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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Based on what I read of this scenario, here is what I was able to come up with for a playable race. Perhaps a fallen comrade is replaced with a ghibrani who wishes to follow along and learn what they can, eventually leaving Elytrio.

GHIBRANI RACIAL TRAITS
Ability Adjustments: See Subspecies.
Hit Points: 4
Size and Type: Ghibranis are Medium monstrous humanoids with the ghibrani subtype.
Desert Stride: Ghibrani can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Reciprocal: Ghibranis receive a +2 racial bonus to Diplomacy checks.
Subspecies: Ghibrani belong to one of two subspecies: Husk or Membrane. All ghibrani start with -2 Intelligence, +2 Charisma at character creation. Ghibrani Husks receive a +4 racial bonus to saving throws against radiation effects. Ghibrani Membranes gain an extraordinary flight speed of 30 feet with average maneuverability. Additionally, Ghibrani Husk are hardy and resilient (+2 Constitution), while Ghibrani Membranes are lithe and more graceful (+2 Dexterity).
Low-Light Vision: Ghibranis can see in dim light as if it were normal light. For more details, see page 264 of the core rulebook.


Looking for one more player to join our intrepid group featuring 1 GM and 4 PC's. We play weekly online using Maptool, a free program (rptools.net) used as our virtual tabletop and skype for audio chat. We have a closed facebook group for weekly updates and chatter. This open position would require active participation in our fb group, as well as a strong commitment for Saturday nights 8pm-12pm Eastern. The game style is equal parts roleplay and combat. I have been running Pathfinder using Maptool weekly since 2012. I have Gm'd all of Curse of The Crimson Throne, Jade Regent, Iron Gods, and Hell's Rebels. These Adventure Paths serve as examples of the level of commitment I bring to the table, but also to those who have stuck around. I intend to run the complete Dead Suns Adventure Path while adding in Starfinder Society scenarios to lengthen the campaign. Our Starfinder game will launch in a couple weeks. We are currently finishing up Hell Rebels volume 6. During that time, I can review any posts on here for those interested. You are welcome to join in on our Pathfinder sessions to get a feel if our group is right for you.

I have asked the group to create a primary character and a secondary character. The secondary would serve as replacement for death or retirement. The following is what the group has come up with so far.

Android Operative -primary, Vesk Shotgun Soldier-secondary. Ysoki Mechanic -primary, no secondary Human Solarian -primary, no secondary Elf Technomancer -primary, Human or Half-Elf Mystic -secondary

A few of my posts at the blogspot link below features a few images of the game simulation.

https://gmfacepalm.blogspot.com/ https://www.youtube.com/user/4Armed4ArmGargoyles


Wanted to see about creating a small community/network of people who use maptools, or those interested in using the virtual tabletop. I have all of the tokens and macro commands finished for book 1. I plan on running this soon and will add the other books into the program. One of my players built the framework for starship combat. Everything is looking great.


Looking for another player to join our current group of 4 PC's. We play online using free software such as maptools (rptools.net) for virtual tabletop and skype for audio chat. We have a closed facebook group Pathfinder RPG VTT for weekly updates. I'm seeking players who are serious about playing weekly, active participation in our fb group, and can make a strong commitment for Saturday nights 8pm-12pm Eastern. The game style is equal parts roleplay and combat.

Hell's Rebels Character Creation Guidelines
•20 Point Buy
•Max HP first level, (1/2 HP +1) additional levels
Example Barbarian 2nd lvl (d12) = 7 HP
Example Wizard 2nd lvl (d6) = 4 HP
•2 Traits and Drawback are allowed (One Campaign Trait requirement - Player Guide)
•Average Starting GP
•All Classes / Archetypes / Prestige allowed
•All races allowed, Monstrous Races (+20 RP) 15 point buy and subject to GM approval
•Fractional Base Bonuses - Pathfinder Unchained pg.40
•Background Skills - Pathfinder Unchained pg.46
Strain-Injury Variant
•Wounds Threshold - Pathfinder Unchained pg.136
•Detect Magic usable only while holding target item
•Blood Money Banned
•In the event that at least two players are absent, the game is postponed to the following week.

Current Party so far...
CG Human Female Arcane Duelist Bard
CG Aasimar Male Bushi Stalker
LG Dragonkin Fledgling Female Unchained Spirit Summoner
Aasimar Male Warlord


Looking for two more players to join our current group of 3 PC's. We play online using maptools (free) for virtual tabletop and skype for chat. We have a closed facebook group for weekly chatter/updates. I'm seeking players who are serious about playing weekly and can make a strong commitment for Saturday nights 8pm-12pm Eastern. We are currently finishing up Iron Gods book 6. The game style is equal parts roleplay and combat. You are welcome to check out Iron Gods in order to see if our group is right for you.

Hell's Rebels Character Creation Guidelines
• 20 Point Buy
• Max HP first level, (1/2 HP +1) additional levels
Example Barbarian 2nd lvl (d12) = 7 HP
Example Wizard 2nd lvl (d6) = 4 HP
• 2 Traits and Drawback are allowed (One Campaign Trait requirement - Player Guide)
• Average Starting GP
• All Classes / Archetypes / Prestige allowed
• All races allowed (homebrew races available), Monstrous Races (+20 RP) 15 point buy and subject to GM approval
• Unchained alt rules available for party nomination
• House Rule Proposal: Natural 20 skill check +10 bonus, Natural 1 skill check -10 penalty

As Pathfinder GM, I have ran and completed Jade Regent. I'm about to add Iron Gods to that list and intending to complete Hell's Rebels.

In the event that at least two players are absent from game, then the session is postponed until the following week.


Looking for another player to join our group. We play online using maptools for virtual tabletop and skype for chat. We have a closed facebook group for weekly chatter/updates. I'm seeking a player who is serious about playing weekly and can make a strong commitment to Saturday nights 8pm-12pm Eastern. We are currently halfway through Book 3.

Current 8th lvl Party
Human Gunslinger
Android Psion
Tiefling Wizard
Druid Gearsmen (cohort)

Iron Gods Character Creation Guidelines
• 15 Point Buy
• Max HP first level, (1/2 HP +1) additional levels
Example Barbarian 2nd lvl (d12) = 7 HP
Example Wizard 2nd lvl (d6) = 4 HP
• 2 Traits and Drawback are allowed
• Skill checks (natural 20 = +10 bonus, fumble = -10 penalty)
• 33,000 Starting GP
• 8th level Starting Level
• All Classes / Archetypes / Prestige allowed, 3PP subject to GM approval
• All races allowed, Monstrous Races (+20 RP) 10 point buy and subject to GM approval. Dozens of homebrew races available and subject to GM approval.

