level Cleric Spells
Bleed: Cause a stabilized creature to resume dying. CR PG.249
Create Water: Creates 2 gallons/level of pure water. CR PG.262
Detect Magic: Detects spells and magic items within 60 ft. CR PG.267
Detect Poison: Detects poison in one creature or object. CR PG.268
Guidance: +1 on one attack roll, saving throw, or skill check. CR PG.292
Light: Object shines like a torch. CR PG.304
Mending: Makes minor repairs on an object. CR PG.312
Purify Food and Drink: Purifies 1 cu. ft./level of food or water. CR PG.328
Read Magic: Read scrolls and spellbooks. CR PG.330
Resistance: Subject gains +1 on saving throws. CR PG.334
Spark: Ignites flammable objects. APG PG.246
Stabilize: Cause a dying creature to stabilize. CR PG.348
Virtue: Subject gains 1 temporary hp. CR PG.365

1 ST-Level Cleric Spells
Abundant Ammunition: Replaces nonmagical ammunition every round. UC PG.222
Air Bubble: Creates a small pocket of air around your head or an object. UC PG.222
Ant Haul: Triples carrying capacity of a creature. APG PG.202
Bane: Enemies take –1 on attack rolls and saves against fear. CR PG.246
Bless: Allies gain +1 on attack rolls and saves against fear. CR PG.249
Bless Water: Makes holy water. CR PG.249
Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds. CR PG.252
Command: One subject obeys selected command for 1 round. CR PG.256
Compel Hostility: Compels opponents to attack you instead of your allies. UC PG.226
Comprehend Languages: You understand all spoken and written languages. CR PG.258
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). CR PG.263
Curse Water: Makes unholy water. CR PG.263
Dancing Lantern: Animates a lantern that follows you. APG PG.214
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking. UC PG.227
Deathwatch: Reveals how near death subjects within 30 ft. are. CR PG.265
Decompose Corpse: Turn corpse into clean skeleton. UM PG.216
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. CR PG.266
Detect Undead: Reveals undead within 60 ft. CR PG.269
Diagnose Disease: Detect and identify diseases. UM PG.216
Divine Favor: You gain +1 per three levels on attack and damage rolls. CR PG.273
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. CR PG.274
Endure Elements: Exist comfortably in hot or cold regions. CR PG.277
Entropic Shield: Ranged attacks against you have 20% miss chance. CR PG.278
Forbid Action: Target obeys your command to not do something. UM PG.220
Hide from Undead: Undead can’t perceive one subject/level. CR PG.296
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). CR PG.300
Know the Enemy: Gain +10 on a monster Knowledge check. UM PG.226
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it. UC PG.233
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. CR PG.310
Magic Weapon: Weapon gains +1 bonus. CR PG.310
Movement of Greatness: Doubles a morale bonus. UC PG.237
Murderous Command: Target is compelled to kill its ally. UM PG.230
Obscuring Mist: Fog surrounds you. CR PG.317
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment. CR PG.327
Ray of Sickening: Ray makes the subject sickened. UM PG.234
Reinforce Armaments: Temporarily mitigate the fragile quality in targeted weapon or armor. UC PG.241
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. CR PG.332
Remove Sickness: Suppress disease, nausea, and the sickened condition. UM PG.234
Restore Corpse: Skeletal corpse grows flesh. UM PG.235
Sanctify Corpse: Prevent a corpse from becoming an undead creature. UM PG.236
Sanctuary: Opponents can’t attack you, and you can’t attack. CR PG.336
Shield of Faith: Aura grants +2 or higher def lection bonus. CR PG.342
Summon Minor Monster: Summon 1d3 Tiny animals. UM PG.241
Summon Monster I: Summons extraplanar creature to fight for you. CR PG.350
Sun Metal: Weapon touched bursts into flames. UC PG.245

2ND-Level Cleric Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). CR PG.239
Align Weapon: Weapon becomes good, evil, lawful, or chaotic. CR PG.240
Animate Dead, Lesser: Create one skeleton or zombie. UM PG.205
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched. UC PG.223
Arrow of Law: Harm an possibly daze chaotic creatures. UM PG.207
Augury: Learns whether an action will be good or bad. CR PG.245
Bear’s Endurance: Subject gains +4 to Con for 1 min./level. CR PG.246
Bestow Weapon Proficiency: Grant a creature proficiency in a single weapon for short period of time. UC PG.224
Blessing of Courage and Life: +2 on saves vs. fear and death. APG PG.205
Boiling Blood: Targets take fire damage; orcs get +2 Strength. UM PG.209
Bull’s Strength: Subject gains +4 to Str for 1 min./level. CR PG.251
Calm Emotions: Calms creatures, negating emotion effects. CR PG.252
Compassionate Ally: Target is compelled to help injured ally. UM PG.211
Consecrate: Fills area with positive energy, weakening undead. CR PG.258
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10). CR PG.263
Darkness: 20-ft. radius of supernatural shadow. CR PG.263
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. CR PG.264
Delay Pain: Ignore for 1 hour/level. UM PG.216
Delay Poison: Stops poison from harming target for 1 hour/level. CR PG.265
Desecrate: Fills area with negative energy, making undead stronger. CR PG.265
Disfiguring Touch: Target becomes disfigured. UM PG.217
Dread Bolt: Harm and possibly sicken good creatures. UM PG.217
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. CR PG.275
Effortless Armor: Armor you wear no longer slows your speed. UC PG.228
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched. UC PG.228
Enthrall: Captivates all within 100 ft. + 10 ft./level. CR PG.278
Find Traps: Notice traps as a rogue does. CR PG.281
Gentle Repose: Preserves one corpse. CR PG.289
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons. APG PG.225
Grace: Movement doesn’t provoke attacks of opportunity. APG PG.226
Hold Person: Paralyzes one humanoid for 1 round/level. CR PG.296
Imbue with Aura: Target emulates your cleric aura. UM PG.225
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10). CR PG.300
Instant Armor: Summon armor temporarily replacing your current attire. APG PG.229
Instrument of Agony: Weapon exludes divine fury, granting a bonus on Intimidate checks. UC PG.232
Magic Siege Engine: Siege engine gains +1 on targeting and damage rolls. UC PG.236
Make Whole: Repairs an object. CR PG.311
Masterwork Transformation: Make a normal item into a masterwork one. UM PG.228
Oracle's Burden: (Oracle only.) Creature is affected by negative oracle's curse effects. APG PG.234
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. CR PG.318
Pilfering Hand: You may seize an object or manipulate it from afar. UC PG.239
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched. UC PG.240
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched. UC PG.240
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched. UC PG.240
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched. UC PG.240
Protective Penumbra: Shadow protects the target from light. UM PG.233
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the duration among creatures touched. UC PG.241
Remove Paralysis: Frees creatures from paralysis or slow effect. CR PG.332
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. CR PG.334
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. CR PG.334
Returning Weapon: Grants a weapon the returning special weapon quality. UC PG.242
Shard of Chaos: Harm and possibly slow lawful creatures. UM PG.237
Share Language: Subject understands chosen language. APG PG.243
Shatter: Sonic vibration damages objects or crystalline creatures. CR PG.341
Shield Other: You take half of subject’s damage. CR PG.342
Silence: Negates sound in 20-ft. radius. CR PG.343
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. CR PG.346
Spear of Purity: Harm and possibly blind evil creatures. UM PG.240
Spiritual Weapon: Magic weapon attacks on its own. CR PG.348
Status: Monitors condition, position of allies. CR PG.349
Summon Monster II: Summons extraplanar creature to fight for you. CR PG.352
Surmount Affliction: Temporarily suppress one condition. UM PG.241
Undetectable Alignment: Conceals alignment for 24 hours. CR PG.363
Weapon of Awe: Weapon gets +2 on damage rolls. APG PG.256
Web Shelter: Create a comfortable shelter made of webbing. UM PG.249
Zone of Truth: Subjects within range cannot lie. CR PG.371

3RD-Level Cleric Spells
Agonize: Pain encourages an outsider to obey you. UM PG.205
Animate Dead: Creates undead skeletons and zombies. CR PG.241
Archon's Aura: Aura penalizes enemy attacks and AC. UM PG.206
Badger's Ferocity: Weapons are keen while you concentrate. UM PG.207
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. CR PG.247
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus. UM PG.208
Blindness/Deafness: Makes subject blinded or deafened. CR PG.250
Blood Biography: Learn about a creature with its blood. APG PG.206
Borrow Fortune: (Oracle only.) Retry attack or check, but do worse on next two. APG PG.206
Chain of Perdition: Creates a floating chain of force. UC PG. 225
Contagion: Infects subject with chosen disease. CR PG.259
Continual Flame: Makes a permanent, heatless light. CR PG.260
Create Food and Water: Feeds three humans (or one horse)/level. CR PG.261
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15). CR PG.263
Daybreak Arrow: Targeted ammunition exudes radiant energy. UC PG.226
Daylight: 60-ft. radius of bright light. CR PG.264
Deadly Juggernaut: Your might increases with every kill you make. UC PG.226
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. CR PG.265
Delay Poison, Communal: As dealy poison, but you may divide the duration amoung creatures touched. UC PG.227
Discovery Torch: Touched object emanates bright light, granting Perception and Sense Motive bonuses. UC PG.228
Dispel Magic: Cancels one magical spell or effect. CR PG.272
Elemental Speech: You can speak with elementals and some creatures. APG PG.218
Enter Image: Transfers your consciousness to an object bearing your likeness. APG PG.219
Glyph of Warding: Inscription harms those who pass it. CR PG.290
Guiding Star: Know approximate distance from where you cast this spell. APG PG.226
Helping Hand: Ghostly hand leads subject to you. CR PG.295
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15). CR PG.301
Invisibility Purge: Dispels invisibility within 5 ft./level. CR PG.302
Ki Leech: Add to your ki pool when you critically hit. UM PG.225
Locate Object: Senses direction toward object (specific or type). CR PG.305
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. CR PG.308
Magic Vestment: Armor or shield gains +1 enhancement per four levels. CR PG.310
Meld into Stone: You and your gear merge with stone. CR PG.312
Nap Stack: Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits. APG PG.233
Obscure Object: Masks object against scrying. CR PG.317
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty. CR PG.324
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. CR PG.327
Remove Blindness/Deafness: Cures normal or magical blindness or deafness. CR PG.332
Remove Curse: Frees object or person from curse. CR PG.332
Remove Disease: Cures all diseases affecting subject. CR PG.332
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched. UC PG.242
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched. UC PG.243
Sacred Bond: Cast touch healing spells from a distance. APG PG.240
Sands of Time: Target temporarily ages. UM PG.236
Searing Light: Ray deals 1d8/two levels damage (more against undead). CR PG.338
Share Language, Communal: As share language, but you may divide the duration among creatures touched. UC PG.243
Speak with Dead: Corpse answers one question/two levels. CR PG.346
Stone Shape: Sculpts stone into any shape. CR PG.349
Summon Monster III: Summons extraplanar creature to fight for you. CR PG.352
Symbol of Healing: Triggered rune heals living creatures. UM PG.241
Water Breathing: Subjects can breathe underwater. CR PG.368
Water Walk: Subject treads on water as if solid. CR PG.368
Wind Wall: Deflects arrows, smaller creatures, and gases. CR PG.370
Wrathful Mantle: Subject gets +1/four levels on all saves. APG PG.257
Vision of Hell: Illusory hellscape makes creatures shaken. UM PG.248

