Page 1 of 227

227
Page 1 of 227

Transcript of Page 1 of 227

Page 1: Page 1 of 227

Page 1 of 227

Page 2: Page 1 of 227

Page 2 of 227

Introduction……………….......3

Chapter 1: Basics…….……….5

Ability Scores……...................5

The Abilities………….………5

Chapter 2: Races……………...8

Choosing a Race……………...8

Racial Characteristics……...…8

Elvaan………………………...9

Galka…………………………9

Hume………………………..10

Mithra……………………….10

Tarutaru……………………..10

Al Bhed……………………..11

Ronso……………………….11

Bangaa………………………12

Nu Mou……………………..12

Viera………………………...12

Cetra………………………...13

Moogle……………………...13

Chapter 3: Base Classes……..14

The Classes…………………14

Class Descriptions……….….16

Archer………………….……18

Bard…………………………20

Beastmaster…………………23

Black Mage…………………27

Blue Mage…………………..30

Fighter………………………32

Knight………………………34

Monk…………………….….36

Red Mage…………………...41

Thief……………….………..44

White Mage………………....46

Chapter 4: Skills……………..49

Skill Summary………………49

Acquiring Skill Ranks………49

Using Skills…………………50

Skill Descriptions…………...53

Chapter 5: Feats……………..79

Acquiring Feats……………..79

Prerequisites………………...79

Types of Feats………………79

Feat Descriptions……………80

Chapter 6: Equipment……....86

Wealth and Money………….86

Weapons…………………….86

Armor……………………….94

Goods and Services…………98

Chapter 7: Prestige Classes..108

Azure Magister………….…108

Berserker…………………..110

Chemist……………………112

Chocobo Knight………...…113

Dark Knight………………..116

Dragoon……………………118

Elementalist………………..120

Geomancer………………...122

Holy Knight……………….123

Lucky Gambler……………125

Mediator……………….…..127

Mystic Knight……………..129

Ninja……………………….131

Oracle……………………...134

Samurai……………………136

Summoner…………………137

Time Mage………….……..139

Chapter 8: Magic…………..141

MP System………………..141

Casting Spells……………..141

Spell Types………………..141

Spell Descriptions…………145

Chapter 9: Spells & Songs…149

Black Mage Spell List……..149

White Mage Spell List…….151

Bard Song List…………….153

Spells………………………155

Songs………………………176

Chapter 10: Companions,

Mounts, & Summons………186

Animal Companions………186

Chocobo Mount…………...195

Dragon Wyrmling………....196

Aeon Summons……………204

Chapter 11: Materia &

Potions……………………....213

Materia…………………….213

Spell Materia………………215

Support Materia……………217

Independent Materia………218

Ability Materia…………….220

Potions……………………..222

FFd20 Character Sheet….…225

Page 3: Page 1 of 227

Page 3 of 227

Credits

Alan Willig (Viladin – FFd20 Creator) – Lead Designer, Editor, Proofreader, Destroyer of Worlds

Website: http://ffd20.orgfree.com/phpBB2/index.php

Eric Apfel – Artwork (Cover and Backcover), Proofreader, Ideas and Concepts

Frankto Vinneti (Naruto d20 Creator) – Ideas and Concepts, Proofreader

Website: http://www.narutod20.com/forum/

Nu (from Giant in the Playground Forums) – Ideas and Concepts

I would also like to thank people from my forums and people from the Naruto d20 Forums for helping with

suggestions and playtesting. You know who you are.

Welcome to Final Fantasy d20!

In this handbook, you will find all the information

needed to run a Final Fantasy d20 game, or to add

Final Fantasy flavor to your normal 3.5 edition

campaign. The series is designed for electronic

distribution, made to for modular access to the game

system in PDF format that is easy to print out and use

as you need them for your games.

This particular chapter is only the beginning. It is

designed as an introduction to the FFd20 game, to

give interested parties the overall design philosophy.

This chapter is an introduction to the game itself.

It is important to note that this game is built entirely

with the 3.5 edition rules in mind, and thus often very

closely resembles those rules. Departures from the

core system were carefully considered and studied to

measure their impact on the game. Those departures

that were ultimately embraced were those that added

a significant ―Final Fantasy Feel‖ to the tabletop

game, which includes emulating some aspects of a

computer RPG (CRPG) in Pen-And-Paper format,

and adopting some of the more archetypal FF

trappings. Departures include things like the magic

points, limit breaks, FF spells, summons and plenty

of other ways in which FFd20 is distinguished.

Even with these diversions, care has been taken to

ensure a balance with non-FFd20 sources. Any

materials made for the core system of 3.5 edition

should work side-by-side with the FFd20 rules

without much complication. Advice is given in a later

document (―Conversions‖) about how to integrate the

material. It is largely assumed, however, that in using

the FFd20 system, you will be largely using things

designed for the FFd20 system. Final Fantasy d20

puts you in control of the vast worlds of Final

Fantasy. Regardless of how you use the material in

these documents, it is your world now.

What is Final Fantasy d20?

Final Fantasy d20 (abbreviated as FFd20) is a table-

top role-playing game that uses 3.5 edition rules

combined with the style of the Final Fantasy

videogames to create a pen-and-paper RPG that is

capable of putting the epic, save-the-world adventure,

deep characterization, and story philosophies that

have become the hallmark of the Final Fantasy games

into the control of any group of gamers.

In doing this, FFd20 takes 3.5 edition as its rules

base, and supplements it with new races, new classes,

feats, skills, spells, prestige classes, characters,

monsters, meanings, and iconography of the Final

Fantasy games. Rather than focus on emulating the

mechanics of the FF games, FFd20 cherry-picks from

various games in the series, utilizing trends that unite

them to forge a table-top game system that can

successfully drive home a unique Final Fantasy feel

in play.

In short, the rules and advice in these documents is

not just for any night of normal gaming. FFd20

promotes episodic, narrative-focused, character-

driven gaming, in which the players put themselves

in the roles of heroes, not just adventurers. More

dramatic and involved than dungeon raids, the

campaigns of FFd20 focus on philosophical themes

Page 4: Page 1 of 227

Page 4 of 227

of humanity, such as death, love, truth, evolution,

time and space, and true human nature, entwining

these ideas into the heroes and the villains and the

world itself.

FFd20 explores these stories with imagery drawn

from the Final Fantasy series, and through that series,

through world myth and legend. At the center of

FFd20, like at the center of any FF game, is the

concept of envelope-pushing storytelling, examining

the meaning behind the myths, and drawing them into

a blending of logic and passion, coupled with fast-

paced, interesting battles and epic struggles the entire

way. FFd20 does for tabletop role-playing what FF

has done for video games, creating a dynamic and

robust system for pushing the meaning of RPG

Fantasy to its final limits, and breaking through.

Enjoy it!

Legal Notice

This is a fan project, not an official product by any

means. Though I have endeavored to hold myself to

professional criteria wherever possible, it remains a

fan project. I have no ownership of the trademarks

used herein, and such things are not owned or

operated by me. This material is presented for simple

personal use, not for sale or re-sale. The mechanics

were either my own design, or arrived at based on a

combination of Final Fantasy and 3.5 edition rules as

they already exist.

FFd20 is a synthesis made by someone with a passion

for a good story and a good twenty-sided die. All the

artwork in these documents is taken from artwork

done for the games, by various artists, or from the

games themselves. It was not done specifically for

this project, and remains the property of the

respective owners, just like every other trademarked

phrase, character, or concept given in these

documents. Again, the only original product in these

documents is my own game design, built upon the

game design of the revised 3.5 edition, and of Final

Fantasy.

Page 5: Page 1 of 227

Page 5 of 227

CHAPTER 1: THE BASICS

The Core Mechanic: Whenever you attempt an action

that has some chance of failure, you roll a twenty-

sided die (d20). To determine if your character

succeeds at a task you do this:

• Roll a d20.

• Add any relevant modifiers.

• Compare the result to a target number.

If the result equals or exceeds the target number, your

character succeeds. If the result is lower than the

target number, you fail.

DICE Dice rolls are described with expressions such as

―3d4+3,‖ which means ―roll three four-sided dice and

add 3‖ (resulting in a number between 6 and 15). The

first number tells you how many dice to roll (adding

the results together). The number immediately after

the ―d‖ tells you the type of die to use. Any number

after that indicates a quantity that is added or

subtracted from the result.

d%: Percentile dice work a little differently. You

generate a number between 1 and 100 by rolling two

different ten-sided dice. One (designated before you

roll) is the tens digit. The other is the ones digit. Two

0s represent 100.

ROUNDING FRACTIONS

In general, if you wind up with a fraction, round

down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and hit

points, have a minimum of 1.

MULTIPLYING

Sometimes a rule makes you multiply a number or a

die roll. As long as you’re applying a single

multiplier, multiply the number normally. When two

or more multipliers apply to any abstract value (such

as a modifier or a die roll), however, combine them

into a single multiple, with each extra multiple

adding 1 less than its value to the first multiple. Thus,

a double (×2) and a double (×2) applied to the same

number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to real-world values (such

as weight or distance), normal rules of math apply

instead. A creature whose size doubles (thus

multiplying its weight by 8) and then is turned to

stone (which would multiply its weight by a factor of

roughly 3) now weighs about 24 times normal, not 10

times normal. Similarly, a blinded creature

attempting to negotiate difficult terrain would count

each square as 4 squares (doubling the cost twice, for

a total multiplier of ×4), rather than as 3 squares

(adding 100% twice).

ABILITY SCORES

ABILITY MODIFIERS Each ability, after changes made because of race, has

a modifier ranging from –5 to +5. Table 1-1: Ability

Modifiers and Bonus MP shows the modifier for each

score. It also shows bonus MP, which you’ll need to

know about if your character is a spellcaster.

The modifier is the number you apply to the die roll

when your character tries to do something related to

that ability. You also use the modifier with some

numbers that aren’t die rolls. A positive modifier is

called a bonus, and a negative modifier is called a

penalty.

ABILITIES AND SPELLCASTERS

The ability that governs bonus MP depends on what

type of spellcaster your character is: Intelligence for

black mages, blue mages, and red mages; Wisdom

for red mages and white mages; or Charisma for

bards. In addition to having a high ability score, a

spellcaster must be of high enough class level to be

able to cast spells of a given spell level. (See the class

descriptions for details.)

THE ABILITIES Each ability partially describes your character and

affects some of his or her actions.

STRENGTH (STR)

Strength measures your character’s muscle and

physical power. This ability is especially important

for beastmasters, fighters, knights, and monks

because it helps them prevail in combat. Strength also

limits the amount of equipment your character can

carry.

You apply your character’s Strength modifier to:

• Melee attack rolls.

Page 6: Page 1 of 227

Page 6 of 227

• Damage rolls when using a melee weapon or a

thrown weapon (including a sling). (Exceptions: Off-

hand attacks receive only one-half the character’s

Strength bonus, while two-handed attacks receive one

and a half times the Strength bonus. A Strength

penalty, but not a bonus, applies to attacks made with

a bow that is not a composite bow.)

• Climb, Jump, and Swim checks. These are the skills

that have Strength as their key ability.

• Strength checks (for breaking down doors and the

like).

DEXTERITY (DEX)

Dexterity measures hand-eye coordination, agility,

reflexes, and balance. This ability is the most

important one for thieves, but it’s also high on the list

for characters who typically wear light or medium

armor (bards, beastmasters, blue mages, and red

mages) or no armor at all (monks, black mages, and

white mages), and for anyone who wants to be a

skilled archer.

You apply your character’s Dexterity modifier to:

• Ranged attack rolls, including those for attacks

made with bows, crossbows, throwing axes, and

other ranged weapons.

• Armor Class (AC), provided that the character can

react to the attack.

• Reflex saving throws, for avoiding fireballs and

other attacks that you can escape by moving quickly.

• Balance, Escape Artist, Hide, Move Silently, Open

Lock, Ride, Sleight of Hand, Tumble, and Use Rope

checks. These are the skills that have Dexterity as

their key ability.

CONSTITUTION (CON)

Constitution represents your character’s health and

stamina. A Constitution bonus increases a character’s

hit points, so the ability is important for all classes.

You apply your character’s Constitution modifier to:

• Each roll of a Hit Die (though a penalty can never

drop a result below 1—that is, a character always

gains at least 1 hit point each time he or she advances

in level).

• Fortitude saving throws, for resisting poison and

similar threats.

• Concentration checks. Concentration is a skill,

important to spellcasters, that has Constitution as its

key ability.

If a character’s Constitution score changes enough to

alter his or her Constitution modifier, the character’s

hit points also increase or decrease accordingly.

INTELLIGENCE (INT)

Intelligence determines how well your character

learns and reasons. This ability is important for black

Table 1-1: Ability Modifiers and Bonus MP

———————————— Bonus MP (by Class Level) ———————————— Score Mod. 1

st 2

nd 3

rd 4

th 5

th 6

th 7

th 8

th 9

th 10

th 11

th 12

th 13

th 14

th 15

th 16

th 17

th 18

th 19

th 20

th

1 –5 ———————————————— Can’t cast spells tied to this ability ——————————————

2–3 –4 ———————————————— Can’t cast spells tied to this ability ——————————————

4–5 –3 ———————————————— Can’t cast spells tied to this ability ——————————————

6–7 –2 ———————————————— Can’t cast spells tied to this ability ——————————————

8–9 –1 ———————————————— Can’t cast spells tied to this ability ——————————————

10–11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

12–13 +1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

14–15 +2 1 1 1 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

16–17 +3 1 1 1 3 3 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6

18–19 +4 1 1 1 3 3 6 6 10 10 10 10 10 10 10 10 10 10 10 10 10

20–21 +5 2 2 2 4 4 7 7 11 11 16 16 16 16 16 16 16 16 16 16 16

22–23 +6 2 2 2 6 6 9 9 13 13 18 18 24 24 24 24 24 24 24 24 24

24–25 +7 2 2 2 6 6 12 12 16 16 21 21 27 27 34 34 34 34 34 34 34

26–27 +8 2 2 2 6 6 12 12 20 20 25 25 31 31 38 38 46 46 46 46 46

28–29 +9 3 3 3 7 7 13 13 21 21 31 31 37 37 44 44 52 52 61 61 61

30–31 +10 3 3 3 9 9 15 15 23 23 33 33 45 45 52 52 60 60 69 69 69

32–33 +11 3 3 3 9 9 18 18 26 26 36 36 48 48 62 62 70 70 79 79 79

34–35 +12 3 3 3 9 9 18 18 30 30 40 40 52 52 66 66 82 82 91 91 91

36–37 +13 4 4 4 10 10 19 19 31 31 46 46 58 58 72 72 88 88 106 106 106

38–39 +14 4 4 4 12 12 21 21 33 33 48 48 66 66 80 80 96 96 114 114 114

40–41 +15 4 4 4 12 12 24 24 36 36 51 51 69 69 90 90 106 106 124 124 124

42–43 +16 4 4 4 12 12 24 24 40 40 55 55 73 73 94 94 118 118 136 136 136

44–45 +17 5 5 5 13 13 25 25 41 41 61 61 79 79 100 100 124 124 151 151 151

Page 7: Page 1 of 227

Page 7 of 227

mages, blue mages, and red mages because it affects

how many spells they can cast, how hard their spells

are to resist, and how powerful their spells can be.

It’s also important for any character who wants to

have a wide assortment of skills.

You apply your character’s Intelligence modifier to:

• The number of languages your character knows at

the start of the game.

• The number of skill points gained each level. (But

your character always gets at least 1 skill point per

level.)

• Appraise, Craft, Decipher Script, Disable Device,

Forgery, Knowledge, Search, and Spellcraft checks.

These are the skills that have Intelligence as their key

ability.

A black mage, blue mage, and red mage gains bonus

MP based on their Intelligence score. The minimum

Intelligence score needed to cast a black magic spell

is 10 + the spell’s level.

An animal has an Intelligence score of 1 or 2. A

creature of humanlike intelligence has a score of at

least 3.

WISDOM (WIS)

Wisdom describes a character’s willpower, common

sense, perception, and intuition. While Intelligence

represents one’s ability to analyze information,

Wisdom represents being in tune with and aware of

one’s surroundings. Wisdom is the most important

ability for white mages, and it is also important for

red mages. If you want your character to have acute

senses, put a high score in Wisdom. Every creature

has a Wisdom score.

You apply your character’s Wisdom modifier to:

• Will saving throws (for negating the effect of charm

and other spells).

• Heal, Listen, Profession, Sense Motive, Spot, and

Survival checks. These are the skills that have

Wisdom as their key ability.

Red mages and white mages get bonus spells based

on their Wisdom scores. The minimum Wisdom

score needed to cast a white magic spell is 10 + the

spell’s level.

CHARISMA (CHA)

Charisma measures a character’s force of personality,

persuasiveness, personal magnetism, ability to lead,

and physical attractiveness. This ability represents

actual strength of personality, not merely how one is

perceived by others in a social setting. Charisma is

most important for bards. Every creature has a

Charisma score.

You apply your character’s Charisma modifier to:

• Bluff, Diplomacy, Disguise, Gather Information,

Handle Animal, Intimidate, Perform, and Use Magic

Device checks. These are the skills that have

Charisma as their key ability.

• Checks that represent attempts to influence others.

• Bards get bonus MP based on their Charisma

scores. The minimum Charisma score needed to

perform a bard song is 10 + the spell’s level.

When an ability score changes, all attributes

associated with that score change accordingly. A

character does not retroactively get additional skill

points for previous levels if she increases her

intelligence.

Page 8: Page 1 of 227

Page 8 of 227

CHAPTER 2: RACES

CHOOSING A RACE After you roll your ability scores and before you

write them on your character sheet, choose your

character’s race. At the same time, you should choose

a class, since race affects how well a character can do

in each class. Once you know your character’s race

and class, assign your ability score rolls to particular

abilities, alter those abilities according to race, and

continue detailing your character.

You can play a character of any race and class

combination, but certain races do better pursuing

certain careers. Tarutaru, for example, can be

fighters, but their small size and special features

make them better as mages.

Your character’s race gives you plenty of cues as to

what sort of person he or she is, how he or she feels

about characters of other races, and what his or her

motivations might be. Remember, however, that

these descriptions apply only to the majority of each

race’s members. In each race, some individuals

diverge from the norm, and your character could be

one of these. Don’t let a description of a race keep

you from detailing your character as you like.

RACIAL CHARACTERISTICS Your character’s race determines some of his or her

qualities.

ABILITY ADJUSTMENTS Find your character’s race on Table 2–1: Racial

Ability Adjustments (see the next page) and apply the

adjustments you see there to your character’s ability

scores. If these changes put your score above 18 or

below 3, that’s okay, except in the case of

Intelligence, which does not go below 3 for

characters. (If your Bangaa character would have an

adjusted Intelligence of 1 or 2, make it 3 instead.)

FAVORED CLASS Each race’s favored class is also given on Table 2–1:

Racial Ability Adjustments. A character’s favored

class doesn’t count against him or her when

determining experience point penalties for

multiclassing.

Table 2-1: Racial Ability Adjustments

Race Ability Adjustments Favored Class

Al Bhed +2 Intelligence, -2 Charisma Thief

Bangaa +2 Dexterity, -2 Charisma Monk

Cetra +2 Wisdom, +2 Charisma,

-2 Strength

White Mage

Elvaan +2 Strength, -2 Dexterity Knight

Galka +2 Strength, +2 Constitution,

-2 Dexterity, -2 Charisma,

-2 Wisdom

Fighter

Hume None Any

Mithra +2 Dexterity, -2 Constitution Thief

Moogle +2 Dexterity, +2 Charisma,

-2 Strength

Bard

Nu Mou +2 Wisdom, -2 Constitution White Mage

Ronso +2 Strength, -2 Charisma,

-2 Wisdom

Beastmaster

Tarutaru +2 Intelligence, +2 Wisdom,

+2 Dexterity, -2 Strength,

-2 Constitution,

Black Mage

Viera +2 Dexterity, -2 Constitution Archer

Page 9: Page 1 of 227

Page 9 of 227

Lands of Vana'diel (FF11)

Elvaan

The race that benefited most from the end of Tarutaru

monopoly of magic was the Elvaan of San d'ria.

Having formed two incredibly fearless orders of

knights, the Elvaans subjugated just about the whole

of the Quon continent. They destroyed beastmen

strongholds, and Tarutaru villages were no match for

the San d'ria knights anyhow. Sadly for them, the

flood of victories came to an end when the Hume and

the Galka of Bastok combined their strength and

technology against them in the Second battle of

Konschtat. Defeated, the proud Elvaan kingdom was

unable not bear the humiliation in peace. The result

was internal turmoil and civil war. Gradually the

conquered lands slipped away from their rule as well,

and the Elvaans retreated to San d'ria. A strong sense

of faith and pride means that the Elvaans are

essentially an aristocratic race. The Elvaan trait of

firm belief makes them admirable models of faith.

Not only do they stay clear of questionable activities,

they take great pride in their race as well. Both male

and female Elvaans are known to be swordsmen of

the highest order because of their strength of mind

and vitality. Close to the Hume in their looks, the

Elvaans usually shun the world of commerce

preferring to live by the sword. Physically and

mentally the Elvaans are suited to for combat roles.

Strong pride and faith aptly add to their excellence in

the vocations of Warriors and Monks.

Elvaan Racial Traits • +2 Strength, -2 Dexterity. Elvaan are physically

strong, but aren't very graceful compared to other

races.

• Medium: As Medium creatures, Elvaan have no

special bonuses or penalties due to their size.

• Elvaan base land speed is 30 feet.

• +2 racial bonus on Intimidate and Sense Motive

checks; Elvaan are physically imposing and have a

natural distrust for others that makes it difficult to

fool them.

• +2 racial bonus on Knowledge (history),

Knowledge (religion) and Knowledge (nobility and

royalty) checks. Elvaan are a race that even as

children are taught a great deal about their heritage

and race.

• Martial Background: The Elvaan receives the

Weapon Focus feat for free at first level, and may

apply it to any single weapon he is proficient in.

• Automatic Languages: Common, Elvaan.

• Favored Classes: Knight. A multiclass elvaan’s

knight class does not count when determining

whether he takes an experience point penalty for

multiclassing.

Galka

Large and hulking, the Galka towers over all the

other civilized races of Vana'diel. Notable for their

large, vaguely lizardlike tails, great endurance, and

the fact that Galka do not reproduce; they either die

in battle or accident, or when they reach an old age,

wander off on quest. Young galka simply wander into

town as a toddler, the reincarnation of those who

have died. Young galka rarely remember their former

lives. Galka make fierce fighters and are well-known

for their metalworking and mining skills. While often

thought of as less than mentally agile, many Galka

are indeed quite wise and intelligent, though they

tend to think things through very deliberately, and not

act on impulse.

Galka Racial Traits • +2 Strength, +2 Constitution, -2 Dexterity, -2

Charisma, -2 Wisdom. Galka are lumbering brutes,

but bulky, intimidating, and slow because of their

size.

• Medium: As Medium creatures, Galka have no

special bonuses or penalties due to their size.

• Galkan base land speed is 30 feet.

• Powerful Build: The physical stature of a galka lets

him function in many ways as if he were one size

category larger. Whenever a galka is subject to a size

modifier or special size modifier for an opposed

check (such as during grapple checks, bull rush

attempts, and trip attempts), the galka is treated as

one size larger if doing so is advantageous to him. A

galka is also considered to be one size larger when

determining whether a creature's special attacks

based on size (such as improved grab or swallow

whole) can affect him. A galka can use weapons

designed for a creature one size larger without

penalty. However, his space and reach remain those

of a creature of his actual size. The benefits of this

racial trait stack with the effects of powers, abilities,

and spells that change the subject's size category.

• Low-Light Vision: A Galkan can see twice as far as

a Hume in starlight, moonlight, torchlight, and

similar conditions of poor illumination. He retains the

Page 10: Page 1 of 227

Page 10 of 227

ability to distinguish color and detail under these

conditions.

• Weapon Familiarity: Galka treat the Galkan War

Pick as a martial weapon, instead of an exotic

weapon.

• +2 racial bonus to Appraise and Craft checks

involving metal. The Galka have worked with metals

most of their lives.

• Automatic Languages: Common, Galkan.

• Favored Class: Fighter. A multiclass galka's fighter

class does not count when determining whether he

takes an experience point penalty for multiclassing.

Hume

Humes in Vana'diel have proven to be the driving

force behind both the technological progress of the

Republic of Bastok and the unification efforts of the

Grand Duchy of Jeuno.

Hume Racial Traits • Medium: As Medium creatures, Hume have no

special bonuses or penalties due to their size.

• Hume base land speed is 30 feet.

• 1 extra feat at 1st level.

• 4 extra skill points at 1st level and 1 extra skill point

at each additional level.

• Automatic Languages: Common.

• Favored Class: Any. When determining whether a

multiclass hume takes an experience point penalty,

his or her highest-level class does not count.

Mithra

Graceful and agile, the feline Mithra hail originally

from Khazam, but crossed the great sea to fight the

crystal war at the side of the other races of Vana'diel.

They currently share the city of Windurst with the

Taru-Taru, and most notably the ranks of the Star

Sybil's Sybil Guards are drawn exclusively from the

Mithra. While Mithra, like most races, exist as both

male and female, male births are exceedingly rare,

and as such male mithra are normally kept locked

away from the prying eyes of other races, the threats

of the world, and indeed other mithra. Thus, male

adventuring mithra are so rare as to be unheard of.

Mithra are known for their energy and curiosity, and

of course for their good-humored mischievous nature.

However, they have a very short attention span so

they are not keenly studious like the Tarutaru and nor

are they totally tilted towards exercise like the Galka.

This definite balance makes them good all round

characters that can do particularly well in all fields

but still never be the best as Mages or Fighters.

Mithra Racial Traits • +2 Dexterity, -2 Constitution. Mithra are very

dexterous and agile, but not as hardy as other races.

• Medium: As Medium creatures, Mithra have no

special bonuses or penalties due to their size.

• Mithran base land speed is 30 feet.

• Low-Light Vision: Mithra can see twice as far as a

Hume in starlight, moonlight, torchlight, and similar

conditions of poor illumination. She retains the

ability to distinguish color and detail under these

conditions.

• Claws: Mithra have short retractable claws on their

hands which allow them to make hand to hand

attacks for lethal damage; this is not the same as

improved unarmed feat and they may only make a

lethal damage attack with unarmed if at least one

hand is free. Using these claws give Mithra a +2

racial bonus on Climb checks.

• +2 racial bonus on Listen, Spot, Search checks.

Mithra are naturally alert, and generally have keen

senses.

• +2 racial bonus on Move Silently and Balance

checks. Mithra are agile and can be very quiet when

they need to be.

• Automatic Languages: Common, Mithran.

• Favored Classes: Thief. A multiclass mithra's thief

class does not count when determining whether she

takes an experience point penalty for multiclassing.

Tarutaru Tarutaru resemble children in size, though this does

not reflect their age. In fact, they do not seem to

change their appearance at all as they age. The

Tarutaru are said to understand the importance of the

balance between natural harmony and magic.

Tarutaru lack the physical strength and durability of

their fellow enlightened races as a result of their

racial prejudice towards magical study, but they do

control greater reserves of magical power as a result,

and are the most studious and intelligent of the races.

Tarutaru Racial Traits • +2 Intelligence, +2 Wisdom, +2 Dexterity, -2

Strength, -2 Constitution. Tarutaru possesses a keen

intellect, but lack the physique of other races.

• Small: As a Small creature, a tarutaru gains a +1

size bonus to Armor Class, a +1 size bonus on attack

rolls, and a +4 size bonus on Hide checks, they use

smaller weapons than Humes use, and their lifting

Page 11: Page 1 of 227

Page 11 of 227

and carrying limits are three-quarters of those of a

Medium character.

• Tarutaru base land speed is 20 feet.

• +2 racial bonus on all saving throws against spells

and spell-like abilities. Tarutaru have an innate

resistance to magic spells.

• +2 racial bonus on Knowledge (Arcana). Tarutaru

value knowledge and learning about the field of

magic.

• Automatic Languages: Common, Tarutaru.

• Favored Class: Black Mage. A multiclass tarutaru’s

black mage class does not count when determining

whether he takes an experience point penalty for

multiclassing.

Lands of Spira (FF10 / FF10-2)

Al Bhed

Al Bhed differs only slightly from humans; in their

bright green eyes with spiral-patterned irises. As a

result, they often wear goggles. Another mark of the

Al Bhed is that most of them have blond hair. The Al

Bhed possess their own language (known as Al

Bhed). The Al Bhed pride themselves on the usage of

their specialized knowledge of ancient technology

which they call "Machina".

Al Bhed Racial Traits • +2 Intelligence, -2 Charisma. Al Bhed are very

bright, but because of their obsession with forbidden

technology, people tend to be cautious of them.

• Medium: As Medium creatures, Al Bhed have no

special bonuses or penalties due to their size.

• Al Bhed base land speed is 30 feet.

• Weapon Familiarity: Al Bhed are automatically

proficient with Firearms.

• +2 racial bonus on all Craft, Disable Device,

Knowledge (technology) checks. Al Bhed are

intuitive and have an innate understanding of

technology.

• Automatic Languages: Common and Al Bhed.

• Favored Class: Thief. A multiclass al bhed's thief

class does not count when determining whether she

takes an experience point penalty for multiclassing.

Ronso Ronso are a race of many-colored furred lion-like

humanoids. Ronso are formidable fighters, being tall

and amazingly strong, and are known for their strong

sense of honor and loyalty, as well as their pride and

quickness to anger. The long, sharp horn sported by

all adult male Ronso is a symbol of esteem and a

source of great pride. To lose this horn is considered

extremely shameful.

Ronso Racial Traits • +2 Strength, -2 Charisma, -2 Wisdom. Ronso are

large and powerful, but gruff in nature and often

hasty in their decisions.

• Medium: As Medium creatures, Ronso have no

special bonuses or penalties due to their size.

• Ronso base land speed is 30 feet.

• Horn: Ronso can attack with their horn that deals

1d8 points of damage on a successful strike.

• Powerful Build: The physical stature of a ronso lets

him function in many ways as if he were one size

category larger. Whenever a ronso is subject to a size

modifier or special size modifier for an opposed

check (such as during grapple checks, bull rush

attempts, and trip attempts), the ronso is treated as

one size larger if doing so is advantageous to him. A

ronso is also considered to be one size larger when

determining whether a creature's special attacks

based on size (such as improved grab or swallow

whole) can affect him. A ronso can use weapons

designed for a creature one size larger without

penalty. However, his space and reach remain those

of a creature of his actual size. The benefits of this

racial trait stack with the effects of powers, abilities,

and spells that change the subject's size category.

• Low-Light Vision: A ronso can see twice as far as a

Hume in starlight, moonlight, torchlight, and similar

conditions of poor illumination. She retains the

ability to distinguish color and detail under these

conditions.

• Arctic Fur: Ronso are immune to environmental

damage from cold weather (below 40 degrees). In

conditions of extreme cold (below 0 degrees), ronsos

suffer the normal conditions for cold weather, not the

harsher conditions for extreme cold.

• +2 racial bonus on all Survival checks. Ronso are

hunters and can hunt in the best and worst of weather

conditions.

• Automatic Languages: Common and Ronso.

• Favored Class: Beastmaster. A multiclass ronso's

beastmaster class does not count when determining

whether he takes an experience point penalty for

multiclassing.

Lands of Ivalice (FF12 / FFT)

Bangaa

Page 12: Page 1 of 227

Page 12 of 227

The Bangaa are a reptilian race, their bodies covered

with scales and their ears drooping well below their

tapered snouts. If one put asides these physical

differences, their intelligence and mannerisms are

little different from those of humes. For this reason,

they are often considered the race most at home with

humes. There are those humes who do not accept

them, typically using the racial slur "lizard man" to

demean them... when they are safely out of earshot.

Bangaa may live twice as long as the average hume,

bearing offspring only infrequently. They are strong,

with keen senses of hearing and smell. They speak in

guttural tones, lacking the refined vocal organs to

articulate themselves as the other races might, which

makes it difficult for a bangaa to master any but the

most rudimentary of hume magicks. Still, there are

some bangaa who become adept mages, wielding

powerful magicks unique to their race's reptilian

tongue.

Bangaa Racial Traits

• +2 Dexterity, -2 Charisma. Bangaa possess great

agility, but they have rude manners when dealing

with people.

• Medium: As Medium creatures, Bangaa have no

special bonuses or penalties due to their size.

• Bangaa base land speed is 30 feet.

• Darkvision: Bangaa can see in the dark up to 60

feet. Darkvision is black and white only, but it is

otherwise like normal sight, and bangaa can function

just fine with no light at all.

• +1 natural armor bonus to AC: A bangaa's hide is

leathery and tough.

• +2 racial bonus to Listen and Spot checks. Bangaa

possess acute senses of hearing and sight.

• Automatic Languages: Common and Bangaa.

• Favored Class: Monk. A multiclass bangaa’s monk

class does not count when determining whether he

takes an experience point penalty for multiclassing.

Nu Mou The wise and gentle nu mou, a tribe of lop-eared

mages and spellcasters, are famous for their thirst for

learning and their discovery of the most esoteric of

magical rites. They have gray, leathery skin, and

long, lop-rabbit ears, often pierced by heavy jewelry.

They have snouts, and sport elegantly long tails

covered in heavy orange fur, giving them a bestial

cast that doesn’t mesh with their cautious, timid

ways. The nu mou are sagacity-embodied scholars

who are rarely seen outside of their impressive

academic towers, except when working on behest of

professors or politicians. They are devoted enough to

the ideal of knowledge, power, and education to

sacrifice themselves for this cause, if need be.

Nu Mou Racial Traits • +2 Wisdom, -2 Constitution. Nu mou are very

understanding, but their bodies are easy to break.

• Medium: As Medium creatures, Nu mou have no

special bonuses or penalties due to their size.

• Nu mou base land speed is 20 feet. Nu mou are

smaller than humes and have much shorter legs, but

nu mou can move at this speed even while wearing

medium armor.

• Low-Light Vision: Nu mou can see twice as far as a

hume in starlight, moonlight, torchlight, and similar

conditions of poor illumination. They retain the

ability to distinguish color and detail under these

conditions.

• Magical Prowess: Nu mou receive a +2 racial bonus

on all Spellcraft checks and a +2 racial bonus on

Concentration checks when they are trying to cast a

spell. Nu mou are skilled spellcasters and are trained

as such.

• +2 racial bonus to all Knowledge (Religion) and

Knowledge (Arcane) checks. Nu mou society

revolves around religion and magic.

• +2 racial bonus on all Sense Motive checks. Nu

mou seem to be able to read others well.

• Automatic Languages: Common, Nu Mou.

• Favored Class: White Mage. A multiclass nu mou’s

white mage class does not count when determining

whether he takes an experience point penalty for

multiclassing.

Viera

Long of limb and silver-haired with a pair of rabbit

ears, the viera are intimately tied to the Wood in

which they make their home. Though closely

resembling humes in appearance, viera are said to

live as much as three times longer. Their senses of

sight and hearing are especially acute, allowing them

to track prey from a distance of many leagues. The

viera listen to the sacred voice of the Woods, and by

her voice, learn all that goes on beyond her

boundaries. Called the Green Word, it is the law by

which the viera live by. Yet for some viera this is not

enough. Those who cannot content themselves with

the Wood's whispers seek to travel the world of the

humes and witness the wonders - and horrors -

firsthand. Viera, whose curiosity leads them from the

Page 13: Page 1 of 227

Page 13 of 227

Woods are cast out, never permitted to return.

Viera Racial Traits • +2 Dexterity, -2 Constitution. Viera are agile, but

fragile.

• Medium: As Medium creatures, Viera have no

special bonuses or penalties due to their size.

• Viera base land speed is 30 feet.

• Low-Light Vision: A Viera can see twice as far as a

Hume in starlight, moonlight, torchlight, and similar

conditions of poor illumination. She retains the

ability to distinguish color and detail under these

conditions.

• +2 racial bonus to Listen, Spot, and Survival

checks. The viera are naturally alert, and generally

have keen senses.

• Automatic Languages: Common, Vieran.

• Favored Class: Archer. A multiclass viera's archer

class does not count when determining whether she

takes an experience point penalty for multiclassing.

The Lands of Gaia (FF7)

Cetra

The Cetra look identical to regular Humes, but

possess a unique ability to commune with the planet

and to guide the flow of spiritual energy. The Cetra

originally migrated from place to place, using their

connection with the earth to cultivate life wherever

they traveled, and ultimately find their fabled

"Promise Land".

Cetra Racial Traits • +2 Wisdom, +2 Charisma, -2 Strength. The Cetra

are calm and understanding and makes friends more

easily than most. They shun confrontation, and are

usually weaker than Humes.

• Medium: As Medium creatures, Cetra have no

special bonuses or penalties due to their size.

• Cetra base land speed is 30 feet.

• +4 racial bonus on all Knowledge checks. The Cetra

asks the earth for guidance.

• Automatic Languages: Common.

• Favored Classes: White Mage. A multiclass cetra’s

white mage class does not count when determining

whether he takes an experience point penalty for

multiclassing.

Moogle

Moogles are very shy, timid, and fearful of larger

races. And for good reason, as they are occasionally

hunted as exotic pets and sold on the black market.

But those who can get close to them often find a

close friend. Many people claim to have been saved

by moogles when they were lost in caves or in

woods, as moogles are quite willing to help those in

need, forgoing their fears. Overall, they hold no

grudge against any race. They just wish to leave their

lives in peace, without having to worry about being

taken from their homes and sold as if they were dogs.

Moogles typically get no taller than 2 to 3 feet,

though rumors do tell of a moogle who once stood 6

feet tall. Though many claim this to be false and say

that it was someone of another race posing as a

moogle. They are a resourceful race known to be

skillful in mechanics and engineering; they were the

first pioneers of airship construction. They have long,

rabbit-like ears and tend to have beige or gray fur.

Moogle Racial Traits • +2 Dexterity, +2 Charisma, -2 Strength. Moogles

tend to be very agile and have the innate ability to get

along with others easily. However, they are not built

physically powerful.

• Small: As a Small creature, a moogle gains a +1

size bonus to Armor Class, a +1 size bonus on attack

rolls, and a +4 size bonus on Hide checks, but he uses

smaller weapons than humes use, and his lifting and

carrying limits are three-quarters of those of a

Medium character.

• Moogle base land speed is 20 feet. Moogles are

small creatures and have trouble keeping up with

medium size creatures.

• Wings: Moogles have a flying speed of 15 feet with

average maneuverability, as long as they do not carry

more than a Medium load, are not wearing Heavy

armor, and are not fatigued or exhausted. A moogle’s

small bat-like wings only have a span of 2 feet.

• Handiwork: Moogles have a +2 racial bonus all

Craft and Repair checks regarding airships.

• Good Merchant: All moogles seem to have the

innate ability to identify the value of items and sell

them at a good margin. Moogles receive a +2 racial

bonus on all Appraise checks. Furthermore, moogles

gain a +2 racial bonus on all Diplomacy checks

concerning any type of business transaction.

• Automatic Languages: Common, Moogle.

• Favored Class: Bard. A multiclass moogle’s bard

class does not count when determining whether he

takes an experience point penalty for multiclassing.

Page 14: Page 1 of 227

Page 14 of 227

CHAPTER 3: BASE CLASSES Adventurers seek gold, glory, justice, fame, power,

knowledge, or maybe some other goals—perhaps

noble or perhaps base. Each chooses a different way

to attain those goals, from brutal combat power, to

mighty magic, to subtle skills. Some adventurers

prevail and grow in experience, wealth, and power.

Others die.

Your character’s class is his or her profession or

vocation. It determines what he or she is able to do:

combat prowess, magical ability, skills, and more.

Class is probably the first choice you make about

your character—just ahead of race, or perhaps in

conjunction with that decision. The class you choose

determines where you should best place your

character’s ability scores and suggests which races

are best to support that class choice.

THE CLASSES The eleven classes, in the order they’re presented in

this chapter, are as follows:

Archer: A ranged skirmisher whose arrows are swift

and deadly.

Bard: A performer whose music works magic—a

wanderer, a storyteller, and an inspirer.

Beastmaster: A ferocious warrior who fights along

with his animal companion.

Black Mage: A potent spellcaster schooled in the

magic art of destruction magic.

Blue Mage: A unique spellcaster school in the magic

art of creature magic.

Fighter: A raging warrior with exceptional combat

capability and unequaled skill with weapons.

Knight: An armored combatant with a code of honor,

defending those in need.

Monk: A martial artist whose unarmed strikes hit

fast and hard—a master of exotic powers.

Red Mage: A capable fighter and able to use both

black and white magic to a limited degree.

Thief: A tricky, skillful scout and spy who wins the

battle by stealth rather than brute force.

White Mage: A potent spellcaster schooled in the

magic art of healing magic.

THE MULTICLASS CHARACTER As your character advances in level, he or she may

add new classes. Adding a new class gives the

character a broader range of abilities, but all

advancement in the new class is at the expense of

advancement in the character’s other class or classes.

A black mage, for example, might become a

combination black mage/fighter. Adding the fighter

class would give her proficiency in more weapons,

better Fortitude saving throws, and so on, but it

would also mean that she doesn’t gain new black

mage abilities when she adds this second class and

thus is not as powerful a black mage as she otherwise

would have become if she had chosen to continue

advancing as a black mage. Rules for creating and

advancing multiclass characters can be found at the

end of this chapter.

CLASS AND LEVEL BONUSES An attack roll, saving throw, or skill check is a

combination of three numbers, each representing a

different factor: a random factor (the number you roll

on a d20), a number representing the character’s

innate abilities (the ability modifier), and a bonus

representing the character’s experience and training.

This third factor depends, either directly or indirectly,

on the character’s class and level. The Table 3–1:

Base Save and Base Attack Bonuses summarizes the

figures for this third factor when it applies to base

save bonuses and base attack bonuses.

Base Save Bonus: The two numbers given in the

column on the Table 3–1 apply to saving throws.

Whether a character uses the first (good) bonus or the

second (poor) bonus depends on his or her class and

the type of saving throw being attempted. For

example, fighters get the lower bonus on Reflex and

Will saves and the higher bonus on Fortitude saves,

while thieves get the lower bonus on Fortitude and

Will saves and the higher bonus on Reflex saves.

Monks are equally good at all three types of saving

throws. See each class’s description to find out which

bonus applies to which category of saves. If a

character has more than one class, the base save

bonuses for each class are cumulative.

Base Attack Bonus: On an attack roll, apply the

bonus from the appropriate column on the Table 3–1

according to the class to which the character belongs.

Whether a character uses the first (good) base attack

bonus, the second (average) base attack bonus, or the

third (poor) base attack bonus depends on his or her

class. Beastmasters, fighters, knights, and monks

have a good base attack bonus, so they use the first

Base Attack Bonus column. Blue mages, red mages,

and thieves have an average base attack bonus, so

Page 15: Page 1 of 227

Page 15 of 227

they use the second column. Bards, black mages, and

white mages have a poor base attack bonus, so they

use the third column.

Numbers after a slash indicate additional attacks at

reduced bonuses: ―+12/+7/+2‖ means three attacks

per round, with an attack bonus of +12 for the first

attack, +7 for the second, and +2 for the third. Any

modifiers on attack rolls apply to all these attacks

normally, but bonuses do not grant extra attacks. If a

character has more than one class, the base attack

bonuses for each class are cumulative.

Table 3-1: Base Save and Base Attack Bonuses

Class

Level

Base

Save

Bonus

(Good)

Base

Save

Bonus

(Poor)

Base

Attack

Bonus

(Good)

Base

Attack

Bonus

(Average)

Base

Attack

Bonus

(Poor)

1st +2 +0 +1 +0 +0

2nd

+3 +0 +2 +1 +1

3rd

+3 +1 +3 +2 +1

4th

+4 +1 +4 +3 +2

5th

+4 +1 +5 +3 +2

6th

+5 +2 +6/+1 +4 +3

7th

+5 +2 +7/+2 +5 +3

8th

+6 +2 +8/+3 +6/+1 +4

9th

+6 +3 +9/+4 +6/+1 +4

10th

+7 +3 +10/+5 +7/+2 +5

11th

+7 +3 +11/+6/+1 +8/+3 +5

12th

+8 +4 +12/+7/+2 +9/+4 +6/+1

13th

+8 +4 +13/+8/+3 +9/+4 +6/+1

14th

+9 +4 +14/+9/+4 +10/+5 +7/+2

15th

+9 +5 +15/+10/+5 +11/+6/+1 +7/+2

16th

+10 +5 +16/+11/+6/+1 +12/+7/+2 +8/+3

17th

+10 +5 +17/+12/+7/+2 +12/+7/+2 +8/+3

18th

+11 +6 +18/+13/+8/+3 +13/+8/+3 +9/+4

19th

+11 +6 +19/+14/+9/+4 +14/+9/+4 +9/+4

20th

+12 +6 +20/+15/+10/+5 +15/+10/+5 +10/+5

LEVEL-DEPENDENT BENEFITS In addition to attack bonuses and saving throw

bonuses, all characters gain other benefits from

advancing in level. The Table 3–2: Experience and

Level-Dependent Benefits summarizes these

additional benefits.

XP: The column on Table 3–2 shows the experience

point total needed to attain a given character level—

that is, the total of all the character’s level in classes.

(A character’s level in a class is called his or her class

level.) For any character (including a multiclass one),

XP determines overall character level, not individual

class levels.

Class Skill Max Ranks: The maximum number of

ranks a character can have in a class skill is equal to

his or her character level + 3. A class skill is a skill

frequently associated with a particular class—for

example, Spellcraft is a class skill for black mages.

Class skills are given in each class description in this

chapter.

Cross-Class Skill Max Ranks: For cross-class skills

(skills not associated with a character’s class), the

maximum number of ranks a character can have is

one-half the maximum for a class skill. For example,

at 1st level, a black mage could have 2 ranks in Move

Silently (typically associated with thieves, and on

that class’s list of class skills), but no more. These 2

ranks in a cross-class skill would cost the black mage

4 skill points, whereas the same 4 points would buy 4

ranks in a black mage class skill, such as Spellcraft.

The half ranks (1/2) indicated on Table 3–2 don’t

improve skill checks. They simply represent partial

Page 16: Page 1 of 227

Page 16 of 227

purchase of the next skill rank and indicate the

character is training to improve that skill.

Limit Breaks: Limit breaks are special abilities that

all classes get at 1st level. Each class gets two

separate abilities starting off. Limit breaks can be

only activated when a character is at or below 25%

health and can only use a limit break, once per day

per limit break. A limit break is activated as an

immediate action, but doesn’t go off until the

character’s next turn.

Feats: Every character gains one feat at 1st level and

another at every level divisible by three (3rd, 6th, 9th,

12th, 15th, and 18th

level). These feats are in addition

to any bonus feats granted as class features (see the

class descriptions later in this chapter) and the bonus

feat granted to all humes. See Chapter 5: Feats for

more information about feats.

Ability Increases: Upon attaining any level divisible

by four (4th, 8th, 12th, 16th, and 20th level), a

character increases one of his or her ability scores by

1 point. The player chooses which ability score to

improve. For example, a thief with a starting

Dexterity of 16 might increase this to 17 at 4th level.

At 8th level, the same character might increase his

Dexterity score again (from 17 to 18) or could choose

to improve some other ability instead. The ability

improvement is permanent.

For multiclass characters, feats and ability score

increases are gained according to character level, not

class level. Thus, a 3rd-level black mage/1st-level

fighter is a 4th-level character overall and eligible for

her first ability score boost.

Table 3-2: Experience and Level-Dependent Benefits

Character

Level XP

Class

Skill Max

Ranks

Cross-Class

Skill Max

Ranks

Feats

Ability

Score

Increases

1st 0 4 2 1

st —

2nd

1,000 5 2 ½ — —

3rd

3,000 6 3 2nd

4th

6,000 7 3 ½ — 1st

5th

10,000 8 4 — —

6th

15,000 9 4 ½ 3rd

7th

21,000 10 5 — —

8th

28,000 11 5 ½ — 2nd

9th

36,000 12 6 4th

10th

45,000 13 6 ½ — —

11th

55,000 14 7 — —

12th

66,000 15 7 ½ 5th

3rd

13th

78,000 16 8 — —

14th

91,000 17 8 ½ — —

15th

105,000 18 9 6th

16th

120,000 19 9 ½ — 4th

17th

136,000 20 10 — —

18th

153,000 21 10 ½ 7th

19th

171,000 22 11 — —

20th

190,000 23 11 ½ — 5th

CLASS DESCRIPTIONS The rest of this chapter, up to the section on

multiclass characters, describes the character classes

in alphabetical order. Each description begins with a

general discussion in ―game world‖ terms, the sort of

description that characters in the world could

understand and the way such a character might

describe himself or herself.

GAME RULE INFORMATION

Page 17: Page 1 of 227

Page 17 of 227

Following the general class description comes game

rule information. Not all of the following categories

apply to every class.

Abilities: The Abilities entry tells you which abilities

are most important for a character of that class.

Players are welcome to ―play against type,‖ but a

typical character of that class will have his or her

highest ability scores where they’ll do the most good

(or, in game world terms, be attracted to the class that

most suits his or her talents or for which he or she is

best qualified).

Alignment: A few classes restrict a character’s

possible alignments. For example, a knight must have

a lawful alignment. An entry of ―Any‖ means that

characters of this class are not restricted in alignment.

Hit Die: The type of Hit Die used by characters of

the class determines the number of hit points gained

per level.

HD Type Class

d4 Black mage, blue mage, white mage

d6 Bard, red mage, thief

d8 Archer, monk

d10 Beastmaster, fighter

d12 Knight

A character rolls one Hit Die each time he or she

gains a new level, then applies any Constitution

modifier to the roll, and adds the result to his or her

hit point total. Thus, a character has the same number

of Hit Dice as levels. For his or her first Hit Die, a

1st-level character gets the maximum hit points rather

than rolling (although Constitution modifiers,

positive or negative, still apply).

If your character has a Constitution penalty and gets a

result of 0 or lower after the penalty is applied to the

Hit Die roll, ignore the roll and add 1 to your

character’s hit point total anyway. It is not possible to

lose hit points (or not receive any) when gaining a

level, even for a character with a rotten Constitution

score.

Class Table: This table details how a character

improves as he or she gains levels in the class. Some

of this material is repeated from the Table 3–1: Base

Save and Base Attack Bonuses, but with more detail

on how the numbers apply to that class. Class tables

typically include the following:

Level: The character’s level in that class.

Base Attack Bonus: The character’s base attack

bonus and number of attacks.

Fort Save: The base save bonus on Fortitude saving

throws. The character’s Constitution modifier also

applies.

Ref Save: The base save bonus on Reflex saving

throws. The character’s Dexterity modifier also

applies.

Will Save: The base save bonus on Will saving

throws. The character’s Wisdom modifier also

applies.

Special: Level-dependent class abilities, each

explained in the Class Features section that follows.

Magic Points: How many magic points the character

can utilize each day.

Spell/Song Level: This indicates what spell level or

song level a mage or bard can cast or perform up to.

Class Skills: This section of a class description gives

the class’s list of class skills, the number of skill

points the character starts with at 1st level, and the

number of skill points gained each level thereafter. A

character gets some number of skill points each level,

such depending on the class in question, such as 6 for

a blue mage or 8 for a thief. To this number, apply

the character’s Intelligence modifier (and 1 bonus

point, if the character is hume) to determine the total

skill points gained each level (but always at least 1

skill point per level, even for a character with an

Intelligence penalty). A 1st-level character starts with

four times this number of skill points. Since the

maximum ranks in a class skill for a character is the

character’s level + 3, at 1st level you can buy as

many as 4 ranks in any class skill, at a cost of 1 skill

point per rank.

You can also buy skills from other classes’ skill lists,

but each skill point only buys 1/2 rank in these cross-

class skills, and you can buy only half the maximum

ranks a class skill would have (thus, the maximum

rank for a cross-class skill at 1st level is 2).

Class Features: Special characteristics of the class.

When applicable, this section also mentions

restrictions and disadvantages of the class. Class

features include some or all of the following.

Page 18: Page 1 of 227

Page 18 of 227

Weapon and Armor Proficiency: This section

details which weapons and armor types the character

is proficient with. Regardless of training,

cumbersome armor interferes with certain skills (such

as Climb) and with the casting of most arcane spells.

Characters can become proficient with other weapon

or armor types by acquiring the appropriate Armor

Proficiency (light, medium, heavy), Shield

Proficiency, and Weapon Proficiency (exotic, martial

or simple) feats. (See Chapter 5: Feats.)

Other Features: Each class has certain unique

capabilities. Some, such as the thief, have few;

others, such as the monk, have many.

Some abilities are supernatural or spell-like. Using a

spell-like ability is essentially like casting a spell (but

without components), and it provokes attacks of

opportunity. Using a supernatural ability is not like

casting a spell.

Ex-Members: If, for some reason, a character is

forced to give up this class, these are the rules for

what happens. Unless otherwise noted in the class

description, an ex-member of a class retains any

weapon and armor proficiencies he or she has gained.

Archer Archers are excellent range damage dealers. They are

capable making impossible shots that appear fluid

and natural. They make excellent skirmishers,

capable dropping a foe before it could move a step

towards them.

GAME RULE INFORMATION Archers have the following game statistics.

Abilities: Dexterity is very important for Archers. It

helps them shoot accurately and dodge melee attacks.

It also gives them access to certain Dexterity-oriented

feats.

Alignment: Any.

Hit Die: d8.

Class Skills The archer’s class skills (and the key ability for each

skill) are Balance (Dex), Climb (Str), Concentration

(Con), Craft (Int), Hide (Dex), Jump (Str),

Knowledge (any) (Int), Listen (Wis), Move Silently

(Dex), Ride (Dex), Search (Int), Spot (Wis), Swim

(Str), and Tumble (Dex).

Skill Points at 1st level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int

modifier.

Class Features

All of the following are class features of the archer.

Weapon and Armor Proficiency: Archers are

proficient with all simple weapons, plus longbow,

shortbow, composite longbow, composite shortbow.

Archers are proficient with light armor, but not with

any type of shields.

Limit Breaks (Su): At 1st level, the archer receives

the Limit Breaks (Barrage and Trueshot Arrow).

Barrage (Su): This Limit Break allows the

archer to shoot a single arrow into the area towards

the designated area within range. As the arrow

descends, it splits into hundreds of arrows raining

down upon his enemies. Those within 50’ radius of

the indicated area the archer has chosen suffers 1d8

damage per level, a Reflex save for half damage. The

archer and his allies are unaffected by this Limit

Break.

Trueshot Arrow (Su): This Limit Break

allows the archer to shoot a single arrow at any

opponent within three times the maximum range

without any penalties. The archer receives a +2

competence bonus on the Attack roll per archer class

level. If it hits, the damage is maximized and

doubled. The Aim ability and Precision Shots all

stack if all conditions are satisfied with this Limit

Break.

Archery Combat Style (Ex): At 1st level, the archer

is treated as having the Precise Shot feat, even if he

does not have the normal prerequisites for that feat.

The benefits of the style apply only when he wears

light to no armor. He loses all benefits of his combat

style when wearing medium or heavy armor.

Aim (Ex): Starting at 1st level and every other level

thereafter, the archer can wait a few seconds to aim

and take a full measure of his bow to make every shot

count. For every segment the archer waits (up to the

max of his Aim bonus), the archer receives a

competence bonus indicated on the table above to his

Attack and Damage rolls.

Page 19: Page 1 of 227

Page 19 of 227

Table 3-3: The Archer

Level Base Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +1 +2 +2 +0 Archery Combat Style, Aim

(+1), Limit Breaks

2nd

+2 +3 +3 +0 Deflect Arrows, Extended

Range

3rd

+3 +3 +3 +1 Precision Shot (+1d6), Aim

(+2)

4th

+4 +4 +4 +1 Bonus Feat

5th

+5 +4 +4 +1 Improved Archery Combat

Style, Aim (+3)

6th

+6/+1 +5 +5 +2 Fast Movement (+10 ft.)

7th

+7/+2 +5 +5 +2 Precision Shot (+2d6), Aim

(+4)

8th

+8/+3 +6 +6 +2 Bonus Feat

9th

+9/+4 +6 +6 +3 Aim (+5)

10th

+10/+5 +7 +7 +3 Archery Combat Style

Mastery, Arrow Cleave

11th

+11/+6/+1 +7 +7 +3 Precision Shot (+3d6), Aim

(+6)

12th

+12/+7/+2 +8 +8 +4 Bonus Feat, Fast Movement

(+20 ft.)

13th

+13/+8/+3 +8 +8 +4 Aim (+7)

14th

+14/+9/+4 +9 +9 +4 Keen Arrows

15th

+15/+10/+5 +9 +9 +5 Precision Shot (+4d6), Aim

(+8), Far Precision

16th

+16/+11/+6/+1 +10 +10 +5 Bonus Feat

17th

+17/+12/+7/+2 +10 +10 +5 Aim (+9)

18th

+18/+13/+8/+3 +11 +11 +6 Fast Movement (+30 ft.)

19th

+19/+14/+9/+4 +11 +11 +6 Precision Shot (+5d6), Aim

(+10)

20th

+20/+15/+10/+5 +12 +12 +6 Aimed Shot (1/day), Bonus

Feat

Extended Range (Ex): Starting at 2nd

level, after all

multipliers have been applied, an archer adds 10 feet

to the range increment of bows he uses for each level

he possesses in the archer class. Thus, an 8th

-level

archer with a composite longbow and the Far Shot

feat would have a range increment of ([110 feet x

1.5] + [8 x 10 feet] = 165 feet + 80 feet) 245 feet.

Deflect Arrows (Ex): At 2nd

level, archers receive

Deflect Arrows as a bonus feat.

Precision Shot (Ex): At 3rd

level and every four

levels afterwards, the archer can make precision shots

for extra damage at close range. This extra damage is

1d6 at 3rd

level, and it increases by 1d6 every four

archer levels thereafter. Should the archer score a

critical hit with a precision shot, this extra damage is

not multiplied. The archer must be within 30 feet to

make precision shots and it does not stack with feats

that give extra attacks. It does, however, stack with

Aim (see above).

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, an

archer gains a bonus feat. The archer must still meet

all prerequisites for a bonus feat. These bonus feats

are in addition to the feat that a character of any class

gets every three levels.

Page 20: Page 1 of 227

Page 20 of 227

Improved Archery Combat Style (Ex): At 5th

level,

an archer’s aptitude in his archery combat style

improves. He is treated as having the Manyshot feat,

even if he does not have the normal prerequisites for

that feat. As before, the benefits of the style apply

only when he wears light to no armor. He loses all

benefits of his combat style when wearing medium or

heavy armor.

Fast Movement (Ex): At 6th

level, when not firing or

reloading, archers quickly change position. When

wearing no armor and carrying no more than a light

load, his base move speed increases by 10’. This

bonus increases to 20’ at 12th

level and again

increases again to 30’ at 18th

level.

Archery Combat Style Mastery (Ex): At 10th

level,

an archer’s aptitude in his archery combat style

improves again. He is treated as having the Improved

Precise Shot feat, even if he does not have the normal

prerequisites for that feat. As before, the benefits of

the style apply only when he wears light to no armor.

He loses all benefits of his combat style when

wearing medium or heavy armor.

Arrow Cleave (Ex): A bow in the hands of a 10th

-

level archer becomes a weapon capable of shots with

incredible power and precision. Whenever an archer

deals enough damage to a creature with an arrow to

drop the creature below 0 hit points, the archer

receives a second attack against another creature

within half the weapon’s range increment of the first

target. If the second target is dropped below 0 hit

points by the attack, the archer may take a third

attack against another creature within one-quarter of

the weapon’s range increment from the second target,

and so on – the maximum distance between potential

targets halving each time a target is successfully

dropped.

Keen Arrows (Ex): At 14th

level, the threat range of

all arrows fired by an archer is doubled. A normal

arrow in the hands of an archer has a threat range of

19-20/x2.

Far Precision (Ex): At 15th

level, the archer’s range

for precision shots increases to 60’. This also

increases the Point Blank Shot feat to 60’ as well.

Aimed Shot (Ex): At 20th

level, once per day, the

archer can double his Aim ability’s bonuses.

Bard The bard has songs that do a variety of things,

making him very versatile and useful. Bards can

speed their party to their goal, buff the party

members, increase their MP and hit point

regeneration, and also debuff enemies in order to

make them easier to kill. He can also inspire his allies

to go beyond what they’re capable of, often perform

feats of heroics with just a simple word of

encouragement from the bard.

GAME RULE INFORMATION Bards have the following game statistics.

Abilities: Charisma determines how powerful a song

a bard can perform, how hard those songs are to

resist, and how many additional MP a bard receives

from a high attribute.

Alignment: Any.

Hit Die: d6.

Class Skills The bard’s class skills (and the key ability for each

skill) are Balance (Dex), Bluff (Cha), Climb (Str),

Concentration (Con), Diplomacy (Cha), Disguise

(Cha), Gather Information (Cha), Hide (Dex), Jump

(Str), Knowledge (all skills, taken individually) (Int),

Listen (Wis), Move Silently (Dex), Perform (Cha),

Profession (Wis), Sense Motive (Wis), Sleight of

Hand (Dex), Speak Language (n/a), Swim (Str), and

Tumble (Dex).

Skill Points at 1st level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int

modifier.

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is

proficient with all simple weapons, plus the

longsword, rapier, sap, short sword, shortbow, and

whip. Bards are proficient with light armor and

shields (except tower shields).

Because the somatic components required for bard

songs are relatively simple, a bard can perform songs

while wearing light armor without incurring the

normal spell failure chance. However, like Mages, a

bard wearing medium or heavy armor or using a

shield incurs a chance of spell failure.

Page 21: Page 1 of 227

Page 21 of 227

Table 3-4: The Bard

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Song

Level

1st +0 +0 +2 +2

Bardic Music, Additional

Song Effect, Limit Breaks 2 1

st

2nd

+1 +0 +3 +3 3 1st

3rd

+1 +1 +3 +3 Inspiration (1/day) 4 1st

4th

+2 +1 +4 +4 Bonus Feat 5 1st

5th

+2 +1 +4 +4 9 2nd

6th

+3 +2 +5 +5 Inspiration (2/day) 11 2nd

7th

+3 +2 +5 +5 13 2nd

8th

+4 +2 +6 +6 Bonus Feat 15 2nd

9th

+4 +3 +6 +6 Inspiration (3/day) 21 3rd

10th

+5 +3 +7 +7 Additional Song Effect 24 3rd

11th

+5 +3 +7 +7 27 3rd

12th

+6/+1 +4 +8 +8 Bonus Feat, Inspiration

(4/day) 30 3

rd

13th

+6/+1 +4 +8 +8 38 4th

14th

+7/+2 +4 +9 +9 42 4th

15th

+7/+2 +5 +9 +9 Inspiration (5/day) 46 4th

16th

+8/+3 +5 +10 +10 Bonus Feat 50 4th

17th

+8/+3 +5 +10 +10 60 5th

18th

+9/+4 +6 +11 +11 Inspiration (6/day) 65 5th

19th

+9/+4 +6 +11 +11 70 5th

20th

+10/+5 +6 +12 +12 Additional Song Effect,

Bonus Feat 75 5

th

Additional Song Effect: Starting at 1st level, a bard

can perform an additional song, allowing him to

perform two songs. At 10th

and 20th

level, the bard

can perform more songs at the same time. The

perform check is needed all songs, with a +2 to the

perform DC for each song after the first.

Limit Break (Su): At 1st level, the bard receives the

Limit Breaks (Enhanced Song and Destructive

Shout).

Enhanced Song (Su): This Limit Break

enhances a Song of the bard’s choice. It maximizes

and doubles all variables for the duration of the song.

Destructive Shout (Su): This Limit Break

causes the Bard to shout towards his opponents

causing Sonic damage. It’s a 60’ Cone and deals 1d6

points of sonic damage per level. It also causes

creatures to be stunned for 1 round. A creature in the

area of effect can negate the stunning with a

successful Fortitude save. The DC save is 10 + ½

character level + Charisma modifier.

Bardic Music: A bard performs songs from his song

list. Like Mages, they have to purchase additional

songs to add to their repertoire.

To learn or perform a song, a bard must have a

Charisma score equal to at least 10 + the song level

(Cha 11 for 1st-level songs, Cha 12 for 2

nd-level

songs, and so forth). The Difficulty Class for a saving

throw against a bard’s song is 10 + the song’s level +

the bard’s Charisma modifier. In addition, a bard

gains additional MP for having a high attribute

(Charisma).

Performing a song also requires the bard to make a

perform skill check of DC 10 + the song’s level in

addition to spending MP. Failure in making the skill

check still expends the MP cost of the song. All

songs have a duration of three rounds, unless

otherwise stated (not including feats that may make

Page 22: Page 1 of 227

Page 22 of 227

the duration longer), before the bard must make

another perform check and pay the MP cost again.

Most songs have a radius of 30 feet, centered on the

bard, unless otherwise stated.

Table 3-5: Bard Songs Known

Level 1st 2nd 3rd 4th 5th

1st 2 — — — —

2nd 2 — — — —

3rd 2 — — — —

4th 2 — — — —

5th 3 1 — — —

6th 3 1 — — —

7th 3 1 — — —

8th 3 1 — — —

9th 4 2 1 — —

10th 4 2 1 — —

11th 4 2 1 — —

12th 4 2 1 — —

13th 4 3 2 1 —

14th 4 3 2 1 —

15th 4 3 2 1 —

16th 4 3 2 1 —

17th 4 4 3 2 1

18th 4 4 3 2 1

19th 4 4 3 2 1

20th 4 4 3 2 1

Inspiration: At 3rd

level, a bard can use his song or

poetics to inspire and produce magical effects on

those around him (usually including himself, if

desired). Each ability requires both a minimum bard

level and a minimum number of ranks in the Perform

skill to qualify; if a bard does not have the required

number of ranks in at least one Perform skill, he does

not gain the inspiration ability until he acquires the

needed ranks.

Starting an inspiration effect is a standard action. Just

as for casting a spell with a verbal component, a deaf

bard has 20% chance to fail when attempting to use

inspiration. If he fails, the attempt still counts against

his daily limit. The bard can use his inspirations once

per inspiration gained per day and each inspiration

lasts for one round per level.

Inspire Courage (Su): At 3rd

level, a bard with

5 or more ranks in a Perform skill can use song or

poetics to inspire courage in his allies (including

himself), bolstering them against fear and improving

their combat abilities. To be affected, an ally must be

able to hear the bard sing. An affected ally receives a

+1 morale bonus on saving throws against charm and

fear effects and a +1 morale bonus on attack and

weapons damage rolls. At 8th

level, and every six

bard levels thereafter, this bonus increases by 1 (+2 at

8th

, +3 at 14th

, and +4 at 20th

). Inspire courage is a

mind-affecting ability.

Inspire Competence (Su): At 6th

level, a bard

with 8 or more ranks in a Perform skill can use his

music or poetics to help an ally succeed at a task. The

ally must be within 30 feet and able to see and hear

the bard. The bard must also be able to see the ally.

Depending on the task that the ally has at hand, the

bard may use his inspiration to lift the ally’s spirits,

to help him or her focus mentally, or in some other

way. The ally gets a +2 competence bonus on skill

checks with a particular skill. A bard can’t inspire

competence in himself. Inspire competence is a

mind-affecting ability.

Inspire Greatness (Su): At 9th

level, a bard

with 11 or more ranks in a Perform skill can use

music or poetics to inspire greatness in himself or a

single willing ally within 30 feet, granting him or her

extra fighting capability. For every three levels a bard

attains beyond 9th

, he can target one additional ally

with a single use of this ability (two at 12th

level,

three at 15th

, four at 18th

). A creature inspired with

greatness gains 2 bonus Hit Dice (d10s), the

commensurate number of temporary hit points (apply

the target’s Constitution modifier, if any, to these

bonus Hit Dice), a +2 competence bonus on attack

rolls, and a +1 competence bonus on Fortitude saves.

The bonus Hit Dice count as regular Hit Dice for

determining the effect of spells. Inspire greatness is a

mind-affecting ability.

Inspire Freedom (Su): At 12th

level, a bard

with 14 or more ranks in a Perform skill can use

music or poetics to create an effect to free someone

from enchantments. Any enchantment effect on a

chosen target is dispelled (requiring a caster level

check versus the caster’s enchantment). Any attempts

to cast enchantments on chosen target are dispelled

with a successful caster level check. A bard can’t use

inspire freedom on himself. Inspire freedom is a

mind-affecting ability.

Inspire Heroics (Su): At 15th

level, a bard

with 17 or more ranks in a Perform skill can use

music or poetics to inspire tremendous heroism in

Page 23: Page 1 of 227

Page 23 of 227

himself or a single willing ally within 30 feet,

allowing that creature to fight bravely even against

overwhelming odds. For every three bard levels the

character attains beyond 15th

, he can inspire heroics

in one additional creature. A creature so inspired

gains a +4 morale bonus on saving throws and a +4

dodge bonus to AC. Inspire heroics is a mind-

affecting ability.

Inspire Healing (Su): At 18th

level, a bard

with 20 or more ranks in a Perform skill can use

music or poetics to inspire healing in himself or a

single willing ally within 30 feet. A creature so

inspired gains Fast Healing 1 per four bard levels the

character has attained up to a maximum of Fast

Healing 5. Inspire healing is a mind-affecting ability.

Bonus Feat: A bard receives a bonus feat starting at

4th

level and receives an additional bonus feat every

four bard levels thereafter (8th

, 12th

, 16th

, and 20th

). A

bard must still meet all prerequisites for a bonus feat,

including ability score and base attack bonus

minimums.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Beastmaster A beastmaster is a wilderness warrior who has

developed an uncanny rapport with animals. Though

truly fearsome in battle, the beastmaster can be quite

gentle when dealing with creatures of the wild. A

beastmaster typically travels with one or more animal

companions who show incredible loyalty to their

humanoid friend. Though a beastmaster prefers to

spend time in the wild with his animal companion, he

is not averse to venturing into civilized lands when

the need arises. As long as animals may be found

where he travels, the beastmaster will feel at home.

GAME RULE INFORMATION Beastmasters have the following game statistics.

Abilities: Strength is especially important for

beastmasters because it improves their melee attack

and damage rolls. Constitution is important for giving

beastmasters lots of hit points, which they need in

their many battles.

Alignment: Any.

Hit Die: d10.

Class Skills The beastmaster’s class skills (and the key ability for

each skill) are Climb (Str), Craft (Int), Handle

Animal (Cha), Heal (Wis), Intimidate (Cha), Jump

(Str), Knowledge (nature) (Int), Spot (Wis), Survival

(Wis), and Swim (Str).

Skill Points at 1st level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int

modifier.

Class Features

All of the following are class features of the

beastmaster.

Weapon and Armor Proficiency: A beastmaster is

proficient with all simple weapons and with light

armor but not shields.

Limit Breaks (Su): At 1st level, the beastmaster

receives the Limit Breaks (Bestial Fury and Mastery

of Beasts).

Bestial Fury (Su): This Limit Break causes

the beastmaster and his companion to go into a

bestial fury. For the next 5 rounds, the beastmaster

and his companion is granted a +2 enhancement

bonus to Strength and Constitution per four

beastmaster levels as well as an extra attack at their

highest base attack bonus if they make a full attack.

Mastery of Beasts (Su): This Limit Break

allows the beastmaster to call 3d4 creatures of the

same type as his companion with maximum hit points

to aid him in battle, 2d4 dire creatures of the same

type at level 10, and 1d4 legendary creatures of the

same type at level 20. The creatures appear instantly

and remaining for up to 5 rounds, at which point they

disperse into the wild.

Animal Companion (Ex): A beastmaster may begin

play with an animal companion selected from the

following list: ape, bear (black), hawk, snake

(medium), or wolf. This animal is a loyal companion

that accompanies the beastmaster on his adventures

as appropriate for its kind.

Page 24: Page 1 of 227

Page 24 of 227

Table 3-6: The Beastmaster

Level Base Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +1 +2 +0 +0 Animal Companion, Wild

Empathy, Limit Breaks

2nd

+2 +3 +0 +0 Empathic Link

3rd

+3 +3 +1 +1 Alertness

4th

+4 +4 +1 +1 Bonus Feat

5th

+5 +4 +1 +1 Beastial Transformation

(Partial)

6th

+6/+1 +5 +2 +2 Speak with Animals

7th

+7/+2 +5 +2 +2 Bonus Feat

8th

+8/+3 +6 +2 +2 Natural Weaponry

9th

+9/+4 +6 +3 +3 Low-Light Vision

10th

+10/+5 +7 +3 +3 Dire Companion

11th

+11/+6/+1 +7 +3 +3 Scent

12th

+12/+7/+2 +8 +4 +4 Bonus Feat

13th

+13/+8/+3 +8 +4 +4 Natural Weaponry

14th

+14/+9/+4 +9 +4 +4

15th

+15/+10/+5 +9 +5 +5 Beastial Transformation

(Full)

16th

+16/+11/+6/+1 +10 +5 +5 Bonus Feat

17th

+17/+12/+7/+2 +10 +5 +5

18th

+18/+13/+8/+3 +11 +6 +6 Natural Weaponry

19th

+19/+14/+9/+4 +11 +6 +6

20th

+20/+15/+10/+5 +12 +6 +6 Legendary Companion,

Bonus Feat

A 1st-level beastmaster’s companion is completely

typical for its kind except as noted in the table below.

As a beastmaster advances in level, the animal’s

power increases as shown on the table. If the animal

companion is of higher hit dice than the beastmaster

in levels, it does not receive any additional hit dice

until the beastmaster advances in levels higher than

the animal companion’s hit dice.

At 10th

level, the beastmaster’s animal companion

becomes a dire companion, becoming a dire animal.

If the dire companion is of higher hit dice than the

beastmaster in levels, it does not receive any

additional hit dice until the beastmaster advances in

levels higher than the dire companion’s hit dice.

At 20th

level, the beastmaster’s dire companion

becomes a legendary companion, becoming a

legendary animal. If the legendary companion is of

higher hit dice than the beastmaster in levels, it does

not receive any additional hit dice.

If a beastmaster releases his companion from service,

he may gain a new one by performing a ceremony

requiring 24 uninterrupted hours of summoning. This

ceremony can also replace an animal companion that

has perished.

Class Level: The character’s beastmaster

level.

Bonus HD: Extra eight-sided (d8) Hit Dice,

each of which gains a Constitution modifier, as

Class

Level

Bonus

HD

Natural

Armor

Adj.

Str/Dex

Adj.