Curious about playstyles? Here is a video of an older session. Youtube link


Im not very strong with the rules yet i,m attempting to make a shobhad with a racial archetype similar to the dual bow wielding kasatha archetype. What if you used the same wording of the bow nomad but for dual 2 THW.

How is the wording on this?

At 1st level, can simultaneously wield a combination of two of any two-handed weapons. When it makes a full attack with dual two-handed weapons, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since two-handed weapons aren't light weapons, a shobhad with Two-Weapon Fighting takes a –4 penalty on attacks with each of his weapons. Extra attacks from other sources, such as those granted by Cleave or Great Cleave, can be applied to only one of the wielded weapons per round.


I had a player drop due to a new work schedule.

I'm currently running Thornkeep as a filler until we can find a 4th player to start up book 6 of Jade Regent. Our group has been gaming for 2 years and we are very close to resolving Jade Regent.

The group wants to do Iron Gods after jade is finished. By then the advanced class guide will be available as well.

Our online game is weekly, Saturdays 8-12 pm eastern standard time. Using maptools and ventrilo. We have a facebook group for communication during the week.

Jade Regent LVL 15 party composition
Fighter
Cleric
Sorcerer/Rogue

Iron Gods will be a strong commitment, as testament to Jade Regent's 2 year endeavor. Those in favor of Iron Gods can expect at least a 1.5 year commitment of playing weekly.


Advanced Race Guide - Race Builder

Gearsmen (25 RP)
Type
Construct (20 RP)
Robot Subtype (4 RP)
Size
Medium (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
Mixed Paragon (+4 Str, -4 Cha) (+2 RP) Homebrew
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Force Field (- RP) Homebrew
Offensive Racial Traits
Feat & Skill Racial Traits
Skill Bonus - Perception (+2 RP)
Senses Racial Traits
Darkvision (- RP)
Low-Light Vision (- RP)
Weakness Racial Traits
Critical Hit Vulnerability (-2 RP) Homebrew
Elemental Vulnerability (-2 RP)
Magical (Science) Racial Traits
Nanite Technology (3 RP) Homebrew
Other Racial Traits
Artificial Intelligence (- RP)
Construct Armor (- RP) Homebrew
Emotionless (–1 RP)

Gearsmen Racial Traits
+4 Strength, -4 Charisma: Gearsmen are strong but distant.
Medium: Gearsmen are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Gearsmen have a base speed of 20 feet.
Exceptional Senses: Gearsmen have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Artificial Intelligence: Robots have Intelligence scores of 10 and cannot be lowered upon character creation.
Artificial Immunity: Gearsmen are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Gearsmen are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Gearsmen do not have a Constitution score. Any DC's or other statistics that rely on a Constitution score treat Gearsmen as having a score of 10 (no bonus or penalty). Gearsmen are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Gearsmen do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Gearsmen cannot be raised or resurrected.
Construct Armor: The metallic bodily structure of a Gearsmen occupies the same space on the body as does a suit of armor. Gearsmen have thick armor plates built into their frame, protecting their critical areas. As a result, they begin play with a +8 armor bonus, an armor check penalty of -6, and maximum Dex bonus of 2. Gearsmen are treated as if wearing heavy armor. Gearsmen cannot wear armor or magic robes. Gearsmen can be enchanted however just as normal armor can be, but is treated as having an inherent +1 enhancement for the purposes of calculating cost. The Gearsmen must be present for the entire time it takes to be enchanted.
Construct: Gearsmen are constructs with the robot subtype. Hard to destroy, gearsmen gain 20 bonus hit points based on their size. Gearsmen can be repaired through the use of the Craft Construct feat. Gearsmen can also be healed through spells such as make whole. Gearsmen do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that Geasmen can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health. As artificial creatures, gearsmen suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Emotionless: Gearsmen have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Force Field: A force field sheathes gearsmen in a thin layer of shimmering energy that grants a number of bonus hit points equal to its Hit Dice (minimum 3). All damage dealt to a gearsmen with an active force field is reduced from these hit points first. As long as the force field is active, the gearsmen is immune to critical hits. A force field regains 1 hit point each round, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Nanite Technology: A gearsmen’s body is infused with nanites that allow the gearsmen to perform many abilities. Choose only one of the following technologies once per day:
♦ Particle Charge: Once per day as a swift action, a Gearsmen can call on the electrical power lurking in its circuitry to charge any metal melee weapon wielded with electricity and deal +1d6 points of electricity damage on a hit. If not wielding a weapon, unarmed strikes deal +1d6 points of electricity damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
♦ Self-Repair: Once per day, a gearsman's nanites heal it of damage equal to its Hit Dice.
♦ Surge: Once per day as an immediate action, a gearmen can cause its nanites to surge, granting a bonus equal to 3 + the gearsmen’s character level on any one d20 roll; this ability must be activated before the roll is made. When a gearsmen uses this power, its circuitry glows with light equivalent to that of a torch in illumination for 1 round.
Weaknesses: Whenever a gearsmen’s force field is shut down and it takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is instead staggered for 1 round. Gearsmen remain immune to other sources of the stunned condition. Gearsman take 150% as much damage as normal from electricity attack, unless they are immune to electricity via other special defense.
Languages: Gearsmen begin play speaking Common and Hallit. Gearsmen with high Intelligence can choose any of the following languages: Draconic, Dwarven, Elven, and Gnome.


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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


Blood of Anuras
Grippli Heritages

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. These abilities 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 ability replaces darkvision.

Surinam
Ancestry Surinam
Regions Garund
Alternate 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 one-quarter their width using the penalties for squeezing through a space at least half their width.

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
Alternate Racial Trait Expand
Expand (Ex): When threatened by grapple, as an immediate action you uncannily expand your body 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.

Mossy
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 Off-Guard feat. These abilities replace darkvision.

Glacier
Ancestry Glacier Toad
Regions Avistan
Alternate Racial Trait
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. These abilities replace swamp stride.

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 increase 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. The impressive ability replaces darkvision.

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 wearer can activate this as a standard action. When the phasing ability is active, the wearer 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.


