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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...
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