4 TH -Level Cleric Spells
Aura of Doom: Creatures in your aura become shaken. UM PG.207
Blessing of Fervor: Gives allies a choice of benefits. APG PG.205
Blood Crow Strike: Unarmed strikes create crows that deal fire and negative energy damage. UM PG.208
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle). CR PG.239
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels). CR PG.254
Control Summoned Creature: Direct a summoned monster as ifyou had summoned it. UM PG.212
Control Water: Raises or lowers bodies of water. CR PG.260
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20). CR PG.262
Death Ward: Grants bonuses against death spells and negative energy. CR PG.264
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. UC PG.227
Dimensional Anchor: Bars extradimensional movement. CR PG.270
Discern Lies: Reveals deliberate falsehoods. CR PG.270
Dismissal: Forces a creature to return to native plane. CR PG.271
Divination: Provides useful advice for specific proposed actions. CR PG.273
Divine Power: You gain attack bonuses and 1 hp/level. CR PG.273
Fleshworm Infestation: Worms deal hp and Dex damage. UM PG.220
Freedom of Movement: Subject moves normally despite impediments to movement. CR PG.287
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. CR PG.290
Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels). CR PG.297
Imbue with Spell Ability: Transfer spells to subject. CR PG.299
Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20). CR PG.300
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5). CR PG.310
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. CR PG.316
Oracle's Vessel: Oracle Only. Target gains the benefits of your oracle's curse. UM PG.230
Order’s Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels). CR PG.317
Plague Carrier: Target's attacks carry filth fever. UM PG.231
Planar Adaptation: Resist harmful effects of other plane. APG PG.236
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature. CR PG.320
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds. CR PG.323
Protection from Energy, Communal: As protection from energy, buy you may divide the duration among creatures touched. UC PG.240
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. CR PG.333
Rest Eternal: Dead creature cannot be revived. APG PG.238
Restoration: Restores level and ability score drains. CR PG.334
Ride the Waves: Target can breathe water and swim. UM PG.235
Sending: Delivers short message anywhere, instantly. CR PG.339
Soothe Construct: Reduce the beserk chance of a construct. UM PG.240
Spell Immunity: Subject is immune to one spell per 4 levels. CR PG.346
Spiritual Ally: Creates a divine ally to aid you. APG PG.246
Spit Venom: Spit blinding black adder venom. UM PG.240
Summon Monster IV: Summons extraplanar creature to fight for you. CR PG.352
Summoner Conduit: The target takes damage whenever its summoned creature does. UC PG.245
Symbol of Revelation: Triggered symbol reveals illusions. UM PG.241
Symbol of Slowing: Triggered rune slows creatures. UM PG.242
Terrible Remorse: Creature is compelled to harm itself. UM PG.243
Tongues: Speak and understand any language. CR PG.360
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels). CR PG.364
Water Walk, Communal: As water walk, buy you may divide the duration among creatures touched. UC PG.249

5 TH -Level Cleric Spells
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched. UC PG.222
Astral Projection, Lesser: Limited astral travel. UM PG.207
Atonement: Removes burden of misdeeds from subject and reverses magical alignment change. CR PG.245
Break Enchantment: Frees subjects from enchantments, transmutations, and curses. CR PG.251
Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures. CR PG.251
Cleanse: Cures 4d8 damage +1/level (max +25) and also removes several afflictions. APG PG.211
Command, Greater: As command, but affects one subject/level. CR PG.257
Commune: Deity answers one yes-or-no question/level. CR PG.257
Contagion, Greater: Infect a subject with a magical disease. UM PG.211
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level. CR PG.263
Curse of Magic Negation: Target gains the negated spellblight. UM PG.215
Curse, Major: As bestow curse, but harder to remove. UM PG.215
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. CR PG.271
Disrupting Weapon: Melee weapon destroys undead. CR PG.273
Flame Strike: Smites foes with divine fire (1d6/level damage). CR PG.283
Fickle Winds: Wind walls selectively block attacks. UM PG.219
Forbid Action, Greater: As forbid action, but 1 creature/level. UM PG.220
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures. APG PG.225
Hallow: Designates location as holy. CR PG.293
Holy Ice: Create wall or javelins of frozen holy water. UM PG.223
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level. CR PG.300
Insect Plague: Wasp swarms attack creatures. CR PG.300
Life Bubble: Protects creatures from environment. APG PG.230
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels. UC PG.236
Mark of Justice: Designates action that triggers curse on subject. CR PG.312
Plane Shift: As many as 8 subjects travel to another plane. CR PG.322
Pillar of Life: Created pillar heals 2d8 + 1/level (max +20). APG PG.236
Raise Dead: Restores life to subject who died as long as one day/level ago. CR PG.329
Rapid Repair: Construct gains fast healing 5. UM PG.234
Reprobation: Marked target is shunned by your religion. UM PG.234
Righteous Might: Your size increases, and you gain bonuses in combat. CR PG.335
Scrying: Spies on subject from a distance. CR PG.337
Serenity: Peaceful feelings harm those attempting violence. UM PG.236
Slay Living: Touch attack deals 12d6 + 1 per level. CR PG.344
Snake Staff: Transforms staff or other wood into snakes to fight for you. APG PG.245
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched. UC PG.244
Spell Resistance: Subject gains SR 12 + level. CR PG.347
Summon Monster V: Summons extraplanar creature to fight for you. CR PG.352
Symbol of Pain: Triggered rune wracks nearby creatures with pain. CR PG.356
Symbol of Scrying: Triggered rune activates scrying sensor. UM PG.241
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber. CR PG.356
Symbol of Striking: As symbol of death, but fills a 5-foot square. UC PG.245
Tongues, Communal: As tongues, but you may divide the duration among creatures touched. UC PG.247
Treasure Stitching: Objects on cloth become embroidered. APG PG.250
True Seeing: Lets you see all things as they really are. CR PG.363
Unhallow: Designates location as unholy. CR PG.363
Unholy Ice: Create wall or javelins of frozen unholy water. UM PG.245
Wall of Stone: Creates a stone wall that can be shaped. CR PG.367

6 TH -Level Cleric Spells
Animate Objects: Objects attack your foes. CR PG.242
Antilife Shell: 10-ft.-radius field hedges out living creatures. CR PG.242
Banishment: Banishes 2 HD/level of extraplanar creatures. CR PG.246
Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level. CR PG.247
Blade Barrier: Wall of blades deals 1d6/level damage. CR PG.249
Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level. CR PG.251
Create Undead: Create ghasts, ghouls, mohrgs, or mummies. CR PG.262
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level. UM PG.211
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level. CR PG.263
Dispel Magic, Greater: As dispel magic, but with multiple targets. CR PG.272
Dust Form: You become an incorporeal creature of dust for a short period of time. UC PG.228
Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level. CR PG.275
Epidemic: Infect a subject with a highly contagious disease. UM PG.218
Find the Path: Shows most direct way to a location. CR PG.281
Forbiddance: Blocks planar travel, damages creatures of different alignment. CR PG.285
Geas/Quest: As lesser geas, but affects any creature. CR PG.288
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. CR PG.291
Harm: Deals 10 points/level damage to target. CR PG.293
Heal: Cures 10 points/level damage, all diseases and mental conditions. CR PG.294
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. CR PG.295
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level. CR PG.300
Joyful Rapture: Negate harmful emotions. UM PG.225
Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level. CR PG.318
Plague Storm: Cloud infects creatures like contagion. UM PG.231
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures. APG PG.236
Planar Ally: As lesser planar ally, but up to 12 HD. CR PG.320
Summon Monster VI: Summons extraplanar creature to fight for you. CR PG.352
Symbol of Fear: Triggered rune panics nearby creatures. CR PG.356
Symbol of Persuasion: Triggered rune charms nearby creatures. CR PG.356
Symbol of Sealing: Creates triggered wall of force. UM PG.242
Undeath to Death: Destroys 1d4 HD/level undead (max. 20d4). CR PG.363
Wind Walk: You and your allies turn vaporous and travel fast. CR PG.369
Word of Recall: Teleports you back to designated place. CR PG.371

7 TH -Level Cleric Spells
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level. UM PG.208
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. CR PG.249
Circle of Clarity: Emanation hampers illusions and stealth. UM PG.211
Control Weather: Changes weather in local area. CR PG.261
Create Demiplane, Lesser: Create your own demiplane. UM PG.214
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level. CR PG.263
Destruction: Kills subject and destroys remains. CR PG.266
Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets. CR PG.269
Ethereal Jaunt: You become ethereal for 1 round/level. CR PG.279
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. CR PG.297
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level. CR PG.301
Jolting Portent: You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell. UC PG.232
Lunar Veil: Dispel light and revert lycanthropes. UM PG.227
Refuge: Alters item to transport its possessor to you. CR PG.331
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). CR PG.331
Repulsion: Creatures can’t approach you. CR PG.333
Restoration, Greater: As restoration, plus restores all levels and ability scores. CR PG.334
Resurrection: Fully restore dead subject. CR PG.334
Scrying, Greater: As scrying, but faster and longer. CR PG.337
Summon Monster VII: Summons extraplanar creature to fight for you. CR PG.352
Symbol of Stunning: Triggered rune stuns nearby creatures. CR PG.356
Symbol of Weakness: Triggered rune weakens nearby creatures. CR PG.357
Waves of Ecstasy: Pleasure stuns and staggers creatures. UM PG.249
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. CR PG.371

8TH-Level Cleric Spells
Antimagic Field: Negates magic within 10 ft. CR PG.242
Call Construct: Summon your golem to you. UM PG.210
Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells. CR PG.255
Create Demiplane: As lesser create demiplane, but larger and with planar traits. UM PG.213
Create Greater Undead: Create shadows, wraiths, spectres, or devourers. CR PG.261
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures. CR PG.262
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level. CR PG.270
Discern Location: Reveals exact location of creature or object. CR PG.270
Divine Vessel: (Oracle only.) Change into a huge, otherworldly creature. APG PG.216
Earthquake: Intense tremor shakes 80-ft. radius. CR PG.275
Euphoric Tranquility: Makes a single creature peaceful and friendly. APG PG.219
Fire Storm: Deals 1d6/level fire damage. CR PG.282
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. UC PG.230
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. CR PG.297
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level. CR PG.300
Orb of the Void: Sphere inflicts negative levels. UM PG.230
Planar Ally, Greater: As lesser planar ally, but up to 18 HD. CR PG.320
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells. CR PG.342
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. CR PG.347
Stormbolts: 1d8 damage/level (max 20d8) to targets. APG PG.247
Summon Monster VIII: Summons extraplanar creature to fight for you. CR PG.352
Symbol of Death: Triggered rune kills nearby creatures. CR PG.355
Symbol of Insanity: Triggered rune renders nearby creatures insane. CR PG.356
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells. CR PG.364

