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258 rules pages
| Name | Chapter | Section | Page | Description |
|---|---|---|---|---|
| Sources | Sources | |||
| License | License | Product Identity: The following items are hereby identified as Product Identity, as defined in the Open... | ||
| Getting Started | Getting Started | Rules | 6 | The Pathfinder Roleplaying Game is a tabletop fantasy game in which the players take on the roles of... |
| Using This book | Getting Started | 9 | This book is divided into 15 chapters, along with a host of appendices. Chapters 1 through 11 cover all of... | |
| Common Terms | Getting Started | 11 | The Pathfinder RPG uses a number of terms, abbreviations, and definitions in presenting the rules of the... | |
| Example of Play | Getting Started | 13 | The GM is running a group of four players through their latest adventure. They are playing Seelah (a human... | |
| Generating a Character | Getting Started | 14 | From the sly rogue to the stalwart paladin, the Pathfinder RPG allows you to make the character you want to play. | |
| Ability Scores | Getting Started | 15 | Each character has six ability scores that represent his character’s most basic attributes. They are his... | |
| Generating Ability Scores | Getting Started | Ability Scores | 15 | There are a number of different methods used to generate ability scores. Each of these methods gives a... |
| The Abilities | Getting Started | Ability Scores | 16 | Each ability partially describes your character and affects some of his actions. |
| The Most Important Rule | Getting Started | 9 | The rules in this book are here to help you breathe life into your characters and the world they explore. | |
| Classes | Classes | Rules | 28 | A character’s class is one of his most defining features. It’s the source of most of his abilities, and... |
| Skills | Skills | Rules | 84 | Skills represent some of the most basic and yet most fundamental abilities your character possesses. As... |
| Acquiring Skills | Skills | 86 | Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence... | |
| Skill Descriptions | Skills | 87 | This section describes each skill, including common uses and typical modifiers. Characters can sometimes... | |
| Acrobatics (Dex; Armor Check Penalty) | Skills | Skill Descriptions | 87 | You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump,... |
| Appraise (Int) | Skills | Skill Descriptions | 90 | You can evaluate the monetary value of an object. |
| Bluff (Cha) | Skills | Skill Descriptions | 90 | You know how to tell a lie. |
| Climb (Str; Armor Check Penalty) | Skills | Skill Descriptions | 90 | You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs. |
| Craft (Int) | Skills | Skill Descriptions | 91 | You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge,... |
| Diplomacy (Cha) | Skills | Skill Descriptions | 93 | You can use this skill to persuade others to agree with your arguments, to resolve differences, and to... |
| Disable Device (Dex; Armor Check Penalty; Trained Only) | Skills | Skill Descriptions | 94 | You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple... |
| Disguise (Cha) | Skills | Skill Descriptions | 95 | You are skilled at changing your appearance. |
| Escape Artist (Dex; Armor Check Penalty) | Skills | Skill Descriptions | 95 | Your training allows you to slip out of bonds and escape from grapples. |
| Fly (Dex; Armor Check Penalty) | Skills | Skill Descriptions | 96 | You are skilled at flying, through either the use of wings or magic, and can perform daring or complex... |
| Handle Animal (Cha; Trained Only) | Skills | Skill Descriptions | 97 | You are trained at working with animals, and can teach them tricks, get them to follow your simple... |
| Heal (Wis) | Skills | Skill Descriptions | 98 | You are skilled at tending to wounds and ailments. |
| Intimidate (Cha) | Skills | Skill Descriptions | 99 | You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This... |
| Knowledge (Int; Trained Only) | Skills | Skill Descriptions | 99 | You are educated in a field of study and can answer both simple and complex questions. Like the Craft,... |
| Linguistics (Int; Trained Only) | Skills | Skill Descriptions | 100 | You are skilled at working with language, in both its spoken and written forms. You can speak multiple... |
| Perception (Wis) | Skills | Skill Descriptions | 102 | Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses,... |
| Perform (Cha) | Skills | Skill Descriptions | 102 | You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft,... |
| Profession (Wis; Trained Only) | Skills | Skill Descriptions | 103 | You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of... |
| Ride (Dex; Armor Check Penalty) | Skills | Skill Descriptions | 103 | You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. |
| Sense Motive (Wis) | Skills | Skill Descriptions | 104 | You are skilled at detecting falsehoods and true intentions. |
| Sleight of Hand (Dex; Armor Check Penalty; Trained Only) | Skills | Skill Descriptions | 104 | Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. |