Bonus

Tricks Special

1st–2nd +0 +0 +0 1 Link

3rd–5th +2 +2 +1 2 Evasion

6th–8th +4 +4 +2 3 Devotion

9th–11th +6 +6 +3 4 Multiattack

12th–14th +8 +8 +4 5

15th–17th +10 +10 +5 6 Improved Evasion

18th–20th +12 +12 +6 7 Blood Bond

Page 25: Page 1 of 227

Page 25 of 227

normal. Extra Hit Dice improve the companion’s

base attack and base save bonuses. The companion’s

base attack bonus is equal to that of a beastmaster of

a level equal to the companion’s HD. The companion

has good Fortitude and Reflex saves (treat it as a

character whose level equals the creature’s HD). The

companion gains additional skill points or feats for

bonus HD as normal for advancing a monster’s Hit

Dice.

Natural Armor Adj.: The number on the table

is an improvement to the companion’s existing

natural armor bonus. It represents the preternatural

toughness of a beastmaster’s companion.

Str/Dex Adj.: Add this figure to the

companion’s Strength and Dexterity score.

Link (Ex): A beastmaster can handle his

companion as a free action, or push it as a move

action, even if he doesn’t have any ranks in the

Handle Animal skill. The beastmaster gains a +4

competence bonus on all wild empathy checks and

Handle Animal checks made regarding the

beastmaster’s companion.

Evasion (Ex): If the beastmaster’s companion

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.

Devotion (Ex): The companion’s devotion to

its master is so complete that it gains a +4 morale

bonus on Will saves against enchantment spells and

effects.

Multiattack: The beastmaster’s companion

gains Multiattack as a bonus feat if it has three or

more natural attacks and does not already have this

feat. If it does not have the requisite three or more

attacks, the companion instead gains a second attack

with its primary natural weapon, albeit at a –5

penalty.

Improved Evasion (Ex): When subjected to an

attack that normally allows a Reflex saving throw for

half damage, the companion takes no damage if it

makes a successful saving throw and half damage if

the saving throw fails.

Blood Bond (Ex): After a beastmaster has

achieved 18th

level, the bond between him and his

companion grows so strong that the companion gains

a +2 bonus on all attack rolls, checks and saves if it

witnesses the beastmaster being threatened or

harmed. This bonus lasts as long as the threat is

immediate and apparent.

Wild Empathy (Ex): A beastmaster can use body

language, vocalizations and demeanor to improve the

attitude of any creature of the animal, magical beast

or vermin types. This ability functions just like a

Diplomacy check made to improve a humanoid’s

attitude towards a character. Typically, domesticated

creatures have a starting attitude of indifferent and

wild creatures begin as unfriendly. Magical beasts

may only be influenced by a beastmaster’s wild

empathy if the creature’s Intelligence score is 5 or

less, and the beastmaster suffers a –4 penalty on any

attempts to do so. The beastmaster rolls 1d20 + his

beastmaster level + his Charisma modifier to

determine the wild empathy check result.

To use wild empathy, the beastmaster and the

creature must be able to study each other, which

means they must be within 30 feet of one another. A

standard attempt to make a wild empathy check

requires 1 minute, but as with influencing people,

circumstances may require that the process take more

or less time.

Empathic Link (Su): At 2nd

level, the beastmaster

forms an empathic link with his companion out to a

distance of up to 1 mile. At 6th

level, the beastmaster

extends his link to include not only his companion

but also any animals he has befriended. The link

allows the beastmaster and the animals to

communicate their general emotional state (fear,

hunger, happiness, curiosity) to one another. Note

that the Intelligence of animals may limit what the

creatures can communicate or understand.

Alertness: A beastmaster’s senses grow keen as he

learns some of the tricks of the animal kingdom.

Accordingly, he gains Alertness as a bonus feat at 4th

level.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

beastmaster gains a bonus feat. The beastmaster must

still meet all prerequisites for a bonus feat.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Page 26: Page 1 of 227

Page 26 of 227

Beastial Transformation: At 5th

level, a beastmaster

becomes more beast-like, taking on animal traits of

his chosen animal companion.

Ape: Beastmasters with an Ape Companion gains

Climb (with a +8 bonus to Climb checks) speed of 30

feet, +4 bonus to Dexterity, +2 bonus to Wisdom, and

a +1 Natural Armor bonus to Armor Class.

Bear: Beastmasters with a Bear Companion gains +5

movement speed, +4 bonus to Swim checks, +6

bonus to Strength, +2 bonus to Constitution and

Wisdom.

Hawk: Beastmasters with a Hawk Companion grows

wings and gains a Fly speed of 40 feet (poor) as well

as a +4 bonus to Spot checks, +2 bonus to Dexterity,

and a +4 bonus to Wisdom.

Snake: Beastmasters with a Snake Companion gains

a Swim (with a +8 bonus to Swim checks) speed of

20 feet, +4 bonus to Dexterity, +2 bonus to Wisdom,

-2 penalty to Charisma, and a +1 Natural Armor

bonus to Armor Class.

Wolf: Beastmasters with a Wolf Companion gains

+10 movement speed, and a +2 bonus to Dexterity,

Constitution, and Wisdom.

At 15th

level, a beastmaster completes his

transformation, assuming the facial features of his

chosen animal companion, and gaining more animal

traits. They also receive a Bite attack as a secondary

attack. Refer to Natural Weaponry ability for bite

damage (see below). If they already have a Bite

attack, it upgrades via the Natural Weaponry ability.

Ape: Beastmasters with an Ape Companion gains a

+2 bonus to Strength, Dexterity and Wisdom, and a

+2 Natural Armor bonus to Armor Class.

Bear: Beastmasters with a Bear Companion gains a

+2 bonus to Strength, Dexterity, Constitution and

Wisdom, and a +2 Natural Armor bonus to Armor

Class.

Hawk: Beastmasters with a Hawk Companion

increases their Fly speed to 60 and gain a +2 bonus to

Dexterity and Wisdom, and a +2 Natural Armor

bonus to Armor Class.

Snake: Beastmasters with a Snake Companion gains

a +2 bonus to Dexterity and Wisdom, -2 penalty to

Charisma, and a +2 Natural Armor bonus to Armor

Class. They also receive a Poison with their Bite

attack. The Fort DC save is 10 + half of their

beastmaster class level + Constitution modifier. The

poison deals 1d6 initial and secondary Constitution

damage.

Wolf: Beastmasters with a Wolf Companion gains a

+2 bonus to Strength, Dexterity, Constitution, and

Wisdom, and a +2 Natural Armor bonus to Armor

Class.

Speak with Animals (Su): At 6th

level, the

beastmaster may comprehend and communicate at

will with all animals, magical beasts and vermin.

Natural Weaponry (Su): At 8th

level, a beastmaster

can undertake a ritual that allows him to grow claws,

fangs or horns. The ritual lasts for one day, during

which the beastmaster cannot sleep or eat. At the end

of the ritual, the player selects claws, fangs or horns;

once the choice is made, it cannot be reversed or

altered. Once a beastmaster has grown his chosen

natural weaponry, it cannot be hidden easily and

grants him a +2 circumstance bonus on Intimidate

checks.

The beastmaster is considered proficient with his

chosen natural weapon. When making multiple

attacks in a full attack, a beastmaster suffers a –3

penalty if using his natural weapons in any attack

beyond the first. A beastmaster who selects claws

may make two attacks using the claws if he can make

multiple attacks in the same round, but may not use

them to attack while wielding another weapon.

The damage for a beastmaster’s natural weaponry is

as follows:

Character

Size

Claw

Damage

Bite/Gore

Damage

Small 1d3 1d4

Medium 1d4 1d6

Large 1d6 1d8

At 13th

level, a beastmaster undergoes a longer and

more involved ritual lasting three days without food

or sleep, and he has the option either to select a

second set of natural weaponry or to improve the

Page 27: Page 1 of 227

Page 27 of 227

natural weaponry he already possesses. If a new set

of natural weaponry is selected, it is as if the

beastmaster had selected it at 8th

level.

If the beastmaster chooses to improve his existing

natural weaponry, it grows larger and more wicked

than before. It grants a +4 circumstance bonus on

Intimidate checks but also a –2 circumstance penalty

on all checks requiring fine manipulation using the

chosen body part.

The damage for a beastmaster’s improved natural

weaponry is as follows:

Character

Size

Claw

Damage

Bite/Gore

Damage

Small 1d4 1d6

Medium 1d6 1d8

Large 1d8 2d6

At 18th

level, a beastmaster undergoes a much longer

and final ritual lasting five days without food or

sleep, and he has the option either to select a third set

of natural weaponry or to improve the natural

weaponry he already possesses. If a new set of

natural weaponry is selected, it is as if the

beastmaster had selected it at 8th

level.

If the beastmaster chooses to improve his existing

improved natural weaponry, it grows larger and more

wicked than before. It grants a +6 circumstance

bonus on Intimidate checks but also a –4

circumstance penalty on all checks requiring fine

manipulation using the chosen body part.

The damage for a beastmaster’s advanced natural

weaponry is as follows:

Character

Size

Claw

Damage

Bite/Gore

Damage

Small 1d6 1d8

Medium 1d8 2d6

Large 2d6 3d6

A beastmaster’s natural weaponry may only be used

if the beastmaster is wearing light armor or no armor.

Low-Light Vision (Ex): At 9th

level, a beastmaster

gains low-light vision, allowing him to see twice as

far as a hume in starlight, moonlight, torchlight, and

similar conditions of shadowy illumination. He

retains the ability to distinguish color and detail

under these conditions.

If he already has low-light vision from another source

(such as his race), his low-light vision improves,

allowing him to see three times as far as a hume in

conditions of shadowy illumination.

Scent (Ex): At 11th

level, a beastmaster gains the

scent ability. This ability allows the beastmaster to

detect approaching enemies, sniff out hidden foes,

and track by sense of smell. A beastmaster can

identify familiar odors just as humes do familiar

sights.

The beastmaster can detect opponents within 30 feet

by sense of smell. If the opponent is upwind, the

range increases to 60 feet; if downwind, it drops to 15

feet. Strong scents, such as smoke or rotting garbage,

can be detected at twice the ranges noted above.

When the beastmaster detects a scent, the exact

location of the source is not revealed—only its

presence somewhere within range. The beastmaster

can take a move action to note the direction of the

scent. Whenever a beastmaster comes within 5 feet of

the source, the beastmaster pinpoints the source’s

location.

Black Mage Black Mages are powerful sorcerers that use their

magical abilities to attack enemies through direct

damage spells and enfeebling magic. Although

physically weak, their potential for destruction per

spell is far greater than any melee fighter’s single

attack.

GAME RULE INFORMATION Black Mages have the following game statistics.

Abilities: Intelligence determines how powerful a

spell a black mage can cast, how hard those spells are

to resist, and how many additional MP a black mage

receives from a high attribute. A high Dexterity score

is helpful for a black mage, who typically wears little

or no armor, because it provides his with a bonus to

Armor Class. A good Constitution score gives a black

mage extra hit points, a resource that he is otherwise

very low on.

Alignment: Any.

Hit Die: d4.

Page 28: Page 1 of 227

Page 28 of 227

Table 3-7: The Black Mage

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Spell

Level

1st +0 +0 +0 +2 Black Magery, Limit

Breaks 2 1

st

2nd

+1 +0 +0 +3 3 1st

3rd

+1 +1 +1 +3 5 1st

4th

+2 +1 +1 +4 Bonus Feat 8 2nd

5th

+2 +1 +1 +4 Black Magery 11 2nd

6th

+3 +2 +2 +5 16 3rd

7th

+3 +2 +2 +5 21 3rd

8th

+4 +2 +2 +6 Bonus Feat 28 4th

9th

+4 +3 +3 +6 Black Magery 35 4th

10th

+5 +3 +3 +7 Doublecast (1/day) 44 5th

11th

+5 +3 +3 +7 53 5th

12th

+6/+1 +4 +4 +8 Bonus Feat 62 6th

13th

+6/+1 +4 +4 +8 Black Magery 73 6th

14th

+7/+2 +4 +4 +9 86 7th

15th

+7/+2 +5 +5 +9 Clear Mind 99 7th

16th

+8/+3 +5 +5 +10 Bonus Feat 114 8th

17th

+8/+3 +5 +5 +10 Black Magery 129 8th

18th

+9/+4 +6 +6 +11 1 MP Spell (1/day) 136 9th

19th

+9/+4 +6 +6 +11 152 9th

20th

+10/+5 +6 +6 +12 Quad-Cast (1/day), Bonus

Feat 169 9

th

Class Skills The black mage’s class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (all skills, taken

individually) (Int), Profession (Wis), and Spellcraft

(Int).

Skill Points at 1st level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

All of the following are class features of the black

mage.

Weapon and Armor Proficiency: Black Mages are

proficient with the dagger, sling, and quarterstaff, but

not with any type of armor or shield. Armor of any

type interferes with a black mage’s movements,

which can cause his spells with somatic components

to fail.

Spells: A black mage casts black mage spells which

are drawn the black mage spell list.

To learn or cast a spell, the black mage must have an

Intelligence score equal to at least 10 + the spell level

(Int 11 for 1st-level spells, Int 12 for 2

nd-level spells,

and so forth). The Difficulty Class for a saving throw

against a black mage’s spell is 10 + the spell level +

the black mage’s Intelligence modifier. In addition, a

black mage gains additional MP for having a high

attribute (Intelligence).

Limit Breaks (Su): At 1st level, the black mage

receives the Limit Breaks (Overchannel and MP

Shield).

Overchannel (Su): This Limit Break allows

the black mage to spend additional MP on any

spell(s) for the next 5 rounds up to twice his class

level. Each additional MP spent can be used to

increase damage by 1 extra die, increase save DC by

1, or increase duration by 5 rounds (if the spell has a

duration of 1 round or more). This Limit Break

allows the black mage to spend more MP than he can

normally spend.

Page 29: Page 1 of 227

Page 29 of 227

Table 3-8: Black Mage Spells Known

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 2 — — — — — — — —

2nd 2 — — — — — — — —

3rd 2 — — — — — — — —

4th 3 2 — — — — — — —

5th 3 2 — — — — — — —

6th 3 3 2 — — — — — —

7th 4 3 2 — — — — — —

8th 4 3 3 2 — — — — —

9th 4 3 3 2 — — — — —

10th 4 4 3 3 2 — — — —

11th 4 4 3 3 2 — — — —

12th 4 4 3 3 3 2 — — —

13th 4 4 4 3 3 2 — — —

14th 4 4 4 3 3 3 2 — —

15th 4 4 4 3 3 3 2 — —

16th 4 4 4 4 3 3 3 2 —

17th 4 4 4 4 3 3 3 2 —

18th 4 4 4 4 3 3 3 3 2

19th 4 4 4 4 4 3 3 3 2

20th 4 4 4 4 4 3 3 3 3

MP Shield (Su): This Limit Break shields the

black mage from damage by using his MP pool at a

rate of 5 damage per magic point. This Limit Break

lasts for 5 rounds and the black mage has no control

over it. If the black mage is out of MP, the Limit

Break ends prematurely and the black mage takes

damage as normal.

Black Magery: At 1st, 5

th, 9

th, 13

th, and 17

th level, a

black mage increases his power with his spells. At

each such opportunity, he can choose from the list of

the following (with a limit of 2 per):

Increased Damage: This increases any

damage spell the black mage casts by 1 extra die of

the appropriate type. This allows you to overcome

any damage cap a spell might restrict you to.

Spell Mastery: This increases the DC for all

of the black mage’s spells by 1.

Elemental Mastery: This increases the black

mage’s caster level by 1 for all spells with an

elemental descriptor.

Spell Penetration: This increases the black

mage’s caster level checks by 1 made to overcome a

creature’s spell resistance. This stacks with the Spell

Penetration feat.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

black mage gains a bonus feat. At each such

opportunity, he can choose a metamagic feat or an

item creation feat. The black mage must still meet all

prerequisites for a bonus feat, including caster level

minimums.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Doublecast (Su): At 10th

level, once per day, a black

mage can take a full-round action to cast two spells.

The black mage pays MP for both spells as normal

and if a Concentration check is needed, he must

check for both spells. He must also indicate the

targets before spells are resolved.

Clear Mind (Ex): At 15th

level, a black mage can

regain his MP quicker. The black mage must be

relaxed and must be free from overt distractions, such

as combat raging nearby or other loud noises. The

Page 30: Page 1 of 227

Page 30 of 227

black mage regains MP equaling his Intelligence

modifier per hour.

1 MP Spell (Su): At 18th

level, once per day, a black

mage can reduce the cost of spells to 1 MP. Once

activated, the following round, any spells the black

mage casts only cost 1 MP. This ability ends at the

end of that round.

Quad-Cast (Su): At 20th

level, once per day, a black

mage can take a full-round action to cast four spells.

The black mage pays MP for all four spells as normal

and if a Concentration check is needed, he must

check for all four spells. He must also indicate the

targets before spells are resolved.

Blue Mage Mages of the Azure order, these mages are

practitioners of creature magic (otherwise known as

Blue Magic). They learn spells by observing

creatures use their spell-like and supernatural

abilities. Unique to the magic world, they utilize their

strange magicks to overcome foes or help their allies.

GAME RULE INFORMATION Blue Mages have the following game statistics.

Abilities: Intelligence determines how powerful a

spell a blue mage can cast, how hard those spells are

to resist, how many additional MP a blue mage

receives from a high attribute, and also helps with

additional skill points needed for the blue mage. A

high Dexterity score is helpful for a blue mage, who

typically wears light armor, because it provides his

with a bonus to Armor Class. A good Constitution

score gives a blue mage extra hit points, a resource

that she is otherwise very low on.

Alignment: Any.

Hit Die: d4.

Class Skills The blue mage’s class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (all skills, taken

individually) (Int), Profession (Wis), and Spellcraft

(Int).

Skill Points at 1st level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

All of the following are class features of the blue

mage.

Weapon and Armor Proficiency: Blue Mages are

proficient with all simple weapons including

longswords and scimitars. Blue Mages are proficient

with light armor and small shields.

Creature Magic (Ex): A blue mage has the power to

gain new spells from creatures that have spell-like

and supernatural abilities by learning from them. The

blue mage must witness the creature use its abilities

for the blue mage to learn by making a Knowledge

(Beast Lore) skill check. The initial skill check is DC

15 + 2 per spell level of the ability.

Once learned, the ability becomes a spell in the blue

mage’s known spells list. See the monster’s

description to find out the spell level of a creature’s

spell-like and supernatural abilities. The blue mage

can learn spells above her spell level, but cannot cast

those spells until she has attain the level to be able to

cast them. The only limitation to this is the blue mage

cannot learn Limit Breaks through the use of this

ability. Any supernatural abilities learned through

this ability that doesn’t have a duration will have a

duration of 1 round per Blue Mage class level.

To learn or cast a spell, the blue mage must have an

Intelligence score equal to at least 10 + the spell level

(Int 11 for 1st-level spells, Int 12 for 2

nd-level spells,

and so forth). The Difficulty Class for a saving throw

against a blue mage’s spell is 10 + the spell level +

the blue mage’s Intelligence modifier. In addition, a

blue mage gains additional MP for having a high

attribute (Intelligence).

Limit Break (Su): At 1st level, the blue mage

receives the Limit Breaks (Creature Summons and

Dual Azure Mastery).

Page 31: Page 1 of 227

Page 31 of 227

Table 3-9: The Blue Mage

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Spell

Level

1st +0 +0 +0 +2 Blue Magery, Creature Magic,

Limit Breaks 2 1

st

2nd

+1 +0 +0 +3 3 1st

3rd

+2 +1 +1 +3 Armored Mage (Light) 5 1st

4th

+3 +1 +1 +4 Bonus Feat 8 2nd

5th

+3 +1 +1 +4 Blue Magery, Scan 11 2nd

6th

+4 +2 +2 +5 16 3rd

7th

+5 +2 +2 +5 Invoke 21 3rd

8th

+6/+1 +2 +2 +6 Bonus Feat 28 4th

9th

+6/+1 +3 +3 +6 Blue Magery 35 4th

10th

+7/+2 +3 +3 +7 Analyze 44 5th

11th

+8/+3 +3 +3 +7 53 5th

12th

+9/+4 +4 +4 +8 Bonus Feat, 62 6th

13th

+9/+4 +4 +4 +8 Blue Magery 73 6th

14th

+10/+5 +4 +4 +9 Improved Invoke 86 7th

15th

+11/+6/+1 +5 +5 +9 Clear Mind 99 7th

16th

+12/+7/+2 +5 +5 +10 Bonus Feat 114 8th

17th

+12/+7/+2 +5 +5 +10 Blue Magery 129 8th

18th

+13/+8/+3 +6 +6 +11 1 MP Spell (1/day) 136 9th

19th

+14/+9/+4 +6 +6 +11 152 9th

20th

+15/+10/+5 +6 +6 +12 Bonus Feat 169 9th

Creature Summons (Su): This Limit Break

allows the blue mage to summon creatures briefly.

For the next 5 rounds, any creature magic spells the

blue mage casts; she summons a creature from where

she learned the spell from. The creature magic spell

must be from actual monster, and not from a

humanoid for this Limit Break to summon. The

creature summoned stays for only 1 round, appearing

anywhere within 30 feet of the blue mage, obeying

the wishes of the blue mage and then disappears.

Dual Azure Mastery (Su): This Limit Break

allows the blue mage for up to 5 rounds to cast two

creature magic spells a round. MP must be paid for

both spells.

Blue Magery: At 1st, 5

th, 9

th, 13

th, and 17

th level, a

blue mage increases her power with her spells. At

each such opportunity, she can choose from the list of

the following (with a limit of 2 per):

Spell Mastery: This increases the DC for all

of the blue mage’s spells by 1.

Spell Penetration: This increases the blue

mage’s caster level checks by 1 made to overcome a

creature’s spell resistance. This stacks with the Spell

Penetration feat.

Creature Knowledge Mastery: This increases

the blue mage’s Knowledge (Beast Lore) checks for

learning new spells from creatures by +2 and also

provides a +2 insight bonus on all saving throws from

creatures that have been Scanned.

Armored Mage (Ex): At 3rd

level, normally, armor

of any type interferes with a spell-caster's gestures,

which can cause spells to fail if those spells have a

somatic component. A blue mage's limited focus and

specialized training, however, allows her to avoid

spell failure so long as she sticks to light armor and

light shields. This training does not extend to medium

or to heavy shields. This ability does not apply to

spells gained from a different spell-casting class.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

blue mage gains a bonus feat. At each such

opportunity, she can choose a metamagic feat or an

Page 32: Page 1 of 227

Page 32 of 227

item creation feat. The blue mage must still meet all

prerequisites for a bonus feat, including caster level

minimums.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Scan (Su): At 5th

level, and at a cost of 1 MP, the

blue mage can scan a creature to find out if a creature

has a spell-like or supernatural ability she can learn

from. This ability has a range of 60 feet and requires

a move action which doesn’t provoke attacks of

opportunity.

Invoke (Su): At 7th

level, and at a cost of 2 MP, the

blue mage can invoke a creature to use its spell-like

or supernatural ability. The blue mage must know

what the creature possesses for abilities by using the

Scan ability. If a creature has more than one ability,

the blue mage can decide which one she wants the

creature to use. The creature gets a Will save (DC 15

+ Intelligence modifier +1 per 5 ranks of the

Knowledge (Beast Lore) skill) to negate this ability.

This ability has a range of 60 feet and requires a

move action which doesn’t provoke attacks of

opportunity..

At 14th

level, the blue mage’s ability to invoke a

creature to use its abilities improves. The blue mage

can use this ability as a swift action.

Analyze (Su): At 10th

level, and at the cost of 3 MP,

the blue mage can analyze a creature to find how

much (current) hit points, (current) magic points, any

resistances, and any weaknesses it possesses. This

ability has a range of 60 feet and requires a move

action which doesn’t provoke attacks of opportunity.

Clear Mind (Ex): At 15th

level, a blue mage can

regain her MP quicker. The blue mage must be

relaxed and must be free from overt distractions, such

as combat raging nearby or other loud noises. The

blue mage regains MP equaling her Intelligence

modifier per hour.

1 MP Spell (Su): At 18th

level, once per day, a blue

mage can reduce the cost of spells to 1 MP. Once

activated, the following round, any spells the blue

mage casts only cost 1 MP. This ability ends at the

end of that round.

Fighter As long as wars are raged on distant lands, there will

be men and women who fight those wars. The fighter

is no mere sword-swinger; he is a skilled combatant,

combining strength of arm, knowledge of weaponry,

and practiced maneuvers to slice or bludgeon his foes

into little red bits. The fighter is the most versatile of

the combat classes, and he supplements his fighting

prowess with the ability to enter a berserking rage to

terrifying results.

GAME RULE INFORMATION Fighters have the following game statistics.

Abilities: Strength is especially important for fighters

because it improves their melee attack and damage

rolls. Constitution is important for giving fighters lots

of hit points, which they need in their many battles.

Dexterity is important for fighters who want to be

good archers or who want access to certain Dexterity-

oriented feats, but the heavy armor that fighters

usually wear reduces the benefit of a very high

Dexterity score.

Alignment: Any.

Hit Die: d10.

Class Skills The fighter’s class skills (and the key ability for each

skill) are Climb (Str), Craft (Int), Handle Animal

(Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and

Swim (Str).

Skill Points at 1st level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is

proficient with all simple and martial weapons and

with all armor (heavy, medium, and light) and shields

(except tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus feat

in addition to the feat that any 1st-level character gets

and the bonus feat granted to a human character. The

fighter gains an additional bonus feat at 2nd

, 4th

, 6th

,

9th

, 12th

, 15th

, 18th

, and 20th

level. A fighter must still

meet all perquisites for a bonus feat.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Page 33: Page 1 of 227

Page 33 of 227

Table 3-10: The Fighter

Level Base Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +1 +2 +0 +0 Bonus Feat, Limit Breaks

2nd

+2 +3 +0 +0 Bonus Feat

3rd

+3 +3 +1 +1

4th

+4 +4 +1 +1 Bonus Feat

5th

+5 +4 +1 +1 Berserk (1/day)

6th

+6/+1 +5 +2 +2 Bonus Feat

7th

+7/+2 +5 +2 +2

8th

+8/+3 +6 +2 +2 Berserk (2/day)

9th

+9/+4 +6 +3 +3 Bonus Feat

10th

+10/+5 +7 +3 +3 War Cry (1/day)

11th

+11/+6/+1 +7 +3 +3 Berserk (3/day)

12th

+12/+7/+2 +8 +4 +4 Bonus Feat

13th

+13/+8/+3 +8 +4 +4

14th

+14/+9/+4 +9 +4 +4 Berserk (4/day)

15th

+15/+10/+5 +9 +5 +5 Bonus Feat

16th

+16/+11/+6/+1 +10 +5 +5

17th

+17/+12/+7/+2 +10 +5 +5 Berserk (5/day)

18th

+18/+13/+8/+3 +11 +6 +6 Bonus Feat, Tireless Berserk

19th

+19/+14/+9/+4 +11 +6 +6

20th

+20/+15/+10/+5 +12 +6 +6 Doublestrike (1/day), Bonus

Feat

Limit Breaks (Su): At 1st level, the fighter receives

the Limit Breaks (Mighty Strikes and Omnistrike).

Mighty Strikes (Su): This Limit Break makes

all attacks, on the round activated, all confirmed

critical hits provided that the attacks hit in the first

place. If a critical threat was rolled, it is automatically

confirmed and the multiplier is increased by one.

(I.E. A longsword will be x3 instead of x2.)

Omnistrike (Su): This Limit Break allows the

fighter to double his number of attacks on the round

activated.

Berserk (Ex): A fighter can fly into a berserking

rage a certain number of times per day. While

berserking, a fighter gains phenomenal strength and

resistance to damage but becomes reckless and less

able to defend himself. He temporarily gains a +2

bonus to Strength, DR 1/-, and a +1 morale bonus on

Will saves, but he takes a -1 penalty to Armor Class.

These increase when the fighter gains additional uses

of Berserk. Strength increases by 2 per additional use

of Berserk. Damage Reduction and Will saves

bonuses increase 1 per. Armor Class penalty also

decreases 1 per. While also berserking, a fighter

cannot use any Charisma-, Dexterity-, or

Intelligence-based skills (except for Balance, Escape

Artist, Intimidate, and Ride), the Concentration skill,

or any abilities that require patience or concentration,

nor can he cast spells or activate magic items that

require a command word, a spell trigger (such as a

materia), or spell completion to function. He can use

any feat he has except Combat Expertise, item

creation feats, and metamagic feats. A fit of

berserking rage lasts for a number of rounds equal to

3 + the character’s Constitution modifier. A fighter

may prematurely end his berserk. At the end of the

berserk, the fighter loses the berserk modifiers and

restrictions and becomes fatigued (-2 penalty to

Strength and Dexterity, can’t charge or run) for the

duration of the current encounter (unless he is a 18th

-

level fighter, at which point this limitation no longer

applies; see below).

A fighter can fly into a berserking rage only once per

encounter. At 5th

level, he can use his berserk once

per day. At every three levels thereafter, he can use it

one additional time per day (to a maximum of five

times per day at 17th

level). Entering a berserking

Page 34: Page 1 of 227

Page 34 of 227

rage takes no time itself, but a fighter can do it only

during his action, not in response to someone else’s

action.

War Cry (Ex): At 10th

level, once per day, a fighter

can give a war cry to his allies, inspiring them to

fight better. His allies (the fighter is unaffected) that

can hear him gains a +2 competence bonus on attack

rolls, +2 morale bonus on saving throws, and a +2

dodge bonus to AC. The effect lasts for 1 round per

half of the fighter’s character level.

Tireless Berserk (Ex): At 18th

level and higher, a

fighter no longer becomes fatigued at the end of his

berserk.

Doublestrike (Ex): At 20th

level, once per day, a

fighter can spend a full-round action to double his

number of attacks. He must declare his opponent

beforehand and cannot switch targets while he

executes his Doublestrike ability. He also cannot use

any feats with his Doublestrike ability.

Knight A knight is a proud, skilled melee combatant who

fights in the name of honor and chivalry. A knight

relies on more than a sharp sword and a stout suit of

armor to defeat his foes.

GAME RULE INFORMATION Knights have the following game statistics.

Abilities: A high Constitution allows the knight to

increase his already impressive hit point total, thus

bolstering his capacity to defend his allies. Strength

improves the knight's combat abilities, making him

more effective as a front-line character.

Alignment: Knights are always lawful. Their

dedication to a code of conduct is but one expression

of their devotion to order.

Hit Die: d12.

Class Skills The knight’s class skills (and the key ability for each

skill) are Climb (Str), Craft (Int), Diplomacy (Cha),

Handle Animal (Cha), Intimidate (Cha), Jump (Str),

Knowledge (nobility and royalty) (Int), Ride (Dex),

and Swim (Str).

Skill Points at 1st level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

All of the following are class features of the knight.

Weapon and Armor Proficiency: A knight is

proficient with all simple and martial weapons and

with all armor (heavy, medium, and light) and shields

(including tower shields).

Defend Ally (Ex): At the start of any turn, when a

knight is within 5 feet of an ally, the knight can

transfer up to 2 points of Armor Class to the ally

(making his own Armor Class worse by the same

number). The maximum number of points he can

transfer increases by 1 for every four levels beyond

1st.

The Knight's Code: You fight not only to defeat

your foes but to prove your honor, demonstrate your

fighting ability, and win renown across the land. The

knight's code focuses on fair play: A victory achieved

through pure skill is more difficult, and hence wins

more glory, than one achieved through trickery or

guile.

• A knight does not gain a bonus on attack rolls when

flanking. You still confer the benefit of a flanking

position to your ally, but you forgo your own +2

bonus on attack rolls. You can choose to keep the +2

bonus, but doing so violates your code of honor (see

below).

• A knight never strikes a flat-footed opponent.

Instead, you allow your foe to ready himself before

attacking.

• A knight never deals lethal damage against a

helpless foe. You can strike such a foe, but only with

attacks that deal nonlethal damage.

If you violate any part of this code, you take a -2

penalty on attack rolls and saves for the rest of the

day. Your betrayal of your code of conduct

undermines the foundation of confidence and honor

that drives you forward.

Limit Breaks (Su): At 1st level, the knight receives

the Limit Breaks (A Knight's Blessing and A Knight's

Protection).

Page 35: Page 1 of 227

Page 35 of 227

Table 3-11: The Knight

Level Base Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st

+1 +0 +0 +2 Defend Ally (+2), Knight's

Code, Limit Breaks

2nd

+2 +0 +0 +3 Shining Beacon

3rd

+3 +1 +1 +3 Shield Block (+1)

4th

+4 +1 +1 +4 Defensive Stance (1/day),

Bonus Feat

5th

+5 +1 +1 +4 Defend Ally (+3), Armor

Mastery (Medium)

6th

+6/+1 +2 +2 +5 Vigilant Defender

7th

+7/+2 +2 +2 +5 Shield Ally

8th

+8/+3 +2 +2 +6 Defensive Stance (2/day),

Bonus Feat

9th

+9/+4 +3 +3 +6 Shield Block (+2), Defend

Ally (+4)

10th

+10/+5 +3 +3 +7 Armor Mastery (Heavy)

11th

+11/+6/+1 +3 +3 +7 Mobile Defense

12th

+12/+7/+2 +4 +4 +8 Defensive Stance (3/day),

Bonus Feat

13th

+13/+8/+3 +4 +4 +8 Defend Ally (+5)

14th

+14/+9/+4 +4 +4 +9 Improved Shield Ally

15th

+15/+10/+5 +5 +5 +9 Shield Block (+3)

16th

+16/+11/+6/+1 +5 +5 +10 Defensive Stance (4/day),

Bonus Feat

17th

+17/+12/+7/+2 +5 +5 +10 Defend Ally (+6)

18th

+18/+13/+8/+3 +6 +6 +11 Retributive Attack

19th

+19/+14/+9/+4 +6 +6 +11

20th

+20/+15/+10/+5 +6 +6 +12 Defensive Stance (5/day),

Bonus Feat

A Knight's Blessing (Su): This Limit Break

grants the knight and any allies within 30 feet the

status effect of Protection, Shell, and Regen or higher

as a white mage of the same level (I.E. If a knight is

level 10, the spells of the limit break would of the 5th

level version – Protection III, Shell III, and Regen

III) for up to 5 rounds.

A Knight's Protection (Su): This Limit Break

grants the knight and any allies within 10 feet a

protective bubble of immunity to all attacks and

spells for 5 rounds as long as they stay within 10 feet

of the knight. While inside the bubble, no creatures

can attack or use spells to anyone outside the bubble.

Also, those in the bubble can step out, but no creature

can step inside.

Shining Beacon (Su): At 2nd

level, a knight is the

physical and spiritual embodiment of high ideals. All

his allies gain a +4 morale bonus on saves against

fear effects when they stand within 10 feet of the

character. If the knight is paralyzed, unconscious, or

otherwise rendered helpless, his allies lose this bonus.

Shield Block (Ex): Starting at 3rd

level, the knight

excels in using his armor and shield to frustrate his

enemy's attacks. During his action, he can designate a

single opponent as the target of this ability. His shield

bonus to AC against that foe increases by 1, as he

moves his shield to deflect an incoming blow,

possibly providing just enough protection to turn a

telling swing into a near miss. This shield bonus

increases to +2 at 9th

level, and +3 at 15th

level.

Page 36: Page 1 of 227

Page 36 of 227

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

knight gains a bonus feat. The knight must still meet

all prerequisites for a bonus feat.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Defensive Stance (Ex): Starting at 4th

level, a knight

can become a stalwart bastion of defense. In this

defensive stance, a knight gains phenomenal strength

and durability, but he cannot move from the spot he

is defending. He gains a +2 to Strength, +4 to

Constitution, a +2 resistance bonus on all saves, and a

+4 dodge bonus to AC.

While in a defensive stance, a knight cannot use

skills or abilities that would require him to shift his

position, such as Move Silently or Jump. A defensive

stance lasts for a number of rounds equal to 3 + the

character's (newly improved) Constitution modifier.

A knight may end his defensive stance voluntarily

prior to this limit. At the end of the defensive stance,

the knight is winded and takes a -2 penalty to

Strength for the duration of that encounter. A knight

can only use his defensive stance a certain number of

times per day as determined by his level (see table

above). Using the defensive stance takes no time

itself, but a knight can only do so during his action.

Armor Mastery (Ex): At 5th

level, a knight is able to

wear his armor like a second skin and ignores the

standard speed reduction for wearing medium armor.

At 10th

level, he ignores the speed reduction imposed

by heavy armor as well.

Vigilant Defender (Ex): Starting at 6th

level, while

the knight is in his defensive stance, he can stand his

ground against all enemies, warding the spot where

he made his stand to prevent foes from slipping past

and attacking those he protects. If an opponent

attempts to use the Tumble skill to move through his

threatened area or his space without provoking

attacks of opportunity, the Tumble check DC to avoid

the knight's attacks of opportunity increases by an

amount equal to his class level.

Shield Ally (Ex): At 6th

level, as an immediate

action, the knight can opt to absorb part of the

damage dealt to an adjacent ally. Each time this ally

takes damage from a physical attack before the

knight's next turn, he can take half this damage on

himself. The target takes the other half as normal. He

can only absorb damage from physical melee attacks

and ranged attacks, such as an incoming arrow or a

blow from a sword, not from spells and other effects.

Mobile Defense (Ex): At 11th

level, a knight can

adjust his position while maintaining a defensive

stance. While in a defensive stance, he can take one

5-foot step each round without losing the benefit of

the stance.

Improved Shield Ally (Ex): At 14th

level, the

knight's ability to absorb damage increases. Once per

round, he can absorb all the damage from a single

attack directed against an adjacent ally. In addition,

he continues to absorb half the damage from other

physical attacks on an adjacent ally, if he so chooses.

He must decide whether to use this ability after the

attacker determines that an attack has succeeded but

before he rolls damage.

Retributive Attack (Su): At 18th

level, if an adjacent

ally of a knight is rendered helpless or unconscious,

the character can make a retributive attack against the

creature that felled his ally. When making a

retributive attack, the knight adds his Charisma bonus

(if any) to his attack roll and deals an extra 10 points

of damage on a successful hit.

A knight can make a number of retributive attacks

per day equal to his Charisma bonus (minimum one),

but never more than one per round. He may make

more than one retributive attack against the same foe.

Ex-Knights

A knight who is no longer lawful loses all

supernatural class features and may no longer

advance in levels as a knight.

Monk Dotted across the landscape are monasteries—small,

walled cloisters inhabited by monks who pursue

personal perfection through action as well as

contemplation. They train themselves to be versatile

warriors skilled at fighting without weapons or

armor. The inhabitants of monasteries headed by

good masters serve as protectors of the people. Ready

for battle even when barefoot and dressed in peasant

clothes, monks can travel unnoticed among the

populace, catching bandits, warlords, and corrupt

nobles unawares.

Page 37: Page 1 of 227

Page 37 of 227

GAME RULE INFORMATION Monks have the following game statistics.

Abilities: Wisdom powers the monk’s special

offensive and defensive capabilities. Dexterity

provides the unarmored monk with a better defense

and with bonuses to some class skills. Strength helps

a monk’s unarmed combat ability.

Alignment: Any lawful. A monk’s training requires

strict discipline. Only those who are lawful at heart

are capable of undertaking it.

Hit Die: d8.

Class Skills The monk’s class skills (and the key ability for each

skill) are Balance (Dex), Climb (Str), Concentration

(Con), Craft (Int), Diplomacy (Cha), Escape Artist

(Dex), Hide (Dex), Jump (Str), Knowledge (arcana)

(Int), Knowledge (religion) (Int), Listen (Wis), Move

Silently (Dex), Perform (Cha), Profession (Wis),

Sense Motive (Wis), Spot (Wis), Swim (Str), and

Tumble (Dex).

Skill Points at 1st level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int

modifier.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are

proficient with certain basic peasant weapons and

some special weapons that are part of monk training.

The weapons with which a monk is proficient are

club, crossbow (light or heavy), dagger, handaxe,

javelin, kama, nunchaku, quarterstaff, sai, shuriken,

siangham, and sling. Monks are not proficient with

any armor or shields—in fact, many of the monk’s

special powers require unfettered movement. When

wearing armor, using a shield, or carrying a medium

or heavy load, a monk loses her AC bonus, as well as

her fast movement.

Martial Arts (Ex): Monks are highly trained in

fighting unarmed, giving them considerable

advantages when doing so. A monk’s attacks may be

with either fist interchangeably or even from elbows,

knees, and feet. This means that a monk may even

make unarmed strikes with her hands full. There is no

such thing as an off-hand attack for a monk striking

unarmed. A monk may thus apply her full Strength

bonus on damage rolls for all her unarmed strikes. A

monk does not benefit from Improved Critical feat.

Usually a monk’s unarmed strikes deal lethal

damage, but she can choose to deal nonlethal damage

instead with no penalty on her attack roll. She has the

same choice to deal lethal or nonlethal damage while

grappling.

A monk also deals more damage with her unarmed

strikes than a normal person would. A monk deals

1d4 points of damage with an unarmed strike. Also,

she threatens a critical hit on a natural 20 when

making an unarmed attack. Small races only deal 1d3

points of damage and large creatures deal 1d6 points

of damage.

AC Bonus (Ex): A monk is highly trained at dodging

blows, and she has a sixth sense that lets her avoid

even unanticipated attacks. When unarmored and

unencumbered, the monk adds her Wisdom bonus (if

any) to her AC. In addition, a monk gains a +1 bonus

to AC at 5th level. This bonus increases by 1 for

every five monk levels thereafter (+2 at 10th, +3 at

15th, and +4 at 20th level).

These bonuses to AC apply even against touch

attacks or when the monk is flat-footed. She loses

these bonuses when she is immobilized or helpless,

when she wears any armor, when she carries a shield,

or when she carries a medium or heavy load.

Limit Breaks (Su): At 1st level, the monk receives

the Limit Break (Ki Blast and Hundred Fists).

Ki Blast (Su): This Limit Break allows the

monk to shoot a blast of force in a line up to 60 feet.

It deals 1d6 points of damage per monk level, a

Reflex save for half damage.

Hundred Fists (Su): This Limit Break allows

the monk to double his number of attacks against one

creature. Also, the creature targeted by this limit

break is stunned for a number of rounds equal to the

number of successful attacks unless he makes a

Fortitude save (DC equal 10 + half of monk's level +

Wisdom modifier).

Page 38: Page 1 of 227

Page 38 of 227

Table 3-12: The Monk

Level Base Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st

+1 +2 +2 +2 Martial Arts, AC Bonus (+0), Limit Breaks

2nd

+2 +3 +3 +3 Evasion

3rd

+3 +3 +3 +3 Martial Arts Style Mastery

4th

+4 +4 +4 +4 Slow Fall (20 ft.), Bonus Feat, Fast

Movement (+10 ft.)

5th

+5 +4 +4 +4 Improved Martial Arts, AC Bonus (+1)

6th

+6/+1 +5 +5 +5 Slow Fall (30 ft.), Martial Arts Style

Mastery

7th

+7/+2 +5 +5 +5 Chakra

8th

+8/+3 +6 +6 +6 Slow Fall (40 ft.), Bonus Feat, Fast

Movement (+20 ft.)

9th

+9/+4 +6 +6 +6 Improved Evasion, Martial Arts Style

Mastery

10th

+10/+5 +7 +7 +7 Slow Fall (50 ft.), AC Bonus (+2),

Advance Martial Arts

11th

+11/+6/+1 +7 +7 +7 Counterattack

12th

+12/+7/+2 +8 +8 +8 Slow Fall (60 ft.), Martial Arts Style

Mastery, Bonus Feat, Fast Movement (+30

ft.)

13th

+13/+8/+3 +8 +8 +8 Leap from the Heavens

14th

+14/+9/+4 +9 +9 +9 Slow Fall (70 ft.)

15th

+15/+10/+5 +9 +9 +9 Superior Martial Arts, Martial Arts Style

Mastery, AC Bonus (+3)

16th

+16/+11/+6/+1 +10 +10 +10 Slow Fall (80 ft.), Bonus Feat, Fast

Movement (+40 ft.)

17th

+17/+12/+7/+2 +10 +10 +10

18th

+18/+13/+8/+3 +11 +11 +11 Improved Counterattack, Slow Fall (90 ft.),

Martial Arts Style Mastery

19th

+19/+14/+9/+4 +11 +11 +11

20th

+20/+15/+10/+5 +12 +12 +12 Fast Movement (+50 ft.), AC Bonus (+4),

Slow Fall (Any), Martial Arts Mastery,

Bonus Feat

Evasion (Ex): A monk of 2nd level or higher can

avoid even magical and unusual attacks with great

agility. If she makes a successful Reflex saving throw

against an attack that normally deals half damage on

a successful save (such as a red dragon’s fiery

breath), she instead takes no damage. Evasion can be

used only if a monk is wearing light armor or no

armor. A helpless monk (such as one who is

unconscious or paralyzed) does not gain the benefit

of evasion.

Martial Arts Style Mastery (Ex): Beginning at 3rd

level and every three levels thereafter, a monk begins

learning different martial arts styles based on animal

fighting forms. The monk can choose between Ape,

Bear, Bull, Monkey, Panther, or Tiger. Each style has

3 tiers and must be taken in order.

Ape Martial Arts Style (Ex): The ape martial arts

style’s main focus is the ability to disable an

opponent instead of killing him. This style focuses on

punches, jabs, and throws.

Novice (Ex): As a practitioner of the ape

martial arts style, a monk is sometimes forced to

make that one attack count to end conflict. As a full-

attack action, the monk may make a single unarmed

Page 39: Page 1 of 227

Page 39 of 227

attack against one opponent, adding two times her

Strength bonus to damage.

Expert (Ex): A monk of the ape martial arts

style learns that the quickest way to down an

opponent is to use her full strength in one blow. As a

full-attack action, the monk can attempt to knock her

target unconscious with an unarmed strike. If she

scores a hit that deals damage and exceeds the

target’s AC by 10 or more, the target must succeed at

a Fortitude save (DC = 10 + damage dealt) or fall

unconscious for 1d6 rounds.

Master (Ex): As a master of the ape martial

arts style, the monk can make a killing strike. Once

per day, the monk may attempt to deal a killing blow

to an opponent. She declares her intention to deal a

killing blow, and then makes a normal unarmed

attack roll. If she strikes successfully and the target

takes damage from the blow, the target must make a

Fortitude saving throw (DC 10 + half the monk’s

character level) or die. Creatures immune to critical

hits cannot be affected.

Bear Martial Arts Style (Ex): The brutal bear style is

full of jabs, chops, kicks, and other quick and

dangerous strikes, focusing on deadliness over

finesse.

Novice (Ex): As a practitioner of the bear

martial arts style, a monk learns to quickly take

advantage of a fallen opponent. When a monk makes

melee attacks against a prone target, increase the

critical threat range of the attacks by 1 (for example,

from 19-20 to 18-20).

Expert (Ex): The monk’s knowledge of the

bear style allows her to inflict deadly damage to

grappled opponents. As a full-round action, the monk

may attempt a single coup de grace attack on a

character she has pinned in a grapple as though the

target were prone. She deals her normal unarmed

combat damage when making the coup de grace. If

she fails to kill the target, he automatically escapes

the grapple.

Master (Ex): As a master in the bear martial

arts style, the monk is adept at making her most

effective strikes even more potent. Any time the

monk scores a threat on an unarmed attack, she gains

a +4 bonus on her attack roll to confirm the critical

hit.

Bull Martial Arts Style (Ex): The bull martial arts

style is very physical, often bringing the combatants

into close contact. Bull combat utilizes full-body

tackles, throws, and full-arm blows, as well as the

powerful jabs and snap kicks commonly used in

instances where close combat is ineffective.

Novice (Ex): As a practitioner of the bull

martial arts style, a monk is often quick to make a

swift jab after making a charge. When executing a

charge attack action while unarmed, the monk gains

one additional attack, at a -5 penalty.

Expert (Ex): Using the bull martial arts style,

the monk can charge an opponent with great force.

When the monk makes a successful unarmed attack

against an opponent during a charge attack action, the

monk’s Strength bonus is doubled when calculating

damage.

Master (Ex): As a master of the bull martial

arts style, the monk can deal a devastating blow to an

opponent. As a full-round action, instead of making a

full attack, the monk may make a single unarmed

attack against an opponent. If the attack is successful,

she deals the maximum unarmed damage on the

attack. For every 1 point of base attack bonus, she

gains an additional +1 bonus on damage. (A 15th

level monk would deal +15 points of damage to her

unarmed attack.)

Monkey Martial Arts Style (Ex): The monkey

martial arts style focuses on speed and rapid, fluid

attacks, with wide sweeping motions accompanying

quick jabs and a good deal of fancy footwork.

Novice (Ex): As a practitioner of the monkey

martial arts style, a monk learns to make swifter

attacks. When unarmored and fighting unarmed, the

monk may strike with one extra attack at the expense

of accuracy. When doing so, she may make one extra

attack in a round at her highest base attack, but this

attack and each other attack made that round suffers a

-2 penalty. The -2 penalty applies for 1 round, so it

affects attacks of opportunity made before her next

action. The monk must use the full-attack action to

strike with this ability.

Expert (Ex): The monk is well versed in

monkey martial art techniques and can open up

opponents to future attacks. When making a

Page 40: Page 1 of 227

Page 40 of 227

successful unarmed attack against an opponent, the

monk gains a +2 bonus to damage on her next attack

against that opponent in the same round (if she

successfully hits). This does not carry over to attacks

on the following round, nor is the bonus cumulative.

For example, a 16th

level monk has four attacks in a

round. While fighting unarmed, she successfully hits

with her first, second, and fourth attacks. She gains a

+2 bonus on damage to her second attack, but not to

her third attack (which misses), or her fourth attack,

since her third attack missed.

Master (Ex): As a master of the monkey

martial arts style, the monk can execute swift and

powerful maneuvers against an opponent. The

monk’s ability to make extra attacks improves. In

addition to the standard single extra attack she gets

from being a Novice, she gets a second extra attack,

at an additional -5 penalty to her base attack. These

attacks and each other attack made that round suffer

the normal -2 penalty for using the Novice ability.

Panther Martial Arts Style (Ex): The panther martial

arts style is often practiced by monks in order to

maximize damage to an opponent while minimizing

the amount of noise made by the attack. It focuses on

short, quick motions and emphasizes on stealth.

Novice (Ex): As a practitioner of the panther

martial arts style, a monk learns to silent her

unknowing opponents quietly with an unarmed strike.

If the monk successfully hits a flat-footed opponent

with an unarmed attack, the opponent is unable to

speak or make any kind of noise with his vocal cords

for 2d4 rounds; this includes shouting warnings or

raising alarms. A successful Fortitude save (DC 15 +

the monk’s Wisdom modifier) reduces the number of

rounds the victim is unable to speak by half (round

down). Creatures immune to critical hits and

creatures without vocal cords cannot be affected.

Expert (Ex): The monk’s knowledge of the

panther style of fighting lets her disarm opponents

with ease. When attempting to disarm an opponent

with an unarmed attack, the target does not gain the

+4 bonus on his attack roll for holding a larger

weapon. If the weapon is held in two hands, the

bonus is reduced from +4 to +2.

Master (Ex): As a master in the panther

martial arts form, the monk may use an unarmed

attack to attempt to daze an opponent. The monk

must declare that she is using this ability before she

makes her attack roll (thus, a missed attack roll ruins

the attempt). It forces a foe damaged by her unarmed

attack to make a Fortitude saving throw (DC 10 + the

monk’s character level), in addition to dealing

damage normally. If the defender fails his saving

throw, he is dazed for 3 rounds. A dazed character

can take no actions but can defend against attacks

normally. The monk may attempt a daze attack once

per level per day, and no more than once per round.

Multiple daze attacks against the same creature do

not stack (but the creature can be dazed again once

the effect wears off). Creatures immune to critical

hits cannot be dazed by the monk’s panther mastery

attack.

Tiger Martial Arts Style (Ex): The tiger martial arts

style focuses on power and strength, including

varying levels of damage depending on the force that

is applied to the attacks.

Novice (Ex): As a practitioner of the tiger

martial arts style, the monk learns to put more power

into his unarmed strikes to bypass damage reduction.

Once per day, the monk may ignore an opponent’s

damage reduction when calculating damage of all her

unarmed attacks for 1 round.

Expert (Ex): The monk’s knowledge of the

tiger fighting style learns to block melee weapons

with her bare hands. When fighting unarmed against

an opponent wielding a melee weapon, the monk may

ready an action to deflect a single attack. She must be

aware of the attack and cannot be flat-footed. If she

succeeds at a Reflex save (DC 20), she suffers no

damage from the attack. She can use this ability once

per round.

Master (Ex): As a master of the tiger martial

arts style, the monk learns to pounce like a fierce

tiger, raining down powerful unarmed strikes. Once

per day, the monk can charge at an opponent and

make a full attack.

Fast Movement (Ex): At 4th

level, a monk gains an

enhancement bonus to her speed, as shown on the

table above. A monk in armor (even light armor) or

carrying a medium or heavy load loses this extra

speed.

Slow Fall (Ex): At 4th level or higher, a monk within

arm’s reach of a wall can use it to slow her descent.

Page 41: Page 1 of 227

Page 41 of 227

When first using this ability, she takes damage as if

the fall were 20 feet shorter than it actually is. The

monk’s ability to slow her fall (that is, to reduce the

effective distance of the fall when next to a wall)

improves with her monk level until at 20th level she

can use a nearby wall to slow her descent and fall any

distance without harm.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

monk gains a bonus feat. The monk must still meet

all prerequisites for a bonus feat.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Improved Martial Arts (Ex): At 5th

level, the monk

becomes more skilled at unarmed attacks due to her

improved training. Her unarmed damage increases to

2d4. Also, the monk threatens a critical hit on a

natural 19 or 20 when making an unarmed attack.

Chakra (Su): At 6th

level, a monk can heal her own

wounds. She can heal a number of hit points of

damage equal to twice her current monk level each

day, and she can spread this healing out among

several uses.

Improved Evasion (Ex): At 9th level, a monk’s

evasion ability improves. She still takes no damage

on a successful Reflex saving throw against attacks

such as a dragon’s breath weapon, but henceforth she

takes only half damage on a failed save. A helpless

monk (such as one who is unconscious or paralyzed)

does not gain the benefit of improved evasion.

Advance Martial Arts (Ex): At 10th

level, a monk's

martial arts skill advances due to her advanced

training. Her unarmed damage increases to 3d4. Also,

the monk threatens a critical hit on a natural 18, 19,

or 20 when making an unarmed attack

Counterattack (Ex): At 11th

level, a monk gains the

ability to counter blows when attacked. During her

action, she designates an opponent and once per

round, if that opponent attacks her, she can

immediately make an attack of opportunity. She can

select a new opponent on any action. A helpless

monk (such as one who is unconscious or paralyzed)

does not gain the benefit of this ability, nor can she

use this ability when flat-footed.

Leap from the Heavens (Ex): At 13th

level, a Monk

is not limited by her height on her Jump skill. She

receives a +10 competence bonus on Jump checks

and receives an additional +10 competence bonus

every three levels thereafter.

Superior Martial Arts (Ex): At 15th

level, a monk's

martial arts skill becomes superior due to her superior

training. Her unarmed damage increases to 4d4. Also,

the monk threatens a critical hit on a natural 17, 18,

19, or 20 when making an unarmed attack

Improved Counterattack (Ex): At 18th

, the Monk's

ability to counter blows when attacked improves.

Anytime an opponent attacks the monk, she can make

an attack of opportunity. She may make a number of

additional attacks of opportunity equal to her

Dexterity bonus. She cannot counterattack the same

opponent twice. A helpless monk (such as one who is

unconscious or paralyzed) does not gain the benefit

of this ability, but can use this ability while flat-

footed.

Martial Arts Mastery (Ex): At 20th

level, the monk

becomes a master of unarmed combat due to her

mastery training. Her unarmed damage increases to

5d4. Also, the monk threatens a critical hit on a

natural 16, 17, 18, 19 or 20 when making an unarmed

attack.

Red Mage Red Mages have a little bit of everything. The Jack-

of-All-Trades class; unlike the Black and White

Mage class, they can use heavier armor, use more

melee weapons, and take more damage. They can

utilize both black and white mage spells, but to a

limited degree.

GAME RULE INFORMATION Red Mages have the following game statistics.

Abilities: Intelligence and Wisdom determines how

powerful a spell a red mage can cast, how hard those

spells are to resist, and how many additional MP a

red mage receives from high attributes. A high

Dexterity score is helpful for a red mage, who

typically wears light armor, because it provides him

with a bonus to Armor Class. A good Constitution

score gives a red mage extra hit points, a resource

that he is otherwise very low on.

Page 42: Page 1 of 227

Page 42 of 227

Table 3-13: The Red Mage

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Spell

Level

1st +0 +2 +0 +2 Red Magery, Limit Breaks 2 1

st

2nd

+1 +3 +0 +3 3 1st

3rd

+2 +3 +1 +3 Armored Mage (Light) 4 1st

4th

+3 +4 +1 +4 Bonus Feat 6 2nd

5th

+3 +4 +1 +4 Red Magery 8 2nd

6th

+4 +5 +2 +5 10 2nd

7th

+5 +5 +2 +5 Armored Mage (Medium) 13 3rd

8th

+6/+1 +6 +2 +6 Bonus Feat 16 3rd

9th

+6/+1 +6 +3 +6 Red Magery 19 3rd

10th

+7/+2 +7 +3 +7 Synergy 23 4th

11th

+8/+3 +7 +3 +7 27 4th

12th

+9/+4 +8 +4 +8 Bonus Feat 31 4th

13th

+9/+4 +8 +4 +8 Red Magery 36 5th

14th

+10/+5 +9 +4 +9 41 5th

15th

+11/+6/+1 +9 +5 +9 Clear Mind 46 5th

16th

+12/+7/+2 +10 +5 +10 Bonus Feat 52 6th

17th

+12/+7/+2 +10 +5 +10 Red Magery 58 6th

18th

+13/+8/+3 +11 +6 +11 1 MP Spell (1/day) 64 6th

19th

+14/+9/+4 +11 +6 +11 70 6th

20th

+15/+10/+5 +12 +6 +12 Convert HP to MP, Bonus Feat 76 6th

Alignment: Any. Typically, Red Mages lean towards

Neutral alignments due to some of the holy and dark

spells they can cast. But they are not restricted.

Hit Die: d6.

Class Skills The red mage’s class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (all skills, taken

individually) (Int), Profession (Wis), and Spellcraft

(Int).

Skill Points at 1st level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

All of the following are class features of the red

mage.

Weapon and Armor Proficiency: Red Mages are

proficient with all simple and martial weapons and

with light and medium armor and shields (except

tower shields).

Spells: A red mage casts black mage and white mage

spells which are drawn from the black and white

mage spell list.

To learn or cast a black mage spell, the red mage

must have an Intelligence score equal to at least 10 +

the spell level (Int 11 for 1st-level spells, Int 12 for

2nd

-level spells, and so forth). The Difficulty Class

for a saving throw against a red mage’s spell is 10 +

the spell level + the red mage’s Intelligence modifier.

To learn or cast a white mage spell, the red mage

must have a Wisdom score equal to at least 10 + the

spell level (Wis 11 for 1st-level spells, Wis 12 for 2

nd-

level spells, and so forth). The Difficulty Class for a

saving throw against a red mage’s spell is 10 + the

spell level + the red mage’s Wisdom modifier.

In addition, a red mage gains additional MP for

having a high attribute (Intelligence and Wisdom).

Limit Breaks (Su): At 1st level, the red mage

receives the Limit Breaks (Dual Spells and

Flexibility).

Page 43: Page 1 of 227

Page 43 of 227

Dual Spells (Su): This Limit Break allows the

red mage to cast a black mage and white mage spell

in the same round at no MP cost.

Flexibility (Su): This Limit Break allows the

red mage to change his current HP total and current

MP total on the fly. As an immediate action up to 5

rounds, the red mage can swap any number of points

from HP to MP or from MP to HP on a 1 for 1 basis.

The red mage cannot swap below 1 hit point.

Table 3-14: Black/White Mage Spells Known

Level 1st 2nd 3rd 4th 5th 6th

1st 2 — — — — —

2nd 2 — — — — —

3rd 2 — — — — —

4th 3 2 — — — —

5th 3 2 — — — —

6th 3 2 — — — —

7th 4 2 2 — — —

8th 4 3 2 — — —

9th 4 3 2 — — —

10th 4 3 2 2 — —

11th 4 4 3 2 — —

12th 4 4 3 2 — —

13th 4 4 3 2 2 —

14th 4 4 4 3 2 —

15th 4 4 4 3 2 —

16th 4 4 4 3 2 2

17th 4 4 4 4 3 2

18th 4 4 4 4 3 2

19th 4 4 4 4 3 2

20th 4 4 4 4 4 3

Red Magery: At 1st, 5

th, 9

th, 13

th, and 17

th level, a red

mage increases his power with his spells. At each

such opportunity, he can choose from the list of the

following (with a limit of 2 per):

Increased Healing: This increases any healing

spell the red mage casts by 1 extra die of the

appropriate type. This allows you to overcome any

healing cap a spell might restrict you to.

Spell Mastery: This increases the DC for all

of the red mage’s spells by 1.

Healing Mastery: This increases the red

mage’s caster level by 1 for all spells with a healing

descriptor.

Spell Penetration: This increases the red

mage’s caster level checks by 1 made to overcome a

creature’s spell resistance. This stacks with the Spell

Penetration feat.

Increased Damage: This increases any

damage spell the red mage casts by 1 extra die of the

appropriate type. This allows you to overcome any

damage cap a spell might restrict you to.

Elemental Mastery: This increases the red

mage’s caster level by 1 for all spells with an

elemental descriptor.

Armored Mage (Ex): At 3rd

level, normally, armor

of any type interferes with a spell-caster's gestures,

which can cause spells to fail if those spells have a

somatic component. A red mage's limited focus and

specialized training, however, allows him to avoid

spell failure so long as he sticks to light armor and

light shields. This training does not extend to medium

or to heavy shields. This ability does not apply to

spells gained from a different spell-casting class.

At 7th

level, a red mage learns to use medium armor

with no chance of spell failure.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

red mage gains a bonus feat. At each such

opportunity, he can choose a metamagic feat or an

item creation feat. The red mage must still meet all

prerequisites for a bonus feat, including caster level

minimums.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Synergy (Ex): At 10th

level, a red mage can focus on

one aspect of his class and become better at it. As a

standard action, the red mage can spend MP up to a

maximum of his spell level casting ability (I.E. if a

red mage can cast 4th

level spells, then he can spend

up to 4 MP) and enhance his fighting abilities, his

black mage spell-casting abilities, or his white mage

spell-casting abilities. For each MP spent, the red

mage can either get a +1 competence bonus on his

Attack rolls and Armor Class, his Black mage spell-

casting level and damage with black magic spells, or

his White mage spell-casting level and healing with

white magic spells to a maximum of +6 for a duration

of 1 round per level. A red mage can only focus one

aspect at a time.

Page 44: Page 1 of 227

Page 44 of 227

Clear Mind (Ex): At 15th

level, a red mage can

regain his MP quicker. The red mage must be relaxed

and must be free from overt distractions, such as

combat raging nearby or other loud noises. The red

mage regains MP equaling his Intelligence &

Wisdom modifier, divided in half rounded down, per

hour.

1 MP Spell (Su): At 18th

level, once per day, a red

mage can reduce the cost of spells to 1 MP. Once

activated, the following round, any spells the red

mage casts only cost 1 MP. This ability ends at the

end of that round.

Convert HP to MP (Ex): At 20th

level, a red mage

can convert hit points into MP as a swift action. For

every 3 hit points converted, the red mage receives 1

MP. The red mage cannot convert below 1 hit point.

Thief Thieves adventure for the same reason they do most

other things: to get what they can get. Some are after

loot; others want experience. Some crave fame;

others seek infamy. Quite a few also enjoy a

challenge. Figuring out how to thwart a trap or avoid

an alarm is great fun for many thieves.

GAME RULE INFORMATION Thieves have the following game statistics.

Abilities: Dexterity provides the extra protection for

the lightly armored thief. Dexterity, Intelligence, and

Wisdom are important for many of the thief’s skills.

A high Intelligence score also gives the thief extra

skill points, which can be used to expand her

repertoire.

Alignment: Any.

Hit Die: d6.

Class Skills The thief’s class skills (and the key ability for each

skill) are Appraise (Int), Balance (Dex), Bluff (Cha),

Climb (Str), Craft (Int), Decipher Script (Int),

Diplomacy (Cha), Disable Device (Int), Disguise

(Cha), Escape Artist (Dex), Forgery (Int), Gather

Information (Cha), Hide (Dex), Intimidate (Cha),

Jump (Str), Knowledge (local) (Int), Listen (Wis),

Move Silently (Dex), Open Lock (Dex), Perform

(Cha), Profession (Wis), Search (Int), Sense Motive

(Wis), Sleight of Hand (Dex), Spot (Wis), Swim

(Str), Tumble (Dex), Use Magic Device (Cha) and

Use Rope (Dex).

Skill Points at 1st level: (8 + Int modifier) x 4.

Skill Points at Each Additional Level: 8 + Int

modifier.

Class Features

All of the following are class features of the thief.

Weapon and Armor Proficiency: Thieves are

proficient with all simple weapons, plus the hand

crossbow, rapier, shortbow, and shortsword. Thieves

are proficient with light armor, but not with any type

of shields.

Mark (Ex): At 1st level, this ability grants the thief a

+2 competence bonus on any Spot checks made to

determine what sort of items and equipment a person

or creature may be wearing. It also allows the thief to

make the Spot check as a free action.

Trapfinding: Thieves (and only thieves) can use the

Search skill to locate traps when the task has a

Difficulty Class higher than 20. Finding a

nonmagical trap has a DC of at least 20, or higher if it

is well hidden. Finding a magic trap has a DC of 25 +

the level of the spell used to create it.

Thieves (and only thieves) can use the Disable

Device skill to disarm magic traps. A magic trap

generally has a DC of 25 + the level of the spell used

to create it. A thief who beats a trap’s DC by 10 or

more with a Disable Device check can study a trap,

figure out how it works, and bypass it (with her

party) without disarming it.

Limit Breaks (Su): At 1st level, the thief receives the

Limit Breaks (Vanish and Perfect Dodge).

Vanish (Su): This Limit Break makes the thief

invisible up to 5 rounds. While invisible, the thief can

make attacks as normal and remain invisible. The

thief receives a +1d6 sneak attack bonus per five thief

levels while under the Vanish Limit Break.

Perfect Dodge (Su): This Limit Break makes

the thief extremely agile. Any melee or range attacks

automatically misses unless a natural roll of 20 is

rolled, and even then, the critical threat is

unconfirmed unless another natural roll of 20 is

rolled. Any spells that require a Reflex saving throw

are automatically made. This lasts for 5 rounds.

Page 45: Page 1 of 227

Page 45 of 227

Table 3-15: The Thief

Level Base Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +0 +2 +0 Mark, Trapfinding, Sneak

Attack (+1d6), Limit Breaks

2nd

+1 +0 +3 +0 Evasion

3rd

+2 +1 +3 +1 Sneak Attack (+2d6)

4th

+3 +1 +4 +1 Bonus Feat, Uncanny Dodge

5th

+3 +1 +4 +1 Steal (+2), Sneak Attack

(+3d6)

6th

+4 +2 +5 +2

7th

+5 +2 +5 +2 Sneak Attack (+4d6)

8th

+6/+1 +2 +6 +2 Bonus Feat, Improved

Uncanny Dodge

9th

+6/+1 +3 +6 +3 Steal (+4), Sneak Attack

(+5d6)

10th

+7/+2 +3 +7 +3 Mug

11th

+8/+3 +3 +7 +3 Improved Evasion, Sneak

Attack (+6d6)

12th

+9/+4 +4 +8 +4 Bonus Feat

13th

+9/+4 +4 +8 +4 Steal (+6), Sneak Attack

(+7d6)

14th

+10/+5 +4 +9 +4

15th

+11/+6/+1 +5 +9 +5 Improved Steal, Sneak

Attack (+8d6)

16th

+12/+7/+2 +5 +10 +5 Bonus Feat

17th

+12/+7/+2 +5 +10 +5 Steal (+8), Sneak Attack

(+9d6)

18th

+13/+8/+3 +6 +11 +6 Hide in Plain Sight

19th

+14/+9/+4 +6 +11 +6 Sneak Attack (+10d6)

20th

+15/+10/+5 +6 +12 +6 Bonus Feat, Shadow Step

Sneak Attack: If a thief can catch an opponent when

he is unable to defend himself effectively from her

attack, she can strike a vital spot for extra damage.

Basically, the thief’s attack deals extra damage any

time her target would be denied a Dexterity bonus to

AC, or when the scoundrel flanks her target.

This extra damage is 1d6 when first gained, and it

increases by 1d6 with each improvement. If the sneak

attack is also a critical hit, the extra damage is not

also multiplied.

Ranged attacks can count as sneak attacks only if the

target is within 30 feet. A thief can’t strike with

deadly accuracy from beyond that range.

Creatures with an anatomy unfamiliar to the thief, or

are immune to critical hits, are also immune to this

ability.

Evasion (Ex): At 2nd

level, a thief can avoid even

magical and unusual attacks with great agility. If she

makes a successful Reflex saving throw against an

attack that normally deals half damage on a

successful save (such as a red dragon’s fiery breath or

a fireball), she instead takes no damage. Evasion can

be used only if the thief is wearing light armor or no

armor. A helpless thief (such as one who is

unconscious or paralyzed) does not gain the benefit

of evasion.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

thief gains a bonus feat. The thief must still meet all

prerequisites for a bonus feat.

Page 46: Page 1 of 227

Page 46 of 227

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Uncanny Dodge (Ex): Starting at 4th

level, a thief

can react to danger before her senses would normally

allow her to do so. She retains her Dexterity bonus to

AC (if any) even if she is caught flat-footed or struck

by an invisible attacker. However, she still loses her

Dexterity bonus to AC if immobilized.

Steal (Ex): Starting at 5th

level, the thief can perform

a Sleight of Hand check against an opponent as a

standard action; the DC equaling the opponent’s

touch attack AC. This only provokes an attack of

opportunity if the thief fails the Sleight of Hand

check.

When the thief improves in this ability, he gains a

stacked +2 competency bonus on additional steal

attempts as well as on any other Sleight of Hand

attempts.

Improved Uncanny Dodge (Ex): A thief of 8th

level

can no longer be flanked; she can react to opponents

on opposite sides of her as easily as she can react to a

single attacker. This defense denies another thief the

ability to sneak attack the character by flanking her,

unless the attacker has at least four more thief levels

than the target does.

Mug (Ex): At 10th

level, the thief can make a single

attack and if it hits, the thief can perform a Sleight of

Hand check as a free action; the DC equaling the

opponent’s touch attack AC. This does not provoke

an attack of opportunity if the thief fails the Sleight

of Hand check.

Improved Evasion (Ex): At 11th

level, the thief’s

evasion ability improves. It works like evasion,

except that while the thief still takes no damage on a

successful Reflex saving throw against attacks such

as a dragon’s breath weapon or a spell with an area of

effect, she henceforth takes only half damage on a

failed save. A helpless thief (such as one who is

unconscious or paralyzed) does not gain the benefit

of improved evasion.

Improved Steal (Ex): At 15th

level, the thief can take

10 on Sleight of Hand skill checks even if stress and

distractions would normally prevent her from doing

so.

Hide in Plain Sight (Ex): At 18th

level, the thief can

use the Hide skill even while being observed.

Shadow Step (Su): At 20th

level, the thief can take a

move action and step into the shadows and appear out

of a shadow within 30 feet.

White Mage As a White Mage, the primary role is to use the

healing powers to keep a party healthy. However, the

White Mage can also buff the party to protect them

from damage and status effects.

GAME RULE INFORMATION White Mages have the following game statistics.

Abilities: Wisdom determines how powerful a spell a

white mage can cast, how hard those spells are to

resist, and how many additional MP a white mage

receives from a high attribute. A high Dexterity score

is helpful for a white mage, who typically wears little

or no armor, because it provides his with a bonus to

Armor Class. A good Constitution score gives a

white mage extra hit points, a resource that he is

otherwise very low on.

Alignment: Any.

Hit Die: d4.

Class Skills The white mage’s class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (all skills, taken

individually) (Int), Profession (Wis), and Spellcraft

(Int).

Skill Points at 1st level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int

modifier.

Class Features

All of the following are class features of the white

mage.

Weapon and Armor Proficiency: White Mages are

proficient with the club, sling, and quarterstaff, but

not with any type of armor or shield. Armor of any

type interferes with a white mage’s movements,

which can cause her spells with somatic components

to fail.

Page 47: Page 1 of 227

Page 47 of 227

Table 3-16: The White Mage

Level Base

Attack Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Spell

Level

1st +0 +0 +0 +2 White Magery, Limit Breaks 2 1

st

2nd

+1 +0 +0 +3 3 1st

3rd

+1 +1 +1 +3 5 1st

4th

+2 +1 +1 +4 Bonus Feat 8 2nd

5th

+2 +1 +1 +4 White Magery 11 2nd

6th

+3 +2 +2 +5 16 3rd

7th

+3 +2 +2 +5 21 3rd

8th

+4 +2 +2 +6 Bonus Feat 28 4th

9th

+4 +3 +3 +6 White Magery 35 4th

10th

+5 +3 +3 +7 Doublecast (1/day) 44 5th

11th

+5 +3 +3 +7 53 5th

12th

+6/+1 +4 +4 +8 Bonus Feat 62 6th

13th

+6/+1 +4 +4 +8 White Magery 73 6th

14th

+7/+2 +4 +4 +9 86 7th

15th

+7/+2 +5 +5 +9 Clear Mind 99 7th

16th

+8/+3 +5 +5 +10 Bonus Feat 114 8th

17th

+8/+3 +5 +5 +10 White Magery 129 8th

18th

+9/+4 +6 +6 +11 1 MP Spell (1/day) 136 9th

19th

+9/+4 +6 +6 +11 152 9th

20th

+10/+5 +6 +6 +12 Quad-Cast (1/day), Bonus

Feat 169 9

th

Spells: A white mage casts white mage spells which

are drawn the white mage spell list.

To learn or cast a spell, the white mage must have a

Wisdom score equal to at least 10 + the spell level

(Wis 11 for 1st-level spells, Wis 12 for 2

nd-level

spells, and so forth). The Difficulty Class for a saving

throw against a white mage’s spell is 10 + the spell

level + the white mage’s Wisdom modifier. In

addition, a white mage gains additional MP for

having a high attribute (Wisdom).