Unfettered Eidolon (13 RP)
Type
Outsider (extraplanar) (+3)
Size
Varies (0)
Base Speed
Varies (0)
Ability Score Modifiers
Homebrew (varies) (0)
Languages
Standard (0)
Racial Traits
Defense Racial Traits
Evasion (+4) Homebrew
Vaires (-)
Feat & Skill Racial Traits
Vaires (-)
Magical Racial Traits
Varies (-)
Offenses Racial Traits
Vaires (-)
Other Racial Traits
Evolution Points (+8) Homebrew
Unusual Body Type (-2) Homebrew
Senses Racial Traits
Darkvision (-)

Unfettered Eidolon Racial Traits
Ability Score Modifiers: Unfettered eidolon have one of four base form: aquatic, biped, quadruped or serpentine. Each base form determines ability scores, speed, and other racial traits.
Unfettered Eidolon: Unfettered eidolon are outsiders with the extraplanar subtype. Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
Darkvision: Unfettered Eidolon can see in the dark up to 60 feet.
Evasion (Ex): If an unfettered eidolon is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Evolution Points: Unfettered eidolons have a number of evolution points (RP) you can use to purchase abilities and defenses. An unfettered eidolon starts with 8 RP, your base form counts against this.
Unusual Body Type: At the GM’s discretion, armor may cost unfettered eidolon an additional amount due to their unusual body type. 25% more for Light Armor, 50% more for Medium Armor, 75% more for Heavy Armor. Animal barding may be an alternative.
Languages: Unfettered eidolons begin play speaking Common. Unfettered Eidolons with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Goblin, Gnome, Hafling, and Orc.

Unfettered Eidolon Base Form

Aquatic (4 RP)
+4 Strength, -4 Intelligence: Aquatic unfettered eidolons are strong but they are slow-witted.
Slow Speed: Aquatic unfettered eidolons have a base speed of 20 feet. They have a swim speed of 40 feet.
Bite: Aquatic unfettered eidolons gain a bite attack, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Amphibious: Aquatic unfettered eidolon are amphibious and can breathe both air and water.

Biped (4 RP)
+4 Strength, -4 Intelligence: Biped unfettered eidolons are strong but they are slow-witted.
Normal Speed: Biped unfettered eidolons have a base speed of 30 feet.
Arms: Biped unfettered eidolon posses a pair of arms and hands.
Claws: Biped unfettered eidolon receive two claws attack. These are primary natural attack, dealing damage based on size.
Legs: Biped unfettered eidolon posses a pair of legs and feet.

Quadruped (4 RP)
+2 Strength, +2 Dexterity, -4 Intelligence: Biped unfettered eidolons are strong and fast but they are slow-witted.
Fast Speed: Quadruped unfettered eidolon have a base speed of 40 feet.
Bite: Quadruped unfettered eidolons gain a bite attack, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Quadruped: Quadruped unfettered eidolon possess four legs, granting them a +4 racial bonus to CMD against trip attempts.

Serpentine (4 RP)
+4 Dexterity, -4 Intelligence: Serpentine unfettered eidolons are fast but they are slow-witted.
Slow Speed: Serpentine unfettered eidolons have a base speed of 20 feet. They have a climb speed of 20 feet.
Bite: Serpentine unfettered eidolons gain a bite attack with a reach of 10 feet, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Slapping Tail: Serpentine unfettered eidolon have a tail that they can use to make attacks of opportunity with a reach of 10 feet. The tail is a natural attack that deals damage based on size plus the Strength modifier.

Unfettered Eidolon Evolutions

Amphibious (2 RP): Grow gills, gaining the ability to breathe underwater indefinitely in addition to air.

Arms (1 RP): Grow a pair of arms and hands. The unfettered eidolon must not already have a pair of arms and hands.

Bite (1 RP): Gain a bite attack, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.

Burrow (3 RP): Gain a burrow speed equal of 20 feet.

Claw (2 RP): Gain two claw attacks dealing damage based on size. The unfettered eidolon must have arms or legs to take this evolution.

Climb (2 RP): Gain a climb speed of 20 feet.

Energy Attacks (2 RP): Choose one energy type (acid, cold, electricity, or fire). All of the unfettered eidolon's natural attacks deal +1d6 points of damage of this energy type.

Flight (RP): Grows wings, gaining a fly speed of 30 feet with clumsy maneuverability. Special: This evolution can be taken more than once, For each additional 2 RP spent, fly speed increases by 10 feet, and the maneuverability improves by one step.

Gore (1 RP): Gain a gore attack, dealing damage based on size. This is a primary natural attack.
Improved Natural Armor (1 RP): Gain a +1 bonus to natural armor. You must have the Natural Armor evolution before selecting this.

Large (7 RP): Grow to Large size, gaining a +2 size bonus to Strength and a -2 size penalty to Dexterity. You take a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to CMD, and a -4 size penalty on Stealth checks. A large unfettered eidolon takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Legs (1 RP): Grows a pair of legs and feet. The unfettered eidolon must not already have a pair of legs and feet.

Magical Flight (7 RP): Flies by means of magic, gaining a fly speed equal to its base speed (perfect maneuverability).

Natural Armor (2 RP): Gain a +1 bonus to natural armor.

Powerful Swimmer (1 RP): Receive a +10 foot bonus to swim speed. Special: This evolution can be taken twice. Aquatic unfettered eidolon can only take this once.

Reach (1 RP): The reach of one of the unfettered eidolon's attacks increases by 5 feet. This cannot be taken twice.

Resistance (2 RP): Gain resistance 5 against one energy type (acid, cold, electricity, fire, or sonic).

Secondary Arms (4 RP): Grow two secondary arms that can be used to carry objects. They cannot wield weapons with these arms, but they can retrieve small, stowed objects carried on their persons as a swift action.

Secondary Legs (2 RP): Gain an additional pair of legs and feet, granting a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to base speed. If you are a quadruped unfettered eidolon, you gain an additional bonus to CMD against trip attempts but not a bonus to base speed.

Slam (1 RP): Gains a slam attack, dealing damage based on size. This is a primary natural attack. The unfettered eidolon must have arms to take this evolution.

Slapping Tail (2 RP): Use your tail to make attacks of opportunity with a reach of 10 feet. The tail is a natural attack that deals damage based on size plus the Strength modifier. The unfettered eidolon must have a tail to take this evolution.

Small (0 RP): Shrink your form, 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. Small unfettered eidolon have a space of 5 feet by 5 feet and a reach of 5 feet.

Sting (1 RP): Gain a sting attack dealing damage based on size. The eidolon must have a tail to take this evolution.

Swim (2 RP): Gain a swim speed of 30 feet.

Tail (1 EP): Grow a long, powerful tail, gaining a +2 racial bonus on Acrobatics checks made to balance on a surface.

Tangling Tentacles (2 RP): Grow tentacles, you can’t attack to cause damage. These wriggling limbs constantly writhe and reach out to tug at and trip adjacent foes. During the creature’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip it in retaliation.

Tiny (4 RP): Shrink even further, gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny unfettered eidolon gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny unfettered eidolon take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny unfettered eidolon typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny unfettered eidolon typically cannot flank an enemy.

Unfettered Eidolon Feat

Evolution
Bizarre and varied, you continue to evolve and advance on your own, despite the loss of your summoner.
Prerequisite: Unfettered Eidolon
Benefit: You gain an additional 4 (RP) to purchase new evolutions.
Special: You may take this feat once per every four class levels you have attained.