9TH-Level Cleric Spells
Astral Projection: Projects you and others onto Astral Plane. CR PG.244
Create Demiplane, Greater: As create demiplane, but larger and with more planar traits. UM PG.213
Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies. UM PG.215
Energy Drain: Subject gains 2d4 negative levels. CR PG.277
Etherealness: Travel to Ethereal Plane with companions. CR PG.279
Gate: Connects two planes for travel or summoning. CR PG.287
Heal, Mass: As heal, but affects 1 subject/level. CR PG.294
Implosion: Inflict 10 damage/level to one creature/round. CR PG.299
Interplanetary Teleport: Teleport to another planet. UM PG.225
Miracle: Requests a deity’s intercession. CR PG.314
Overwhelming Presence: Creatures bow before you as if you were divine. UM PG.230
Polar Midnight: Cold darkness paralyzes and deals damage. UM PG.232
Soul Bind: Traps newly dead soul to prevent resurrection. CR PG.345
Spell Immunity, Greater Communal: As greater spell immunity, but you may divide the duration among creatures touched. UC PG.245
Storm of Vengeance: Storm rains acid, lightning, and hail. CR PG.350
Summon Monster IX: Summons extraplanar creature to fight for you. CR PG.352
Symbol of Strife: Triggered rune makes creatures attack. UM PG.242
Symbol of Vulnerability: Triggered rune gives penalties. UM PG.243
True Resurrection: As resurrection, plus remains aren’t needed. CR PG.362
Winds of Vengeance: Grants f light; attack with wind. APG PG.256
Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you. UM PG.249


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One list for all spells from CR+APG+UM+UC
Copy it to excel format for a custom spellsheet or GM quick reference

SORCERER /WIZARD SPELLS

0-Level Sorcerer/Wizard Spells (Cantrips)
Acid Splash: (C) Orb deals 1d3 acid damage. CR PG.239
Arcane Mark: (U) Inscribes a personal rune on an object or creature (visible or invisible). CR PG.244
Bleed: (N) Cause a stabilized creature to resume dying. CR PG.249
Dancing Lights: (Ev) Creates torches or other lights. CR PG.263
Daze: (En) A single humanoid creature with 4 HD or less loses its next action. CR PG.264
Detect Magic: (D) Detects all spells and magic items within 60 ft. CR PG.267
Detect Poison: (D) Detects poison in one creature or small object. CR PG.268
Disrupt Undead: (N) Deals 1d6 damage to one undead. CR PG.273
Flare: (Ev) Dazzles one creature (–1 on attack rolls). CR PG.284
Ghost Sound: (I) Figment sounds. CR PG.289
Haunted Fey Aspect: (I) You surround yourself with disturbing illusions. UC PG.230
Light: (Ev) Object shines like a torch. CR PG.304
Mage Hand: (T) 5-pound telekinesis. CR PG.306
Mending: (T) Makes minor repairs on an object. CR PG.312
Message: (T) Whisper conversation at distance. CR PG.313
Open/Close: (T) Opens or closes small or light things. CR PG.317
Prestidigitation: (U) Performs minor tricks. CR PG.325
Ray of Frost: (Ev) Ray deals 1d3 cold damage. CR PG.330
Read Magic: (D) Read scrolls and spellbooks. CR PG.330
Resistance: (A) Subject gains +1 on saving throws. CR PG.334
Spark: (Ev) Ignites flammable objects. APG PG.246
Touch of Fatigue: (N) Touch attack fatigues target. CR PG.360

1st-Level Sorcerer/Wizard Spells
Abundant Ammunition: (C) Replaces nonmagical ammunition every round. UC PG.222
Adjuring Step: (A) You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell. UC PG.222
Air Bubble: (C) Creates a small pocket of air around your head or an object. UC PG.222
Alarm: (A) Wards an area for 2 hours/level. CR PG.240
Alter Winds: (T) Increase/decrease strength of natural winds. APG PG.201
Animate Rope: (T) Makes a rope move at your command. CR PG.242
Ant Haul: (C) Triples carrying capacity of a creature. APG PG.202
Anticipate Peril: (D) Target gains a bonus on one initiative check. UM PG.206
Break: (T) Gives an object the broken condition. APG PG.207
Bungle: (En) Target takes a –20 penalty on its next attack roll or check. UM PG.209
Burning Hands: (Ev) 1d4/level fire damage (max 5d4). CR PG.251
Cause Fear: (N) One creature of 5 HD or less f lees for 1d4 rounds. CR PG.252
Charm Person: (En) Makes one person your friend. CR PG.254
Chill Touch: (N) One touch/level deals 1d6 damage and possibly 1 Str damage. CR PG.255
Color Spray: (I) Knocks unconscious, blinds, and/or stuns weak creatures. CR PG.256
Comprehend Languages: (D) You understand all spoken and written languages. CR PG.258
Corrosive Touch: (C) Touch attack deals 1d4 acid/level. UM PG.213
Crafter's Curse: (T) Subject takes –5 on Craft skill checks. APG PG.213
Crafter's Fortune: (T) Subject gains +5 on next Craft check. APG PG.213
Damp Powder: (T) Ruins ammunition loaded in the targeted firearm. UC PG.226
Dancing Lantern: (T) Animates a lantern that follows you. APG PG.214
Decompose Corpse: (N) Turn a corpse into a clean skeleton. UM PG.216
Delusional Pride: (En) Target is penalized on attacks and checks but gains bonus against charms and compulsions. UM PG.216
Detect Secret Doors: (D) Reveals hidden doors within 60 ft. CR PG.268
Detect Undead: (D) Reveals undead within 60 ft. CR PG.269
Disguise Self: (I) Changes your appearance. CR PG.271
Ear-Piercing Scream: (Ev) Deal sonic damage and daze target. UM PG.218
Endure Elements: (A) Exist comfortably in hot or cold regions. CR PG.277
Enlarge Person: (T) Humanoid creature doubles in size. CR PG.277
Erase: (T) Mundane or magical writing vanishes. CR PG.279
Expeditious Excavation: (T) Moves 5-ft. cubes of earth. APG PG.220
Expeditious Retreat: (T) Your base speed increases by 30 ft. CR PG.279
Fabricate Bullets: (T) Converts 1 pound of metal into ammunition. UC PG.229
Feather Fall: (T) Objects or creatures fall slowly. CR PG.281
Flare Burst: (Ev) As flare, but affects all creatures in 10 ft. APG PG.223
Floating Disk: (Ev) Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. CR PG.284
Forced Quiet: (T) Target cannot make loud noises. UM PG.221
Gravity Bow: (T) Arrows do damage as though one size category bigger. APG PG.226
Grease: (C) Makes 10-ft. square or one object slippery. CR PG.291
Hold Portal: (A) Holds door shut. CR PG.297
Hydraulic Push: (Ev) Wave of water bull rushes an enemy. APG PG.228
Hypnotism: (En) Fascinates 2d4 HD of creatures. CR PG.298
Identify: (D) Gives +10 bonus to identify magic items. CR PG.299
Icicle Dagger: (C) Masterwork ice dagger deals +1 cold damage. UM PG.224
Illusion of Calm: (I) You appear to be standing still, even when you take some actions. UC PG.231
Interrogation: (N) Target answers questions or suffers pain. UM PG.225
Jury-Rig: (T) Removes the broken condition from the targeted object. UC PG.233
Jump: (T) Subject gets bonus on Acrobatics checks. CR PG.303
Ki Arrow: (C) Arrow deals damage as your unarmed strike. UM PG.225
Liberating Command: (T) Target makes an Escape Artist check as an immediate action and gains a bonus on it. UC PG.233
Lock Gaze: (En) You compel the target to only look at you for the duration of the spell. UC PG.236
Longshot: (T) Grants a +10-foot bonus to the range increment for any ranged weapon fired. UC PG.236
Mage Armor: (C) Gives subject +4 armor bonus. CR PG.306
Magic Aura: (I) Alters object’s magic aura. CR PG.307
Magic Missile: (Ev) 1d4+1 damage; +1 missile per two levels above 1st (max 5). CR PG.309
Magic Weapon: (T) Weapon gains +1 bonus. CR PG.310
Memory Lapse: (En) Subject forgets events back to last turn. APG PG. 232
Mirror Strike: (T) You may strike multiple opponents with a single attack. UC PG.236
Moment of Greatness: (En) Doubles a morale bonus. UC PG.237
Mount: (C) Summons riding horse for 2 hours/level. CR PG.315
Negative Reaction: (I) Targeted creature may not positively influence anyone. UC PG.238
Obscuring Mist: (C) Fog surrounds you. CR PG.317
Peacebond: (A) Locks a weapon in place on the target's body. UC PG.238
Polypurpose Panacea: (T) Gain a relaxing or entertaining effect. UM PG.232
Protection from Chaos/Evil/Good/Law: (A) +2 to AC and saves, plus additional protection against selected alignment. CR PG.327
Ray of Enfeeblement: (N) Ray causes 1d6 Str penalty + 1 per 2 levels. CR PG.329
Ray of Sickening: (N) Ray makes the subject sickened. UM PG.234
Reduce Person: (T) Humanoid creature halves in size. CR PG.330
Reinforce Armaments: (T) Temporarily mitigates the fragile quality in targeted weapon or armor. UC PG.241
Restore Corpse: (N) Skeletal corpse grows flesh. UM PG.235
Sculpt Corpse: (N) Makes corpse look like another creature. APG PG.241
See Alignment: (D) Pick an alingment; in your sight, creatures and items with that alignment emit a ghostly radiance. UC PG.243
Shadow Weapon: (I) Create a quasi-real masterwork weapon. UM PG.237
Shield: (A) Invisible disc gives +4 to AC, blocks magic missiles. CR PG.342
Shock Shield: (A) A shield of force protects you until you dismiss it in an explosion of electricity. UC PG.243
Shocking Grasp: (Ev) Touch delivers 1d6/level electricity damage (max 5d6). CR PG.343
Silent Image: (I) Creates minor illusion of your design. CR PG.343
Sleep: (En) Puts 4 HD of creatures into magical slumber. CR PG.344
Snapdragon Fireworks: (T) Create 1 dragon firework/level. UM PG.239
Stone Fist: (T) Your unarmed strikes are lethal. APG PG.247
Stumble Gap: (C) Small hole trips creatures. APG PG.247
Summon Minor Monster: (C) Summon 1d3 Tiny animals. UM PG.241
Summon Monster I: (C) Summons extraplanar creature to fight for you. CR PG.350
Touch of Gracelessness: (T) Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. APG PG.249
Touch of the Sea: (T) Swim speed becomes 30 ft. APG PG.250
True Strike: (D) +20 on your next attack roll. CR PG.363
Unerring Weapon: (T) Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. UC PG.248
Unprepared Combatant: (En) Target takes –4 on initiative and Reflex saves. UM PG.246
Unseen Servant: (C) Invisible force obeys your commands. CR PG.364
Vanish: (I) As invisibility for 1 round/level (5 max). APG PG.253
Ventriloquism: (I) Throws voice for 1 min./level. CR PG.365
Vocal Alteration: (T) Disguise target’s voice. UM PG.248
Weaken Powder: (T) Targeted firearm's ammunition halves the firearm's range and imposes a -2 penalty on damage rolls. UC PG.249
Youthful Appearance: (T) Target appears younger. UM PG.249