Limit Breaks (Su): At 1st level, the white mage

receives the Limit Breaks (Healing Wind and Breath

of the Earth).

Healing Wind (Su): This Limit Break causes a

cooling wind to ripple through you and your allies

within 30 feet, healing for 1d4 points of damage per

white mage level and providing a Fast Healing 1 and

increases by +1 per four white mage levels for 5

rounds.

Breath of the Earth (Su): This Limit Break

causes the earth to rupture partially and releases a

warm wind encompassing you and your allies within

30 feet, curing any negative status effects and

providing a +2 morale bonus to saving throws against

status effects per four white mage levels for up to 5

rounds.

White Magery: At 1st, 5

th, 9

th, 13

th, and 17

th level, a

white mage increases her power with her spells. At

each such opportunity, she can choose from the list of

the following (with a limit of 2 per):

Increased Healing: This increases any healing

spell the white mage casts by 1 extra die of the

appropriate type. This allows you to overcome any

healing cap a spell might restrict you to.

Spell Mastery: This increases the DC for all

of the white mage’s spells by 1.

Healing Mastery: This increases the white

mage’s caster level by 1 for all spells with a healing

descriptor.

Page 48: Page 1 of 227

Page 48 of 227

Table 3-17: White Mage Spells Known

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 2 — — — — — — — —

2nd 2 — — — — — — — —

3rd 2 — — — — — — — —

4th 3 2 — — — — — — —

5th 3 2 — — — — — — —

6th 3 3 2 — — — — — —

7th 4 3 2 — — — — — —

8th 4 3 3 2 — — — — —

9th 4 3 3 2 — — — — —

10th 4 4 3 3 2 — — — —

11th 4 4 3 3 2 — — — —

12th 4 4 3 3 3 2 — — —

13th 4 4 4 3 3 2 — — —

14th 4 4 4 3 3 3 2 — —

15th 4 4 4 3 3 3 2 — —

16th 4 4 4 4 3 3 3 2 —

17th 4 4 4 4 3 3 3 2 —

18th 4 4 4 4 3 3 3 3 2

19th 4 4 4 4 4 3 3 3 2

20th 4 4 4 4 4 3 3 3 3

Spell Penetration: This increases the white

mage’s caster level checks by 1 made to overcome a

creature’s spell resistance. This stacks with the Spell

Penetration feat.

Bonus Feats: At 4th

, 8th

, 12th

, 16th

, and 20th

level, a

white mage gains a bonus feat. At each such

opportunity, he can choose a metamagic feat or an

item creation feat. The white mage must still meet all

prerequisites for a bonus feat, including caster level

minimums.

These bonus feats are in addition to the feat that a

character of any class gets every three levels.

Doublecast (Su): At 10th

level, once per day, a white

mage can take a full-round action to cast two spells.

The white mage pays MP for both spells as normal

and if a Concentration check is needed, she must

check for both spells. She must also indicate the

targets before spells are resolved.

Clear Mind (Ex): At 15th

level, a white mage can

regain her MP quicker. The white mage must be

relaxed and must be free from overt distractions, such

as combat raging nearby or other loud noises. The

white mage regains MP equaling her Wisdom

modifier per hour.

1 MP Spell (Su): At 18th

level, once per day, a white

mage can reduce the cost of spells to 1 MP. Once

activated, the following round, any spells the white

mage casts only cost 1 MP. This ability ends at the

end of that round.

Quad-Cast (Su): At 20th

level, once per day, a white

mage can take a full-round action to cast four spells.

The white mage pays MP for all four spells as normal

and if a Concentration check is needed, she must

check for all four spells. She must also indicate the

targets before spells are resolved.

Page 49: Page 1 of 227

Page 49 of 227

CHAPTER 4: SKILLS

SKILLS SUMMARY

A character’s skills represent a variety of abilities. As

a character advances in level, he or she gets better at

using some or all of her skills.

Getting Skills: A character gets a base allotment of

2, 4, 6, or 8 skill points for each new level, depending

on the class to which that level was added. If the

character gaining his or her 1st character level overall

(that is, gaining his or her first level in any class), add

his or her Intelligence modifier to the base skill point

allotment for the class and multiply the total by four;

then add an extra 4 points of the character is hume.

If you buy a class skill (such as Open Lock for a thief

or Spellcraft for a black mage), your character gets 1

rank (equal to a +1 bonus on checks with that skill)

for each skill point. If you buy other classes’ skills

(cross-class skills), you get 1/2 rank per skill point.

Your maximum rank in a class skill is your character

level + 3. Your maximum rank in a cross-class skill is

one-half of this number (do not round up or down).

Using Skills: To make a skill check, roll:

1d20 + skill modifier (Skill modifier = skill rank +

ability modifier + miscellaneous modifiers)

This roll works just like an attack roll or a saving

throw—the higher the roll, the better. Either you’re

trying to match or exceed a certain Difficulty Class

(DC), or you’re trying to beat another character’s

check result.

Skill Ranks: A character’s number of ranks in a skill

is based on how many skill points a character has

invested in a skill. Many skills can be used even if

the character has no ranks in them; doing this is

called making an untrained skill check.

Ability Modifier: The ability modifier used in a skill

check is the modifier for the skill’s key ability (the

ability associated with the skill’s use). The key ability

of each skill is noted in its description and on Table

4–2: Skills.

Miscellaneous Modifiers: Miscellaneous modifiers

include racial bonuses, armor check penalties, and

bonuses provided by feats, among others.

ACQUIRING SKILL RANKS Ranks indicate how much training or experience your

character has with a given skill. Each of his or her

skills has a rank, from 0 (for a skill in which your

character has no training at all) to a number equal to

3 + character level (for a character that has increased

a skill to its maximum rank). When making a skill

check, you add your skill ranks to the roll as part of

the skill modifier, so the more ranks you have, the

higher your skill check result will be.

Ranks tell you how proficient you are and reflect

your training in a given skill. In general, while

anyone can get a lucky roll, a character with, say, 10

ranks in a given skill has a higher degree of training

and expertise in that skill than a character with 9

ranks or fewer.

Table 4-1: Skill Points per Level

Class

1st-Level

Skill Points1

Higher-level

Skill Points2

Archer (4 + Int modifier)

x 4

4 + Int

modifier

Bard (6 + Int modifier)

x 4

6 + Int

modifier

Beastmaster (4 + Int modifier)

x 4

4 + Int

modifier

Black Mage (2 + Int modifier)

x 4

2 + Int

modifier

Blue Mage (2 + Int modifier)

x 4

2 + Int

modifier

Fighter (2 + Int modifier)

x 4

2 + Int

modifier

Knight (2 + Int modifier)

x 4

2 + Int

modifier

Monk (4 + Int modifier)

x 4

4 + Int

modifier

Red Mage (2 + Int modifier)

x 4

2 + Int

modifier

Thief (8 + Int modifier)

x 4

8 + Int

modifier

White Mage (2 + Int modifier)

x 4

2 + Int

modifier

1 Humes add +4 to this total at 1st level.

2 Humes add +1 each level.

ACQUIRING SKILLS AT 1ST

LEVEL Follow these two steps to pick skills for your 1st-

level character:

Page 50: Page 1 of 227

Page 50 of 227

1. Determine the number of skill points your

character gets. This number depends on his or her

class and Intelligence modifier, as shown on Table 4–

1: Skill Points per Level. A character gets at least 4

skill points (1 × 4 = 4) at 1st level, even if he or she

has an Intelligence penalty. A hume gets 4 extra skill

points as a 1st-level character.

2. Spend the skill points. Each skill point you spend

on a class skill gets you 1 rank in that skill. Class

skills are the skills found on your character’s class

skill list. Each skill point you spend on a cross-class

skill gets your character 1/2 rank in that skill. Cross-

class skills are skills not found on your character’s

class skill list. (Half ranks do not improve your skill

check, but two 1/2 ranks make 1 rank.) Your

maximum rank in a class skill is 4. In a cross-class

skill, it’s 2. Spend all your skill points. You can’t

save them to spend later.

SKILLS AT HIGHER LEVELS When your character attains a new level, follow these

steps to gain new skills and improve those he or she

already has:

1. Determine the number of skill points your

character gets. See Table 4–1: Skill Points per Level.

A character gets at least 1 skill point at each new

level, even if he or she has an Intelligence penalty. A

hume gets 1 extra skill point per level.

2. You can improve any class skill that you’ve

previously maxed out by 1 rank or any cross-class

skill that you’ve previously maxed out by 1/2 rank.

3. If you have not maxed out a skill, you can spend

extra skill points on it and increase its rank further.

First, find out what your character’s maximum rank

in that skill is. If it’s a class skill, the maximum rank

is the character’s new level + 3. If it’s a cross-class

skill, the maximum rank is half of that number (do

not round up or down). You may spend the number

of skill points it takes to max out the skill, provided

that you have that many skill points to spend.

4. If you want to pick up a new skill for your

character, you can spend skill points equal to his or

her character level +3. These skill points buy 1 rank

each if the new skill is a class skill or 1/2 rank each if

it’s a cross-class skill. Regardless of whether a skill is

purchased as a class skill or a cross-class skill, if it is

a class for any of your classes, your maximum rank

equals your total character level +3.

USING SKILLS When your character uses a skill, you make a skill

check to see how well he or she does. The higher the

result of the skill check, the better. Based on the

circumstances, your result must match or beat a

particular number (a DC or the result of an opposed

skill check) for the check to be successful. The harder

the task, the higher the number you need to roll.

Circumstances can affect your check. A character that

is free to work without distractions can make a

careful attempt and avoid simple mistakes. A

character who has lots of time can try over and over

again, thereby assuring the best outcome. If others

help, the character may succeed where otherwise he

or she would fail.

SKILL CHECKS A skill check takes into account a character’s training

(skill rank), natural talent (ability modifier), and luck

(the die roll). It may also take into account his or her

race’s knack for doing certain things (racial bonus) or

what armor he or she is wearing (armor check

penalty), or a certain feat the character possesses,

among other things. For instance, a character that has

the Skill Focus feat related to a certain skill gets a +3

bonus on all checks involving that skill.

To make a skill check, roll 1d20 and add your

character’s skill modifier for that skill. The skill

modifier incorporates the character’s ranks in that

skill and the ability modifier for that skill’s key

ability, plus any other miscellaneous modifiers that

may apply, including racial bonuses and armor check

penalties. The higher the result, the better. Unlike

with attack rolls and saving throws, a natural roll of

20 on the d20 is not an automatic success, and a

natural roll of 1 is not an automatic failure.

Difficulty Class Some checks are made against a Difficulty Class

(DC). The DC is a number set by the DM (using the

skill rules as a guideline) that you must score as a

result on your skill check in order to succeed.

Opposed Checks An opposed check is a check whose success or failure

is determined by comparing the check result to

Page 51: Page 1 of 227

Page 51 of 227

another character’s check result. In an opposed

check, the higher result succeeds, while the lower

result fails. In case of a tie, the higher skill modifier

wins. If these scores are the same, roll again to break

the tie.

Trying Again In general, you can try a skill check again if you fail,

and you can keep trying indefinitely. Some skills,

however, have consequences of failure that must be

taken into account. A few skills are virtually useless

once a check has failed on an attempt to accomplish a

particular task. For most skills, when a character has

succeeded once at a given task, additional successes

are meaningless. Assume that you go at it long

enough to eventually succeed eventually.

Untrained Skill Checks Generally, if your character attempts to use a skill he

or she does not possess, you make a skill check as

normal. The skill modifier doesn’t have a skill rank

added in because the character has no ranks in the

skill. Any other applicable modifiers, such as the

modifier for the skill’s key ability, are applied to the

check.

Many skills can be used only by someone who is

trained in them. If you don’t have Spellcraft, for

example, you just don’t know enough about magic

even to attempt to identify a spell, regardless of your

class, ability scores, or experience level.

Favorable and Unfavorable Conditions Some situations may make a skill easier or harder to

use, resulting in a bonus or penalty to the skill

modifier for a skill check or a change to the DC of

the skill check. It’s one thing for a fighter, with his

Survival skill, to hunt down enough food to eat while

he’s camping for the day in the middle of a lush

forest, but foraging for food while traveling across a

barren desert is an entirely different matter.

The DM can alter the chance of success in four ways

to take into account exceptional circumstances.

1. Give the skill user a +2 circumstance bonus to

represent conditions that improve performance, such

as having the perfect tool for the job, getting help

from another character, or possessing unusually

accurate information.

2. Give the skill user a –2 circumstance penalty to

represent conditions that hamper performance, such

as being forced to use improvised tools or having

misleading information.

3. Reduce the DC by 2 to represent circumstances

that make the task easier, such as having a friendly

audience or doing work that can be sub-par.

4. Increase the DC by 2 to represent circumstances

that make the task harder, such as having an

uncooperative audience or doing work that must be

flawless.

Conditions that affect your character’s ability to

perform the skill change the skill modifier.

Conditions that modify how well the character has to

perform the skill to succeed change the DC. Bonuses

to the skill modifier and a reduction in the check’s

DC have the same result: They create a better chance

of success. But they represent different

circumstances, and sometimes that difference is

important.

Time and Skill Checks Using a skill might take a round, take no time, or take

several rounds or even longer. Most skill uses are

standard actions, move actions, or full-round actions.

Types of actions define how long activities take to

perform within the framework of a combat round (6

seconds) and how movement is treated with respect

to the activity. Some skill checks are instant and

represent reactions to an event, or are included as part

of an action.

These skill checks are not actions. Other skill checks

represent part of movement. The distance you jump

when making a Jump check, for example, is part of

your movement. Each skill description specifies the

time required to make a check.

Practically Impossible Tasks Sometimes you want to do something that seems

practically impossible. In general, a task considered

practically impossible has a DC of 40, 60, or even

higher (or it carries a modifier of +20 or more to the

DC). Practically impossible tasks are hard to

delineate ahead of time. They’re the

accomplishments that represent incredible, almost

logic-defying skill and luck. Picking a lock by giving

it a single, swift kick might entail a +20 modifier to

Page 52: Page 1 of 227

Page 52 of 227

the DC; swimming up a waterfall could require a

Swim check against DC 80; and balancing on a

fragile tree branch might have a DC of 90.

The DM decides what is actually impossible and

what is merely practically impossible. Characters

with very high skill modifiers are capable of

accomplishing incredible, almost unbelievable tasks,

just as characters with very high combat bonuses are.

Checks without Rolls A skill check represents an attempt to accomplish

some goal, usually while under some sort of time

pressure or distraction. Sometimes, though, a

character can use a skill under more favorable

conditions and eliminate the luck factor.

Taking 10: When your character is not being

threatened or distracted, you may choose to take 10.

Instead of rolling 1d20 for the skill check, calculate

your result as if you had rolled a 10. For many

routine tasks, taking 10 makes them automatically

successful. Distractions or threats (such as combat)

make it impossible for a character to take 10. In most

cases, taking 10 is purely a safety measure —you

know (or expect) that an average roll will succeed but

fear that a poor roll might fail, so you elect to settle

for the average roll (a 10). Taking 10 is especially

useful in situations where a particularly high roll

wouldn’t help (such as using Climb to ascend a

knotted rope, or using Heal to give a wounded PC

long-term care).

Taking 20: When you have plenty of time (generally

2 minutes for a skill that can normally be checked in

1 round, one full-round action, or one standard

action), you are faced with no threats or distractions,

and the skill being attempted carries no penalties for

failure, you can take 20. In other words, eventually

you will get a 20 on 1d20 if you roll enough times.

Instead of rolling 1d20 for the skill check, just

calculate your result as if you had rolled a 20. Taking

20 means you are trying until you get it right, and it

assumes that you fail many times before succeeding.

Taking 20 takes twenty times as long as making a

single check would take. Since taking 20 assumes

that the character will fail many times before

succeeding, if you did attempt to take 20 on a skill

that carries penalties for failure (for instance, a

Disable Device check to disarm a trap), your

character would automatically incur those penalties

before he or she could complete the task (in this case,

the character would most likely set off the trap).

Common ―take 20‖ skills include Escape Artist,

Open Lock, and Search.

Ability Checks and Caster Level Checks: The

normal take 10 and take 20 rules apply for ability

checks. Neither rule applies to caster level checks

(such as when casting dispel or attempting to

overcome spell resistance).

COMBINING SKILL ATTEMPTS When more than one character tries the same skill at

the same time and for the same purpose, their efforts

may overlap.

Individual Events

Often, several characters attempt some action and

each succeeds or fails independently.

Aid Another

You can help another character achieve success on

his or her skill check by making the same kind of

skill check in a cooperative effort. If you roll a 10 or

higher on your check, the character you are helping

gets a +2 bonus to his or her check, as per the rule for

favorable conditions. (You can’t take 10 on a skill

check to aid another.) In many cases, a character’s

help won’t be beneficial, or only a limited number of

characters can help at once. The DM limits

cooperation as he or she sees fit for the given

conditions.

In cases where the skill restricts who can achieve

certain results (such as with Disable Device, Search,

and Survival), you can’t aid another to grant a bonus

to a task that your character couldn’t achieve alone.

For instance, a character that doesn’t have the

trapfinding class feature can’t use Search to help a

thief find a magic trap, since the helper couldn’t

attempt to find the magic trap on his own.

Skill Synergy

It’s possible for a character to have two skills that

work well together, such as someone with both Jump

and Tumble. In general, having 5 or more ranks in

one skill gives the character a +2 bonus on skill

checks with each of its synergistic skills, as noted in

the skill description. In some cases, this bonus

applies only to specific uses of the skill in question,

and not to all checks. Some skills provide benefits on

other checks made by a character, such as those

checks required to use certain class features. Your

Page 53: Page 1 of 227

Page 53 of 227

DM may limit certain synergies if desired, or he may

add more synergies for specific situations.

ABILITY CHECKS Sometimes a character tries to do something to which

no specific skill really applies. In these cases, you

make an ability check. An ability check is a roll of

1d20 plus the appropriate ability modifier.

Essentially, you’re making an untrained skill check.

The DM assigns a Difficulty Class, or sets up an

opposed check when two characters are engaged in a

contest using one ability score or another. The

initiative check in combat, for example, is essentially

a Dexterity check. The character that rolls highest

goes first.

In some cases, an action is a straight test of one’s

ability with no luck involved. Just as you wouldn’t

make a height check to see who is taller, you don’t

make a Strength check to see who is stronger. When

two characters arm wrestle, for example, the stronger

character simply wins. In the case of identical scores,

roll a die.

SKILL DESCRIPTIONS This section describes each skill, including common

uses and typical modifiers. Characters can sometimes

use skills for purposes other than those noted here.

For example, you might be able to impress a bunch of

riders by making a Ride check. Here is the format for

skill descriptions.

SKILL NAME The skill name line includes (in addition to the name

of the skill) the following information.

Key Ability: The abbreviation of the ability whose

modifier applies to the skill check. Exception: Speak

Language has ―None‖ as its key ability because the

use of this skill does not require a check.

Trained Only: If this notation is included in the skill

name line, you must have at least 1 rank in the skill to

use it. If it is omitted, the skill can be used untrained

(with a rank of 0). If any special notes apply to

trained or untrained use, they are covered in the

Untrained section (see below).

Armor Check Penalty: If this notation is included in

the skill name line, an armor check penalty applies

(when appropriate) to checks using this skill. If this

entry is absent, an armor check penalty does not

apply.

The skill name line is followed by a general

description of what using the skill represents. After

the description are a few other types of information:

Check: What a character (―you‖ in the skill

description) can do with a successful skill check and

the check’s DC.

Action: The type of action using the skill requires, or

the amount of time required for a check.

Try Again: Any conditions that apply to successive

attempts to use the skill successfully. If the skill

doesn’t allow you to attempt the same task more than

once, or if failure carries an inherent penalty (such as

with the Climb skill), you can’t take 20. If this

paragraph is omitted, the skill can be retried without

any inherent penalty, other than the additional time

required.

Special: Any extra facts that apply to the skill, such

as special effects deriving from its use or bonuses

that certain characters receive because of class, feat

choices, or race.

Synergy: Some skills grant a bonus to the use of one

or more other skills because of a synergistic effect.

This entry, when present, indicates what bonuses this

skill may grant or receive because of such synergies.

Restriction: The full utility of certain skills is

restricted to characters of certain classes or characters

that possess certain feats. This entry indicates

whether any such restrictions exist for the skill.

Untrained: This entry indicates what a character

without at least 1 rank in the skill can do with it. If

this entry doesn’t appear, it means that the skill

functions normally for untrained characters (if it can

be used untrained) or that an untrained character

can’t attempt checks with this skill (for skills that are

designated as ―Trained Only‖).

Appraise (Int) Check: You can appraise common or well-known

objects with a DC 12 Appraise check. Failure means

that you estimate the value at 50% to 150% (2d6+3

times 10%,) of its actual value.

Appraising a rare or exotic item requires a

successful check against DC 15, 20, or higher. If the

check is successful, you estimate the value correctly;

failure means you cannot estimate the item’s value.

A magnifying glass gives you a +2

circumstance bonus on Appraise checks involving

any item that is small or highly detailed, such as a

gem. A merchant’s scale gives you a +2 circumstance

bonus on Appraise checks involving any items that

are valued by weight, including anything made of

precious metals. These bonuses stack.

Page 54: Page 1 of 227

Page 54 of 227

Action: Appraising an item takes 1 minute (ten

consecutive full-round actions).

Try Again: No. You cannot try again on the same

object, regardless of success.

Special: A galka gets a +2 racial bonus on Appraise

checks that are related to metal items because galkas

are familiar with valuable items of all kinds

(especially those made of metal). A moogle also gets

a +2 racial bonus on Appraise checks because they

have the innate ability to identify the value of items

and sell them at a good margin.

A character with the Diligent feat gets a +2

bonus on Appraise checks.

Synergy: If you have 5 ranks in any Craft skill, you

gain a +2 bonus on Appraise checks related to items

made with that Craft skill.

Untrained: For common items, failure on an

untrained check means no estimate. For rare items,

success means an estimate of 50% to 150% (2d6+3

times 10%).

Balance (Dex; Armor Check Penalty) Check: You can walk on a precarious surface. A

successful check lets you move at half your speed

along the surface for 1 round. A failure by 4 or less

means you can’t move for 1 round. A failure by 5 or

more means you fall. The difficulty varies with the

surface, as follows:

Narrow Surface Balance

DC1

Difficult Surface Balance

DC1

7–12 inches wide 10 Uneven flagstone 102

2–6 inches wide 15 Hewn stone floor 102

Less than 2 inches

wide

20 Sloped or angled

floor

102

1 Add modifiers from Narrow Surface Modifiers, below, as

appropriate.

2 Only if running or charging. Failure by 4 or less means the

character can’t run or charge, but may otherwise act normally.

Narrow Surface Modifiers

Surface DC Modifier1

Lightly obstructed +2

Severely obstructed +5

Lightly slippery +2

Severely slippery +5

Sloped or angled +2

1 Add the appropriate modifier to the Balance DC of a narrow surface.

These modifiers stack.

Being Attacked while Balancing: You are

considered flat-footed while balancing, since you

can’t move to avoid a blow, and thus you lose your

Dexterity bonus to AC (if any). If you have 5 or more

ranks in Balance, you aren’t considered flat-footed

while balancing. If you take damage while balancing,

you must make another Balance check against the

same DC to remain standing.

Accelerated Movement: You can try to walk across

a precarious surface more quickly than normal. If you

accept a –5 penalty, you can move your full speed as

a move action. (Moving twice your speed in a round

requires two Balance checks, one for each move

action used.) You may also accept this penalty in

order to charge across a precarious surface; charging

requires one Balance check for each multiple of your

speed (or fraction thereof ) that you charge.

Action: None. A Balance check doesn’t require an

action; it is made as part of another action or as a

reaction to a situation.

Special: A mithra gets a +2 bonus to Balance checks

because they are very agile.

If you have the Agile feat, you get a +2 bonus on

Balance checks.

Synergy: If you have 5 or more ranks in Tumble, you

get a +2 bonus on Balance checks.

Page 55: Page 1 of 227

Page 55 of 227

Bluff (Cha) Check: A Bluff check is opposed by the target’s

Sense Motive check. See the accompanying table for

examples of different kinds of bluffs and the modifier

to the target’s Sense Motive check for each one.

Favorable and unfavorable circumstances

weigh heavily on the outcome of a bluff. Two

circumstances can weigh against you: The bluff is

hard to believe, or the action that the target is asked

to take goes against its self-interest, nature,

personality, orders, or the like. If it’s important, you

can distinguish between a bluff that fails because the

target doesn’t believe it and one that fails because it

just asks too much of the target. For instance, if the

target gets a +10 bonus on its Sense Motive check

because the bluff demands something risky, and the

Sense Motive check succeeds by 10 or less, then the

target didn’t so much see through the bluff as prove

reluctant to go along with it. A target that succeeds

by 11 or more has seen through the bluff.

A successful Bluff check indicates that the

target reacts as you wish, at least for a short time

(usually 1 round or less) or believes something that

you want it to believe.

A bluff requires interaction between you and

the target. Creatures unaware of you cannot be

bluffed.

Feinting in Combat: You can also use Bluff to

mislead an opponent in melee combat (so that it can’t

dodge your next attack effectively). To feint, make a

Bluff check opposed by your target’s Sense Motive

check, but in this case, the target may add its base

attack bonus to the roll along with any other

applicable modifiers.

If your Bluff check result exceeds this special

Sense Motive check result, your target is denied its

Dexterity bonus to AC (if any) for the next melee

attack you make against it. This attack must be made

on or before your next turn.

Feinting in this way against a nonhumanoid is

difficult because it’s harder to read a strange

creature’s body language; you take a –4 penalty on

your Bluff check. Against a creature of animal

Intelligence (1 or 2) it’s even harder; you take a –8

penalty. Against a nonintelligent creature, it’s

impossible.

Feinting in combat does not provoke an attack

of opportunity.

Creating a Diversion to Hide: You can use the

Bluff skill to help you hide. A successful Bluff check

gives you the momentary diversion you need to

attempt a Hide check while people are aware of you.

This usage does not provoke an attack of opportunity.

Delivering a Secret Message: You can use Bluff to

get a message across to another character without

others understanding it. The DC is 15 for simple

messages, or 20 for complex messages, especially

those that rely on getting across new information.

Failure by 4 or less means you can’t get the message

across. Failure by 5 or more means that some false

information has been implied or inferred. Anyone

listening to the exchange can make a Sense Motive

check opposed by the Bluff check you made to

transmit in order to intercept your message (see

Sense Motive).

Action: Varies. A Bluff check made as part of

general interaction always takes at least 1 round (and

is at least a full-round action), but it can take much

longer if you try something elaborate. A Bluff check

made to feint in combat or create a diversion to hide

is a standard action. A Bluff check made to deliver a

secret message doesn’t take an action; it is part of

normal communication.

Bluff Examples

Example Circumstances Sense Motive Modifier

The target wants to believe you. –5

The bluff is believable and doesn’t affect the target much. +0

The bluff is a little hard to believe or puts the target at some risk. +5

The bluff is hard to believe or puts the target at significant risk. +10

The bluff is way out there, almost too incredible to consider. +20

Try Again: Varies. Generally, a failed Bluff check in

social interaction makes the target too suspicious for

you to try again in the same circumstances, but you

may retry freely on Bluff checks made to feint in

combat. Retries are also allowed when you are trying

to send a message, but you may attempt such a retry

only once per round. Each retry carries the same

chance of miscommunication.

Special: If you have the Persuasive feat, you get a +2

bonus on Bluff checks.

Page 56: Page 1 of 227

Page 56 of 227

Synergy: If you have 5 or more ranks in Bluff, you

get a +2 bonus on Diplomacy, Intimidate, and Sleight

of Hand checks, as well as on Disguise checks made

when you know you’re being observed and you try to

act in character.

Climb (Str; Armor Check Penalty)

Check: With a successful Climb check, you can

advance up, down, or across a slope, a wall, or some

other steep incline (or even a ceiling with handholds)

at one-quarter your normal speed. A slope is

considered to be any incline at an angle measuring

less than 60 degrees; a wall is any incline at an angle

measuring 60 degrees or more.

A Climb check that fails by 4 or less means

that you make no progress, and one that fails by 5 or

more means that you fall from whatever height you

have already attained.

A climber’s kit gives you a +2 circumstance

bonus on Climb checks.

The DC of the check depends on the conditions of the

climb. Compare the task with those on the following

table to determine an appropriate DC.

Climb

DC Example Surface or Activity

0 A slope too steep to walk up, or a knotted rope with a wall to brace against.

5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.

10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.

15

Any surface with adequate handholds and footholds (natural or artificial), such as a very rough

natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your

hands.

20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a

dungeon or ruins.

25 A rough surface, such as a natural rock wall or a brick wall.

25 An overhang or ceiling with handholds but no footholds.

— A perfectly smooth, flat, vertical surface cannot be climbed.

Climb DC

Modifier1 Example Surface or Activity

–10

Climbing a chimney (artificial or natural) or other location where you can brace against

two opposite walls (reduces DC by 10).

–5 Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).

+5 Surface is slippery (increases DC by 5).

1 These modifiers are cumulative; use any that apply.

You need both hands free to climb, but you

may cling to a wall with one hand while you cast a

spell or take some other action that requires only one

hand. While climbing, you can’t move to avoid a

blow, so you lose your Dexterity bonus to AC (if

any). You also can’t use a shield while climbing.

Any time you take damage while climbing,

make a Climb check against the DC of the slope or

wall. Failure means you fall from your current height

and sustain the appropriate falling damage.

Accelerated Climbing: You try to climb more

quickly than normal. By accepting a –5 penalty, you

can move half your speed (instead of one-quarter

your speed).

Making Your Own Handholds and Footholds: You can make your own handholds and footholds by

pounding pitons into a wall. Doing so takes 1 minute

per piton, and one piton is needed per 3 feet of

distance. As with any surface that offers handholds

and footholds, a wall with pitons in it has a DC of 15.

In the same way, a climber with a handaxe or similar

implement can cut handholds in an ice wall.

Catching Yourself When Falling: It’s practically

impossible to catch yourself on a wall while falling.

Make a Climb check (DC = wall’s DC + 20) to do so.

It’s much easier to catch yourself on a slope (DC =

slope’s DC + 10).

Catching a Falling Character While Climbing: If

someone climbing above you or adjacent to you falls,

you can attempt to catch the falling character if he or

she is within your reach. Doing so requires a

successful melee touch attack against the falling

Page 57: Page 1 of 227

Page 57 of 227

character (though he or she can voluntarily forego

any Dexterity bonus to AC if desired). If you hit, you

must immediately attempt a Climb check (DC =

wall’s DC + 10). Success indicates that you catch the

falling character, but his or her total weight,

including equipment, cannot exceed your heavy load

limit or you automatically fall. If you fail your Climb

check by 4 or less, you fail to stop the character’s fall

but don’t lose your grip on the wall. If you fail by 5

or more, you fail to stop the character’s fall and begin

falling as well.

Action: Climbing is part of movement, so it’s

generally part of a move action (and may be

combined with other types of movement in a move

action). Each move action that includes any climbing

requires a separate Climb check. Catching yourself or

another falling character doesn’t take an action.

Special: You can use a rope to haul a character

upward (or lower a character) through sheer strength.

You can lift double your maximum load in this

manner.

A mithra has a +2 racial bonus on Climb

checks because mithras have claws to make it easier

to get a firm hold.

If you have the Athletic feat, you get a +2

bonus on Climb checks.

A creature with a climb speed has a +8 racial

bonus on all Climb checks. The creature must make a

Climb check to climb any wall or slope with a DC

higher than 0, but it always can choose to take 10,

even if rushed or threatened while climbing. If a

creature with a climb speed chooses an accelerated

climb (see above), it moves at double its climb speed

(or at its land speed, whichever is slower) and makes

a single Climb check at a –5 penalty. Such a creature

retains its Dexterity bonus to Armor Class (if any)

while climbing, and opponents get no special bonus

to their attacks against it. It cannot, however, use the

run action while climbing.

Synergy: If you have 5 or more ranks in Use Rope,

you get a +2 bonus on Climb checks made to climb a

rope, a knotted rope, or a rope-and-wall combination.

Concentration (Con) Check: You must make a Concentration check

whenever you might potentially be distracted (by

taking damage, by harsh weather, and so on) while

engaged in some action that requires your full

attention. Such actions include casting a spell,

concentrating on an active spell, directing a spell,

using a spell-like ability, or using a skill that would

provoke an attack of opportunity. In general, if an

action wouldn’t normally provoke an attack of

opportunity, you need not make a Concentration

check to avoid being distracted.

If the Concentration check succeeds, you may

continue with the action as normal. If the check fails,

the action automatically fails and is wasted. If you

were in the process of casting a spell, the spell is lost.

If you were concentrating on an active spell, the spell

ends as if you had ceased concentrating on it. If you

were directing a spell, the direction fails but the spell

remains active. If you were using a spell-like ability,

that use of the ability is lost. A skill use also fails,

and in some cases a failed skill check may have other

ramifications as well.

The table below summarizes various types of

distractions that cause you to make a Concentration

check. If the distraction occurs while you are trying

to cast a spell, you must add the level of the spell you

are trying to cast to the appropriate Concentration

DC. If more than one type of distraction is present,

make a check for each one; any failed Concentration

check indicates that the task is not completed.

Action: None. Making a Concentration check doesn’t

take an action; it is either a free action (when

attempted reactively) or part of another action (when

attempted actively).

Try Again: Yes, though a success doesn’t cancel the

effect of a previous failure, such as the loss of a spell

you were casting or the disruption of a spell you were

concentrating on.

Special: You can use Concentration to cast a spell,

use a spell-like ability, or use a skill defensively, so

as to avoid attacks of opportunity altogether. This

doesn’t apply to other actions that might provoke

attacks of opportunity.

The DC of the check is 15 (plus the spell’s

level, if casting a spell or using a spell-like ability

defensively). If the Concentration check succeeds,

you may attempt the action normally without

provoking any attacks of opportunity. A successful

Concentration check still doesn’t allow you to take

10 on another check if you are in a stressful situation;

you must make the check normally. If the

Concentration check fails, the related action also

automatically fails (with any appropriate

ramifications), and the action is wasted, just as if

your concentration had been disrupted by a

distraction.

A character with the Combat Casting feat gets

a +4 bonus on Concentration checks made to cast a

spell or use a spell-like ability while on the defensive

or while grappling or pinned.

Page 58: Page 1 of 227

Page 58 of 227

Concentration DC1 Distraction

10 + damage dealt Damaged during the action. 2

10 + half of continuous Taking continuous damage during the damage last dealt action. 3

Distracting spell’s save

DC

Distracted by nondamaging spell. 4

10 Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat

in rough water, belowdecks in a stormtossed ship).

15 Violent motion (on a galloping horse, taking a very rough wagon ride, in a small

boat in rapids, on the deck of a storm-tossed ship).

20 Extraordinarily violent motion (earthquake).

15 Entangled.

20 Grappling or pinned. (You can cast only spells without somatic components for

which you have any required material component in hand.)

5 Weather is a high wind carrying blinding rain or sleet.

10 Weather is wind-driven hail, dust, or debris.

Distracting spell’s save

DC

Weather caused by a spell, such as storm of vengeance. 4

1 If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell

to the indicated DC.

2 Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity

that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack

of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1

action) or the action being taken (for activities requiring no more than a full-round action).

3 Such as from acid arrow.

4 If the spell allows no save, use the save DC it would have if it did allow a save.

Craft (Int) Like Knowledge, Perform, and Profession, Craft is

actually a number of separate skills. You could have

several Craft skills, each with its own ranks, each

purchased as a separate skill. A Craft skill is

specifically focused on creating something. If nothing

is created by the endeavor, it probably falls under the

heading of a Profession skill.

Check: You can practice your trade and make a

decent living, earning about half your check result in

gold pieces per week of dedicated work. You know

how to use the tools of your trade, how to perform

the craft’s daily tasks, how to supervise untrained

helpers, and how to handle common problems.

(Untrained laborers and assistants earn an average of

1 silver piece per day.)

The basic function of the Craft skill, however,

is to allow you to make an item of the appropriate

type. The DC depends on the complexity of the item

to be created. The DC, your check results, and the

price of the item determine how long it takes to make

a particular item. The item’s finished price also

determines the cost of raw materials.

All crafts require artisan’s tools to give the

best chance of success. If improvised tools are used,

the check is made with a –2 circumstance penalty. On

the other hand, masterwork artisan’s tools provide a

+2 circumstance bonus on the check.

To determine how much time and money it takes to

make an item, follow these steps.

1. Find the item’s price. Put the price in gil.

2. Find the DC from the table below.

3. Pay one-third of the item’s price for the cost of raw

materials.

4. Make an appropriate Craft check representing one

week’s work. If the check succeeds, multiply your

check result by the DC. If the result × the DC equals

the price of the item in gil, then you have completed

the item. (If the result × the DC equals double or

triple the price of the item in gil, then you’ve

completed the task in one-half or one-third of the

time. Other multiples of the DC reduce the time in

the same manner.) If the result × the DC doesn’t

equal the price, then it represents the progress you’ve

made this week. Record the result and make a new

Craft check for the next week. Each week, you make

Page 59: Page 1 of 227

Page 59 of 227

more progress until your total reaches the price of the

item in gil.

If you fail a check by 4 or less, you make no

progress this week.

If you fail by 5 or more, you ruin half the raw

materials and have to pay half the original raw

material cost again.

Creating Mastercraft Items: Requires the

Mastercrafter feat. You can make a mastercraft

item—a weapon, suit of armor, shield, or tool that

conveys a bonus on its use through its exceptional

craftsmanship, not through being magical. To create a

mastercraft item, you create the mastercraft

component as if it were a separate item in addition to

the standard item. See the Mastercrafter feat for more

details. Note: The cost you pay for the mastercraft

component is one-third of the given amount, just as it

is for the cost in raw materials.

Repairing Items: Generally, you can repair an item

by making checks against the same DC that it took to

make the item in the first place. The cost of repairing

an item is one-fifth of the item’s price.

When you use the Craft skill to make a particular sort

of item, the DC for checks involving the creation of

that item are typically as given on the following

table.

Item Craft Skill Craft DC

Acid Alchemy1 15

Alchemist’s fire, smokestick, or tindertwig Alchemy1 20

Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy1 25

Armor or shield Armorsmithing 10 + AC

bonus

Longbow or shortbow Bowmaking 12

Composite longbow or composite shortbow Bowmaking 15

Composite longbow or composite shortbow with high

strength rating

Bowmaking 15 + (2 ×

rating)

Crossbow Weaponsmithing 15

Simple melee or thrown weapon Weaponsmithing 12

Martial melee or thrown weapon Weaponsmithing 15

Exotic melee or thrown weapon Weaponsmithing 18

Mechanical trap Trapmaking Varies2

Very simple item (wooden spoon) Varies 5

Typical item (iron pot) Varies 10

High-quality item (bell) Varies 15

Complex or superior item (lock) Varies 20

1 You must be a spellcaster to craft any of these items.

2 Traps have their own rules for construction.

Action: Does not apply. Craft checks are made by

the day or week (see above).

Try Again: Yes, but each time you miss by 5 or

more, you ruin half the raw materials and have to pay

half the original raw material cost again.

Special: A galka has a +2 racial bonus on Craft

checks that are related to metal, because galkas are

especially capable with metalwork.

You may voluntarily add +10 to the indicated

DC to craft an item. This allows you to create the

item more quickly (since you’ll be multiplying this

higher DC by your Craft check result to determine

progress). You must decide whether to increase the

DC before you make each weekly or daily check.

To make an item using Craft (alchemy), you

must have alchemical equipment and be a spellcaster.

If you are working in a city, you can buy what you

need as part of the raw materials cost to make the

item, but alchemical equipment is difficult or

impossible to come by in some places. Purchasing

and maintaining an alchemist’s lab grants a +2

circumstance bonus on Craft (alchemy) checks

because you have the perfect tools for the job, but it

does not affect the cost of any items made using the

skill.

Synergy: If you have 5 ranks in a Craft skill, you get

a +2 bonus on Appraise checks related to items made

with that Craft skill.

Page 60: Page 1 of 227

Page 60 of 227

Decipher Script (Int; Trained Only) Check: You can decipher writing in an unfamiliar

language or a message written in an incomplete or

archaic form. The base DC is 20 for the simplest

messages, 25 for standard texts, and 30 or higher for

intricate, exotic, or very old writing.

If the check succeeds, you understand the

general content of a piece of writing about one page

long (or the equivalent). If the check fails, make a

DC 5 Wisdom check to see if you avoid drawing a

false conclusion about the text. (Success means that

you do not draw a false conclusion; failure means

that you do.)

Both the Decipher Script check and (if

necessary) the Wisdom check are made secretly, so

that you can’t tell whether the conclusion you draw is

true or false.

Action: Deciphering the equivalent of a single page

of script takes 1 minute (ten consecutive full-round

actions).

Try Again: No.

Special: A character with the Diligent feat gets a +2

bonus on Decipher Script checks.

Diplomacy (Cha) Check: You can change the attitudes of others (non-

player characters) with a successful Diplomacy

check; see the Influencing NPC Attitudes sidebar,

below, for basic DCs. In negotiations, participants

roll opposed Diplomacy checks, and the winner gains

the advantage. Opposed checks also resolve

situations when two advocates or diplomats plead

opposite cases in a hearing before a third party.

Action: Changing others’ attitudes with Diplomacy

generally takes at least 1 full minute (10 consecutive

full-round actions). In some situations, this time

requirement may greatly increase. A rushed

Diplomacy check can be made as a full-round action,

but you take a –10 penalty on the check.

Try Again: Optional, but not recommended because

retries usually do not work. Even if the initial

Diplomacy check succeeds, the other character can be

persuaded only so far, and a retry may do more harm

than good. If the initial check fails, the other

character has probably become more firmly

committed to his position, and a retry is futile.

Special: A moogle has a +2 racial bonus on

Diplomacy checks.

If you have the Negotiator feat, you get a +2 bonus

on Diplomacy checks.

Synergy: If you have 5 or more ranks in Bluff,

Knowledge (nobility and royalty), or Sense Motive,

you get a +2 bonus on Diplomacy checks.

INFLUENCING NPC ATTITUDES

Use the table below to determine the effectiveness of

Diplomacy checks (or Charisma checks) made to

influence the attitude of a non-player character, or

wild empathy checks made to influence the attitude

of an animal or magical beast.

Initial Attitude ————— New Attitude (DC to achieve)—————

Hostile Unfriendly Indifferent Friendly Helpful

Hostile Less than 20 20 25 35 50

Unfriendly Less than 5 5 15 25 40

Indifferent — Less than 1 1 15 30

Friendly — — Less than 1 1 20

Helpful — — — Less than 1 1

Attitude Means Possible Actions

Hostile Will take risks to hurt you Attack, interfere, berate, flee

Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult

Indifferent Doesn’t much care Socially expected interaction

Friendly Wishes you well Chat, advise, offer limited help, advocate

Helpful Will take risks to help you Protect, back up, heal, aid

Disable Device (Int; Trained Only) Check: The Disable Device check is made secretly,

so that you don’t necessarily know whether you’ve

succeeded.

The DC depends on how tricky the device is.

Disabling (or rigging or jamming) a fairly simple

device has a DC of 10; more intricate and complex

devices have higher DCs.

Page 61: Page 1 of 227

Page 61 of 227

If the check succeeds, you disable the device.

If it fails by 4 or less, you have failed but can try

again. If you fail by 5 or more, something goes

wrong. If the device is a trap, you spring it. If you’re

attempting some sort of sabotage, you think the

device is disabled, but it still works normally.

You also can rig simple devices such as

saddles or wagon wheels to work normally for a

while and then fail or fall off some time later (usually

after 1d4 rounds or minutes of use).

Device Time Disable Device DC1 Example

Simple 1 round 10 Jam a lock

Tricky 1d4 rounds 15 Sabotage a wagon wheel

Difficult 2d4 rounds 20 Disarm a trap, reset a trap

Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a

clockwork device

1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Action: The amount of time needed to make a

Disable Device check depends on the task, as noted

above. Disabling a simple device takes 1 round and is

a full-round action. An intricate or complex device

requires 1d4 or 2d4 rounds.

Try Again: Varies. You can retry if you have missed

the check by 4 or less, though you must be aware that

you have failed in order to try again.

Special: If you have the Nimble Fingers feat, you get

a +2 bonus on Disable Device checks.

A thief who beats a trap’s DC by 10 or more

can study the trap, figure out how it works, and

bypass it (along with her companions) without

disarming it.

Restriction: Thieves (and other characters with the

trapfinding class feature) can disarm magic traps. A

magic trap generally has a DC of 25 + the spell level

of the magic used to create it.

OTHER WAYS TO BEAT A TRAP

It’s possible to ruin many traps without making a

Disable Device check.

Ranged Attack Traps: Once a trap’s location is

known, the obvious way to ruin it is to smash the

mechanism—assuming the mechanism can be

accessed. Failing that, it’s possible to plug up the

holes from which the projectiles emerge. Doing this

prevents the trap from firing unless its ammunition

does enough damage to break through the plugs.

Melee Attack Traps: These devices can be thwarted

by smashing the mechanism or blocking the

weapons, as noted above. Alternatively, if a character

studies the trap as it triggers, he might be able to time

his dodges just right to avoid damage. A character

who is doing nothing but studying a trap when it first

goes off gains a +4 dodge bonus against its attacks if

it is triggered again within the next minute.

Pits: Disabling a pit trap generally ruins only the

trapdoor, making it an uncovered pit. Filling in the pit

or building a makeshift bridge across it is an

application of manual labor, not the Disable Device

skill. Characters could neutralize any spikes at the

bottom of a pit by attacking them—they break just as

daggers do.

Disguise (Cha) Check: Your Disguise check result determines how

good the disguise is, and it is opposed by others’ Spot

check results. If you don’t draw any attention to

yourself, others do not get to make Spot checks. If

you come to the attention of people who are

suspicious (such as a guard who is watching

commoners walking through a city gate), it can be

assumed that such observers are taking 10 on their

Spot checks.

You get only one Disguise check per use of

the skill, even if several people are making Spot

checks against it. The Disguise check is made

secretly, so that you can’t be sure how good the result

is.

The effectiveness of your disguise depends in part on

how much you’re attempting to change your

appearance.

Page 62: Page 1 of 227

Page 62 of 227

Disguise

Disguise Check

Modifier

Minor details only +5

Disguised as different gender1 –2

Disguised as different race1 –2

Disguised as different age

category1

–22

1 These modifiers are cumulative; use any that

apply.

2 Per step of difference between your actual age

category and your disguised age category. The

steps are: young (younger than adulthood),

adulthood, middle age, old, and venerable.

If you are impersonating a particular

individual, those who know what that person looks

like get a bonus on their Spot checks according to the

table below. Furthermore, they are automatically

considered to be suspicious of you, so opposed

checks are always called for.

Familiarity

Viewer’s

Spot Check

Bonus

Recognizes on sight +4

Friends or associates +6

Close friends +8

Intimate +10

Usually, an individual makes a Spot check to

see through your disguise immediately upon meeting

you and each hour thereafter. If you casually meet

many different creatures, each for a short time, check

once per day or hour, using an average Spot modifier

for the group.

Action: Creating a disguise requires 1d3×10 minutes

of work.

Try Again: Yes. You may try to redo a failed

disguise, but once others know that a disguise was

attempted, they’ll be more suspicious.

Synergy: If you have 5 or more ranks in Bluff, you

get a +2 bonus on Disguise checks when you know

that you’re being observed and you try to act in

character.

Escape Artist (Dex; Armor Check Penalty) Check: The table below gives the DCs to escape

various forms of restraints.

Ropes: Your Escape Artist check is opposed by the

binder’s Use Rope check. Since it’s easier to tie

someone up than to escape from being tied up, the

binder gets a +10 bonus on his or her check.

Manacles and Masterwork Manacles: The DC for

manacles is set by their construction.

Tight Space: The DC noted on the table is for

getting through a space where your head fits but your

shoulders don’t. If the space is long you may need to

make multiple checks. You can’t get through a space

that your head does not fit through.

Grappler: You can make an Escape Artist check

opposed by your enemy’s grapple check to get out of

a grapple or out of a pinned condition (so that you’re

only grappling).

Restraint Escape Artist DC

Ropes Binder’s Use Rope check at +10

Net, animate rope spell, command

plants spell, control plants spell, or

entangle spell

20

Snare spell 23

Manacles 30

Tight space 30

Masterwork manacles 35

Grappler Grappler’s grapple check result

Action: Making an Escape Artist check to escape

from rope bindings, manacles, or other restraints

(except a grappler) requires 1 minute of work.

Escaping from a net or an animate rope, command

plants, control plants, or entangle spell is a full-round

action. Escaping from a grapple or pin is a standard

action. Squeezing through a tight space takes at least

1 minute, maybe longer, depending on how long the

space is.

Try Again: Varies. You can make another check

after a failed check if you’re squeezing your way

through a tight space, making multiple checks. If the

situation permits, you can make additional checks, or

Page 63: Page 1 of 227

Page 63 of 227

even take 20, as long as you’re not being actively

opposed.

Special: If you have the Agile feat, you get a +2

bonus on Escape Artist checks.

Synergy: If you have 5 or more ranks in Escape

Artist, you get a +2 bonus on Use Rope checks to

bind someone.

If you have 5 or more ranks in Use Rope, you

get a +2 bonus on Escape Artist checks when

escaping from rope bonds.

Forgery (Int) Check: Forgery requires writing materials appropriate

to the document being forged, enough light or

sufficient visual acuity to see the details of what

you’re writing, wax for seals (if appropriate), and

some time. To forge a document on which the

handwriting is not specific to a person (military

orders, a government decree, a business ledger, or the

like), you need only to have seen a similar document

before, and you gain a +8 bonus on your check. To

forge a signature, you need an autograph of that

person to copy, and you gain a +4 bonus on the

check. To forge a longer document written in the

hand of some particular person, a large sample of that

person’s handwriting is needed.

The Forgery check is made secretly, so that

you’re not sure how good your forgery is. As with

Disguise, you don’t even need to make a check until

someone examines the work. Your Forgery check is

opposed by the Forgery check of the person who

examines the document to check its authenticity. The

examiner gains modifiers on his or her check if any

of the conditions on the table below exist.

Condition

Reader’s

Forgery Check

Modifier

Type of document unknown to reader –2

Type of document somewhat known to reader +0

Type of document well known to reader +2

Handwriting not known to reader –2

Handwriting somewhat known to reader +0

Handwriting intimately known to reader +2

Reader only casually reviews the document –2

A document that contradicts procedure,

orders, or previous knowledge, or one that requires

sacrifice on the part of the person checking the

document can increase that character’s suspicion (and

thus create favorable circumstances for the checker’s

opposing Forgery check).

Action: Forging a very short and simple document

takes about 1 minute. A longer or more complex

document takes 1d4 minutes per page.

Try Again: Usually, no. A retry is never possible

after a particular reader detects a particular forgery.

But the document created by the forger might still

fool someone else. The result of a Forgery check for

a particular document must be used for every

instance of a different reader examining the

document. No reader can attempt to detect a

particular forgery more than once; if that one

opposed check goes in favor of the forger, then the

reader can’t try using his own skill again, even if he’s

suspicious about the document.

Special: If you have the Deceitful feat, you get a +2

bonus on Forgery checks.

Restriction: Forgery is language-dependent; thus, to

forge documents and detect forgeries, you must be

able to read and write the language in question.

Gather Information (Cha) Check: An evening’s time, a few gold pieces for

buying drinks and making friends, and a DC 10

Gather Information check get you a general idea of a

city’s major news items, assuming there are no

obvious reasons why the information would be

withheld. The higher your check result, the better the

information.

If you want to find out about a specific rumor,

or a specific item, or obtain a map, or do something

else along those lines, the DC for the check is 15 to

25, or even higher.

Action: A typical Gather Information check takes

1d4+1 hours.

Try Again: Yes, but it takes time for each check.

Furthermore, you may draw attention to yourself if

you repeatedly pursue a certain type of information.

Page 64: Page 1 of 227

Page 64 of 227

Special: If you have the Investigator feat, you get a

+2 bonus on Gather Information checks.

Synergy: If you have 5 or more ranks in Knowledge

(local), you get a +2 bonus on Gather Information

checks.

Handle Animal (Cha; Trained Only) Check: The DC depends on what you are trying to

do.

Task Handle Animal DC

Handle an animal 10

―Push‖ an animal 25

Teach an animal a trick 15 or 201

Train an animal for a general

purpose 15 or 20

1

Rear a wild animal 15 + HD of animal

1 See the specific trick or purpose below.

General

Purpose DC

General

Purpose DC

Combat riding 20 Hunting 20

Fighting 20 Performance 15

Guarding 20 Riding 15

Heavy labor 15

Handle an Animal: This task involves commanding

an animal to perform a task or trick that it knows. If

the animal is wounded or has taken any nonlethal

damage or ability score damage, the DC increases by

2. If your check succeeds, the animal performs the

task or trick on its next action.

―Push‖ an Animal: To push an animal means to get

it to perform a task or trick that it doesn’t know but is

physically capable of performing. This category also

covers making an animal perform a forced march or

forcing it to hustle for more than 1 hour between

sleep cycles. If the animal is wounded or has taken

any nonlethal damage or ability score damage, the

DC increases by 2. If your check succeeds, the

animal performs the task or trick on its next action.

Teach an Animal a Trick: You can teach an animal

a specific trick with one week of work and a

successful Handle Animal check against the indicated

DC. An animal with an Intelligence score of 1 can

learn a maximum of three tricks, while an animal

with an Intelligence score of 2 can learn a maximum

of six tricks. Possible tricks (and their associated

DCs) include, but are not necessarily limited to, the

following.

Attack (DC 20): The animal attacks apparent

enemies. You may point to a particular creature that

you wish the animal to attack, and it will comply if

able. Normally, an animal will attack only

humanoids, monstrous humanoids, giants, or other

animals. Teaching an animal to attack all creatures

(including such unnatural creatures as undead and

aberrations) counts as two tricks.

Come (DC 15): The animal comes to you, even if it

normally would not do so.

Defend (DC 20): The animal defends you (or is

ready to defend you if no threat is present), even

without any command being given. Alternatively,

you can command the animal to defend a specific

other character.

Down (DC 15): The animal breaks off from combat

or otherwise backs down. An animal that doesn’t

know this trick continues to fight until it must flee

(due to injury, a fear effect, or the like) or its

opponent is defeated.

Fetch (DC 15): The animal goes and gets something.

If you do not point out a specific item, the animal

fetches some random object.

Guard (DC 20): The animal stays in place and

prevents others from approaching.

Heel (DC 15): The animal follows you closely, even

to places where it normally wouldn’t go.

Perform (DC 15): The animal performs a variety of

simple tricks, such as sitting up, rolling over, roaring

or barking, and so on.

Seek (DC 15): The animal moves into an area and

looks around for anything that is obviously alive or

animate.

Stay (DC 15): The animal stays in place, waiting for

you to return. It does not challenge other creatures

that come by, though it still defends itself if it needs

to.

Track (DC 20): The animal tracks the scent

presented to it. (This requires the animal to have the

scent ability)

Work (DC 15): The animal pulls or pushes a

medium or heavy load.

Train an Animal for a Purpose: Rather than

teaching an animal individual tricks, you can simply

train it for a general purpose. Essentially, an animal’s

purpose represents a preselected set of known tricks

that fit into a common scheme, such as guarding or

heavy labor. The animal must meet all the normal

prerequisites for all tricks included in the training

package. If the package includes more than three

Page 65: Page 1 of 227

Page 65 of 227

tricks, the animal must have an Intelligence score of

2.

An animal can be trained for only one general

purpose, though if the creature is capable of learning

additional tricks (above and beyond those included in

its general purpose), it may do so. Training an animal

for a purpose requires fewer checks than teaching

individual tricks does, but no less time.

Combat Riding (DC 20): An animal trained to bear

a rider into combat knows the tricks attack, come,

defend, down, guard, and heel. Training an animal

for combat riding takes six weeks. You may also

―upgrade‖ an animal trained for riding to one trained

for combat riding by spending three weeks and

making a successful DC 20 Handle Animal check.

The new general purpose and tricks completely

replace the animal’s previous purpose and any tricks

it once knew. Warhorses and riding dogs are already

trained to bear riders into combat, and they don’t

require any additional training for this purpose.

Fighting (DC 20): An animal trained to engage in

combat knows the tricks attack, down, and stay.

Training an animal for fighting takes three weeks.

Guarding (DC 20): An animal trained to guard

knows the tricks attack, defend, down, and guard.

Training an animal for guarding takes four weeks.

Heavy Labor (DC 15): An animal trained for heavy

labor knows the tricks come and work. Training an

animal for heavy labor takes two weeks.

Hunting (DC 20): An animal trained for hunting

knows the tricks attack, down, fetch, heel, seek, and

track. Training an animal for hunting takes six weeks.

Performance (DC 15): An animal trained for

performance knows the tricks come, fetch, heel,

perform, and stay. Training an animal for

performance takes five weeks.

Riding (DC 15): An animal trained to bear a rider

knows the tricks come, heel, and stay. Training an

animal for riding takes three weeks.

Rear a Wild Animal: To rear an animal means to

raise a wild creature from infancy so that it becomes

domesticated. A handler can rear as many as three

creatures of the same kind at once.

A successfully domesticated animal can be

taught tricks at the same time it’s being raised, or it

can be taught as a domesticated animal later.

Action: Varies. Handling an animal is a move action,

while pushing an animal is a full-round action. (A

beastmaster can handle her animal companion as a

free action or push it as a move action.) For tasks

with specific time frames noted above, you must

spend half this time (at the rate of 3 hours per day per

animal being handled) working toward completion of

the task before you attempt the Handle Animal check.

If the check fails, your attempt to teach, rear, or train

the animal fails and you need not complete the

teaching, rearing, or training time. If the check

succeeds, you must invest the remainder of the time

to complete the teaching, rearing, or training. If the

time is interrupted or the task is not followed through

to completion, the attempt to teach, rear, or train the

animal automatically fails.

Try Again: Yes, except for rearing an animal.

Special: You can use this skill on a creature with an

Intelligence score of 1 or 2 that is not an animal, but

the DC of any such check increases by 5. Such

creatures have the same limit on tricks known as

animals do.

A beastmaster gains a +4 circumstance bonus

on Handle Animal checks involving her animal

companion.

In addition, a beastmaster’s animal

companion knows one or more bonus tricks, which

don’t count against the normal limit on tricks known

and don’t require any training time or Handle Animal

checks to teach.

If you have the Animal Affinity feat, you get

a +2 bonus on Handle Animal checks.

Synergy: If you have 5 or more ranks in Handle

Animal, you get a +2 bonus on Ride checks and wild

empathy checks.

Untrained: If you have no ranks in Handle Animal,

you can use a Charisma check to handle and push

domestic animals, but you can’t teach, rear, or train

animals. A beastmaster with no ranks in Handle

Animal can use a Charisma check to handle and push

her animal companion, but she can’t teach, rear, or

train other nondomestic animals.

Heal (Wis) Check: The DC and effect depend on the task you

attempt.

Task Heal DC

First aid 15

Long-term care 15

Treat wound from

caltrop, spike growth, or

spike stones

15

Treat poison Poison’s save DC

Treat disease Disease’s save DC

Page 66: Page 1 of 227

Page 66 of 227

First Aid: You usually use first aid to save a dying

character. If a character has negative hit points and is

losing hit points (at the rate of 1 per round, 1 per

hour, or 1 per day), you can make him or her stable.

A stable character regains no hit points but stops

losing them.

Long-Term Care: Providing long-term care means

treating a wounded person for a day or more. If your

Heal check is successful, the patient recovers hit

points or ability score points (lost to ability damage)

at twice the normal rate: 2 hit points per level for a

full 8 hours of rest in a day, or 4 hit points per level

for each full day of complete rest; 2 ability score

points for a full 8 hours of rest in a day, or 4 ability

score points for each full day of complete rest.

You can tend as many as six patients at a

time. You need a few items and supplies (bandages,

salves, and so on) that are easy to come by in settled

lands. Giving long-term care counts as light activity

for the healer. You cannot give long-term care to

yourself.

Treat Wound from Caltrop, Spike Growth, or

Spike Stones: A creature wounded by stepping on a

caltrop moves at one-half normal speed. A successful

Heal check removes this movement penalty.

Treat Poison: To treat poison means to tend a single

character who has been poisoned and who is going to

take more damage from the poison (or suffer some

other effect). Every time the poisoned character

makes a saving throw against the poison, you make a

Heal check. The poisoned character uses your check

result or his or her saving throw, whichever is higher.

Treat Disease: To treat a disease means to tend a

single diseased character. Every time he or she makes

a saving throw against disease effects, you make a

Heal check. The diseased character uses your check

result or his or her saving throw, whichever is higher.

Action: Providing first aid, treating a wound, or

treating poison is a standard action. Treating a

disease takes 10 minutes of work. Providing long-

term care requires 8 hours of light activity.

Try Again: Varies. Generally speaking, you can’t try

a Heal check again without proof of the original

check’s failure. You can always retry a check to

provide first aid, assuming the target of the previous

attempt is still alive.

Special: A character with the Self-Sufficient feat gets

a +2 bonus on Heal checks.

A healer’s kit gives you a +2 circumstance bonus on

Heal checks.

Hide (Dex; Armor Check Penalty)

Check: Your Hide check is opposed by the Spot

check of anyone who might see you. You can move

up to one-half your normal speed and hide at no

penalty. When moving at a speed greater than one-

half but less than your normal speed, you take a –5

penalty. It’s practically impossible (–20 penalty) to

hide while attacking, running or charging.

A creature larger or smaller than Medium

takes a size bonus or penalty on Hide checks

depending on its size category: Fine +16, Diminutive

+12, Tiny +8, Small +4, Large –4, Huge –8,

Gargantuan –12, Colossal –16.

You need cover or concealment in order to

attempt a Hide check. Total cover or total

concealment usually (but not always; see Special,

below) obviates the need for a Hide check, since

nothing can see you anyway.

If people are observing you, even casually,

you can’t hide. You can run around a corner or

behind cover so that you’re out of sight and then

hide, but the others then know at least where you

went.

If your observers are momentarily distracted

(such as by a Bluff check; see below), though, you

can attempt to hide. While the others turn their

attention from you, you can attempt a Hide check if

you can get to a hiding place of some kind. (As a

general guideline, the hiding place has to be within 1

foot per rank you have in Hide.) This check,

however, is made at a –10 penalty because you have

to move fast.

Sniping: If you’ve already successfully hidden at

least 10 feet from your target, you can make one

ranged attack, then immediately hide again. You take

a –20 penalty on your Hide check to conceal yourself

after the shot.

Creating a Diversion to Hide: You can use Bluff to

help you hide. A successful Bluff check can give you

the momentary diversion you need to attempt a Hide

check while people are aware of you.

Action: Usually none. Normally, you make a Hide

check as part of movement, so it doesn’t take a

separate action. However, hiding immediately after a

ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on

Hide checks if you are immobile, or a +20 bonus on

Hide checks if you’re moving.

If you have the Stealthy feat, you get a +2

bonus on Hide checks.

A 18th

-level thief can attempt a Hide check

even while being observed.

Page 67: Page 1 of 227

Page 67 of 227

Intimidate (Cha) Check: You can change another’s behavior with a

successful check. Your Intimidate check is opposed

by the target’s modified level check (1d20 +

character level or Hit Dice + target’s Wisdom bonus

[if any] + target’s modifiers on saves against fear). If

you beat your target’s check result, you may treat the

target as friendly, but only for the purpose of actions

taken while it remains intimidated. (That is, the target

retains its normal attitude, but will chat, advise, offer

limited help, or advocate on your behalf while

intimidated. See the Diplomacy skill, above, for

additional details.) The effect lasts as long as the

target remains in your presence, and for 1d6×10

minutes afterward. After this time, the target’s default

attitude toward you shifts to unfriendly (or, if

normally unfriendly, to hostile).

If you fail the check by 5 or more, the target

provides you with incorrect or useless information, or

otherwise frustrates your efforts.

Demoralize Opponent: You can also use Intimidate

to weaken an opponent’s resolve in combat. To do so,

make an Intimidate check opposed by the target’s

modified level check (see above). If you win, the

target becomes shaken for 1 round. A shaken

character takes a –2 penalty on attack rolls, ability

checks, and saving throws. You can intimidate only

an opponent that you threaten in melee combat and

that can see you.

Action: Varies. Changing another’s behavior

requires 1 minute of interaction. Intimidating an

opponent in combat is a standard action.

Try Again: Optional, but not recommended because

retries usually do not work. Even if the initial check

succeeds, the other character can be intimidated only

so far, and a retry doesn’t help. If the initial check

fails, the other character has probably become more

firmly resolved to resist the intimidator, and a retry is

futile.

Special: You gain a +4 bonus on your Intimidate

check for every size category that you are larger than

your target. Conversely, you take a –4 penalty on

your Intimidate check for every size category that

you are smaller than your target.

A character immune to fear can’t be

intimidated, nor can non-intelligent creatures.

If you have the Persuasive feat, you get a +2

bonus on Intimidate checks.

Synergy: If you have 5 or more ranks in Bluff, you

get a +2 bonus on Intimidate checks.

Jump (Str; Armor Check Penalty) Check: The DC and the distance you can cover vary

according to the type of jump you are attempting (see

below).

Your Jump check is modified by your speed.

If your speed is 30 feet then no modifier based on

speed applies to the check. If your speed is less than

30 feet, you take a –6 penalty for every 10 feet of

speed less than 30 feet. If your speed is greater than

30 feet, you gain a +4 bonus for every 10 feet beyond

30 feet.

All Jump DCs given here assume that you get

a running start, which requires that you move at least

20 feet in a straight line before attempting the jump.

If you do not get a running start, the DC for the jump

is doubled.

Distance moved by jumping is counted

against your normal maximum movement in a round.

If you have ranks in Jump and you succeed on

a Jump check, you land on your feet (when

appropriate). If you attempt a Jump check untrained,

you land prone unless you beat the DC by 5 or more.

Long Jump: A long jump is a horizontal jump, made

across a gap like a chasm or stream. At the midpoint

of the jump, you attain a vertical height equal to one-

quarter of the horizontal distance. The DC for the

jump is equal to the distance jumped (in feet).

If your check succeeds, you land on your feet

at the far end. If you fail the check by less than 5, you

don’t clear the distance, but you can make a DC 15

Reflex save to grab the far edge of the gap. You end

your movement grasping the far edge. If that leaves

you dangling over a chasm or gap, getting up requires

a move action and a DC 15 Climb check.

Long Jump Distance Jump DC1

5 feet 5

10 feet 10

15 feet 15

20 feet 20

25 feet 25

30 feet 30

1 Requires a 20-foot running start.

Without a running start, double the

DC.

High Jump: A high jump is a vertical leap made to

reach a ledge high above or to grasp something

overhead. The DC is equal to 4 times the distance to

be cleared.

Page 68: Page 1 of 227

Page 68 of 227

If you jumped up to grab something, a

successful check indicates that you reached the

desired height. If you wish to pull yourself up, you

can do so with a move action and a DC 15 Climb

check. If you fail the Jump check, you do not reach

the height, and you land on your feet in the same spot

from which you jumped. As with a long jump, the

DC is doubled if you do not get a running start of at

least 20 feet.

High Jump

Distance1

Jump DC2

1 foot 4

2 feet 8

3 feet 12

4 feet 16

5 feet 20

6 feet 24

7 feet 28

8 feet 32

1 Not including vertical reach; see

below.

2 Requires a 20-foot running start.

Without a running start, double the

DC.

Obviously, the difficulty of reaching a given

height varies according to the size of the character or

creature. The maximum vertical reach (height the

creature can reach without jumping) for an average

creature of a given size is shown on the table below.

(As a Medium creature, a typical human can reach 8

feet without jumping.)

Quadrupedal creatures don’t have the same

vertical reach as a bipedal creature; treat them as

being one size category smaller.

Creature Size Vertical Reach

Colossal 128 ft.

Gargantuan 64 ft.

Huge 32 ft.

Large 16 ft.

Medium 8 ft.

Small 4 ft.

Tiny 2 ft.

Diminutive 1 ft.

Fine 1/2 ft.

Hop Up: You can jump up onto an object as tall as

your waist, such as a table or small boulder, with a

DC 10 Jump check. Doing so counts as 10 feet of

movement, so if your speed is 30 feet, you could

move 20 feet, then hop up onto a counter. You do not

need to get a running start to hop up, so the DC is not

doubled if you do not get a running start.

Jumping Down: If you intentionally jump from a

height, you take less damage than you would if you

just fell. The DC to jump down from a height is 15.

You do not have to get a running start to jump down,

so the DC is not doubled if you do not get a running

start.

If you succeed on the check, you take falling

damage as if you had dropped 10 fewer feet than you

actually did.

Action: None. A Jump check is included in your

movement, so it is part of a move action. If you run

out of movement mid-jump, your next action (either

on this turn or, if necessary, on your next turn) must

be a move action to complete the jump.

Special: Effects that increase your movement also

increase your jumping distance, since your check is

modified by your speed.

If you have the Run feat, you get a +4 bonus

on Jump checks for any jumps made after a running

start.

If you have the Acrobatic feat, you get a +2

bonus on Jump checks.

Synergy: If you have 5 or more ranks in Tumble, you

get a +2 bonus on Jump checks.

If you have 5 or more ranks in Jump, you get a +2

bonus on Tumble checks.

Knowledge (Int; Trained Only) Like the Craft and Profession skills, Knowledge

actually encompasses a number of unrelated skills.

Knowledge represents a study of some body of lore,

possibly an academic or even scientific discipline.

Below are listed typical fields of study.

• Arcana (ancient mysteries, magic traditions, arcane

symbols, cryptic phrases, constructs, dragons,

magical beasts)

• Architecture and engineering (buildings, aqueducts,

bridges, fortifications)

• Beast Lore (creatures of all types)

• Dungeoneering (aberrations, caverns, oozes,

spelunking)

• Geography (lands, terrain, climate, people)

• History (royalty, wars, colonies, migrations,

founding of cities)

• Local (legends, personalities, inhabitants, laws,

customs, traditions, humanoids)

• Nature (animals, fey, giants, monstrous humanoids,

plants, seasons and cycles, weather, vermin)

Page 69: Page 1 of 227

Page 69 of 227

• Nobility and royalty (lineages, heraldry, family

trees, mottoes, personalities)

• Religion (gods and goddesses, mythic history,

ecclesiastic tradition, holy symbols, undead)

• The planes (the Inner Planes, the Outer Planes, the

Astral Plane, the Ethereal Plane, outsiders,

elementals, magic related to the planes)

Check: Answering a question within your field of

study has a DC of 10 (for really easy questions), 15

(for basic questions), or 20 to 30 (for really tough

questions).

In many cases, you can use this skill to

identify monsters and their special powers or

vulnerabilities. In general, the DC of such a check

equals 10 + the monster’s HD. A successful check

allows you to remember a bit of useful information

about that monster.

For every 5 points by which your check result

exceeds the DC, you recall another piece of useful

information.

Action: Usually none. In most cases, making a

Knowledge check doesn’t take an action—you

simply know the answer or you don’t.

Try Again: No. The check represents what you

know, and thinking about a topic a second time

doesn’t let you know something that you never

learned in the first place.

Synergy: If you have 5 or more ranks in Knowledge

(arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Knowledge

(architecture and engineering), you get a +2 bonus on

Search checks made to find secret doors or hidden

compartments.

If you have 5 or more ranks in Knowledge

(geography), you get a +2 bonus on Survival checks

made to keep from getting lost or to avoid natural

hazards.

If you have 5 or more ranks in Knowledge (local),

you get a +2 bonus on Gather Information checks.

If you have 5 or more ranks in Knowledge (nature),

you get a +2 bonus on Survival checks made in

aboveground natural environments (aquatic, desert,

forest, hill, marsh, mountains, or plains).

If you have 5 or more ranks in Knowledge (nobility

and royalty), you get a +2 bonus on Diplomacy

checks.

If you have 5 or more ranks in Knowledge (the

planes), you get a +2 bonus on Survival checks made

while on other planes.

If you have 5 or more ranks in Knowledge

(dungeoneering), you get a +2 bonus on Survival

checks made while underground.

If you have 5 or more ranks in Survival, you get a +2

bonus on Knowledge (nature) checks.

Untrained: An untrained Knowledge check is simply

an Intelligence check. Without actual training, you

know only common knowledge (DC 10 or lower).

Listen (Wis) Check: Your Listen check is either made against a

DC that reflects how quiet the noise is that you might

hear, or it is opposed by your target’s Move Silently

check.

Listen DC Sound

–10 A battle

0 People talking1

5 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.

10 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise.

15 A 1st-level thief using Move Silently to sneak past the listener.

15 People whispering1

19 A cat stalking

30 An owl gliding in for a kill

1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the

language.

Listen DC

Modifier Condition

+5 Through a door

+15 Through a stone wall

+1 Per 10 feet of distance

+5 Listener distracted

In the case of people trying to be quiet, the

DCs given on the table could be replaced by Move

Silently checks, in which case the indicated DC

would be their average check result.

Page 70: Page 1 of 227

Page 70 of 227

Action: Varies. Every time you have a chance to hear

something in a reactive manner (such as when

someone makes a noise or you move into a new

area), you can make a Listen check without using an

action. Trying to hear something you failed to hear

previously is a move action.

Try Again: Yes. You can try to hear something that

you failed to hear previously with no penalty.

Special: When several characters are listening to the

same thing, a single 1d20 roll can be used for all the

individuals’ Listen checks.

If you have the Alertness feat, you get a +2

bonus on Listen checks.

A bangaa, mithra, and viera have a +2 racial

bonus on Listen checks.

A sleeping character may make Listen checks

at a –10 penalty. A successful check awakens the

sleeper.

Move Silently (Dex; Armor Check Penalty) Check: Your Move Silently check is opposed by the

Listen check of anyone who might hear you. You can

move up to one-half your normal speed at no penalty.

When moving at a speed greater than one-half but

less than your full speed, you take a –5 penalty. It’s

practically impossible (–20 penalty) to move silently

while running or charging.

Noisy surfaces, such as bogs or undergrowth,

are tough to move silently across. When you try to

sneak across such a surface, you take a penalty on

your Move Silently check as indicated below.