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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.


An emerging race of surviving descendents of Pureblood Azlanti whom did not devolve to Morlocks or Dark Folk.

Azlanti Scion (15 RP)
Type
Humanoid (0)
Size
Medium (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Flexible Human Heritage (+2 to any 2 Ability Scores) (+2) Homebrew
Languages
Linguist (+1)
Racial Traits
Feat and Skill Racial Traits
Flexible Bonus Feat (+4)
Skilled (+4)
Skill Training (+1)
Magical Racial Traits
Magical Linguist (+2)
Senses Racial Traits
Darkvision (+2)
Weakness Racial Traits
Light Sensitivity (-1)
Alternate Racial Traits
Recall (+4) Homebrew

Azlanti Scion
+2 to 2 Ability Scores: Azlanti Scions gain a +2 racial bonus to 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, message, 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 Traits
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.

Social Traits (Source - Humans of Golarion)
Azlanti Inheritor: The blood of the ancient, magical empire of Azlant flows in your veins, even if your family members have no knowledge of their mythic pedigree. All your life you've had dreams that seem more like memories of a forgotten age. You gain a +1 trait bonus on Knowledge (history) checks and a +2 trait bonus on Appraise checks related to objects of Azlanti origin or made to identify ioun stones.


“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. They also have a fly speed of 60 feet (average).
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.


Spriggan (9 RP)
Type
Humanoid (gnome) (0)
Size
Small (0)
Base Speed
Slow Speed (-1)
Ability Score Modifiers
Specialized (+2 Dex, +2 Con, -2 Cha) (+1)
Languages
Standard (0)
Racial Traits
Feat & Skill Racial Traits
Skill Bonus Perception (+2)
Magical Racial Traits
Size Alteration (+3) Homebrew
Spriggan Magic (+3)
Senses Racial Traits
Low-Light Vision (+1)
Alternate Racial Traits

Spriggan Racial Traits
+2 Dexterity, +2 Constitution, –2 Charisma: Spriggans are nimble and surprisingly hardy, yet alien or feral in appearance.
Small: Spriggans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Spriggans have a base speed of 20 feet.
Low-Light Vision: Spriggans can see twice as far as humans in conditions of dim light.
Keen Senses: Spriggans receive a +2 racial bonus on Perception checks.
Size Alteration (Su): A spriggan can change its size from Small to Large as a standard action, similar to using enlarge person except increasing two size categories instead of one (doubling the modifiers to Strength, Dexterity, attack rolls, and AC). The caster level of this ability is equal to character level.
Spriggan Magic (Sp): Spriggans can use flare and shatter as a spell-like ability once per day. The caster level of these spells is equal to character level.
Languages: Spriggans begin play speaking Common and Gnome. Spriggans with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Goblin, Orc, and Sylvan.

Alternate Race Creation Rules
Spriggan (13 RP)
(7 RP) Size Alteration (Su): A spriggan can change its size from Small to Large or back again as a standard action, similar to using enlarge person except increasing or decreasing two size categories instead of one (doubling the modifiers to Strength, Dexterity, attack rolls, and AC).


This batlike humanoid has a lean, muscular body covered with fur and two large, leathery wings.

Sabosan (16 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0 RP)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Str, +2 Dex, -2 Int) (0)
Languages
Standard (0)
Movement Racial Traits
Flight (+6)
Offense Racial Traits
Bite (+1)
Claws (+2)
Senses Racial Traits
Darkvision (-)
Blindsense (+4) Homebrew
Alternate Racial Traits
Blood Scent (+4) Homebrew

Sabosan Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence: A sabosan’s emaciated frame belies its strength and agility, which are not apparent from its gaunt appearance and slow wit.
Medium: Sabosan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sabosan have a base speed of 30 feet.
Flight: Sabosan have a fly speed of 40 feet with poor maneuverability.
Darkvision: Sabosan can see in the dark up to 60 feet.
Blindsense: Although they can see as well as any human in daylight, sabosan hunt at twilight or after dark when their echolocation-based blindsense ability that gives them a great advantage to notice things they cannot see. Sabosans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that a sabosan cannot see still has total concealment and sabosan still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of sabosans. Sabosan are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
Fangs: Sabosan gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons.
Claws: Sabosan receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Languages: Sabosan start with Common and Abyssal. Sabosans with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Giant, Gnome, Goblin, and Orc.

Alternate Racial Traits

Blood Scent: Some sabosans favor a keen sense of smell over other senses. A sabbosan can detect any creature at less than maximum hit points as if it had the scent ability. Those at full hit points cannot be detected by the blood scent ability. This racial trait replaces blindsense.

Sabosan Racial Feats

Dust Cloud
You can churn up great clouds of dust and debris to render your foes deaf and blind.
Prerequisites: Sabosan
Benefit: A sabosan gains Hover as a bonus feat, and can use this feat to create a dust cloud even though it is not Large. The resulting dust cloud has only a 30-foot radius.

Fell Shriek
You can funnel your screeches into blasts of high-pitched sounds capable of deafening other creatures.
Prerequisites: Sabosan
Benefit (Su): As a standard action, a sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful Fortitude save or be deafened for 1 minute. The save DC is 10 + 1/2 the Hit Dice + the Constitution modifier. Sabosan are immune to this ability.

Vampire Bat
Consuming blood reinvigorates you.
Prerequisite: Sabosan.
Benefit: You have acquired a taste for the blood of your foes. Whenever you drink fresh blood from a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution based skill checks and saving throws does not stack.
You can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. You can drink blood automatically as part of your bite attack. Once you bite the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

Vicious Swipe
Your claws cause your opponent to bleed.
Prerequisites: Sabosan
Benefit: When you damage an opponent with your claws, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Sabosan Equipment

Sabosan Guano
This glass container of highly concentrated bat guano shatters easily upon impact. You can throw the vial of foul-smelling substance as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round.
Create: Craft (alchemy) DC 20
Item Cost 120 gp; Weight 1 lb.

Anticoagulant Gel
Crafted from the saliva of vampire bats, the saliva has a protein that acts as an anticoagulant, this pungent rust-brown gel coats 1 medium weapon, 2 small weapons, or 20 pieces of ammunition per dose. Sabosan use this gel to further wear down their opponents and kill them that much quicker. When a weapon coated in the gel deals damage, it also inflicts bleed damage as well (1d4 for medium weapons, 1d3 for small weapons, 1 point for ammunition). Medium and small weapons lose the gel's effects after 3 such hits, while ammunition only benefits once from the gel.
Create: Craft (alchemy) DC 25
Item Cost 150 gp; Weight ½ lb.