2nd-Level Sorcerer/Wizard Spells
Accelerate Poison: (T) Hastens targeted poison’s onset. APG PG.201
Acid Arrow: (C) Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. CR PG.239
Adoration: (T) You gain a bonus on Diplomacy checks and performance combat checks. UC PG.222
Alter Self: (T) Assume form of a Small or Medium humanoid. CR PG.240
Animal Aspect: (T) You gain some of the beneficial qualities of an animal. UC PG.222
Ant Haul, Communal: (T) As ant haul, but you may divide the duration among creatures touched. UC PG.223
Arcane Lock: (A) Magically locks a portal or chest. CR PG.243
Arrow Eruption: (C) Creates duplicates of killing arrow. APG PG.202
Badger’s Ferocity: (T) Weapons are keen while you concentrate. UM PG.207
Bear’s Endurance: (T) Subject gains +4 to Con for 1 min./ level. CR PG.246
Bestow Weapon Proficiency: (En) Grants a creature proficiency in a single weapon for a short period of time. UC PG.224
Blindness/Deafness: (N) Makes subject blinded or deafened. CR PG.250
Blood Transcription: (D) Wizard only. Learn a spell from the target’s blood. UM PG.209
Blur: (I) Attacks miss subject 20% of the time. CR PG.251
Boiling Blood: (T) Targets take fire damage; orcs get +2 Strength. UM PG.209
Brow Gasher: (N) Slashing weapon deals bleed damage to an opponent's head. UC PG.224
Bull’s Strength: (T) Subject gains +4 to Str for 1 min./level. CR PG.251
Bullet Shield: (A) You gain a +4 ddeflection bonus to AC against firearm attacks. UC PG.225
Burning Gaze: (Ev) Inflict 1d6 fire damage to creature by looking at it. APG PG.208
Cat’s Grace: (T) Subject gains +4 to Dex for 1 min./level. CR PG.252
Certain Grip: (T) You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. UC PG.225
Command Undead: (N) Undead creature obeys your commands. CR PG.257
Compassionate Ally: (En) Target is compelled to help injured ally. UM PG.211
Continual Flame: (Ev) Makes a permanent, heatless light. CR PG.260
Create Pit: (C) Creates an extradimensional pit. APG PG.213
Create Treasure Map: (D) Creates treasure map out of a creature’s corpse. APG PG.214
Cushioning Bands: (C) Force bands protect against crushing. UM PG.215
Darkness: (Ev) 20-ft. radius of supernatural shadow. CR PG.263
Darkvision: (T) See 60 ft. in total darkness. CR PG.264
Daze Monster: (En) Living creature of 6 HD or less loses its next action. CR PG.264
Defensive Shock: (Ev) Electricity damages your attackers. UM PG.216
Delay Pain: (En) Ignore pain for 1 hour/level. UM PG.216
Destablize Powder: (T) Ammunition in the targeted firearm is prone to misfire. UC PG.228
Detect Thoughts: (D) Allows “listening” to surface thoughts. CR PG.268
Disfiguring Touch: (T) Target becomes disfigured. UM PG.217
Disguise Other: (I) As disguise self, but affects you or another. UM PG.217
Dust of Twilight: (C) Black particles extinguish light sources within area. APG PG.217
Eagle’s Splendor: (T) Subject gains +4 to Cha for 1 min./level. CR PG.275
Elemental Speech: (D) Enables you to speak to elementals and some creatures. APG PG.218
Elemental Touch: (Ev) Gain energy damage touch attack. APG PG.218
Endure Elements, Communal: (T) As endure elements, but you may divide the duration among creatures touched. UC PG.228
False Life: (N) Gain 1d10 temporary hp + 1/level (max +10). CR PG.280
Flaming Sphere: (Ev) Rolling ball of fire deals 3d6 fire damage. CR PG.283
Fiery Shuriken: (C) Calls forth several fiery projectiles ready to be flung at opponents. UC PG.229
Fire Breath: (Ev) Exhale a cone of f lame at will. APG PG.221
Fog Cloud: (C) Fog obscures vision. CR PG.284
Fox’s Cunning: (T) Subject gains +4 to Int for 1 min./level. CR PG.286
Frigid Touch: (Ev) Target takes cold damage and is staggered. UM PG.221
Frost Fall: (Ev) The area is covered in chilling frost. UC PG.230
Ghostly Disguise: (I) You look like a ghost of yourself. UM PG.222
Ghoul Touch: (N) Paralyzes one subject, which exudes stench that makes those nearby sickened. CR PG.289
Glide: (T) You take no falling damage, move 60 ft./round while falling. APG PG.225
Glitterdust: (C) Blinds creatures, outlines invisible creatures. CR PG.290
Gust of Wind: (Ev) Blows away or knocks down smaller creatures. CR PG.293
Haunting Mists: (I) Creatures are shaken and take Wis damage. UM PG.222
Hideous Laughter: (En) Subject loses actions for 1 round/level. CR PG.296
Hypnotic Pattern: (I) Fascinates 2d4 + level HD of creatures. CR PG.298
Invisibility: (I) Subject is invisible for 1 min./level or until it attacks. CR PG.301
Kinetic Reverberation: (T) Channels the force of an enemy's attack back into its weapon. UC PG.233
Knock: (T) Opens locked or magically sealed door. CR PG.303
Levitate: (T) Subject moves up and down at your direction. CR PG.304
Locate Object: (D) Senses direction toward object (specific or type). CR PG.305
Mad Hallucination: (I) Target takes penalties to mental actions. UM PG.227
Magic Mouth: (I) Object speaks once when triggered. CR PG.310
Magic Siege Engine: (T) Siege gains +1 on targeting and damage rolls. UC PG.236
Make Whole: (T) Repairs an object. CR PG.311
Masterwork Transformation: (T) Make a normal item into a masterwork one. UM PG.228
Minor Image: (I) As silent image, plus some sound. CR PG.314
Mirror Image: (I) Creates decoy duplicates of you. CR PG.314
Misdirection: (I) Misleads divinations for 1 creature or object. CR PG.314
Miserable Pity: (A) Opponents cannot attack a pathetic creature. UM PG.229
Mount, Communal: (C) As mount but you may divide the duration among creatures touched. UC PG.237
Obscure Object: (A) Masks object against scrying. CR PG.317
Oppressive Boredom: (En) Target loses its next action. UM PG.230
Owl’s Wisdom: (T) Subject gains +4 to Wis for 1 min./level. CR PG.318
Pernicious Poison: (N) Target takes a –4 penalty against poison. UM PG.231
Phantom Trap: (I) Makes item seem trapped. CR PG.320
Pilfering Hand: (Ev) You may seize an object or manipulate it from afar. UC PG.239
Protection from Arrows: (A) Subject gains DR 10/magic against ranged attacks. CR PG.327
Protection from Chaos, Communal: (A) As protection from chaos, but you may divide the duration among creatures touched. UC PG.240
Protection from Evil, Communal: (A) As protection from evil, but you may divide the duration among creatures touched. UC PG.240
Protective Penumbra: (Ev) Shadow protects the target from light. UM PG.233
Pyrotechnics: (T) Turns fire into blinding light or thick smoke. CR PG.328
Qualm: (En) Target gains penalties on ability checks, skill checks, and concentration checks until it spoends an entire ound doing nothing. UC PG.241
Recoil Fire: (T) Ammunition in the targeted firearm generates excessive recoil. UC PG.241
Reinforce Armaments, Communal: (T) As reinforce armaments, but you may divide the duration among objects touched. UC PG.241
Reloading Hands: (C) Loads a single shot into your weapon every round. UC PG.242
Resist Energy: (A) Ignores first 10 (or more) points of damage per attack from specified energy type. CR PG.334
Returning Weapon: (C) Grants a weapon the returning special weapon quality. UC PG.242
Ricochet Shot: (Ev) Imbues a projectile weapon to give its ammunition the ability to ricochet. UC PG.243
Rope Trick: (T) As many as eight creatures hide in extradimensional space. CR PG.335
Scare: (N) Frightens creatures of less than 6 HD. CR PG.336
Scorching Ray: (Ev) Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). CR PG.337
Sculpt Simulacrum: (T) Alter a simulacrum’s appearance. UM PG.236
See Invisibility: (D) Reveals invisible creatures or objects. CR PG.339
Share Language: (D) Subject understands chosen language. APG PG.243
Share Memory: (D) Share one memory with the target. UM PG.238
Shatter: (Ev) Sonic energy damages objects or crystalline creatures. CR PG.341
Silk To Steel: (T) Use a scarf as a shield or whip. UM PG.238
Skinsend: (N) Animate and possess your own skin as if it were a separate creature. UM PG.238
Slipstream: (C) Wave boosts creature’s speed. APG PG.244
Spectral Hand: (N) Creates disembodied glowing hand to deliver touch attacks. CR PG.346
Spider Climb: (T) Grants ability to walk on walls and ceilings. CR PG.347
Spontaneous Immolation: (Ev) Target takes 3d6 points of fire damage and catches on fire. UC PG.245
Stablize Powder: (T) Ammunition in the targeted firearm is less likely to misfire. UC PG.245
Steal Voice: (N) Target gains the croaking spellblight. UM PG.240
Stone Call: (C) 2d6 damage to all creatures in area. APG PG.247
Summon Monster II: (C) Summons extraplanar creature to fight for you. CR PG.352
Summon Swarm: (C) Summons swarm of bats, rats, or spiders. CR PG.354
Symbol of Mirroring: (I) Triggered rune creates mirror images. UM PG.241
Tactical Acumen: (En) You gain an additional +1 on attack rolls or to AC due to battlefield positioning. UC PG.246
Telekinetic Assembly: (T) Assembles a siege engine using 1 fewer worker for every two caster levels. UC PG.246
Thunder Fire: (T) Ammunition in the targeted firearm deafens opponents. UC PG.247
Touch of Idiocy: (En) Subject takes 1d6 penalty to Int, Wis, and Cha. CR PG.360
Twisted Space: (T) Targeted creaeture's attacks target a random square instead of the intended target. UC PG.248
Unnatural Lust: (En) Target is compelled to kiss or caress another creature. UM PG.245
Unshakable Chill: (N) Target is aff licted with severe cold. UM PG.246
Warding Weapon: (A) The weapon you use for the focu of this spell defends you, allowing you to cast spells without provoking attacks of oppourtunity. UC PG.248
Web: (C) Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. CR PG.368
Web Shelter: (C) Create a comfortable shelter made of webbing. UM PG.249
Whispering Wind: (T) Sends a short message 1 mile/level. CR PG.369