Surface Check

Modifier

Noisy (scree, shallow or deep bog, undergrowth,

dense rubble)

–2

Very noisy (dense undergrowth, deep snow) –5

Action: None. A Move Silently check is included in

your movement or other activity, so it is part of

another action.

Special: A mithra has a +2 racial bonus on Move

Silently checks.

If you have the Stealthy feat, you get a +2 bonus on

Move Silently checks.

Open Lock (Dex; Trained Only) Attempting an Open Lock check without a set of

thieves’ tools imposes a –2 circumstance penalty on

the check, even if a simple tool is employed. If you

use masterwork thieves’ tools, you gain a +2

circumstance bonus on the check.

Check: The DC for opening a lock varies from 20 to

40, depending on the quality of the lock, as given on

the table below.

Lock DC Lock DC

Very simple lock 20 Good lock 30

Average lock 25 Amazing lock 40

Action: Opening a lock is a full-round action.

Special: If you have the Nimble Fingers feat, you get

a +2 bonus on Open Lock checks.

Untrained: You cannot pick locks untrained, but you

might successfully force them open.

Perform (Cha) Like Craft, Knowledge, and Profession, Perform is

actually a number of separate skills.

You could have several Perform skills, each with its

own ranks, each purchased as a separate skill.

Each of the nine categories of the Perform skill

includes a variety of methods, instruments, or

techniques, a small list of which is provided for each

category below.

• Act (comedy, drama, mime)

• Comedy (buffoonery, limericks, joke-telling)

• Dance (ballet, waltz, jig)

• Keyboard instruments (harpsichord, piano, pipe

organ)

• Oratory (epic, ode, storytelling)

• Percussion instruments (bells, chimes, drums, gong)

• String instruments (fiddle, harp, lute, mandolin)

• Wind instruments (flute, pan pipes, recorder,

shawm, trumpet)

• Sing (ballad, chant, melody)

Check: You can impress audiences with your talent

and skill.

A masterwork musical instrument gives you a +2

circumstance bonus on Perform checks that involve

its use.

Page 71: Page 1 of 227

Page 71 of 227

Perform

DC Performance

10 Routine performance. Trying to earn money by playing in public is essentially begging. You

can earn 1d6 gil/day.

15 Enjoyable performance. In a prosperous city, you can earn 1d10 gil/day.

20 Great performance. In a prosperous city, you can earn 2d10 gil/day. In time, you may be

invited to join a professional troupe and may develop a regional reputation.

25 Memorable performance. In a prosperous city, you can earn 3d10 gil/day. In time, you may

come to the attention of noble patrons and develop a national reputation.

30 Extraordinary performance. In a prosperous city, you can earn 4d10 gil/day. In time, you

may draw attention from distant potential patrons, or even from extraplanar beings.

Action: Varies. Trying to earn money by playing in

public requires anywhere from an evening’s work to

a full day’s performance. The bard’s special Perform-

based abilities are described in that class’s

description.

Try Again: Yes. Retries are allowed, but they don’t

negate previous failures, and an audience that has

been unimpressed in the past is likely to be

prejudiced against future performances. (Increase the

DC by 2 for each previous failure.)

Special: A bard must have ranks in his Perform skill

to use his Inspirations. See Inspirations in the bard

class description.

In addition to using the Perform skill, you can

entertain people with sleight of hand, tumbling,

tightrope walking, and spells (especially illusions).

Profession (Wis; Trained Only) Like Craft, Knowledge, and Perform, Profession is

actually a number of separate skills. You could have

several Profession skills, each with its own ranks,

each purchased as a separate skill. While a Craft skill

represents ability in creating or making an item, a

Profession skill represents an aptitude in a vocation

requiring a broader range of less specific knowledge.

Check: You can practice your trade and make a

decent living, earning about half your Profession

check result in gold pieces per week of dedicated

work. You know how to use the tools of your trade,

how to perform the profession’s daily tasks, how to

supervise helpers, and how to handle common

problems.

Action: Not applicable. A single check generally

represents a week of work.

Try Again: Varies. An attempt to use a Profession

skill to earn an income cannot be retried. You are

stuck with whatever weekly wage your check result

brought you. Another check may be made after a

week to determine a new income for the next period

of time. An attempt to accomplish some specific task

can usually be retried.

Untrained: Untrained laborers and assistants (that is,

characters without any ranks in Profession) earn an

average of 1 gil per day.

Ride (Dex) If you attempt to ride a creature that is ill suited as a

mount, you take a –5 penalty on your Ride checks.

Check: Typical riding actions don’t require checks.

You can saddle, mount, ride, and dismount from a

mount without a problem. The following tasks do

require checks.

Task Ride DC Task Ride DC

Guide with knees 5 Leap 15

Stay in saddle 5 Spur mount 15

Fight with chocobo 10 Control mount in battle 20

Cover 15 Fast mount or dismount 201

Soft fall 15

1 Armor check penalty applies.

Guide with Knees: You can react instantly to guide

your mount with your knees so that you can use both

hands in combat. Make your Ride check at the start

of your turn. If you fail, you can use only one hand

Page 72: Page 1 of 227

Page 72 of 227

this round because you need to use the other to

control your mount.

Stay in Saddle: You can react instantly to try to

avoid falling when your mount rears or bolts

unexpectedly or when you take damage. This usage

does not take an action.

Fight with Chocobo: If you direct your chocobo

mount to attack in battle, you can still make your own

attack or attacks normally. This usage is a free action.

Cover: You can react instantly to drop down and

hang alongside your mount, using it as cover. You

can’t attack or cast spells while using your mount as

cover. If you fail your Ride check, you don’t get the

cover benefit. This usage does not take an action.

Soft Fall: You can react instantly to try to take no

damage when you fall off a mount—when it is killed

or when it falls, for example. If you fail your Ride

check, you take 1d6 points of falling damage. This

usage does not take an action.

Leap: You can get your mount to leap obstacles as

part of its movement. Use your Ride modifier or the

mount’s Jump modifier, whichever is lower, to see

how far the creature can jump. If you fail your Ride

check, you fall off the mount when it leaps and take

the appropriate falling damage (at least 1d6 points).

This usage does not take an action, but is part of the

mount’s movement.

Spur Mount: You can spur your mount to greater

speed with a move action. A successful Ride check

increases the mount’s speed by 10 feet for 1 round

but deals 1 point of damage to the creature. You can

use this ability every round, but each consecutive

round of additional speed deals twice as much

damage to the mount as the previous round (2 points,

4 points, 8 points, and so on).

Control Mount in Battle: As a move action, you can

attempt to control a chocobo or other mount not

trained for combat riding while in battle. If you fail

the Ride check, you can do nothing else in that round.

Fast Mount or Dismount: You can attempt to

mount or dismount from a mount of up to one size

category larger than yourself as a free action,

provided that you still have a move action available

that round. If you fail the Ride check, mounting or

dismounting is a move action. You can’t use fast

mount or dismount on a mount more than one size

category larger than yourself.

Action: Varies. Mounting or dismounting normally is

a move action. Other checks are a move action, a free

action, or no action at all, as noted above.

Special: If you are riding bareback, you take a –5

penalty on Ride checks.

If your mount has a military saddle you get a

+2 circumstance bonus on Ride checks related to

staying in the saddle.

The Ride skill is a prerequisite for the feats

Mounted Archery, Mounted Combat, Ride-By

Attack, Spirited Charge, and Trample.

If you have the Animal Affinity feat, you get

a +2 bonus on Ride checks.

Synergy: If you have 5 or more ranks in Handle

Animal, you get a +2 bonus on Ride checks.

Search (Int) Check: You generally must be within 10 feet of the

object or surface to be searched. The table below

gives DCs for typical tasks involving the Search skill.

Task Search DC

Ransack a chest full of junk to find a

certain item

10

Notice a typical secret door or a simple

trap

20

Find a difficult nonmagical trap (thief

only)

21 or higher

Find a magic trap (thief only) 25 + level of spell used to create trap

Notice a well-hidden secret door 30

Find a footprint Varies1

1 A successful Search check can find a footprint or similar sign of a creature’s

passage, but it won’t let you find or follow a trail. See the Track feat for the

appropriate DC.

Action: It takes a full-round action to search a 5-foot-

by-5-foot area or a volume of goods 5 feet on a side.

Special: A mithra has a +2 racial bonus on Search

checks.

Page 73: Page 1 of 227

Page 73 of 227

If you have the Investigator feat, you get a +2

bonus on Search checks.

Synergy: If you have 5 or more ranks in Search, you

get a +2 bonus on Survival checks to find or follow

tracks.

If you have 5 or more ranks in Knowledge

(architecture and engineering), you get a +2 bonus on

Search checks to find secret doors or hidden

compartments.

Restriction: While anyone can use Search to find a

trap whose DC is 20 or lower, only a thief can use

Search to locate traps with higher DCs.

Sense Motive (Wis) Check: A successful check lets you avoid being

bluffed (see the Bluff skill). You can also use this

skill to determine when ―something is up‖ (that is,

something odd is going on) or to assess someone’s

trustworthiness.

Task Sense Motive DC

Hunch 20

Sense enchantment 25 or 15

Discern secret message Varies

Hunch: This use of the skill involves making a gut

assessment of the social situation. You can get the

feeling from another’s behavior that something is

wrong, such as when you’re talking to an impostor.

Alternatively, you can get the feeling that someone is

trustworthy.

Sense Enchantment: You can tell that someone’s

behavior is being influenced by an enchantment

effect (by definition, a mind-affecting effect), even if

that person isn’t aware of it. The usual DC is 25, but

if the target is charmed (see charm), the DC is only

15 because of the limited range of the target’s

activities.

Discern Secret Message: You may use Sense

Motive to detect that a hidden message is being

transmitted via the Bluff skill. In this case, your

Sense Motive check is opposed by the Bluff check of

the character transmitting the message. For each

piece of information relating to the message that you

are missing, you take a –2 penalty on your Sense

Motive check. If you succeed by 4 or less, you know

that something hidden is being communicated, but

you can’t learn anything specific about its content. If

you beat the DC by 5 or more, you intercept and

understand the message. If you fail by 4 or less, you

don’t detect any hidden communication. If you fail

by 5 or more, you infer some false information.

Action: Trying to gain information with Sense

Motive generally takes at least 1 minute, and you

could spend a whole evening trying to get a sense of

the people around you.

Try Again: No, though you may make a Sense

Motive check for each Bluff check made against you.

Special: If you have the Negotiator feat, you get a +2

bonus on Sense Motive checks.

Synergy: If you have 5 or more ranks in Sense

Motive, you get a +2 bonus on Diplomacy checks.

Sleight Of Hand (Dex; Trained Only;

Armor Check Penalty) Check: A DC 10 Sleight of Hand check lets you

palm a coin-sized, unattended object. Performing a

minor feat of legerdemain, such as making a coin

disappear, also has a DC of 10 unless an observer is

determined to note where the item went.

When you use this skill under close

observation, your skill check is opposed by the

observer’s Spot check. The observer’s success

doesn’t prevent you from performing the action, just

from doing it unnoticed.

You can hide a small object (including a light

weapon or an easily concealed ranged weapon, such

as a dart, sling, or hand crossbow) on your body.

Your Sleight of Hand check is opposed by the Spot

check of anyone observing you or the Search check

of anyone frisking you. In the latter case, the searcher

gains a +4 bonus on the Search check, since it’s

generally easier to find such an object than to hide it.

A dagger is easier to hide than most light weapons,

and grants you a +2 bonus on your Sleight of Hand

check to conceal it. An extraordinarily small object,

such as a coin, shuriken, or ring, grants you a +4

bonus on your Sleight of Hand check to conceal it,

and heavy or baggy clothing (such as a cloak) grants

you a +2 bonus on the check.

Drawing a hidden weapon is a standard action

and doesn’t provoke an attack of opportunity.

If you try to take something from another

creature, you must make a DC 20 Sleight of Hand

check to obtain it. The opponent makes a Spot check

to detect the attempt, opposed by the same Sleight of

Hand check result you achieved when you tried to

grab the item. An opponent who succeeds on this

check notices the attempt, regardless of whether you

got the item.

Page 74: Page 1 of 227

Page 74 of 227

You can also use Sleight of Hand to entertain

an audience as though you were using the Perform

skill. In such a case, your ―act‖ encompasses

elements of legerdemain, juggling, and the like.

Sleight of Hand DC Task

10 Palm a coin-sized object, make a coin disappear

20 Lift a small object from a person

Action: Any Sleight of Hand check normally is a

standard action. However, you may perform a Sleight

of Hand check as a free action by taking a –20

penalty on the check.

Try Again: Yes, but after an initial failure, a second

Sleight of Hand attempt against the same target (or

while you are being watched by the same observer

who noticed your previous attempt) increases the DC

for the task by 10.

Special: If you have the Deft Hands feat, you get a

+2 bonus on Sleight of Hand checks.

Synergy: If you have 5 or more ranks in Bluff, you

get a +2 bonus on Sleight of Hand checks.

Untrained: An untrained Sleight of Hand check is

simply a Dexterity check. Without actual training,

you can’t succeed on any Sleight of Hand check with

a DC higher than 10, except for hiding an object on

your body.

Spellcraft (Int; Trained Only) Use this skill to identify spells as they are cast or

spells already in place.

Spellcraft DC Task

15 + spell level Identify a spell being cast. (You must see or hear the spell’s verbal or somatic

components.) No action required. No retry.

15 + spell level Learn a spell from a scroll (mages only). No retry for that spell until you gain at least

1 rank in Spellcraft (even if you find another source to try to learn the spell from).

Requires 8 hours.

15 + spell level Determine the school of magic involved in the aura of a single item or creature you

can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No

action required.

20 + spell level Identify a magical item. Requires 1 hour. No retry.

20 + spell level Identify a spell that’s already in place and in effect. You must be able to see or

detect the effects of the spell. No action required. No retry.

20 + spell level Decipher a written spell (such as a scroll). One try per day. Requires a full-round

action.

25 + spell level After rolling a saving throw against a spell targeted on you, determine what that

spell was. No action required. No retry.

20 Identify a potion. Requires 1 minute. No retry.

30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream.

Time required varies. No retry.

Check: You can identify spells and magic effects.

The DCs for Spellcraft checks relating to various

tasks are summarized on the table above.

Action: Varies, as noted above.

Try Again: See above.

Special: If you have the Magical Aptitude feat, you

get a +2 bonus on Spellcraft checks.

Synergy: If you have 5 or more ranks in Knowledge

(arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Use Magic Device,

you get a +2 bonus on Spellcraft checks made to

decipher scrolls.

Spot (Wis) Check: The Spot skill is used primarily to detect

characters or creatures that are hiding. Typically,

your Spot check is opposed by the Hide check of the

creature trying not to be seen. Sometimes a creature

isn’t intentionally hiding but is still difficult to see, so

a successful Spot check is necessary to notice it.

A Spot check result higher than 20 generally

lets you become aware of an invisible creature near

you, though you can’t actually see it.

Spot is also used to detect someone in

disguise (see the Disguise skill), and to read lips

Page 75: Page 1 of 227

Page 75 of 227

when you can’t hear or understand what someone is

saying.

Spot checks may be called for to determine

the distance at which an encounter begins. A penalty

applies on such checks, depending on the distance

between the two individuals or groups, and an

additional penalty may apply if the character making

the Spot check is distracted (not concentrating on

being observant).

Condition Penalty

Per 10 feet of distance –1

Spotter distracted –5

Read Lips: To understand what someone is saying

by reading lips, you must be within 30 feet of the

speaker, be able to see him or her speak, and

understand the speaker’s language. (This use of the

skill is language-dependent.) The base DC is 15, but

it increases for complex speech or an inarticulate

speaker. You must maintain a line of sight to the lips

being read.

If your Spot check succeeds, you can

understand the general content of a minute’s worth of

speaking, but you usually still miss certain details. If

the check fails by 4 or less, you can’t read the

speaker’s lips. If the check fails by 5 or more, you

draw some incorrect conclusion about the speech.

The check is rolled secretly in this case, so that you

don’t know whether you succeeded or missed by 5.

Action: Varies. Every time you have a chance to spot

something in a reactive manner you can make a Spot

check without using an action. Trying to spot

something you failed to see previously is a move

action. To read lips, you must concentrate for a full

minute before making a Spot check, and you can’t

perform any other action (other than moving at up to

half speed) during this minute.

Try Again: Yes. You can try to spot something that

you failed to see previously at no penalty. You can

attempt to read lips once per minute.

Special: If you have the Alertness feat, you get a +2

bonus on Spot checks.

A bangaa, mithra, and viera have a +2 racial

bonus on Spot checks.

Survival (Wis) Check: You can keep yourself and others safe and

fed in the wild. The table below gives the DCs for

various tasks that require Survival checks.

Survival does not allow you to follow difficult

tracks unless you have the Track feat (see the

Restriction section below).

Survival

DC

Task

10 Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no

food or water supplies needed). You can provide food and water for one other person for every 2

points by which your check result exceeds 10.

15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your

overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one

other character for every 1 point by which your Survival check result exceeds 15.

15 Keep from getting lost or avoid natural hazards, such as quicksand.

15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check

result exceeds 15, you can predict the weather for one additional day in advance.

Varies Follow tracks (see the Track feat).

Action: Varies. A single Survival check may

represent activity over the course of hours or a full

day. A Survival check made to find tracks is at least a

full-round action, and it may take even longer.

Try Again: Varies. For getting along in the wild or

for gaining the Fortitude save bonus noted in the

table above, you make a Survival check once every

24 hours. The result of that check applies until the

next check is made. To avoid getting lost or avoid

natural hazards, you make a Survival check whenever

the situation calls for one. Retries to avoid getting

lost in a specific situation or to avoid a specific

natural hazard are not allowed. For finding tracks,

you can retry a failed check after 1 hour (outdoors) or

10 minutes(indoors) of searching.

Restriction: While anyone can use Survival to find

tracks (regardless of the DC), or to follow tracks

when the DC for the task is 10 or lower, only a ranger

(or a character with the Track feat) can use Survival

to follow tracks when the task has a higher DC.

Page 76: Page 1 of 227

Page 76 of 227

Special: If you have 5 or more ranks in Survival, you

can automatically determine where true north lies in

relation to yourself.

A ronso gains a +2 bonus on Survival checks.

If you have the Self-Sufficient feat, you get a

+2 bonus on Survival checks.

Synergy: If you have 5 or more ranks in Survival,

you get a +2 bonus on Knowledge (nature) checks.

If you have 5 or more ranks in Knowledge

(dungeoneering), you get a +2 bonus on Survival

checks made while underground.

If you have 5 or more ranks in Knowledge (nature),

you get a +2 bonus on Survival checks in

aboveground natural environments (aquatic, desert,

forest, hill, marsh, mountains, and plains).

If you have 5 or more ranks in Knowledge

(geography), you get a +2 bonus on Survival checks

made to keep from getting lost or to avoid natural

hazards.

If you have 5 or more ranks in Search, you get a +2

bonus on Survival checks to find or follow tracks.

Swim (Str; Armor Check Penalty) Check: Make a Swim check once per round while

you are in the water. Success means you may swim at

up to one-half your speed (as a full-round action) or

at one-quarter your speed (as a move action). If you

fail by 4 or less, you make no progress through the

water. If you fail by 5 or more, you go underwater.

If you are underwater, either because you

failed a Swim check or because you are swimming

underwater intentionally, you must hold your breath.

You can hold your breath for a number of rounds

equal to your Constitution score, but only if you do

nothing other than take move actions or free actions.

If you take a standard action or a full-round action

(such as making an attack), the remainder of the

duration for which you can hold your breath is

reduced by 1 round. (Effectively, a character in

combat can hold his or her breath only half as long as

normal.) After that period of time, you must make a

DC 10 Constitution check every round to continue

holding your breath. Each round, the DC for that

check increases by 1. If you fail the Constitution

check, you begin to drown.

The DC for the Swim check depends on the

water, as given on the table below.

Water Swim DC

Calm water 10

Rough water 15

Stormy water 201

1 You can’t take 10 on a Swim

check in stormy water, even if you

aren’t otherwise being threatened or

distracted.

Each hour that you swim, you must make a

DC 20 Swim check or take 1d6 points of nonlethal

damage from fatigue.

Action: A successful Swim check allows you to

swim one-quarter of your speed as a move action or

one-half your speed as a full-round action.

Special: Swim checks are subject to double the

normal armor check penalty and encumbrance

penalty.

If you have the Athletic feat, you get a +2

bonus on Swim checks.

If you have the Endurance feat, you get a +4

bonus on Swim checks made to avoid taking

nonlethal damage from fatigue.

A creature with a swim speed can move

through water at its indicated speed without making

Swim checks. It gains a +8 racial bonus on any Swim

check to perform a special action or avoid a hazard.

The creature always can choose to take 10 on a Swim

check, even if distracted or endangered when

swimming. Such a creature can use the run action

while swimming, provided that it swims in a straight

line.

Tumble (Dex; Trained Only; Armor Check

Penalty) You can’t use this skill if your speed has been

reduced by armor, excess equipment, or loot.

Check: You can land softly when you fall or tumble

past opponents. You can also tumble to entertain an

audience (as though using the Perform skill). The

DCs for various tasks involving the Tumble skill are

given on the table below.

Tumble

DC

Task

15 Treat a fall as if it were 10 feet shorter than it really is when determining damage.

15 Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity

while doing so. Failure means you provoke attacks of opportunity normally. Check separately

Page 77: Page 1 of 227

Page 77 of 227

for each opponent you move past, in the order in which you pass them (player’s choice of order

in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.

25 Tumble at one-half speed through an area occupied by an enemy (over, under, or around the

opponent) as part of normal movement, provoking no attacks of opportunity while doing so.

Failure means you stop before entering the enemy-occupied area and provoke an attack of

opportunity from that enemy. Check separately for each opponent. Each additional enemy after

the first adds +2 to the Tumble DC.

Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble

through. The DC for any Tumble check made to tumble into such a square is modified as indicated below.

Surface Is . . . DC

Modifier

Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) +2

Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5

Lightly slippery (wet floor) +2

Severely slippery (ice sheet) +5

Sloped or angled +2

1 Tumbling is impossible in a deep bog.

Accelerated Tumbling: You try to tumble past or

through enemies more quickly than normal. By

accepting a –10 penalty on your Tumble checks, you

can move at your full speed instead of one-half your

speed.

Action: Not applicable. Tumbling is part of

movement, so a Tumble check is part of a move

action.

Try Again: Usually no. An audience, once it has

judged a tumbler as an uninteresting performer, is not

receptive to repeat performances. You can try to

reduce damage from a fall as an instant reaction only

once per fall.

Special: If you have 5 or more ranks in Tumble, you

gain a +3 dodge bonus to AC when fighting

defensively instead of the usual +2 dodge bonus to

AC.

If you have 5 or more ranks in Tumble, you

gain a +6 dodge bonus to AC when executing the

total defense standard action instead of the usual +4

dodge bonus to AC.

If you have the Acrobatic feat, you get a +2

bonus on Tumble checks.

Synergy: If you have 5 or more ranks in Tumble, you

get a +2 bonus on Balance and Jump checks.

If you have 5 or more ranks in Jump, you get a +2

bonus on Tumble checks.

Use Magic Device (Cha; Trained Only)

Use this skill to activate magic

Check: You can use this skill to read a spell or to

activate a magic item. Use Magic Device lets you use

a magic item as if you had the spell ability or class

features of another class, as if you were a different

race, or as if you were of a different alignment.

You make a Use Magic Device check each time you

activate a device such as a wand. If you are using the

check to emulate an alignment or some other quality

in an ongoing manner, you need to make the relevant

Use Magic Device check once per hour.

You must consciously choose which requirement to

emulate. That is, you must know what you are trying

to emulate when you make a Use Magic Device

check for that purpose. The DCs for various tasks

involving Use Magic Device checks are summarized

on the table below.

Task Use Magic Device DC

Activate blindly 25

Decipher a written spell 25 + spell level

Use a scroll 20 + caster level

Use a wand 20

Emulate a class feature 20

Emulate an ability score See text

Emulate a race 25

Emulate an alignment 30

Activate Blindly: Some magic items are activated by

special words, thoughts, or actions. You can activate

such an item as if you were using the activation word,

thought, or action, even when you’re not and even if

Page 78: Page 1 of 227

Page 78 of 227

you don’t know it. You do have to perform some

equivalent activity in order to make the check. That

is, you must speak, wave the item around, or

otherwise attempt to get it to activate. You get a

special +2 bonus on your Use Magic Device check if

you’ve activated the item in question at least once

before. If you fail by 9 or less, you can’t activate the

device. If you fail by 10 or more, you suffer a

mishap. A mishap means that magical energy gets

released but it doesn’t do what you wanted it to do.

The default mishaps are that the item affects the

wrong target or that uncontrolled magical energy is

released, dealing 2d6 points of damage to you. This

mishap is in addition to the chance for a mishap that

you normally run when you cast a spell from a scroll

that you could not otherwise cast yourself.

Decipher a Written Spell: This usage works just

like deciphering a written spell with the Spellcraft

skill, except that the DC is 5 points higher.

Deciphering a written spell requires 1 minute of

concentration.

Emulate an Ability Score: To cast a spell from a

scroll, you need a high score in the appropriate ability

(Intelligence for black magic spells, Wisdom for

white magic spells, or Charisma for bard songs).

Your effective ability score (appropriate to the class

you’re emulating when you try to cast the spell from

the scroll) is your Use Magic Device check result

minus 15. If you already have a high enough score in

the appropriate ability, you don’t need to make this

check.

Emulate an Alignment: Some magic items have

positive or negative effects based on the user’s

alignment. Use Magic Device lets you use these

items as if you were of an alignment of your choice.

You can emulate only one alignment at a time.

Emulate a Class Feature: Sometimes you need to

use a class feature to activate a magic item. In this

case, your effective level in the emulated class equals

your Use Magic Device check result minus 20. This

skill does not let you actually use the class feature of

another class. It just lets you activate items as if you

had that class feature. If the class whose feature you

are emulating has an alignment requirement, you

must meet it, either honestly or by emulating an

appropriate alignment with a separate Use Magic

Device check (see above).

Emulate a Race: Some magic items work only for

members of certain races, or work better for members

of those races. You can use such an item as if you

were a race of your choice. You can emulate only one

race at a time.

Use a Scroll: If you are casting a spell from a scroll,

you have to decipher it first. Normally, to cast a spell

from a scroll, you must have the scroll’s spell on your

class spell list. Use Magic Device allows you to use a

scroll as if you had a particular spell on your class

spell list. The DC is equal to 20 + the caster level of

the spell you are trying to cast from the scroll. In

addition, casting a spell from a scroll requires a

minimum score (10 + spell level) in the appropriate

ability. If you don’t have a sufficient score in that

ability, you must emulate the ability score with a

separate Use Magic Device check (see above).

This use of the skill also applies to other spell

completion magic items.

Use a Wand: Normally, to use a wand, you must

have the wand’s spell on your class spell list. This

use of the skill allows you to use a wand as if you had

a particular spell on your class spell list. This use of

the skill also applies to other spell trigger magic

items, such as staffs.

Action: None. The Use Magic Device check is made

as part of the action (if any) required to activate the

magic item.

Try Again: Yes, but if you ever roll a natural 1 while

attempting to activate an item and you fail, then you

can’t try to activate that item again for 24 hours.

Special: You cannot take 10 with this skill.

You can’t aid another on Use Magic Device checks.

Only the user of the item may attempt such a check.

If you have the Magical Aptitude feat, you get a +2

bonus on Use Magic Device checks.

Synergy: If you have 5 or more ranks in Spellcraft,

you get a +2 bonus on Use Magic Device checks

related to scrolls.

If you have 5 or more ranks in Decipher Script, you

get a +2 bonus on Use Magic Device checks related

to scrolls.

If you have 5 or more ranks in Use Magic Device,

you get a +2 bonus to Spellcraft checks made to

decipher spells on scrolls.

Use Rope (Dex) Check: Most tasks with a rope are relatively simple.

The DCs for various tasks utilizing this skill are

summarized on the table below.

Secure a Grappling Hook: Securing a grappling

hook requires a Use Rope check (DC 10, +2 for every

10 feet of distance the grappling hook is thrown, to a

maximum DC of 20 at 50 feet). Failure by 4 or less

indicates that the hook fails to catch and falls,

allowing you to try again. Failure by 5 or more

Page 79: Page 1 of 227

Page 79 of 227

indicates that the grappling hook initially holds, but

comes loose after 1d4 rounds of supporting weight.

This check is made secretly, so that you don’t know

whether the rope will hold your weight.

Bind a Character: When you bind another character

with a rope, any Escape Artist check that the bound

character makes is opposed by your Use Rope check.

You get a +10 bonus on this check because it

is easier to bind someone than to escape from bonds.

You don’t even make your Use Rope check until

someone tries to escape.

Use Rope

DC Task

10 Tie a firm knot

101 Secure a grappling hook

15 Tie a special knot, such as one that slips, slides slowly, or

loosens with a tug

15 Tie a rope around yourself one-handed

15 Splice two ropes together

Varies Bind a character

1 Add 2 to the DC for every 10 feet the hook is thrown; see below.

Action: Varies. Throwing a grappling hook is a

standard action that provokes an attack of

opportunity. Tying a knot, tying a special knot, or

tying a rope around yourself one-handed is a full-

round action that provokes an attack of opportunity.

Splicing two ropes together takes 5 minutes. Binding

a character takes 1 minute.

Special: A silk rope gives you a +2 circumstance

bonus on Use Rope checks.

If you have the Deft Hands feat, you get a +2

bonus on Use Rope checks.

Synergy: If you have 5 or more ranks in Use Rope,

you get a +2 bonus on Climb checks made to climb a

rope, a knotted rope, or a rope-and-wall combination.

If you have 5 or more ranks in Use Rope, you

get a +2 bonus on Escape Artist checks when

escaping from rope bonds.

If you have 5 or more ranks in Escape Artist,

you get a +2 bonus on checks made to bind someone.

Page 80: Page 1 of 227

Page 80 of 227

CHAPTER 5: FEATS A feat is a special feature that either gives your

character a new capability or improves one he or she

already has. Unlike a skill, a feat has no ranks. A

character either has a feat or does not. Feats in this

chapter are either new or revised from d&d 3.5 book.

Feats from other books are up to the DM’s discretion.

Some feats will not work with this system.

ACQUIRING FEATS Unlike skills, feats are not bought with points. A

player simply chooses them for his or her character.

Each character gets one feat upon creation. At 3rd

level and every three levels thereafter (6th, 9th, 12th,

15th, and 18th), he or she gains another feat (see

Table 3–2: Experience and Level-Dependent

Benefits). Feats are gained according to character

level, regardless of individual class levels.

Additionally, members of some classes get bonus

feats as class features. These feats may be chosen

from special lists (see Fighter Bonus Feats, below,

and the individual class descriptions in Chapter 3 for

details).

A hume character also gets a bonus feat at 1st level,

chosen by the player. This feat can be of any feat for

which the character qualifies.

PREREQUISITES Some feats have prerequisites. Your character must

have the indicated ability score, class feature, feat,

skill, base attack bonus, or other quality designated in

order to select or use that feat. A character can gain a

feat at the same level at which he or she gains the

prerequisite. A character can’t use a feat if he or she

has lost a prerequisite.

TYPES OF FEATS Some feats are general, meaning that no special rules

govern them as a group. Others are item creation

feats, which allow spellcasters to create magic items

of all sorts. A metamagic feat lets a spellcaster cast a

spell with greater effect, albeit with a higher MP cost.

FIGHTER BONUS FEATS

Any feat designated as a fighter feat can be selected

as a fighter’s bonus feat. This designation does not

restrict characters of other classes from selecting

these feats, assuming that they meet any

prerequisites.

ITEM CREATION FEATS

An item creation feat lets a spellcaster create a magic

item of a certain type. Regardless of the type of items

they involve, the various item creation feats all have

certain features in common.

XP Cost: Experience that the spellcaster would

normally keep is expended when making a magic

item. The XP cost equals 1/25 of the cost of the item

in gil. A character cannot spend so much XP on an

item that he or she loses a level. However, upon

gaining enough XP to attain a new level, he or she

can immediately expend XP on creating an item

rather than keeping the XP to advance a level.

Raw Materials Cost: The cost of creating a magic

item equals one-half the sale cost of the item. Using

an item creation feat also requires access to a

laboratory or magical workshop, special tools, and so

on. A character generally has access to what he or she

needs unless unusual circumstances apply.

Time: The time to create a magic item depends on

the feat and the cost of the item. The minimum time

is one day.

METAMAGIC FEATS

As a spellcaster’s knowledge of magic grows, she can

learn to cast spells in ways slightly different from the

ways in which the spells were originally designed or

learned. Casting a spell in such a way is harder than

normal but, thanks to metamagic feats, at least it is

possible. Spells modified by a metamagic feat costs

MP higher than normal. A bard can’t modify his

songs with Metamagic feats.

Metamagic feats are applied spontaneously and do

not increase the casting time of the spell, however, it

will increase the MP cost. In order to apply a

metamagic feat to a spell, the caster must be able to

spend MP at the increased cost of the spell. A

spellcaster can’t use a metamagic feat to alter a spell

being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell

don’t eliminate the attack of opportunity provoked by

casting a spell while threatened. However, casting a

spell modified by Quicken Spell does not provoke an

attack of opportunity. Metamagic feats cannot be

used with all spells. See the specific feat descriptions

for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster

can apply multiple metamagic feats to a single spell.

You can’t apply the same metamagic feat more than

once to a single spell.

Page 81: Page 1 of 227

Page 81 of 227

New and Revised Feats

Chain Spell [Metamagic] You can cast spells that arc to hit other targets in

addition to the primary target.

Benefit: You can chain any spell that affects a single

target and that deals either earth, fire, lightning, ice,

water, or wind damage. After the primary target is

struck, the spell can arc to a number of secondary

targets equal to your character level (maximum

twenty). The secondary arcs each strike one target

and deal half as much damage as the primary one did

(round down). Each target gets to make a saving

throw, if one is allowed by the spell. You can choose

secondary targets as you like, but they must all be

within 30 feet of the primary target, and no target can

be struck more than once. You can choose to affect

fewer secondary targets than the maximum (to avoid

allies in the area, for example.) Using this feat

increases the MP cost of the spell by 3. The

maximum MP spellcasters can spend on spells is

equal to their level divided in half, rounded up.

Craft Materia [Item Creation] You can create materia, which are little orbs that

contain magicite that create spell effects. See the

Materia section for more details on what you can

make for materia.

Prerequisite: Caster level 6th.

Benefit: You can create a materia of any of the four

types (Spell, Support, Independent, and Ability).

Crafting a materia takes one day for each 1,000 gil in

its base price. When you create a materia, your caster

level is the set caster level of the materia. To craft

materia, you must spend 1/25 of its base price in XP

and use up raw materials costing one-half of its base

price. All materia start off with 0 MXP.

Craft Potion [Item Creation] You can create potions, which can heal, cure status

effects, etc. See the Potion-Making section for more

details on what you can make for potions.

Prerequisite: Caster level 1st.

Benefit: You can create any potion. Crafting a potion

takes one hour for each 50 gil in its base price. The

base prices of potions are in the Potion-Making

section. To craft a potion, you must spend 1/25th of

this base price in XP and use up raw materials

costing one half this base price.

Craft Rod [Item Creation]

Prerequisite: Caster Level 9th.

Benefit: You can create any rod whose prerequisites

you meet. Crafting a rod takes one day for each 1,000

gil in its base price. To craft a rod, you must spend

1/25 of its base price in XP and use up raw materials

costing one-half of its base price.

Craft Staff [Item Creation] Prerequisite: Caster level 12th.

Benefit: You can create any staff whose prerequisites

you meet. Crafting a staff takes one day for each

1,000 gil in its base price. To craft a staff, you must

spend 1/25 of its base price in XP and use up raw

materials costing one-half of its base price. A newly

created staff has 50 charges.

Craft Wondrous Item [Item Creation] Prerequisite: Caster level 3rd.

Benefit: You can create any wondrous item whose

prerequisites you meet. Enchanting a wondrous item

takes one day for each 1,000 gil in its price. To

enchant a wondrous item, you must spend 1/25 of the

item’s price in XP and use up raw materials costing

half of this price. You can also mend a broken

wondrous item if it is one that you could make.

Doing so costs half the XP, half the raw materials,

and half the time it would take to craft that item in

the first place.

Elemental Focus [General] Choose an element, such as earth, fire, ice, lightning,

water, or wind. Your spells of that element are more

potent than normal.

Benefit: Add +1 to the Difficulty Class for all saving

throws against spells from the element you select.

Special: You can gain this feat multiple times. Its

effects do not stack. Each time you take the feat, it

applies to a new element.

Elemental Penetration [General] Choose an element, such as earth, fire, ice, lightning,

water, or wind. Your spells of that element are

especially potent, breaking through element

resistance more readily than normal.

Benefit: Spells of the element you select are harder

to resist. Any elemental resistance on a creature is

considered 2 less when determining damage from a

spell of the element you select.

Special: You can gain this feat multiple times. Its

effects do not stack. Each time you take the feat, it

applies to a new element.

Page 82: Page 1 of 227

Page 82 of 227

Empower Spell [Metamagic] You can cast spells to a greater effect.

Benefit: All variable, numeric effects of an

empowered spell are increased by one-half. An

empowered spell deals half again as much damage as

normal, cures half again as many hit points, affects

half again as many targets, and so forth, as

appropriate. Saving throws are not affected, nor are

spells without random variables. Using this feat

increases the MP cost of the spell by 2. The

maximum MP spellcasters can spend on spells is

equal to their level divided in half, rounded up.

Enlarge Spell [Metamagic]

You can cast spells farther than normal.

Benefit: You can alter a spell with a range of close,

medium, or long to increase its range by 100%. An

enlarged spell with a range of close has a range of 25

feet + 5 feet per level, a medium-range spell has a

range of 100 feet + 10 feet per level, and a long-range

spell has a range of 400 feet + 40 feet per level.

Spells whose ranges are not defined by distance, as

well as spells whose ranges are not close, medium, or

long, are not affected. Using this feat increases the

MP cost of the spell by 2. The maximum MP

spellcasters can spend on spells is equal to their level

divided in half, rounded up.

Extend Spell [Metamagic] You can cast spells that last longer than normal.

Benefit: An extended spell lasts twice as long as

normal. A spell with a duration of concentration,

instantaneous, or permanent is not affected by this

feat. Using this feat increases the MP cost of the spell

by 1. The maximum MP spellcasters can spend on

spells is equal to their level divided in half, rounded

up.

Extra Inspiration [General] You can use your inspirations more often.

Benefit: You can use your inspirations four extra

times per day.

Normal: Bards without the Extra Inspiration feat can

use inspiration once per day per bard level.

Special: You can gain this feat multiple times. Its

effects stack.

Extra Limit Break [General] You can use your limit breaks more often.

Benefit: You can activate your limit break an extra

time per limit break.

Normal: You can only activate your limit break once

per limit break.

Forge Ring [Item Creation] Prerequisite: Caster level 12th.

Benefit: You can create any ring whose prerequisites

you meet. Crafting a ring takes one day for each

1,000 gil in its base price. To craft a ring, you must

spend 1/25 of its base price in XP and use up raw

materials costing one-half of its base price. You can

also mend a broken ring if it is one that you could

make. Doing so costs half the XP, half the raw

materials, and half the time it would take to forge that

ring in the first place.

Greater Elemental Focus [General] Choose an element to which you already have

applied the Elemental Focus feat. Your spells of that

element are now even more potent than before.

Prerequisite: Elemental Focus.

Benefit: Add +1 to the Difficulty Class for all saving

throws against spells from the element you select.

This bonus stacks with the bonus from Elemental

Focus.

Special: You can gain this feat multiple times. Its

effects do not stack. Each time you take the feat, it

applies to a new element to which you already have

applied the Elemental Focus feat.

Greater Elemental Penetration [General] Choose an element to which you already have

applied the Elemental Focus feat. Your spells are

remarkably potent, breaking through elemental

resistance more readily than normal.

Prerequisite: Elemental Penetration.

Benefit: Spells of the element you select are harder

to resist. Any elemental resistance on a creature is

considered 2 less when determining damage from a

spell of the element you select. This penalty stacks

with the one from Elemental Penetration.

Special: You can gain this feat multiple times. Its

effects do not stack. Each time you take the feat, it

applies to a new element to which you already have

applied the Elemental Penetration feat.

Heightened Spell [Metamagic] You can cast a spell as if it were a higher-level spell

than it actually is.

Page 83: Page 1 of 227

Page 83 of 227

Benefit: A heightened spell has a higher spell level

than normal (up to a maximum of 9th level). Unlike

other metamagic feats, Heighten Spell actually

increases the effective level of the spell that it

modifies. All effects dependent on spell level (such

as saving throw DCs and ability to penetrate a magic

barrier spell) are calculated according to the

heightened level. The heightened spell is as difficult

to prepare and cast as a spell of its effective level. For

example, a white mage could cast immobilize as a

5th-level spell (instead of a 3rd-level spell), and it

would in all ways be treated as a 5th-level spell.

Using this feat increases the MP cost of the spell by

1. The maximum MP spellcasters can spend on spells

is equal to their level divided in half, rounded up.

Improved Limit Break [General] You can use your limit break faster than normal.

Benefit: You can activate your limit break at 50% of

health.

Normal: You can only activate your limit break at

25% of health.

Improved Power Attack [General] The power of your melee attacks improves.

Prerequisites: Str 15, Power Attack, base attack

bonus +10 Benefit: On your action, before making attack rolls

for a round, you may choose to subtract a number

from all melee attack rolls and for every -2 penalty

you take, you gain a +3 bonus on all melee damage

rolls. This number may not exceed your base attack

bonus. The penalty on attacks and bonus on damage

apply until your next turn. This benefit does not stack

with the normal effects of Power Attack.

Special: If you attack with a two-handed weapon, or

with a one-handed weapon wielded in two hands,

instead add triple the number subtracted from your

attack rolls. You can’t add the bonus from Improved

Power Attack to the damage dealt with a light

weapon (except with unarmed strikes or natural

weapon attacks), even though the penalty on attack

rolls still applies. (Normally, you treat a double

weapon as a one-handed weapon and a light weapon.

If you choose to use a double weapon like a two-

handed weapon, attacking with only one end of it in a

round, you treat it as a two-handed weapon.)

A fighter may select Improved Power Attack as one

of his fighter bonus feats.

Ironskin Speech [Inspiration]

You can channel the power of your inspiration to

enable yourself to ignore minor injuries.

Prerequisite: Inspiration, Concentration 12 ranks,

Perform 12 ranks.

Benefit: As a swift action that does not provoke

attacks of opportunity, you can expend one daily use

of your inspiration ability to provide damage

reduction of 5/- to yourself or to one ally within 30

feet who can hear you up to one round per level. This

feat does not function in an area of magical silence.

Lingering Song [Bardic Music]

Your songs last longer than normal.

Benefit: A bard’s duration for all his songs extends

to 5 rounds instead of 3.

Normal: A bard’s duration for all his songs is

normally 3 rounds.

Mastercrafter [General] You are adept at creating mastercraft items.

Prerequisites: Any Craft skill 8 ranks.

Benefit: When successfully completed, a mastercraft

object provides an equipment bonus on skill checks

made to use the object. A mastercraft weapon

provides a bonus on attack and damage rolls. A

mastercraft suit of armor improves the armor’s

equipment bonus to Armor Class. In each case, the

bonus can be up to a max of +5. Mastercrafted

weapons and armor has an additional materia slot.

On average, it takes twice as long to build a

mastercraft object as it does to build an ordinary

object of the same type. The cost to build a

mastercraft object is equal to the base cost of the

object plus the additional Gil cost below and the

modifiers to apply to the Craft check DC for

mastercraft items are also listed on the table below.

Table 5-3: Mastercrafter Features

Mastercrafter

Feature

Gil

Cost

DC

Modifier

Mastercraft (+1) +2,000 +3

Mastercraft (+2) +8,000 +6

Mastercraft (+3) +18,000 +9

Mastercraft (+4) +32,000 +12

Mastercraft (+5) +50,000 +15

In addition to the additional Gil cost, you must also

pay a cost in experience points equal to 250 x the

bonus provided by the mastercraft feature. The

Page 84: Page 1 of 227

Page 84 of 227

experience points must be paid before making the

Craft check. If the expenditure of these experience

points would drop you below the minimum needed

for your current level, then the experience points

can’t be paid and you can’t make the mastercraft

object until you have sufficient experience points to

remain at your current level after the expenditure is

made.

You can add the mastercraft feature to an existing

ordinary object or a lower-grade mastercraft object

by spending the additional Gil cost and then making

the Craft check as though you were construction the

object from scratch.

Maximize Spell [Metamagic] You can cast spells to the maximum effect.

Benefit: All variable, numeric effects of a spell

modified by this feat are maximized. A maximized

spell deals maximum damage, cures the maximum

number of hit points, affects the maximum number of

targets, and so on, as appropriate. Saving throws are

not affected, nor are spells without random variables.

Using this feat increases the MP cost of the spell by

3. The maximum MP spellcasters can spend on spells

is equal to their level divided in half, rounded up.

Quicken Spell [Metamagic]

You can cast a spell with extreme speed.

Benefit: A quickened spell becomes a free action.

You can cast another action, even execute another

spell, in the same round that you cast a quickened

spell. You can cast only one quickened spell per

round. A spell whose cast time is longer than 1 round

cannot be quickened. Using this feat increases the

MP cost of the spell by 4. Casting a quickened spell

does not provoke attacks of opportunity. The

maximum MP spellcasters can spend on spells is

equal to their level divided in half, rounded up.

Scribe Scroll [Item Creation] Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you

know. Scribing a scroll takes one day for each 25 gil

in its base price. The base price of a scroll is its spell

level x its caster level x 25 gil. To scribe a scroll,

you must spend 1/25 of this base price in XP and use

up raw materials costing one-half of this base price.

Silent Spell [Metamagic] You can cast spells silently.

Benefit: A silent spell can be cast with no verbal

components. Using this feat increases the MP cost of

the spell by 2. The maximum MP spellcasters can

spend on spells is equal to their level divided in half,

rounded up.

Still Spell [Metamagic]

You can cast spells without gestures.

Benefit: A silent spell can be cast with no somatic

components. Using this feat increases the MP cost of

the spell by 2. The maximum MP spellcasters can

spend on spells is equal to their level divided in half,

rounded up.

Speech of Fortitude [Inspiration]

You can channel the power of your inspiration to

sustain your allies, allowing them to function even

after receiving wounds that cause others to falter.

Prerequisite: Inspiration, Concentration 9 ranks,

Perform 9 ranks.

Benefit: You can expend one daily use of your

inspiration ability to provide all allies (including

yourself) the benefit of the Diehard feat up to one

round per level. Even while this feat is active, you or

your allies die if reduced to -10 hit points or lower.

This feat does not function in an area of magical

silence.

Subsonics [Inspiration] Your inspiration can affect even those who do not

consciously hear it.

Prerequisite: Perform (any) 10 ranks, Inspiration.

Benefit: You can produce inspirations so subtly that

opponents do not notice it, yet your allies still gain all

the usual benefits from your inspiration ability.

Similarly, you can affect opponents within range with

your inspirations, but unless they can see you

performing or have some other means of discovering

it, they cannot determine the source of the effect.

Supreme Cleave [General] You are able to bridge the gaps when making Cleave

attempts.

Prerequisite: Str 15, Cleave, Great Cleave, Power

Attack, base attack bonus +8.

Benefit: You can take a 5-foot step between attacks

when using the Cleave or Great Cleave feat. You are

still limited to one such adjustment per round, so you

cannot use this ability during a round in which you

have already taken a 5-foot step.

Page 85: Page 1 of 227

Page 85 of 227

Special: A fighter may select Great Cleave as one of

his fighter bonus feats.

Supreme Power Attack [General] You are an expert in throwing tremendous power

behind your melee attacks.

Prerequisites: Str 17, Power Attack, Improved

Power Attack, base attack bonus +15 Benefit: On your action, before making attack rolls

for a round, you may choose to subtract a number

from all melee attack rolls and for every -1 penalty

you take, you gain a +2 bonus on all melee damage

rolls. This number may not exceed your base attack

bonus. The penalty on attacks and bonus on damage

apply until your next turn. This benefit does not stack

with the normal effects of Power Attack or Improved

Power Attack.

Special: If you attack with a two-handed weapon, or

with a one-handed weapon wielded in two hands,

instead add quadruple the number subtracted from

your attack rolls. You can’t add the bonus from

Supreme Power Attack to the damage dealt with a

light weapon (except with unarmed strikes or natural

weapon attacks), even though the penalty on attack

rolls still applies. (Normally, you treat a double

weapon as a one-handed weapon and a light weapon.

If you choose to use a double weapon like a two-

handed weapon, attacking with only one end of it in a

round, you treat it as a two-handed weapon.)

A fighter may select Supreme Power Attack as one of

his fighter bonus feats.

Widen Spell [Metamagic] You can increase the area of your spells.

Benefit: You can alter a burst, emanation, line, or

spread-shaped spell to increase its area. (Spells that

do not have an area of one of these four sorts are not

affected by this feat.) Any numeric measurements of

the spell’s area increase by 100%. For example,

Thundaga spell (which normally produces a 30-foot-

radius spread) that is widened now fills a 60-foot-

radius spread. Using this feat increases the MP cost

of the spell by 2. The maximum MP spellcasters can

spend on spells is equal to their level divided in half,

rounded up.

Page 86: Page 1 of 227

Page 86 of 227

CHAPTER 6: EQUIPMENT Assume a character owns at least one outfit of normal

clothes. Pick any one of the following clothing

outfits: artisan’s outfit, entertainer’s outfit, explorer’s

outfit, monk’s outfit, peasant’s outfit, scholar’s outfit,

or traveler’s outfit.

WEALTH AND MONEY

COINS

The most common coin is the gil.

The standard coin weighs about a third of an ounce

(fifty to the pound).

Table 6-1: Random Starting Gil

Class Amount

(average) Class

Amount

(average)

Archer 4d4 x 100

(100 gil) Knight

6d4 x 10

(150 gil)

Bard 4d4 x 100

(100 gil) Monk

5d4

(12 gil)

Beastmaster 4d4 x 100

(100 gil) Red Mage

4d4 x 100

(100 gil)

Black Mage 3d4 x 10

(75 gil) Thief

5d4 x 10

(125 gil)

Blue Mage 3d4 x 10

(75 gil) White Mage

3d4 x 10

(75 gil)

Fighter 6d4 x 10

(150 gil)

SELLING LOOT

In general, a character can sell something for half its

listed price. Trade goods are the exception to the

half-price rule. A trade good, in this sense, is a

valuable good that can be easily exchanged almost as

if it were cash itself.

WEAPONS

WEAPON CATEGORIES

Weapons are grouped into several interlocking sets of

categories. These categories pertain to what training

is needed to become proficient in a weapon’s use

(simple, martial, or exotic), the weapon’s usefulness

either in close combat (melee) or at a distance

(ranged, which includes both thrown and projectile

weapons), its relative encumbrance (light, one-

handed, or two-handed), and its size (Small, Medium,

or Large).

Simple, Martial, and Exotic Weapons: Anybody

but a monk is proficient with all simple weapons.

Fighters, knights, and red mages are proficient with

all simple and all martial weapons. Characters of

other classes are proficient with an assortment of

mainly simple weapons and possibly also some

martial or even exotic weapons. A character who uses

a weapon with which he or she is not proficient takes

a –4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are

used for making melee attacks, though some of them

can be thrown as well. Ranged weapons are thrown

weapons or projectile weapons that are not effective

in melee.

Reach Weapons: Glaives, guisarmes, lances,

longspears, ranseurs, Spiked chains, and whips are

reach weapons. A reach weapon is a melee weapon

that allows its wielder to strike at targets that aren’t

adjacent to him or her. Most reach double the

wielder’s natural reach, meaning that a typical Small

or Medium wielder of such a weapon can attack a

creature 10 feet away, but not a creature in an

adjacent square. A typical Large character wielding a

reach weapon of the appropriate size can attack a

creature 15 or 20 feet away, but not adjacent

creatures or creatures up to 10 feet away.

Double Weapons: Dire flails, quarterstaffs, and two-

bladed swords are double weapons. A character can

fight with both ends of a double weapon as if fighting

with two weapons, but he or she incurs all the normal

attack penalties associated with two-weapon combat,

just as though the character were wielding a one-

handed weapon and a light weapon. The character

can also choose to use a double weapon two handed,

attacking with only one end of it. A creature wielding

a double weapon in one hand can’t use it as a double

weapon—only one end of the weapon can be used in

any given round.

Thrown Weapons: Daggers, clubs, shortspears,

spears, darts, javelins, throwing axes, light hammers,

tridents, shuriken, and nets are thrown weapons. The

wielder applies his or her Strength modifier to

damage dealt by thrown weapons (except for Splash

weapons). It is possible to throw a weapon that isn’t

designed to be thrown (that is, a melee weapon that

doesn’t have a numeric entry in the Range Increment

column on Table 6-3: Weapons), but a character who

does so takes a –4 penalty on the attack roll.

Throwing a light or one-handed weapon is a standard

action, while throwing a two-handed weapon is a

full-round action. Regardless of the type of weapon,

such an attack scores a threat only on a natural roll of

20 and deals double damage on a critical hit. Such a

weapon has a range increment of 10 feet.

Page 87: Page 1 of 227

Page 87 of 227

Projectile Weapons: Light crossbows, slings, heavy

crossbows, shortbows, composite shortbows,

longbows, composite longbows, hand crossbows, and

repeating crossbows are projectile weapons. Most

projectile weapons require two hands to use (see

specific weapon descriptions). A character gets no

Strength bonus on damage rolls with a projectile

weapon unless it’s a specially built composite

shortbow, specially built composite longbow, or

sling. If the character has a penalty for low Strength,

apply it to damage rolls when he or she uses a bow or

a sling.

Ammunition: Projectile weapons use ammunition:

arrows (for bows), bolts (for crossbows), or sling

bullets (for slings). When using a bow, a character

can draw ammunition as a free action; crossbows and

slings require an action for reloading. Generally

gileaking, ammunition that hits its target is destroyed

or rendered useless, while normal ammunition that

misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are

treated as ammunition for the purposes of drawing

them, crafting mastercraft or otherwise special

versions of them (see Mastercraft Weapons), and

what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee

Weapons: This designation is a measure of how

much effort it takes to wield a weapon in combat. It

indicates whether a melee weapon, when wielded by

a character of the weapon’s size category, is

considered a light weapon, a one-handed weapon, or

a two-handed weapon.

Light: A light weapon is easier to use in one’s off

hand than a one-handed weapon is, and it can be used

while grappling. A light weapon is used in one hand.

Add the wielder’s Strength bonus (if any) to damage

rolls for melee attacks with a light weapon if it’s used

in the primary hand, or one-half the wielder’s

Strength bonus if it’s used in the off hand. Using two

hands to wield a light weapon gives no advantage on

damage; the Strength bonus applies as though the

weapon were held in the wielder’s primary hand

only. An unarmed strike is always considered a light

weapon.

One-Handed: A one-handed weapon can be used in

either the primary hand or the off hand. Add the

wielder’s Strength bonus to damage rolls for melee

attacks with a one-handed weapon if it’s used in the

primary hand, or 1/2 his or her Strength bonus if it’s

used in the off hand. If a one-handed weapon is

wielded with two hands during melee combat, add 1-

1/2 times the character’s Strength bonus to damage

rolls.

Two-Handed: Two hands are required to use a two-

handed melee weapon effectively. Apply 1-1/2 times

the character’s Strength bonus to damage rolls for

melee attacks with such a weapon.

Weapon Size: Every weapon has a size category.

This designation indicates the size of the creature for

which the weapon was designed. A weapon’s size

category isn’t the same as its size as an object.

Instead, a weapon’s size category is keyed to the size

of the intended wielder. In general, a light weapon is

an object two size categories smaller than the

wielder, a one-handed weapon is an object one size

category smaller than the wielder, and a two-handed

weapon is an object of the same size category as the

wielder.

Inappropriately Sized Weapons: A creature can’t

make optimum use of a weapon that isn’t properly

sized for it. A cumulative –2 penalty applies on

attack rolls for each size category of difference

between the size of its intended wielder and the size

of its actual wielder. If the creature isn’t proficient

with the weapon a –4 nonproficiency penalty also

applies. The measure of how much effort it takes to

use a weapon (whether the weapon is designated as a

light, one-handed, or two-handed weapon for a

particular wielder) is altered by one step for each size

category of difference between the wielder’s size and

the size of the creature for which the weapon was

designed. If a weapon’s designation would be

changed to something other than light, one-handed,

or two-handed by this alteration, the creature can’t

wield the weapon at all.

Improvised Weapons: Sometimes objects not

crafted to be weapons nonetheless see use in combat.

Because such objects are not designed for this use,

any creature that uses one in combat is considered to

be nonproficient with it and takes a –4 penalty on

attack rolls made with that object. To determine the

size category and appropriate damage for an

improvised weapon, compare its relative size and

damage potential to the weapon list to find a

reasonable match. An improvised weapon scores a

threat on a natural roll of 20 and deals double damage

on a critical hit. An improvised thrown weapon has a

range increment of 10 feet.

WEAPON QUALITIES

Page 88: Page 1 of 227

Page 88 of 227

Here is the format for weapon entries (given as

column headings on Table 6-3: Weapons, below).

Cost: This value is the weapon’s cost in gil. The cost

includes miscellaneous gear that goes with the

weapon. This cost is the same for a Small or Medium

version of the weapon. A Large version costs twice

the listed price.

Damage: The Damage columns give the damage

dealt by the weapon on a successful hit. The column

labeled ―Dmg (S)‖ is for Small weapons. The column

labeled ―Dmg (M)‖ is for Medium weapons. If two

damage ranges are given then the weapon is a double

weapon. Use the second damage figure given for the

double weapon’s extra attack. Table 6-1: Tiny and

Large Weapon Damage gives weapon damage values

for weapons of those sizes.

Table 6-2: Tiny and Large Weapon Damage

Medium

Weapon

Damage

Tiny

Weapon

Damage

Large

Weapon

Damage

1d2 — 1d3

1d3 1 1d4

1d4 1d2 1d6

1d6 1d3 1d8

1d8 1d4 2d6

1d10 1d6 2d8

1d12 1d8 3d6

2d4 1d4 2d6

2d6 1d8 3d6

2d8 1d10 3d8

2d10 2d6 4d8

Critical: The entry in this column notes how the

weapon is used with the rules for critical hits. When

your character scores a critical hit, roll the damage

two, three, or four times, as indicated by its critical

multiplier (using all applicable modifiers on each

roll), and add all the results together.

Exception: Extra damage over and above a weapon’s

normal damage is not multiplied when you score a

critical hit.

x2: The weapon deals double damage on a critical

hit.

x3: The weapon deals triple damage on a critical hit.

x3/x4: One head of this double weapon deals triple

damage on a critical hit. The other head deals

quadruple damage on a critical hit.

x4: The weapon deals quadruple damage on a critical

hit.

19–20/x2: The weapon scores a threat on a natural

roll of 19 or 20 (instead of just 20) and deals double

damage on a critical hit. (The weapon has a threat

range of 19–20.)

18–20/x2: The weapon scores a threat on a natural

roll of 18, 19, or 20 (instead of just 20) and deals

double damage on a critical hit. (The weapon has a

threat range of 18–20.)

Range Increment: Any attack at less than this

distance is not penalized for range. However, each

full range increment imposes a cumulative –2 penalty

on the attack roll. A thrown weapon has a maximum

range of five range increments. A projectile weapon

can shoot out to ten range increments.

Weight: This column gives the weight of a Medium

version of the weapon. Halve this number for Small

weapons and double it for Large weapons.

Type: Weapons are classified according to the type

of damage they deal: bludgeoning, piercing, or

slashing. Some monsters may be resistant or immune

to attacks from certain types of weapons. Some

weapons deal damage of multiple types. If a weapon

is of two types, the damage it deals is not half one

type and half another; all of it is both types.

Therefore, a creature would have to be immune to

both types of damage to ignore any of the damage

from such a weapon. In other cases, a weapon can

deal either of two types of damage. In a situation

when the damage type is significant, the wielder can

choose which type of damage to deal with such a

weapon.

Special: Some weapons have special features. See

the weapon descriptions for details.

WEAPON DESCRIPTIONS

Table 6-3: Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range

Increment Weight

1 Type

2

Unarmed Attacks

Gauntlet 2 gil 1d2 1d3 x2 — 1 lb. Bludgeoning

Unarmed strike — 1d23 1d3

3 x2 — — Bludgeoning

Light Melee Weapons

Page 89: Page 1 of 227

Page 89 of 227

Dagger 2 gil 1d3 1d4 19–20/x2 10 ft. 1 lb. Piercing or

slashing

Dagger, punching 2 gil 1d3 1d4 x3 — 1 lb. Piercing

Gauntlet, Spiked 5 gil 1d3 1d4 x2 — 1 lb. Piercing

Mace, light 5 gil 1d4 1d6 x2 — 4 lb. Bludgeoning

Sickle 6 gil 1d4 1d6 x2 — 2 lb. Slashing

One-Handed Melee Weapons

Club — 1d4 1d6 x2 10 ft. 3 lb. Bludgeoning

Mace, heavy 12 gil 1d6 1d8 x2 — 8 lb. Bludgeoning

Morningstar 8 gil 1d6 1d8 x2 — 6 lb. Bludgeoning

and piercing

Shortspear 1 gil 1d4 1d6 x2 20 ft. 3 lb. Piercing

Two-Handed Melee Weapons

Longspear4 5 gil 1d6 1d8 x3 — 9 lb. Piercing

Quarterstaff5 — 1d4/1d4 1d6/1d6 x2 — 4 lb. Bludgeoning

Spear 2 gil 1d6 1d8 x3 20 ft. 6 lb. Piercing

Ranged Weapons

Crossbow, heavy 50 gil 1d8 1d10 19–20/x2 120 ft. 8 lb. Piercing

Bolts, crossbow (10) 1 gil — — — — 1 lb. —

Crossbow, light 35 gil 1d6 1d8 19–20/x2 80 ft. 4 lb. Piercing

Bolts, crossbow (10) 1 gil — — — — 1 lb. —

Dart 5 gil 1d3 1d4 x2 20 ft. 1/2 lb. Piercing

Javelin 1 gil 1d4 1d6 x2 30 ft. 2 lb. Piercing

Sling — 1d3 1d4 x2 50 ft. 0 lb. Bludgeoning

Bullets, sling (10) 1 gil — — — — 5 lb. —

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range

Increment Weight1 Type

2

Light Melee Weapons

Axe, throwing 8 gil 1d4 1d6 x2 10 ft. 2 lb. Slashing

Hammer, light 1 gil 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning

Handaxe 6 gil 1d4 1d6 x3 — 3 lb. Slashing

Kukri 8 gil 1d3 1d4 18–20/x2 — 2 lb. Slashing

Pick, light 4 gil 1d3 1d4 x4 — 3 lb. Piercing

Sap 1 gil 1d43 1d6

3 x2 — 2 lb. Bludgeoning

Shield, light special 1d2 1d3 x2 — special Bludgeoning

Spiked armor special 1d4 1d6 x2 — special Piercing

Spiked shield, light special 1d3 1d4 x2 — special Piercing

Sword, short 10 gil 1d4 1d6 19–20/x2 — 2 lb. Piercing

One-Handed Melee Weapons

Battleaxe 10 gil 1d6 1d8 x3 — 6 lb. Slashing

Flail 8 gil 1d6 1d8 x2 — 5 lb. Bludgeoning

Longsword 15 gil 1d6 1d8 19–20/x2 — 4 lb. Slashing

Pick, heavy 8 gil 1d4 1d6 x4 — 6 lb. Piercing

Rapier 20 gil 1d4 1d6 18–20/x2 — 2 lb. Piercing

Scimitar 15 gil 1d4 1d6 18–20/x2 — 4 lb. Slashing

Shield, heavy special 1d3 1d4 x2 — special Bludgeoning

Spiked shield, heavy special 1d4 1d6 x2 — special Piercing

Trident 15 gil 1d6 1d8 x2 10 ft. 4 lb. Piercing

Warhammer 12 gil 1d6 1d8 x3 — 5 lb. Bludgeoning

Two-Handed Melee Weapons

Page 90: Page 1 of 227

Page 90 of 227

Falchion 75 gil 1d6 2d4 18–20/x2 — 8 lb. Slashing

Glaive4 8 gil 1d8 1d10 x3 — 10 lb. Slashing

Greataxe 20 gil 1d10 1d12 x3 — 12 lb. Slashing

Greatclub 5 gil 1d8 1d10 x2 — 8 lb. Bludgeoning

Flail, heavy 15 gil 1d8 1d10 19–20/x2 — 10 lb. Bludgeoning

Greatsword 50 gil 1d10 2d6 19–20/x2 — 8 lb. Slashing

Guisarme4 9 gil 1d6 2d4 x3 — 12 lb. Slashing

Halberd 10 gil 1d8 1d10 x3 — 12 lb. Piercing or

slashing

Lance4 10 gil 1d6 1d8 x3 — 10 lb. Piercing

Ranseur4 10 gil 1d6 2d4 x3 — 12 lb. Piercing

Scythe 18 gil 1d6 2d4 x4 — 10 lb. Piercing or

slashing

Ranged Weapons

Longbow 75 gil 1d6 1d8 x3 100 ft. 3 lb. Piercing

Arrows (20) 1 gil — — — — 3 lb. —

Longbow,

composite

100 gil 1d6 1d8 x3 110 ft. 3 lb. Piercing

Arrows (20) 1 gil — — — — 3 lb. —

Shortbow 30 gil 1d4 1d6 x3 60 ft. 2 lb. Piercing

Arrows (20) 1 gil — — — — 3 lb. —

Shortbow,

composite

75 gil 1d4 1d6 x3 70 ft. 2 lb. Piercing

Arrows (20) 1 gil — — — — 3 lb. —

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range

Increment Weight1 Type2

Light Melee Weapons

Kama 2 gil 1d4 1d6 x2 — 2 lb. Slashing

Nunchaku 2 gil 1d4 1d6 x2 — 2 lb. Bludgeoning

Sai 1 gil 1d3 1d4 x2 10 ft. 1 lb. Bludgeoning

Siangham 3 gil 1d4 1d6 x2 — 1 lb. Piercing

One-Handed Melee Weapons

Sword, bastard 35 gil 1d8 1d10 19–20/x2 — 6 lb. Slashing

Whip4 1 gil 1d2

3 1d3

3 x2 2 lb. Slashing

Two-Handed Melee Weapons

Chain, Spiked4 25 gil 1d6 2d4 x2 — 10 lb. Piercing

Flail, dire5 90 gil 1d6/1d6 1d8/1d8 x2 — 10 lb. Bludgeoning

Sword, two-bladed5 100 gil 1d6/1d6 1d8/1d8 19–20/x2 — 10 lb. Slashing

War Pick, galkan 50 gil 2d4 2d6 x4 — 12 lb. Piercing

Ranged Weapons

Bolas 5 gil 1d33 1d4

3 x2 10 ft. 2 lb. Bludgeoning

Crossbow, hand 100 gil 1d3 1d4 19–20/x2 30 ft. 2 lb. Piercing

Bolts (10) 1 gil — — — — 1 lb. —

Crossbow,

repeating heavy

400 gil 1d8 1d10 19–20/x2 120 ft. 12 lb. Piercing

Bolts (5) 1 gil — — — 1 lb. —

Crossbow,

repeating light

250 gil 1d6 1d8 19–20/x2 80 ft. 6 lb. Piercing

Bolts (5) 1 gil — — — 1 lb. —

Net 20 gil — — 10 ft. 6 lb. —

Page 91: Page 1 of 227

Page 91 of 227

Shuriken (5) 1 gil 1 1d2 x2 10 ft. 1/2 lb. Piercing

1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs

twice as much.

2 When two types are given, the weapon is both types if the entry specifies ―and,‖ or either type (player’s choice at

time of attack) if the entry specifies ―or.‖

3 The weapon deals nonlethal damage rather than lethal damage.

4 Reach weapon.

5 Double weapon.

Weapons found on Table 6-3: Weapons that have

special options for the wielder (―you‖) are described

below. Splash weapons are described under Special

Substances and Items.

Arrows: An arrow used as a melee weapon is treated

as a light improvised weapon (–4 penalty on attack

rolls) and deals damage as a dagger of its size

(critical multiplier x2). Arrows come in a leather

quiver that holds 20 arrows. An arrow that hits its

target is destroyed; one that misses has a 50% chance

of being destroyed or lost.

Bolas: You can use this weapon to make a ranged

trip attack against an opponent. You can’t be tripped

during your own trip attempt when using a set of

bolas.

Bolts: A crossbow bolt used as a melee weapon is

treated as a light improvised weapon (–4 penalty on

attack rolls) and deals damage as a dagger of its size

(crit x2). Bolts come in a wooden case that holds 10

bolts (or 5, for a repeating crossbow). A bolt that hits

its target is destroyed; one that misses has a 50%

chance of being destroyed or lost.

Bullets, Sling: Bullets come in a leather pouch that

holds 10 bullets. A bullet that hits its target is

destroyed; one that misses has a 50% chance of being

destroyed or lost.

Chain, Spiked: A Spiked chain has reach, so you can

strike opponents 10 feet away with it. In addition,

unlike most other weapons with reach, it can be used

against an adjacent foe. You can make trip attacks

with the chain. If you are tripped during your own

trip attempt, you can drop the chain to avoid being

tripped. When using a Spiked chain, you get a +2

bonus on opposed attack rolls made to disarm an

opponent (including the roll to avoid being disarmed

if such an attempt fails). You can use the Weapon

Finesse feat to apply your Dexterity modifier instead

of your Strength modifier to attack rolls with a

Spiked chain sized for you, even though it isn’t a

light weapon for you.

Crossbow, Hand: You can draw a hand crossbow

back by hand. Loading a hand crossbow is a move

action that provokes attacks of opportunity. You can

shoot, but not load, a hand crossbow with one hand at

no penalty. You can shoot a hand crossbow with each

hand, but you take a penalty on attack rolls as if

attacking with two light weapons.

Crossbow, Heavy: You draw a heavy crossbow back

by turning a small winch. Loading a heavy crossbow

is a full-round action that provokes attacks of

opportunity. Normally, operating a heavy crossbow

requires two hands. However, you can shoot, but not

load, a heavy crossbow with one hand at a –4 penalty

on attack rolls. You can shoot a heavy crossbow with

each hand, but you take a penalty on attack rolls as if

attacking with two one-handed weapons. This penalty

is cumulative with the penalty for one-handed firing.

Crossbow, Light: You draw a light crossbow back

by pulling a lever. Loading a light crossbow is a

move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two

hands. However, you can shoot, but not load, a light

crossbow with one hand at a –2 penalty on attack

rolls. You can shoot a light crossbow with each hand,

but you take a penalty on attack rolls as if attacking

with two light weapons. This penalty is cumulative

with the penalty for one-handed firing.

Crossbow, Repeating: The repeating crossbow

(whether heavy or light) holds 5 crossbow bolts. As

long as it holds bolts, you can reload it by pulling the

reloading lever (a free action). Loading a new case of

5 bolts is a full-round action that provokes attacks of

opportunity. You can fire a repeating crossbow with

one hand or fire a repeating crossbow in each hand in

the same manner as you would a normal crossbow of

the same size. However, you must fire the weapon

with two hands in order to use the reloading lever,

and you must use two hands to load a new case of

bolts.

Dagger: You get a +2 bonus on Sleight of Hand

checks made to conceal a dagger on your body (see

the Sleight of Hand skill).

Flail, Dire: A dire flail is a double weapon. You can

fight with it as if fighting with two weapons, but if

Page 92: Page 1 of 227

Page 92 of 227

you do, you incur all the normal attack penalties

associated with fighting with two weapons, just as if

you were using a one-handed weapon and a light

weapon. A creature wielding a dire flail in one hand

can’t use it as a double weapon— only one end of the

weapon can be used in any given round. When using

a dire flail, you get a +2 bonus on opposed attack

rolls made to disarm an enemy (including the

opposed attack roll to avoid being disarmed if such

an attempt fails). You can also use this weapon to

make trip attacks. If you are tripped during your own

trip attempt, you can drop the dire flail to avoid being

tripped.

Flail or Heavy Flail: With a flail, you get a +2 bonus

on opposed attack rolls made to disarm an enemy

(including the roll to avoid being disarmed if such an

attempt fails). You can also use this weapon to make

trip attacks. If you are tripped during your own trip

attempt, you can drop the flail to avoid being tripped.

Gauntlet: This metal glove lets you deal lethal

damage rather than nonlethal damage with unarmed

strikes. A strike with a gauntlet is otherwise

considered an unarmed attack. The cost and weight

given are for a single gauntlet. Medium and heavy

armors (except breastplate) come with gauntlets.

Gauntlet, Spiked: Your opponent cannot use a

disarm action to disarm you of Spiked gauntlets. The

cost and weight given are for a single gauntlet. An

attack with a Spiked gauntlet is considered an armed

attack.

Glaive: A glaive has reach. You can strike opponents

10 feet away with it, but you can’t use it against an

adjacent foe.

Guisarme: A guisarme has reach. You can strike

opponents 10 feet away with it, but you can’t use it

against an adjacent foe. You can also use it to make

trip attacks. If you are tripped during your own trip

attempt, you can drop the guisarme to avoid being

tripped.

Halberd: If you use a ready action to set a halberd

against a charge, you deal double damage on a

successful hit against a charging character. You can

use a halberd to make trip attacks. If you are tripped

during your own trip attempt, you can drop the

halberd to avoid being tripped.

Javelin: Since it is not designed for melee, you are

treated as nonproficient with it and take a –4 penalty

on attack rolls if you use a javelin as a melee weapon.

Kama: The kama is a special monk weapon. This

designation gives a monk wielding a kama special

options.

You can use a kama to make trip attacks. If you are

tripped during your own trip attempt, you can drop

the kama to avoid being tripped.

Lance: A lance deals double damage when used

from the back of a charging mount. It has reach, so

you can strike opponents 10 feet away with it, but

you can’t use it against an adjacent foe. While

mounted, you can wield a lance with one hand.

Longbow: You need at least two hands to use a bow,

regardless of its size. A longbow is too unwieldy to

use while you are mounted. If you have a penalty for

low Strength, apply it to damage rolls when you use a

longbow. If you have a bonus for high Strength, you

can apply it to damage rolls when you use a

composite longbow (see below) but not a regular

longbow.