Barghob (Hobgoblin / Barghest) RP = 15
Type
Humanoid (goblinoid) (shapechanger) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Str, +2 Con, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat & Skill Racial Traits
Sneaky (5 RP)
Magical Racial Traits
Change Shape (3 RP) (Homebrew)
Spell-Like Ability, Lesser (Misdirection, Levitate) (4 RP)
Movement Racial Traits
Offense Racial Traits
Claws (2 RP)
Senses Racial Traits
Darkvision (2 RP)
Alternate Racial Traits
Scent (4 RP) - replaces sneaky

Barggob (Goblin / Barghest) RP = 15
Type
Humanoid (goblinoid) (shapechanger) (0 RP)
Size
Small (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Dex, + 2 Con, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat & Skill Racial Traits
Sneaky Rider (6 RP)
Magical Racial Traits
Change Shape (3 RP) (Homebrew)
Spell-Like Ability, Lesser (Blink) (3 RP)
Movement Racial Traits
Offense Racial Traits
Bite (2 RP) - taken twice
Senses Racial Traits
Darkvision (2 RP)
Alternate Racial Traits
Scent (4 RP) - replaces sneaky rider

Barghob (Hobgoblin / Barghest) Racial Traits
+2 Strength, +2 Constitution, -4 Charisma: Barghobs are strong and hardy, but are not sociable.
Barghob: Barghobs are humanoids with the goblinoid and shapechanger subtypes.
Medium: Barghobs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: A barghob has a base speed of 30 feet.
Darkvision: Barghobs can see in the dark up to 60 feet.
Barghob Magic (Sp): Barghobs gain the following spell-like abilities: 1/day - Levitate, Misdirection. The caster level of these spells are equal to the Barghob’s character level.
Claws: Barghobs receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Shapechanger (Su): A barghob may change shape, appearing as a wolf of his actual size (beastshape I). Changing shape is a standard action. The barghob may adopt his alternate form a number of times per day equal to 1/2 his character level (minimum 1).
Sneaky: Barghobs receive a +4 racial bonus on Stealth checks.
Languages: Barghobs begin play speaking Common and Goblin. Barghobs with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Alternate Racial Traits
Bandy-Legged: Bandy-legged barghobs have an even more exaggerated stature than other barghobs, with bowed legs and massive shoulders. Barghobs with this racial trait gain a +2 racial bonus on Climb and Ride checks, and a +2 racial bonus to their CMD against bull rush or trip attempts while on solid ground. The base speed of bandy-legged barghobs is reduced to 20 feet.
Over-Sized Ears While barghobs ears are never dainty, these barghobs have freakishly large bat-like ears capable of picking up even the smallest sounds. Barghobs with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces the sneaky racial trait.
Scarred: A barghob can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.
Scent: Some Barghobs favor a keen sense of smell over other senses. Barghobs with this racial trait gain the scent ability. This racial trait replaces the sneaky racial trait.

Barggob (Goblin / Barghest) Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: Barghobs are quick and hardy, but are not sociable.
Barggob: Barggobs are humanoids with the goblinoid and shapechanger subtypes.
Small: Barggobs 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.
Normal Speed: A barggob has a base speed of 30 feet.
Darkvision: Barggobs can see in the dark up to 60 feet.
Barggob Magic (Sp): Barggobs gain the following spell-like ability: 1/day - Blink. The caster level of this spell is equal to the Barggob’s character level.
Bite: Barggobs gain a natural bite attack, dealing 1d4 damage. This bite is a primary attack or secondary attack if wielding manufactured weapons.
Shapechanger (Su): A barggob may change shape, appearing as a wolf of his actual size (beastshape I). Changing shape is a standard action. The barghob may adopt his alternate form a number of times per day equal to 1/2 his character level (minimum 1).
Skilled: Barggobs receive a +4 racial bonus on Ride and Stealth checks.
Languages: Barggobs begin play speaking Common and Goblin. Barggobs with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Alternate Racial Traits
Eat Anything Raised with little or no proper food, many barggobs have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Barggobs with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
Over-Sized Ears While barggobs ears are never dainty, these barggobs have freakishly large bat-like ears capable of picking up even the smallest sounds. Barggobs with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
Scent: Some Barggobs favor a keen sense of smell over other senses. Barggobs with this racial trait gain the scent ability. This racial trait replaces the skilled racial trait.
Weapon Familiarity Goblins' traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Barggobs share this trait and are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.

Barghob / Barggob Racial Feats

Feed
Consuming a corpse alters you.
Prerequisite: Barghob or Barggob.
Benefit: Once per day you can devour a humanoid’s corpse as a full round action. Your skin sheds during this process. Whenever you feed from such a creature, you gain 5 temporary hit points for every three Hit Dice you have and a +1 bonus on attacks and saves. The effects last 1 hour. This type of feeding is considered an evil act.

Call Pack
You and your animal companion form a pack of wolves.
Prerequisite: Barghob or Barggob, base attack bonus +2, wolf or goblin dog animal companion.
Benefit: When you shapechange into a wolf, you can unleash a long guttural howl. At the GM’s discretion, you are joined by 1d3 additional wolves or 1d4+1 goblin dogs as though you had cast summon nature’s ally II.


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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.


Has anyone ever had to fight their duplicate self, such as Evil Twin? Any suggestions for running that against the party? Considering an event on the Shadow Plane.


If you are familiar with Radovan and Jeggare from the many Pathfinder Novels detailing their adventures, particularly Master of Devils, how would you build the Shadowless Sword?

I'm thinking temple sword and true seeing ability. Any suggestions?


Gearsmen (20 RP)
Type
Construct (20 RP)
Size
Medium (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
Weakness (+2 Str, +2 Int, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Improved Natural Armor (1 RP)
Offensive Racial Traits
Elemental Assault (1 RP)
Senses Racial Traits
Darkvision (- RP)
Low-Light Vision (- RP)
Weakness Racial Traits
Elemental Vulnerability (-2 RP)
Critical Hit Vulnerability (-2 RP) (Homebrew)
Magical Racial Traits
Self Repair (2 RP) (Homebrew)
Other Racial Traits
Construct Armor (- RP)(Homebrew -modified Warforged)