3rd-Level Sorcerer/Wizard Spells
Ablative Barrier: (C) Surrounds the target with layers of force. UC PG.221
Animate Dead, Lesser: (N) Create one skeleton or zombie. UM PG.205
Anthropomorphic Animal: (T) Animal becomes bipedal. UM PG.206
Aqueous Orb: (C) Creates rolling sphere of water. APG PG.202
Arcane Sight: (D) Magical auras become visible to you. CR PG.244
Ash Storm: (C) Hamper vision and movement. UM PG.207
Beast Shape I: (T) You take the form and some of the powers of a Small or Medium animal. CR PG.247
Blink: (T) You randomly vanish and reappear for 1 round per level. CR PG.250
Blood Biography: (D) Learn about a creature with its blood. APG PG.206
Burrow: (T) Target gains a burrow speed of 15. UM PG.210
Campfire Wall: (Ev) Creates a shelter around a campfire. APG PG.210
Chain of Perdition: (Ev) Creates a floating chain of force. UC PG.225
Clairaudience/Clairvoyance: (D) Hear or see at a distance for 1 min./level. CR PG.255
Cloak of Winds: (A) Creates a screen of wind around you. APG PG.211
Countless Eyes: (T) Extra eyes gives all around vision. UM PG.213
Darkvision, Communal: (T) As darkvision, but you may divide the duration among creatures touched. UC PG.226
Daylight: (Ev) 60-ft. radius of bright light. CR PG.264
Deep Slumber: (En) Puts 10 HD of creatures to sleep. CR PG.265
Devolution: (T) Target eidolon temporarily loses 1 evolution +1/five levels. APG PG.216
Dispel Magic: (A) Cancels one magical spell or effect. CR PG.272
Displacement: (I) Attacks miss subject 50% of the time. CR PG.273
Distracting Cacophony: (Ev) Noise makes it difficult to cast. UM PG.217
Draconic Reservoir: (Ev) Subject can absorb energy damage and enhance melee attacks with it. APG PG.217
Eldritch Fever: (N) Target gains the eldritch ague spellblight. UM PG.218
Elemental Aura: (Ev) Creates an aura of energy around you. APG PG.218
Enter Image: (T) Transfers your consciousness to an object bearing your likeness. APG PG.219
Eruptive Pustules: (T) Acid boils burst when you are attacked. UM PG.218
Excruciating Deformation: (T) Target takes Dex and Con damage. UM PG.219
Explosive Runes: (A) Deals 6d6 damage when read. CR PG.279
Fireball: (Ev) 1d6 damage per level, 20-ft. radius. CR PG.283
Flame Arrow: (T) Arrows deal +1d6 fire damage. CR PG.283
Flash Fire: (T) Ammunition in the targeted firearm creates a tremendous flash capable of linding the weapon's bearer and those around him. UC PG.230
Fly: Subject flies at speed of 60 ft. CR PG.284
Force Punch: (Ev) Target takes force damage and is pushed away. UM PG.221
Gaseous Form: (T) Subject becomes insubstantial and can fly slowly. CR PG.287
Gentle Repose: (N) Preserves one corpse. CR PG.289
Halt Undead: (N) Immobilizes undead for 1 round/level. CR PG.293
Haste: (T) One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. CR PG.294
Healing Thief: (N) You siphon half of all magical healing that the targeted creature receives. UC PG.231
Heroism: (En) Gives +2 bonus on attack rolls, saves, skill checks. CR PG.295
Hold Person: (En) Paralyzes one humanoid for 1 round/level. CR PG.296
Hostile Levitation: (T) Levitates the targeted creature up off the ground. UC PG.231
Howling Agony: (N) Screaming pain limits the target’s actions. UM PG.223
Hydraulic Torrent: (Ev) Creates torrent of water that bull rushes any creature in its path. APG PG.228
Illusory Script: (I) Only select creatures can read text. CR PG.299
Invisibility Sphere: (I) Makes everyone within 10 ft. invisible. CR PG.302
Keen Edge: (T) Doubles normal weapon’s threat range. CR PG.303
Ki Leech: (N) Add to your ki pool when you critically hit. UM PG.225
Lightning Bolt: (Ev) Electricity deals 1d6/level damage. CR PG.304
Loathsome Veil: (I) Nauseate and/or sicken weak creatures. UM PG.227
Locate Weakness: (D) You roll damage twice when you roll damage for a critical hit and take the best damage. UC PG.236
Mad Monkeys: (C) Summon a swarm of mischievous monkeys. UM PG.227
Magic Circle against Chaos/Evil/Good/Law: (A) As protection spells, but 10-ft. radius and 10 min./level. CR PG.308
Magic Weapon, Greater: (T) Weapon gains +1 bonus/four levels (max +5). CR PG.310
Major Image: (I) As silent image, plus sound, smell and thermal effects. CR PG.311
Marionette Possession: (N) As magic jar, but limited to line of sight. UM PG.228
Monstrous Physique I: (T) Take the form and some of the powers of a Small or Medium monstrous humanoid. UM PG.229
Nondetection: (A) Hides subject from divination, scrying. CR PG.317
Pain Strike: (Ev) Inflicts 1d6 nonlethal damage 1 round/level. APG PG.234
Pellet Blast: (C) Creates an explosion of conjured metal pellets. UC PG.238
Phantom Driver: (C) Conjure a phantom to drive vehicles. UC PG.239
Phantom Steed: (C) Magic horse appears for 1 hour/level. CR PG.319
Protection from Arrows, Communal: (A) As protection from arrows, but you may divide the duration among creatures touched. UC PG.240
Protection from Energy: (A) Absorbs 12 points/level of damage from one kind of energy. CR PG.327
Pup Shape: (T) Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time. UC PG.240
Rage: (En) Gives +2 to Str and Con, +1 on Will saves, –2 to AC. CR PG.329
Rain of Frogs: (C) Summon a swarm of poisonous frogs. UM PG.233
Ray of Exhaustion: (N) Ray makes subject exhausted. CR PG.330
Reckless Infatuation: (C) Target is compelled to stay near another. UM PG.234
Resinous Skin: (T) You gain DR 5/piercing and +4 to CMD against disarm attempts. UC PG.242
Resist Energy, Communal: (A) As resist energy, but you may divide the duration among creatures touched. UC PG.242
Returning Weapon, Communal: (C) As returning weapon, buy you may divide the duration among weapons touched. UC PG.243
Sands of Time: (N) Target temporarily ages. UM PG.236
Secret Page: (T) Changes one page to hide its real content. CR PG.338
Seek Thoughts: (D) Detects thinking creatures’ thoughts. APG PG.242
Sepia Snake Sigil: (C) Creates text symbol that immobilizes reader. CR PG.339
Share Language, Communal: (D) As share language, but you may divide the duration among creatures touched. UC PG.243
Shifting Sand: (T) Creates difficult terrain and erases tracks, can carry along some creatures and objects. APG PG.243
Shrink Item: (T) Object shrinks to one-sixteenth size. CR PG.342
Sleet Storm: (C) Hampers vision and movement. CR PG.344
Slow: (T) One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. CR PG.344
Spider Climb, Communal: (T) As spider climb, but you may divide the duration among creatures touched. UC PG.245
Spiked Pit: (C) As create pit, but filled with spikes. APG PG.246
Stinking Cloud: (C) Nauseating vapors, 1 round/level. CR PG.349
Strangling Hair: (T) Your hair animates and grapples. UM PG.241
Suggestion: (En) Compels a subject to follow stated course of action. CR PG.350
Summon Monster III: (C) Summons extraplanar creature to fight for you. CR PG.352
Tiny Hut: (Ev) Creates shelter for 10 creatures. CR PG.360
Tongues: (D) Speak and understand any language. CR PG.360
Touch Injection: (T) You can deliver an infusion, elixir, poison, or potion as a touch attack. UC PG.247
Toxic Gift: (N) Target suffers the effect of the poison in you. UM PG.243
Twilight Knife: (Ev) Floating knife attacks with you. APG PG.252
Unadulterated Loathing: (En) Target is compelled to avoid another creature. UM PG.244
Undead Anatomy I: (T) Take the form and some of the powers of a Small or Medium undead. UM PG.244
Vampiric Touch: (N) Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. CR PG.364
Versatile Weapon: (T) Weapon bypasses some DR. APG PG.254
Vision of Hell: (I) Illusionary hellscape makes creatures shaken. UM PG.248
Water Breathing: (T) Subjects can breathe underwater. CR PG.368
Wind Wall: (Ev) Deflects arrows, smaller creatures, and gases. CR PG.370