Longbow, Composite: You need at least two hands

to use a bow, regardless of its size. You can use a

composite longbow while mounted. All composite

bows are made with a particular strength rating (that

is, each requires a minimum Strength modifier to use

with proficiency). If your Strength bonus is less than

the strength rating of the composite bow, you can’t

effectively use it, so you take a –2 penalty on attacks

with it. The default composite longbow requires a

Strength modifier of +0 or higher to use with

proficiency. A composite longbow can be made with

a high strength rating to take advantage of an above-

average Strength score; this feature allows you to add

your Strength bonus to damage, up to the maximum

bonus indicated for the bow. Each point of Strength

bonus granted by the bow adds 100 gil to its cost. For

purposes of weapon proficiency and similar feats, a

composite longbow is treated as if it were a longbow.

Longspear: A longspear has reach. You can strike

opponents 10 feet away with it, but you can’t use it

against an adjacent foe. If you use a ready action to

set a longspear against a charge, you deal double

damage on a successful hit against a charging

character.

Net: A net is used to entangle enemies. When you

throw a net, you make a ranged touch attack against

your target. A net’s maximum range is 10 feet. If you

hit, the target is entangled. An entangled creature

takes a –2 penalty on attack rolls and a –4 penalty on

Dexterity, can move at only half speed, and cannot

charge or run. If you control the trailing rope by

succeeding on an opposed Strength check while

holding it, the entangled creature can move only

within the limits that the rope allows. If the entangled

creature attempts to cast a spell, it must make a DC

15 Concentration check or be unable to cast the spell.

Page 93: Page 1 of 227

Page 93 of 227

An entangled creature can escape with a DC 20

Escape Artist check (a full-round action). The net has

5 hit points and can be burst with a DC 25 Strength

check (also a full-round action). A net is useful only

against creatures within one size category of you. A

net must be folded to be thrown effectively. The first

time you throw your net in a fight, you make a

normal ranged touch attack roll. After the net is

unfolded, you take a –4 penalty on attack rolls with

it. It takes 2 rounds for a proficient user to fold a net

and twice that long for a nonproficient one to do so.

Nunchaku: The nunchaku is a special monk weapon.

This designation gives a monk wielding a nunchaku

special options. With a nunchaku, you get a +2 bonus

on opposed attack rolls made to disarm an enemy

(including the roll to avoid being disarmed if such an

attempt fails).

Quarterstaff: A quarterstaff is a double weapon.

You can fight with it as if fighting with two weapons,

but if you do, you incur all the normal attack

penalties associated with fighting with two weapons,

just as if you were using a one-handed weapon and a

light weapon. A creature wielding a quarterstaff in

one hand can’t use it as a double weapon—only one

end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This

designation gives a monk wielding a quarterstaff,

special options.

Ranseur: A ranseur has reach. You can strike

opponents 10 feet away with it, but you can’t use it

against an adjacent foe. With a ranseur, you get a +2

bonus on opposed attack rolls made to disarm an

opponent (including the roll to avoid being disarmed

if such an attempt fails).

Rapier: You can use the Weapon Finesse feat to

apply your Dexterity modifier instead of your

Strength modifier to attack rolls with a rapier sized

for you, even though it isn’t a light weapon for you.

You can’t wield a rapier in two hands in order to

apply 1-1/2 times your Strength bonus to damage.

Sai: With a sai, you get a +4 bonus on opposed attack

rolls made to disarm an enemy (including the roll to

avoid being disarmed if such an attempt fails). The

sai is a special monk weapon. This designation gives

a monk wielding a sai, special options.

Scythe: A scythe can be used to make trip attacks. If

you are tripped during your own trip attempt, you can

drop the scythe to avoid being tripped.

Shield, Heavy or Light: You can bash with a shield

instead of using it for defense. See Armor for details.

Shortbow: You need at least two hands to use a bow,

regardless of its size. You can use a shortbow while

mounted. If you have a penalty for low Strength,

apply it to damage rolls when you use a shortbow. If

you have a bonus for high Strength, you can apply it

to damage rolls when you use a composite shortbow

(see below) but not a regular shortbow.

Shortbow, Composite: You need at least two hands

to use a bow, regardless of its size. You can use a

composite shortbow while mounted. All composite

bows are made with a particular strength rating (that

is, each requires a minimum Strength modifier to use

with proficiency). If your Strength bonus is lower

than the strength rating of the composite bow, you

can’t effectively use it, so you take a –2 penalty on

attacks with it. The default composite shortbow

requires a Strength modifier of +0 or higher to use

with proficiency. A composite shortbow can be made

with a high strength rating to take advantage of an

above-average Strength score; this feature allows you

to add your Strength bonus to damage, up to the

maximum bonus indicated for the bow. Each point of

Strength bonus granted by the bow adds 75 gil to its

cost. For purposes of weapon proficiency and similar

feats, a composite shortbow is treated as if it were a

shortbow.

Shortspear: A shortspear is small enough to wield

one-handed. It may also be thrown.

Shuriken: A shuriken is a special monk weapon.

This designation gives a monk wielding shuriken

special options. A shuriken can’t be used as a melee

weapon. Although they are thrown weapons,

shuriken are treated as ammunition for the purposes

of drawing them, crafting mastercraft or otherwise

special versions of them and what happens to them

after they are thrown.

Siangham: The siangham is a special monk weapon.

This designation gives a monk wielding a siangham,

special options.

Sickle: A sickle can be used to make trip attacks. If

you are tripped during your own trip attempt, you can

drop the sickle to avoid being tripped.

Sling: Your Strength modifier applies to damage

rolls when you use a sling, just as it does for thrown

weapons. You can fire, but not load, a sling with one

hand. Loading a sling is a move action that requires

two hands and provokes attacks of opportunity. You

can hurl ordinary stones with a sling, but stones are

not as dense or as round as bullets. Thus, such an

attack deals damage as if the weapon was designed

for a creature one size category smaller than you and

you take a –1 penalty on attack rolls.

Spear: A spear can be thrown. If you use a ready

action to set a spear against a charge, you deal double

Page 94: Page 1 of 227

Page 94 of 227

damage on a successful hit against a charging

character.

Spiked Armor: You can outfit your armor with

spikes, which can deal damage in a grapple or as a

separate attack. See Armor for details.

Spiked Shield, Heavy or Light: You can bash with

a spiked shield instead of using it for defense. See

Armor for details.

Strike, Unarmed: A Medium character deals 1d3

points of nonlethal damage with an unarmed strike. A

Small character deals 1d2 points of nonlethal

damage. A monk or any character with the Improved

Unarmed Strike feat can deal lethal or nonlethal

damage with unarmed strikes, at her option. The

damage from an unarmed strike is considered weapon

damage for the purposes of effects that give you a

bonus on weapon damage rolls. An unarmed strike is

always considered a light weapon. Therefore, you can

use the Weapon Finesse feat to apply your Dexterity

modifier instead of your Strength modifier to attack

rolls with an unarmed strike.

Sword, Bastard: A bastard sword is too large to use

in one hand without special training; thus, it is an

exotic weapon. A character can use a bastard sword

two-handed as a martial weapon. The statistics for

this weapon is the same for a katana.

Sword, Two-Bladed: A two-bladed sword is a

double weapon. You can fight with it as if fighting

with two weapons, but if you do, you incur all the

normal attack penalties associated with fighting with

two weapons, just as if you were using a one-handed

weapon and a light weapon. A creature wielding a

two-bladed sword in one hand can’t use it as a double

weapon—only one end of the weapon can be used in

any given round.

Trident: This weapon can be thrown. If you use a

ready action to set a trident against a charge, you deal

double damage on a successful hit against a charging

character.

War Pick, Galkan: A galkan war pick is too large to

use in one hand without special training; thus, it is an

exotic weapon. A Medium character can use a galkan

war pick two-handed as a martial weapon, or a Large

creature can use it one-handed in the same way. A

galka treats a galkan war pick as a martial weapon

even when using it in one hand.

Whip: A whip deals nonlethal damage. It deals no

damage to any creature with an armor bonus of +1 or

higher or a natural armor bonus of +3 or higher. The

whip is treated as a melee weapon with 15-foot reach,

though you don’t threaten the area into which you

can make an attack. In addition, unlike most other

weapons with reach, you can use it against foes

anywhere within your reach (including adjacent

foes). Using a whip provokes an attack of

opportunity, just as if you had used a ranged weapon.

You can make trip attacks with a whip. If you are

tripped during your own trip attempt, you can drop

the whip to avoid being tripped. When using a whip,

you get a +2 bonus on opposed attack rolls made to

disarm an opponent (including the roll to keep from

being disarmed if the attack fails). You can use the

Weapon Finesse feat to apply your Dexterity

modifier instead of your Strength modifier to attack

rolls with a whip sized for you, even though it isn’t a

light weapon for you.

MASTERCRAFT WEAPONS

A mastercraft weapon is a finely crafted version of a

normal weapon. See the Mastercrafter feat for more

details. Mastercraft ammunition is damaged

(effectively destroyed) when used.

ARMOR

ARMOR QUALITIES

To wear heavier armor effectively, a character can

select the Armor Proficiency feats, but most classes

are automatically proficient with the armors that

work best for them. Armor and shields can take

damage from some types of attacks. Here is the

format for armor entries (given as column headings

on Table 6-4: Armor and Shields, below).

Cost: The cost of the armor for Small or Medium

humanoid creatures. See Armor for Unusual

Creatures, below, for armor prices for other creatures.

Armor/Shield Bonus: Each armor grants an armor

bonus to AC, while shields grant a shield bonus to

AC. The armor bonus from a suit of armor doesn’t

stack with other effects or items that grant an armor

bonus. Similarly, the shield bonus from a shield

doesn’t stack with other effects that grant a shield

bonus.

Maximum Dex Bonus: This number is the

maximum Dexterity bonus to AC that this type of

armor allows. Heavier armors limit mobility,

reducing the wearer’s ability to dodge blows. This

restriction doesn’t affect any other Dexterity-related

abilities. Even if a character’s Dexterity bonus to AC

drops to 0 because of armor, this situation does not

count as losing a Dexterity bonus to AC. Your

character’s encumbrance (the amount of gear he or

Page 95: Page 1 of 227

Page 95 of 227

she carries) may also restrict the maximum Dexterity

bonus that can be applied to his or her Armor Class.

Shields: Shields do not affect a character’s maximum

Dexterity bonus.

Armor Check Penalty: Any armor heavier than

leather hurts a character’s ability to use some skills.

An armor check penalty number is the penalty that

applies to Balance, Climb, Escape Artist, Hide, Jump,

Move Silently, Sleight of Hand, and Tumble checks

by a character wearing a certain kind of armor.

Double the normal armor check penalty is applied to

Swim checks. A character’s encumbrance (the

amount of gear carried, including armor) may also

apply an armor check penalty.

Shields: If a character is wearing armor and using a

shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who

wears armor and/or uses a shield with which he or

she is not proficient takes the armor’s (and/or

shield’s) armor check penalty on attack rolls and on

all Strength-based and Dexterity-based ability and

skill checks. The penalty for nonproficiency with

armor stacks with the penalty for nonproficiency with

shields.

Sleeping in Armor: A character that sleeps in

medium or heavy armor is automatically fatigued the

next day. He or she takes a –2 penalty on Strength

and Dexterity and can’t charge or run. Sleeping in

light armor does not cause fatigue.

Spell Failure: Armor interferes with the gestures that

a spellcaster must make to cast a spell. Spellcasters

face the possibility of spell failure if they’re wearing

armor. Bards can wear light armor without incurring

any spell failure chance for their bard songs.

Casting a Spell in Armor: A character who casts a

spell while wearing armor must usually make a spell

failure roll. The number in the Spell Failure Chance

column on Table 6-4: Armor and Shields is the

chance that the spell fails and is ruined.

Shields: If a character is wearing armor and using a

shield, add the two numbers together to get a single

spell failure chance.

Speed: Medium or heavy armor slows the wearer

down. The number on Table 6-4: Armor and Shields

is the character’s speed while wearing the armor.

Elvaan, humes, galkas, mithras, al bheds, ronsos,

vieras, cetras, and bangaas, have an unencumbered

speed of 30 feet. They use the first column. Tarutarus

and moogles have an unencumbered speed of 20 feet.

They use the second column.

Shields: Shields do not affect a character’s speed.

Weight: This column gives the weight of the armor

sized for a Medium wearer. Armor fitted for Small

characters weighs half as much, and armor for Large

characters weighs twice as much.

Table 6-4: Armor and Shields

–— Speed —–

Armor Cost

Armor/

Shield

Bonus

Max.

Dex

Bonus

Armor

Check

Penalty

Spell

Failure

Chance

(30 ft.) (20 ft.) Weight1

Light armor

Padded 5 gil +1 +8 0 5% 30 ft. 20 ft. 10 lb.

Leather 10 gil +2 +6 0 10% 30 ft. 20 ft. 15 lb.

Studded leather 25 gil +3 +5 –1 15% 30 ft. 20 ft. 20 lb.

Chain shirt 100 gil +4 +4 –2 20% 30 ft. 20 ft. 25 lb.

Medium armor

Hide 15 gil +3 +4 –3 20% 20 ft. 15 ft. 25 lb.

Scale mail 50 gil +4 +3 –4 25% 20 ft. 15 ft. 30 lb.

Chainmail 150 gil +5 +2 –5 30% 20 ft. 15 ft. 40 lb.

Breastplate 200 gil +5 +3 –4 25% 20 ft. 15 ft. 30 lb.

Heavy armor

Splint mail 200 gil +6 +0 –7 40% 20 ft.2 15 ft.

2 45 lb.

Banded mail 250 gil +6 +1 –6 35% 20 ft.2 15 ft.

2 35 lb.

Half-plate 600 gil +7 +0 –7 40% 20 ft.2 15 ft.

2 50 lb.

Full plate 1,500 gil +8 +1 –6 35% 20 ft.2 15 ft.

2 50 lb.

Shields

Buckler 15 gil +1 — –1 5% — — 5 lb.

Page 96: Page 1 of 227

Page 96 of 227

Shield, light

wooden

3 gil +1 — –1 5% — — 5 lb.

Shield, light

steel

9 gil +1 — –1 5% — — 6 lb.

Shield, heavy

wooden

7 gil +2 — –2 15% — — 10 lb.

Shield, heavy

steel

20 gil +2 — –2 15% — — 15 lb.

Shield, tower 30 gil +43 +2 –10 50% — — 45 lb.

Extras

Armor spikes +50 gil — — — — — — +10 lb.

Gauntlet, locked 8 gil — — Special 4 — — +5 lb.

Shield spikes +10 gil — — — — — — +5 lb.

1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters

weighs half as much, and armor fitted for Large characters weighs twice as much.

2 When running in heavy armor, you move only triple your speed, not quadruple.

3 A tower shield can instead grant you cover. See the description.

4 Hand not free to cast spells.

ARMOR DESCRIPTIONS Any special benefits or accessories to the types of

armor found on Table 6-4: Armor and Shields are

described below.

Armor Spikes: You can have spikes added to your

armor, which allow you to deal extra piercing

damage (see Table 6-3: Weapons) on a successful

grapple attack. The spikes count as a martial weapon.

If you are not proficient with them, you take a –4

penalty on grapple checks when you try to use them.

You can also make a regular melee attack (or off-

hand attack) with the spikes, and they count as a light

weapon in this case. (You can’t also make an attack

with armor spikes if you have already made an attack

with another off-hand weapon, and vice versa.)

An enhancement bonus to a suit of armor does not

improve the spikes’ effectiveness, but the spikes can

be made into magic weapons in their own right.

Banded Mail: The suit includes gauntlets.

Breastplate: It comes with a helmet and greaves.

Buckler: This small metal shield is worn strapped to

your forearm. You can use a bow or crossbow

without penalty while carrying it. You can also use

your shield arm to wield a weapon (whether you are

using an off-hand weapon or using your off hand to

help wield a two-handed weapon), but you take a –1

penalty on attack rolls while doing so. This penalty

stacks with those that may apply for fighting with

your off hand and for fighting with two weapons. In

any case, if you use a weapon in your off hand, you

don’t get the buckler’s AC bonus for the rest of the

round. You can’t bash someone with a buckler.

Chain Shirt: A chain shirt comes with a steel cap.

Chainmail: The suit includes gauntlets.

Full Plate: The suit includes gauntlets, heavy leather

boots, a visor helmet, and a thick layer of padding

that is worn underneath the armor. Each suit of full

plate must be individually fitted to its owner by a

master armorsmith, although a captured suit can be

resized to fit a new owner at a cost of 200 to 800

(2d4x100) gil.

Gauntlet, Locked: This armored gauntlet has small

chains and braces that allow the wearer to attach a

weapon to the gauntlet so that it cannot be dropped

easily. It provides a +10 bonus on any roll made to

keep from being disarmed in combat. Removing a

weapon from a locked gauntlet or attaching a weapon

to a locked gauntlet is a full-round action that

provokes attacks of opportunity. The price given is

for a single locked gauntlet. The weight given applies

only if you’re wearing a breastplate, light armor, or

no armor. Otherwise, the locked gauntlet replaces a

gauntlet you already have as part of the armor. While

the gauntlet is locked, you can’t use the hand wearing

it for casting spells or employing skills. (You can still

cast spells, provided that your other hand is free.)

Like a normal gauntlet, a locked gauntlet lets you

deal lethal damage rather than nonlethal damage with

an unarmed strike.

Half-Plate: The suit includes gauntlets.

Scale Mail: The suit includes gauntlets.

Shield, Heavy, Wooden or Steel: You strap a shield

to your forearm and grip it with your hand. A heavy

Page 97: Page 1 of 227

Page 97 of 227

shield is so heavy that you can’t use your shield hand

for anything else.

Wooden or Steel: Wooden and steel shields offer the

same basic protection, though they respond

differently to special attacks.

Shield Bash Attacks: You can bash an opponent

with a heavy shield, using it as an off-hand weapon.

See Table 6-3: Weapons for the damage dealt by a

shield bash. Used this way, a heavy shield is a martial

bludgeoning weapon. For the purpose of penalties on

attack rolls, treat a heavy shield as a one-handed

weapon. If you use your shield as a weapon, you lose

its AC bonus until your next action (usually until the

next round). An enhancement bonus on a shield does

not improve the effectiveness of a shield bash made

with it, but the shield can be made into a magic

weapon in its own right.

Shield, Light, Wooden or Steel: You strap a shield

to your forearm and grip it with your hand. A light

shield’s weight lets you carry other items in that

hand, although you cannot use weapons with it.

Wooden or Steel: Wooden and steel shields offer the

same basic protection, though they respond

differently to special attacks.

Shield Bash Attacks: You can bash an opponent

with a light shield, using it as an off-hand weapon.

See Table 6-3: Weapons for the damage dealt by a

shield bash. Used this way, a light shield is a martial

bludgeoning weapon. For the purpose of penalties on

attack rolls, treat a light shield as a light weapon. If

you use your shield as a weapon, you lose its AC

bonus until your next action (usually until the next

round). An enhancement bonus on a shield does not

improve the effectiveness of a shield bash made with

it, but the shield can be made into a magic weapon in

its own right.

Shield, Tower: This massive wooden shield is nearly

as tall as you are. In most situations, it provides the

indicated shield bonus to your AC. However, you can

instead use it as total cover, though you must give up

your attacks to do so. The shield does not, however,

provide cover against targeted spells; a spellcaster

can cast a spell on you by targeting the shield you are

holding. You cannot bash with a tower shield, nor

can you use your shield hand for anything else. When

employing a tower shield in combat, you take a –2

penalty on attack rolls because of the shield’s

encumbrance.

Shield Spikes: When added to your shield, these

spikes turn it into a martial piercing weapon that

increases the damage dealt by a shield bash as if the

shield were designed for a creature one size category

larger than you. You can’t put spikes on a buckler or

a tower shield. Otherwise, attacking with a spiked

shield is like making a shield bash attack (see above).

Splint Mail: The suit includes gauntlets.

MASTERCRAFT ARMOR Just as with weapons, you can purchase or craft

mastercraft versions of armor or shields. See the

Mastercrafter feat for more details.

ARMOR FOR UNUSUAL CREATURES

Armor and shields for unusually big creatures,

unusually little creatures, and nonhumanoid creatures

have different costs and weights from those given on

Table 6-4: Armor and Shields. Refer to the

appropriate line on the table below and apply the

multipliers to cost and weight for the armor type in

question.

Humanoid Nonhumanoid

Size Cost Weight Cost Weight

Tiny or smaller1 x1/2 x1/10 x1 x1/10

Small x1 x1/2 x2 x1/2

Medium x1 x1 x2 x1

Large x2 x2 x4 x2

Huge x4 x5 x8 x5

Gargantuan x8 x8 x16 x8

Colossal x16 x12 x32 x12

1 Divide armor bonus by 2.

GETTING INTO AND OUT OF ARMOR

The time required to don armor depends on its type;

see Table 6-5: Donning Armor.

Don: This column tells how long it takes a character

to put the armor on. (One minute is 10 rounds.)

Readying (strapping on) a shield is only a move

action.

Don Hastily: This column tells how long it takes to

put the armor on in a hurry. The armor check penalty

and armor bonus for hastily donned armor are each 1

point worse than normal.

Remove: This column tells how long it takes to get

the armor off. Loosing a shield (removing it from the

arm and dropping it) is only a move action.

Table 6-5: Donning Armor

Armor Type Don Don Hastily Remove

Page 98: Page 1 of 227

Page 98 of 227

Shield (any) 1 move action n/a 1 move action

Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute1

Breastplate, scale mail, chainmail, banded mail, or Splint mail 4 minutes1 1 minute 1 minute

1

Half-plate or full plate 4 minutes2 4 minutes

1 1d4+1 minutes

1

1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two

adjacent characters. Two characters can’t help each other don armor at the same time.

2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

GOODS AND SERVICES

Table 6-6: Goods and Services

Adventuring Gear

Item Cost Weight

Backpack (empty) 2 gil 2 lb.1

Barrel (empty) 2 gil 30 lb.

Basket (empty) 4 gil 1 lb.

Bedroll 1 gil 5 lb.1

Bell 1 gil —

Blanket, winter 5 gil 3 lb.1

Block and tackle 5 gil 5 lb.

Bottle, wine, glass 2 gil —

Bucket (empty) 5 gil 2 lb.

Caltrops 1 gil 2 lb.

Candle 1 gil —

Canvas (sq. yd.) 1 gil 1 lb.

Case, map or scroll 1 gil 1/2 lb.

Chain (10 ft.) 30 gil 2 lb.

Chalk, 1 piece 1 gil —

Chest (empty) 2 gil 25 lb.

Crowbar 2 gil 5 lb.

Firewood (per day) 1 gil 20 lb.

Fishhook 1 gil —

Fishing net, 25 sq. ft. 4 gil 5 lb.

Flask (empty) 3 gil 1-1/2 lb.

Flint and steel 1 gil —

Grappling hook 1 gil 4 lb.

Hammer 5 gil 2 lb.

Ink (1 oz. vial) 8 gil —

Inkpen 1 gil —

Jug, clay 3 gil 9 lb.

Ladder, 10-foot 5 gil 20 lb.

Lamp, common 1 gil 1 lb.

Lantern, bullseye 12 gil 3 lb.

Lantern, hooded 7 gil 2 lb.

Lock 1 lb.

Very simple 20 gil 1 lb.

Average 40 gil 1 lb.

Good 80 gil 1 lb.

Amazing 150 gil 1 lb.

Manacles 15 gil 2 lb.

Page 99: Page 1 of 227

Page 99 of 227

Manacles, mastercraft 50 gil 2 lb.

Mirror, small steel 10 gil 1/2 lb.

Mug/Tankard, clay 2 gil 1 lb.

Oil (1-pint flask) 1 gil 1 lb.

Paper (sheet) 4 gil —

Parchment (sheet) 2 gil —

Pick, miner’s 3 gil 10 lb.

Pitcher, clay 2 gil 5 lb.

Piton 1 gil 1/2 lb.

Pole, 10-foot 2 gil 8 lb.

Pot, iron 5 gil 10 lb.

Pouch, belt (empty) 1 gil 1/2 lb.1

Ram, portable 10 gil 20 lb.

Rations, trail (per day) 5 gil 1 lb.1

Rope, hempen (50 ft.) 1 gil 10 lb.

Rope, silk (50 ft.) 10 gil 5 lb.

Sack (empty) 1 gil 1/2 lb.1

Sealing wax 1 gil 1 lb.

Sewing needle 5 gil —

Signal whistle 8 gil —

Signet ring 5 gil —

Sledge 1 gil 10 lb.

Soap (per lb.) 5 gil 1 lb.

Spade or shovel 2 gil 8 lb.

Spyglass 1,000 gil 1 lb.

Tent 10 gil 20 lb.1

Torch 1 gil 1 lb.

Vial, ink or potion 1 gil 1/10 lb.

Waterskin 1 gil 4 lb.1

Whetstone 2 gil 1 lb.

Special Substances and Items

Item Cost Weight

Acid (flask) 10 gil 1 lb.

Alchemist’s fire (flask) 20 gil 1 lb.

Antitoxin (vial) 50 gil —

Smokestick 20 gil 1/2 lb.

Sunrod 2 gil 1 lb.

Tanglefoot bag 50 gil 4 lb.

Thunderstone 30 gil 1 lb.

Tindertwig 1 gil —

Tools and Skill Kits

Item Cost Weight

Alchemist’s lab 500 gil 40 lb.

Artisan’s tools 5 gil 5 lb.

Artisan’s tools, mastercraft 55 gil 5 lb.

Climber’s kit 80 gil 5 lb.1

Disguise kit 50 gil 8 lb.1

Healer’s kit 50 gil 1 lb.

Holly and mistletoe — —

Hourglass 25 gil 1 lb.

Page 100: Page 1 of 227

Page 100 of 227

Magnifying glass 100 gil —

Musical instrument, common 5 gil 3 lb.1

Musical instrument, mastercraft 100 gil 3 lb.1

Scale, merchant’s 2 gil 1 lb.

Thieves’ tools 30 gil 1 lb.

Thieves’ tools, mastercraft 100 gil 2 lb.

Tool, mastercraft 50 gil 1 lb.

Water clock 1,000 gil 200 lb.

Clothing

Item Cost Weight

Artisan’s outfit 1 gil 4 lb.1

Cold weather outfit 8 gil 7 lb.1

Courtier’s outfit 30 gil 6 lb.1

Entertainer’s outfit 3 gil 4 lb.1

Explorer’s outfit 10 gil 8 lb.1

Monk’s outfit 5 gil 2 lb.1

Noble’s outfit 75 gil 10 lb.1

Peasant’s outfit 1 gil 2 lb.1

Royal outfit 200 gil 15 lb.1

Scholar’s outfit 5 gil 6 lb.1

Traveler’s outfit 1 gil 5 lb.1

Food, Drink, and Lodging

Item Cost Weight

Ale

Gallon 2 gil 8 lb.

Mug 4 gil 1 lb.

Banquet (per person) 10 gil —

Bread, per loaf 2 gil 1/2 lb.

Cheese, hunk of 1 gil 1/2 lb.

Inn stay (per day)

Good 2 gil —

Common 5 gil —

Poor 2 gil —

Meals (per day)

Good 5 gil —

Common 3 gil —

Poor 1 gil —

Meat, chunk of 3 gil 1/2 lb.

Wine

Common (pitcher) 2 gil 6 lb.

Fine (bottle) 10 gil 1-1/2 lb.

Mounts and Related Gear

Item Cost Weight

Barding

Medium creature x2 x1

Large creature x4 x2

Bit and bridle 2 gil 1 lb.

Dog, guard 25 gil —

Dog, riding 150 gil —

Feed (per day) 5 gil 10 lb.

Page 101: Page 1 of 227

Page 101 of 227

Chocobo

Chocobo, yellow 200 gil —

Chocobo, green 600 gil —

Chocobo, blue 1000 gil —

Saddle

Military 20 gil 30 lb.

Pack 5 gil 15 lb.

Riding 10 gil 25 lb.

Saddle, Exotic

Military 60 gil 40 lb.

Pack 15 gil 20 lb.

Riding 30 gil 30 lb.

Saddlebags 4 gil 8 lb.

Stabling (per day) 5 gil —

Transport

Item Cost Weight

Carriage 100 gil 600 lb.

Cart 15 gil 200 lb.

Galley 30,000

gil

Keelboat 3,000 gil —

Longship 10,000

gil

Rowboat 50 gil 100 lb.

Oar 2 gil 10 lb.

Sailing ship 10,000

gil

Sled 20 gil 300 lb.

Wagon 35 gil 400 lb.

Warship 25,000

gil

Spellcasting and Services

Service Cost

Coach cab 3 gil per mile

Hireling, trained 3 gil per day

Hireling, untrained 1 gil per day

Messenger 2 gil per mile

Road or gate toll 1 gil

Ship’s passage 1 gil per mile

Spell, 1st-level Caster level x 10

gil2

Spell, 2nd-level Caster level x 20

gil2

Spell, 3rd-level Caster level x 30

gil2

Spell, 4th-level Caster level x 40

gil2

Spell, 5th-level Caster level x 50

gil2

Page 102: Page 1 of 227

Page 102 of 227

Spell, 6th-level Caster level x 60

gil2

Spell, 7th-level Caster level x 70

gil2

Spell, 8th-level Caster level x 80

gil2

Spell, 9th-level Caster level x 90

gil2

1 These items weigh one-quarter this amount when made for

Small characters. Containers for Small characters also carry

one-quarter the normal amount.

2 See spell description for additional costs. If the additional

costs put the spell’s total cost above 3,000 gil, that spell is not

generally available.

ADVENTURING GEAR Few of the pieces of adventuring gear found on Table

6-6: Goods and Services are described below, along

with any special benefits they confer on the user

(―you‖).

Caltrops: A caltrop is a four-pronged iron spike

crafted so that one prong faces up no matter how the

caltrop comes to rest. You scatter caltrops on the

ground in the hope that your enemies step on them or

are at least forced to slow down to avoid them. One

2- pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by

caltrops (or spends a round fighting while standing in

such an area), it might step on one. The caltrops

make an attack roll (base attack bonus +0) against the

creature. For this attack, the creature’s shield, armor,

and deflection bonuses do not count. If the creature is

wearing shoes or other footwear, it gets a +2 armor

bonus to AC. If the caltrops succeed on the attack,

the creature has stepped on one. The caltrop deals 1

point of damage, and the creature’s speed is reduced

by one-half because its foot is wounded. This

movement penalty lasts for 24 hours, or until the

creature is successfully treated with a DC 15 Heal

check, or until it receives at least 1 point of magical

curing. A charging or running creature must

immediately stop if it steps on a caltrop. Any creature

moving at half speed or slower can pick its way

through a bed of caltrops with no trouble. Caltrops

may not be effective against unusual opponents.

Candle: A candle dimly illuminates a 5-foot radius

and burns for 1 hour.

Chain: Chain has hardness 10 and 5 hit points. It can

be burst with a DC 26 Strength check.

Crowbar: A crowbar it grants a +2 circumstance

bonus on Strength checks made for such purposes. If

used in combat, treat a crowbar as a one-handed

improvised weapon that deals bludgeoning damage

equal to that of a club of its size.

Flint and Steel: Lighting a torch with flint and steel

is a full-round action, and lighting any other fire with

them takes at least that long.

Grappling Hook: Throwing a grappling hook

successfully requires a Use Rope check (DC 10, +2

per 10 feet of distance thrown).

Hammer: If a hammer is used in combat, treat it as a

one-handed improvised weapon that deals

bludgeoning damage equal to that of a spiked

gauntlet of its size.

Ink: This is black ink. You can buy ink in other

colors, but it costs twice as much.

Jug, Clay: This basic ceramic jug is fitted with a

stopper and holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates a 15-

foot radius, provides shadowy illumination out to a

30-foot radius, and burns for 6 hours on a pint of oil.

You can carry a lamp in one hand.

Lantern, Bullseye: A bullseye lantern provides clear

illumination in a 60-foot cone and shadowy

illumination in a 120-foot cone. It burns for 6 hours

on a pint of oil. You can carry a bullseye lantern in

one hand.

Lantern, Hooded: A hooded lantern clearly

illuminates a 30-foot radius and provides shadowy

illumination in a 60-foot radius. It burns for 6 hours

on a pint of oil. You can carry a hooded lantern in

one hand.

Lock: The DC to open a lock with the Open Lock

skill depends on the lock’s quality: simple (DC 20),

average (DC 25), good (DC 30), or superior (DC 40).

Manacles and Manacles, Mastercraft: Manacles

can bind a Medium creature. A manacled creature

Page 103: Page 1 of 227

Page 103 of 227

can use the Escape Artist skill to slip free (DC 30, or

DC 35 for mastercraft manacles). Breaking the

manacles requires a Strength check (DC 26, or DC 28

for mastercraft manacles). Manacles have hardness

10 and 10 hit points. Most manacles have locks; add

the cost of the lock you want to the cost of the

manacles. For the same cost, you can buy manacles

for a Small creature. For a Large creature, manacles

cost ten times the indicated amount, and for a Huge

creature, one hundred times this amount. Gargantuan,

Colossal, Tiny, Diminutive, and Fine creatures can be

held only by specially made manacles.

Oil: A pint of oil burns for 6 hours in a lantern. You

can use a flask of oil as a Splash weapon. Use the

rules for alchemist’s fire, except that it takes a full

round action to prepare a flask with a fuse. Once it is

thrown, there is a 50% chance of the flask igniting

successfully. You can pour a pint of oil on the ground

to cover an area 5 feet square, provided that the

surface is smooth. If lit, the oil burns for 2 rounds and

deals 1d3 points of fire damage to each creature in

the area.

Ram, Portable: This iron-shod wooden beam gives

you a +2 circumstance bonus on Strength checks

made to break open a door and it allows a second

person to help you without having to roll, increasing

your bonus by 2.

Rope, Hempen: This rope has 2 hit points and can be

burst with a DC 23 Strength check.

Rope, Silk: This rope has 4 hit points and can be

burst with a DC 24 Strength check. It is so supple

that it provides a +2 circumstance bonus on Use Rope

checks.

Spyglass: Objects viewed through a Spyglass are

magnified to twice their size.

Torch: A torch burns for 1 hour, clearly illuminating

a 20-foot radius and providing shadowy illumination

out to a 40- foot radius. If a torch is used in combat,

treat it as a one-handed improvised weapon that deals

bludgeoning damage equal to that of a gauntlet of its

size, plus 1 point of fire damage.

Vial: A vial holds 1 ounce of liquid. The stopper

container usually is no more than 1 inch wide and 3

inches high.

SPECIAL SUBSTANCES AND ITEMS Any of these substances can be made by a character

with the Craft (alchemy) skill.

Acid: You can throw a flask of acid as a Splash

weapon. Treat this attack as a ranged touch attack

with a range increment of 10 feet. A direct hit deals

1d6 points of acid damage. Every creature within 5

feet of the point where the acid hits takes 1 point of

acid damage from the Splash.

Alchemist’s Fire: You can throw a flask of

alchemist’s fire as a Splash weapon. Treat this attack

as a ranged touch attack with a range increment of 10

feet. A direct hit deals 1d6 points of fire damage.

Every creature within 5 feet of the point where the

flask hits takes 1 point of fire damage from the

Splash. On the round following a direct hit, the target

takes an additional 1d6 points of damage. If desired,

the target can use a full-round action to attempt to

extinguish the flames before taking this additional

damage. Extinguishing the flames requires a DC 15

Reflex save. Rolling on the ground provides the

target a +2 bonus on the save. Leaping into a lake or

magically extinguishing the flames automatically

smothers the fire.

Antitoxin: If you drink antitoxin, you get a +5

alchemical bonus on Fortitude saving throws against

poison for 1 hour.

Smokestick: This alchemically treated wooden stick

instantly creates thick, opaque smoke when ignited.

The smoke fills a 10- foot cube (treat the effect as a

fog cloud spell, except that a moderate or stronger

wind dissipates the smoke in 1 round). The stick is

consumed after 1 round, and the smoke dissipates

naturally.

Sunrod: This 1-foot-long, gold-tipped, iron rod

glows brightly when struck. It clearly illuminates a

30-foot radius and provides shadowy illumination in

a 60-foot radius. It glows for 6 hours, after which the

gold tip is burned out and worthless.

Tanglefoot Bag: When you throw a tanglefoot bag at

a creature (as a ranged touch attack with a range

increment of 10 feet), the bag comes apart and the

goo bursts out, entangling the target and then

becoming tough and resilient upon exposure to air.

An entangled creature takes a –2 penalty on attack

rolls and a –4 penalty to Dexterity and must make a

DC 15 Reflex save or be glued to the floor, unable to

move. Even on a successful save, it can move only at

half speed. Huge or larger creatures are unaffected by

a tanglefoot bag. A flying creature is not stuck to the

floor, but it must make a DC 15 Reflex save or be

unable to fly (assuming it uses its wings to fly) and

fall to the ground. A tanglefoot bag does not function

underwater. A creature that is glued to the floor (or

unable to fly) can break free by making a DC 17

Strength check or by dealing 15 points of damage to

the goo with a slashing weapon. A creature trying to

scrape goo off itself, or another creature assisting,

does not need to make an attack roll; hitting the goo

Page 104: Page 1 of 227

Page 104 of 227

is automatic, after which the creature that hit makes a

damage roll to see how much of the goo was scraped

off. Once free, the creature can move (including

flying) at half speed. A character capable of

spellcasting who is bound by the goo must make a

DC 15 Concentration check to cast a spell. The goo

becomes brittle and fragile after 2d4 rounds, cracking

apart and losing its effectiveness.

Thunderstone: You can throw this stone as a ranged

attack with a range increment of 20 feet. When it

strikes a hard surface (or is struck hard), it creates a

deafening bang that is treated as a sonic attack. Each

creature within a 10-foot-radius spread must make a

DC 15 Fortitude save or be deafened for 1 hour. A

deafened creature, in addition to the obvious effects,

takes a –4 penalty on initiative and has a 20% chance

to miscast and lose any spell with a verbal component

that it tries to cast. Since you don’t need to hit a

specific target, you can simply aim at a particular 5-

foot square. Treat the target square as AC 5.

Tindertwig: The alchemical substance on the end of

this small, wooden stick ignites when struck against a

rough surface. Creating a flame with a tindertwig is

much faster than creating a flame with flint and steel

(or a magnifying glass) and tinder. Lighting a torch

with a tindertwig is a standard action (rather than a

full-round action), and lighting any other fire with

one is at least a standard action.

TOOLS AND SKILL KITS Alchemist’s Lab: An alchemist’s lab always has the

perfect tool for making alchemical items, so it

provides a +2 circumstance bonus on Craft (alchemy)

checks. It has no bearing on the costs related to the

Craft (alchemy) skill. Without this lab, a character

with the Craft (alchemy) skill is assumed to have

enough tools to use the skill but not enough to get the

+2 bonus that the lab provides.

Artisan’s Tools: These special tools include the

items needed to pursue any craft. Without them, you

have to use improvised tools (–2 penalty on Craft

checks), if you can do the job at all.

Artisan’s Tools, Mastercraft: These tools serve the

same purpose as artisan’s tools (above), but

mastercraft artisan’s tools are the perfect tools for the

job, so you get a +2 circumstance bonus on Craft

checks made with them.

Climber’s Kit: This is the perfect tool for climbing

and gives you a +2 circumstance bonus on Climb

checks.

Disguise Kit: The kit is the perfect tool for disguise

and provides a +2 circumstance bonus on Disguise

checks. A disguise kit is exhausted after ten uses.

Healer’s Kit: It is the perfect tool for healing and

provides a +2 circumstance bonus on Heal checks. A

healer’s kit is exhausted after ten uses.

Magnifying Glass: This simple lens allows a closer

look at small objects. It is also useful as a substitute

for flint and steel when starting fires. Lighting a fire

with a magnifying glass requires light as bright as

sunlight to focus, tinder to ignite, and at least a full-

round action. A magnifying glass grants a +2

circumstance bonus on Appraise checks involving

any item that is small or highly detailed.

Musical Instrument, Common or Mastercraft: A

mastercraft instrument grants a +2 circumstance

bonus on Perform checks involving its use.

Scale, Merchant’s: A scale grants a +2 circumstance

bonus on Appraise checks involving items that are

valued by weight, including anything made of

precious metals.

Thieves’ Tools: This kit contains the tools you need

to use the Disable Device and Open Lock skills.

Without these tools, you must improvise tools, and

you take a –2 circumstance penalty on Disable

Device and Open Locks checks.

Thieves’ Tools, Mastercraft: This kit contains extra

tools and tools of better make, which grant a +2

circumstance bonus on Disable Device and Open

Lock checks.

Tool, Mastercraft: This well-made item is the

perfect tool for the job. It grants a +2 circumstance

bonus on a related skill check (if any). Bonuses

provided by multiple mastercraft items used toward

the same skill check do not stack.

Water Clock: This large, bulky contrivance gives

the time accurate to within half an hour per day since

it was last set. It requires a source of water, and it

must be kept still because it marks time by the

regulated flow of droplets of water.

CLOTHING Artisan’s Outfit: This outfit includes a shirt with

buttons, a skirt or pants with a drawstring, shoes, and

perhaps a cap or hat. It may also include a belt or a

leather or cloth apron for carrying tools.

Cold Weather Outfit: A cold weather outfit includes

a wool coat, linen shirt, wool cap, heavy cloak, thick

pants or skirt, and boots. This outfit grants a +5

circumstance bonus on Fortitude saving throws

against exposure to cold weather.

Page 105: Page 1 of 227

Page 105 of 227

Courtier’s Outfit: This outfit includes fancy,

tailored clothes in whatever fashion happens to be the

current style in the courts of the nobles. Anyone

trying to influence nobles or courtiers while wearing

street dress will have a hard time of it (–2 penalty on

Charisma-based skill checks to influence such

individuals). If you wear this outfit without jewelry

(costing an additional 50 gil), you look like an out-of-

place commoner.

Entertainer’s Outfit: This set of flashy, perhaps

even gaudy, clothes is for entertaining. While the

outfit looks whimsical, its practical design lets you

tumble, dance, walk a tightrope, or just run (if the

audience turns ugly).

Explorer’s Outfit: This is a full set of clothes for

someone who never knows what to expect. It

includes sturdy boots, leather breeches or a skirt, a

belt, a shirt (perhaps with a vest or jacket), gloves,

and a cloak. Rather than a leather skirt, a leather

overtunic may be worn over a cloth skirt. The clothes

have plenty of pockets (especially the cloak). The

outfit also includes any extra items you might need,

such as a scarf or a wide-brimmed hat.

Monk’s Outfit: This simple outfit includes sandals,

loose breeches, and a loose shirt, and is all bound

together with sashes. The outfit is designed to give

you maximum mobility, and it’s made of high-quality

fabric. You can hide small weapons in pockets

hidden in the folds, and the sashes are strong enough

to serve as short ropes.

Noble’s Outfit: This set of clothes is designed

specifically to be expensive and to show it. Precious

metals and gems are worked into the clothing. To fit

into the noble crowd, every would-be noble also

needs a signet ring (see Adventuring Gear, above)

and jewelry (worth at least 100 gil).

Peasant’s Outfit: This set of clothes consists of a

loose shirt and baggy breeches, or a loose shirt and

skirt or overdress. Cloth wrappings are used for

shoes.

Royal Outfit: This is just the clothing, not the royal

scepter, crown, ring, and other accoutrements. Royal

clothes are ostentatious, with gems, gold, silk, and fur

in abundance.

Scholar’s Outfit: Perfect for a scholar, this outfit

includes a robe, a belt, a cap, soft shoes, and possibly

a cloak.

Traveler’s Outfit: This set of clothes consists of

boots, a wool skirt or breeches, a sturdy belt, a shirt

(perhaps with a vest or jacket), and an ample cloak

with a hood.

FOOD, DRINK, AND LODGING

Inn: Poor accommodations at an inn amount to a

place on the floor near the hearth. Common

accommodations consist of a place on a raised,

heated floor, the use of a blanket and a pillow. Good

accommodations consist of a small, private room

with one bed, some amenities, and a covered

chamber pot in the corner.

Meals: Poor meals might be composed of bread,

baked turnips, onions, and water. Common meals

might consist of bread, chicken stew, carrots, and

watered-down ale or wine. Good meals might be

composed of bread and pastries, beef, peas, and ale or

wine.

MOUNTS AND RELATED GEAR

Barding, Medium Creature and Large Creature:

Barding is a type of armor that covers the head, neck,

chest, body, and possibly legs of a chocobo or other

mount. Barding made of medium or heavy armor

provides better protection than light barding, but at

the expense of speed. Barding can be made of any of

the armor types found on Table 6-4: Armor and

Shields. Armor for a chocobo (a Large nonhumanoid

creature) costs four times as much as armor for a

hume (a Medium humanoid creature) and also weighs

twice as much as the armor found on Table 6-4:

Armor and Shields (see Armor for Unusual

Creatures). If the barding is for any other Medium

mount, the cost is only double, and the weight is the

same as for Medium armor worn by a humanoid.

Medium or heavy barding slows a mount that wears

it, as shown on the table below.

——— Base Speed —––—

Barding (40 ft.) (50 ft.) (60 ft.)

Medium 30 ft. 35 ft. 40 ft.

Heavy 30 ft.1 35 ft.

1 40 ft.

1

1 A mount wearing heavy armor moves at

only triple its normal speed when running

instead of quadruple.

Flying mounts can’t fly in medium or heavy barding.

Removing and fitting barding takes five times as long

as the figures given on Table 6-5: Donning Armor. A

barded animal cannot be used to carry any load other

than the rider and normal saddlebags.

Dog, Riding: This Medium dog is specially trained

to carry a Small humanoid rider. It is brave in combat

like a warhorse. You take no damage when you fall

from a riding dog.

Page 106: Page 1 of 227

Page 106 of 227

Feed: Chocobos can graze to sustain themselves, but

providing feed for them is much better. If you have a

riding dog, you have to feed it at least some meat.

Chocobo: A chocobo is suitable as a mount for any

race.

Saddle, Exotic: An exotic saddle is like a normal

saddle of the same sort except that it is designed for

an unusual mount. Exotic saddles come in military,

pack, and riding styles.

Saddle, Military: A military saddle braces the rider,

providing a +2 circumstance bonus on Ride checks

related to staying in the saddle. If you’re knocked

unconscious while in a military saddle, you have a

75% chance to stay in the saddle (compared to 50%

for a riding saddle).

Saddle, Pack: A pack saddle holds gear and

supplies, but not a rider. It holds as much gear as the

mount can carry.

Saddle, Riding: The standard riding saddle supports

a rider.

TRANSPORT

Carriage: This four-wheeled vehicle can Transport

as many as four people within an enclosed cab, plus

two drivers. In general, two horses (or other beasts of

burden) draw it. A carriage comes with the harness

needed to pull it.

Cart: This two-wheeled vehicle can be drawn by a

single horse (or other beast of burden). It comes with

a harness.

Galley: This three-masted ship has seventy oars on

either side and requires a total crew of 200. A galley

is 130 feet long and 20 feet wide, and it can carry 150

tons of cargo or 250 soldiers. For 8,000 gil more, it

can be fitted with a ram and castles with firing

platforms fore, aft, and amidships. This ship cannot

make sea voyages and sticks to the coast. It moves

about 4 miles per hour when being rowed or under

sail.

Keelboat: This 50- to 75-foot-long ship is 15 to 20

feet wide and has a few oars to supplement its single

mast with a square sail. It has a crew of eight to

fifteen and can carry 40 to 50 tons of cargo or 100

soldiers. It can make sea voyages, as well as sail

down rivers (thanks to its flat bottom). It moves

about 1 mile per hour.

Longship: This 75-foot-long ship with forty oars

requires a total crew of 50. It has a single mast and a

square sail, and it can carry 50 tons of cargo or 120

soldiers. A longship can make sea voyages. It moves

about 3 miles per hour when being rowed or under

sail.

Rowboat: This 8- to 12-foot-long boat holds two or

three Medium passengers. It moves about 1-1/2 miles

per hour.

Sailing Ship: This larger, seaworthy ship is 75 to 90

feet long and 20 feet wide and has a crew of 20. It

can carry 150 tons of cargo. It has square sails on its

two masts and can make sea voyages. It moves about

2 miles per hour.

Sled: This is a wagon on runners for moving through

snow and over ice. In general, two horses (or other

beasts of burden) draw it. A sled comes with the

harness needed to pull it.

Wagon: This is a four-wheeled, open vehicle for

Transporting heavy loads. In general, two horses (or

other beasts of burden) draw it. A wagon comes with

the harness needed to pull it.

Warship: This 100-foot-long ship has a single mast,

although oars can also propel it. It has a crew of 60 to

80 rowers. This ship can carry 160 soldiers, but not

for long distances, since there isn’t room for supplies

to support that many people. The warship cannot

make sea voyages and sticks to the coast. It is not

used for cargo. It moves about 2-1/2 miles per hour

when being rowed or under sail.

SPELLCASTING AND SERVICES

Sometimes the best solution for a problem is to hire

someone else to take care of it.

Coach Cab: The price given is for a ride in a coach

that Transports people (and light cargo) between

towns. For a ride in a cab that Transports passengers

within a city, 1 copper piece usually takes you

anywhere you need to go.

Hireling, Trained: The amount given is the typical

daily wage for mercenary warriors, masons,

craftsmen, scribes, teamsters, and other trained

hirelings. This value represents a minimum wage;

many such hirelings require significantly higher pay.

Hireling, Untrained: The amount shown is the

typical daily wage for laborers, porters, cooks, maids,

and other menial workers.

Messenger: This entry includes horse-riding

messengers and runners. Those willing to carry a

message to a place they were going anyway may ask

for only half the indicated amount.

Road or Gate Toll: A toll is sometimes charged to

cross a well-trodden, well-kept, and well-guarded

road to pay for patrols on it and for its upkeep.

Occasionally, a large walled city charges a toll to

enter or exit (or sometimes just to enter).

Ship’s Passage: Most ships do not specialize in

passengers, but many have the capability to take a

Page 107: Page 1 of 227

Page 107 of 227

few along when transporting cargo. Double the given

cost for creatures larger than Medium or creatures

that are otherwise difficult to bring aboard a ship.

Spell: The indicated amount is how much it costs to

get a spellcaster to cast a spell for you. This cost

assumes that you can go to the spellcaster and have

the spell cast at his or her convenience (generally at

least 24 hours later, so that the spellcaster has time to

prepare). If you want to bring the spellcaster

somewhere to cast a spell you need to negotiate with

him or her, and the default answer is no. In addition,

not every town or village has a spellcaster of

sufficient level to cast any spell. In general, you must

travel to a small town (or larger settlement) to be

reasonably assured of finding a spellcaster capable of

casting 1st-level spells, a large town for 2nd-level

spells, a small city for 3rd- or 4th-level spells, a large

city for 5th- or 6th-level spells, and a metropolis for

7th- or 8th-level spells. Even a metropolis isn’t

guaranteed to have a local spellcaster able to cast 9th-

level spells.

Page 108: Page 1 of 227

Page 108 of 227

CHAPTER 7: PRESTIGE CLASSES This chapter presents a host of prestige classes geared

towards the Final Fantasy d20 setting. These prestige

classes aren’t simply for one class. Many of these

classes incorporate aspects of other classes in their

requirements and class abilities, and more than a few

should appeal to characters of any class.

PICKING A PRESTIGE CLASS

If you’re looking for a prestige class—either for your

current player character or as an NPC for a campaign

you’re running—review the descriptions of each

prestige class in this chapter before choosing one.

Also review the prestige class’s requirements.

Azure Magister

Superior in the knowledge of creatures, Blue Mages

often find themselves fascinated with the creatures

they studied. They take it a step further and begin

assuming the forms of creatures they have mastered.

The results are the prestigious Azure Magisters.

Hit Die: d6.

Requirements

To qualify to become an azure magister, a character

must fulfill all the following criteria.

Skills: Must have at least 3 Knowledge skills at 8

ranks or more.

Spells: Able to cast 3rd-level blue magic spells.

Class Skills

The azure magister's class skills (and the key ability

for each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (Beast Lore) (Int),

Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table 7-1: The Azure Magister

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +2 +2 +0 Limit Break, Transformation, +1

level to existing spell-casting class

2nd

+1 +3 +3 +0 Shifter’s speech, +1 level to existing

spell-casting class

3rd

+1 +3 +3 +1 Morphic Healing, +1 level to

existing spell-casting class

4th

+2 +4 +4 +1 Fast Transformation, +1 level to

existing spell-casting class

5th

+2 +4 +4 +1 Morphic Reach

6th

+3 +5 +5 +2 Extraordinary Transformation, +1

level to existing spell-casting class

7th

+3 +5 +5 +2 Morphic Body, +1 level to existing

spell-casting class

8th

+4 +6 +6 +2 Flash Transformation, +1 level to

existing spell-casting class

9th

+4 +6 +6 +3 Morphic Immunities, +1 level to

existing spell-casting class

10th

+5 +7 +7 +3 Superior Transformation

Class Features

All of the following are class features of the azure

magister prestige class.

Weapon and Armor Proficiency: Azure magisters

gain no proficiency with any weapon or armor.

MP per Day / Spells Known: At each level except

5th

and 10th

, an azure magister gains MP per day

and spells known as if she had also gained a level in

a spell-casting class to which she belonged before

adding the prestige class level. She does not,

Page 109: Page 1 of 227

Page 109 of 227

however, gain any other benefit a character of this

class would have gained. If she had more than one

spell-casting class before becoming an azure

magister, she must decide to which class to add

each level for the purpose of determining MP per

day and spells known.

Limit Break (Su): At 1st level, the azure magister

receives the Limit Break (Perfect Transformation).

Perfect Transformation (Su): This Limit

Break perfects the Azure Magister’s transformation.

All physical stats (Strength, Dexterity, and

Constitution) and physical qualities (Armor Class,

Saving Throws, Attack/Damage, and Initiative)

receives a +1 bonus per two levels of the Azure

Magister prestige class that lasts up to 5 rounds.

Furthermore, the Azure Magister’s hit point total is

maximized for the duration of the Limit Break.

Transformation (Su): At 1st level, an azure

magister can assume a form of a creature she has

studied through use of her Knowledge (Beast Lore)

skill. To transform, the azure magister must make a

Knowledge (Beast Lore) skill check (DC 10 + HD

of the creature) to transform into a creature she has

personally seen and must spend MP depending on

its size. 1 MP for Small or smaller size creatures, 3

MP for Medium-sized creatures, 5 MP for Large

sized creatures, and 7 MP for Huge sized creatures.

An azure magister cannot transform into any

creature larger than Huge size. The assumed form

can’t have more Hit Dice than 3 times your azure

magister prestige class level. Changing form is a

standard action and doesn’t provoke an attack of

opportunity.

The azure magister gains the Strength, Dexterity,

and Constitution scores of the new form but retains

her own Intelligence, Wisdom, and Charisma

scores. She also gains all extraordinary special

attacks possessed by the form (such as constrict,

improved grab, and poison) but does not gain the

extraordinary special qualities possessed by the new

form (such as blindsense, fast healing, regeneration,

and scent) or any supernatural or spell-like abilities.

Shifter’s Speech (Ex): At 2nd

level, an azure

magister gains the ability to speak normally

(including spells) regardless of the form she takes.

Furthermore, she can communicate with other

creatures of the same kind while in transformation,

as long as such creatures are normally capable of

communicating with each other using natural

methods.

Morphic Healing (Ex): Beginning at 3rd

level, an

azure magister becomes able to change her form

where wounds disappear, creating smooth skin

where once were wounds. The azure magister gains

fast healing 2, and if she spends a full-round action

and succeeds on a Concentration check (DC equal

to the total damage she has sustained), it heals 10

points of damage.

Fast Transformation (Su): Starting at 4th

level, an

azure magister can use her transformation ability as

a move action, rather than as a standard action.

Morphic Reach (Ex): An azure magister of 5th

level or higher can suddenly stretch her limbs, neck,

or other appendages outward, giving her 5 more feet

of reach than the creature she’s emulating. Unlike

most creatures, azure magisters don’t appear to have

a longer reach until they actually use it.

Extraordinary Transformation (Su): Starting at

6th

level, an azure magister gains the extraordinary

special qualities of any form she assumes with

transformation.

Morphic Body (Ex): At 7th

level and higher, an

azure magister can use her precise knowledge and

control over her form to make herself stronger and

heartier. She gains +4 to Strength and +4 to

Constitution whenever she transforms into a

creature.

Flash Transformation (Su): At 8th

level, an azure

magister can use her transformation ability as a

swift action, rather than as a move action.

Morphic Immunities (Ex): At 9th

level, an azure

magister is adept at distributing her form’s vital

organs around her body to keep them safe from

harm. Azure magisters are immune to stunning and

critical hits while assuming a form.

Superior Transformation (Su): At 10th

level, the

azure magister has reached the pinnacle of

knowledge of transformation. As a move action and

spending MP as if she was transforming, she may

change an ability, physical stat,

extraordinary/supernatural ability, elemental

Page 110: Page 1 of 227

Page 110 of 227

strength/weakness, or physical appendage with

another creature form she is familiar. She may also

remove any elemental weakness or negative special

quality. She must make the Knowledge (Beast Lore)

skill check (DC 10 + HD of the creature) to

succeed. The azure magister may only change one

aspect of her form a round.

Berserker Rage rests within the heart of all people, but for

some, it’s like some barely contained beast ready to

tear its way out. For many, this berserking rage

allows them to face even the most dangerous of foes

and survive. Their innate ability to hold on to this

energy and ride it through the waves of battle has

made them a feared and respected force. Yet some

descend even deeper in this berserk state,

harnessing it as often as they can, fighting on

without care for themselves and showing no mercy

to those in their paths. These are the berserkers.

Hit Die: d12.

Requirements

To qualify to become a berserker, a character must

fulfill all the following criteria.

Base Attack Bonus: +6.

Special: Ability to berserk at least once per day.

Class Skills

The berserker's class skills (and the key ability for

each skill) are Climb (Str), Craft (Int), Intimidate

(Cha), Jump (Str), Listen (Wis), Survival (Wis), and

Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Table 7-2: The Berserker

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +1 +2 +0 +0 Berserk (1/day), Limit Break

2nd

+2 +3 +0 +0 Frenzy, Ferocity

3rd

+3 +3 +1 +1 Berserk (2/day)

4th

+4 +4 +1 +1 Frenzy

5th

+5 +4 +1 +1 Berserk (3/day)

6th

+6 +5 +2 +2 Frenzy, Superior Berserk

7th

+7 +5 +2 +2 Berserk (4/day)

8th

+8 +6 +2 +2 Frenzy, Undying Berserk

9th

+9 +6 +3 +3 Berserk (5/day)

10th

+10 +7 +3 +3 Frenzy

Class Features

All of the following are class features of the berserker

prestige class.

Weapon and Armor Proficiency: Berserkers are

proficient with all simple and martial weapons, and

light armor but no shields.

Limit Break (Su): At 1st level, the berserker receives

a Limit Break (The Unstoppable Force).

The Unstoppable Force (Su): This Limit

Break imbues the berserker with phenomenal

strength and destructive power. For the next five

rounds, all bonuses from berserking and from any

frenzy abilities are doubled. After the berserk ends,

all penalties and temporary ability damage are also

doubled.

Berserk (Ex): A berserker can fly into a berserking

rage as a fighter does. A berserker can fly into a

berserking rage only once per encounter. At 1st level,

the berserker can berserk one time per day (or his

current berserk limit if it is higher), and every other

level thereafter he can berserk one additional time per

day. He temporarily gains a +2 bonus to Strength, DR

1/-, and a +1 morale bonus on Will saves, but he

takes a -1 penalty to Armor Class. These increase

when the berserker gains additional uses of Berserk.

Strength increases by 2 per additional use of Berserk.

Damage Reduction and Will saves bonuses increase 1

per. Armor Class penalty also decreases 1 per. While

also berserking, a berserker cannot use any

Charisma-, Dexterity-, or Intelligence-based skills

(except for Balance, Escape Artist, Intimidate, and

Ride), the Concentration skill, or any abilities that

Page 111: Page 1 of 227

Page 111 of 227

require patience or concentration, nor can he cast

spells or activate magic items that require a command

word, a spell trigger (such as a materia), or spell

completion to function. He can use any feat he has

except Combat Expertise, item creation feats, and

metamagic feats. A fit of berserking rage lasts for a

number of rounds equal to 3 + the character’s

Constitution modifier. A berserker may prematurely

end his berserk. At the end of the berserk, the

berserker loses the berserk modifiers and restrictions

and becomes fatigued (-2 penalty to Strength and

Dexterity, can’t charge or run) for the duration of the

current encounter. Entering a berserking rage takes

no time itself, but a berserker can do it only during

his action, not in response to someone else’s action.

Ferocity (Ex): At 2nd

level and above, a berserker is

such a tenacious combatant that he continues to fight

without penalty even while disabled or dying.

Frenzy (Ex): Berserkers learn to harness their

berserking rage to be become unstoppable killing

machines. Upon reaching 2nd

level and every other

level thereafter, the berserker may choose to learn

one of the following special abilities.

Rancor (Ex): A berserker is in a constant state

of readiness, able to burst into a bloody berserking

rage at a moment’s notice. The rancor ability further

extends the power of the normal berserk ability. A

berserker with rancor who berserks gains one

additional attack per round and an additional +2

bonus to Strength. The additional attack is at the

berserker’s base attack bonus -5. The berserker also

suffers an additional -4 penalty to AC on top of that

already in place due to the normal use of berserk. A

berserker has no choice in using rancor. If the

berserker berserks, this special ability automatically

comes into effect.

Ronso’s Grip (Ex): The berserker has learned

how to wield larger weapons in a single hand. He can

wield two-handed melee weapons as if they were

one-handed melee weapons, and wield one-handed

melee weapons as if they were light weapons.

Burst of Speed (Ex): When charging, the

berserker can move an additional +5 feet (1 square)

for every level of berserker. For each additional 5

feet a berserker moves while charging, he adds an

additional +2 on the damage roll of his first attack if

it is successful. Each time a berserker uses burst of

speed, he suffers 1d4 points of Dexterity damage.

The damage only takes effect once the berserking

rage has ended.

Fury (Ex): Now the embodiment of unfettered

berserking rage, the berserker can lay to waste

anything around. While berserking, and only while

berserking, the berserker can attack anything close to

him. This ability functions the same as the Whirlwind

Attack feat, but with the following exceptions. When

in a fury, the berserker cannot discern between friend

and foe; he must attack every target within reach,

regardless of whether or not it is a friend or an

opponent. Each time a berserker uses fury, he suffers

1d4 points of Constitution damage. This damage only

takes effect once the berserk has ended.

Surge (Ex): The berserker’s ability to wade

headfirst into combat reaches new levels of

destruction and mayhem. As a full attack action, the

berserker must move in a straight line at his full

movement, attacking anything within reach (friend or

foe) along that path. During a surge, he must attack

up to a number of targets equal to his berserker level.

He may not attack a target more than once during a

surge. Each time a berserker uses surge, he suffers

1d4 points of Strength damage. This damage only

takes effect once the berserk has ended.

Superior Berserk (Ex): At 6th

level, once per day, a

berserker can double his berserk bonuses (and

penalties) while berserking.

Undying Berserk (Ex): At 8th

level and higher, a

berserker no longer becomes fatigued at the end of

his rage. He only suffers 1 point of temporary ability

damage when using a frenzy special ability that

incurs ability damage.

Chemist Chemists are a support prestige class. Their main

function is to create items to heal, cure, and even

sometimes damage opponents. They have the ability

to throw items to their allies with great accuracy.

Hit Die: d6.

Requirements

To qualify to become a chemist, a character must

fulfill all the following criteria.

Base Attack Bonus: +3.

Skills: Craft (alchemy) 10 ranks.

Page 112: Page 1 of 227

Page 112 of 227

Feats: Craft Potion.

Class Skills The chemist’s class skills (and the key ability for

each skill) are Appraise (Int), Concentration (Con),

Craft (alchemy) (Int), Heal (Wis), Knowledge (all

skills, taken individually) (Int), Listen (Wis),

Profession (Wis), Spot (Wis), and Survival (Wis).

Skill Points at Each Additional Level: 4 + Int

modifier.

Class Features

All of the following are class features of the chemist

prestige class.

Weapon and Armor Proficiency: Chemists are

proficient with all simple weapons, plus light

hammer, throwing axe, and hand crossbow. Chemists

are proficient with light armor, but not with any type

of shields.

Limit Break (Su): At 1st level, the chemist receives a

Limit Break (Mega-Potion).

Mega-Potion (Su): This Limit Break

transforms a single potion into a very potent version.

All variable, numeric effects are maximized and

doubled.

Table 7-3: The Chemist

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +2 +2 +0 Throw Potion (15 ft.), Improved Quaff

Potion, Limit Break

2nd

+1 +3 +3 +0 Mix Potion

3rd

+2 +3 +3 +1 Double Potion Usage

4th

+3 +4 +4 +1 Bonus Feat, Throw Potion (30 ft.)

5th

+3 +4 +4 +1 Improved Craft Potion

6th

+4 +5 +5 +2 Quaff Potion Mastery

7th

+5 +5 +5 +2 Throw Potion (45 ft.)

8th

+6 +6 +6 +2 Bonus Feat, Auto-Potion

9th

+6 +6 +6 +3 Triple Potion Usage

10th

+7 +7 +7 +3 Craft Potion Mastery, Throw Potion (60

ft.)

Throw Potion (Ex): Starting at 1st level, a chemist

can throw potions to allies within 15 feet. This

improves by an additional 15 feet for 3 levels

afterwards to a maximum of 60 feet. The chemist

must hit his ally’s touch attack AC and the recipient

must make a Reflex save (DC = 10 + 1 per 15 feet

away from the chemist, rounded up). The recipient

must have a hand free to catch the potion. If the

recipient is adjacent to an enemy, he provokes an

attack of opportunity. If the chemist has multiple

attacks, he can throw up to that many potions as a

full-attack action.

Improved Quaff Potion (Ex): Also at 1st level, the

chemist has improved his ability to quaff potions

quickly. He can quaff a potion as a move action

instead of a standard action. Chemists are still limited

to quaffing 1 potion a round.

Mix Potion (Ex): At 2nd

level, as a full-round action,

a chemist can mix two potions together for a dual

effect. The chemist must make a Craft (alchemy) skill

check (DC 20) or he ruins both potions.

Double Potion Usage (Ex): At 3rd

level, the chemist

can make a standard action to quaff two potions in a

single round. The limitation to quaffing potions

increases by 1.

Bonus Feats: At 4th

and 8th

level, a chemist gains a

bonus feat. The chemist must still meet all

prerequisites for a bonus feat.

Improved Craft Potion (Ex): At 5th

level, the

chemist’s Craft Potion feat improves with experience.

All Gil cost are reduced by one-quarter and all Exp

cost are reduced by one-half, rounded down, when

creating potions.

Page 113: Page 1 of 227

Page 113 of 227

Quaff Potion Mastery (Ex): At 6th

level, the

chemist’s ability to quaff potions becomes mastered.

He can quaff a potion as a swift action instead of a

move action. The chemist also doesn’t provoke an

attack of opportunity anymore. Chemists are still

limited to quaffing 2 potions a round.

Auto-Potion (Ex): At 8th

level, the chemist can take

an immediate action upon getting hit by melee or

spells to quaff a potion. He must have a free hand to

do so. He can only use this ability once a round.

Chemists are still limited to quaffing 2 potions a

round.

Triple Potion Usage (Ex): At 9th

level, the chemist

can make a full-round action to quaff three potions in

a single round. The limitation to quaffing potions

increases by 1.

Craft Potion Mastery (Ex): At 10th

level, the

chemist’s Craft Potion feat becomes mastered. All

Gil cost are reduced by one-half and all Exp cost are

reduced by 3/4th

, rounded down, when creating

potions.

Chocobo Knight Representing the ultimate in mounted warfare, the

Chocobo Knight is the quintessential knight in

shining armor. The charge of the chocobo knight is

among the most devastating offensive weapons any

culture can hope to field. Combined with the

ferociousness of his Chocobo mount, the Chocobo

Knight is a sight to be seen.

Hit Die: d10.

Requirements

To qualify to become a chocobo knight, a character

must fulfill all the following criteria.

Base Attack Bonus: +7.

Skills: Handle Animal 10 ranks, Ride 10 ranks.

Feats: Mounted Combat, Spirited Charge.

Class Skills

The chocobo knight's class skills (and the key ability

for each skill) are Diplomacy (Cha), Handle Animal

(Cha), Intimidate (Cha), Profession (Int), and Ride

(Dex).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the chocobo

knight prestige class.

Weapon and Armor Proficiency: Chocobo Knights

are proficient with all simple and martial weapons, all

types of armor, and shields.

Limit Break (Su): At 1st level, the chocobo knight

receives a Limit Break (Fight as One).

Fight as One (Su): This Limit Break allows

the chocobo knight and his mount to fight as if they

were one mind and one body. They both receive a +2

competence bonus on Attack rolls, Saving Throws,

and Skill checks per two chocobo knight class levels.

The mount can full-attack after a charge. This lasts

for five rounds.

Special Chocobo Mount (Su): The chocobo knight's

chocobo mount is superior to a normal chocobo of its

kind and has special powers, as described below. The

standard mount for a chocobo knight is a Yellow

Chocobo. A chocobo knight's mount is treated as a

magical beast, not an animal, for the purpose all

effects that depend on its type (though it retains an

animal's HD, base attack bonus, saves, skill points,

and feats).

Class

Level

Bonus

HD

Natural

Armor

Adj.

Str/Con

Adj. Int Special

1 – 2 +2 +2 +2 6

Extra Trick, Empathic Link,

Share Saving Throws,

Improved Natural Attacks

3 – 4 +4 +4 +3 7 Extra Trick, Improved Speed

(+20 ft.)

5 – 6 +6 +6 +4 8 Extra Trick, Improved Evasion, Immunities

7 – 8 +8 +8 +5 9 Extra Trick, Improved Speed

(+40 ft.)

9 – 10 +10 +10 +6 10 Extra Trick, Blood Bond

Page 114: Page 1 of 227

Page 114 of 227

Table 7-4: The Chocobo Knight

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +1 +2 +0 +2 Special Chocobo Mount, Mounted Weapon Bonus

+1, Improved Mounted Combat +2, Limit Break

2nd

+2 +3 +0 +3 Deadly Charge (1/day), Mounted Expertise

3rd

+3 +3 +1 +3 Green Chocobo Upgrade, Burst of Speed

4th

+4 +4 +1 +4 Deadly Charge (2/day), Improved Mounted

Combat +4, Mounted Weapon Bonus +2

5th

+5 +4 +1 +4 Blue Chocobo Upgrade

6th

+6 +5 +2 +5 Deadly Charge (3/day), Full Mounted Attack

7th

+7 +5 +2 +5 Black Chocobo Upgrade, Improved Mounted

Combat +6, Mounted Weapon Bonus +3

8th

+8 +6 +2 +6 Deadly Charge (4/day), Superior Mounted

Combat

9th

+9 +6 +3 +6 Gold Chocobo Upgrade, Improved Mounted

Combat +8

10th

+10 +7 +3 +7 Unstoppable Charge (5/day), Mounted Weapon

Bonus +4

Class Level: The chocobo knight’s levels in

the prestige class. If a special chocobo mount would

lose a level for some reason, treat it as the mount of a

chocobo knight of an appropriately lower level. The

special chocobo mount’s base attack bonus is equal

to that of a fighter of a level equal to the chocobo’s

total hit dice.

Bonus HD: Extra ten-sided (d10) Hit Dice,

each of which gains a Constitution modifier, as

normal. Extra Hit Dice improve the mount’s base

attack and base save bonuses. A mount has good

Fortitude and Reflex saves (treat it as a character

whose level equals the creature’s HD). The mount

gains additional skill points or feats for bonus HD as

normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table

is an improvement to the mount’s existing natural

armor bonus. It represents the preternatural toughness

of a chocobo knight’s mount.

Str/Con Adj.: Add this figure to the mount’s

Strength and Constitution score.

Int: The mount’s Intelligence score.

Extra Tricks: The special chocobo mount may

learn one trick per two chocobo knight levels for free,

without the need for a Handle Animal skill check.

Empathic Link (Su): The chocobo knight has

an empathic link with her mount out to a distance of

up to 1 mile. The chocobo knight cannot see through

the mount’s eyes, but they can communicate

empathically. Note that even intelligent mounts see

the world differently from humes, so

misunderstandings are always possible.

Improved Evasion (Ex): When subjected to an

attack that normally allows a Reflex saving throw for

half damage, a mount takes no damage if it makes a

successful saving throw and half damage if the

saving throw fails.

Improved Natural Attacks: The damage dealt

by the mount's natural attacks increases by one step.

Share Saving Throws: For each of its saving

throws, the mount uses its own base save bonus or

the chocobo knight’s, whichever is higher. The mount

applies its own ability modifiers to saves, and it

doesn’t share any other bonuses on saves that the

master might have (such as from magic items or

feats).

Page 115: Page 1 of 227

Page 115 of 227

Improved Speed (Ex): The mount’s speed

increases by 20 feet and increases another 20 feet at

7th

level of the chocobo knight class. If the mount has

fly speed, it increases by half of the Improved Speed

ability.

Immunities (Su): The mount is immune to

don't act, paralysis, sleep, charms, and compulsions.

Blood Bond (Ex): After a chocobo knight has

achieved 9th

level, the bond between him and his

special chocobo mount grows so strong that the

special chocobo mount gains a +2 bonus on all attack

rolls, checks and saves if it witnesses the chocobo

knight being threatened or harmed. This bonus lasts

as long as the threat is immediate and apparent.

Mounted Weapon Bonus (Ex): A chocobo knight

gains a competence bonus on his attack roll when

using any weapon while mounted. This bonus starts

out at +1 at 1st level and increases by +1 every three

levels thereafter.

Improved Mounted Combat (Ex): At 1st level, a

chocobo knight's skill at mounted combat improves,

enabling him to better protect his mount. This ability

works as the Mounted Combat feat, except that the

chocobo knight's Ride check receives a competence

bonus. This bonus starts out at +2 and improves to +4

at 4th

level, +6 at 7th

level, and +8 at 9th

level.

Deadly Charge (Ex): When mounted and using the

charge action, a chocobo knight of 2nd

level or higher

may declare a ―deadly charge' before making his

attack roll (thus, a failed attack ruins the attempt). If

he hits, he deals triple damage with a melee weapon.

This ability does not stack with the benefit of the

Spirited Charge feat.