Gearsmen Racial Traits
+2 Strength, +2 Intelligence, -4 Charisma: Gearsmen are strong and calculating but coldly silent.
Medium: Gearsmen are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Gearsmen have a base speed of 20 feet.
Low-Light Vision: Gearsmen can see twice as far with normal vision in conditions of dim light.
Darkvision: Gearsmen can see in the dark up to 60 feet.
Constructed: Gearsmen can be repaired through the use of the Craft Construct feat. Gearsmen can also be healed through spells such as make whole. Gearsmen do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that Geasmen can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health
Finality: Gearsmen do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Gearsmen cannot be raised or resurrected.
Artificial Health: Gearsmen are hard to destroy gaining a +2 natural armor bonus, and gain 20 bonus hit points based on their size.
Construct Armor: The metallic bodily structure of a Gearsmen occupies the same space on the body as does a suit of armor or robe. Gearsmen cannot wear armor or magic robes. Gearsmen can be enchanted however just as normal armor can be. The Gearsmen must be present for the entire time it takes to be enchanted. The Armor of a Gearsmen provides a 10% arcane spell failure chance.
Artificial Immunity: Gearsmen are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Gearsmen are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Gearsmen do not have a Constitution score. Any DC's or other statistics that rely on a Constitution score treat Gearsmen as having a score of 10 (no bonus or penalty). Gearsmen are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Particle Charge (Ex): Once per day as a swift action, a Gearsmen can call on the electrical power lurking in its circuitry to charge any metal melee weapon wielded with electricity and deal +1d6 points of electricity damage on a hit. If not wielding a weapon, unarmed strikes deal +1d6 points of electricity damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
Self-Repair (Ex): A Gearsman's nanites heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice.
Weaknesses: Whenever Gearsmen take extra damage from a critical hit, they must make a DC 15 Fortitude save to avoid being stunned for 1 round. If its a successful saving throw, they are staggered for 1 round. Gearsmen remain immune to other sources of the stunned condition. Gearsman take 150% as much damage as normal from electricity attack, unless they are immune to electricity via other special defense.
Languages: Gearsmen begin play speaking Common and Hallit. Gearsmen with high Intelligence can choose any of the following languages: Draconic, Dwarven, Elven, and Gnome.


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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.


Gebbite (14 RP)
Type
Half-Undead (Human) (5 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Dex, +2 Wis, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Undead Resistance (- RP)
Resist Level Drain (- RP)
Unnatural (2 RP)
Offense Racial Traits
Bite (1 RP)
Claws (2 RP)
Toxic (1 RP)
Senses Racial Traits
Darkvision (- RP)
Carrion Sense (1 RP)
Weakness Racial Traits
Negative Energy Affinity (- RP)

Racial Ability Traits (Pick Only One)
Stench Aura (3 RP) (Homebrew -modified Stench Aura 4 RP)
Feast (3 RP) (Homebrew - modified Sin Eater)
Geb Magic (3 RP) (Fell Magic 3 RP)
Damage Reduction (3 RP) (Homebrew -modified Skeletal Damage Reduction 2 RP)

Gebbite Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: Gebbites are quick and hardy but their infusion to undeath impedes dealings with most of society.
Medium: Gebbites are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gebbites have a base speed of 30 feet.
Darkvision: Gebbites can see in the dark up to 60 feet.
Undead Resistance: Gebbites gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain: Gebbites take no penalty 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 a Gebbite has accrued are removed without the need for any additional saving throws.
Bite: Gebbites gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Claws: Gebbites receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Gebbite Talent: Gebbites have extraordinary and supernatural special qualities. Pick one talent from the list of Gebbites Racial Abilities below.
Necromantic Toxin: A Gebbite can envenom a weapon that it wields with its saliva or necromantic blood (using blood requires the creature to be injured when it uses this ability). Applying vemon in this way is a swift action. You can perform this extraordinary ability a number of time per day equal to its Constitution modifier (minimum 1/day). Paralytic Venom: Injury; save Fort DC 10 + ½ the Gebbite’s Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Carrion Sense: Gebbites possess a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Unnatural: Gebbites unnerve normal animals, and train to defend themselves from such creatures. Gebbites take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward Gebbites is one step worse than normal.
Negative Energy Affinity: Positive energy harms Gebbites, while negative energy heals.
Languages: Gebbites begin play speaking common and the primary language of their host society. Gebbites with a high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Gebbite Racial Abilities:
Stench Aura: Gebbites secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + ½ the Gebbite’s character level + Constitution modifier) or be sickened for 3 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench aura for 24 hours. A delay poison or neutralize poison spell of similar effect removes the effect from the sickened creature. This is a poison effect.
Feast: As a free action, when the Gebbite finds a fresh corpse, spending 1 minute adjacent to the corpse, he can consume humanoid flesh.This provokes attacks of opportunity. The Gebbite can rush this feeding, performing it as a full-round action that provokes attacks of opportunity, but he only gains half the normal benefits. Consuming the humanoid flesh heals the Gebbite a number of hit points of damage equal to 1d8 + his character level (maximum +5). The enemy must have been killed within the last hour, and it must have had at least as many Hit Dice as half the Gebbite’s level. The Gebbite can use this ability once for each encounter.
Geb Magic: The magic that curses Gebbites to their bestial feeding sometimes manifests as latent necromancy magic. Gebbites gain +1 to the DC of any saving throws against necromancy spell that they cast. Gebbites with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day - bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the Gebbite’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + Wisdom modifier.
Damage Reduction: Some Gebbites take on a skeletal aspect gaining DR 5/bludgeoning.


Mutant (17 RP)
Type
Aberration (3 RP)
Size
Medium (0 RP)
Ability Score Modifiers
Weakness (-1 RP) (+2 Con, +2 Int, -4 Cha)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Healthy (4 RP)
Feat & Skill Racial Traits
Shards of the Past (4 RP)
Offense Racial Traits
Toxic (1 RP)
Senses Racial Traits
Darkvision (- RP)

Mutation Racial Talents (Pick Only One)
Acidic Pustules (3 RP) (homebrew)
Acid Resistance (3 RP) (Energy Resistance 1 RP + Improved Resistance 2 RP)
Breath Weapon (3 RP) (Breath Weapon 1 RP + Extra Breath 1 RP + Increased Area 1 RP)
Spell Resistance, Greater (3 RP)

Mutation Deformities (Pick Only One)
Limb Growth (3 RP) (Homebrew - Multi-Armed)
Deformed Legs (3 RP) (Fleet-Footed 3 RP)
Shattered Mind (3 RP) (Hombrew - Naturally Psionic + Psionic Aptitude)
Warped Hide (3 RP) (Natrual Armor 2 RP + Improved Natrual Armor 1 RP)

GM Altenate Racial Build
If you do not allow psionics in your campaign, then simply swap Shattered Mind for Limited Telepathy.

Limited Telepathy (3 RP): A mutant is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.