| Spellcraft (Int; Trained Only) | Skills | Skill Descriptions | 106 | You are skilled at the art of casting spells, identifying magic items, crafting magic items, and... |
| Stealth (Dex; Armor Check Penalty) | Skills | Skill Descriptions | 106 | You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position.... |
| Survival (Wis) | Skills | Skill Descriptions | 107 | You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following... |
| Swim (Str; Armor Check Penalty) | Skills | Skill Descriptions | 108 | You know how to swim and can do so even in stormy water. |
| Use Magic Device (Cha; Trained Only) | Skills | Skill Descriptions | 108 | You are skilled at activating magic items, even if you are not otherwise trained in their use. |
| Feats | Feats | Rules | 110 | Some abilities are not tied to your race, class, or skill— things like particularly quick reflexes that... |
| Equipment | Equipment | Rules | 138 | A well-equipped character can take on nearly any challenge, from surviving in the wilderness to making an... |
| Wealth | Equipment | 140 | Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other... | |
| Weapons | Equipment | 140 | From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes. | |
| Weapon Qualities | Equipment | Weapons | 144 | Here is the format for weapon entries (given as column headings on Table 6–4). |
| Masterwork Weapons | Equipment | Weapons | 149 | A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement... |
| Armor | Equipment | 149 | For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many... | |
| Special Materials | Equipment | 154 | Weapons and armor can be crafted using materials that possess innate special properties. | |
| Additional Rules | Additional Rules | Rules | 164 | This chapter presents rules for many miscellaneous parts of the game, such as alignment, character age,... |
| Alignment | Additional Rules | 166 | A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral... | |
| The Nine Alignments | Additional Rules | Alignment | 166 | Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil... |
| Changing Alignments | Additional Rules | Alignment | 168 | Alignment is a tool, a convenient shorthand you can use to summarize the general attitude of an NPC,... |
| Vital Statistics | Additional Rules | 168 | The following section determines a character’s starting age, height, and weight. The character’s race and... | |
| Age | Additional Rules | Vital Statistics | 168 | You can choose or randomly generate your character’s age. If you choose it, it must be at least the... |
| Height and Weight | Additional Rules | Vital Statistics | 169 | To determine a character’s height, roll the modifier dice indicated on Table 7–3 and add the result, in... |
| Carrying Capacity | Additional Rules | Vital Statistics | 169 | These carrying capacity rules determine how much a character’s equipment slows him down. Encumbrance comes... |
| Movement | Additional Rules | 170 | There are three movement scales, as follows: | |
| Overland Movement | Additional Rules | Movement | 171 | Characters covering long distances cross-country use overland movement. Overland movement is measured in... |
| Exploration | Additional Rules | 172 | Few rules are as vital to the success of adventurers than those pertaining to vision, lighting, and how to... | |
| Vision and Light | Additional Rules | Exploration | 172 | Dwarves and half-orcs have darkvision, but the other races presented in Chapter 2 need light to see by.... |
| Breaking and Entering | Additional Rules | Exploration | 173 | When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength. |
| Combat | Combat | Rules | 176 | In the wild parts of the world where monsters hold dominion, a sharp sword and sturdy shield are a far... |
| How Combat Works | Combat | 178 | Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: | |
| Combat Statistics | Combat | 178 | This section summarizes the statistics that determine success in combat, then details how to use them. | |
| Actions in Combat | Combat | 181 | During one turn, there are a wide variety of actions that your character can perform, from swinging a... | |
| Action Types | Combat | Actions in Combat | 181 | An action’s type essentially tells you how long the action takes to perform (within the framework of the... |
| Standard Actions | Combat | Actions in Combat | 182 | Most of the common actions characters take, aside from movement, fall into the realm of standard actions. |
| Attack | Combat | Standard Actions | 182 | Making an attack is a standard action. |
| Cast a Spell | Combat | Standard Actions | 184 | Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a... |
| Move Actions | Combat | Actions in Combat | 186 | With the exception of specific movement-related skills, most move actions don’t require a check. |
| Full-Round Actions | Combat | Actions in Combat | 187 | A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a... |
| Injury and Death | Combat | 189 | Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character... | |