Mounted Expertise (Ex): A chocobo knight of 2nd

level or higher is highly skilled at fighting while

riding his special chocobo mount. Before making any

rolls when using the attack action or the full attack

action while mounted on his special chocobo mount

in melee, a chocobo knight may shift points between

his attack rolls and his Armor Class. A penalty

subtracted from an attack roll applies as a dodge

bonus to his AC; a penalty subtracted from Armor

Class applies as a bonus on all attack rolls for that

round. The points adjusted with the mounted

expertise ability may not exceed the chocobo knight’s

base attack bonus. All changes to attack rolls and AC

persist until the chocobo knight’s next action.

Burst of Speed (Ex): At 3rd

level and higher, a

chocobo knight can urge his mount to greater than

normal speed when charging. This ability doubles the

maximum distance the mount can travel when

making a charge, up to four times its speed. This

ability can be used once per day without penalty to

the mount. Each additional use of the ability in a

single day requires the mount to make a DC 20 Will

save immediately after the conclusion of the charge;

failure results in the mount taking 2d6 points of

damage.

Green Chocobo Upgrade (Su): Also at 3rd

level, the

chocobo knight's mount undergoes a transformation

from a Yellow Chocobo to a Green Chocobo. This

process takes a day of rest to happen and a day after

to get used to the new form. The chocobo still

receives the bonuses from being a chocobo knight's

mount.

Blue Chocobo Upgrade (Su): At 5th

level, the

chocobo knight's mount undergoes a transformation

from a Green Chocobo to a Blue Chocobo. This

process takes a day of rest to happen and a day after

to get used to the new form. The chocobo still

receives the bonuses from being a chocobo knight's

mount.

Full Mounted Attack (Ex): At 6th

and higher, a

chocobo knight can make a full attack when his

mount moves more than 5 feet but no farther than a

single move action would carry it. The chocobo

knight cannot combine this full attack with a charge.

Black Chocobo Upgrade (Su): At 7th

level, the

chocobo knight's mount undergoes a transformation

from a Blue Chocobo to a Black Chocobo. This

process takes a day of rest to happen and a day after

to get used to the new form. The chocobo still

receives the bonuses from being a chocobo knight's

mount.

Superior Mounted Combat (Ex): After achieving

8th

level, a chocobo knight may attempt a Ride check

(as a reaction) twice per round to negate a successful

hit on his mount. At 10th

level, the chocobo knight

may make these attempts three times per round.

Page 116: Page 1 of 227

Page 116 of 227

Gold Chocobo Upgrade (Su): At 9th

level, the

chocobo knight's mount undergoes a final

transformation from a Black Chocobo to a Gold

Chocobo. This process takes a day of rest to happen

and a day after to get used to the new form. The

chocobo still receives the bonuses from being a

chocobo knight's mount.

Unstoppable Charge (Ex): When making a deadly

charge, a 10th-level chocobo knight deals quadruple

damage with a melee weapon.

Dark Knight The Dark Knight epitomizes evil. He is nothing short

of a mortal fiend. The quintessential evil knight, this

villain carries a reputation of the foulest sort that is

very well deserved. The polar opposite of the Holy

Knight, he is hated and feared by all.

Hit Die: d10.

Requirements

To qualify to become a dark knight, a character must

fulfill all the following criteria.

Alignment: Any evil.

Base Attack Bonus: +7.

Skills: Spellcraft 5 ranks, Intimidation 5 ranks.

Feats: Cleave, Power Attack.

Class Skills

The dark knight's class skills (and the key ability for

each skill are Concentration (Con), Craft (Int),

Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),

Intimidate (Cha), Profession (Wis), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the dark

knight prestige class.

Weapon and Armor Proficiency: Dark Knights are

proficient with all simple and martial weapons, all

types of armor, and shields.

Spells: Beginning at 1st level, a dark knight gains the

ability to cast black mage spells, which are drawn

from the black mage spell list up to 4th. To prepare

or cast a spell, a dark knight must have a Intelligence

score equal to at least 10 + the spell level. The

Difficulty Class for a saving throw against a dark

knight’s spell is 10 + the spell level + the dark

knight’s Intelligence modifier. A dark knight also

receives extra MP if he has a high Intelligence score.

Table 7-5: The Dark Knight

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Spell

Level

1st

+1 +2 +0 +2

Harm Touch (1/day), Aura of

Offense, Smite Good (1/day),

Limit Break

2 1st

2nd

+2 +3 +0 +3 Dark Blessing 3 1st

3rd

+3 +3 +1 +3 Aura of Despair 4 1st

4th

+4 +4 +1 +4 Dark Sword 6 2nd

5th

+5 +4 +1 +4 Aura of Disruption, Smite

Good (2/day) 8 2

nd

6th

+6 +5 +2 +5 Weapon Bash 11 3rd

7th

+7 +5 +2 +5 Aura of Elements 14 3rd

8th

+8 +6 +2 +6 Night Sword 18 4th

9th

+9 +6 +3 +6 Aura of Spell Resistance 22 4th

10th

+10 +7 +3 +7 Harm Touch (2/day), Smite

Good (3/day) 26 4

th

Page 117: Page 1 of 227

Page 117 of 227

Table 7-6: Spells Known

Level 1st 2nd 3rd 4th

1st 1 — — —

2nd 1 — — —

3rd 1 — — —

4th 2 1 — —

5th 2 1 — —

6th 2 2 1 —

7th 3 2 1 1

8th 3 2 1 1

9th 3 3 2 1

10th 4 3 2 2

Limit Break (Su): At 1st level, the dark knight

receives a Limit Break (Vampiric Weapon).

Vampiric Weapon (Su): This Limit Break

imbues the dark knight's weapon with vampiric

powers for up to 5 rounds. Any damage dealt heals

the dark knight for half the damage the weapon deals.

Auras (Su): All dark knight auras extend out to a 10

foot radius and can be activated with a swift action. A

dark knight can only have 1 aura activated at a time.

Harm Touch (Su): At 1st level, a dark knight with a

Charisma score of 12 or higher can harm people by

touch. Each day he can deal a total number of hit

points of damage equal to twice his dark knight level

× his Charisma bonus. Using harm touch is a

standard action. At 10th

level, the dark knight gets

two uses of this ability.

Alternatively, a dark knight can use any or all of this

damaging power to heal damage to undead creatures.

Using harm touch in this way requires a successful

melee touch attack and doesn’t provoke an attack of

opportunity. The dark knight decides how many of

his daily allotment of points to use as healing after

successfully touching an undead creature.

Aura of Offense (Su): At 1st level, the dark knight

can channel his dark powers to project an aura that

grants him and nearby allies a +1 profane bonus to

Attack rolls. This increases by +1 per two dark knight

class levels thereafter to a maximum of +5.

Smite Good (Su): Once a day, a dark knight of 1st

level or higher may attempt to smite good with one

normal melee attack. He adds his Charisma modifier

(if positive) to his attack roll and deals 1 extra point

of damage per character level. At 5th

level, and again

at 10th

level, a dark knight may smite good one

additional time per day.

Dark Blessing (Su): At 2nd

level, a dark knight

applies his Charisma modifier (if positive) as a bonus

on all saving throws.

Aura of Despair (Su): At 3rd

level, the dark knight

can channel his dark powers to radiate a malign aura

that causes enemies to take a -1 penalty on all attack

rolls, skill checks, and saving throws. The penalty

increases by 1 per two dark knight class levels to a

maximum of -5.

Dark Sword (Su): At 4th

level, the dark knight can

spend 5 MP to channel his dark powers to cause a

gleaming red sword to pierce through an enemy up to

30 feet away with a successful ranged touch attack. If

it hits, it deals 1d8 points of dark damage per dark

knight class level and it blinds them for 1 round per

dark knight class level unless the creature makes a

Fortitude save (DC = 10 + dark knight class level +

Intelligence modifier).

Aura of Disruption (Su): At 3rd

level, the dark

knight can channel his dark powers to radiate a

malign aura that causes enemies to take a -2 penalty

on all Concentration skill checks. The penalty

increases by 2 per two dark knight class levels to a

maximum of -10. A caster must still make a

Concentration check to cast defensively even if the

caster is 10 feet away from anyone or the spell is lost

and the MP is spent.

Weapon Bash (Ex): At 6th

level, the dark knight can

take a standard action to make a touch attack to bash

an opponent with his weapon, stunning him for 1

round unless the creature makes a Fortitude save of

DC 10 + dark knight class level + Charisma modifier.

Aura of Elements (Su): At 7th

level, the dark knight

can channel his dark powers to project an aura that

grants him and nearby allies a +2 profane damage

bonus on all elemental spells. This increases by +2

per two dark knight class levels to a maximum of

+10.

Page 118: Page 1 of 227

Page 118 of 227

Night Sword (Su): At 8th

level, the dark knight can

spend 5 MP to channel his dark powers to cause a

sword of darkness to erupt from the ground in a 20-

foot radius, damaging all in the area of effect for

1d10 points of dark damage per dark knight class

level unless they make a Reflex save (DC = 10 + dark

knight class level + Intelligence modifier) for half

damage. The range for this ability is 50 ft + 10 ft per

dark knight class level.

Aura of Spell Resistance (Su): the dark knight can

channel his dark powers to project an aura that grants

him and nearby allies a spell resistance of 15 + the

dark knight's class level.

Dragoon Dragoons are an elite group of warriors who fight

with the tenacity of a dragon. They are well known

for the use of spears, polearms and lances. Dragoons

are fiercely dedicated to the dragonkind and fight

along side them in battle.

Hit Die: d10.

Requirements

To qualify to become a dragoon, a character must

fulfill all the following criteria.

Base Attack Bonus: +7.

Skills: Jump 13 ranks.

Feats: Dodge, Mobility, Spring Attack, Weapon

Focus (Any spear, polearm, or lance).

Special: Must have dealings with a dragon and be

worthy of being a dragon knight.

Class Skills

The dragoon's class skills (and the key ability for

each skill) are Balance (Dex), Climb (Str),

Concentration (Con), Craft (Int), Handle Animal

(Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and

Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the dragoon

prestige class.

Weapon and Armor Proficiency: Dragoons are

proficient with all simple and martial weapons, all

types of armor, and shields.

Table 7-7: The Dragoon

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +1 +2 +2 +0 Dragon Wyrmling Companion,

Jump, Limit Break

2nd

+2 +3 +3 +0 Tail Sweep

3rd

+3 +3 +3 +1 Swooping Dragon

4th

+4 +4 +4 +1 Improved Tail Sweep

5th

+5 +4 +4 +1 Improved Jump, Maturing

Metamorphosis

6th

+6 +5 +5 +2 Advance Tail Sweep

7th

+7 +5 +5 +2 Frightful Presence

8th

+8 +6 +6 +2 Tail Sweep Mastery

9th

+9 +6 +6 +3 Shockwave

10th

+10 +7 +7 +3 Maturing Metamorphosis

Limit Break (Su): At 1st level, the dragoon receives

a Limit Break (Breath Weapon).

Breath Weapon (Su): This Limit Break

imbues the dragoon with a breath weapon of the same

type of dragon that of his dragon hatchling

companion. Damage by this Limit Break is 2d6 per

dragoon class level with a Reflex save (DC 10 +

dragoon class level + Charisma modifier) for half

damage.

Dragon Wyrmling Companion: At 1st level, the

dragoon is entrusted with the care of a wyrmling

dragon. The kind of dragon is up to the DM, but the

dragon's alignment should match the dragoon's. The

wyrmling dragon follows the dragoon loyally, and

Page 119: Page 1 of 227

Page 119 of 227

will even accompany him on adventures (though it

receives no XP and can't attain new levels). If the

wyrmling dies, the dragoon cannot gain any

additional dragoon levels until he completes a quest

dictated from the dragon who entrusted the care of

the wyrmling to the dragoon.

Jump (Ex): At 1st level, a dragoon trains for years in

the ability to leap astounding and nearly supernatural

distances, emulating the dragon's ability to fly. A

Dragoon adds twice his dragoon class level to all

Jump checks, but he is not hampered by armor while

doing so, eliminating the armor check penalty to his

Jump checks. A Dragoon’s maximum height or

weight is not affected by his size, allowing very

strong, very powerful Dragoons to eventually leap

higher than their own height.

At 5th

level, a Dragoon's ability to jump is further

increased in the fact that his Jump checks are treated

as though he got a running start and has the Run feat,

regardless of whether or not he gets a running start.

In addition, when a Dragoon of 5th

or higher level

uses the Jumping Down action, he may add an

additional 5 to the DC in order treat the fall as 10 feet

less than normal (thus jumping down 20 feet would

have DC 20 and thirty feet would have DC 25, etc).

Swooping Dragon (Ex): Beginning of 3rd

level, a

jumping or falling Dragoon may make an attack,

similar to that of a diving dragon. The attack is

performed by dropping onto the opponent with the

Dragoon's weight and weapon and is treated as a

charge except that at least half the necessary charge

distance must be made airborne (either vertically by

dropping or jumping up or horizontally by long-

jumping). Normal charge penalties and bonuses

apply. The dragoon adds 1d6 per two dragoon levels

as a bonus to damage and the opponent must make a

Reflex save DC (10 + the dragoon class level +

dragoon's Strength modifier) or be pinned, though the

opponent adds a +4 to his save for each size category

he is larger than the Dragoon, or takes a -4 penalty

for each size category smaller than he is. Pinned

characters cannot move and take a -4 penalty to AC

against all opponents other than the Dragoon, but are

not helpless. If the opponent saves, he is moved

backward 5 feet, as the Dragoon now occupies the

square he was in.

Tail Sweep (Ex): At 2nd

level or higher, a Dragoon is

able to use his weapon in the same way a dragon uses

its tail. A Dragoon may make a tail sweep action as a

full round action. To do so, he chooses half of the

area he threatens in a semicircle and roll damage

normally for the weapon in use. Each character,

friend or foe, in the affected area, rolls a Reflex save

DC (10 + dragoon class level + dragoon's Strength

modifier). A successful save means half damage,

while a failed save means full damage. This attack is

effective against enemies the same size or smaller

than the Dragoon. If the attack strikes any enemy

larger than the Dragoon, the attack does damage as

normal, but does not proceed on to any enemies

beyond the larger enemy.

At 4th

level, the Dragoon gains the ability to make a

tail sweep action within the entire circle around him,

though he is able to restrict his tail sweep to a

semicircle if he chooses and larger creatures still halt

the attack.

At 6th

level, the tail sweep becomes even more

dangerous as the Dragoon gains the ability to knock

down each opponent who fails the Reflex save. On a

failed save, he is knocked prone.

At 8th

level, the tail sweep attack reaches its pinnacle

as it is no longer affected by larger opponents, though

an opponent larger than the Dragoon by two sizes or

more is immune to the knockdown effects.

Maturing Metamorphosis (Su): At 5th

level, once

per week, a dragoon can speed up the aging process

for his dragon wyrmling companion instantly, but

temporarily. The dragoon’s companion grows into a

young adult of its dragon type for 1 minute per

dragoon class level. After the duration ends, the

dragon reverts back to a wyrmling and is exhausted.

It must rest for a day to regain its strength.

At 10th

level, wyrmling becomes a mature adult of its

dragon type.

Frightful Presence (Ex): At 7th

level, the Dragoon is

far enough into his study of the dragon's fighting

style to gain a frightful presence of his own. The

ability takes effect automatically when the Dragoon

attacks, or charges (including the Swooping Dragon

attack). Creatures within a radius of 30 feet are

subject to the effect if they have fewer HD than the

Dragoon. A potentially affected creature that

succeeds on a Will save (DC 10 + dragoon class level

+ dragoon's Charisma modifier) remains immune to

Page 120: Page 1 of 227

Page 120 of 227

that Dragoon's frightful presence for 24 hours. On a

failed save, creatures with 4 or less HD become

panicked for 4d6 rounds and those with 5 or more

HD become shaken for 4d6 rounds. Dragoons ignore

the frightful presence of other dragoons.

Shockwave (Su): At 9th

level, the Dragoon gains a

shockwave attack. As a full-round action, he may

choose to slam his weapon against a solid surface and

create a shockwave that radiates out from his space

and continues for a number of feet equal to 5 x his

Dragoon class level. The dragoon makes a bull rush

check by rolling once regardless of how many

creatures are in the radius. Every creature in the

radius makes Strength checks and compares it to the

Dragoon's bull rush check. Those who fail the

opposed check are knocked down. Structures and

unattended objects at least partially with the

shockwave take damage equal to 1d6 + the dragoon's

Strength modifier.

Elementalist Elementalists study one of the basic elements of

magic—earth, fire, ice, lightning, water, and wind—

learning to harness its power. Eventually, they

transcend their mortal forms and become elemental

beings.

Hit Die: d4.

Requirements

To qualify to become an elementalist, a character

must fulfill all the following criteria.

Skills: Knowledge (arcane) 8 ranks, Knowledge (the

planes) 8 ranks.

Feats: Elemental Focus (any), Elemental Penetration

(any).

Spells: Able to cast at least three spells that have one

of the following descriptors in common: earth, fire,

ice, lightning, water, or wind. One of the spells must

be at least 3rd

level.

Class Skills

The elementalist's class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (arcana) (Int),

Knowledge (the planes) (Int), Profession (Wis), and

Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table 7-8: The Elementalist

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +0 +0 +2 Elemental Specialization, Resistance to

Element 5, Limit Break, +1 level to

existing spell-casting class

2nd

+1 +0 +0 +3 Immunity to Sleep, +1 level to existing

spell-casting class

3rd

+1 +1 +1 +3 Elemental Fury, +1 level to existing

spell-casting class

4th

+2 +1 +1 +4 Resistance to Element 10, +1 level to

existing spell-casting class

5th

+2 +1 +1 +4 Limitless Fury

6th

+3 +2 +2 +5 Darkvision, +1 level to existing spell-

casting class

7th

+3 +2 +2 +5 Resistance to Element 20, +1 level

existing to spell-casting class

8th

+4 +2 +2 +6 Rage of the Elements, +1 level to

existing spell-casting class

9th

+4 +3 +3 +6 Immunity to Paralysis and Poison, +1

level to existing spell-casting class

10th

+5 +3 +3 +7 Elemental Perfection, Elemental Surge,

Elemental Immunity

Page 121: Page 1 of 227

Page 121 of 227

Class Features

All of the following are class features of the

elementalist prestige class.

Weapon and Armor Proficiency: Elementalists

gain no proficiency with any weapon or armor.

MP per Day / Spells Known: At each level except

5th

and 10th

, an elementalist gains MP per day and

spells known as if she had also gained a level in a

spell-casting class to which she belonged before

adding the prestige class level. She does not,

however, gain any other benefit a character of this

class would have gained. If she had more than one

spell-casting class before becoming an elementalist,

she must decide to which class to add each level for

the purpose of determining MP per day and spells

known.

Limit Break (Su): At 1st level, the elementalist

receives the Limit Break (Unresistable Elemental

Spell).

Unresistable Elemental Spell (Su): This Limit

Break allows the elementalist to cast any spell of the

chosen element and be unresistable. The target(s) of

the spell does not get a saving throw, nor any

elemental and spell resistance applies.

Elemental Specialization (Ex): Also at 1st level, an

elementalist specializes in the element of her

choosing. Doing so makes her stronger against her

element but weaker against her element’s weakness.

The elementalist receives a +2 bonus to saving

throws against spells and spell-like effects against her

chosen element. She also takes half damage against

her chosen element or quarter damage if she makes

her save. The elementalist suffers a -2 penalty to

saving throws against spells and spell-like effects

against her chosen element’s weakness. She also

takes double damage against her chosen element’s

weakness or normal damage if she makes her save.

(See Chapter 8: Spells for more details on elements

and weaknesses.)

Resistance to Elements (Ex): As an elementalist

gains levels in this prestige class, she becomes more

resistant to her chosen element. At 1st level, she gains

Elemental Resistance 5 against this chosen element.

This resistance rises to 10 at 4th

level and 20 at 7th

level.

Immunity to Sleep (Ex): At 2nd

level, as an

elementalist continues to transcend her mortal form,

she gains immunity to sleep effects.

Elemental Fury (Ex): At 3rd

level, an elementalist

may use her specialized elemental magic with greater

efficiency. The elementalist adds one point of

damage per die.

Limitless Fury (Ex): At 5th

level, an elementalist is

able to increase the range of her specialized elemental

spells. She may use any spell of her element and

increase its range by 1.5 times. Spells with a

―Touch,‖ ―Personal,‖ or ―Melee‖ range are

unaffected.

Darkvision (Ex): At 6th

level, an elementalist gains

darkvision out to 60 feet.

Rage of the Elements (Su): At 7th

level, as a swift

action, the elementalist may use this ability to

increase the damage of her next elemental spell by

1.5 and her saving throw DC by 1 point per two

elementalist class levels. The elementalist can only

use this ability once per two elementalist class levels

per day.

Immunity to Paralysis and Poison (Ex): As an

elementalist approaches elemental perfection, she

gains immunity to paralysis and poison at 9th

level.

Elemental Perfection: At 10th

level, an elementalist,

through extensive study of elemental secrets,

completely transcends her mortal form to become an

elemental creature. Her type changes to elemental.

She no longer needs to eat, sleep, or breathe (though

she must still rest to regain MP). She gains an

elemental creature’s immunity to stunning, and she is

no longer subject to extra damage from critical hits or

flanking. An elementalist gains the speed and

movement modes, natural attacks, special attacks,

and special qualities of a Medium elemental of the

type appropriate to her elemental specialty, as notes

in the FFd20 Monster Compendium, except that the

save DC against her elemental attack form, if any, is

20 + her Constitution modifier.

Upon achieving this state, an elementalist’s

appearance undergoes a minor physical change,

usually to the skin or eyes. An earth elementalist, for

example, might acquire gemlike eyes and hard,

pebbly skin. Anyone who shares the elementalist’s

predilection for study of her chosen plane

Page 122: Page 1 of 227

Page 122 of 227

immediately recognizes her transcendent nature. She

gains a +2 circumstance bonus on all Charisma-based

skill and ability checks when interacting with

creatures that share her elemental subtype (earth, fire,

ice, lightning, water, or wind), and with other

elementalists who have chosen her element.

Unlike a normal elemental, an elementalist

retains a soul separate from her body. She can be

raised from the dead as normal for a creature of her

previous type.

Elemental Immunity (Ex): From 10th

level on, an

elementalist gains immunity to her chosen element.

Elemental Surge (Su): At 10th

level, up to once per

day per two elementalist class levels, she may

quicken any spell up to 6th

level as if the Quicken

Spell feat was used without paying the additional MP

cost.

Geomancer The geomancer is a monk that uses magic to fuel his

elemental attacks to cripple his foes with status

ailments. Geomancers often uses martial arts to back

up their variety of elemental-based ranged attacks.

Hit Die: d8.

Requirements

To qualify to become a geomancer, a character must

fulfill all the following criteria.

Base Attack Bonus: +7.

Skills: Knowledge (nature) 8 ranks, Knowledge (the

planes) 8 ranks.

Special: Martial Arts ability; Evasion ability.

Class Skills

The geomancer’s class skills (and the key ability for

each skill are Balance (Dex), Climb (Str),

Concentration (Con), Craft (Int), Diplomacy (Cha),

Escape Artist (Dex), Hide (Dex), Knowledge (nature)

(Int), Knowledge (the planes) (Int), Listen (Wis),

Move Silently (Dex), Perform (Cha), Profession

(Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),

and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the

geomancer prestige class.

Weapon and Armor Proficiency: Geomancers gain

no proficiency with any weapon or armor.

Table 7-9: The Geomancer

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

1st

+0 +2 +2 +0 Limit Break, Earth Slash 4

2nd

+1 +3 +3 +0 Wind Burst 8

3rd

+2 +3 +3 +1 Fire Cross 12

4th

+3 +4 +4 +1 Icy Breath 16

5th

+3 +4 +4 +1 Watery Explosion 20

6th

+4 +5 +5 +2 Lightning Strike 24

7th

+5 +5 +5 +2 Magma Ball 28

8th

+6 +6 +6 +2 Electric Hailstorm 32

9th

+6 +6 +6 +3 Pressure Cannon 36

10th

+7 +7 +7 +3 Elemental Maelstrom 40

Limit Break (Su): At 1st level, the geomancer

receives the Limit Break (Elemental Fists).

Elemental Fists (Su): This Limit Break

imbues the geomancer’s fists with elemental energy.

As a swift action after this Limit Break is activated,

the geomancer can choose an element to imbue his

fists with (earth, fire, ice, lightning, water, or wind)

and change it at the start of his next turn every round

for up to 5 rounds. For the next 5 rounds, the

geomancer deals normal fist damage plus 1d6 points

of elemental damage of the element he chosen per

two geomancer class levels.

Earth Slash (Su): At 1st level, at a cost of 4 MP, the

geomancer can use the power of the earth to slash

forward in a line in front of him. The 5-ft.-wide line

extends up to 60 feet. Creatures within the area of

Page 123: Page 1 of 227

Page 123 of 227

effect must make a Reflex save or suffer 1d6 points

of earth damage per geomancer class level and

become blinded for 1d6 rounds.

Wind Burst (Su): At 2nd

level, at a cost of 4 MP, the

geomancer can use the power of wind to create a

powerful wind to burst all around the geomancer.

This ability is centered on the geomancer and

explodes out to 30-ft.-radius burst. Creatures within

the area of effect must make a Reflex save or suffer

1d6 points of wind damage per geomancer class level

and become dazed for 1d6 rounds.

Fire Cross (Su): At 3rd

level, at a cost of 6 MP, the

geomancer can use the power of fire to create a cross

of burning flames within 60 feet of him. The cross is

15-ft.-long and 5-ft.-wide that intersects with itself in

the shape of a cross. Creatures within the area of

effect must make a Reflex save or suffer 1d6 points

of fire damage per geomancer class level and become

silenced for 1d6 rounds.

Icy Breath (Su): At 4th

level, at a cost of 6 MP, the

geomancer can use the power of ice to breath out a

blast of cold. It extends out to 30 feet in a cone.

Creatures within the area of effect must make a

Reflex save or suffer 1d6 points of ice damage per

geomancer class level and become immobilized for

1d6 rounds.

Watery Explosion (Su): At 5th

level, at a cost of 6

MP, the geomancer can use the power of water to

launch a ball of water that explodes on impact. The

geomancer can use this ability on anyone within 60

feet and when it hits something, it explodes in a 20-

ft.-radius spread. Creatures within the area of effect

must make a Reflex save or suffer 1d6 points of

water damage per geomancer class level and become

slowed for 1d6 rounds.

Lightning Strike (Su): At 6th

level, at a cost of 7 MP,

the geomancer can use the power of lightning to

strike an area with an electric blast. The geomancer

can use this ability on anyone within 60 feet and it

hits a 10-ft. square. Creatures within the area of effect

must make a Reflex save or suffer 1d6 points of

lightning damage per geomancer class level and

become disabled for 1d6 rounds.

Magma Ball (Su): At 7th

level, at a cost of 8 MP, the

geomancer can harness the power of earth and fire to

launch a ball of molten lava that explodes on impact.

The geomancer can use this ability on anyone within

120 feet and when it hits something, it explodes in a

40-ft.-radius spread. Creatures within the area of

effect must make a Reflex save or suffer 1d6 points

of earth damage and 1d6 points of fire damage per

geomancer class level.

Electric Hailstorm (Su): At 8th

level, at a cost of 8

MP, the geomancer can harness the power of ice and

lightning to produce a small storm that rains

electrified hails. The geomancer can center the

hailstorm within 120 feet of him and it rains on a 40-

ft.-square area. Creatures within the area of effect

must make a Reflex save or suffer 1d6 points of ice

damage and 1d6 points of lightning damage per

geomancer class level.

Pressure Cannon (Su): At 9th

level, at a cost of 8

MP, the geomancer can harness the power of water

and wind to create a blast of concentrated water and

wind in a line. The 10-ft.-wide line extends up to 120

feet. Creatures within the area of effect must make a

Reflex save or suffer 1d6 points of water damage and

1d6 points of wind damage per geomancer class

level.

Elemental Maelstrom (Su): At 10th

level, at a cost

of 10 MP, the geomancer can harness the power of

the elements to create a large storm of confusing

elements. The geomancer can center the hailstorm

within 240 feet of him and it rains on a 60-ft.-square

area. Creatures within the area of effect must make a

Reflex save or suffer 4d6 points damage of each

element and become confused for 1d6 rounds.

Holy Knight The compassion to pursue good, the will to uphold

law, and the power to defeat evil—these are the three

weapons of the holy knight. Few have the purity and

devotion that it takes to walk the holy knight’s path,

but those few are rewarded with the power to protect,

to heal, and to smite.

Hit Die: d10.

Requirements

To qualify to become a holy knight, a character must

fulfill all the following criteria.

Alignment: Any good.

Base Attack Bonus: +7.

Skills: Spellcraft 5 ranks, Diplomacy 5 ranks.

Feats: Cleave, Power Attack.

Page 124: Page 1 of 227

Page 124 of 227

Class Skills

The holy knight's class skills (and the key ability for

each skill are Concentration (Con), Craft (Int),

Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),

Intimidate (Cha), Profession (Wis), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the holy

knight prestige class.

Weapon and Armor Proficiency: Holy Knights are

proficient with all simple and martial weapons, all

types of armor, and shields.

Spells: Beginning at 1st level, a holy knight gains the

ability to cast white mage spells, which are drawn

from the white mage spell list up to 4th. To prepare

or cast a spell, a holy knight must have a Wisdom

score equal to at least 10 + the spell level. The

Difficulty Class for a saving throw against a holy

knight’s spell is 10 + the spell level + the holy

knight’s Wisdom modifier. A holy knight also

receives extra MP if she has a high Wisdom score.

Table 7-10: The Holy Knight

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

Spell

Level

1st

+1 +2 +0 +2 Lay on Hands (1/day), Smite Evil (1/day),

Aura of Healing, Limit Break 2 1

st

2nd

+2 +3 +0 +3 Divine Grace 3 1st

3rd

+3 +3 +1 +3 Aura of Sanctity 4 1st

4th

+4 +4 +1 +4 Lightning Stab 6 2nd

5th

+5 +4 +1 +4 Smite Evil (2/day), Aura of Concentration 8 2nd

6th

+6 +5 +2 +5 Shield Bash 11 3rd

7th

+7 +5 +2 +5 Aura of Resistance 14 3rd

8th

+8 +6 +2 +6 Holy Explosion 18 4th

9th

+9 +6 +3 +6 Aura of Defense 22 4th

10th

+10 +7 +3 +7 Lay On Hands (2/day), Smite Evil (3/day) 26 4th

Table 7-11: Spells Known

Level 1st 2nd 3rd 4th

1st 1 — — —

2nd 1 — — —

3rd 1 — — —

4th 2 1 — —

5th 2 1 — —

6th 2 2 1 —

7th 3 2 1 1

8th 3 2 1 1

9th 3 3 2 1

10th 4 3 2 2

Limit Break (Su): At 1st level, the holy knight

receives a Limit Break (Invulnerability).

Invulnerability (Su): This Limit Break makes

the holy knight immune to all damage for 5 rounds.

The drawback is that the holy knight cannot attack

nor cast any white mage spells except cures for until

the 5 rounds has ended, doing so before the Limit

Break ends, ends it abruptly.

Auras (Su): All holy knight auras extend out to a 10

foot radius and can be activated with a swift action. A

holy knight can only have 1 aura activated at a time.

Lay on Hands (Su): At 1st level, a holy knight with a

Charisma score of 12 or higher can heal wounds (her

own or those of others) by touch. Each day she can

heal a total number of hit points of damage equal to

twice her holy knight level × her Charisma bonus.

Using lay on hands is a standard action. At 10th

level,

the holy knight gets two uses of this ability.

Alternatively, a holy knight can use any or all of this

healing power to deal damage to undead creatures.

Using lay on hands in this way requires a successful

melee touch attack and doesn’t provoke an attack of

opportunity. The holy knight decides how many of

Page 125: Page 1 of 227

Page 125 of 227

her daily allotment of points to use as damage after

successfully touching an undead creature.

Smite Evil (Su): Once a day, a holy knight of 1st

level or higher may attempt to smite evil with one

normal melee attack. She adds her Charisma modifier

(if positive) to her attack roll and deals 1 extra point

of damage per character level. At 5th

level, and again

at 10th

level, a holy knight may smite evil one

additional time per day.

Aura of Healing (Su): At 1st level, the holy knight

can channel her holy powers to project an aura that

grants her and nearby allies a Fast Healing of 1. This

increases by +1 per two holy knight class levels

thereafter to a maximum of +5.

Divine Grace (Su): At 2nd

level, a holy knight

applies her Charisma modifier (if positive) as a bonus

on all saving throws.

Aura of Sanctity (Su): At 3rd

level, the holy knight

can channel her holy powers to radiate a beneficial

aura that grants her and nearby allies to gain a +2

bonus on all healing and holy spells. This increases

by 2 per two holy knight class levels to a maximum

of +10.

Lightning Stab (Su): At 4th

level, the holy knight

can spend 5 MP to channel her holy powers to cause

a bolt of lightning to pierce through an enemy up to

30 feet away with a successful ranged touch attack. If

it hits, it deals 1d8 points of holy damage per holy

knight class level and it blinds them for 1 round per

holy knight class level unless the creature makes a

Fortitude save (DC = 10 + holy knight class level +

Wisdom modifier).

Aura of Concentration (Su): At 5th

level, the holy

knight can channel her holy powers to radiate a

beneficial aura that grants her and nearby allies to

gain a +2 competence bonus on all Concentration

skill checks. This increases by 2 per two holy knight

levels to a maximum of +10.

Shield Bash (Ex): At 6th

level, the holy knight can

take a standard action to make a touch attack to bash

an opponent with her shield, stunning him for 1

round unless the creature makes a Fortitude save of

DC 10 + holy knight class level + Charisma modifier.

The holy knight must have a shield equipped to use

this ability.

Aura of Resistance (Su): At 7th

level, the holy

knight can channel her holy powers to radiate a

beneficial aura that grants her and nearby allies to

gain a resistance to all elements of 3/-. This increases

by 3 per two holy knight class levels to a maximum

of 15/-.

Holy Explosion (Su): At 8th

level, the holy knight

can spend 5 MP to channel her holy powers to cause

an explosion of bright energy to erupt from the

ground in a 20-foot radius, damaging all in the area

of effect for 1d10 points of holy damage per holy

knight class level unless they make a Reflex save

(DC = 10 + holy knight class level + Wisdom

modifier) for half damage.. The range for this ability

is 50 ft + 10 ft per holy knight class level.

Aura of Defense (Su): At 9th

level, the holy knight

can channel her holy powers to radiate a beneficial

aura that grants her and nearby allies to gain a +2

deflection bonus to AC. This increases by 2 per two

holy knight class levels to a maximum of +10.

Lucky Gambler A lucky gambler lives by his luck. He doesn’t worry

about much of anything, including where his next

meal comes from, and trusts to luck—perhaps more

than he should.

Hit Die: d6.

Requirements

To qualify to become a lucky gambler, a character

must fulfill all the following criteria.

Base Attack Bonus: +3.

Skills: Any skill 8 ranks.

Class Skills

The lucky gambler's class skills (and the key ability

for each skill) are Balance (Dex), Climb (Str), Craft

(Int), Decipher Script (Int), Diplomacy (Cha),

Disable Device (Int), Disguise (Cha), Escape Artist

(Dex), Gather Information (Cha), Hide (Dex), Jump

(Str), Listen (Wis), Move Silently (Dex), Open Lock

(Dex), Perform (Cha), Profession (Wis), Search (Int),

Sleight of Hand (Dex), Spot (Wis), Tumble (Dex),

and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Page 126: Page 1 of 227

Page 126 of 227

Table 7-12: The Lucky Gambler

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +0 +2 +0 Luck Points (1d6 per day), Limit Break

2nd

+1 +0 +3 +0 Advantageous Avoidance

3rd

+2 +1 +3 +1 More Luck than Skill

4th

+3 +1 +4 +1 Fortune’s Strike

5th

+3 +1 +4 +1 Luck Points (2d6 per day)

6th

+4 +2 +5 +2 Fortune’s Favorite

7th

+5 +2 +5 +2 Good Karma

8th

+6 +2 +6 +2 Tempting Fate

9th

+6 +3 +6 +3 Lucky Strike

10th

+7 +3 +7 +3 Luck Points (3d6 per day)

Table 7-13: Wheel of Fortune Limit Break

Dice Roll Effect

2 The lucky gambler and any allies within

50-ft.-radius suffers from the Death spell

(DC 20).

3 The lucky gambler and any allies within

50-ft.-radius are healed to full hit points.

4 All enemies within 50-ft.-radius lose 3d6

MP. No save.

5 The lucky gambler and any allies within

50-ft.-radius are healed of 10d6 points of

damage.

6 All enemies within 50-ft.-radius suffer

from a random status effect. Roll 1d6. 1-

Confuse, 2-Blind, 3-Poison, 4-Disease,

5-Silence, 6-Immobilize. No save.

7 The lucky gambler and any allies within

50-ft.-radius are healed of 5d6 points of

damage.

8 All enemies within 50-ft.-radius suffer

5d6 points of non-elemental damage. No

save.

9 The lucky gambler and any allies within

50-ft.-radius are cured of all status

effects.

10 All enemies within 50-ft.-radius suffer

10d6 points of non-elemental damage.

No save.

11 The lucky gambler and any allies within

50-ft.-radius are restored of 3d6 MP.

12 All enemies within 50-ft.-radius suffer

from the Death spell (DC 20).

Class Features

All of the following are class features of the lucky

gambler prestige class.

Weapon and Armor Proficiency: Lucky Gamblers

gain no proficiency with any weapon or armor.

Limit Break (Su): At 1st level, the lucky gambler

receives a Limit Break (Wheel of Fortune).

Wheel of Fortune (Su): This Limit Break

causes the lucky gambler to make 2d6 roll to

determine a random effect (see table below). The

lucky gambler cannot use luck points to reroll the

effect.

Luck Points: At 1st level, the lucky gambler gains

1d6 luck points per day. With these luck points, he

can spend them to reroll any single roll for himself

with 1 luck point as an immediate action. These luck

points are also used in other class features he receives

as he levels. He can pass a luck point to an ally but at

a cost of 2:1. At 5th

level, the lucky gambler’s luck

points increase to 2d6 per day. At 10th

level, the

lucky gambler’s luck points increase to 3d6 per day.

Advantageous Avoidance (Ex): At 2nd

level, the

lucky gambler has a knack for ducking at just the

right moment. He can spend a luck point as an

immediate action to force a foe to reroll a critical hit

confirmation roll made when attacking him. He can

spend 2 luck points as an immediate action to force a

foe to reroll an attack roll against him as well.

Page 127: Page 1 of 227

Page 127 of 227

More Luck than Skill (Ex): At 3rd

level, the lucky

gambler may have some talent in a particular area,

but he still depends on his luck to see him through.

As a swift action, he can spend a luck point and add

his lucky gambler class level as a luck bonus on all

skill checks he makes until the start of his next turn.

Fortune’s Strike (Ex): At 4th

level, as a move action,

the lucky gambler can spend a luck point to increase

his damage with his weapon for the next strike. Upon

a successful hit, the lucky gambler rolls 2d6. If the

rolls are double 6’s, he does double damage (in

addition to the 12 he just rolled) with the strike. If the

rolls are snake-eyes (double 1’s), he stabs himself

accidentally with his normal damage (including the 2

he just rolled). Any rolls between are the extra

damage he does to the creature. The lucky gambler

can spend a luck point to reroll as well.

Fortune’s Favorite (Ex): By 6th

level, the lucky

gambler has learned to rely on his luck to stay alive.

As an immediate action, he can spend a luck point

and add his lucky gambler class level as a luck bonus

on all saving throws he makes until the start of his

next turn.

Good Karma (Ex): At 7th

level, the lucky gambler

can use his luck to aid an ally—at the risk of his own

neck. As an immediate action, the lucky gambler can

spend a luck point to redirect an attack made against

an adjacent ally so that it is made against him instead.

He must be within reach of the attacker (if a melee

attack) or within range of the attack (if a ranged

attack) in order to use this ability.

The attack roll result remains the same, but it is

against the lucky gambler’s AC, rather than that of

his ally. If the redirected attack hits the lucky

gambler, he takes an extra 50% damage from it.

Tempting Fate (Ex): At 8th

level, the lucky gambler

is very hard to kill. As an immediate action, if the

lucky gambler has at least 1 hit point remaining and

would be dealt enough damage to kill him, he can

spend a luck point to take only enough damage to

reduce him to –9 hit points and he automatically

stabilizes.

Lucky Strike (Ex): Even the greatest fighters, those

who train and drill constantly, occasionally win

through sheer luck, so why shouldn’t the lucky

gambler? Beginning at 9th

level, as a swift action, the

lucky gambler can spend a luck point and add his

lucky gambler class level as a luck bonus on all

attack rolls he makes until the start of his next turn.

Mediator Mediators use words to fight enemies. They have the

ability to manipulate people into doing their bidding.

Hit Die: d6.

Requirements

To qualify to become a mediator, a character must

fulfill all the following criteria.

Skills: Diplomacy 8 ranks, Intimidation 8 ranks,

Knowledge (local) 4 ranks.

Feats: Negotiator or Persuasive.

Class Skills

The mediator's class skills (and the key ability for

each skill are Bluff (Cha), Concentration (Con), Craft

(Int), Diplomacy (Cha), Gather Information (Cha),

Intimidate (Cha), Knowledge (local) (Int), Listen

(Wis), Perform (Cha), Profession (Wis), Sense

Motive (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the mediator

prestige class.

Weapon and Armor Proficiency: Mediators gain no

proficiency with any weapon or armor.

Limit Break (Su): At 1st level, the mediator receives

the Limit Break (Angry Shout).

Angry Shout (Su): This Limit Break lets the

mediator to give a loud, angry shout. Creatures

within 30 feet of the mediator suffer 1d6 points of

sonic damage per mediator class level and they must

make a Fortitude save (DC 10 + mediator class level

+ Charisma modifier) to avoid being dazed for 1

round per mediator class level.

Page 128: Page 1 of 227

Page 128 of 227

Table 7-14: The Mediator

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

1st

+0 +0 +0 +2 Negotiate, Limit Break 4

2nd

+1 +0 +0 +3 Persuade 8

3rd

+1 +1 +1 +3 Threaten 12

4th

+2 +1 +1 +4 Speech 16

5th

+2 +1 +1 +4 Praise 20

6th

+3 +2 +2 +5 Listen 24

7th

+3 +2 +2 +5 Stop 28

8th

+4 +2 +2 +6 Insult 32

9th

+4 +3 +3 +6 Invitation 36

10th

+5 +3 +3 +7 Foretold 40

Negotiate (Su): At 1st level, at a cost of 1 MP, the

mediator can use honeyed words and soft-spoken

words to ease the negotiation in his favor. The

mediator gains a +4 circumstance bonus on all

Diplomacy checks.

Persuade (Su): At 2nd

level, at a cost of 2 MP, the

mediator can persuade a person to become his friend.

A target creature within 30 feet must make a Will

save (DC 10 + mediator class level + Charisma

modifier) or become charmed for 1 round per

mediator class level. The mediator can renew the

charm before the duration is over without allowing

the creature to make a Will save.

Threaten (Su): At 3rd

level, at a cost of 2 MP, the

mediator can make vile threats and threatening

gestures to cow a person into fear. The target creature

within 30 feet must make a Will save (DC 10 +

mediator class level + Charisma modifier) or runs in

fear for 1 round per mediator class level. If the

creature makes the saving throw, it becomes shaken

for the same duration.

Speech (Su): At 4th

level, at a cost of 3 MP, the

mediator can talk a long, boring speech, putting all

those listening to sleep. Creature within 30 feet of the

mediator must make a Will save (DC 10 + mediator

class level + Charisma modifier) or fall into a

magical slumber like the Sleep spell, for 1 round per

mediator class level.

Praise (Su): At 5th

level, at a cost of 3 MP, the

mediator can give words of praise to a single

creature, making him feel better about himself. The

target creature within 30 feet receives a +1 morale

bonus on saving throws against charm and fear

effects and a +1 morale bonus on attack and weapons

damage rolls per two mediator class levels that last 1

round per mediator class level.

Listen (Su): At 6th

level, at a cost of 3 MP, the

mediator demands the attentions of a single creature

to listen to him. The target creature within 30 feet

must make a Will save (DC 10 + mediator class level

+ Charisma modifier) or become immobilized for 1

round per mediator class level.

Stop (Su): At 7th

level, at a cost of 4 MP, the

mediator requests forcefully for a creature to stop and

don’t move. The target creature within 30 feet must

make a Will save (DC 10 + mediator class level +

Charisma modifier) or become disabled for 1 round

per mediator class level.

Insult (Su): At 8th

level, at a cost of 6 MP, the

mediator makes outrageous insults and crude words

that causes a creature to be enraged. The target

creature within 30 feet must make a Will save (DC

10 + mediator class level + Charisma modifier) or

become berserked for 1 round per mediator class

level.

Invitation (Su): At 9th

level, at a cost of 8 MP, the

mediator invites a single creature to become his

servant. The target creature within 30 feet must make

a Will save (DC 10 + mediator class level +

Charisma modifier) or become dominated. The

creature is under a permanent charm spell that can

only be broken by a Dispel spell.

Page 129: Page 1 of 227

Page 129 of 227

Foretold (Su): At 10th

level, at a cost of 9 MP, the

mediator foretells the death of a single creature in an

ominous tone. The target creature within 30 feet must

make a Will save (DC 10 + mediator class level +

Charisma modifier) or suffer the effects of the Doom

spell.

Mystic Knight The Mystic Knight is a knight who uses magic to

destroy equipment, cripple his foes, and to cause

variety of status effects from afar.

Hit Die: d10.

Requirements

To qualify to become a mystic knight, a character

must fulfill all the following criteria.

Base Attack Bonus: +7.

Skills: Spellcraft 5 ranks.

Feats: Improved Sunder.

Class Skills

The mystic knight's class skills (and the key ability

for each skill are Climb (Str), Concentration (Con),

Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (str),

Intimidate (Cha), Profession (Wis), Ride (Dex), and

Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table 7-15: The Mystic Knight

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special MP

1st

+1 +2 +0 +2 Break Technique, Limit Break 4

2nd

+2 +3 +0 +3 Eye Gouger 8

3rd

+3 +3 +1 +3 Break Technique 12

4th

+4 +4 +1 +4 Venom Fang 16

5th

+5 +4 +1 +4 Break Technique 20

6th

+6 +5 +2 +5 Hellcry Stab 24

7th

+7 +5 +2 +5 Break Technique 28

8th

+8 +6 +2 +6 Stasis Sword 32

9th

+9 +6 +3 +6 Break Technique 36

10th

+10 +7 +3 +7 Insanity Touch 40

Class Features

All of the following are class features of the mystic

knight prestige class.

Weapon and Armor Proficiency: Mystic Knights

are proficient with all simple and martial weapons, all

types of armor, and shields (except tower shields).

Limit Break (Su): At 1st level, the mystic knight

receives the Limit Break (Mystic Strike).

Mystic Strike (Su): This Limit Break produces

a vertical column of mystical energy roaring

downward onto a single target. The target must make

a Fortitude save for each item he possesses on his

person (DC 10 + mystic knight class level + his

Strength modifier) or they break. He also suffers 1d6

points of damage per mystic knight class level. No

save.

Break Technique (Su): At 1st level, a mystic knight

uses his magic to guide his weapon unerringly to the

crucial points in an item or vital points in a person. At

1st level and every other level thereafter, a mystic

knight can choose a Break Technique to master.

Armor Break (Su): At a cost of 2 MP, the

mystic knight can strike the crucial points in a suit of

armor and destroying it. The mystic knight makes a

touch attack, and if successful, the target must make a

Fortitude save (DC 10 + mystic knight class level +

his Strength modifier) for the item using his own

Fortitude and any bonuses from the item (I.E.

Mastercrafted bonuses) or the item breaks.

Shield Break (Su): At a cost of 1 MP, the

mystic knight can strike the crucial points in a shield

and destroying it. The mystic knight makes a touch

attack, and if successful, the target must make a

Fortitude save (DC 10 + mystic knight class level +

his Strength modifier) for the item using his own

Page 130: Page 1 of 227

Page 130 of 227

Fortitude and any bonuses from the item (I.E.

Mastercrafted bonuses) or the item breaks.

Weapon Break (Su): At a cost of 2 MP, the

mystic knight can strike the crucial points in a

weapon and destroying it. The mystic knight makes a

touch attack, and if successful, the target must make a

Fortitude save (DC 10 + mystic knight class level +

his Strength modifier) for the item using his own

Fortitude and any bonuses from the item (I.E.

Mastercrafted bonuses) or the item breaks.

Accessory Break (Su): At a cost of 1 MP, the

mystic knight can strike the crucial points in an

accessory (rings, cloaks, necklaces, boots, etc.) and

destroying it. The mystic knight makes a touch

attack, and if successful, the target must make a

Fortitude save (DC 10 + mystic knight class level +

his Strength modifier) for the item using his own

Fortitude or the item breaks.

Magic Break (Su): At a cost of 3 MP, the

mystic knight can strike the vital points in a person

and crippling his MP pool. The mystic knight makes

a touch attack, and if successful, the target must make

a Fortitude save (DC 10 + mystic knight class level +

his Strength modifier) or suffers 2d4 MP loss.

Speed Break (Su): At a cost of 2 MP, the

mystic knight can strike the vital points in a person

and crippling his speed. The mystic knight makes a

touch attack, and if successful, the target must make a

Fortitude save (DC 10 + mystic knight class level +

his Strength modifier) or moves at half speed until

healed by a Heal check or cured of a status effect.

Power Break (Su): At a cost of 3 MP, the

mystic knight can strike the vital points in a person

and crippling his power with his attacks. The mystic

knight makes a touch attack, and if successful, the

target must make a Fortitude save (DC 10 + mystic

knight class level + his Strength modifier) or suffers

1d6 Strength damage.

Intuition Break (Su): At a cost of 3 MP, the

mystic knight can strike the vital points in a person

and crippling his ability to make wise decisions. The

mystic knight makes a touch attack, and if successful,

the target must make a Fortitude save (DC 10 +

mystic knight class level + his Strength modifier) or

suffers 1d6 Wisdom damage.

Mind Break (Su): At a cost of 3 MP, the

mystic knight can strike the vital points in a person

and crippling his ability to think. The mystic knight

makes a touch attack, and if successful, the target

must make a Fortitude save (DC 10 + mystic knight

class level + his Strength modifier) or suffers 1d6

Intelligence damage.

Eye Gouger (Su): At 2nd

level, a mystic knight can

launch a range touch attack against a foe up to 30 feet

away, blinding him. As a standard action, a mystic

knight spends 4 MP and makes a ranged touch attack

on an opponent up to 30 feet away. If successful, the

target suffers 1d6 points of non-elemental damage

per two mystic knight class levels and must make a

Fortitude save (DC 10 + mystic knight class level +

his Charisma modifier) or be blinded for 1 round per

mystic knight class level.

Venom Fang (Su): At 4th

level, a mystic knight can

launch a range touch attack against a foe up to 30 feet

away, poisoning him. As a standard action, a mystic

knight spends 5 MP and makes a ranged touch attack

on an opponent up to 30 feet away. If successful, the

target suffers 1d6 points of non-elemental damage

per mystic knight class level and must make a

Fortitude save (DC 10 + mystic knight class level +

his Charisma modifier) or be poisoned for 1 round

per mystic knight class level.

Hellcry Stab (Su): At 6th

level, a mystic knight can

launch a range touch attack against a foe up to 30 feet

away, silencing him. As a standard action, a mystic

knight spends 6 MP and makes a ranged touch attack

on an opponent up to 30 feet away. If successful, the

target suffers 1d6 points of non-elemental damage

per two mystic knight class levels and must make a

Fortitude save (DC 10 + mystic knight class level +

his Charisma modifier) or be silenced for 1 round per

mystic knight class level.

Stasis Sword (Su): At 8th

level, a mystic knight can

launch a range touch attack against a foe up to 30 feet

away, immobilizing him. As a standard action, a

mystic knight spends 7 MP and makes a ranged touch

attack on an opponent up to 30 feet away. If

successful, the target suffers 1d6 points of non-

elemental damage per mystic knight class level and

must make a Fortitude save (DC 10 + mystic knight

class level + his Charisma modifier) or be

immobilized for 1 round per mystic knight class

level.

Page 131: Page 1 of 227

Page 131 of 227

Insanity Touch (Su): At 10th

level, a mystic knight

can launch a range touch attack against a foe up to 30

feet away, confusing him. As a standard action, a

mystic knight spends 7 MP and makes a ranged touch

attack on an opponent up to 30 feet away. If

successful, the target suffers 1d6 points of non-

elemental damage per mystic knight class level and

must make a Fortitude save (DC 10 + mystic knight

class level + his Charisma modifier) or be confused

for 1 round per mystic knight class level.

Ninja Ninjas move through the shadows, striking down the

unwary and vanishing again with ease. Ninjas walk

where others cannot. They blend their training in

stealth and assassination with a focused mind. Their

rigorous preparation sharpens their minds and bodies,

giving them supernatural abilities of stealth and

making them phantoms in the eyes of many. They are

proficient in dual-wielding weapons and throwing

weapons with deadly accuracy.

Hit Die: d6.

Requirements

To qualify to become a ninja, a character must fulfill

all the following criteria.

Base Attack Bonus: +3.

Skills: Hide 8 ranks, Move Silently 8 ranks, Sleight

of Hand 4 ranks.

Feats: Weapon Focus (any thrown weapon).

Special: Sneak Attack +3d6.

Class Skills

The ninja's class skills (and the key ability for each

skill) are Balance (Dex), Bluff (Cha), Climb (Str),

Concentration (Con), Craft (Int), Disable Device

(Int), Disguise (Cha), Escape Artist (Dex), Gather

Information (Cha), Hide (Dex), Jump (Str), Listen

(Wis), Move Silently (Dex), Open Lock (Dex),

Search (Int), Sense Motive (Wis), Sleight of Hand

(Dex), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier.

Table 7-16: The Ninja

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +0 +2 +0 Ninjutsu, Sneak Attack (+1d6), Trapfinding, Two-

Weapon Combat Style, AC Bonus, Limit Break

2nd

+1 +0 +3 +0 Thrown Weapon Trick, Ghost Step

3rd

+2 +1 +3 +1 Sneak Attack (+2d6), Great Leap

4th

+3 +1 +4 +1 Thrown Weapon Trick, Ki Dodge

5th

+3 +1 +4 +1 Sneak Attack (+3d6), Improved Two-Weapon

Combat Style, Cloaked in Shadows

6th

+4 +2 +5 +2 Thrown Weapon Trick, Evasion

7th

+5 +2 +5 +2 Sneak Attack (+4d6), Imbue Thrown Weapon

8th

+6 +2 +6 +2 Thrown Weapon Trick, Greater Ki Dodge

9th

+6 +3 +6 +3 Sneak Attack (+5d6), Imbue Weapons

10th

+7 +3 +7 +3 Thrown Weapon Trick, Two-Weapon Combat

Style Mastery, Hide in Plain Sight.

Class Features

All of the following are class features of the ninja

prestige class.

Weapon and Armor Proficiency: Ninjas are

proficient with all simple weapons, plus the hand

crossbow, kama, kukri, nunchaku, sai, shortbow,

short sword, shuriken, and siangham. Ninjas are not

proficient with any type of armor or shield.

Limit Break (Su): At 1st level, the ninja receives a

Limit Break (Assassination).

Assassination (Su): This Limit Break allows

the ninja to make a single attack against any one

enemy within 30 feet. If the attack hits, the target

must make a Fortitude save (DC 10 + ninja class

level + the ninja’s Intelligence modifier) or he dies. If

the target made the save, he suffers double the

damage from the ninja’s attack. Creatures immune to

Page 132: Page 1 of 227

Page 132 of 227

critical hits are unaffected by the death attack but still

suffers double damage from the ninja’s attack.

AC Bonus (Ex): A ninja is highly trained at dodging

blows, and he has a sixth sense that lets him avoid

even unanticipated attacks. When unarmored and

unencumbered, a ninja adds his Wisdom bonus (if

any) to his Armor Class. This ability does not stack

with the monk’s AC bonus ability (a ninja with levels

of monk does not add the bonus twice). In addition, a

ninja gains a +1 bonus to AC at 1st level. This bonus

increases by 1 for every other level thereafter (+2 at

3rd

, +3 at 5th

, +4 at 7th

, and +5 at 9th

level).

Ninjutsu (Su): A ninja can channel his ki to manifest

special powers of stealth and mobility called

Ninjutsu. He can use his ninjutsu powers a number of

times per day equal to his ninja class level plus his

Wisdom bonus (if any). Ninjutsu powers can be used

only if a ninja is wearing no armor and is

unencumbered.

A ninja’s ninjutsu powers are ghost step, ki dodge,

greater ki dodge, imbue thrown weapons, and imbue

weapons. Each power is described under a separate

entry below.

Sneak Attack (Ex): If a ninja can catch an opponent

when he is unable to defend himself effectively from

his attack, he can strike a vital spot for extra damage.

Whenever a ninja’s target is denied a Dexterity bonus

to Armor Class (whether the target actually has a

Dexterity bonus or not), the ninja deals an extra 1d6

points of damage with his attack. This extra damage

increases by 1d6 points at every other level

thereafter.

This damage also applies to ranged attacks against

targets up to 30 feet away. Creatures with

concealment, creatures without discernible

anatomies, and creatures immune to extra damage

from critical hits are immune to sneak attacks. A

ninja can’t make a sneak attack while striking the

limbs of a creature whose vitals are out of reach.

A ninja can’t use sneak attack to deliver nonlethal

damage. Weapons capable of dealing only nonlethal

damage don’t deal extra damage when used as part of

a sneak attack.

If a ninja gets a sneak attack bonus from another

source (such as levels of thief), the bonuses on

damage stack.

Trapfinding (Ex): A ninja can use the Search skill to

locate traps with a DC higher than 20, and he can use

Disable Device to bypass a trap or disarm magic

traps. See the thief class feature for more details.

Two-Weapon Combat Style (Ex): At 1st level, the

ninja is treated as having the Two-Weapon Fighting

feat, even if he does not have the normal

prerequisites for that feat. This ability only applies

when the ninja wears light or no armor. He loses the

benefit of this ability when wearing medium or heavy

armor.

Thrown Weapon Trick (Ex): At 2nd

level and every

other level thereafter, a ninja chooses one of the

following thrown weapon tricks. Once chosen, the

trick is a permanent part of the ninja’s repertoire and

may not be exchanged. A ninja cannot choose the

same trick more than once. Each trick may only be

used with a thrown weapon the character has taken

Weapon Focus.

Deadeye Shot: The critical multiplier for any

specific type of thrown weapon increases by one (for

example, a shuriken has a critical multiplier of x3

instead of x2) when this ability is used. The benefit of

this ability does not stack with any other effect that

increases critical multipliers.

Defensive Throw: If a ninja with this ability

succeeds on a Concentration check (DC 10 + number

of threatening foes) before attempting to attack with a

thrown weapon while in a threatened square, his

thrown weapon attacks don’t provoke attacks of

opportunity for 1 round. If the check fails, his

opponents get attacks of opportunity as normal when

he makes his attacks.

Doubletoss: A ninja with this ability may, as a

standard action, throw two weapons at one or two

targets within 30 feet. The character may apply his

full Strength bonus to each weapon (instead of one-

half his Strength bonus for the off-hand weapon). The

normal penalties for fighting two weapons apply.

Palm Throw: When using little thrown

weapons (darts, shuriken, and daggers; the DM may

allow other weapons), a ninja with this ability may

Page 133: Page 1 of 227

Page 133 of 227

throw two of each weapon with a single attack roll.

Damage for each weapon is resolved separately, but

the ninja does not apply his Strength bonus to either

damage roll.

Sneaky Shot: Just before making a ranged

attack, a ninja with this ability can use a move action

to make a Sleight of Hand check opposed by his

target’s Spot check. If he wins the opposed check, his

opponent is denied his Dexterity bonus to Armor

Class against the attack.

Trip Shot: A ninja with this ability may use a

thrown weapon to make a trip attempt against an

opponent farther than 5 feet away. The character

makes a normal attack against the opponent with a

thrown weapon. If the attack succeeds, in addition to

doing damage as normal, the ninja makes a Dexterity

check with a +4 bonus opposed by the opponent’s

Dexterity check or Strength (whichever ability score

has the higher modifier). Other modifiers may apply

on this opposed check. If the ninja wins the opposed

check, the opponent is tripped. The benefit of this

ability does not stack with the benefit of the

Improved Trip feat.

Tumbling Toss: A ninja with this ability can

hurl a single thrown weapon at any point during a

tumbling attempt as a standard action. If the result of

his Tumble check is 25 or higher, the ninja does not

provoke an attack of opportunity for making this

attack regardless of how many opponents threaten

him.

Two with One Blow: If a ninja with this

ability uses a thrown weapon to attack two opponents

adjacent to each other, he may take a -4 penalty on

the attack roll and attempt to hit both opponents at

once. The attack may hit either, both, or neither

opponent depending on the roll and the Armor Class

of each opponent. Damage for each opponent is

resolved separately. If the attack roll results in the

threat of a critical hit, roll to confirm each critical hit

separately.

Weak Spot: A ninja can gain this ability only

after reaching 6th

level. When using a thrown weapon

against a target of his size or larger, the character can

make a ranged touch attack instead of a normal

attack. If the attack hits, the ninja does not apply his

Strength bonus to the damage.

Ghost Step (Su): Starting at 2nd

level, a ninja can

spend one daily use of his ninjutsu power to become

invisible for 1 round. Using this ability is a swift

action that does not provoke attacks of opportunity.

Great Leap (Su): At 3rd

level and higher, a ninja

always makes Jump checks as if he was running and

had the Run feat, enabling him to make long jumps

without a running start and granting a +4 bonus on

the jump. This ability can be used only if he is

wearing no armor and is carrying no more than a

light load.

Ki Dodge (Su): At 4th

level and higher, a ninja can

spend one daily use of his ninjutsu power to cause an

attack against him to miss when it might otherwise

hit. When a ninja activates this ability, his outline

shifts and wavers, granting him concealment (20%

miss chance), against all attacks for 1 round. Using

this ability is a swift action that does not provoke

attacks of opportunity.

Cloaked in Shadows (Ex): At 5th

level, a ninja’s

ability to be stealthy becomes second-nature. A ninja

with this ability is always considered to be taking 10

on Move Silently and Hiding skill checks.

Improved Two-Weapon Combat Style (Ex): At 6th

level, a ninja’s aptitude in his two-weapon combat

style improves. He is treated as having the Improved

Two-Weapon Fighting feat, even if he does not have

the normal prerequisites for that feat. This ability

only applies when the ninja wears light or no armor.

He loses the benefit of this ability when wearing

medium or heavy armor.

Evasion (Ex): At 6th

level, a ninja can avoid even

magical and unusual attacks with great ability. If he

makes a successful Reflex saving throw against an

aattack that normally deals half damage on a

successful save (such as a fira spell), he instead takes

no damage. Evasion can be used only if the ninja is

wearing light armor or no armor. A helpless ninja

(such as one who is unconscious or paralyzed) does

not gain the benefit of evasion.

Imbue Thrown Weapons (Su): At 7th

level, a ninja

can spend one daily use of his ninjutsu power to

imbue any thrown weapon with any element, causing

additional damage. When a ninja activates this

ability, he chooses an element (earth, fire, ice,

lightning, water, or wind) and the thrown weapon

Page 134: Page 1 of 227

Page 134 of 227

glows with that element causing an additional +1d6

points of elemental damage per 2 ninja class levels

for 1 round. Using this ability is a swift action that

does not provoke attacks of opportunity.

Greater Ki Dodge (Su): Starting at 8th

level, a

ninja’s ki dodge ability grants total concealment

(50% miss chance).

Imbue Weapons (Su): At 9th

level, a ninja can spend

one daily use of his ninjutsu power to imbue any

weapon he holds with any element, causing

additional damage. When a ninja activates this

ability, he chooses an element (earth, fire, ice,

lightning, water, or wind) and a weapon he holds,

glows with that element causing an additional +1d6

points of elemental damage per 2 ninja class levels

for 1 round. If a ninja is wielding two weapons, he

can spend an additional use of his ninjutsu power to

imbue both weapons of the same element. Using this

ability is a swift action that does not provoke attacks

of opportunity.

Hide in Plain Sight (Ex): At 10th

level, the ninja can

use the Hide skill even while being observed.

Two-Weapon Combat Style Mastery (Ex): Also at

10th

level, a ninja’s aptitude in his two-weapon

combat style improves again. He is treated as having

the Greater Two-Weapon Fighting feat, even if he

does not have the normal prerequisites for that feat.

This ability only applies when the ninja wears light or

no armor. He loses the benefit of this ability when

wearing medium or heavy armor.

Oracle Oracles are prophets that foretell and divine the truth

in all things. They use hidden knowledge with the aid

of supernatural powers to aid them. Hit Die: d4.

Requirements

To qualify to become an oracle, a character must

fulfill all the following criteria.

Skills: Knowledge (arcana) 8 ranks, Spellcraft 8

ranks.

Feats: Any metamagic feat.

Spells: Able to cast 2nd-level white mage spells.

Class Skills

The oracle's class skills (and the key ability for each

skill) are Concentration (Con), Craft (Int), Decipher

Script (Int), Knowledge (arcana) (Int), Profession

(Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table 7-17: The Oracle

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +0 +0 +2 Detect Magic, Limit Break, +1

level to existing spell-casting class

2nd

+1 +0 +0 +3 Discern Falsehood

3rd

+1 +1 +1 +3 Augury, +1 level to existing spell-

casting class

4th

+2 +1 +1 +4 Comprehend Languages

5th

+2 +1 +1 +4 Locate Creature, +1 level to

existing spell-casting class

6th

+3 +2 +2 +5 Find the Path

7th

+3 +2 +2 +5 Eyes of Truth, +1 level to existing

spell-casting class

8th

+4 +2 +2 +6 Legend of Lore

9th

+4 +3 +3 +6 Moment of Prescience, +1 level to

existing spell-casting class

10th

+5 +3 +3 +7 Foresight

Page 135: Page 1 of 227

Page 135 of 227

Class Features

All of the following are class features of the oracle

prestige class.

Weapon and Armor Proficiency: Oracles gain no

proficiency with any weapon or armor.

MP per Day / Spells Known: Beginning at 1st level

and every odd level thereafter, an oracle gains MP

per day and spells known as if she had also gained a

level in a spell-casting class to which she belonged

before adding the prestige class level. She does not,

however, gain any other benefit a character of this

class would have gained. If she had more than one

spell-casting class before becoming an oracle, she

must decide to which class to add each level for the

purpose of determining MP per day and spells

known.

Limit Break (Su): At 1st level, the oracle receives

the Limit Break (Future Knowledge).

Future Knowledge (Su): This Limit Break

allows the oracle to glimpse into the brief future to

know how to best react. For the next 5 rounds, the

oracle receives a +1 circumstance bonus on Reflex

saves and a +1 dodge bonus to Armor Class per

oracle class level.

Detect Magic (Su): At 1st level, at a cost of 1 MP, an

oracle can detect the presence of magical auras all

around her within 60 feet and discern the type of

school as well as relative strength. This lasts for 1

round per oracle class level.

Discern Falsehood (Su): At 2nd

level, at a cost of 2

MP, an oracle knows if the target creature within 30

feet is deliberately and knowingly speaking a lie

unless the creature makes a Will save (DC 10 +

oracle class level + Wisdom modifier). This does not

reveal the truth, uncover unintentional inaccuracies,

or necessarily reveal evasions. This lasts for 1 round

per oracle class level.

Augury (Su): At 3rd

level, at a cost of 2 MP, an

oracle can divine whether a particular action will

bring good or bad results in the immediate future.

The DM determines which of these four results the

oracle gets: Weal (if the action will probably bring

good results), Woe (for bad results), Weal and woe

(for both), Nothing (for actions that don’t have

especially good or bad results).

Comprehend Languages (Su): At 4th

level, at a cost

of 3 MP, an oracle can speak, understand, and read

any language. This lasts for 10 minutes per oracle

class level.

Locate Creature (Su): At 5th

level, at a cost of 4

MP, an oracle can locate a known or familiar

creature. The oracle slowly turns and senses when

she is facing in the direction of the creature to be

located, provide it is within range. The range of this

ability extends out to 500 feet in all directions. The

oracle will also know in which direction the creature

is moving, if any. This ability lasts for 10 minutes per

oracle class level.

Find the Path (Su): At 6th

level, at the cost of 4 MP,

an oracle can find the shortest, most direct physical

route to a specified destination, be it the way into or

out of a locale. The locale can be outdoors or

underground. This works with respect to locations,

not objects or creatures at a locale. This ability

enables the oracle to sense the correct direction that

will eventually lead her to her destination, indicating

at appropriate times the exact path to follow or

physical actions to take. This ability lasts for 1 hour

per oracle class level.

Eyes of Truth (Su): At 7th

level, at the cost of 5 MP,

an oracle can see all things as they actually are. The

oracle sees through normal and magical darkness,

notices secret doors hidden by magic, sees the exact

locations of creatures or objects, and sees invisible

creatures or objects normally. The range of this

ability extends out to 120 feet and lasts for 1 round

per oracle class level.

Legend Lore (Su): At 8th

level, at a cost of 6 MP, the

oracle can divine information about an important

person, place, or thing. All known or rumored

information are granted to the oracle.

Moment of Prescience (Su): At 9th

level, at a cost of

8 MP, an oracle is able to perceive her surroundings

in relation to herself. The oracle is granted one of the

following abilities of his choosing. He receives an

insight bonus of +1 per oracle class level and can

choose on either attack rolls, Armor Class, opposed

ability or skill checks, or saving throws. This ability

lasts for 1 round per oracle class level.

Page 136: Page 1 of 227

Page 136 of 227

Foresight (Su): At 10th

level, at a cost of 9 MP, an

oracle is granted a powerful sixth sense in relation to

herself or another. The oracle is granted an insight

bonus of +1 per two oracle class levels to AC and

Reflex saves. The oracle is also never surprised, flat-

footed, nor subject to being flanked. The oracle can

grant this ability to someone else within 30 feet and it

lasts for 1 round per oracle class level.

Samurai Known for their matchless bravery and strict code of

honor, the samurai are noble soldiers that bring

courage and honor to the service of a lord, general, or

other leader. The reputation of samurai for tenacious

in combat often precedes them in battle, and their

mere presence is often enough to make dishonorable

enemies slink away in the darkness.

Hit Die: d10.

Requirements

To qualify to become a samurai, a character must

fulfill all the following criteria.

Alignment: Any lawful.

Base Attack Bonus: +7.

Skills: Knowledge (nobility and royalty) 10 ranks.

Feats: Exotic Weapon Proficiency (Katana).

Class Skills

The samurai’s class skills are Concentration (Con),

Craft (Int), Diplomacy (Cha), Intimidate (Cha),

Knowledge (history, nobility and royalty) (Int), Ride

(Dex), and Sense Motive (Wis).

Skill Points at Each Additional Level: 2 + Int

modifier.

Table 7-18: The Samurai

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +1 +2 +0 +0 Weapon Focus, Limit Break

2nd

+2 +3 +0 +0 Improved Initiative, Staredown

3rd

+3 +3 +1 +1 Iaijutsu Master, Bonus Feat

4th

+4 +4 +1 +1 Weapon Specialization

5th

+5 +4 +1 +1 Mass Staredown

6th

+6 +5 +2 +2 Greater Weapon Focus, Bonus Feat

7th

+7 +5 +2 +2 Improved Critical

8th

+8 +6 +2 +2 Improved Staredown

9th

+9 +6 +3 +3 Greater Weapon Specialization,

Bonus Feat

10th

+10 +7 +3 +3 Frightful Presence

Class Features

All of the following are class features of the samurai

prestige class.

Weapon and Armor Proficiency: Samurais are

proficient with all simple and martial weapons, with

all types of armor, but not with shields.

Limit Break (Su): At 1st level, the samurai receives

a Limit Break (Iaijutsu Unseen Strike).

Iaijutsu Unseen Strike (Su): This Limit Break

allows the samurai to make a fast quick strike against

his opponents faster than the eye can see. The

samurai makes an attack roll against all opponents

within 30 feet (they are considered flat-footed unless

they have Uncanny Dodge), if it hits any opponents,

they suffer damage from the samurai’s attack plus +2

damage per two samurai class levels.

Weapon Focus (Ex): At first level, the samurai

chooses a katana in which he will spend the rest of

his levels specializing into. The samurai will gain a

+1 competence bonus to attack rolls with the katana,

as per Weapon Focus feat.

Improved Initiative (Ex): At 2nd

level, the samurai

has practiced iaijutsu techniques used in ritual duels

between two samurai, and he is able to anticipate

when any enemy will attack. He now has the

Improved Initiative feat.

Staredown (Ex): Also at 2nd level, a samurai

becomes able to strike fear into his foes by his mere

Page 137: Page 1 of 227

Page 137 of 227

presence. He gains a +4 bonus on Intimidate checks

and can demoralize an opponent.

Iaijutsu Master (Ex): By 3rd

level, a samurai has

become adept at iaijutsu, a fighting technique that

concentrates on drawing his weapon and striking a

foe in one fluid motion. He is treated as having the

Quick Draw feat, but only when he draws his katana.

Bonus Feats: At 3rd

, 6th

, and 9th

level, the samurai

gets a bonus feat. The samurai must still meet all

prerequisites for a bonus feat.

Weapon Specialization (Ex): At 4th

level, the

samurai’s proficiency with his katana is taken further,

and he gains a +2 bonus to damage rolls with it.

Mass Staredown (Ex): At 5th

level, a samurai has

sufficient presence that he can cow multiple foes.

Using an Intimidate check, the Samurai can

demoralize all opponents within 30 feet with a single

standard action.

Greater Weapon Focus (Ex): At 6th

level, the

Samurai gains greater proficiency with his katana and

the bonus granted by Weapon Focus increases to +2.

Improved Critical (Ex): At 7th

level, the affinity

between the samurai and his katana is taken to further

height. The threat range of his katana is increased by

one.

Improved Staredown (Ex): At 8th

level, even a

glance from the hard eyes of a samurai is enough to

give his foes pause. The samurai can demoralize

opponents within 30 feet as a move action, not a

standard action.

Greater Weapon Specialization (Ex): At 9th

level,

as per ability obtained on 5th

level, the samurai’s

bonus to damage with his katana increases to +4.