Mutant Racial Traits
+2 Constitution, +2 Intelligence, -4 Charisma: Mana Wastes Mutants are hardy and keen but their infusion to dangerous radiations impedes any dealings with most of society.
Medium: Mutants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutants have a base speed of 30 feet.
Darkvision: Mutants can see in the dark up to 60 feet.
Unnatural Health: Mutants gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Mutation Talent: Mutants have extraordinary and supernatural special qualities. Pick one talent from the list of Mutation Talents below.
Mutation Deformities: Mutants gain a deformity due to its transformation. Pick one deformity from the list of Mutation Deformities below.
Shards of the Past: All mutants once had past lives that grant them two particular Knowledge skills. Pick two and gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class it takes.
Toxic: Mutants can envenom a weapon that it wields with its radiated saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying the toxin in this way is a swift action. You can perform this extraordinary ability a number of times per day equal to your Constitution modifier (minimum 1/day). Mana Toxin: injury; save Fort DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier; onset 1/round for 6 rounds; effect 1 Con; cure 1 save.
Languages: Mutants of the Mana Wastes begin play speaking common and the primary language of their host society. Mutants with a high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Mutation Talents
Acid Resistance (Su): A Mana Wastes mutant gains resistance to acid 10.
Acidic Pustules (Ex): Mana Wastes mutants are often covered in necrotic pustules that burst at the slightest touch. Whenever a creature deals piercing or slashing damage to a Mana Wastes mutant, all creatures adjacent to the Mana Wastes mutant must succeed at a Reflex save
(DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier) or take acid damage as its boils and blisters pop and spray about. A Mana Wastes mutant deals 1d4 acid damage.
Breath Weapon (Ex): A Mana Wastes mutant can spray a 30 foot cone of acidic bile from its mouth as a standard action twice per day. The acid deals 1d6 damage. A successful Reflex save (DC = 10 + 1/2 the Mana Waste mutant's Hit Dice + the Mana Waste mutant's Constitution modifier) take no damage from this attack.
Spell Resistance, Greater: The mutant gains spell resistance equal to 11 + their character level.

Mutation Deformities
Limb Growth: Possessing three arms, the mutant can wield multiple weapons, but only one hand is the primary hand, the others are off hands but one of those off hands suffers a -2 penalty. The mutant can use those hands for other purposes that require free hands.
Deformed Legs: The mutants hind legs allow him to receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Shattered Mind: The mutant has manifested on a psionic level. The mutant gains the Wild Talent feat as a bonus feat at 1st level. If levels in a psionic class are taken, the mutant instead gains the Psionic Talent feat. When the mutant takes a level in a psionic class, it can choose to gain an additional power point instead of a hit point or skill point.
Warped Hide: The mutants body is covered in strange mottled graphs and bulbous tissues gaining an additional + 2 bonus to its natural armor.


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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.


Kappa (Total RP = 17 RP)
Type
Monstrous Humanoid (3 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifier
Standard (+2 Dex, -2 Int, +2 Wis) (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Energy Resistance (acid 5/cold 5) (2 RP)
Natural Armor (2 RP)
Hide in Shell (3 RP) Homebrew
Movement Racial Traits
Swim (3 RP)
Advanced Traits
Powerful Swimmer (1 RP)
Offensive Racial Traits
Advanced Traits
Claws (2 RP)
Senses Racial Traits
Darkvision (-RP)
Weakness Racial Traits
Head Bowl (-2 RP) Homebrew
Other Racial Traits
Amphibious (2 RP)

Kappa Racial Traits
+2 Dexterity,-2 Intelligence,+2 Wisdom: Kappa are wise, possessing a long lifespan, are fast, but slow-witted.
Small: Kappa 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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed: Kappa have a base speed of 20 feet.
Swim: Kappa have a swim speed of 40 feet and gain +8 racial bonus on Swim checks that a swim speed normally grants.
Amphibious: Kappa can breathe both air and water.
Natural Armor: Kappa gain a +1 natural armor bonus.
Claws: Kappa receive two claw attacks. These are primary natural attacks that deal 1d3 damage.
Energy Resistance: Kappa have ties to the plane of earth and water. Therefore they have resistances of 5 acid and 5 cold.
Head Bowl (Su): The basin atop a kappa's head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn't have to be from the kappa's home, but the kappa refills its head bowl from there at its first opportunity.
Hide in Shell: As a move action a Kappa may retract their extremities into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 50% concealment from ranged attacks. 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 (unless they are verbal). They must remain in this form for at least one complete round. To come out of their shell they must spend another move action (this does not provoke AoO).
Languages: Kappa begin play speaking Common and Aquan. Kappa
with high intelligence scores can choose from the following: Draconic, Tien, and Terran...

Alternate Racial Traits

Snapping Turtle (3 RP): Some Kappa derive from the snapping turtle with a more pronounced beak-like mouth and receive a natural bite attack, dealing 1d4 damage.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 Amphibious but they gain Hold Breath. Kappa can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocation.
Notes: Kappa Total RP = 18; Bite (1 RP) + Armor Spike (1 RP) + Hold Breath (1 RP) - Amphibious (2 RP)

Desert Strider (5 RP): Some Kappa 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 and Amphibious but they gain the ability to burrow with a speed of 20 feet.
Notes: Kappa Total RP = 16; Desert Runner (2 RP) + Burrow (3 RP) - Swim (3 RP) - Powerful Swimmer (1 RP) - Amphibious (2 RP)


Steal Heart

Once per character level. You can make an attempt to steal the heart of another NPC, abandoning your heart's former desire. Even if that NPC is romantically involved with someone else.

Roll 1d20 plus your current romance score with the desired NPC, plus one ability score modifier (you decide which attribute to woo) against your ally who must also roll 1d20 plus current romance score with the same NPC.

The higher dice result wins that NPC's affection and heart. The winner moves up in one relationship tier, while the loser goes down one tier. Consequently, the loser may attempt to win through the same method during the next game session or win back the heart through the deceiving heart method.

Abandon/Renew Heart

Decide to pursue another who is not involved with anyone.

You leave things amicably with your former relationship and make known your intentions to another.

Your campaign trait is replaced with another that is associated to the new NPC. You may roll twice, rather than once, when improving your romance score in order to make up for lost time and lost connection.

Deceiving Heart

Act dishonestly in order to gain the advantage by influencing another's heart.

Each time you are able to influence your relationship, you may secretly influence another.

If you are able to skillfully ply your deceitful tricks through stealth, bluff, intimidate, diplomacy, and sense motive rolls, you might be able to gain more than one boon.


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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


youtube video


Didn't see anything suggested in the guides or a search on the boards for a Sin Eater Inquisitor. Never played a Inquisitor before and I am eager for any advice. Initial interest with a ranged combatant and devotion to Pharasma. Thanks


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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.