| Movement, Position, and Distance | Combat | 192 | Miniatures are on the 30mm scale—a miniature of a 6-foot-tall man is approximately 30mm tall. A square on... | |
| Big and Little Creatures in Combat | Combat | 194 | Creatures smaller than Small or larger than Medium have special rules relating to position. | |
| Combat Modifiers | Combat | 195 | A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or... | |
| Cover | Combat | Combat Modifiers | 195 | To determine whether your target has cover from your ranged attack, choose a corner of your square. |
| Concealment | Combat | Combat Modifiers | 196 | To determine whether your target has concealment from your ranged attack, choose a corner of your square. |
| Special Attacks | Combat | 197 | This section discusses all of the various standard maneuvers you can perform during combat other than... | |
| Charge | Combat | Special Attacks | 198 | Charging is a special full-round action that allows you to move up to twice your speed and attack during... |
| Combat Maneuvers | Combat | Special Attacks | 198 | During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe,... |
| Bull Rush | Combat | Combat Maneuvers | 199 | You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You... |
| Grapple | Combat | Combat Maneuvers | 199 | As a standard action, you can attempt to grapple a foe, hindering his combat options. |
| Mounted Combat | Combat | Special Attacks | 201 | These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such... |
| Special Initiative Actions | Combat | 202 | Here are ways to change when you act during combat by altering your place in the initiative order. | |
| Magic | Magic | Rules | 204 | From creating a wisp of light to causing the ground itself to shatter and break, spells are a source of... |
| Casting Spells | Magic | 206 | Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on... | |
| Concentration | Magic | Casting Spells | 206 | To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting,... |
| Special Spell Effects | Magic | Casting Spells | 208 | Many special spell effects are handled according to the school of the spells in question. Certain other... |
| Combining Magic Effects | Magic | Casting Spells | 208 | Spells or magical effects usually work as described, no matter how many other spells or magical effects... |
| Spell Descriptions | Magic | 209 | The description of each spell is presented in a standard format. Each category of information is explained... | |
| School (Subschool) | Magic | Spell Descriptions | 209 | Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs. |
| Conjuration | Magic | School (Subschool) | 209 | Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another... |
| Illusion | Magic | School (Subschool) | 210 | Illusion spells deceive the senses or minds of others. They cause people to see things that are not there,... |
| Transmutation | Magic | School (Subschool) | 211 | Transmutation spells change the properties of some creature, thing, or condition. |
| Components | Magic | Spell Descriptions | 212 | A spell’s components explain what you must do or possess to cast the spell. The components entry in a... |
| Aiming a Spell | Magic | Spell Descriptions | 213 | You must make choices about whom a spell is to affect or where an effect is to originate, depending on a... |
| Duration | Magic | Spell Descriptions | 215 | A spell’s duration entry tells you how long the magical energy of the spell lasts. |
| Saving Throw | Magic | Spell Descriptions | 216 | Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. |
| Arcane Spells | Magic | 218 | Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely... | |
| Preparing Wizard Spells | Magic | Arcane Spells | 218 | A wizard’s level limits the number of spells he can prepare and cast. His high Intelligence score might... |
| Arcane Magical Writings | Magic | Arcane Spells | 218 | To record an arcane spell in written form, a character uses complex notation that describes the magical... |
| Sorcerers and Bards | Magic | Arcane Spells | 220 | Sorcerers and bards cast arcane spells, but they do not use spellbooks or prepare spells. Their class... |
| Divine Spells | Magic | 220 | Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane... | |
| Special Abilities | Magic | 221 | A number of classes and creatures gain the use of special abilities, many of which function like spells. | |
| Gamemastering | Gamemastering | Rules | 394 | It’s one thing to play a character on an adventure. It’s quite another to run the adventure as a Game Master. |
| Building An Adventure | Gamemastering | 396 | There are countless ways to build an adventure. The classic method is to simply write everything out beforehand. | |
| Designing Encounters | Gamemastering | Building An Adventure | 397 | The heart of any adventure is its encounters. An encounter is any event that puts a specific problem... |
| Awarding Experience | Gamemastering | Building An Adventure | 399 | Pathfinder Roleplaying Game characters advance in level by defeating monsters, overcoming challenges, and... |