Frightful Presence (Ex): A 10th

level samurai’s

bravery, honor, and fighting prowess have become

legendary. When the samurai draws his blade,

opponents within 30 feet must succeed on a Will save

(DC 10 + samurai class level + the samurai’s

Charisma modifier) or become panicked for 4d6

rounds (if they have 4 or fewer Hit Dice) or shaken

for 4d6 rounds (if they have from 5 to 19 Hit Dice).

Creatures with 20 or more Hit Dice are not affected.

Any foe that successfully resists the effect cannot be

affected again by the same samurai’s frightful

presence for 24 hours.

Summoner Some of the greatest mages in the land aspire to be

summoners. Not focused on white or black magic,

these casters can summon Aeons of mystic power to

aid the summoner in battle.

Hit Die: d4.

Requirements

To qualify to become a summoner, a character must

fulfill all the following criteria.

Skills: Spellcraft 13 ranks.

Spells: Able to cast 3rd-level spells (of any type).

Feats: Any metamagic feat.

Special: Must defeat the Aeon, Carbuncle.

Class Skills

The summoner's class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (all skills, taken

individually) (Int), Profession (Wis), and Spellcraft

(Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the

summoner prestige class.

Weapon and Armor Proficiency: Summoners gain

no proficiency with any weapon or armor.

MP per Day / Spells Known: Beginning at 1st level

and every odd level thereafter, a summoner gains MP

per day and spells known as if she had also gained a

level in a spell-casting class to which she belonged

before adding the prestige class level. She does not,

however, gain any other benefit a character of this

class would have gained. If she had more than one

spell-casting class before becoming a summoner, she

must decide to which class to add each level for the

purpose of determining MP per day and spells

known.

Page 138: Page 1 of 227

Page 138 of 227

Table 7-19: The Summoner

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +0 +0 +2 Summon Aeon (Carbuncle), +1 level to

existing spell-casting class, Limit Break

2nd

+1 +0 +0 +3 Aeon (Valefor) Secret

3rd

+1 +1 +1 +3 Aeon (Ifrit) Secret, +1 level to existing

spell-casting class

4th

+2 +1 +1 +4 Aeon (Shiva) Secret

5th

+2 +1 +1 +4 Aeon (Ixion) Secret, +1 level to

existing spell-casting class

6th

+3 +2 +2 +5 Aeon (Titan) Secret

7th

+3 +2 +2 +5 Aeon (Leviathan) Secret, +1 level to

existing spell-casting class

8th

+4 +2 +2 +6 Aeon (Diablo) Secret

9th

+4 +3 +3 +6 Aeon (Phoenix) Secret, +1 level to

existing spell-casting class

10th

+5 +3 +3 +7 Aeon (Bahamut)

Limit Break (Su): At 1st level, the summoner

receives the Limit Break (Summoning Mastery).

Summoning Mastery (Su): This Limit Break

allows the summoner to summon an Aeon as a swift

action and costs no MP.

Summon Aeon (Carbuncle) (Su): At 1st level,

having defeated the Aeon, Carbuncle, the

summoner can now summon him to aid the

summoner in battle.

Aeons: Aeons are powerful elementals that have a

variety of special abilities to aid the summoner in

battle. These powerful beings aid the summoner by

buffing allies, destroying enemies, and protecting

that which is precious to the master. There is one

limitation; a summoner only knows how to summon

a limited number of aeons at any given level and

only one aeon may be active at a time. Carbuncle is

always the first aeon obtained by the summoner,

and Bahamut is always the last. The others can be

obtained in any order. Aeons have base statistics

from when the summoner first obtains them, and

they grow in power as the summoner becomes more

powerful (each level gained in the summoner

prestige class equals a gain in hit dice for his

aeons).

Each Aeon has a different MP cost (see Aeon

Summon section for actual costs). Each Aeon

defeated grants the summoner the ability to

summon them. The Aeon will aid the summoner

until the battle is over. When summoned, the aeon

appears to materialize in a space adjacent to the

summoner. If sufficient space is not available, the

summoning fails. The summoner may choose in

what space the aeon appears, but it must be adjacent

to its master.

Aeons are summoned with 1 additional HD for

every summoner level beyond the 1st the summoner

has (starting with 10 HD for a 1st level summoner,

11 HD for a 2nd level summoner, 12 HD for a 3rd

level summoner, etc). They gain benefits with each

additional HD. They gain additional feats and skill

points, and their attribute points, base attack

bonuses, and saving throws improve.

Aeons gain access to additional special abilities as

they gain HD and the summoner gains levels. Some

abilities are depend on the summoner's class level,

and some require saving throws. The save DC for

an aeon's special ability is 10 + half of the aeon’s

HD + the indicated ability modifier of the aeon. An

aeon that must overcome spell resistance uses its

summoner's caster level for the caster level check.

When using abilities designated as spells, the aeon

is subject to interruption and interference just as any

Page 139: Page 1 of 227

Page 139 of 227

other mage, as doing so provokes an attack of

opportunity. Some abilities cost MP through the

summoner; read the description for more details.

Aeon Secret (Su): Beginning at 2nd

level and every

level thereafter, the summoner receives a message

from his current Aeon of the secret location to the

next Aeon. The summoner must defeat the Aeon

indicated at the level to receive the summoning

ability for that Aeon. The summoner may skip

defeating the Aeon for his level, if he so wishes, but

he will not be able to summon that Aeon until he

defeats it.

Time Mage The control of time is something few can hope to

obtain. Mages touch this strange and fragile art in a

few of their spells, but their slender selection of

arcane manipulations pale in comparison to what a

Time Mage can do by altering the fabric of the time

stream.

Hit Die: d4.

Requirements

To qualify to become a time mage, a character must

fulfill all the following criteria.

Skills: Knowledge (arcane) 8 ranks.

Feats: Quicken Spell, Extend Spell.

Spells: Able to cast Haste or Slow spell.

Table 7-20: The Time Mage

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +0 +0 +2 Quickening, Limit Break, +1 level to

existing spell-casting class

2nd

+1 +0 +0 +3 Improved Initiative, +1 level to existing

spell-casting class

3rd

+1 +1 +1 +3 Temporal Precognition (+1), Immunity to

Slow, +1 level to existing spell-casting class

4th

+2 +1 +1 +4 Temporal Hiccup (3/day), +1 level to

existing spell-casting class

5th

+2 +1 +1 +4 Temporal Attunement

6th

+3 +2 +2 +5 Temporal Precognition (+2), Immunity to

Countdown, +1 level to existing spell-

casting class

7th

+3 +2 +2 +5 Timeless Body, +1 level to existing spell-

casting class

8th

+4 +2 +2 +6 Flash Cast (3/day), +1 level to existing spell-

casting class

9th

+4 +3 +3 +6 Temporal Precognition (+3), Immunity to

Stop, +1 level to existing spell-casting class

10th

+5 +3 +3 +7 Foresight

Class Skills

The time mage's class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int),

Decipher Script (Int), Knowledge (arcana) (Int),

Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the time

mage prestige class.

Weapon and Armor Proficiency: Time mages gain

no proficiency with any weapon or armor.

MP per Day / Spells Known: At each level except

5th

and 10th

, a time mage gains MP per day and spells

Page 140: Page 1 of 227

Page 140 of 227

known as if he had also gained a level in a spell-

casting class to which he belonged before adding the

prestige class level. He does not, however, gain any

other benefit a character of this class would have

gained. If he had more than one spell-casting class

before becoming a time mage, he must decide to

which class to add each level for the purpose of

determining MP per day and spells known.

Limit Break (Su): At 1st level, the time mage

receives the Limit Break (Temporal Stasis).

Temporal Stasis (Su): This Limit Break

allows the time mage to escape into a temporal stasis

where he phases from normal time for up to 5 rounds.

While in this stasis, the time mage cannot do

anything except watch the time go by. He is also

unaffected by any spells or effects while in temporal

stasis. Enemies and allies alike cannot perceive or

detect him. The time mage can cancel his Limit

Break before the duration ends.

Quickening (Su): Also at 1st level, a time mage is

able to speed his internal processes to a remarkable

rate. The time mage is considered to have Haste (as

the spell) cast upon himself until canceled. This

ability is a swift action that can be activated for a

duration equal to the time mage’s constitution score.

For each round the Quickening is in effect, the time

mage suffers 2 points of sub-dual damage due to the

strain to his body.

Improved Initiative: At 2nd

level, the time mage

begins to become attuned to the temporal energies

that he manipulates. He gains Improved Initiative as a

bonus feat.

Temporal Precognition (Su): At 3rd

level, the time

mage gains the ability to see small instances of the

future, and gains a +1 insight bonus on attack rolls,

skill checks, or saving throws. At the beginning of

each round, he can choose where to apply his insight

bonus to, and this bonus applies to any actions related

to his choice until the end of the round. This insight

bonus increases at 6th

level to +2, and at 9th

level to

+3.

Immunity to Slow (Ex): Also at 3rd

level, a time

mage’s power of time makes him immune to Slow

spells and effects.

Temporal Hiccup (Su): At 4th

level, a time mage is

able to cause a temporal ―hiccup‖ to reroll a single

action (e.g., attack roll, skill check, or saving throw).

A time mage can use this ability up to 3 times per day

as a swift action.

Temporal Attunement (Su): At 5th

level, a time

mage is able to manipulate time with spells or effects

in relation to himself. Any spells or effects with a

duration can be halved or doubled. A time mage must

know or identify the spell or effect being cast upon

him. A time mage can only attune himself to one

spell or effect per round as a swift action. This can

also be used with the Quickening ability.

Immunity to Countdown (Ex): At 6th

level, a time

mage’s superior manipulation of time makes him

immune to Countdown spells and effects.

Timeless Body (Ex): At 7th level, the time mage

learns how to halt his physical aging processes. He

no longer takes ability score penalties for aging, and

cannot be magically aged. Any penalties he may have

already incurred, however, remain in place. Bonuses

still accrue, but the time mage still dies of old age

when his time is up.

Flash Cast (Su): Beginning at 8th

level, a time mage

harnesses temporal energy to accelerate his spells

quickly. A time mage can use Quicken Spell (as the

feat) with any spell without paying the additional MP

up to 3 times per day.

Immunity to Stop (Ex): At 9th

level, a time mage’s

mastery of time makes him immune to Stop spells

and effects.

Foresight (Su): At 10th

level, the time mage is

granted a powerful temporal sixth sense in relation to

himself. Once the ability is used, the time mage

receives instantaneous warnings of impending danger

or harm. The time mage is never surprised or flat-

footed. In addition, the ability gives the time mage a

general idea of what action the character might take

to best protect him or herself (duck, jump right, close

the eyes, and so on) and gives the time mage a +2

insight bonus to AC and to Reflex saves. This insight

bonus is lost whenever the time mage would lose a

Dexterity bonus to AC.

Page 141: Page 1 of 227

Page 141 of 227

CHAPTER 8: MAGIC

Cutting across the categories of black magic, white

magic spells and bard songs are the six schools of

magic. These schools represent the different ways

that spells/songs take effect. This chapter describes

the differences between the six schools of magic. In

addition, it provides an overview of the spell

description format, an extensive discussion of how

spells work, information about what happens when

magical effects combine, and an explanation of the

differences between the kinds of special abilities,

some of which are magical.

Spells are manifestations of magic. The requirements

for casing a spell are listed on the corresponding class

pages. All spells are cast by using specific gestures

and words of power. No spells require material

components or foci. Otherwise, the spell system is

very similar to D&D with a few changes. The rules

for concentration and spell interruption are the same,

and there are no counterspells. Light, medium, and

heavy armor adds a spell failure chance. All spells

are subject to spell resistance. Healing magic is not

subject to spell resistance unless used offensively

against the undead.

Spell casting and song performing works in the same

way that it does in the D&D PHB, but all spells/songs

suffer spell failure from armor and all spells/songs

cost magic points rather than number of spells/songs

per day. Magic points (MP) are used to fuel spells

and songs. After at least 8 hours of rest, a character

may meditate for 30 minutes to restore his or her

daily allotment of magic points. Both mages and

bards get additional magic points for high attributes.

Casters need not prepare spells, as all casters can cast

any spell they know at will. A caster has no limit on

the amount of spells he or she may know.

The cost for Spells and Songs are calculated as such:

Spell/Song level x 1 MP. (I.E. a 9th level spell will

be 9 MP to cast or a 5th level song will be 5 MP to

perform.)

The maximum MP a mage/bard can spend on

spells/songs using feats is their level divided in half,

rounded up. (I.E. A 10th level Black Mage can spend

up to 5 MP on a single spell.)

Metamagic Feats: Metamagic feats are applied

spontaneously and do not increase the casting time of

the spell, however, it will increase the MP cost. In

order to apply a metamagic feat to a spell, the caster

must be able to spend MP at the increased cost of the

spell.

MAGIC TYPES

Magic is divided into four types: black magic, white

magic, blue magic, song magic. Black magic grants a

mage the power to inflict chaos upon creation, while

white magic brings order to creation. Blue magic uses

the ability of creatures into spells to cast.

Black Magic Black magic is almost exclusively offensive, and is

practiced by black mages and red mages. With few

exceptions, these spells focus on dealing damage to a

target or hindering its ability to fight. A large portion

of black magic is focused on the power of the

elements. Skilled mages seek out their foes' elemental

weaknesses, and adapt their magic to strike with

precision.

White Magic White magic is primarily defensive, but it has its

share of enfeebling magic and a small dab of direct

damage as well. White magic mostly focuses on

healing others and restoring life. White magic is

practiced by white mages and red mages.

Blue Magic Blue magic has a variety of different types of spells.

It relies on creatures with extraordinary, supernatural,

and spell-like abilities to copy from them and make it

their own. Depending on the creatures the blue mage

learns from, they have a terrifying variety of spells to

utilize.

Song Magic

Song magic is how bards utilize their songcraft.

Songs provide a variety of effects to enhance allies

and enfeeble enemies. Perform song magic requires

the bard to make Perform skill checks successfully

and also spend MP to perform his magic.

CHOOSING A SPELL First you must choose which spell to cast. You can

select any spell you know, provided you are capable

of casting spells of that level or higher.

Page 142: Page 1 of 227

Page 142 of 227

To cast a spell, you must be able to speak and

gesture. Additionally, you must concentrate to cast a

spell—and it’s hard to concentrate in the head of

battle. (See below for details.)

CONCENTRATION To cast a spell, you must concentrate. If something

interrupts your concentration while you’re casting,

you must make a Concentration check or lose the

spell. The more distracting the interruption and the

higher the level of the spell you are trying to cast, the

higher the DC is (More powerful spells require more

mental effort.) If you fail the check, you lose the spell

just as if you had cast it to no effect.

Injury: Getting hurt or being affected by hostile

magic while trying to cast a spell can break your

concentration and ruin the spell. If while trying to

cast a spell you take damage, you must make a

Concentration check (DC 10 + points of damage

taken + the level of the spell you’re casting). If you

fail the check, you lose the spell without effect. The

interrupting event strikes during spellcasting if it

comes between when you start and when you

complete a spell (for a spell with a casting time of 1

full round or more) or if it comes in response to your

casting the spell (such as an attack of opportunity

provoked by the spell or a contingent attack, such as

a readied action).

If you are taking continuous damage, such as from

Poison, half the damage is considered to take place

while you are casting a spell. You must make a

Concentration check (DC 10 + ½ the damage that the

continuous source last dealt + the level of the spell

you’re casting). If the last damage dealt was the last

damage that the effect could deal (such as the last

round of a Poison spell), then the damage is over, and

it does not distract you.

Spell: If you are affected by a spell while attempting

to cast a spell of your own, you must make a

Concentration check or lose the spell you are casting.

If the spell affecting you deals damage, the DC is 10

+ points of damage + the level of the spell you’re

casting. If the spell interferes with you or distracts

you in some other way, the DC is the spell’s saving

throw DC + the level of the spell you’re casting. For

a spell with no saving throw, it’s the DC that the

spell’s saving throw would have if a save were

allowed.

Grappling or Pinned: When being grappled or

pinned, you must make a Concentration check (DC

20 + the level of the spell you’re casting) or lose the

spell.

Vigorous Motion: If you are riding on a moving

mount, taking a bouncy ride in a wagon, on a small

boat in rough water, below-decks in a storm-tossed

ship, or simply being jostled in a similar fashion, you

must make a Concentration check (DC 10 + the level

of the spell you’re casting) or lose the spell.

Violent Motion: If you are on a galloping chocobo,

taking a very rough ride in a wagon, on a small boat

in rapids or in a storm, on deck in a storm-tossed

ship, or being tossed roughly about in a similar

fashion, you must make a Concentration check (DC

15 + the level of the spell you’re casting) or lose the

spell.

Violent Weather: You must make a Concentration

check if you try to cast a spell in violent weather. If

you are in a high wind carrying blinding rain or sleet,

the DC is 5 + the level of the spell you’re casting. If

you are in wind-driven hail, dust, or debris, the DC is

10 + the level of the spell you’re casting. In either

case, you lose the spell if you fail the Concentration

check.

Casting Defensively: If you want to cast a spell

without provoking any attacks of opportunity, you

need to dodge and weave. You must make a

Concentration check (DC 15 + the level of the spell

you’re casting) to succeed. You lose the spell if you

fail.

Entangled: If you want to cast a spell while

entangled in a net or while you’re affected by a spell

with similar effects, you must make a DC 15

Concentration check to cast the spell. You lose the

spell if you fail.

CASTER LEVEL A spell’s power often depends on its caster level,

which for most spellcasting characters is equal to

your class level in the class you’re using to cast the

spell. For example, a fira spell deals 1d4 points of

damage per caster level (to a maximum of 10d4), so a

10th-level black mage can cast a more powerful fira

spell than a 5th-level black mage can.

Page 143: Page 1 of 227

Page 143 of 227

You can cast a spell at a lower caster level than

normal, but the caster level you choose must be high

enough for you to cast the spell in question, and all

level-dependent features must be based on the same

caster level. For example, at 10th level, a black mage

can cast a fira spell to a range of 800 feet for 10d4

points of damage. If he wishes, he can cast a fira

spell that deals less damage by casting the spell at a

lower caster level, but he must reduce the range

according to the selected caster level, and he can’t

cast the fira spell with a caster level lower than

6th (the minimum level required for a black mage to

cast fira).

In the event that a class feature or other special

ability provides an adjustment to your caster level,

that adjustment applies not only to effects based on

caster level (such as range, duration, and damage

dealt) but also to your caster level check to overcome

your target’s spell resistance.

SPELL FAILURE If you ever try to cast a spell in conditions where the

characteristics of the spell (range, area, or the like)

cannot be made to conform, the casting fails and the

spell is wasted. Spells also fail if your concentration

is broken and might fail if you’re wearing armor

while casting a spell with somatic components.

THE SPELL’S RESULT Once you know which creatures (or objects or areas)

are affected, and whether those creatures have made

successful saving throws (if any were allowed), you

can apply whatever results a spell entails.

SPECIAL SPELL EFFECTS Many special spell effects are handled according to

the school of the spells in question. Certain other

special spell features are found across spell schools.

Attacks: Some spell descriptions refer to attacking.

For instance, vanish is dispelled if you attack anyone

or anything while under its effects. All offensive

combat actions, even those that don’t damage

opponents (such as disarm and bull rush) are

considered attacks. All spells that opponents resist

with saving throws, that deal damage, or that

otherwise harm or hamper subjects are attacks.

Bonus Types: Many spells give their subjects

bonuses to ability scores, Armor Class, attacks, and

other attributes. Usually, a bonus has a type that

indicates how the spell grants the bonus. For

example, protect grants a deflection bonus to AC,

which makes attacks veer off. The important aspect

of bonus types is that two bonuses of the same type

don’t generally stack. With the exception of dodge

bonuses, most circumstance bonuses, and racial

bonuses, only the better bonus works. The same

principle applies to penalties—a character taking two

or more penalties of the same type applies only the

worst one.

The Elements Magic damage is almost always associated with an

element. Non-elemental damage is equivalent to

force damage and nothing can be weak or resist it.

Physical damage is done by weapons unless

otherwise noted. This replaces energy resistance.

The general rule of the elements is this: wind is

strong against earth, which is strong against

lightning, which is strong against water, which is

strong against fire, which is strong against fire, which

is strong against wind. Wind is weak to ice, which is

weak to fire, which is weak to water, which is weak

to lightning, which is weak to earth, which is weak to

wind. Dark and light are both strong against each

other and weak to each other.

Weakness

If a creature is struck by elemental damage of an

element it is weak to, it takes 1.5x the normal

damage. When a spell of the appropriate element is

cast upon the creature and forces a saving throw, the

creature suffers a -2 penalty on the saving throw. A

spellcaster casting a spell of an element that a

creature with elemental resistance is weak to, he gets

a +2 bonus on his caster level check.

Elemental Resistance

Different from spell resistance; if a creature is struck

by elemental damage it is resistant to, it instead takes

half that much damage (rounded down, minimum 1).

Creatures get a +2 bonus to saving throws against

spells of an element they are resistant to. Creatures

are considered to have elemental resistance of 10 +

(the creature's HD) against spells of an element they

are resistant to, if they do not have any natural spell

resistance (if they do, use whichever result is higher).

Page 144: Page 1 of 227

Page 144 of 227

A caster that beats this elemental resistance by 10 or

more may ignore the resistance completely, but

otherwise, even if the caster beats the spell resistance,

the spell still only deals half damage if it deals

damage, and the creature receives a +2 bonus to the

saving throw if it allows for one.

Immunity

Some creatures are immune to specific elements. All

spells of the chosen element have no effect

whatsoever on a creature immune to that element.

Absorption

Some creatures are healed by damage of a particular

element. For example, the undead are healed by dark

damage. In this case, they are immune to non-

damaging effects of spells of the appropriate element,

and are instead healed when a spell of the element

would normally deal damage (for an equal amount).

HARMFUL STATUS EFFECTS Harmful status effects occur during combat from a

certain spell or an item, or even an attack. These

status effects change the "status" of a party member,

or even the entire party itself.

Berserk: This status effect causes the character to fly

into a rage attacking the nearest creature. The subject

cannot use any Charisma-, Dexterity-, or

Intelligence-based skills (except for Balance, Escape

Artist, Intimidate, and Ride), the Concentration skill,

or any abilities that require patience or concentration,

nor can he cast spells or activate magic items that

require a command word, a spell trigger (such as a

materia), or spell completion to function. He can use

any feat he has except Combat Expertise, item

creation feats, and metamagic feats.

Blind: This status effect disables the character’s

ability to use his sight. He takes a -2 penalty to

Armor Class, loses his Dexterity bonus to AC (if

any), moves at half speed, and takes a -4 penalty on

Search checks and on most Strength- and Dexterity-

based skill checks. All checks and activities that rely

on vision (such as reading and Spot checks)

automatically fail. All opponents are considered to

have total concealment (50% miss chance) to the

blinded character.

Confuse: This status effect causes the character to do

random actions. A confused character’s actions are

determined by rolling percentage at the beginning of

his turn: 01-10, attack caster with melee or ranged

weapons (or close with caster if attack is not

possible); 11-20, act normally; 21-50, do nothing but

babble incoherently; 51-70, flee away from caster at

top possible speed; 71-100, attack nearest creature. A

confused character that can’t carry out the indicated

action does nothing but babble incoherently.

Attackers are not at any special advantage when

attacking a confused character. Any confused

character that is attacked automatically attacks its

attackers on its next turn, as long as it is still

confused when its turn comes. A confused character

does not make attacks of opportunity against any

creature that is not already devoted to attacking

(either because of its recent action or because it has

just been attacked).

Disable: This status effect causes the creature to be

unable to act normally. A disabled creature can take

no actions, but has no penalty to AC.

Disease: This status effect cripples the character’s

ability to heal and be healed. A diseased creature

cannot be cured of wounds or healed of any other

means until the disease is cured.

Frog: This status effect causes the character to be

turned into a frog. The character retains his hit points

but his size becomes tiny and he is unable to do

anything for the duration other than hop around.

Immobilize: This status effect causes the creature to

be unable to move normally. An immobilized

creature cannot move, but may do other actions

(attack, cast, etc.) provided he can do those actions

not requiring him to move and has no penalty to AC.

Mini: This status effect causes the creature to shrink

to 10% of its total size. A miniaturize creature’s

physical damage only does 10% of its total damage it

can dish out. Spells are unaffected.

Petrify: This status effect causes the character to

turned to stone and is considered unconscious. If a

petrified character cracks or breaks, but the broken

pieces are joined with the body as he returns to flesh,

he is unharmed. If the character’s petrified body is

incomplete when it returns to flesh, the body is

likewise incomplete and the DM must assign some

amount of permanent hit point loss and/or

debilitation.

Page 145: Page 1 of 227

Page 145 of 227

Poison: This status effect causes the character to take

damage per round. A poisoned character takes

damage per round according to the spell until the

duration ends or until cured.

Sap: This status effect is similar to the Poison status

effect except it can’t be cured by normal spells except

Esuna.

Silence: This status effect causes the character to be

unable to cast songs or perform songs. A silenced

character cannot cast any spells nor perform any

songs until he is cured of this status effect.

Sleep: This status effect causes the character to fall

into a magical slumber. He is considered helpless and

can be only awoken by shaking him awake.

Slow: This status effect causes the character to move

and attack at a drastically slowed rate. A slowed

creature can take only a single move action or

standard action each turn, but not both (nor may it

take full-round actions). Additionally, it takes a –1

penalty on attack rolls, AC, and Reflex saves. A

slowed creature moves at half its normal speed

(round down to the next 5-foot increment), which

affects the creature’s jumping distance as normal for

decreased speed. Multiple slow effects don’t stack.

Slow counters and dispels haste.

Stop: This status effect is similar to the Disable

status effect except that the character is considered

helpless.

SPELL DESCRIPTIONS

Name

The first line of every spell description gives the

name by which the spell is generally known.

School

Beneath the spell name is a line giving the school of

magic that the spell belongs to. Almost every spell

belongs to one of six schools of magic. A school of

magic is a group of related spells that work in similar

ways. A small number of spells are non-elemental,

belonging to no school.

Dark Dark magic is always of the dark element. Rather

than directly damaging opponents like elemental

magic, dark magic may deal lesser damage but drain

the opponent of stats or cause otherwise harmful

negative effects. Black mages are masters of dark

magic.

Elemental Elemental magic focuses on damaging opponents

with the elemental power of earth, fire, ice, lightning,

water, or wind. Black mages specialize in elemental

magic.

Enfeebling Enfeebling magic cripples opponents by reducing

their ability to do battle. Black mages are exceedingly

adept with enfeebling magic.

Enhancing Enhancing magic boosts the fighting ability of allies.

White mages are experts of enhancing magic.

Healing Healing magic is used to heal wounds or cure

negative status effects. Healing magic causes damage

to the undead. White mages specialize in healing

magic.

Light Light magic is always of the light element. Light

magic smites the wicked with holy power, but usually

in a less direct method than elemental magic. White

mages are especially proficient with light magic.

[Descriptor] Appearing on the same line as the school, when

applicable, is a descriptor that further categorizes the

spell with the Elemental school. The descriptors are

earth, fire, ice, lightning, water, and wind.

LEVEL The next line of a spell description gives the spell’s

level, a number between 1 and 9 (for spells), a

number between 1 and 5 (for songs), that define the

spell’s relative power. This number is preceded by

the name of the class whose members can cast the

spell or perform the song. A spell’s level affects the

DC for any save allowed against the effect.

CASTING TIME Most spells have a casting time of 1 standard action.

Others take 1 round or more. You make all pertinent

Page 146: Page 1 of 227

Page 146 of 227

decisions about a spell (range, target, area, effect, and

so forth) when the spell comes into play.

RANGE A spell’s range indicates how far from you it can

reach, as defined in the Range entry of the spell

description. A spell’s range is the maximum distance

from you that the spell’s effect can occur, as well as

the maximum distance at which you can designate

the spell’s point of origin. If any portion of the spell’s

area would extend beyond this range, that area is

wasted. Standard ranges include the following.

Personal: The spell affects only you.

Touch: You must touch a creature or object to affect

it. A touch spell that deals damage can score a critical

hit just as a weapon can. A touch spell threatens a

critical hit on a natural roll of 20 and deals double

damage on a successful critical hit.

Close: The spell reaches as far as 25 feet away from

you. The maximum range increases by 5 feet for

every two full caster levels (30 feet at 2nd

caster level,

35 feet at 4th

caster level, and so on).

Medium: The spell reaches as far as 100 feet + 10

feet per caster level.

Long: The spell reaches as far as 400 feet + 40 feet

per caster level.

Range Expressed in Feet: Some spells have no

standard range category, just a range expressed in

feet.

AIMING A SPELL You must make some choice about whom the spell is

to affect or where the effect is to originate, depending

on the type of spell. The next entry in a spell

description defines the spell’s target (or targets), its

effect, or its area, as appropriate.

Target or Targets: Some spells, such as blind, have

a target or targets. You cast these spells on creatures

or objects, as defined by the spell itself. You must be

able to see or touch the target, and you must

specifically choose that target. For example, you

can’t fire a Fire spell into a group of bandits with the

instruction to strike ―the leader.‖ To strike the leader,

you must be able to identify and see the leader (or

guess which is the leader and get lucky). However,

you do not have to select your target until you finish

casting the spell.

If the target of a spell is yourself (the spell

description has a line that reads Target: You), you do

not receive a saving throw, and spell resistance does

not apply. The Saving Throw and Spell Resistance

lines are omitted from such spells.

Some spells restrict you to willing targets only.

Declaring yourself as a willing target is something

that can be done at any time (even if you’re flat-

footed or it isn’t your turn). Unconscious creatures

are automatically considered willing, but a character

who is conscious but immobile or helpless (such as

one who is bound, cowering, grappling, paralyzed,

pinned, or stunned) is not automatically willing.

Effect: Some effects are rays (for example, fire

spell). You aim a ray as if using a ranged weapon,

though typically you make a ranged touch attack

rather than a normal ranged attack. As with a ranged

weapon, you can fire into the dark or at an invisible

creature and hope you hit something. You don’t have

to see the creature you’re trying to hit, as you do with

a targeted spell. Intervening creatures and obstacles,

however, can block your line of sight or provide

cover for the creature you’re aiming at.

If a ray spell deals damage, you can score a critical

hit just as if it were a weapon. A ray spell threatens a

critical hit on a natural roll of 20 and deals double

damage on a successful critical hit.

Spread: Some effects spread out from a point of

origin, which must be a grid intersection. The effect

can extend around corners and into areas that you

can’t see. Figure distance by actual distance traveled,

taking into account turns the spell effect takes. When

determining distance for spread effects, count around

walls, not through them. As with movement, do not

trace diagonals across corners. You must designate

the point of origin for such an effect, but you need

not have line of effect (see below) to all portions of

the effect. Example: thundaga.

Area: Some spells affect an area. Sometimes a spell

description specifies a specially defined area, but

usually an area falls into one of the categories defined

below. Regardless of the shape of the area, you select

the point where the spell originates, but otherwise

Page 147: Page 1 of 227

Page 147 of 227

you don’t control which creatures or objects the spell

affects. The point of origin of a spell is always a grid

intersection. When determining whether a given

creature is within the area of a spell, count out the

distance from the point of origin in squares just as

you do when moving a character or when

determining the range for a ranged attack. The only

difference is that instead of counting from the center

of one square to the center of the next, you count

from intersection to intersection. You can count

diagonally across a square, but remember that every

second diagonal counts as 2 squares of distance. If

the far edge of a square is within the spell’s area,

anything within that square is within the spell’s area.

If the spell’s area only touches the near edge of a

square, however, anything within that square is

unaffected by the spell.

Burst or Spread: Most spells that affect an area

function as a burst, an emanation, or a spread. In each

case, you select the spell’s point of origin and

measure its effect from that point.

A burst spell affects whatever it catches in its area,

even including creatures that you can’t see. For

instance, if you can designate a four-way intersection

of corridors to be the point of origin of a scourge

spell, the spell bursts in all four directions, possibly

catching creatures that you can’t see because they’re

around the corner from you but not from the point of

origin. It can’t affect creatures with total cover from

its point of origin (in other words, its effects don’t

extend around corners). The default shape for a burst

effect is a sphere, but some burst spells are

specifically described as cone-shaped. A burst’s area

defines how far from the point of origin the spell’s

effect extends. Example: arisega.

A spread spell spreads out like a burst but can turn

corners. You select the point of origin, and the spell

spreads out a given distance in all directions. Figure

the area the spell effect fills by taking into account

any turns the spell effect takes. Example: firaga.

DURATION A spell’s Duration entry tells you how long the

magical energy of the spell lasts.

Timed Durations: Many durations are measured in

rounds, minutes, hours, or some other increment.

When the time is up, the magic goes away and the

spell ends. If a spell’s duration is variable (condemn,

for example) the DM rolls it secretly.

Instantaneous: The spell energy comes and goes the

instant the spell is cast, though the consequences

might be long-lasting. For example, a cure light

wounds spell lasts only an instant, but the healing it

bestows never runs out or goes away.

Permanent: The energy remains as long as the effect

does. This means the spell is vulnerable to dispel

magic. Example: statue.

Subjects, Effects, and Areas: If the spell affects

creatures directly (for example, charm), the result

travels with the subjects for the spell’s duration. If

the spell creates an effect, the effect lasts for the

duration. If the spell affects an area, as silencega

does, then the spell stays with that area for its

duration. Creatures become subject to the spell when

they enter the area and are no longer subject to it

when they leave.

Touch Spells and Holding the Charge: In most

cases, if you don’t discharge a touch spell on the

round you cast it, you can hold the charge (postpone

the discharge of the spell) indefinitely. You can make

touch attacks round after round. If you cast another

spell, the touch spell dissipates.

(D) Dismissible: If the Duration line ends with

―(D),‖ you can dismiss the spell at will. You must be

within range of the spell’s effect and must speak

words of dismissal, which are usually a modified

form of the spell’s verbal component. Dismissing a

spell is a standard action that does not provoke

attacks of opportunity.

SAVING THROW Usually a harmful spell allows a target to make a

saving throw to avoid some or all of the effect. The

Saving Throw entry in a spell description defines

which type of saving throw the spell allows and

describes how saving throws against the spell work.

Negates: The spell has no effect on a subject that

makes a successful saving throw.

Partial: The spell causes an effect on its subject,

such as death. A successful saving throw means that

Page 148: Page 1 of 227

Page 148 of 227

some lesser effect occurs (such as being dealt damage

rather than being killed).

Half: The spell deals damage, and a successful

saving throw halves the damage taken (round down).

None: No saving throw is allowed.

(harmless): The spell is usually beneficial, not

harmful, but a targeted creature can attempt a saving

throw if it desires.

Saving Throw Difficulty Class: A saving throw

against your spell has a DC of 10 + the level of the

spell + your bonus for the relevant ability

(Intelligence for a black mage, red mage, and blue

mage, Charisma for a bard, or Wisdom for a white

mage and red mages).

Succeeding on a Saving Throw: A creature that

successfully saves against a spell that has no obvious

physical effects feels a hostile force or a tingle, but

cannot deduce the exact nature of the attack. For

example, if you secretly cast charm person on a

creature and its saving throw succeeds, it knows that

someone used magic against it, but it can’t tell what

you were trying to do. Likewise, if a creature’s

saving throw succeeds against a targeted spell, such

as charm, you sense that the spell has failed. You do

not sense when creatures succeed on saves against

effect and area spells.

Automatic Failures and Successes: A natural 1 (the

d20 comes up 1) on a saving throw is always a

failure. A natural 20 (the d20 comes up 20) is always

a success.

Voluntarily Giving up a Saving Throw: A creature

can voluntarily forego a saving throw and willingly

accept a spell’s result. Even a character with a special

resistance to magic can suppress this quality.

SPELL RESISTANCE Spell resistance is a special defensive ability. If your

spell is being resisted by a creature with spell

resistance, you must make a caster level check (1d20

+ caster level) at least equal to the creature’s spell

resistance for the spell to affect that creature. The

defender’s spell resistance is like an Armor Class

against magical attacks. Include any adjustments to

your caster level (such as from magery ability

bonuses from the black mage, blue mage, red mage,

and white mage classes) to this caster level check.

The Spell Resistance entry and the descriptive text of

a spell description tell you whether spell resistance

protects creatures from the spell. In many cases, spell

resistance applies only when a resistant creature is

targeted by the spell, not when a resistant creature

encounters a spell that is already in place.

The term ―harmless‖ means the same thing for spell

resistance as it does for saving throws. A creature

with spell resistance must voluntarily lower the

resistance (a standard action) in order to be affected

by a spell noted as harmless. In such a case, you do

not need to make the caster level check described

above.

DESCRIPTIVE TEXT This portion of a spell description details what the

spell does and how it works. If one of the previous

entries in the description included ―see text,‖ this is

where the explanation is found. If the spell you’re

reading about is based on another spell, you might

have to refer to a different spell for the ―see text‖

information.

Page 149: Page 1 of 227

Page 149 of 227

CHAPTER 9: SPELLS & SONGS This chapter begins with the spell lists of the

spellcasting classes and the song list for bards. The

remainder of the chapter contains spell descriptions

in alphabetical order by spell name followed by the

bard song descriptions.

Spell Chains: Some spells reference other spells that

they are based upon. (For instance, cure is the spell

upon which all other cure spells are based.) Only

information about a spell elsewhere in the spell chain

that is different from the base spell is covered in the

spell being described. Spell description entries and

descriptive text that are the same as the base spell are

not repeated.

Order of Presentation: In the spell lists, bard song

list and the spell descriptions that follow them, the

spells are presented in alphabetical order by name

followed by the bard song descriptions.

Hit Dice: The term ―Hit Dice‖ is used synonymously

with ―character levels‖ for effects that affect a

number of Hit Dice of creatures. Creatures with Hit

Dice only from their race, not from classes, have

character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on

caster level, which is defined as the caster’s class

level for the purpose of casting a particular spell. A

creature with no classes has a caster level equal to its

Hit Dice unless otherwise specified. The word

―level‖ in the spell lists that follow always refers to

caster level.

Status Effects: If a spell causes its subject or

subjects to be affected by one or more conditions

(such as blinded, incorporeal, invisible, or stunned),

refer to the glossary for details of how that condition

affects the subject.

Creatures: The word ―creature‖ is used

synonymously in the spell descriptions.

BLACK MAGE SPELL LIST

1ST-LEVEL BLACK MAGE SPELLS Aero - Ranged touch that deals 1d4 points of wind

damage + 1 per level (max of +5).

Blind - Target becomes blind.

Blizzard - Ranged touch that deals 1d4 points of ice

damage + 1 per level (max of +5).

Dark - Ranged touch that deals 1d4 points of dark

damage + 1 per level (max of +5).

Fire - Ranged touch that deals 1d4 points of fire

damage + 1 per level (max of +5).

Oil - Target becomes more susceptible to fire-based

attacks.

Sleep - Target falls into magical slumber.

Stone - Ranged touch that deals 1d4 points of earth

damage + 1 per level (max of +5).

Thunder - Ranged touch that deals 1d4 points of

lightning damage + 1 per level (max of +5).

Water - Ranged touch that deals 1d4 points of water

damage + 1 per level (max of +5).

2ND-LEVEL BLACK MAGE SPELLS Aero II - Ranged touch that deals 2d6 points of wind

damage + 1 per level (max of +10).

Blizzard II - Ranged touch that deals 2d6 points of

ice damage + 1 per level (max of +10).

Dark II - Ranged touch that deals 2d6 points of dark

damage + 1 per level (max of +10).

Fire II - Ranged touch that deals 2d6 points of fire

damage + 1 per level (max of +10).

Poison - Target becomes poisoned and takes 1d4

points of damage per round.

Silence - Target becomes silenced.

Stone II - Ranged touch that deals 2d6 points of

earth damage + 1 per level (max of +10).

Thunder II - Ranged touch that deals 2d6 points of

lightning damage + 1 per level (max of +10).

Water II - Ranged touch that deals 2d6 points of

water damage + 1 per level (max of +10).

3RD-LEVEL BLACK MAGE SPELLS Aero III - Ranged touch that deals 3d8 points of

wind damage + 1 per level (max of +15).

Bio - Target takes 1d6 points of acid damage per

round.

Blindga - As Blind, but all within 30 feet.

Blizzard III - Ranged touch that deals 3d8 points of

ice damage + 1 per level (max of +15).

Dark III - Ranged touch that deals 3d8 points of

dark damage + 1 per level (max of +15).

Fire III - Ranged touch that deals 3d8 points of fire

damage + 1 per level (max of +15).

Haste - Subject becomes hasted.

Infect – Target becomes diseased.

Immobilize - Target becomes unable to move, but

Page 150: Page 1 of 227

Page 150 of 227

can defend himself.

Sleepga - As Sleep, but all within 30 feet.

Slow - Target becomes slowed.

Stone III - Ranged touch that deals 3d8 points of

earth damage + 1 per level (max of +15).

Thunder III - Ranged touch that deals 3d8 points of

lightning damage + 1 per level (max of +15).

Water III - Ranged touch that deals 3d8 points of

water damage + 1 per level (max of +15).

4TH-LEVEL BLACK MAGE SPELLS Aera - 1d4 wind damage per level, 20-ft. radius.

Blaze Spikes - Creatures attacking the subject of this

spell take fire damage.

Blizzara - 1d4 ice damage per level, 20-ft. radius.

Darkra - 1d4 dark damage per level, 20-ft. radius.

Disable - Target becomes incapacitated.

Fira - 1d4 fire damage per level, 20-ft. radius.

Float - Subject floats 5 foot off the ground.

Ice Spikes - Creatures attacking the subject of this

spell take ice damage.

Mini - Target shrinks to 10% of size.

Rock Spikes - Creatures attacking the subject of this

spell take earth damage.

Shock Spikes - Creatures attacking the subject of this

spell take lightning damage.

Silencega - As Silence, but all within 30 feet.

Statue - Target turns into a stone statue.

Stonera - 1d4 earth damage per level, 20-ft. radius.

Thundara - 1d4 lightning damage per level, 20-ft.

radius.

Toxify - Targets take 1d8 points of acid damage per

round, 20-ft. radius.

Vanish - Subject becomes invisible.

Watera - 1d4 water damage per level, 20-ft. radius.

5TH-LEVEL BLACK MAGE SPELLS Aeroga - 1d6 wind damage per level, 30-ft. radius.

Batter - Target takes 5d6 points of wind damage and

1d6 points of wind damage per round.

Blizzaga - 1d6 ice damage per level, 30-ft. radius.

Burn - Target takes 5d6 points of fire damage and

1d6 points of fire damage per round.

Crush - Target takes 5d6 points of earth damage and

1d6 points of earth damage per round.

Darkga - 1d6 dark damage per level, 30-ft. radius.

Drain - Touch deals 1d6 / two levels dark damage;

caster gains damage as hit points.

Drown - Target takes 5d6 points of water damage

and 1d6 points of water damage per round.

Firaga - 1d6 fire damage per level, 30-ft. radius.

Floatga - Targets float 5 feet off the ground.

Freeze - Target takes 5d6 points of ice damage and

1d6 points of ice damage per round.

Gravity - Target loses 25% of current hit points.

Infectga – As Infect, but all within 30 feet.

Poisonga - As Poison, but all within 30 feet.

Shock - Target takes 5d6 points of lightning damage

and 1d6 points of lightning damage per round.

Stonega - 1d6 earth damage per level, 30-ft. radius.

Thundaga - 1d6 lightning damage per level, 30-ft.

radius.

Waterga - 1d6 water damage per level, 30-ft. radius.

6TH-LEVEL BLACK MAGE SPELLS Berserk - Target becomes berserked.

Blaze Spikes II - Creatures attacking the subject of

this spell take fire damage.

Bleed - Target takes 1 wound damage per 4 levels.

Burst - 1d8 lightning damage per level, 40-ft. radius.

Confusion - Target becomes confused.

Flare - 1d8 fire damage per level, 40-ft. radius.

Flood - 1d8 water damage per level, 40-ft. radius.

Frost - 1d8 ice damage per level, 40-ft. radius.

Frog - Target becomes a frog.

Hastega - Allies within 30 feet become hasted.

Ice Spikes II - Creatures attacking the subject of this

spell take ice damage.

Quake - 1d8 earth damage per level, 40-ft. radius.

Rock Spikes II - Creatures attacking the subject of

this spell take earth damage.

Shock Spikes II - Creatures attacking the subject of

this spell take lightning damage.

Slowga - Targets within 30 feet become slowed.

Syphon - Touch drains 1d6 / five levels of MP;

caster gains the siphoned MP.

Tornado - 1d8 wind damage per level, 40-ft. radius.

Vanishga - Allies within 30 feet become invisible.

7TH-LEVEL BLACK MAGE SPELLS Batter II - Target takes 10d6 points of wind damage

and 2d6 points of wind damage per round.

Bind - Subject is bound to an area for the Warp spell

to use.

Burn II - Target takes 10d6 points of fire damage

and 2d6 points of fire damage per round.

Countdown - Target falls to 0 HP in 2d4 rounds.

Crush II - Target takes 10d6 points of earth damage

and 2d6 points of earth damage per round.

Drown II - Target takes 10d6 points of water damage

and 2d6 points of water damage per round.

Freeze II - Target takes 10d6 points of ice damage

Page 151: Page 1 of 227

Page 151 of 227

and 2d6 points of ice damage per round.

Graviga - Targets loses 25% of current hit points.

Reverse - All healing effects are reversed.

Shock II - Target takes 10d6 points of lightning

damage and 2d6 points of lightning damage per

round.

8TH-LEVEL BLACK MAGE SPELLS Blaze Spikes III- Creatures attacking the subject of

this spell take fire damage.

Burst II - 1d10 lightning damage per level, 50-ft.

radius.

Doom - Target dies in 2d4 rounds.

Flare II - 1d10 fire damage per level, 50-ft. radius.

Flood II - 1d10 water damage per level, 50-ft. radius.

Frost II - 1d10 ice damage per level, 50-ft. radius.

Ice Spikes III - Creatures attacking the subject of

this spell take ice damage.

Quake II - 1d10 earth damage per level, 50-ft.

radius.

Rock Spikes III - Creatures attacking the subject of

this spell take earth damage.

Scathe - 1d8 non-elemental damage per level, 30-ft.

radius.

Shock Spikes III - Creatures attacking the subject of

this spell take lightning damage.

Tornado II - 1d10 wind damage per level, 50-ft.

radius.

Warp - Subject is teleported to his Bind point.

9TH-LEVEL BLACK MAGE SPELLS Ardor - Ranged touch deals 1d6 points of non-

elemental damage per level.

Death - Kills one subject.

Meteor - Four exploding spheres each deal 10d6 fire

damage.

Scourge - Targets take 10d6 points of non-elemental

damage and 2d6 points of non-elemental damage per

round, within a 30-ft. radius.

Stop - Target becomes stopped.

Ultima – 2d6 points of non-elemental damage per

level, 60-ft. radius.

WHITE MAGE SPELL LIST

1ST-LEVEL WHITE MAGE SPELLS

Blind - Target becomes blinded.

Charm - Target becomes charmed.

Cure - Heals for 1d6 + 1 per level (max of +5).

Dia - Target suffers a -2 penalty to Attack rolls and

Skill checks.

Light - Ranged touch deals 1d4 points of light

damage + 1 per level (max of +5).

Protect - Subject gains a +2 deflect bonus to AC.

Regen - Subject gains Fast Healing 2.

Shell - Subject gains a +2 morale bonus to Saving

Throws versus spells.

Sleep - Target falls into a magical slumber.

2ND-LEVEL WHITE MAGE SPELLS

Barelement - Subject gains a +4 morale bonus to

Saving Throws versus elemental effects.

Barstatus - Subject gains a +4 morale bonus to

Saving Throws versus status effects.

Blindna - Subject is cured from Blind effects.

Cleanse - Subject is cured of diseases.

Cure II - Heals for 2d6 + 1 per level (max of +10).

Dia II - Target suffers a -4 penalty to Attack rolls and

Skill checks.

Light II - Ranged touch deals 2d6 points of light

damage + 1 per level (max of +10).

Poisona - Subject is cured of poison.

Silence - Target becomes silenced.

Stona - Subject is cured of being turned into stone.

Vox - Subject is cured from Silence effects.

3RD-LEVEL WHITE MAGE SPELLS

Blindga - As Blind, except all within 30 feet.

Cure III - Heals for 3d6 + 1 per level (max of +15).

Dia III - Target suffers a -6 penalty to Attack rolls

and Skill checks.

Dispel - Target is dispelled of beneficiary status

effects.

Esuna - Subject is cured of negative status effects.

Haste - Subject becomes hasted.

Immobilize - Target becomes unable to move, but

can defend himself.

Light III - Ranged touch deals 3d8 points of light

damage + 1 per level (max of +15).

Protect II - Subject gains a +4 deflect bonus to AC.

Regen II - Subject gains Fast Healing 4.

Shell II - Subject gains a +4 morale bonus to Saving

Throws versus spells.

Sleepga - As Sleep, except all within 30 feet.

Slow - Target becomes slowed.

4TH-LEVEL WHITE MAGE SPELLS

Barelementra - Allies gain a +4 morale bonus to

Saving Throws versus elemental effects.

Barrier - Subject gains Damage Reduction 5/-.

Barstatusra - Allies gain a +4 morale bonus to

Page 152: Page 1 of 227

Page 152 of 227

Saving Throws versus status effects.

Cura - Allies heal for 1d4 per level.

Diara – As Dia, except all within 30 feet.

Disable - Target becomes incapacitated.

Float - Subject floats 5 feet off the ground.

Lightra - 1d4 points of light damage per level, 20-ft.

radius.

Raise - Subject is raised from the dead at 1 HP.

Reflect - Subject is protected by a magical barrier

that has a chance to reflect spells.

Silencega - As Silence, except all within 30 feet.

Vanish - Subject becomes invisible.

5TH-LEVEL WHITE MAGE SPELLS

Curaga - Allies heal for 1d6 per level.

Diaga – As Dia II, except all within 30 feet.

Esunaga - Allies are cured of negative status effects.

Floatga – Targets float 5 feet off the ground.

Holy - Ranged touch deals 1d4 points of light

damage per level.

Lightga - 1d6 points of light damage per level, 30-ft.

radius.

Protect III - Subject gains a +6 deflect bonus to AC.

Protectra - Allies gain a +2 deflect bonus to AC.

Regen III - Subject gains Fast Healing 6.

Renew - Allies gain Fast Healing 2.

Shell III - Subject gains a +6 morale bonus to Saving

Throws versus spells.

Shellra - Allies gain a +2 morale bonus to Saving

Throws versus spells.

Wall - Subject is protected by a magical barrier,

unable to attack or be attacked.

6TH-LEVEL WHITE MAGE SPELLS

Arise - Subject is raised from death to half maximum

hit points.

Balance - Target suffers damage equal to difference

in caster's current and max HP.

Barelementga - Allies gain a +6 morale bonus to

Saving Throws versus elemental effects.

Barstatusga - Allies gain a +4 morale bonus to

Saving Throws versus status effects.

Bless - Allies heal for 1d8 per level.

Dispelga - Targets are dispelled of beneficiary status

effects, within 30 feet.

Hastega - Allies within 30 feet become hasted.

Reflectga - As Reflect, except all allies within 30

feet.

Slowga - Targets within 30 feet become slowed.

Stoneskin - Subject gains Damage Reduction 10/-.

Vanishga - Allies within 30 feet become invisible.

7TH-LEVEL WHITE MAGE SPELLS

Bind - Subject is bound to an area for the Warp spell

to use.

Bravery - Increases one ally's physical attack

damage by 30%.

Faith - Increases one ally's magical damage by 30%.

Holy II - Ranged touch deals 1d6 points of light

damage per level.

Magic Barrier - Subject becomes immune to

magical effects.

Protect IV - Subject gains a +8 deflect bonus to AC.

Protectra II - Allies gain a +4 deflect bonus to AC.

Regen IV - Subject gains Fast Healing 8.

Renew II - Allies gain Fast Healing 4.

Shell IV - Subject gains a +8 morale bonus to Saving

Throws versus spells.

Shellra II - Allies gain a +4 morale bonus to Saving

Throws versus spells.

8TH-LEVEL WHITE MAGE SPELLS

Arisega - As Arise, except all allies within 30 feet.

Auto-Cure - Subject is healed once by a Cure III

spell upon being hit.

Auto-Raise - Subject is raised by a Raise spell upon

death.

Bless II - Allies heal for 1d10 per level.

Condemn - As Countdown, except only works on

evil creatures.

Full-Cure - Subject is cured of all damage.

Warp - Subject is teleported to his Bind point.

9TH-LEVEL WHITE MAGE SPELLS

Full-Life - Subject is raised from death to full

maximum hit points.

Holy III - Ranged touch deals 1d8 points of light

damage per level.

Protect V - Subject gains a +10 deflect bonus to AC.

Protectra III - Allies gain a +6 deflect bonus to AC.

Regen V - Subject gains Fast Healing 10.

Renew III - Allies gain Fast Healing 6.

Shell V - Subject gains a +10 morale bonus to Saving

Throws versus spells.

Shellra III - Allies gain a +6 morale bonus to Saving

Throws versus spells.

BARD SONG LIST

1ST-LEVEL BARD SONGS

Page 153: Page 1 of 227

Page 153 of 227

Army’s Paeon - Provides Fast Healing 2 to all allies.

Dark Carol - Enhances saving throws against dark

by +2 and provides 3 Dark Resistance.

Dark Threnody - Reduces enemy's resistance

against darkness.

Dexterous Etude - Enhances the Dexterity of allies

by +2.

Earth Carol - Enhances saving throws against earth

by +2 and provides 3 Earth Resistance.

Enchanting Etude - Enhances the Charisma of allies

by +2.

Fire Carol - Enhances saving throws against fire by

+2 and provides 3 Fire Resistance.

Foe Lullaby - Puts an enemy to sleep.

Foe Requiem - Deals 1d6 points of sonic damage to

enemies.

Herb Pastoral - Enhances saving throws versus

poison/disease by +2.

Hunter’s Prelude - Provides a +2 morale bonus to

Attack rolls with ranged weapons.

Ice Carol - Enhances saving throws against ice by +2

and provides 3 Ice Resistance.

Knight’s Minne - Grants a deflect AC bonus of +2.

Learned Etude - Enhances the Intelligence of allies

by +2.

Light Carol - Enhances saving throws against light

by +2 and provides 3 Light Resistance.

Light Threnody - Reduces enemy's resistance

against light.

Lightning Carol - Enhances saving throws against

lightning by +2 and provides 3 Lightning Resistance.

Quick Etude - Grants a dodge AC bonus of +2.

Sinewy Etude - Enhances the Strength of allies by

+2.

Spirited Etude - Enhances the Wisdom of allies by

+2.

Sword Madrigal - Provides a +1 morale bonus to

Attack rolls.

Valor Minuet - Provides a +2 morale bonus to

Damage rolls.

Vivacious Etude - Enhances the Constitution of

allies by +2.

Water Carol - Enhances saving throws against water

by +2 and provides 3 Water Resistance.

Wind Carol - Enhances saving throws against wind

by +2 and provides 3 Wind Resistance.

2ND-LEVEL BARD SONGS

Army’s Paeon II - Provides Fast Healing 4 to all

allies.

Dark Carol II - Enhances saving throws against dark

by +4 and provides 6 Dark Resistance.

Dexterous Etude II - Enhances the Dexterity of

allies by +4.

Earth Carol II - Enhances saving throws against

earth by +4 and provides 6 Earth Resistance.

Earth Threnody - Reduces enemy's resistance

against earth.

Enchanting Etude II - Enhances the Charisma of

allies by +4.

Fire Carol II - Enhances saving throws against fire

by +4 and provides 6 Fire Resistance.

Fire Threnody - Reduces enemy's resistance against

fire.

Foe Requiem II - Deals 2d6 points of sonic damage

to enemies.

Herb Pastoral II - Enhances saving throws versus

poison/disease by +4.

Hunter’s Prelude II - Provides a +4 morale bonus to

Attack rolls with ranged weapons.

Ice Carol II - Enhances saving throws against ice by

+4 and provides 6 Ice Resistance.

Knight’s Minne II - Grants a deflect AC bonus of

+4.

Learned Etude II - Enhances the Intelligence of

allies by +4.

Light Carol II - Enhances saving throws against

light by +4 and provides 6 Light Resistance.

Lightning Carol II - Enhances saving throws against

lightning by +4 and provides 6 Lightning Resistance.

Quick Etude II - Grants a dodge AC bonus of +4.

Sinewy Etude II - Enhances the Strength of allies by

+4.

Spirited Etude II - Enhances the Wisdom of allies

by +4.

Sword Madrigal II - Provides a +2 morale bonus to

Attack rolls.

Valor Minuet II - Provides a +4 morale bonus to

Damage rolls.

Vivacious Etude II - Enhances the Constitution of

allies by +4.

Water Carol II - Enhances saving throws against

water by +4 and provides 6 Water Resistance.

Water Threnody - Reduces enemy's resistance

against water.

Wind Carol II - Enhances saving throws against

wind by +4 and provides 6 Wind Resistance.

Wind Threnody - Reduces enemy's resistance

against wind.

3RD-LEVEL BARD SONGS

Army’s Paeon III - Provides Fast Healing 6 to all

allies.

Dark Carol III - Enhances saving throws against

Page 154: Page 1 of 227

Page 154 of 227

dark by +6 and provides 9 Dark Resistance.

Dexterous Etude III - Enhances the Dexterity of

allies by +6.

Earth Carol III - Enhances saving throws against

earth by +6 and provides 9 Earth Resistance.

Enchanting Etude III - Enhances the Charisma of

allies by +6.

Fire Carol III - Enhances saving throws against fire

by +6 and provides 9 Fire Resistance.

Foe Requiem III - Deals 3d6 points of sonic damage

to all enemies.

Herb Pastoral III - Enhances saving throws versus

poison/disease by +6.

Horde Lullaby - Puts all enemies to sleep.

Hunter’s Prelude III - Provides a +6 morale bonus

to Attack rolls with ranged weapons.

Ice Carol III - Enhances saving throws against ice

by +6 and provides 9 Ice Resistance.

Ice Threnody - Reduces enemy's resistance against

ice.

Knight’s Minne III - Grants a deflect AC bonus of

+6.

Learned Etude III - Enhances the Intelligence of

allies by +6.

Light Carol III - Enhances saving throws against

light by +6 and provides 9 Light Resistance.

Lightning Carol III - Enhances saving throws

against lightning by +6 and provides 9 Lightning

Resistance.

Lightning Threnody - Reduces enemy's resistance

against lightning.

Mage’s Ballad - Restores 1 MP/round to all allies.

Quick Etude III - Grants a dodge AC bonus of +6.

Sinewy Etude III - Enhances the Strength of allies

by +6.

Spirited Etude III - Enhances the Wisdom of allies

by +6.

Sword Madrigal III - Provides a +3 morale bonus to

Attack rolls.

Valor Minuet III - Provides a +6 morale bonus to

Damage rolls.

Vivacious Etude III - Enhances the Constitution of

allies by +6.

Water Carol III - Enhances saving throws against

water by +6 and provides 9 Water Resistance.

Wind Carol III - Enhances saving throws against

wind by +6 and provides 9 Wind Resistance.

4TH-LEVEL BARD SONGS

Advancing March - Provides the Haste effect on

allies.

Army’s Paeon IV - Provides Fast Healing 8 to all

allies.

Battlefield Elegy - Gives the enemy the effect of

Slow.

Dark Carol IV - Enhances saving throws against

dark by +8 and provides 12 Dark Resistance.

Dexterous Etude IV - Enhances the Dexterity of

allies by +8.

Earth Carol IV - Enhances saving throws against

earth by +8 and provides 12 Earth Resistance.

Enchanting Etude IV - Enhances the Charisma of

allies by +8.

Fire Carol IV - Enhances saving throws against fire

by +8 and provides 12 Fire Resistance.

Foe Requiem IV - Deals 4d6 points of sonic damage

to all enemies.

Fowl Aubade - Enhances saving throws against

sleep/charm by +8.

Herb Pastoral IV - Enhances saving throws versus

poison/disease by +8.

Hunter’s Prelude IV - Provides a +8 morale bonus

to Attack rolls with ranged weapons.

Ice Carol IV - Enhances saving throws against ice by

+8 and provides 12 Ice Resistance.

Knight’s Minne IV - Grants a deflect AC bonus of

+8.

Learned Etude IV - Enhances the Intelligence of

allies by +8.

Light Carol IV - Enhances saving throws against

light by +8 and provides 12 Light Resistance.

Lightning Carol IV - Enhances saving throws

against lightning by +8 and provides 12 Lightning

Resistance.

Magic Finale - The enemy is targeted by a Dispel

effect.

Quick Etude IV - Grants a dodge AC bonus of +8.

Sinewy Etude IV - Enhances the Strength of allies

by +8.

Spirited Etude IV - Enhances the Wisdom of allies

by +8.

Sword Madrigal IV - Provides a +4 morale bonus to

Attack rolls.

Valor Minuet IV - Provides a +8 morale bonus to

Damage rolls.

Vivacious Etude IV - Enhances the Constitution of

allies by +8.

Water Carol IV - Enhances saving throws against

water by +8 and provides 12 Water Resistance.

Wind Carol IV - Enhances saving throws against

wind by +8 and provides 12 Wind Resistance.

5TH-LEVEL BARD SONGS

Advance Mage’s Ballad - Restores 2 MP/round to

Page 155: Page 1 of 227

Page 155 of 227

all allies.

Army’s Paeon V - Grants Fast Healing 10 to all

allies.

Dark Carol V - Enhances saving throws against dark

by +10 and provides 15 Dark Resistance.

Dexterous Etude V - Enhances the Dexterity of

allies by +10.

Earth Carol V - Enhances saving throws against

earth by +10 and provides 15 Earth Resistance.

Enchanting Etude V - Enhances the Charisma of

allies by +10.

Fire Carol V - Enhances saving throws against fire

by +10 and provides 15 Fire Resistance.

Foe Requiem V - Deals 5d6 points of sonic damage

to all enemies.

Goblin Gavotte - Enhances saving throws against

paralysis by +10.

Herb Pastoral V - Enhances saving throws versus

poison/disease by +10.

Hunter’s Prelude V - Provides a +10 morale bonus

to Attack rolls with ranged weapons.

Ice Carol V - Enhances saving throws against ice by

+10 and provides 15 Ice Resistance.

Knight’s Minne V - Grants a deflect AC bonus of

+10.

Learned Etude V - Enhances the Intelligence of

allies by +10.

Light Carol V - Enhances saving throws against

light by +10 and provides 15 Light Resistance.

Lightning Carol V - Enhances saving throws against

lightning by +10 and provides 15 Lightning

Resistance.

Quick Etude V - Grants a dodge AC bonus of +10.

Scop’s Operetta - Enhances saving throws versus

silence by +10.

Sheepfoe Mambo - Provides a +5 morale bonus on

saving throws.

Sinewy Etude V - Enhances the Strength of allies by

+10.

Spirited Etude V - Enhances the Wisdom of allies

by +10.

Sword Madrigal V - Provides a +5 morale bonus to

Attack rolls.

Valor Minuet V - Provides a +10 morale bonus to

Damage rolls.

Vivacious Etude V - Enhances the Constitution of

allies by +10.

Water Carol V - Enhances saving throws against

water by +10 and provides 15 Water Resistance.

Wind Carol V - Enhances saving throws against

wind by +10 and provides 15 Wind Resistance.

SPELLS

Aera Elemental (Wind)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

An aera spell is the area of effect

version of the aero spell. A blast

of powerful winds explodes

dealing 1d4 points of wind

damage per caster level

(maximum 10d4) to every

creature within the area.

Aero Elemental (Wind)

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a blast of wind at your

opponent. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

wind damage + 1 point per caster

level (maximum +5).

Aero II Elemental (Wind)

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Aero,

except it deals 2d6 points of wind

damage +1 point per caster level

(maximum +10).

Aero III Elemental (Wind)

Level: Black Mage/Red

Mage/Dark Knight 3

This spell functions like Aero,

except it deals 3d8 points of wind

damage +1 point per caster level

(maximum +15).

Aeroga Elemental (Wind)

Level: Black Mage/Red Mage 5

This spell functions like Aera,

except it deals 1d6 points of wind

damage per caster level

Page 156: Page 1 of 227

Page 156 of 227

(maximum 15d6) and the area of

effect increases to a 30-ft-radius

spread.

Ardor Non-Elemental

Level: Black Mage 9

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

A blast of pure magical energy

shoots out from the caster's

fingertip. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d6 points of

non-elemental damage per caster

level (maximum 20d6).

Arise Healing

Level: White Mage/Red Mage 6

Casting Time: 1 round

Range: Touch

Creature: Dead creature touched

Duration: Instantaneous

Saving Throw: None; see text

Spell Resistance: Yes (harmless)

This spell functions like Raise,

except it cures the recently raised

creature to half of its maximum

hit points.

Arisega Healing

Level: White Mage 8

Casting Time: 1 round

Range: 50 ft.

Area: All allies within a 50-ft.

burst, centered on the caster

Duration: Instantaneous

Saving Throw: None; see text

Spell Resistance: Yes (harmless)

This spell functions like Arise,

except it raises all dead allies

within a 50-ft. radius.

Auto-Cure Healing

Level: White Mage 8

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The creature touched with this

spell is imbued with a Cure III

spell. When struck by a physical

or magical attack, the healing

spell goes off immediately. It only

lasts for one use.

Auto-Raise Healing

Level: White Mage 8

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The creature touched with this

spell is imbued with an Arise

spell. When falling to death in

battle, the raise spell goes off

immediately. It only lasts for one

use.

Balance Non-Elemental

Level: White Mage/Red Mage 6

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

You gesture to your wounds with

magical power, willing a foe to

suffer as you have. The creature

of your spell must make a

Fortitude save or suffer the

amount of damage equal to the

difference of the caster's current

hit points and maximum hit

points.

Barelement Enhancing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 minute/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A colorful aura surrounds the

individual you touch. The subject

gains a +4 bonus on saving

throws against elemental spells

and effects.

Barelementra Enhancing

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: 30 feet.

Area: All allies within a 30-ft.

burst, centered on the caster

Duration: 1 minute/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like

Barelement, except it affects all

allies within a 30-ft. radius.

Barrier Enhancing

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: Touch

Page 157: Page 1 of 227

Page 157 of 227

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A mystic barrier shields the

subject touched from physical

damage. For the duration, the

subject gains Damage Reduction

5/-.

Barstatus Enhancing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 minute/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white aura surrounds the

individual you touch. The subject

gains a +4 bonus on saving

throws against status effects.

Barstatusra Enhancing

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: 30 feet.

Area: All allies within a 30-ft.

burst, centered on the caster

Duration: 1 minute/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like

Barstatus, except it affects all

allies within a 30-ft. radius.

Batter Elemental (Wind)

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

The creature of this spell is in a

howling vortex of winds, being

battered for 5d6 points of wind

damage. The creature continues

being battered for 1d6 points of

wind damage per round unless he

makes a successful Fortitude

save.

Batter II Elemental (Wind)

Level: Black Mage 7

This spell functions like Batter,

except it deals 10d6 points of

wind damage and the creature

continues being battered for 2d6

points of wind damage per round.

Berserk Enfeebling

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell will

receive the Berserk status effect.

The creature will attack all

enemies until there are no more,

and then turn onto friends until he

makes the Will save or is cured of

his condition. While also

berserking, the subject cannot use

any Charisma-, Dexterity-, or

Intelligence-based skills (except

for Balance, Escape Artist,

Intimidate, and Ride), the

Concentration skill, or any

abilities that require patience or

concentration, nor can he cast

spells or activate magic items that

require a command word, a spell

trigger (such as a materia), or

spell completion to function. He

can use any feat he has except

Combat Expertise, item creation

feats, and metamagic feats. The

subject can make an additional

Will save check when there are no

enemies to attack.

Bind Enhancing

Level: Black Mage/White Mage 7

Casting Time: 1 full-round

action

Range: Touch

Creature: Creature touched

Duration: 1 day/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The subject of this spell is bound

to the area where the spell is cast.

The subject can now be Warped

to the area within the duration.

Bio Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 3

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Sap status effect. The creature

will take 1d6 points of acid

damage per round.

Blaze Spikes Enhancing/Elemental (Fire)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Page 158: Page 1 of 227

Page 158 of 227

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A red, fiery aura covers the

subject touched by this spell.

Anytime creatures attacking with

natural weapons or unarmed

strikes successfully strike the

subject of this spell take 1d4

points of fire damage.

Blaze Spikes II Enhancing/Elemental (Fire)

Level: Black Mage/Red Mage 6

This spell functions like Blaze

Spikes, except it deals 2d4 points

of fire damage instead.

Blaze Spikes III Enhancing/Elemental (Fire)

Level: Black Mage 8

This spell functions like Blaze

Spikes, except it deals 3d4 points

of fire damage instead.

Bleed Enfeebling

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: Permanent

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Sap status effect. The creature

is affected with 1 wound damage

per four levels of the caster. The

creature will take the amount of

damage equal to the wound

damage per round until cured.

Bless Healing

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A bolt of light enemy streaks

towards the area targeted and

bursts, filling the area with a soft,

warm white light, healing allies

for 1d8 points of damage per

caster level (maximum 15d8).

Bless II Healing

Level: White Mage/Red Mage 7

This spell functions like Bless,

except it heals for 1d10 points of

damage per caster level

(maximum 20d10) and the area of

effect spreads out to 50 feet

instead.

Blind Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Blind status effect. The

creature suffers the effects of

being Blind for the duration of the

spell or until cured.

Blindga Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 3

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

This spell functions like Blind,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Blindna Healing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white light glows around

the subject’s head and is cured of

the Blind status effect.

Blizzaga Elemental (Ice)

Level: Black Mage/Red Mage 5

This spell functions like Blizzara,

except it deals 1d6 points of ice

damage per caster level

(maximum 15d6) and the area of

effect increases to a 30-ft.-radius

spread.

Blizzara Elemental (Ice)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Page 159: Page 1 of 227

Page 159 of 227

Saving Throw: Reflex half

Spell Resistance: Yes

A blizzara spell is the area of

effect version of the blizzard

spell. A blast of freezing ice

explodes dealing 1d4 points of ice

damage per caster level

(maximum 10d4) to every

creature within the area.

Blizzard Elemental (Ice)

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a blast of ice at your

opponent. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

ice damage + 1 point per caster

level (maximum +5).

Blizzard II Elemental (Ice)

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Blizzard,

except it deals 2d6 points of ice

damage +1 point per caster level

(maximum +10).

Blizzard III Elemental (Ice)

Level: Black Mage/Red

Mage/Dark Knight 3

This spell functions like Blizzard,

except it deals 3d8 points of ice

damage +1 point per caster level

(maximum +15).

Bravery

Enhancing

Level: White Mage 7

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/two levels (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell grants the subject

touched an increase to all physical

damage, melee and range, by

30%.

Burn Elemental (Fire)

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

The creature of this spell is

enveloped in flames, burning for

5d6 points of fire damage. The

creature continues burning for

1d6 points of fire damage per

round unless he makes a

successful Fortitude save.

Burn II Elemental (Fire)

Level: Black Mage 7

This spell functions like Burn,

except it deals 10d6 points of fire

damage and the creature

continues burning for 2d6 points

of fire damage per round.

Burst Elemental (Lightning)

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A bolt of lightning streaks

towards the targeted area,

exploding into multiple little

lightning bolts spreading out in a

40-ft.-radius dealing 1d8 points of

lightning damage per caster level

(maximum 15d8), a Reflex save

for half damage.

Burst II Elemental (Lightning)

Level: Black Mage 8

This spell functions like Burst,

except it deals 1d10 points of

lightning damage per caster level

(maximum 20d10) and the area of

effect increases to a 50-ft-radius

spread.

Charm Enfeebling

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Charm status effect. The

creature will follow the

commands of the caster of the

Charm spell until cured.

Cleanse Healing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

Page 160: Page 1 of 227

Page 160 of 227

(harmless)

Spell Resistance: Yes (harmless)

A soft white light glows around

the subject’s body and is cured of

the Disease status effect.

Condemn Light

Level: White Mage 8

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One evil-aligned

creature

Duration: 2d4 rounds

Saving Throw: None

Spell Resistance: Yes

You invoke punishment of the

light onto a creature that must be

of any evil alignment. The

creature of this spell has 2d4

rounds to be cured before he falls

to 0 hit points. The subject falls

unconscious once the spell has

ended, and may be revived when

healed.

Confusion Enfeebling

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Confuse status effect. The

creature will randomly attack

allies until the Confusion spell is

cured.

Countdown Dark

Level: Black Mage 7

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 2d4 rounds

Saving Throw: None

Spell Resistance: Yes

Similar to the Condemn spell, the

creature can be of any alignment.

The creature of this spell has 2d4

rounds to be cured before he falls

to 0 hit points. The subject falls

unconscious once the spell has

ended, and may be revived when

healed.

Crush Elemental (Earth)

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

Rocks and boulders fall upon the

creature of this spell, crushing for

5d6 points of earth damage. The

creature continues being crushed

for 1d6 points of earth damage

per round unless he makes a

successful Fortitude save.

Crush II Elemental (Earth)

Level: Black Mage 7

This spell functions like Crush,

except it deals 10d6 points of

earth damage and the creature

continues being crushed for 2d6

points of earth damage per round.

Cura Healing

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature/two

levels (maximum of 5) within 30

feet of each other

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A cura spell is the area of effect

version of the cure spell. A soft

white glow envelopes the area,

healing one creature per two

levels (maximum of 5) for 1d4

points of damage per caster level

(maximum 10d4).

Curaga Healing

Level: White Mage/Red Mage 5

This spell functions like Cura,

except it heals for 1d6 points of

damage per caster level

(maximum 15d6) and the

maximum of creatures to be

healed increases to 10.

Cure Healing

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white glow surrounds your

hand as you touch a wounded

creature, healing for 1d4 points of

damage + 1 per caster level

(maximum +5).

Cure II Healing

Level: White Mage/Red

Mage/Holy Knight 2

Page 161: Page 1 of 227

Page 161 of 227

This spell functions like Cure,

except it heals for 2d6 points of

damage + 1 per caster level

(maximum +10).

Cure III Healing

Level: White Mage/Red

Mage/Holy Knight 3

This spell functions like Cure,

except it heals for 3d8 points of

damage + 1 per caster level

(maximum +15).

Dark Dark

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a blast of dark energy

at your opponent. You must make

a ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

dark damage + 1 point per caster

level (maximum +5).