A fellow PC calling himself an alchemist(tengu ninja) killed an NPC in mid speech as he was showing us on a map where to go for our quest. The other members of the group, me (aasimar ocacle) and the other guy (oread druid) were not giving the chance to stop him. The NPC was dead before I could heal him. The player controlling the tengu ninja was drunk and laughing through it all. We told him that was the wrong thing to do. We were conflicted with what to do and everyone took off without waiting for the group. We ended game hiding out in the nearby forest away from town. The GM said there was likely to be a bounty, and trial once we were captured. Seeing that people saw us earlier as newcomers and later, townsfolk viewed us fleeing from town, I'm think I need to turn myself in. Accept whatever small town justice comes my way and roll up another character. I doubt the "alchemist" will get out of this once captured, he's level 1. Knowing some insight about our GM, I think we will all have to roll up new characters. Any thoughts on any of this?


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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


1 person marked this as FAQ candidate.

I have a player who is playing a pirate in Skull and Shackles and there is a issue when interpreting swinging reposition. What is the appropriate number for an Acrobatcis check to perform this? OR, does it really mean that the Charge/Bull Rush replaces the roll needed for an Acrobatics check?

I tried to look this up in the forums but only found questions.
I apologize if this has been answered or having read this has made everyone dumb.

Rogue Archetype Pirate

At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor, when fighting in an environment Classes where such structures exist, the rogue incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.

I have two players who are going to fight it out to be captain aboard the Man's Promise.

Magus vs Rogue(Pirate)


Any GM's out there adding/evolving the 4 tales from the rear inside cover (pdf pg.99)?


I have a pathfinder in our group and was thinking about giving him an assignment from a venture captain. GameMastery Module J1: Entombed with the Pharaohs (OGL) and/or Pathfinder Module J4: The Pact Stone Pyramid (OGL). I might introduce it in book 3 Jackal's Price, toward the beginning when they arrive at Katapesh. Perhaps changing the location, from Osirion to a remote desert land closer to Katapesh. Didn't know if anyone else had any good ideas. The goal, when considering the AP, would be to fulfill his pathfinder lodge and in doing so, perhaps further leads on the Scroll of Kakishon.


Have you seen the MachoMan Mod for Skyrim?

My group wanted to see something like this as a random encounter if things turned silly during the end of a gaming session. How would you roll it up? Any ideas for Supernatural abilities/Spell-like abilities.
One player told me the dragon is un-ratable. That would be true if we were talking about Chuck Norris Dragon.


Looking for a player(or two) for our weekly Sunday game(5-6pm to 11-12pm). I GM the event using D&D miniatures and 3 dimensional/colored maps. Current Group of 3 PC's and 1 GM (ages 30-32, all male). Finished Curse of the Crimson Throne. Now on Legacy Of Fire. Takes about 6 months for us to finish an Adventure Path. Looking to get to all of the AP's that are player voted. Play whatever you want, no group needs.

More info about our group can be found on Facebook.
Pathfinder Campaign 3.75


Bestiary 3 is awesome and well I can see someone in my gaming group playing a Leshy. The Leaf Leshy looks to be the most appropriate with the CR in mind. The new Thundercats show features these little plant-men in one of the episodes. Here is a rough idea of what I'm thinking.

Leshy, Leaf
This little plant person is clad in a winglike leak cloak and pinecone armor, wielding a twig as a makeshift spear.

–4 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom: Leshys are fast and observant, but relatively weak and slow-witted.

Small: Leshy's are Small 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.

Darkvision: Leshy can see in the dark up to 60 feet.

Fly: Leshys have a fly speed of 10 feet (clumsy); glide

Glide (EX) A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation that it started.

Keen Senses: Leshys receive a +2 racial bonus on Perception skill checks.

Low-Light Vision: In dim light, leshys can see twice as far as humans.

Natural Climber: Leshys can climb at a rate of 10 feet.

Natural Immunities: Electricity and sonic.

Plant Traits (EX) Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep and stun.

Seedpods (EX) Leaf leshy 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 DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Self-Perservation: Leshy have an inate desire to stay alive and receive a +2 racial bonus on Survival checks.

Slow Speed: Leshys have a base speed of 20 feet.

Spell-like Abilities: (CL 2nd;concentration +3)
Constant-pass without trace

SQ change shape (Small tree; tree shape), verdant burst.

Languages: Leshys begin play speaking Druidic, Sylvan, and plantspeech (trees). Leshys with high Intelligence scores can choose from the following: Common, Elven, and Gnome.


Has anyone played an oracle in LOF? There are so many types to pick from. Looking to go with something that matches the flavor of the AP. Interested to hear from anyone about there character concepts detailing race, oracle type and curse. If you didn't play one maybe you could give me a great concept anyway. Thanks


Using PF rules instead of 3.5.

Which class other than a cleric would you add to the current group?

So far we have a psionic, a sorcerer, and a ranger.

Are there any NPC's classes that tag along with the party for awhile?

Thanks!


Wanted to know if anyone ran bonus material after the entire adventure path was completed. The PC's call(cry) for more content as they sally forth to reach 20th level supremacy. I'm eager to oblige them. I have ran The Acadamae of Secrets module and a slew of sidequesting sessions. I still have a lot of villainous loose strings to tie up in order to present further bundles of XP presents. I have the party on the verge of 17th level before entering the assault on Castle Korvosa. Specifically interested if anyone grabbed a crude dogslicer and carved a different path through the cruel monarchy towards endgame. Additionally, did you throw in some aspects of kingdom building or give an overly elaborate explanation into the restructuring/resurrection of the city at large. My players devoted months to quests for rebellion. They already have specific goals in mind for being predominant rulers or adjudicators. They have formed various militias of gunslinging sable marines, to religious cults, and even quite childly entertaining but ridiculously uniting goblin tribes.


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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.


Trying to fabricate a CR 23 unique devil - Lorthact

There are no spoilers here really since I did not mention the disguise. Also the GM request in the subject line. :)

An exiled Infernal Duke...is he a pit fiend? If so, then following Bestiary 1 PG.80-81, which unusual spell-like abilities or unique powers would you give him to bump him up from a CR20 (following PitFiend's CR) to a CR23? Trying to adhere to the CR23 guideline as suggested in Academy of Secrets Module. I have looked at the Infernal (template?) from a D&D SRD page but the long list of epic qualities of a CR26 seemed daunting in toning tone.

Wondering if anyone else out there will use Academy of Secrets in conjunction with Curse of the Crimson Throne. I plan to run it before Scarwall. Lorthact will make his appearance later on when the party is hopefully 20th level.


Say you have a high level player who is a Cleric of Rovagug. Cool. Well, one of your life goals would be to release a spawn of Rovagug, or Rovagug himself. As a GM, what would you reward that player for releasing a spawn? Sure the sheer joy of watching total annihilation as the spawn marks a path of destruction should be reward enough(well XP too). Would you give some kind of artifact or weapon for this? What would be fitting and not insulting for there hard work.

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