4th-Level Sorcerer/Wizard Spells
Acid Pit: (C) Creates a pit with a layer of acid on the bottom. APG PG.201
Age Resistance, Lesser: (T) Ignore penalties from middle age. UM PG.205
Agonize: (Ev) Pain encourages an outsider to obey you. UM PG.205
Animal Aspect, Greater: (T) As animal aspect, buy you gain two animal qualities. UC PG.223
Animate Dead: (N) Creates undead skeletons and zombies out of corpses. CR PG.241
Arcane Eye: (D) Invisible floating eye moves 30 ft./round. CR PG.243
Ball Lightning: (Ev) Flying balls of lightning deal 3d6 electricity damage each. APG PG.204
Beast Shape II: (T) You take the form and some of the powers of a Tiny or Large animal. CR PG.247
Bestow Curse: (N) –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. CR PG.247
Black Tentacles: (C) Tentacles grapple all creatures within a 20-ft. spread. CR PG.248
Calcific Touch: (T) Touch attack slows target, 1d4 Dex damage. APG PG.208
Charm Monster: (En) Makes monster believe it is your ally. CR PG.254
Confusion: (En) Subjects behave oddly for 1 round/level. CR PG.258
Contagion: (N) Infects subject with chosen disease. CR PG.259
Control Summoned Creature: (En) Direct a summoned monster as if you had summoned it. UM PG.212
Crushing Despair: (En) Subjects take –2 on attack rolls, damage rolls, saves, and checks. CR PG.262
Curse of Magic Negation: (A) Target gains the negated spellblight. UM PG.215
Darkvision, Greater: (T) See 120 ft. in total darkness. UM PG.216
Daze, Mass: (En) As daze, but affecting multiple creatures. UM PG.216
Detect Scrying: (D) Alerts you to magical eavesdropping. CR PG.268
Detonate: (Ev) Inflicts 1d8/level energy damage to all creatures within 15 ft. APG PG.215
Dimension Door: (C) Teleports you a short distance. CR PG.269
Dimensional Anchor: (A) Bars extradimensional movement. CR PG.270
Dragon's Breath: (Ev) Gives you a dragon’s breath weapon. APG PG.217
Elemental Body I: (T) Turns you into a Small elemental. CR PG.275
Enervation: (N) Subject gains 1d4 negative levels. CR PG.277
Enlarge Person, Mass: (T) 1 humanoid creature/level doubles in size. CR PG.278
False Life, Greater: (N) Gain 2d10 temporary hp + 1/level. UM PG.219
Familiar Melding: (N) Possess your familiar. UM PG.219
Fear: (N) Subjects within cone f lee for 1 round/level. CR PG.281
Firefall: (T) Causes fire to burst up, dealing 2d6 fire damage. APG PG.222
Fire Shield: (Ev) Creatures attacking you take fire damage; you’re protected from heat or cold. CR PG.282
Fire Trap: (A) Opened object deals 1d4 damage + 1/level. CR PG.282
Fleshworm Infestation: (C) Worms deal hp and Dex damage. UM PG.220
Geas, Lesser: (En) Commands subject of 7 HD or less. CR PG.288
Globe of Invulnerability, Lesser: (A) Stops 1st- through 3rdlevel spell effects. CR PG.290
Hallucinatory Terrain: (I) Makes one type of terrain appear like another (field as forest, or the like). CR PG.293
Ice Storm: (Ev) Hail deals 5d6 damage in cylinder 40 ft. across. CR PG.298
Illusory Wall: (I) Wall, floor, or ceiling looks real, but anything can pass through. CR PG.299
Invisibility, Greater: (I) As invisibility, but subject can attack and stay invisible. CR PG.302
Locate Creature: (D) Indicates direction to familiar creature. CR PG.305
Magic Siege Engine, Greater: (T) Siege engine gains +1 on targeting and damage rolls for every four caster levels. UC PG.236
Malfunction: (T) Construct behaves oddly for 1 round/level. UM PG.228
Malicious Spite: (En) Target is compelled to plot against another. UM PG.228
Minor Creation: (C) Creates one cloth or wood object. CR PG.313
Mnemonic Enhancer: (T) Wizard only. Prepare extra spells or retain one just cast. CR PG.315
Moonstruck: (En) Subject is enraged and confused. APG PG.232
Monstrous Physique II: (T) Take the form and some of the powers of a Tiny or Large monstrous humanoid. UM PG.229
Named Bullet: (D) Imbues ammunition with accuracy against a specific creature type. UC PG.238
Nondetection, Communal: (A) As nondetection, but you may divide the duration among creatures touched. UC PG.238
Obsidian Flow: (T) Converts the surface of the ground into molten glass. UC PG.238
Overwhelming Grief: (En) Grieving target can take no actions and is denied its Dex bonus. UM PG.230
Phantasmal Killer: (I) Fearsome illusion kills subject or deals 3d6 damage. CR PG.319
Phantom Chariot: (C) Conjures a quasi-real heavy chariot pulled by four horses. UC PG.239
Phantom Steed, Communal: (C) As phantom steed, but you may divide the duration among creatures touched. UC PG.239
Protection from Energy, Communal: (A) As protection from energy, but you may divide the duration among creatures touched. UC PG.240
Rainbow Pattern: (I) Lights fascinate 24 HD of creatures. CR PG.329
Reduce Person, Mass: (T) As reduce person, but affects 1 humanoid creature/level. CR PG.331
Remove Curse: (A) Frees object or person from curse. CR PG.332
Resilient Sphere: (Ev) Force globe protects but traps one subject. CR PG.333
Ride the Waves: (T) Target can breathe water and swim. UM PG.235
River of Wind: (Ev) A stream of wind causes nonlethal damage and can knock down or push creatures. APG PG.240
Scrying: (D) Spies on subject from a distance. CR PG.337
Secure Shelter: (C) Creates sturdy cottage. CR PG.338
Shadow Conjuration: (I) Mimics conjuration below 4th level, but only 20% real. CR PG.340
Shadow Projection: (N) Temporarily become a shadow. APG PG.243
Shadow Step: (I) Teleport from one shadow to another. UM PG.237
Share Senses: (D) See/hear/smell what your familiar is. APG PG.243
Shcoking Image: (I) As mirror image, but the duplicates emit electrial damage when destroyed. UC PG.243
Shout: (Ev) Deafens all within cone and deals 5d6 sonic damage. CR PG.343
Simulacrum, Lesser: (I) Creates a double of a weak creature. UM PG.238
Solid Fog: (C) Blocks vision and slows movement. CR PG.345
Stone Shape: (T) Sculpts stone into any shape. CR PG.349
Stoneskin: (A) Grants DR 10/adamantine. CR PG.349
Summon Monster IV: (C) Summons extraplanar creature to fight for you. CR PG.352
Symbol of Revelation: (D) Triggered symbol reveals illusions. UM PG.241
Symbol of Slowing: (T) Triggered rune slows creatures. UM PG.242
Telekinetic Charge: (Ev) Launches an ally through the air. UC PG.247
Terrible Remorse: (En) Creature is compelled to harm itself. UM PG.243
Tongues, Communal: (D) As tongues, but you may divide the duration among creatures touched. UC PG.247
Touch of Slime: (C) Touch infests a target with green slime. UM PG.243
True Form: (A) Removes polymorph effects. APG PG.251
Vermin Shape I: (T) Take the form and some of the powers of a Small or Medium vermin. UM PG.246
Vitriolic Mist: (Ev) As fire shield, except acid damage. UM PG.248
Volcanic Storm: (Ev) Hot rocks deal 5d6 damage. UM PG.248
Wall of Fire: (Ev) Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level. CR PG.365
Wall of Ice: (Ev) Ice plane creates wall or hemisphere creates dome. CR PG.366
Wandering Star Motes: (I) Outlines subject and produces light as a sunrod. APG PG.255

5th-Level Sorcerer/Wizard Spells
Absorb Toxicity: (N) You become immune to diseases and toxins, absorb one, and then spread it to others. UC PG.221
Acidic Spray: (C) 1d6/level acid damage plus 1 round of acid. UM PG.204
Animal Growth: (T) One animal doubles in size. CR PG.240
Astral Projection, Lesser: (N) Limited astral travel. UM PG.207
Baleful Polymorph: (T) Turns subject into harmless animal. CR PG.246
Beast Shape III: (T) You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. CR PG.247
Blight: (N) Withers one plant or deals 1d6/level damage to plant creature. CR PG.250
Break Enchantment: (A) Frees subjects from enchantments, transmutations, and curses. CR PG.251
Cloudkill: (C) Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. CR PG.256
Cone of Cold: (Ev) 1d6/level cold damage. CR PG.258
Contact Other Plane: (D) Lets you ask question of extraplanar entity. CR PG.259
Corrosive Consumption: (C) Acidic patch damages an opponent. UM PG.212
Curse of Disgust: (En) Target is sickened when viewing a trigger. UM PG.215
Dismissal: (A) Forces a creature to return to its native plane. CR PG.271
Dominate Person: (En) Controls humanoid telepathically. CR PG.274
Dream: (I) Sends message to anyone sleeping. CR PG.274
Echolocation: (T) Sonic sense gives you blindsight 40 ft. UM PG.218
Elemental Body II: (T) Turns you into a Medium elemental. CR PG.276
Energy Siege Shot: (T) A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose. UC PG.228
Fabricate: (T) Transforms raw materials into finished items. CR PG.280
False Vision: (I) Fools scrying with an illusion. CR PG.280
Feeblemind: (En) Subject’s Int and Cha drop to 1. CR PG.281
Fickle Winds: (T) Wind walls selectively block attacks. UM PG.219
Fire Snake: (Ev) Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. APG PG.222
Geyser: (C) Creates a geyser of boiling water. APG PG.225
Hold Monster: (En) As hold person, but any creature. CR PG.296
Hostile Juxtaposition: (C) You create a dimensional link with a targetted creature, and switch spots with it. UC PG.231
Hungry Pit: (C) As create pit, but dealing 4d6 damage to those in it as it closes. APG PG.228
Icy Prison: (Ev) Thick ice holds and damages target. UM PG.224
Interposing Hand: (Ev) Hand provides cover against 1 opponent. CR PG.301
Life Bubble: (A) Protects creatures from sustained environmental effects. APG PG.230
Lightning Arc: (Ev) Targets in a line take 1d6 electricity/level. UM PG.227
Mage’s Faithful Hound: (C) Phantom dog can guard a location and attack intruders. CR PG.306
Mage’s Private Sanctum: (A) Prevents anyone from viewing or scrying an area for 24 hours. CR PG.307
Magic Jar: (N) Enables possession of another creature. CR PG.309
Major Creation: (C) As minor creation, plus stone and metal. CR PG.311
Mind Fog: (En) Subjects in fog get –10 to Wis and Will checks. CR PG.313
Mirage Arcana: (I) As hallucinatory terrain, plus structures. CR PG.314
Monstrous Physique II: (T) Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. UM PG.229
Nightmare: (I) Sends vision dealing 1d10 damage, fatigue. CR PG.316
Overland Flight: (T) You fly at a speed of 40 ft. and can hustle over long distances. CR PG.317
Pain Strike, Mass: (Ev) As pain, but affects multiple creatures. APG PG.234
Passwall: (T) Creates passage through wood or stone wall. CR PG.318
Permanency: (U) Makes certain spells permanent. CR PG.318
Persistent Image: (I) As major image, but with no concentration required. CR PG.319
Phantasmal Web: (I) Catches subjects in illusory web. APG PG.235
Plague Carrier: (N) Target’s attacks carry filth fever. UM PG.231
Planar Adaptation: (T) Resist harmful effects of other plane. APG PG.236
Planar Binding, Lesser: (C) Traps extraplanar creature of 6 HD or less until it performs a task. CR PG.321
Plant Shape I: (T) Turns you into a Small or Medium plant. CR PG.322
Polymorph: (T) Gives one willing subject a new form. CR PG.323
Possess Object: (N) Possess and animate one object. UM PG.232
Prying Eyes: (D) 1d4 + 1/level floating eyes scout for you. CR PG.326
Rapid Repair: (T) Construct gains fast healing 5. UM PG.234
Secret Chest: (C) Hides expensive chest on Ethereal Plane; you retrieve it at will. CR PG.338
Seeming: (I) Changes appearance of 1 person per 2 levels. CR PG.339
Sending: (Ev) Delivers short message anywhere, instantly. CR PG.339
Shadow Evocation: (I) Mimics evocation below 5th level, but only 20% real. CR PG.340
Smug Narcissism: (En) Target is distracted by its sense of self. UM PG.238
Sonic Thrust: (Ev) Sound moves targets away from you. UM PG.239
Soothe Construct: (A) Reduce the berserk chance of a construct. UM PG.240
Stoneskin, Communal: (A) As stoneskin, but you may divide the duration among creatures touched. UC PG.245
Suffocation: (N) Target quickly suffocates to death. APG PG.248
Summon Monster V: (C) Summons extraplanar creature to fight for you. CR PG.352
Summoner Conduit: (N) The target eidolon's summoner takes damage whenever the eidolon does. UC PG.245
Symbol of Pain: (N) Triggered rune wracks creatures with pain. CR PG.356
Symbol of Scrying: (D) Triggered rune activates scrying sensor. UM PG.241
Symbol of Sleep: (En) Triggered rune puts nearby creatures into catatonic slumber. CR PG.356
Symbol of Striking: (I) As symbol of death, but fills a 5-foot square. UC PG.245
Telekinesis: (T) Moves object, attacks creature, or hurls object or creature. CR PG.357
Telepathic Bond: (D) Link lets allies communicate. CR PG.358
Teleport: (C) Instantly transports you as far as 100 miles per level. CR PG.358
Transmute Mud to Rock: (T) Transforms two 10-ft. cubes per level. CR PG.361
Transmute Rock to Mud: (T) Transforms two 10-ft. cubes per level. CR PG.361
Treasure Stitching: (T) Objects on cloth become embroidered. APG PG.250
Unbreakable Construct: (A) Increase construct hardness or DR. UM PG.244
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vermin Shape II: (T) As vermin shape, but Tiny or Large. UM PG.246
Wall of Force: (Ev) Wall is immune to damage. CR PG.365
Wall of Sound: (Ev) Sonic wall deflects and damages creatures. UM PG.248
Wall of Stone: (C) Creates a stone wall that can be shaped. CR PG.367
Waves of Fatigue: (N) Several targets become fatigued. CR PG.368
Wreath of Blades: (A) Four mithral daggers speed around you, attacking nearby cretures and protecting your spellcasting from attacks of oppourtunity. UC PG.249