| Placing Treasure | Gamemastering | Building An Adventure | 399 | As PCs gain levels, the amount of treasure they carry and use increases as well. The Pathfinder... |
| Building a Treasure Hoard | Gamemastering | Building An Adventure | 400 | While it’s often enough to simply tell your players they’ve found 5,000 gp in gems and 10,000 gp in... |
| Stat Blocks | Gamemastering | Building An Adventure | 397 | One of the most complex parts of the game is the stat block. Every NPC, every monster, and every timid... |
| Preparing for the Game | Gamemastering | 401 | Your job as Game Master begins well before the game session does. Your most important duty before a game... | |
| During the Game | Gamemastering | 402 | The bulk of this book provides the rules you need to adjudicate the game and run things, but there are... | |
| Campaign Journal | Gamemastering | During the Game | 403 | All Game Masters should keep a campaign journal. This can be a simple folder containing stacks of paper, a... |
| Campaign Tips | Gamemastering | 404 | So now you have an adventure or two ready for your players to experience. | |
| Ending the Campaign | Gamemastering | 406 | In the Pathfinder Roleplaying Game, 20th level represents the top end of power most mortals can hope to... | |
| Starting a Campaign | Gamemastering | 396 | Before you run a game, you need to know what kind of game you’ll be running. | |
| Published Adventures | Gamemastering | 396 | Published adventures are your friend. As a Game Master, you’re going to be spending a lot of time as it is... | |
| Environment | Environment | Rules | 408 | From the lifeless desert to the trap-filled dungeon, the environment helps to define the world. Bringing... |
| Dungeons | Environment | 410 | Of all the strange places that an adventurer might explore, none is deadlier than the dungeon. These... | |
| Types of Dungeons | Environment | Dungeons | 410 | The four basic dungeon types are defined by their current status. Many dungeons are variations on these... |
| Dungeon Terrain | Environment | Dungeons | 410 | The following rules cover the basics of terrain that can be found in a dungeon. |
| Walls | Environment | Dungeon Terrain | 410 | Masonry walls—stones piled on top of each other, usually but not always held in place with mortar—often... |
| Floors | Environment | Dungeon Terrain | 411 | As with walls, dungeon floors come in many types. |
| Doors | Environment | Dungeon Terrain | 412 | Doors in dungeons are much more than mere entrances and exits. Often they can be encounters all by... |
| Cave-Ins and Collapses (CR 8) | Environment | Dungeon Terrain | 415 | Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of... |
| Slimes, Molds, and Fungi | Environment | Dungeon Terrain | 415 | In a dungeon’s damp, dark recesses, molds and fungi thrive. For purposes of spells and other special... |
| Traps | Environment | 416 | Traps are a common danger in dungeon environments. From gouts of white-hot flame to hails of poisoned... | |
| Elements of a Trap | Environment | Traps | 416 | All traps—mechanical or magical—have the following elements: CR, type, Perception DC, Disable Device DC,... |
| Type | Environment | Elements of a Trap | 416 | A trap can be either mechanical or magical in nature. |
| Trigger | Environment | Elements of a Trap | 417 | A trap’s trigger determines how it is sprung. |
| Effect | Environment | Elements of a Trap | 418 | The effect of a trap is what happens to those who spring it. This often takes the form of either damage or... |
| Miscellaneous Trap Features | Environment | Elements of a Trap | 419 | Some traps include optional features that can make them considerably more deadly. The most common features... |
| Sample Traps | Environment | Traps | 420 | The following sample traps represent just some of the possibilities when constructing traps to challenge... |
| Designing a Trap | Environment | Traps | 423 | Designing new traps is a simple process. Start by deciding what type of trap you want to create. |
| Wilderness | Environment | 424 | Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten... | |
| Getting Lost | Environment | Wilderness | 424 | There are many ways to get lost in the wilderness. Following an obvious road, trail, or feature such as a... |
| Forest Terrain | Environment | Wilderness | 425 | Forest terrain can be divided into three categories: sparse, medium, and dense. |
| Marsh Terrain | Environment | Wilderness | 427 | Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes... |
| Hills Terrain | Environment | Wilderness | 427 | A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain... |
| Mountain Terrain | Environment | Wilderness | 428 | The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains. |
| Desert Terrain | Environment | Wilderness | 430 | Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain. |
| Plains Terrain | Environment | Wilderness | 431 | Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas,... |
| Aquatic Terrain | Environment | Wilderness | 432 | Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain... |