6th-Level Sorcerer/Wizard Spells
Acid Fog: (C) Fog deals acid damage. CR PG.239
Age Resistance: (T) Ignore penalties from old age. UM PG.205
Analyze Dweomer: (D) Reveals magical aspects of subject. CR PG.240
Antimagic Field: (A) Negates magic within 10 ft. CR PG.242
Battlemind Link: (D) You and an ally gain attack and AC bonuses. UM PG.207
Bear’s Endurance, Mass: (T) As bear’s endurance, affects one subject/level. CR PG.247
Beast Shape IV: (T) You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. CR PG.247
Bull’s Strength, Mass: (T) As bull’s strength, affects 1 subject per level. CR PG.251
Cat’s Grace, Mass: (T) As cat’s grace, affects 1 subject/level. CR PG.252
Chain Lightning: (Ev) 1d6/level damage and 1 secondary bolt/level. CR PG.253
Circle of Death: (N) Kills 1d4/level HD of creatures. CR PG.255
Cloak of Dreams: (En) Creatures within 5 ft. fall asleep. APG PG.211
Cold Ice Strike: (Ev) Cone of ice slivers deals 1d6 cold/level. UM PG.211
Conjure Black Pudding: (C) Summon a black pudding. UM PG.211
Contagion, Greater: (N) Infect a subject with a magical disease. UM PG.211
Contagious Flame: (Ev) Scorching rays cause 4d6 fire damage, then move on to new targets. APG PG.212
Contingency: (Ev) Sets trigger condition for another spell. CR PG.259
Control Water: (T) Raises or lowers bodies of water. CR PG.260
Create Undead: (N) Raises ghouls, ghasts, mummies, or mohrgs from physical remains. CR PG.262
Curse, Major: (N) As bestow curse, but harder to remove. UM PG.215
Disintegrate: (T) Reduces one creature or object to dust. CR PG.271
Dispel Magic, Greater: (A) As dispel magic, but with multiple targets. CR PG.272
Eagle’s Splendor, Mass: (T) As eagle’s splendor, 1 subject/level. CR PG.275
Elemental Body III: (T) Turns you into a Large elemental. CR PG.276
Enemy Hammer: (T) Allows you to telekinetically use a creature as a weapon. APG PG.219
Energy Siege Shot, Greater: (Ev) As siege energy shot, but you can affect any size siege engine. UC PG.229
Envious Urge: (En) Targets steal from or disarm others. UM PG.218
Eyebite: (N) Target becomes panicked, sickened, and comatose. CR PG.280
Flesh to Stone: (T) Turns subject creature into statue. CR PG.284
Fluid Form: (T) Gain DR 10/slashing, increases reach 10 ft., and breathe water. APG PG.223
Forceful Hand: (Ev) Hand pushes creatures away. CR PG.285
Form of the Dragon I: (T) Turns you into a Medium dragon. CR PG.286
Fox’s Cunning, Mass: (T) As fox’s cunning, affects 1 subject/ level. CR PG.286
Freezing Sphere: (Ev) Freezes water or deals cold damage. CR PG.287
Geas/Quest: (En) As lesser geas, but affects any creature. CR PG.288
Getaway: (C) Teleports you and select creatures to predetermined location. APG PG.225
Globe of Invulnerability: (A) As lesser globe of invulnerability, plus 4th-level spell effects. CR PG.290
Guards and Wards: (A) Array of magic effects protect area. CR PG.292
Heroism, Greater: (En) Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. CR PG.295
Ice Crystal Teleport: (C) Target is frozen, then teleported. UM PG.224
Leashed Shackles: (Ev) Target is restricted to a specific location. UM PG.226
Legend Lore: (D) Lets you learn tales about a person, place, or thing. CR PG.304
Mage’s Lucubration: (T) Wizard only. Recalls spell of 5th level or lower. CR PG.306
Mislead: (I) Turns you invisible and creates illusory double. CR PG.315
Monstrous Physique IV: (T) As monstrous physique III, with more abilities. UM PG.229
Move Earth: (T) Digs trenches and builds hills. CR PG.316
Named Bullet, Greater: (D) As named bullet, but deals 2 points of damage for every caster level. UC PG.238
Owl’s Wisdom, Mass: (T) As owl’s wisdom, affects 1 subject/level. CR PG.318
Permanent Image: (I) Permanent illusion, includes sight, sound, smell, and thermal effects. CR PG.319
Planar Binding: (C) As lesser planar binding, but up to 12 HD. CR PG.321
Plant Shape II: (T) Turns you into a Large plant creature. CR PG.323
Programmed Image: (I) As major image, but triggered by event. CR PG.327
Repulsion: (A) Creatures can’t approach you. CR PG.333
Serenity: (En) Peaceful feelings harm those attempting violence. UM PG.236
Shadow Walk: (I) Step into shadow to travel rapidly. CR PG.341
Sirocco: (Ev) Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. APG PG.244
Stone to Flesh: (T) Restores petrified creature. CR PG.350
Suggestion, Mass: (En) As suggestion, affects 1 subject/level. CR PG.350
Summon Monster VI: (C) Summons extraplanar creature to fight for you. CR PG.352
Symbol of Fear: (N) Triggered rune panics nearby creatures. CR PG.356
Symbol of Persuasion: (En) Triggered rune charms creatures. CR PG.356
Symbol of Sealing: (A) Create triggered wall of force. UM PG.242
Tar Pool: (T) Converts the top player of the ground into hot tar. UC PG.246
Transformation: (T) You gain combat bonuses. CR PG.360
True Seeing: (D) Lets you see all things as they really are. CR PG.363
Undead Anatomy III: (T) Take the form and some of the powers of a Diminutive or Huge undead. UM PG.245
Undeath to Death: (N) Destroys 1d4/level HD of undead (max. 20d4). CR PG.363
Unwilling Shield: (N) Subject shares wounds you receive. APG PG.253
Utter Contempt: (En) Target’s attitude worsens by two categories. UM PG.246
Veil: (I) Changes appearance of a group of creatures. CR PG.364
Vengeful Outrage: (En) Target is compelled to destroy one enemy. UM PG.246
Wall of Iron: (C) 30 hp/four levels; can topple onto foes. CR PG.367

7th-Level Sorcerer/Wizard Spells
Arcane Cannon: (T) Your focus becomes a magical cannon that fires on its own. UC PG.223
Age Resistance, Greater: (T) Ignore penalties from venerable age. UM PG.205
Arcane Sight, Greater: (D) As arcane sight, but also reveals magic effects on creatures and objects. CR PG.244
Banishment: (A) Banishes 2 HD/level of extraplanar creatures. CR PG.246
Caustic Eruption: (C) Burst deals 1d6 acid/level and lingers. UM PG.210
Circle of Clarity: (A) Emanation hampers illusions and stealth. UM PG.211
Control Construct: (T) Take control of a construct. UM PG.211
Control Undead: (N) Undead don’t attack you while under your command. CR PG.260
Control Weather: (T) Changes weather in local area. CR PG.261
Create Demiplane, Lesser: (C) Create your own demiplane. UM PG.214
Delayed Blast Fireball: (Ev) 1d6/level fire damage; you can postpone blast for up to 5 rounds. CR PG.265
Deflection: (A) Attacks that miss are redirected back to the source of the attack. APG PG.215
Elemental Body IV: (T) Turns you into a Huge elemental. CR PG.277
Epidemic: (N) Infect a subject with a highly contagious disease. UM PG.218
Ethereal Jaunt: (T) You become ethereal for 1 round/level. CR PG.279
Expend: (A) Wastes creatures’ limited use magical ability. APG PG.220
Finger of Death: (N) Deals 10 damage/level to one subject. CR PG.282
Firebrand: (T) Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack. APG PG.222
Fly, Mass: (T) One creature/level gains ability to fly. APG PG.223
Forcecage: (Ev) Cube or cage of force imprisons all inside. CR PG.285
Form of the Dragon II: (T) Turns you into a Large dragon. CR PG.286
Giant Form I: (T) Turns you into a Large giant. CR PG.289
Grasping Hand: (Ev) Hand provides cover, pushes, or grapples. CR PG.291
Hold Person, Mass: (En) As hold person, but all within 30 ft. CR PG.296
Hostile Juxtaposition, Greater: (C) You may target one creature for every four of your caster levels. UC PG.231
Ice Body: (T) Your body becomes living ice. UM PG.224
Insanity: (En) Subject suffers continuous confusion. CR PG.301
Instant Summons: (C) Prepared object appears in your hand. CR PG.301
Invisibility, Mass: (I) As invisibility, but affects all in range. CR PG.302
Joyful Rapture: (C) Negate harmful emotions. UM PG.225
Ki Shout: (Ev) Target take 1d6 sonic/level and is stunned. UM PG.226
Limited Wish: (U) Alters reality (within limits). CR PG.305
Lunar Veil: (I) Dispel light and revert lycanthropes. UM PG.227
Mage’s Magnificent Mansion: (C) Door leads to extradimensional mansion. CR PG.307
Mage’s Sword: (Ev) Floating magic blade strikes opponents. CR PG.307
Phantasmal Revenge: (I) Ghost from corpse hunts killer. APG PG.235
Phase Door: (C) Creates an invisible passage through a barrier. CR PG.320
Plague Storm: (N) Cloud infects creatures like contagion. UM PG.231
Planar Adaptation, Mass: (T) As planar adaptation, but affects multiple creatures. APG PG.236
Plane Shift: (C) As many as eight subjects travel to another plane. CR PG.322
Plant Shape III: (T) Turns you into a Huge plant. CR PG.323
Polymorph, Greater: (T) Gives one willing subject a new, more powerful form. CR PG.323
Power Word Blind: (En) Blinds creature with 200 hp or less. CR PG.324
Prismatic Spray: (Ev) Rays hit subjects with variety of effects. CR PG.325
Project Image: (I) Illusory double can talk and cast spells. CR PG.327
Rampart: (C) Creates 5-ft.-thick earthen barrier. APG PG.237
Resonating Word: (T) Target is damages, staggered, and stunned. UM PG.235
Reverse Gravity: (T) Objects and creatures fall upward. CR PG.335
Scouring Winds: (Ev) Winds block vision and deal 3d6 damage. UM PG.236
Scrying, Greater: (D) As scrying, but faster and longer. CR PG.337
Sequester: (A) Subject is invisible to sight and scrying; renders creature comatose. CR PG.340
Shadow Conjuration, Greater: (I) As shadow conjuration, but up to 6th level and 60% real. CR PG.340
Simulacrum: (I) Creates partially real double of a creature. CR PG.343
Spell Turning: (A) Ref lect 1d4+6 spell levels back at caster. CR PG.347
Statue: (T) Subject can become a statue at will. CR PG.349
Summon Monster VII: (C) Summons extraplanar creature to fight for you. CR PG.352
Symbol of Stunning: (En) Triggered rune stuns creatures. CR PG.356
Symbol of Weakness: (N) Triggered rune weakens creatures. CR PG.357
Teleport, Greater: (C) As teleport, but no range limit and no off-target arrival. CR PG.359
Teleport Object: (C) As teleport, but affects a touched object. CR PG.359
Temporary Resurrection: (N) Bring a creature to life for 24 hours. UM PG.243
Vision: (D) As legend lore, but quicker. CR PG.365
Vortex: (Ev) Creates a whirlpool in water. APG PG.254
Walkthrough Space: (C) You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of oppourtunity. UC PG.248
Waves of Ecstasy: (En) Pleasure stuns and staggers creatures. UM PG.249
Waves of Exhaustion: (N) Several targets become exhausted. CR PG.368