| Urban Adventures | Environment | 433 | At first glance, a city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures... | |
| Urban Features | Environment | Urban Adventures | 433 | Walls, doors, poor lighting, and uneven footing: in many ways a city is much like a dungeon. Some special... |
| Walls and Gates | Environment | Urban Features | 433 | Many cities are surrounded by walls. A typical small city wall is a fortified stone wall 5 feet thick and... |
| Siege Engines | Environment | Urban Features | 434 | Siege engines are large weapons, temporary structures, or pieces of equipment traditionally used in... |
| City Streets | Environment | Urban Features | 436 | Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide, while alleys range... |
| Weather | Environment | 437 | Weather can play an important role in an adventure. | |
| Rain, Snow, Sleet, and Hail | Environment | Weather | 438 | Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot... |
| Storms | Environment | Weather | 438 | The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility... |
| Winds | Environment | Weather | 439 | The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow... |
| The Planes | Environment | 440 | While endless adventure awaits out in the game—there are other worlds beyond these—other continents, other... | |
| Environmental Rules | Environment | 442 | Environmental hazards specific to one kind of terrain are described in the Wilderness section.... | |
| Cold Dangers | Environment | Environmental Rules | 442 | Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by... |
| Darkness | Environment | Environmental Rules | 442 | Darkvision allows many characters and monsters to see perfectly well without any light at all, but... |
| Falling | Environment | Environmental Rules | 443 | Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that... |
| Heat Dangers | Environment | Environmental Rules | 444 | Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches... |
| Water Dangers | Environment | Environmental Rules | 445 | Any character can wade in relatively calm water that isn’t over his head, no check required. Similarly,... |
| Chaper 14 - Creating NPCs | Chaper 14 - Creating NPCs | Rules | 446 | Aside from the players, every other person encountered in the game world is a nonplayer character (NPC).... |
| Creating NPCs | Chaper 14 - Creating NPCs | 450 | The world that the player characters inhabit should be full of rich and vibrant characters with whom they... | |
| Step 2: Determine Ability Scores | Chaper 14 - Creating NPCs | Creating NPCs | 450 | Once the character’s basic concept has been determined, its ability scores must be assigned. Apply the... |
| Step 3: Skills | Chaper 14 - Creating NPCs | Creating NPCs | 451 | To assign skills precisely, total up the number of skill ranks possessed by the character and assign them normally. |
| Step 4: Feats | Chaper 14 - Creating NPCs | Creating NPCs | 452 | After skills have been determined, the next step is to assign the NPC’s feats. Start by assigning all of... |
| Step 6: Gear | Chaper 14 - Creating NPCs | Creating NPCs | 453 | After recording all of the NPC’s class features, the next step is to outfit the character with gear... |
| Example: Kiramor, the Forest Shadow | Chaper 14 - Creating NPCs | Creating NPCs | 454 | Looking over your notes for the evening’s game, you discover that you need a mysterious forest character... |
| Step 5: Class Features | Chaper 14 - Creating NPCs | Creating NPCs | 453 | After determining feats, the next step is to fill in all the class features possessed by the NPC. |
| Magic Items | Magic Items | Rules | 456 | From the common potion of cure light wounds to the mighty holy avenger, magic items are valuable tools... |
| Using Items | Magic Items | 458 | To use a magic item, it must be activated, although sometimes activation simply means putting a ring on... | |
| Damaging Magic Items | Magic Items | 459 | A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by... | |
| Purchasing Magic Items | Magic Items | 460 | Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a... | |
| Magic Item Descriptions | Magic Items | 460 | Each general type of magic item gets an overall description, followed by descriptions of specific items. | |
| Intelligent Items | Magic Items | 532 | Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think... | |
| Intelligent Item Powers | Magic Items | Intelligent Items | 535 | Each intelligent item should possess at least one power, although more powerful items might possess a host... |
| Special Purpose Items | Magic Items | Intelligent Items | 535 | Some intelligent items have special purposes that guide their actions. Intelligent magic items with a... |
| Items against Characters | Magic Items | Intelligent Items | 535 | When an item has an Ego of its own, it has a will of its own. The item is absolutely true to its alignment. |
| Cursed Items | Magic Items | 536 | Cursed items are magic items with some sort of potentially negative impact. Occasionally they mix bad with... | |
| Common Cursed Item Effects | Magic Items | Cursed Items | 536 | The following are some of the most common cursed item effects. GMs should feel free to invent new cursed... |
| Magic Item Creation | Magic Items | 548 | To create magic items, spellcasters use special feats which allow them to invest time and money in an... | |
| Magic Item Gold Piece Values | Magic Items | Magic Item Creation | 549 | Many factors must be considered when determining the price of new magic items. The easiest way to come up... |
| Creating Magic Armor | Magic Items | Magic Item Creation | 550 | To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He... |
| Creating Magic Weapons | Magic Items | Magic Item Creation | 551 | To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. |
| Creating Potions | Magic Items | Magic Item Creation | 551 | The creator of a potion needs a level working surface and at least a few containers in which to mix... |
| Creating Rings | Magic Items | Magic Item Creation | 551 | To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most... |
| Creating Rods | Magic Items | Magic Item Creation | 552 | To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces... |
| Creating Scrolls | Magic Items | Magic Item Creation | 552 | To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed... |
| Creating Staves | Magic Items | Magic Item Creation | 552 | To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the... |
| Creating Wands | Magic Items | Magic Item Creation | 553 | To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or... |
| Creating Wondrous Items | Magic Items | Magic Item Creation | 553 | To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. |
| Adding New Abilities | Magic Items | Magic Item Creation | 553 | Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item... |
| Magic Items and Detect Magic | Magic Items | 458 | When detect magic identifies a magic item’s school of magic, this information refers to the school of the... | |
| Magic Items on the Body | Magic Items | 459 | Many magic items need to be donned by a character who wants to employ them or benefit from their... | |
| Saving Throws Against Magic Item Powers | Magic Items | 459 | Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect... | |
| Appendix 1: Special Abilities | Appendix 1: Special Abilities | Rules | 554 | The following special abilities include rules commonly used by a number of creatures, spells, and traps. |
| Ability Score Bonuses | Appendix 1: Special Abilities | 554 | Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day... | |
| Ability Score Damage, Penalty, and Drain | Appendix 1: Special Abilities | 555 | Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. | |
| Afflictions | Appendix 1: Special Abilities | 555 | From curses to poisons to diseases, there are a number of aff lictions that can affect a creature. While... | |
| Curses | Appendix 1: Special Abilities | Afflictions | 556 | Careless rogues plundering a tomb, drunken heroes insulting a powerful wizard, and foolhardy adventurers... |
| Diseases | Appendix 1: Special Abilities | Afflictions | 557 | From a widespread plague to the bite of a dire rat, disease is a serious threat to common folk and... |
| Poison | Appendix 1: Special Abilities | Afflictions | 557 | No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin’s... |
| Blindsight and Blindsense | Appendix 1: Special Abilities | 560 | Some creatures possess blindsight, the extraordinary ability to use a nonvisual sense (or a combination of... | |
| Channel Resistance | Appendix 1: Special Abilities | 561 | Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their... | |
| Charm and Compulsion | Appendix 1: Special Abilities | 561 | Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell... | |
| Damage Reduction | Appendix 1: Special Abilities | 561 | Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows... | |
| Darkvision | Appendix 1: Special Abilities | 562 | Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for... | |
| Death Attacks | Appendix 1: Special Abilities | 562 | In most cases, a death attack allows the victim a Fortitude save to avoid the effect, but if the save... | |
| Energy Drain and Negative Levels | Appendix 1: Special Abilities | 562 | Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful... | |
| Energy Immunity and Vulnerability | Appendix 1: Special Abilities | 562 | A creature with energy immunity never takes damage from that energy type. | |
| Energy Resistance | Appendix 1: Special Abilities | 562 | A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a... | |
| Fear | Appendix 1: Special Abilities | 563 | Spells, magic items, and certain monsters can affect characters with fear. | |
| Invisibility | Appendix 1: Special Abilities | 563 | The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be... | |
| Low-Light Vision | Appendix 1: Special Abilities | 564 | Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far... | |
| Paralysis | Appendix 1: Special Abilities | 564 | Some monsters and spells have the supernatural or spell-like ability to paralyze their victims,... | |
| Scent | Appendix 1: Special Abilities | 564 | This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by... | |