8th-Level Sorcerer/Wizard Spells
Antipathy: (En) Object or location affected by spell repels certain creatures. CR PG.243
Binding: (En) Utilizes an array of techniques to imprison a creature. CR PG.248
Call Construct: (C) Summon your construct to you. UM PG.210
Charm Monster, Mass: (En) As charm monster, but all within 30 ft. CR PG.254
Clenched Fist: (Ev) Large hand provides cover, pushes, or attacks your foes. CR PG.255
Clone: (N) Duplicate awakens when original dies. CR PG.256
Create Demiplane: (C) As lesser demiplane, but larger and with planar traits. UM PG.213
Create Greater Undead: (N) Creates shadows, wraiths, spectres, or devourers. CR PG.261
Demand: (En) As sending, plus you can send suggestion. CR PG.265
Dimensional Lock: (A) Teleportation and interplanar travel blocked for 1 day/level. CR PG.270
Discern Location: (D) Reveals exact location of creature or object. CR PG.270
Euphoric Tranquility: (En) Makes a creature friendly. APG PG.219
Form of the Dragon III: (T) Turns you into a Huge dragon. CR PG.286
Frightful Aspect: (T) You take on a terrifying, Large-sized form of yourself and emit an aura that cuases creatures to become shaken or firghtened. UC PG.230
Giant Form II: (T) Turns you into a Huge giant. CR PG.289
Horrid Wilting: (N) Deals 1d6/level damage within 30 ft. CR PG.298
Incendiary Cloud: (C) Cloud deals 6d6 fire damage/round. CR PG.300
Iron Body: (T) Your body becomes living iron. CR PG.302
Irresistible Dance: (En) Forces subject to dance. CR PG.303
Maze: (C) Traps subject in extradimensional maze. CR PG.312
Mind Blank: (A) Subject is protected from mental/emotional magic and scrying. CR PG.313
Moment of Prescience: (D) You gain +1/level insight bonus on single attack roll, check, or save. CR PG.315
Orb of the Void: (N) Sphere inflicts negative levels. UM PG.230
Planar Binding, Greater: (C) As lesser planar binding, but up to 18 HD. CR PG.321
Polar Ray: (Ev) Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain. CR PG.323
Polymorph Any Object: (T) Changes a subject into anything else. CR PG.323
Power Word Stun: (En) Stuns creature with 150 hp or less. CR PG.324
Prediction of Failure: (D) Target is permanently shaken and sickened, and may gain a spellblight. UM PG.232
Prismatic Wall: (A) Wall’s colors have array of effects. CR PG.325
Protection from Spells: (A) Confers +8 resistance bonus. CR PG.328
Prying Eyes, Greater: (D) As prying eyes, but eyes have true seeing. CR PG.326
Scintillating Pattern: (I) Twisting colors confuse, stun, or render unconscious. CR PG.336
Screen: (I) Illusion hides area from vision and scrying. CR PG.337
Seamantle: (C) Sheathes you in protective water. APG PG.241
Shadow Evocation, Greater: (I) As shadow evocation, but up to 7th level and 60% real. CR PG.340
Shout, Greater: (Ev) Devastating yell deals 10d6 sonic damage; stuns creatures. CR PG.343
Stormbolts: (Ev) 1d8 damage/level (max 20d8) to targets. APG PG.247
Summon Monster VIII: (C) Summons extraplanar creature to fight for you. CR PG.352
Sunburst: (Ev) Blinds all within 10 ft., deals 6d6 damage. CR PG.355
Symbol of Death: (N) Triggered rune kills nearby creatures. CR PG.355
Symbol of Insanity: (En) Triggered rune renders nearby creatures insane. CR PG.356
Sympathy: (En) Object or location attracts certain creatures. CR PG.357
Telekinetic Sphere: (Ev) As resilient sphere, but you move the sphere telekinetically. CR PG.358
Temporal Stasis: (T) Puts subject into suspended animation. CR PG.359
Trap the Soul: (C) Imprisons subject within gem. CR PG.362
Undead Anatomy IV: (T) As undead anatomy III, but with more abilities. UM PG.245
Wall of Lava: (C) Wall damages foes that try to enter, periodically launches lava at nearby targets. APG PG.255

9th-Level Sorcerer/Wizard Spells
Astral Projection: (N) Projects you and companions onto Astral Plane. CR PG.244
Clashing Rocks: (C) 20d6 damage to target creature. APG PG.210
Create Demiplane, Greater: (C) As create demiplane, but larger and with more planar traits. UM PG.213
Crushing Hand: (Ev) Large hand provides cover, pushes, or crushes your foes. CR PG.262
Cursed Earth: (N) Plants die, living creatures catch diseases, or dead creatures rise as zombies. UM PG.215
Dominate Monster: (En) As dominate person, but any creature. CR PG.274
Energy Drain: (N) Subject gains 2d4 negative levels. CR PG.277
Etherealness: (T) Travel to Ethereal Plane with companions. CR PG.279
Fiery Body: (T) You gain various fire-related powers. APG PG.221
Foresight: (D) “Sixth sense” warns of impending danger. CR PG.285
Freedom: (A) Releases creature from imprisonment. CR PG.287
Gate: (C) Connects two planes for travel or summoning. CR PG.287
Heroic Invocation: (En) Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. UC PG.231
Hold Monster, Mass: (En) As hold monster, but all within 30 ft. CR PG.296
Icy Prison, Mass: (Ev) As icy prison, but it affects 1 creature/level. UM PG.224
Imprisonment: (A) Entombs subject beneath the earth. CR PG.300
Interplanetary Teleport: (C) Teleport to another planet. UM PG.225
Mage’s Disjunction: (A) Dispels magic, disenchants magic items. CR PG.306
Meteor Swarm: (Ev) Four exploding spheres each deal 6d6 fire damage. CR PG.313
Mind Blank, Communal: (A) As mind blank, but you may divide the duration among creatures touched. UC PG.236
Overwhelming Presence: (En) Creatures bow before you as if you were divine. UM PG.230
Power Word Kill: (En) Kills one creature with 100 hp or less. CR PG.324
Prismatic Sphere: (A) As prismatic wall, but surrounds on all sides. CR PG.325
Refuge: (C) Alters item to transport its possessor to your abode. CR PG.331
Ride the Lightning: (Ev) Transform into electricity. UM PG.235
Shades: (I) As shadow conjuration, but up to 8th level and 80% real. CR PG.340
Shapechange: (T) Transforms you into certain creatures, and lets you change forms once per round. CR PG.341
Soul Bind: (N) Traps newly dead soul to prevent resurrection. CR PG.345
Suffocation, Mass: (N) One creature/level suffocates to death. APG PG.248
Summon Monster IX: (C) Summons extraplanar creature to fight for you. CR PG.352
Symbol of Strife: (En) Triggered rune makes creatures attack. UM PG.242
Symbol of Vulnerability: (A) Triggered rune gives penalties. UM PG.243
Teleportation Circle: (C) Teleports creatures inside circle. CR PG.359
Time Stop: (T) You act freely for 1d4+1 rounds. CR PG.359
Transmute Blood to Acid: (T) Target takes acid damage each round, and its attackers take acid damage. UM PG.244
Tsunami: (C) Huge wave damages and sweeps up all in its path. APG PG.251
Wail of the Banshee: (N) Deals 10 damage/level to 1 creature/level. CR PG.365
Wall of Suppression: (A) Creates wall that disables magic. APG PG.255
Winds of Vengeance: (Ev) Gives you the ability to fly and attack with wind. APG PG.256
Weird: (I) As phantasmal killer, but affects all within 30 ft. CR PG.369
Wish: (U) As limited wish, but with fewer limits. CR PG.370
Wooden Phalanx: (C) Creates 1d4+2 temporary wood golems to fight for you. UM PG.249
World Wave: (T) Earth moves you across distances. APG PG.256


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Running Curse of the Crimson Throne, I have been making map layouts for every map listed in the books/pdfs. I don't recommend it due to the already long list of To Do's as a GM. If you have miniatures you use for representing the players and monsters alike, well the maps do pay off if you tackle this great undertaking.

Thought I'd share my build of Scarwall
Scarwall

Did not get technical with modeling clay or anything else of the sort. Sorry GM budget :(

Used graph paper and drawled/colored the map as shown in the AP's and then taped it on to the cardboard. Used 1 inch length square dowels and pushed them into thicker dowels cut like wheels to be used as a shelf so to speak to hold each level in place.

Maybe this will be something for players and gms to cringe at and quickly run away from. Maybe others will appreciate the idea and develop there own processes for inexpensive landscape gaming.


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There should not be a problem with the capital in place of the city state. Even with the city state before the Eberron enhancement, there are many neighboring towns and settlements in Varsia. The Sable Marines can be represented as the Rekkenmark. You will see just how little of help they will become.

IF the PC's are adamant on help, as suggested they can be chased by a duped Sentinel Marshall to keep them off the path of outside help. Perhaps what they do to Lamm will bring about the Marshall or maybe Kaius employs the help. The PC's could hire a Master Inquistor but have him die by the Mantis or something sinister to ward that help away. The party will be working exclusively with the Guard, who turns out need there help more than they can provide on there own. The whole feeling of hope should only come from within each party member when they see they have little choice but to take care of the matter themselves.

Rekkenmark - Sable Marines
White Lions - The Guard
Emerald Claw - Red Mantis
Blood of Vol- The Gray Maidens
House Deneith - Hellknights
House Jorasco (exorciates)- Plague Doctors & Doctor Davauls
The Twelve - The Acadamae
Royal House(I have details on how this can work following The Eberron Novel~The Darkwood Mask) - House Arkona

We have had a lot of fun running as a evil party. The goal being, get rid of the queen so we we can be free to enact our own goals. Trade one evil for another so to speak. Evil group that hates the queen and will do whatever to be rid of her rule.