| Spell Resistance | Appendix 1: Special Abilities | 564 | Spell resistance is the extraordinary ability to avoid being affected by spells. Some spells also grant... | |
| When Spell Resistance Applies | Appendix 1: Special Abilities | 565 | Each spell includes an entry that indicates whether spell resistance applies to the spell. In general,... | |
| Successful Spell Resistance | Appendix 1: Special Abilities | 565 | Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant... | |
| Appendix 2: Conditions | Appendix 2: Conditions | Rules | 565 | If more than one condition affects a character, apply them all. If effects can’t combine, apply the most... |
| Bleed | Appendix 2: Conditions | 565 | A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. | |
| Blinded | Appendix 2: Conditions | 565 | The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any),... | |
| Broken | Appendix 2: Conditions | 565 | Items that have taken damage in excess of half their total hit points gain the broken condition, meaning... | |
| Confused | Appendix 2: Conditions | 566 | A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the... | |
| Cowering | Appendix 2: Conditions | 566 | The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor... | |
| Dazed | Appendix 2: Conditions | 566 | The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. | |
| Dazzled | Appendix 2: Conditions | 566 | The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1... | |
| Dead | Appendix 2: Conditions | 566 | The character’s hit points are reduced to a negative amount equal to his Constitution score, his... | |
| Deafened | Appendix 2: Conditions | 566 | A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails... | |
| Disabled | Appendix 2: Conditions | 566 | A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. | |
| Dying | Appendix 2: Conditions | 566 | A dying creature is unconscious and near death. Creatures that have negative hit points and have not... | |
| Energy Drained | Appendix 2: Conditions | 567 | The character gains one or more negative levels, which might become permanent. If the subject has at least... | |
| Entangled | Appendix 2: Conditions | 567 | The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the... | |
| Exhausted | Appendix 2: Conditions | 567 | An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and... | |
| Fascinated | Appendix 2: Conditions | 567 | A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly,... | |
| Fatigued | Appendix 2: Conditions | 567 | A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing... | |
| Flat-Footed | Appendix 2: Conditions | 567 | A character who has not yet acted during a combat is flat-footed, unable to react normally to the... | |
| Frightened | Appendix 2: Conditions | 567 | A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A... | |
| Grappled | Appendix 2: Conditions | 567 | A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take... | |
| Helpless | Appendix 2: Conditions | 567 | A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an... | |
| Incorporeal | Appendix 2: Conditions | 567 | Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to... | |
| Invisible | Appendix 2: Conditions | 567 | Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls... | |
| Nauseated | Appendix 2: Conditions | 568 | Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to... | |
| Panicked | Appendix 2: Conditions | 568 | A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well... | |
| Paralyzed | Appendix 2: Conditions | 568 | A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective... | |
| Petrified | Appendix 2: Conditions | 568 | A petrified character has been turned to stone and is considered unconscious. If a petrified character... | |
| Pinned | Appendix 2: Conditions | 568 | A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied... | |
| Prone | Appendix 2: Conditions | 568 | The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot... | |
| Shaken | Appendix 2: Conditions | 568 | A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.... | |
| Sickened | Appendix 2: Conditions | 568 | The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks,... | |
| Stable | Appendix 2: Conditions | 568 | A character who was dying but who has stopped losing hit points each round and still has negative hit... | |
| Staggered | Appendix 2: Conditions | 568 | A staggered creature may take a single move action or standard action each round (but not both, nor can he... | |
| Stunned | Appendix 2: Conditions | 568 | A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its... | |
| Unconscious | Appendix 2: Conditions | 568 | Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit... | |
| Items | Equipment | |||
| Magic Items | Equipment | Looking for something specific? Try the searchable, sortable magic item index. | ||
| Magic Weapons | Equipment | Looking for something specific? Try the searchable, sortable magic item index. | ||
| Magic Armor | Equipment | Looking for something specific? Try the searchable, sortable magic item index. |