Dark II Dark

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Dark,

except it deals 2d6 points of dark

damage + 1 point per caster level

(maximum +10).

Dark III Dark

Level: Black Mage/Red

Mage/Dark Knight 3

This spell functions like Dark,

except it deals 3d8 points of dark

damage + 1 point per caster level

(maximum +15).

Darkga Dark

Level: Black Mage/Red

Mage/Dark Knight 5

This spell functions like Darkra,

except it deals 1d6 points of dark

damage per caster level

(maximum 15d6) and the area of

effect increases to a 30-ft-radius

spread.

Darkra Dark

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A darkra spell is the area of effect

version of the dark spell. A blast

of dark energy explodes dealing

1d4 points of dark damage per

caster level (maximum 10d4) to

every creature within the area.

Death Dark

Level: Black Mage 9

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

You gather the dark elemental

powers to summon, briefly, the

Grim Reaper against your

opponent. The creature of this

spell must make a Fortitude save

or his life is snuffed out. If the

save is successful, the creature

suffers 5d6 points of dark

elemental damage.

Dia Enfeebling/Light

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

A bright light shines in the

creature’s eyes, momentarily

distracting him. The creature

affected by this spell suffers a -2

penalty on Attack rolls and Skill

checks.

Dia II Enfeebling/Light

Level: White Mage/Red

Mage/Holy Knight 2

This spell functions like Dia,

except the penalty increases to -4.

Dia III Enfeebling/Light

Level: White Mage/Red

Mage/Holy Knight 3

This spell functions like Dia,

except the penalty increases to -6.

Diaga Enfeebling/Light

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

Page 162: Page 1 of 227

Page 162 of 227

This spell functions like Dia II,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Diara Enfeebling/Light

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

This spell functions like Dia,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Disable Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 4

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Disable status effect. The

creature is unable to move and act

(but can defend himself) for the

duration of the spell or until

cured.

Dispel Enfeebling

Level: White Mage/Red

Mage/Holy Knight 3

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

The creature of this spell is

stripped of all beneficial spells

cast upon him. The caster of this

spell must make a caster level

check with the DC equaling the

creature’s caster level + spell

level of the spell(s). The caster

must make a separate check for

each spell.

Dispelga Enfeebling

Level: White Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 30-ft.-radius

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell functions like Dispel,

except it affects all creatures

within a 30 foot radius.

Doom Dark

Level: Black Mage 8

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 2d4 rounds

Saving Throw: None

Spell Resistance: Yes

You summon the wrath of the

Grim Reaper upon your foe. The

creature affected by this spell has

2d4 rounds to be cured before its

life is snuffed out.

Drain Enfeebling/Dark

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

With but a touch, you siphon life

from your creature and increase

your own. The creature must

make a Fortitude save or take 1d6

points of dark damage per two

caster levels (maximum of 5d6).

If the save fails, the caster gains

that many in hit points.

Drown Elemental (Water)

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

The creature of this spell is

surrounded by a large globe of

water, drowning for 5d6 points of

water damage. The creature

continues drowning for 1d6 points

of water damage per round unless

he makes a successful Fortitude

save.

Drown II Elemental (Water)

Level: Black Mage 7

This spell functions like Drown,

except it deals 10d6 points of

water damage and the creature

continues drowning for 2d6 points

of water damage per round.

Esuna Healing

Level: White Mage/Red

Mage/Holy Knight 3

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Page 163: Page 1 of 227

Page 163 of 227

Creature: One creature

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white glow surrounds the

creature of this spell and cures

him of all negative status effects.

The caster of this spell must make

a caster level check with the DC

equaling the creature’s caster

level + spell level of the spell(s).

The caster must make a separate

check for each spell.

Esunaga Healing

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like Esuna,

except it affects one creature per

two caster levels (maximum of 5)

within 30 feet of each other.

Faith Enhancing

Level: White Mage 7

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/two levels (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell grants the subject

touched an increase to all magical

damage and healing by 30%.

Fira Elemental (Fire)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A fira spell is the area of effect

version of the fire spell. A blast of

intense flames explodes dealing

1d4 points of fire damage per

caster level (maximum 10d4) to

every creature within the area.

Firaga Elemental (Fire)

Level: Black Mage/Red Mage 5

This spell functions like Fira,

except it deals 1d6 points of fire

damage per caster level

(maximum 15d6) and the area of

effect increases to a 30-ft-radius

spread.

Fire Elemental (Fire)

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a blast of flames at

your opponent. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

fire damage + 1 point per caster

level (maximum +5).

Fire II Elemental (Fire)

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Fire,

except it deals 2d6 points of fire

damage +1 point per caster level

(maximum +10).

Fire III Elemental (Fire)

Level: Black Mage/Red

Mage/Dark Knight 3

This spell functions like Fire,

except it deals 3d8 points of fire

damage +1 point per caster level

(maximum +15).

Flare Elemental (Fire)

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A bolt of fire streaks towards the

targeted area, exploding into

intense flames spreading out in a

40-ft.-radius dealing 1d8 points of

fire damage per caster level

(maximum 15d8), a Reflex save

for half damage.

Flare II Elemental (Fire)

Level: Black Mage 8

This spell functions like Flare,

except it deals 1d10 points of fire

damage per caster level

(maximum 20d10) and the area of

effect increases to a 50-ft-radius

spread.

Float Enhancing/Elemental (Wind)

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 4

Page 164: Page 1 of 227

Page 164 of 227

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You call upon the powers of wind

to gently lift the creature touched

to rise 5 feet into the air and float.

Floatga Enhancing/Elemental (Wind)

Level: Black Mage/White

Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like Float,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Flood Elemental (Water)

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A large wave of water rushes

towards the targeted area,

spreading out in a 40-ft.-radius,

drowning those in the area of

effect and dealing 1d8 points of

water damage per caster level

(maximum 15d8), a Reflex save

for half damage.

Flood II Elemental (Water)

Level: Black Mage 8

This spell functions like Flood,

except it deals 1d10 points of

water damage per caster level

(maximum 20d10) and the area of

effect increases to a 50-ft-radius

spread.

Freeze Elemental (Ice)

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

The creature of this spell is

surrounded by a large block of

ice, freezing for 5d6 points of ice

damage. The creature continues

freezing for 1d6 points of ice

damage per round unless he

makes a successful Fortitude

save.

Freeze II Elemental (Ice)

Level: Black Mage 7

This spell functions like Freeze,

except it deals 10d6 points of ice

damage and the creature

continues freezing for 2d6 points

of ice damage per round.

Frog Enfeebling

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature

Duration: 1 round/2 levels (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Frog status effect. The

creature is polymorph into a frog

temporarily, unable to cast spells

or attack, but can defend itself.

Frost Elemental (Ice)

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A large block of ice falls upon the

targeted area, exploding in icy

tendrils spreading out in a 40-ft.-

radius and dealing 1d8 points of

ice damage per caster level

(maximum 15d8), a Reflex save

for half damage.

Frost II Elemental (Ice)

Level: Black Mage 8

This spell functions like Frost,

except it deals 1d10 points of ice

damage per caster level

(maximum 20d10) and the area of

effect increases to a 50-ft-radius

spread.

Full-Cure Healing

Level: White Mage 8

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

Your touch heals the creature to

full health, curing him of all

damage.

Page 165: Page 1 of 227

Page 165 of 227

Full-Life Healing

Level: White Mage 9

Casting Time: 1 full round action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

Your touch brings the creature

back to life and to full health,

curing him of all damage.

Graviga Enfeebling/Dark

Level: Black Mage 7

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell functions like Gravity,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Gravity Enfeebling/Dark

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

You beckon the dark elemental

powers to weaken your foe. The

creature must make a Fortitude

save or lose 1/4th

of his current hit

point total.

Haste

Enhancing

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 3

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The creature of this spell receives

the Haste status effect. When

making a full attack action, a

hasted creature may make one

extra attack with any weapon he

is holding. The attack is made

using the creature’s full base

attack bonus, plus any modifiers

appropriate to the situation. (This

effect is not cumulative with

similar effects, nor does it

actually grant an extra action, so

you can’t use it to cast a second

spell or otherwise take an extra

action in the round.) A hasted

creature gains a +1 bonus on

attack rolls and a +1 dodge bonus

to AC and Reflex saves. Any

condition that makes you lose

your Dexterity bonus to Armor

Class (if any) also makes you lose

dodge bonuses. All of the hasted

creature’s modes of movement

(including land movement,

burrow, climb, fly, and swim)

increase by 30 feet, to a

maximum of twice the subject’s

normal speed using that form of

movement. This increase counts

as an enhancement bonus, and it

affects the creature’s jumping

distance as normal for increased

speed. Multiple haste effects

don’t stack. Haste dispels and

counters slow.

Hastega Enhancing

Level: Black Mage/White

Mage/Red Mage 6

Casting Time: 1 standard action

Range: Close (25 ft. + 5ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like Haste,

but it affects one creature per two

caster levels (maximum of 5)

within 30 feet of each other.

Holy Light

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

A beam of holy energy blasts

your opponent. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

light damage per caster level

(maximum 10d4).

Holy II Light

Level: White Mage 7

This spell functions like Holy,

except it deals 1d6 points of light

damage per caster level

(maximum 15d6).

Holy III Light

Level: White Mage 9

This spell functions like Holy,

except it deals 1d8 points of light

damage per caster level

(maximum 20d6).

Page 166: Page 1 of 227

Page 166 of 227

Ice Spikes Enhancing/Elemental (Ice)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

An icy aura covers the subject

touched by this spell. Anytime

creatures attacking with natural

weapons or unarmed strikes

successfully strike the subject of

this spell take 1d4 points of ice

damage.

Ice Spikes II Enhancing/Elemental (Ice)

Level: Black Mage/Red Mage 6

This spell functions like Ice

Spikes, except it deals 2d4 points

of ice damage instead.

Ice Spikes III Enhancing/Elemental (Ice)

Level: Black Mage 8

This spell functions like Ice

Spikes, except it deals 3d4 points

of ice damage instead.

Immobilize Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 3

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Immobilize status effect. The

creature is unable to move for the

duration of the spell or until

cured.

Infect Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 3

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Disable status effect. The

creature is unable to be healed for

the duration of the spell or until

cured.

Infectga Enfeebling

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell functions like Infect,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Light Light

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a blast of light energy

at your opponent. You must make

a ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

light damage + 1 point per caster

level (maximum +5).

Light II Light

Level: White Mage/Red

Mage/Holy Knight 2

This spell functions like Light,

except it deals 2d6 points of light

damage +1 point per caster level

(maximum +10).

Light III Light

Level: White Mage/Red

Mage/Holy Knight 3

This spell functions like Light,

except it deals 3d8 points of light

damage +1 point per caster level

(maximum +15).

Lightga Light

Level: White Mage/Red Mage 5

This spell functions like Lightra,

except it deals 1d6 points of light

damage per caster level

(maximum 15d6) and the area of

effect increases to a 30-ft-radius

spread.

Lightra Light

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

Page 167: Page 1 of 227

Page 167 of 227

A lightra spell is the area of effect

version of the light spell. A pillar

of holy energy explodes dealing

1d4 points of light damage per

caster level (maximum 10d4) to

every creature within the area.

Magic Barrier Enhancing

Level: White Mage 7

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/2 levels (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A clear crystal barrier pops into

existence around the subject

touched. The creature becomes

immune to all spells, beneficial

and harmful alike, up to 6th

level.

Only spell not affected is the

Dispel spell.

Meteor Elemental (Fire)

Level: Black Mage 9

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: Four 20-ft.-radius spheres

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

You summon four molten meteors

into the sky to rain upon your

enemies. You direct each of the

spheres within 30 feet of each

other. Those within the area of

effect take 10d6 points of fire

damage, a Reflex save for half

damage. Creatures hit with

multiple meteors must make

multiple Reflex saves.

Mini Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/2 levels (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Mini status effect. The

creature is shrunk to 10% of its

size for the duration of the spell.

Oil Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Reflex negates

Spell Resistance: Yes

You coat your creature in thick,

flammable oil. If the creature is

targeted by a fire spell, he takes

an additional 1d6 points of fire

damage per round.

Poison Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Poison status effect. The

creature takes 1d4 points of

damage per round until cured.

Poisona

Healing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white light glows around

the subject’s poisoned wound and

is cured of the Poison status

effect.

Poisonga Enfeebling

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell functions like Poison,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Protect Enhancing

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The subject of this spell is

protected by a shield that helps

deflect physical attacks. The

creature gains a +2 deflection

bonus to Armor Class for the

duration of the spell.

Page 168: Page 1 of 227

Page 168 of 227

Protect II Enhancing

Level: White Mage/Red

Mage/Holy Knight 3

This spell functions like Protect,

except the creature gains a +4

deflection bonus to Armor Class

for the duration of the spell.

Protect III Enhancing

Level: White Mage/Red Mage 5

This spell functions like Protect,

except the creature gains a +6

deflection bonus to Armor Class

for the duration of the spell.

Protect IV Enhancing

Level: White Mage 7

This spell functions like Protect,

except the creature gains a +8

deflection bonus to Armor Class

for the duration of the spell.

Protect V Enhancing

Level: White Mage 9

This spell functions like Protect,

except the creature gains a +10

deflection bonus to Armor Class

for the duration of the spell.

Protectra Enhancing

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The subjects of this spell within

30 feet of each other are protected

by a shield that helps deflect

physical attacks. Creatures gain a

+2 deflection bonus to Armor

Class for the duration of the spell.

Protectra II Enhancing

Level: White Mage 7

This spell functions like

Protectra, except Creatures gain a

+4 deflection bonus to Armor

Class for the duration of the spell.

Protectra III Enhancing

Level: White Mage 9

This spell functions like

Protectra, except Creatures gain a

+6 deflection bonus to Armor

Class for the duration of the spell.

Quake Elemental (Earth)

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A landslide of rocks and boulders

falls upon the targeted area,

spreading out in a 40-ft.-radius,

crushing those in the area of

effect and dealing 1d8 points of

earth damage per caster level

(maximum 15d8), a Reflex save

for half damage.

Quake II Elemental (Earth)

Level: Black Mage 8

This spell functions like Quake,

except it deals 1d10 points of

earth damage per caster level

(maximum 20d10) and the area of

effect increases to a 50-ft-radius

spread.

Raise Healing

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 full-round

action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A column of bright light falls

upon the dead creature touched,

beckoning the creature to come

back to life. The dead subject is

brought back to life at 1 hit point.

Reflect Enhancing

Level: White Mage/Red

Mage/Holy Knight 4

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/2 levels (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A barrier of reflecting mirrors

surrounds the subject touched.

The creature has a chance to

reflect spells that creature the

person that has Reflect. If an

enemy is of equal level with the

caster of the Reflect spell, it’s a

50% chance to reflect. For every

level above the caster, the chance

goes down 10% to a maximum of

0%. For every level below the

caster, the chance goes up 10% to

a maximum of 100%. Only spell

not affected is the Dispel spell.

Page 169: Page 1 of 227

Page 169 of 227

Reflectga Enhancing

Level: White Mage/Red Mage 6

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like Reflect,

except it affects one creature per

two levels (maximum of 5),

within 30 feet of each other.

Regen Enhancing

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft green glow pulses around

the subject touched, healing him

over time. For the duration of the

spell, the creature receives Fast

Healing 2 (heals 2 hit points a

round).

Regen II Enhancing

Level: White Mage/Red

Mage/Holy Knight 3

This spell functions like Regen,

except the creature receives Fast

Healing 4.

Regen III Enhancing

Level: White Mage/Red Mage 5

This spell functions like Regen,

except the creature receives Fast

Healing 6.

Regen IV Enhancing

Level: White Mage 7

This spell functions like Regen,

except the creature receives Fast

Healing 8.

Regen V Enhancing

Level: White Mage 9

This spell functions like Regen,

except the creature receives Fast

Healing 10.

Renew Enhancing

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The subjects of this spell within

30 feet of each other are

enveloped in a soft green glow

that pulses, providing them with

healing over time. Creatures

receive Fast Healing 2 (heals 2 hit

points a round).

Renew II Enhancing

Level: White Mage 7

This spell functions like Renew,

except Creatures receive Fast

Healing 4 for the duration of the

spell.

Renew III

Enhancing

Level: White Mage 9

This spell functions like Renew,

except Creatures receive Fast

Healing 6 for the duration of the

spell.

Reverse Enfeebling/Dark

Level: Black Mage 7

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

You twist your enemy’s ability to

be healed with your dark

elemental powers. For the

duration of the spell, if the

creature is healed by any healing

spell or effect, it is reversed (takes

damage from healing spells and

effects) until cured.

Rock Spikes Enhancing/Elemental (Earth)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

An aura of rocky spikes covers

the subject touched by this spell.

Anytime creatures attacking with

natural weapons or unarmed

strikes successfully strike the

subject of this spell take 1d4

points of earth damage.

Rock Spikes II Enhancing/Elemental (Earth)

Page 170: Page 1 of 227

Page 170 of 227

Level: Black Mage/Red Mage 6

This spell functions like Rock

Spikes, except it deals 2d4 points

of earth damage instead.

Rock Spikes III Enhancing/Elemental (Earth)

Level: Black Mage 8

This spell functions like Rock

Spikes, except it deals 3d4 points

of earth damage instead.

Scathe Non-Elemental

Level: Black Mage 8

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 30-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A blast of raw magical energy

explodes dealing 1d8 points of

non-elemental damage per caster

level (maximum 15d8) to every

creature within the area.

Scourge Non-Elemental

Level: Black Mage 9

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 30-ft.-radius burst

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

A pillar of raw magical energy

explodes at the center of the area

of effect pulsing out in a 30-ft.-

radius burst for 10d6 points of

non-elemental damage. Creatures

continue being battered by raw

magical energy for 2d6 points of

non-elemental damage per round

unless he makes a successful

Fortitude save.

Shell Enhancing

Level: White Mage/Red

Mage/Holy Knight 1

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The subject of this spell is

protected by a shield that helps

protect against magical attacks.

The creature gains a +2 morale

bonus to Saving Throws versus

spells for the duration of the spell.

Shell II Enhancing

Level: White Mage/Red

Mage/Holy Knight 3

This spell functions like Shell,

except the creature gains a +4

morale bonus to Saving Throws

versus spells for the duration of

the spell.

Shell III Enhancing

Level: White Mage/Red Mage 5

This spell functions like Shell,

except the creature gains a +6

morale bonus to Saving Throws

versus spells for the duration of

the spell.

Shell IV Enhancing

Level: White Mage 7

This spell functions like Shell,

except the creature gains a +8

morale bonus to Saving Throws

versus spells for the duration of

the spell.

Shell V Enhancing

Level: White Mage 9

This spell functions like Shell,

except the creature gains a +10

morale bonus to Saving Throws

versus spells for the duration of

the spell.

Shellra Enhancing

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The subjects of this spell within

30 feet of each other are protected

by a shield that helps protect

against magical attacks. Creatures

gain a +2 morale bonus to Saving

Throws versus spells for the

duration of the spell.

Shellra II Enhancing

Level: White Mage 7

This spell functions like Shellra,

except creatures gain a +4 morale

bonus to Saving Throws versus

spells for the duration of the spell.

Shellra III Enhancing

Level: White Mage 9

This spell functions like Shellra,

except creatures gain a +6 morale

bonus to Saving Throws versus

spells for the duration of the spell.

Page 171: Page 1 of 227

Page 171 of 227

Shock Elemental (Lightning)

Level: Black Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude partial

Spell Resistance: Yes

A bolt of lightning from the sky

streaks upon the creature of this

spell, shocking for 5d6 points of

lightning damage. The creature

continues being shocked for 1d6

points of lightning damage per

round unless he makes a

successful Fortitude save.

Shock II Elemental (Lightning)

Level: Black Mage 7

This spell functions like Shock,

except it deals 10d6 points of

lightning damage and the creature

continues being shocked for 2d6

points of lightning damage per

round.

Shock Spikes Enhancing/Elemental (Lightning)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

An aura of electricity covers the

subject touched by this spell.

Anytime creatures attacking with

natural weapons or unarmed

strikes successfully strike the

subject of this spell take 1d4

points of lightning damage.

Shock Spikes II Enhancing/Elemental (Lightning)

Level: Black Mage/Red Mage 6

This spell functions like Shock

Spikes, except it deals 2d4 points

of lightning damage instead.

Shock Spikes III Enhancing/Elemental (Lightning)

Level: Black Mage 8

This spell functions like Shock

Spikes, except it deals 3d4 points

of lightning damage instead.

Silence Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 2

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Silence status effect. The

creature is unable to cast spells

until cured. Casters with the

Silent Spell feat can bypass this

status effect if used with spells.

Silencega Enfeebling

Level: Black Mage/White

Mage/Red Mage 5

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

This spell functions like Silence,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Sleep Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Sleep status effect. The

creature falls into a magical

slumber, can only be woken with

a standard action.

Sleepga Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 3

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

This spell functions like Sleep,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Slow Enfeebling

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 3

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Page 172: Page 1 of 227

Page 172 of 227

Creature: One creature

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Slow status effect. The

creature suffers a -1 penalty on

Attack rolls, -1 penalty on Reflex

saves, moves at half movement,

and can only take 1 standard

action a round.

Slowga Enfeebling

Level: Black Mage/White

Mage/Red Mage 6

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/two

levels (maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell functions like Slow,

except it affects one creature per

two levels (maximum of 5) within

30 feet of each other.

Statue Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: Permanent

Saving Throw: Fortitude negates

Spell Resistance: Yes

The creature of this spell receives

the Petrify status effect. The

creature is turned into a stone

statue of itself. This is permanent

until cured.

Stona Healing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white light glows around

the subject and is cured of the

Petrify status effect.

Stone Elemental (Earth)

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a boulder at your

opponent. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

earth damage + 1 point per caster

level (maximum +5).

Stone II Elemental (Earth)

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Stone,

except it deals 2d6 points of earth

damage +1 point per caster level

(maximum +10).

Stone III Elemental (Earth)

Level: Black Mage/Red

Mage/Dark Knight 3

This spell functions like Stone,

except it deals 3d8 points of earth

damage +1 point per caster level

(maximum +15).

Stonega Elemental (Earth)

Level: Black Mage/Red Mage 5

This spell functions like Stonera,

except it deals 1d6 points of earth

damage per caster level

(maximum 15d6) and the area of

effect increases to a 30-ft-radius

spread.

Stonera Elemental (Earth)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A stonera spell is the area of

effect version of the stone spell. A

blast of rocks and boulders

explodes dealing 1d4 points of

earth damage per caster level

(maximum 10d4) to every

creature within the area.

Stoneskin Enhancing/Elemental (Earth)

Level: White Mage/Red Mage 6

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You beckon the earth to absorb

into the subject’s skin reducing

the damage from physical attacks.

For the duration of the spell, the

Page 173: Page 1 of 227

Page 173 of 227

creature receives Damage

Reduction 10/-.

Stop Enfeebling

Level: Black Mage 9

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature

Duration: 1 round/2 levels (D)

Saving Throw: Will negates

Spell Resistance: Yes

The creature of this spell receives

the Stop status effect. The

creature is unable to move and act

(is helpless) for the duration of

the spell or until cured.

Syphon Enfeebling/Dark

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

With but a touch, you siphon MP

from your creature and increase

your own. The creature must

make a Fortitude save or lose 1d6

points of MP per two caster levels

(maximum of 5d6). If the save

fails, the caster gains that many in

MP.

Thundaga Elemental (Lightning)

Level: Black Mage/Red Mage 5

This spell functions like

Thundara, except it deals 1d6

points of lightning damage per

caster level (maximum 15d6) and

the area of effect increases to a

30-ft-radius spread.

Thundara

Elemental (Lightning)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A thundara spell is the area of

effect version of the thunder spell.

A large bolt of lightning strikes

the area and explodes dealing 1d4

points of lightning damage per

caster level (maximum 10d4) to

every creature within the area.

Thunder Elemental (Lightning)

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a bolt of lightning at

your opponent. You must make a

ranged touch attack to hit, and if

the ray hits, it deals 1d4 points of

lightning damage + 1 point per

caster level (maximum +5).

Thunder II Elemental (Lightning)

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Thunder,

except it deals 2d6 points of

lightning damage +1 point per

caster level (maximum +10).

Thunder III Elemental (Lightning)

Level: Black Mage/Red

Mage/Dark Knight 3

This spell functions like Thunder,

except it deals 3d8 points of

lightning damage +1 point per

caster level (maximum +15).

Tornado Elemental (Wind)

Level: Black Mage/Red Mage 6

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Area: 40-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A torrent of powerful winds

buffer the targeted area, spreading

out in a 40-ft.-radius, battering

those in the area of effect and

dealing 1d8 points of wind

damage per caster level

(maximum 15d8), a Reflex save

for half damage.

Tornado II Elemental (Wind)

Level: Black Mage 8

This spell functions like Tornado,

except it deals 1d10 points of

wind damage per caster level

(maximum 20d10) and the area of

effect increases to a 50-ft-radius

spread.

Toxify Enfeebling

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Medium (100 ft. + 10

ft./2 levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

Page 174: Page 1 of 227

Page 174 of 227

Creatures of this spell will receive

the Sap status effect. Up to one

creature per two caster levels

(maximum of 5) within the area

of effect will take 1d8 points of

acid damage per round.

Ultima Non-Elemental

Level: Black Mage 9

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 60-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

This ultimate destruction spell

erupts from the center in a large

explosion of raw magical energy

dealing 2d6 points of non-

elemental damage per caster level

(maximum 40d6) to every

creature within the area.

Vanish Enhancing

Level: Black Mage/White

Mage/Red Mage/Dark

Knight/Holy Knight 4

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

The creature of this spell becomes

invisible to sight. For the duration

of the spell, the creature is

invisible until dispelled.

Attacking while invisible ends the

spell prematurely.

Vanishga Enhancing

Level: Black Mage/White

Mage/Red Mage 6

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

(maximum of 5)

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell functions like Vanish,

except it affects one creature per

two caster levels (maximum of 5)

within 30 feet of each other.

Vox Healing

Level: White Mage/Red

Mage/Holy Knight 2

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A soft white light glows around

the subject and is cured of the

Silence status effect.

Wall Healing

Level: White Mage/Red Mage 5

Casting Time: 1 standard action

Range: Touch

Creature: Creature touched

Duration: 1 round/2 levels (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

A wall of impenetrable barrier

erupts around the subject touched;

protecting him from all physical

harm but also prevents him being

able to attack. For the duration of

the spell, the creature is immune

to all physical damage but he is

unable to attack, physically.

Warp Non-Elemental

Level: Black Mage/White Mage 8

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Creature: One creature/2 levels

Duration: 1 round/level (D)

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

This spell teleports up to one

creature per two caster levels to

their Bind point.

Water Elemental (Water)

Level: Black Mage/Red

Mage/Dark Knight 1

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2

levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You direct a blast of pressured

water at your opponent. You must

make a ranged touch attack to hit,

and if the ray hits, it deals 1d4

points of water damage + 1 point

per caster level (maximum +5).

Water II Elemental (Water)

Level: Black Mage/Red

Mage/Dark Knight 2

This spell functions like Water,

except it deals 2d6 points of water

damage +1 point per caster level

(maximum +10).

Water III Elemental (Water)

Level: Black Mage/Red

Mage/Dark Knight 3

Page 175: Page 1 of 227

Page 175 of 227

This spell functions like Water,

except it deals 3d8 points of water

damage +1 point per caster level

(maximum +15).

Watera Elemental (Water)

Level: Black Mage/Red

Mage/Dark Knight 4

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./2

levels)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

A watera spell is the area of

effect version of the water spell.

A large wave of water strikes the

area and explodes dealing 1d4

points of water damage per caster

level (maximum 10d4) to every

creature within the area.

Waterga Elemental (Water)

Level: Black Mage/Red Mage 5

This spell functions like Watera,

except it deals 1d6 points of water

damage per caster level

(maximum 15d6) and the area of

effect increases to a 30-ft-radius

spread.

Page 176: Page 1 of 227

Page 176 of 227

SONGS

Advance Mage’s Ballad Enhancing

Level: Bard 5

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play an ancient ballad of

magery, bestowing allies around

you with MP regeneration. Each

round this song is in effect, allies

within 30 feet of the bard gain 2

MP a round.

Advancing March Enhancing

Level: Bard 4

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a rousing march song,

inspiring your allies to move and

attack faster. Each round this song

is in effect, allies within 30 feet of

the bard gain the Haste status

effect.

Army’s Paeon Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a soft-spoken song of

healing, bestowing allies around

you with HP regeneration. Each

round this song is in effect, allies

within 30 feet of the bard gain

Fast Healing 2.

Army’s Paeon II Enhancing

Level: Bard 2

This song functions like Army’s

Paeon, except it provides Fast

Healing 4.

Army’s Paeon III Enhancing

Level: Bard 3

This song functions like Army’s

Paeon, except it provides Fast

Healing 6.

Army’s Paeon IV Enhancing

Level: Bard 4

This song functions like Army’s

Paeon, except it provides Fast

Healing 8.

Army’s Paeon V Enhancing

Level: Bard 5

This song functions like Army’s

Paeon, except it provides Fast

Healing 10.

Battlefield Elegy Enfeebling

Level: Bard 4

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play a song of sadness and of

lost battles, crippling your

enemies by slowing them down.

Each round this song is in effect,

enemies within 30 feet of the bard

suffer the Slow status effect.

Dark Carol Enhancing/Dark

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Dark,

bestowing your allies with a

resistance to Dark spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Dark

spells and effects as well as a

Dark Resistance of 3.

Dark Carol II Enhancing/Dark

Level: Bard 2

This song functions like Dark

Carol, except it provides a +4

morale bonus to Saving Throws

against Dark spells and effects as

well as a Dark Resistance of 6.

Dark Carol III Enhancing/Dark

Level: Bard 3

This song functions like Dark

Carol, except it provides a +6

morale bonus to Saving Throws

against Dark spells and effects as

well as a Dark Resistance of 9.

Dark Carol IV Enhancing/Dark

Level: Bard 4

This song functions like Dark

Carol, except it provides a +8

morale bonus to Saving Throws

against Dark spells and effects as

well as a Dark Resistance of 12.

Dark Carol V Enhancing/Dark

Level: Bard 5

This song functions like Dark

Carol, except it provides a +10

morale bonus to Saving Throws

Page 177: Page 1 of 227

Page 177 of 227

against Dark spells and effects as

well as a Dark Resistance of 15.

Dark Threnody Enfeebling/Dark

Level: Bard 1

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play a song of darkness,

crippling your enemies by

lowering their resistance to dark

spells and effects. Each round this

song is in effect, enemies within

30 feet of the bard suffer a -5

penalty to Dark Resistances as

well as a -2 penalty to Saving

Throws against dark spells and

effects.

Dexterous Etude Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of agility,

enhancing your allies’ Dexterity

to great effect. Each round this

song is in effect, allies within 30

feet of the bard gain a +2 morale

bonus to Dexterity.

Dexterous Etude II Enhancing

Level: Bard 2

This song functions like

Dexterous Etude, except it

provides a +4 morale bonus to

Dexterity.

Dexterous Etude III Enhancing

Level: Bard 3

This song functions like

Dexterous Etude, except it

provides a +6 morale bonus to

Dexterity.

Dexterous Etude IV Enhancing

Level: Bard 4

This song functions like

Dexterous Etude, except it

provides a +8 morale bonus to

Dexterity.

Dexterous Etude V Enhancing

Level: Bard 5

This song functions like

Dexterous Etude, except it

provides a +10 morale bonus to

Dexterity.

Earth Carol Enhancing/Elemental (Earth)

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Earth,

bestowing your allies with a

resistance to Earth spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Earth

spells and effects as well as an

Elemental (Earth) Resistance of 3.

Earth Carol II Enhancing/Elemental (Earth)

Level: Bard 2

This song functions like Earth

Carol, except it provides a +4

morale bonus to Saving Throws

against Earth spells and effects as

well as an Elemental (Earth)

Resistance of 6.

Earth Carol III Enhancing/Elemental (Earth)

Level: Bard 3

This song functions like Earth

Carol, except it provides a +6

morale bonus to Saving Throws

against Earth spells and effects as

well as an Elemental (Earth)

Resistance of 9.

Earth Carol IV Enhancing/Elemental (Earth)

Level: Bard 4

This song functions like Earth

Carol, except it provides a +8

morale bonus to Saving Throws

against Earth spells and effects as

well as an Elemental (Earth)

Resistance of 12.

Earth Carol V Enhancing/Elemental (Earth)

Level: Bard 5

This song functions like Earth

Carol, except it provides a +10

morale bonus to Saving Throws

against Earth spells and effects as

well as an Elemental (Earth)

Resistance of 15.

Earth Threnody Enfeebling/Elemental (Earth)

Level: Bard 2

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play an earthy song,

crippling your enemies by

lowering their resistance to earth

spells and effects. Each round this

song is in effect, enemies within

30 feet of the bard suffer a -5

penalty to Elemental (Earth)

Resistances as well as a -2 penalty

to Saving Throws against earth

spells and effects.

Enchanting Etude Enhancing

Level: Bard 1

Page 178: Page 1 of 227

Page 178 of 227

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of wit and

charm, enhancing your allies’

Charisma to great effect. Each

round this song is in effect, allies

within 30 feet of the bard gain a

+2 morale bonus to Charisma.

Enchanting Etude II Enhancing

Level: Bard 2

This song functions like

Enchanting Etude, except it

provides a +4 morale bonus to

Charisma.

Enchanting Etude III Enhancing

Level: Bard 3

This song functions like

Enchanting Etude, except it

provides a +6 morale bonus to

Charisma.

Enchanting Etude IV Enhancing

Level: Bard 4

This song functions like

Enchanting Etude, except it

provides a +8 morale bonus to

Charisma.

Enchanting Etude V Enhancing

Level: Bard 5

This song functions like

Enchanting Etude, except it

provides a +10 morale bonus to

Charisma.

Fire Carol Enhancing/Elemental (Fire)

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Fire,

bestowing your allies with a

resistance to Fire spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Fire spells

and effects as well as an

Elemental (Fire) Resistance of 3.

Fire Carol II Enhancing/Elemental (Fire)

Level: Bard 2

This song functions like Fire

Carol, except it provides a +4

morale bonus to Saving Throws

against Fire spells and effects as

well as an Elemental (Fire)

Resistance of 6.

Fire Carol III Enhancing/Elemental (Fire)

Level: Bard 3

This song functions like Fire

Carol, except it provides a +6

morale bonus to Saving Throws

against Fire spells and effects as

well as an Elemental (Fire)

Resistance of 9.

Fire Carol IV Enhancing/Elemental (Fire)

Level: Bard 4

This song functions like Fire

Carol, except it provides a +8

morale bonus to Saving Throws

against Fire spells and effects as

well as an Elemental (Fire)

Resistance of 12.

Fire Carol V Enhancing/Elemental (Fire)

Level: Bard 5

This song functions like Fire

Carol, except it provides a +10

morale bonus to Saving Throws

against Fire spells and effects as

well as an Elemental (Fire)

Resistance of 15.

Fire Threnody Enfeebling/Elemental (Fire)

Level: Bard 2

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play a fiery song, crippling

your enemies by lowering their

resistance to Fire spells and

effects. Each round this song is in

effect, enemies within 30 feet of

the bard suffer a -5 penalty to

Elemental (Fire) Resistances as

well as a -2 penalty to Saving

Throws against Fire spells and

effects.

Foe Lullaby Enfeebling

Level: Bard 1

Range: 30 feet

Target: One creature

Saving Throw: Will negates

Spell Resistance: Yes

You play a soft lullaby, lulling an

enemy to sleep. Each round this

song is in effect, an enemy within

30 feet of the bard suffers the

Sleep status effect.

Foe Requiem Non-Elemental

Level: Bard 1

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play a song of destruction,

damaging those within 30 feet

with sonic damage. Each round

this song is in effect, enemies

within 30 feet of the bard suffer

1d6 points of sonic damage.

Page 179: Page 1 of 227

Page 179 of 227

Foe Requiem II Non-Elemental

Level: Bard 2

This song functions like Foe

Requiem, except it deals 2d6

points of sonic damage.

Foe Requiem III Non-Elemental

Level: Bard 3

This song functions like Foe

Requiem, except it deals 3d6

points of sonic damage.

Foe Requiem IV Non-Elemental

Level: Bard 4

This song functions like Foe

Requiem, except it deals 4d6

points of sonic damage.

Foe Requiem V Non-Elemental

Level: Bard 5

This song functions like Foe

Requiem, except it deals 5d6

points of sonic damage.

Fowl Aubade Enhancing

Level: Bard 4

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play an energetic song of

wakefulness, boosting your allies’

resistance to sleep and charm

spells and effects. Each round this

song is in effect, allies within 30

feet of the bard gain a +8 morale

bonus on saving throws against

sleep and charm spells and

effects.

Goblin Gavotte Enhancing

Level: Bard 5

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a rousing song of

freedom, boosting your allies’

resistance to paralysis spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +10 morale bonus on

saving throws against paralysis

spells and effects.

Herb Pastoral Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of cleansing,

boosting your allies’ resistance to

disease and poison spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus on

saving throws against disease and

poison spells and effects.

Herb Pastoral II Enhancing

Level: Bard 2

This song functions like Herb

Pastoral, except it provides a +4

morale bonus on saving throws

against disease and poison spells

and effects.

Herb Pastoral III Enhancing

Level: Bard 3

This song functions like Herb

Pastoral, except it provides a +6

morale bonus on saving throws

against disease and poison spells

and effects.

Herb Pastoral IV

Enhancing

Level: Bard 4

This song functions like Herb

Pastoral, except it provides a +8

morale bonus on saving throws

against disease and poison spells

and effects.

Herb Pastoral V Enhancing

Level: Bard 5

This song functions like Herb

Pastoral, except it provides a +10

morale bonus on saving throws

against disease and poison spells

and effects.

Horde Lullaby Enfeebling

Level: Bard 3

Saving Throw: Will negates

Spell Resistance: Yes

This spell functions like Foe

Lullaby, except it affects all

enemies within 30 feet of the

bard.

Hunter’s Prelude Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play the song of the hunter,

granting allies a bonus to range

weapon attack rolls. Each round

this song is in effect, allies within

30 feet of the bard gain a +2

morale bonus to Attack rolls with

ranged weapons.

Hunter’s Prelude II Enhancing

Level: Bard 2

This song functions like Hunter’s

Prelude, except it provides a +4

Page 180: Page 1 of 227

Page 180 of 227

morale bonus to Attack rolls with

ranged weapons.

Hunter’s Prelude III Enhancing

Level: Bard 3

This song functions like Hunter’s

Prelude, except it provides a +6

morale bonus to Attack rolls with

ranged weapons.

Hunter’s Prelude IV Enhancing

Level: Bard 4

This song functions like Hunter’s

Prelude, except it provides a +8

morale bonus to Attack rolls with

ranged weapons.

Hunter’s Prelude V Enhancing

Level: Bard 5

This song functions like Hunter’s

Prelude, except it provides a +10

morale bonus to Attack rolls with

ranged weapons.

Ice Carol Enhancing/Elemental (Ice)

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Ice,

bestowing your allies with a

resistance to Ice spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Ice spells

and effects as well as an

Elemental (Ice) Resistance of 3.

Ice Carol II Enhancing/Elemental (Ice)

Level: Bard 2

This song functions like Ice

Carol, except it provides a +4

morale bonus to Saving Throws

against Ice spells and effects as

well as an Elemental (Ice)

Resistance of 6.

Ice Carol III Enhancing/Elemental (Ice)

Level: Bard 3

This song functions like Ice

Carol, except it provides a +6

morale bonus to Saving Throws

against Ice spells and effects as

well as an Elemental (Ice)

Resistance of 9.

Ice Carol IV Enhancing/Elemental (Ice)

Level: Bard 4

This song functions like Ice

Carol, except it provides a +8

morale bonus to Saving Throws

against Ice spells and effects as

well as an Elemental (Ice)

Resistance of 12.

Ice Carol V Enhancing/Elemental (Ice)

Level: Bard 5

This song functions like Ice

Carol, except it provides a +10

morale bonus to Saving Throws

against Ice spells and effects as

well as an Elemental (Ice)

Resistance of 15.

Ice Threnody Enfeebling/Elemental (Ice)

Level: Bard 3

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play an icy song, crippling

your enemies by lowering their

resistance to Ice spells and

effects. Each round this song is in

effect, enemies within 30 feet of

the bard suffer a -5 penalty to

Elemental (Ice) Resistances as

well as a -2 penalty to Saving

Throws against Ice spells and

effects.

Knight’s Minne Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play the song of the knight,

enhancing your allies’ Armor

Class to deflect attacks better.

Each round this song is in effect,

enemies within 30 feet of the bard

gain a +2 deflection bonus to

Armor Class.

Knight’s Minne II Enhancing

Level: Bard 2

This song functions like Knight’s

Minne, except it provides a +4

deflection bonus to Armor Class.

Knight’s Minne III Enhancing

Level: Bard 3

This song functions like Knight’s

Minne, except it provides a +6

deflection bonus to Armor Class.

Knight’s Minne IV Enhancing

Level: Bard 4

This song functions like Knight’s

Minne, except it provides a +8

deflection bonus to Armor Class.

Knight’s Minne V Enhancing

Level: Bard 5

Page 181: Page 1 of 227

Page 181 of 227

This song functions like Knight’s

Minne, except it provides a +10

deflection bonus to Armor Class.

Learned Etude Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of knowledge,

enhancing your allies’

Intelligence to great effect. Each

round this song is in effect, allies

within 30 feet of the bard gain a

+2 morale bonus to Intelligence.

Learned Etude II Enhancing

Level: Bard 2

This song functions like Learned

Etude, except it provides a +4

morale bonus to Intelligence.

Learned Etude III Enhancing

Level: Bard 3

This song functions like Learned

Etude, except it provides a +6

morale bonus to Intelligence.

Learned Etude IV Enhancing

Level: Bard 4

This song functions like Learned

Etude, except it provides a +8

morale bonus to Intelligence.

Learned Etude V Enhancing

Level: Bard 5

This song functions like Learned

Etude, except it provides a +10

morale bonus to Intelligence.

Light Carol

Enhancing/Light

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Light,

bestowing your allies with a

resistance to Light spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Light

spells and effects as well as a

Light Resistance of 3.

Light Carol II Enhancing/Light

Level: Bard 2

This song functions like Light

Carol, except it provides a +4

morale bonus to Saving Throws

against Light spells and effects as

well as a Light Resistance of 6.

Light Carol III Enhancing/Light

Level: Bard 3

This song functions like Light

Carol, except it provides a +6

morale bonus to Saving Throws

against Light spells and effects as

well as a Light Resistance of 9.

Light Carol IV Enhancing/Light

Level: Bard 4

This song functions like Light

Carol, except it provides a +8

morale bonus to Saving Throws

against Light spells and effects as

well as a Light Resistance of 12.

Light Carol V Enhancing/Light

Level: Bard 5

This song functions like Light

Carol, except it provides a +10

morale bonus to Saving Throws

against Light spells and effects as

well as a Light Resistance of 15.

Light Threnody Enfeebling/Light

Level: Bard 1

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play an icy song, crippling

your enemies by lowering their

resistance to Light spells and

effects. Each round this song is in

effect, enemies within 30 feet of

the bard suffer a -5 penalty to

Light Resistances as well as a -2

penalty to Saving Throws against

Light spells and effects.

Lightning Carol Enhancing/Elemental (Lightning)

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Lightning,

bestowing your allies with a

resistance to Lightning spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Lightning

spells and effects as well as an

Elemental (Lightning) Resistance

of 3.

Lightning Carol II Enhancing/Elemental (Lightning)

Level: Bard 2

This song functions like Lightning

Carol, except it provides a +4

morale bonus to Saving Throws

against Lightning spells and

effects as well as an Elemental

(Lightning) Resistance of 6.

Page 182: Page 1 of 227

Page 182 of 227

Lightning Carol III Enhancing/Elemental (Lightning)

Level: Bard 3

This song functions like Lightning

Carol, except it provides a +6

morale bonus to Saving Throws

against Lightning spells and

effects as well as an Elemental

(Lightning) Resistance of 9.

Lightning Carol IV Enhancing/Elemental (Lightning)

Level: Bard 4

This song functions like Lightning

Carol, except it provides a +8

morale bonus to Saving Throws

against Lightning spells and

effects as well as an Elemental

(Lightning) Resistance of 12.

Lightning Carol V Enhancing/Elemental (Lightning)

Level: Bard 5

This song functions like Lightning

Carol, except it provides a +10

morale bonus to Saving Throws

against Lightning spells and

effects as well as an Elemental

(Lightning) Resistance of 15.

Lightning Threnody Enfeebling/Elemental (Lightning)

Level: Bard 3

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play an icy song, crippling

your enemies by lowering their

resistance to Lightning spells and

effects. Each round this song is in

effect, enemies within 30 feet of

the bard suffer a -5 penalty to

Elemental (Lightning)

Resistances as well as a -2 penalty

to Saving Throws against

Lightning spells and effects.

Mage’s Ballad

Enhancing

Level: Bard 3

This song functions like Advance

Mage’s Ballad, except it provides

only 1 MP a round.

Magic Finale Enfeebling

Level: Bard 4

Range: 30 feet

Target: One creature

Saving Throw: None

Spell Resistance: No

You play a song of disruption,

stripping an opponent of magical

effects cast upon him. This song

functions like the Dispel spell.

Quick Etude Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play the song of fast reflexes,

enhancing your allies’ Armor

Class to dodge attacks better.

Each round this song is in effect,

enemies within 30 feet of the bard

gain a +2 dodge bonus to Armor

Class.

Quick Etude II Enhancing

Level: Bard 2

This song functions like Quick

Etude, except it provides a +4

dodge bonus to Armor Class.

Quick Etude III Enhancing

Level: Bard 3

This song functions like Quick

Etude, except it provides a +6

dodge bonus to Armor Class.

Quick Etude IV Enhancing

Level: Bard 4

This song functions like Quick

Etude, except it provides a +8

dodge bonus to Armor Class.

Quick Etude V Enhancing

Level: Bard 5

This song functions like Quick

Etude, except it provides a +10

dodge bonus to Armor Class.

Scop’s Operetta Enhancing

Level: Bard 5

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of sound,

boosting your allies’ resistance to

silence spells and effects. Each

round this song is in effect, allies

within 30 feet of the bard gain a

+2 morale bonus on saving

throws against silence spells and

effects.

Sheepfoe Mambo Enhancing

Level: Bard 5

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of resistance,

boosting your allies’ saving

throws. Each round this song is in

effect, allies within 30 feet of the

bard gain a +5 morale bonus on

saving throws.

Sinewy Etude Enhancing

Level: Bard 1

Page 183: Page 1 of 227

Page 183 of 227

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of might,

enhancing your allies’ Strength to

great effect. Each round this song

is in effect, allies within 30 feet of

the bard gain a +2 morale bonus

to Strength.

Sinewy Etude II Enhancing

Level: Bard 2

This song functions like Sinewy

Etude, except it provides a +4

morale bonus to Strength.

Sinewy Etude III Enhancing

Level: Bard 3

This song functions like Sinewy

Etude, except it provides a +6

morale bonus to Strength.

Sinewy Etude IV Enhancing

Level: Bard 4

This song functions like Sinewy

Etude, except it provides a +8

morale bonus to Strength.

Sinewy Etude V Enhancing

Level: Bard 5

This song functions like Sinewy

Etude, except it provides a +10

morale bonus to Strength.

Spirited Etude Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of might,

enhancing your allies’ Wisdom to

great effect. Each round this song

is in effect, allies within 30 feet of

the bard gain a +2 morale bonus

to Wisdom.

Spirited Etude II Enhancing

Level: Bard 2

This song functions like Spirited

Etude, except it provides a +4

morale bonus to Wisdom.

Spirited Etude III Enhancing

Level: Bard 3

This song functions like Spirited

Etude, except it provides a +6

morale bonus to Wisdom.

Spirited Etude IV Enhancing

Level: Bard 4

This song functions like Spirited

Etude, except it provides a +8

morale bonus to Wisdom.

Spirited Etude V Enhancing

Level: Bard 5

This song functions like Spirited

Etude, except it provides a +10

morale bonus to Wisdom.

Sword Madrigal Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play the song of precision,

granting allies a bonus to melee

weapon attack rolls. Each round

this song is in effect, allies within

30 feet of the bard gain a +1

morale bonus to Attack rolls with

melee weapons.

Sword Madrigal II Enhancing

Level: Bard 2

This song functions like Sword

Madrigal, except it provides a +2

morale bonus to Attack rolls with

melee weapons.

Sword Madrigal III Enhancing

Level: Bard 3

This song functions like Sword

Madrigal, except it provides a +3

morale bonus to Attack rolls with

melee weapons.

Sword Madrigal IV Enhancing

Level: Bard 4

This song functions like Sword

Madrigal, except it provides a +4

morale bonus to Attack rolls with

melee weapons.

Sword Madrigal V Enhancing

Level: Bard 5

This song functions like Sword

Madrigal, except it provides a +5

morale bonus to Attack rolls with

melee weapons.

Valor Minuet Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play the song of valor,

granting allies a bonus to melee

damage rolls. Each round this

song is in effect, allies within 30

Page 184: Page 1 of 227

Page 184 of 227

feet of the bard gain a +2 morale

bonus to melee damage rolls.

Valor Minuet II Enhancing

Level: Bard 2

This song functions like Valor

Minuet, except it provides a +4

morale bonus to melee damage

rolls.

Valor Minuet III Enhancing

Level: Bard 3

This song functions like Valor

Minuet, except it provides a +6

morale bonus to melee damage

rolls.

Valor Minuet IV Enhancing

Level: Bard 4

This song functions like Valor

Minuet, except it provides a +8

morale bonus to melee damage

rolls.

Valor Minuet V Enhancing

Level: Bard 5

This song functions like Valor

Minuet, except it provides a +10

morale bonus to melee damage

rolls.

Vivacious Etude Enhancing

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of fortitude,

enhancing your allies’

Constitution to great effect. Each

round this song is in effect, allies

within 30 feet of the bard gain a

+2 morale bonus to Constitution.

Vivacious Etude II Enhancing

Level: Bard 2

This song functions like

Vivacious Etude, except it

provides a +4 morale bonus to

Constitution.

Vivacious Etude III Enhancing

Level: Bard 3

This song functions like

Vivacious Etude, except it

provides a +6 morale bonus to

Constitution.

Vivacious Etude IV Enhancing

Level: Bard 4

This song functions like

Vivacious Etude, except it

provides a +8 morale bonus to

Constitution.

Vivacious Etude V Enhancing

Level: Bard 5

This song functions like

Vivacious Etude, except it

provides a +10 morale bonus to

Constitution.

Water Carol Enhancing/Elemental (Water)

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Water,

bestowing your allies with a

resistance to Water spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Water

spells and effects as well as an

Elemental (Water) Resistance of

3.

Water Carol II Enhancing/Elemental (Water)

Level: Bard 2

This song functions like Water

Carol, except it provides a +4

morale bonus to Saving Throws

against Water spells and effects as

well as an Elemental (Water)

Resistance of 6.

Water Carol III Enhancing/Elemental (Water)

Level: Bard 3

This song functions like Water

Carol, except it provides a +6

morale bonus to Saving Throws

against Water spells and effects as

well as an Elemental (Water)

Resistance of 9.

Water Carol IV Enhancing/Elemental (Water)

Level: Bard 4

This song functions like Water

Carol, except it provides a +8

morale bonus to Saving Throws

against Water spells and effects as

well as an Elemental (Water)

Resistance of 12.

Water Carol V Enhancing/Elemental (Water)

Level: Bard 5

This song functions like Water

Carol, except it provides a +10

morale bonus to Saving Throws

against Water spells and effects as

well as an Elemental (Water)

Resistance of 15.

Water Threnody

Page 185: Page 1 of 227

Page 185 of 227

Enfeebling/Elemental (Water)

Level: Bard 2

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play a watery song, crippling

your enemies by lowering their

resistance to Water spells and

effects. Each round this song is in

effect, enemies within 30 feet of

the bard suffer a -5 penalty to

Elemental (Water) Resistances as

well as a -2 penalty to Saving

Throws against Water spells and

effects.

Wind Carol Enhancing/Elemental (Wind)

Level: Bard 1

Saving Throw: Will negates

(harmless)

Spell Resistance: Yes (harmless)

You play a song of the Wind,

bestowing your allies with a

resistance to Wind spells and

effects. Each round this song is in

effect, allies within 30 feet of the

bard gain a +2 morale bonus to

Saving Throws against Wind

spells and effects as well as an

Elemental (Wind) Resistance of

3.

Wind Carol II Enhancing/Elemental (Wind)

Level: Bard 2

This song functions like Wind

Carol, except it provides a +4

morale bonus to Saving Throws

against Wind spells and effects as

well as an Elemental (Wind)

Resistance of 6.

Wind Carol III Enhancing/Elemental (Wind)

Level: Bard 3

This song functions like Wind

Carol, except it provides a +6

morale bonus to Saving Throws

against Wind spells and effects as

well as an Elemental (Wind)

Resistance of 9.

Wind Carol IV Enhancing/Elemental (Wind)

Level: Bard 4

This song functions like Wind

Carol, except it provides a +8

morale bonus to Saving Throws

against Wind spells and effects as

well as an Elemental (Wind)

Resistance of 12.

Wind Carol V Enhancing/Elemental (Wind)

Level: Bard 5

This song functions like Wind

Carol, except it provides a +10

morale bonus to Saving Throws

against Wind spells and effects as

well as an Elemental (Wind)

Resistance of 15.

Wind Threnody Enfeebling/Elemental (Wind)

Level: Bard 2

Saving Throw: Fortitude negates

Spell Resistance: Yes

You play a windy song, crippling

your enemies by lowering their

resistance to Wind spells and

effects. Each round this song is in

effect, enemies within 30 feet of

the bard suffer a -5 penalty to

Elemental (Wind) Resistances as

well as a -2 penalty to Saving

Throws against Wind spells and

effects.

Page 186: Page 1 of 227

Page 186 of 227

CHAPTER 10: COMPANIONS,

MOUNTS, & SUMMONS This chapter deals with the Beastmaster’s

Companions, Chocobo Knight’s Chocobo Mount,

Dragoon’s Dragon Companion, and the Summoner’s

Aeon Summons. Statistics are listed for each below

as well as descriptions and list of abilities.

Beastmaster’s Animal Companion List

Ape

Large Animal

Bear, Black

Medium Animal

Hawk

Small Animal

Hit Dice: 4d8+11 (29 hp) 3d8+6 (19 hp) 1d8+1 (5 hp)

Initiative: +2 +1 +2

Speed: 30 ft. (6 squares), climb 30

ft.

40 ft. (8 squares) 10 ft. (2 squares), fly 80 ft.

(average)

Armor Class: 14 (-1 size, +2 Dex, +3

natural), touch 11, flat-

footed 12

13 (+1 Dex, +2 natural),

touch 11, flat-footed 12

14 (+1 size, +2 Dex, +1

natural), touch 13, flat-

footed 12

BAB/Grapple: +3/+12 +2/+6 +0/-4

Attack: Claws +7 melee (1d6+5) Claw +6 melee (1d4+4) Talons +3 melee (1d4)

Full Attack: 2 claws +7 melee (1d6+5)

and bite +2 melee (1d6+2)

2 claws +6 melee (1d4+4)

and bite +1 melee (1d6+2)

2 talons +3 melee (1d4)

and bite -2 melee (1d4)

Space/Reach: 10 ft./10 ft. 5 ft./5 ft. 5 ft./5 ft.

Special Attacks: — — —

Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision

Saves: Fort +6, Ref +6, Will +2 Fort +5, Ref +4, Will +2 Fort +3, Ref +4, Will +2

Abilities: Str 21, Dex 15, Con 14,

Int 2, Wis 12, Cha 7

Str 19, Dex 13, Con 15,

Int 2, Wis 12, Cha 6

Str 10, Dex 15, Con 12,

Int 2, Wis 14, Cha 6

Skills: Climb +14, Listen +6, Spot

+6

Climb +4, Listen +4, Spot

+4, Swim +8

Listen +2, Spot +14

Feats: Alertness, Toughness Endurance, Run Weapon Finesse

Environment Warm forests Temperate forests Temperate mountains

Organization: Solitary, pair, or company

(3-5)

Solitary or pair Solitary or pair

Challenge Rating: 2 2 1/2

Advancement: 5-8 HD (Large) 4-5 HD (Medium) 2-3 HD (Medium)

Strong Against: — — —

Weak Against: — — —

Snake, Medium

Medium Animal

Wolf

Medium Animal

Hit Dice: 2d8 (9 hp) 2d8+4 (13 hp)

Initiative: +3 +2

Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. 50 ft. (10 squares)

Armor Class: 16 (+3 Dex, +3 natural),

touch 13, flat-footed 13

14 (+2 Dex, +2 natural),

touch 12, flat-footed 12

BAB/Grapple: +1/+0 +1/+2

Attack: Bite +4 melee (1d4-1 plus poison) Bite +3 melee (1d6+1)

Full Attack: Bite +4 melee (1d4-1 plus poison) Bite +3 melee (1d6+1)

Space/Reach: 5 ft./5 ft. 5 ft./5 ft.

Special Attacks: Poison Trip

Special Qualities: Scent Low-light vision, scent

Saves: Fort +3, Ref +6, Will +1 Fort +5, Ref +5, Will +1

Page 187: Page 1 of 227

Page 187 of 227

Abilities: Str 8, Dex 17, Con 11,

Int 1, Wis 12, Cha 2

Str 13, Dex 15, Con 15,

Int 2, Wis 12, Cha 6

Skills: Balance +11, Climb +11, Hide +12, Listen

+5, Spot +5, Swim +7

Hide +2, Listen +3, Move Silently +3,

Spot +3, Survival +1*

Feats: Weapon Finesse Track, Weapon Focus (Bite)

Environment Temperate marshes Temperate forests

Organization: Solitary Solitary, pair, or pack (7-16)

Challenge Rating: 1 1

Advancement: — 3 HD (Medium); 4-6 HD (Large)

Strong Against: — —

Weak Against: — —

APE These powerful omnivores resemble gorillas but are

far more aggressive; they kill and eat anything they

can catch. An adult male ape is 5-1/2 to 6 feet tall and

weighs 300 to 400 pounds.

Combat

An ape often precedes an attack with a display of

aggression, hoping to intimidate potential foes.

Skills: Apes have a +8 racial bonus on Climb checks

and can always choose to take 10 on Climb checks,

even if rushed or threatened.

BEAR, BLACK The black bear is a forest-dwelling omnivore that

usually is not dangerous unless an interloper

threatens its cubs or food supply. Black bears can be

pure black, blond, or cinnamon in color and rarely

more than 5 feet long.

Combat

Black bears rip prey with their claws and teeth.

Skills: A black bear has a +4 racial bonus on Swim

checks.

HAWK These birds of prey inhabit nearly every terrain and

climate, though they all prefer high, secluded nesting

spots. A typical hawk is about 3 feet long and has a

wingspan of about 7 feet. The statistics presented

here can describe any similar-sized, diurnal bird of

prey.

Combat

Hawks dive at prey, raking with their powerful

talons.

Skills: Hawks have a +8 racial bonus on Spot checks.

SNAKE, MEDIUM These creatures are medium in size. They are not

particularly aggressive, but will often lash out with a

bite attack before attempting to retreat.

Combat

Snakes rely on their venomous bite to kill prey and

defend themselves.

Poison (Ex): A snake has a poisonous bite that deals

initial and secondary damage of 1d6 Con. The save

DC is 11 and are Constitution-based.

Skills: Snakes have a +4 racial bonus on Hide,

Listen, and Spot checks and a +8 racial bonus on

Balance and Climb checks. A snake can always

choose to take 10 on a Climb check, even if rushed or

threatened. Snakes use either their Strength modifier

or Dexterity modifier for Climb checks, whichever is

higher. A snake has a +8 racial bonus on any Swim

check to perform some special action or avoid a

hazard. It can always choose to take 10 on a Swim

check, even if distracted or endangered. It can use the

run action while swimming, provided it swims in a

straight line.

WOLF Wolves are pack hunters known for their persistence

and cunning.

Combat

A favorite tactic is to send a few individuals against

the foe’s front while the rest of the pack circles and

attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can

attempt to trip the opponent (+1 check modifier) as a

free action without making a touch attack or

provoking an attack of opportunity. If the attempt

fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival

checks when tracking by scent.

Page 188: Page 1 of 227

Page 188 of 227

Beastmaster’s Dire Companion List

Dire Ape

Large Animal

Dire Bear

Large Animal

Dire Hawk

Medium Animal

Hit Dice: 5d8+11 (35 hp) 12d8+51 (105 hp) 5d8+10 (32 hp)

Initiative: +2 +1 +6

Speed: 30 ft. (6 squares), climb 15

ft.

40 ft. (8 squares) 10 ft. (2 squares), fly 80 ft.

(average)

Armor Class: 15 (-1 size, +2 Dex, +4

natural), touch 11, flat-

footed 13

17 (-1 size, +1 Dex, +7

natural), touch 10, flat-

footed 16

19 (+6 Dex, +3 natural),

touch 16, flat-footed 13

BAB/Grapple: +3/+13 +9/+23 +3/+4

Attack: Claws +8 melee (1d6+6) Claw +19 melee (2d4+10) Claw +9 melee (1d4+1)

Full Attack: 2 claws +8 melee (1d6+6)

and bite +3 melee (1d8+3)

2 claws +19 melee

(2d4+10) and bite +13

melee (2d8+5)

2 claws +9 melee (1d4+1)

and bite +4 melee (1d6)

Space/Reach: 10 ft./10 ft. 10 ft./5 ft. 5 ft./5 ft.

Special Attacks: Rend 2d6+9 Improved grab —

Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision

Saves: Fort +6, Ref +6, Will +5 Fort +12, Ref +9, Will +9 Fort +6, Ref +10, Will +6

Abilities: Str 22, Dex 15, Con 14,

Int 2, Wis 12, Cha 7

Str 31, Dex 13, Con 19,

Int 2, Wis 12, Cha 10

Str 12, Dex 22, Con 15,

Int 2, Wis 15, Cha 11

Skills: Climb +14, Listen +5,

Move Silently +4, Spot +6

Listen +10, Spot +10,

Swim +13

Listen +8, Move Silently

+8, Spot +8*

Feats: Alertness, Toughness Alertness, Endurance,

Run, Toughness, Weapon

Focus (claw)

Weapon Finesse (bite),

Weapon Finesse (claw)

Environment Warm forests Cold forests Any forest, hills, plains,

and mountains

Organization: Solitary or company (5-8) Solitary or pair Solitary or pair

Challenge Rating: 3 7 2

Advancement: 6-15 HD (Large) 13-16 HD (Large);

17-36 HD (Huge)

5-8 HD (Medium);

9-12 HD (Large)

Strong Against: — — —

Weak Against: — — —

Dire Snake

Huge Animal

Dire Wolf

Large Animal

Hit Dice: 7d8+21 (52 hp) 6d8+18 (45 hp)

Initiative: +5 +2

Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft. 50 ft. (10 squares)

Armor Class: 18 (-2 size, +5 Dex, +5 natural),

touch 13, flat-footed 13

14 (-1 Size, +2 Dex, +3 natural),

touch 11, flat-footed 12

BAB/Grapple: +5/+20 +4/+15

Attack: Bite +10 melee (2d6+10 plus poison) Bite +11 melee (1d8+10)

Full Attack: Bite +10 melee (2d6+10 plus poison) Bite +11 melee (1d8+10)

Space/Reach: 10 ft./10 ft. (coiled) 10 ft./5 ft.

Special Attacks: Constrict 1d6+10, Improved Grab, Poison Trip

Special Qualities: Low-Light Vision, Scent Low-light vision, scent

Saves: Fort +8, Ref +10, Will +6 Fort +8, Ref +7, Will +6

Page 189: Page 1 of 227

Page 189 of 227

Abilities: Str 24, Dex 20, Con 16,

Int 1, Wis 13, Cha 11

Str 25, Dex 15, Con 17,

Int 2, Wis 12, Cha 10

Skills: Balance +14, Climb +15, Hide +7, Listen

+9, Spot +9, Swim +9

Hide +0, Listen +7, Move Silently +4,

Spot +7, Survival +2*

Feats: — Alertness, Run, Track, Weapon Focus

(Bite)

Environment Temperate and warm land, aquatic, and

underground

Temperate forests

Organization: Solitary Solitary or pack (5-8)

Challenge Rating: 5 3

Advancement: 8-12 HD (Huge);

13-16 HD (Gargantuan)

7-18 HD (Large)

Strong Against: — —

Weak Against: — —

DIRE APE Dire apes are territorial and apt to attack anything

they see. A dire ape stands about 9 feet tall and

weighs from 800 to 1,200 pounds.

Combat

Dire apes attack anything that enters their territory,

even other dire apes. If an opponent’s armor foils a

dire ape’s attacks, the creature will attempt to grapple

and pin, then rend the prone opponent.

Rend (Ex): A dire ape that hits with both claw

attacks, latches onto the opponent’s body and tears

the flesh. This attack automatically deals an extra

2d6+12 points of damage.

Scent (Ex): A dire ape can detect approaching

enemies, sniff out hidden foes, and track by sense of

smell.

Skills: Dire apes have a +8 racial bonus on Climb

checks and can always choose to take 10 on Climb

checks, even if rushed or threatened.

DIRE BEAR The omnivorous dire bear usually does not bother

creatures that try to avoid it, but will aggressively

defend a kill or other source of food. It will not

hesitate to rip apart anything that might contain

something edible. A typical dire bear is 12 feet long

and weighs as much as 8,000 pounds.

Combat

A dire bear attacks by tearing at opponents with its

claws.

Improved Grab (Ex): To use this ability, a dire bear

must hit with a claw attack. It can then attempt to

start a grapple as a free action without provoking an

attack of opportunity.

DIRE HAWK This bird of prey is capable of taking down pigs,

sheep, and even the occasional small chocobo. The

dire hawk prefers high, remote nesting spots. A

typical dire hawk is about 5 feet long and has a

wingspan of about 11 feet. The upper part of its beak

has a bony protusion, and several long feathers trail

gracefully from its lower body and tail.

Combat

Hawks dive at prey, raking with their powerful

talons.

Skills: * A dire hawk receives a +8 racial bonus on

Spot checks in daylight.

DIRE SNAKE The dire snake combines the strength and power of a

constrictor with the venomous bite of a viper. The

dire snake looks like an enormous viper with dull

green or brown scales and long fangs. Its head has

two bony protrusions similar to horns placed just

behind the eyes.

Combat

Constrict (Ex): With a successful grapple check, a

dire snake can constrict a grabbed opponent, dealing

1d8+10 points of bludgeoning damage.

Poison (Ex): A dire snake delivers its poison

(Fortitude save DC 16) with each successful bite

attack. The initial and secondary damage is the same

(1d6 points of Constitution damage).

Improved Grab (Ex): If a dire snake hits an

opponent that is at least one size category smaller

than itself with a bite attack, it deals normal damage

and attempts to start a grapple as a free action

Page 190: Page 1 of 227

Page 190 of 227

without provoking an attack of opportunity (grapple

bonus +20). If it gets a hold, it can also constrict in

the same round. Thereafter, the dire snake has the

option to conduct the grapple normally, or simply use

its jaws to hold the opponent (-20 penalty on grapple

check, but the dire snake is not considered grappled).

In either case, each successful grapple check it makes

during successive rounds automatically deals bite and

constrict damage.

Scent (Ex): A dire snake can detect approaching

enemies, sniff out hidden foes, and track by sense of

smell.

Skills: A dire snake receives a +4 racial bonus on

Hide, Listen, and Spot checks, and a +8 racial bonus

on Balance checks.

DIRE WOLF Dire wolves are efficient pack hunters that will kill

anything they can catch. Dire wolves are mottled

gray or black, about 9 feet long and weighing some

800 pounds.

Combat

Dire wolves prefer to attack in packs, surrounding

and flanking a foe when they can.

Trip (Ex): A dire wolf that hits with a bite attack can

attempt to trip its opponent (+15 check modifier) as a

free action without making a touch attack or

provoking an attack of opportunity. If the attempt

fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide,

Listen, Move Silently, and Spot checks. *It also has a

+4 racial bonus on Survival checks when tracking by

scent.

Page 191: Page 1 of 227

Page 191 of 227

Beastmaster’s Legendary Companion List

Legendary Ape

Medium Animal

Legendary Bear

Large Animal

Legendary Hawk

Small Animal

Hit Dice: 13d8+39 (97 hp) 20d8+140 (230 hp) 12d8+36 (90 hp)

Initiative: +3 +2 +10

Speed: 40 ft. (8 squares), climb 20

ft.

50 ft. (10 squares) 10 ft. (2 squares), fly

100 ft. (average)

Armor Class: 19 (+3 Dex, +6 natural),

touch 13, flat-footed 16

21 (-1 size, +2 Dex, +10

natural), touch 11, flat-

footed 19

25 (+1 size, +10 Dex, +4

natural), touch 21, flat-

footed 15

BAB/Grapple: +9/+19 +15/+32 +9/+6

Attack: Claws +19 melee (1d8+10) Claw +27 melee (2d6+13) Claw +20 melee (1d6+2)

Full Attack: 2 claws +19 melee (1d8+10)

and bite +14 melee (2d6+5)

2 claws +27 melee

(2d6+13) and bite +22

melee (4d6+6)

2 claws +20 melee

(1d6+2) and bite +15

melee (1d8+1)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft.

Special Attacks: Rend 2d8+15 Improved grab —

Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision

Saves: Fort +11, Ref +11, Will +11 Fort +19, Ref +14, Will

+15

Fort +11, Ref +18, Will

+11

Abilities: Str 30, Dex 17, Con 16,

Int 2, Wis 17, Cha 11

Str 36, Dex 15, Con 25,

Int 2, Wis 16, Cha 13

Str 15, Dex 30, Con 17,

Int 2, Wis 16, Cha 13

Skills: Climb +19, Listen +9, Move

Silently +11, Spot +9

Listen +8, Spot +8, Swim

+18

Listen +10, Spot +10*

Feats: — Alertness, Endurance, Run,

Toughness, Weapon Focus

(claw)

Weapon Finesse (bite),

Weapon Finesse (claw)

Environment Warm forest and mountains,

and underground

Any forest, hills, plains,

mountains, or underground

Any forest, hills, plains,

and mountains

Organization: Solitary, pair, or company

(3-5)

Solitary or pair Solitary or pair

Challenge Rating: 7 9 6

Advancement: 14-26 HD (Medium) 21-40 HD (Large) 13-24 HD (Small)

Strong Against: — — —

Weak Against: — — —

Legendary Snake

Large Animal

Legendary Wolf

Medium Animal

Hit Dice: 16d8+112 (184 hp) 14d8+70 (133 hp)

Initiative: +7 +9

Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft. 60 ft. (12 squares)

Armor Class: 22 (-1 size, +7 Dex, +6 natural),

touch 16, flat-footed 15

24 (+9 Dex, +5 natural),

touch 19, flat-footed 15

BAB/Grapple: +12/+24 +10/+17

Attack: Bite +19 melee (1d8+12 plus poison) Bite +19 melee (2d6+10)

Full Attack: Bite +19 melee (1d8+12 plus poison) Bite +19 melee (2d6+10)

Space/Reach: 10 ft./10 ft. (coiled) 5 ft./5 ft.

Special Attacks: Constrict 1d8+12, Improved Grab, Poison Trip

Special Qualities: Low-Light Vision, Scent Low-light vision, scent

Page 192: Page 1 of 227

Page 192 of 227

Saves: Fort +17, Ref +17, Will +12 Fort +14, Ref +18, Will +11

Abilities: Str 27, Dex 24, Con 24,

Int 1, Wis 14, Cha 7

Str 25, Dex 28, Con 21,

Int 2, Wis 15, Cha 10

Skills: Balance +24, Climb +22, Hide +14, Listen

+12, Spot +12, Swim +16

Hide +13, Listen +10, Move Silently +12,

Spot +10, Survival +4*

Feats: — Weapon Finesse (Bite)

Environment Temperate and warm land, aquatic, and

underground

Any forest, hills, plains, and mountains

Organization: Solitary Solitary or pack (5-8)

Challenge Rating: 8 7

Advancement: 17-32 HD (Huge) 15-30 HD (Medium)

Strong Against: — —

Weak Against: — —

LEGENDARY APE This ape appears little different from the common

gorilla in its markings, but even the casual observer

can tell that it is stronger, faster, and tougher than

others of its kind.

Combat

Legendary apes are aggressive and territorial. They

drop on opponents from trees to rend flesh with their

powerful claws and teeth.

Rend (Ex): If a legendary ape hits a single target

with both claw attacks, it latches onto the opponent’s

body and tears the flesh. This attack automatically

deals an extra 2d8+15 points of damage.

Scent (Ex): A legendary ape can detect approaching

enemies, sniff out hidden foes, and track by sense of

smell.

Skills: Legendary apes have a +8 racial bonus on

Climb checks and can always choose to take 10 on

Climb checks, even if rushed or threatened.

LEGENDARY BEAR The legendary bear doesn’t usually attack humes. Its

diet consists primarily of plants and fish.

Combat

Improved Grab (Ex): If a legendary bear hits a

Medium-size or smaller opponent with a claw attack,

it deals normal damage and attempts to start a grapple

as a free action without provoking an attack of

opportunity (grapple bonus +32). Thereafter, the

legendary bear has the option to conduct the grapple

normally, or simply use its claw to hold the opponent

(-20 penalty on grapple check, but the legendary bear

is not considered grappled). In either case, each

successful grapple check it makes during successive

rounds automatically deals claw damage.

LEGENDARY HAWK With its feathers of bright white and brilliant yellow,

the legendary hawk is considered an omen of good

weather and good times to come.

Combat

Like all birds of prey, the legendary hawk is a

carnivore that hunts other birds, as well as small

reptiles, snakes, and mammals. It attacks from the air

with its claws and beak.

Skills: *A legendary hawk receives a +12 racial

bonus on Spot checks made in daylight.

LEGENDARY SNAKE A strong constrictor with a potent venomous bite, the

legendary snake is found in underwater lakes, rivers,

and streams. It attacks only when threatened.

Combat

Constrict (Ex): With a successful grapple check, a

legendary snake can constrict a grabbed opponent,

dealing 1d8+12 points of bludgeoning damage.

Improved Grab (Ex): If a legendary snake hits a

Large or smaller opponent with a bite attack, it deals

normal damage and attempts to start a grapple as a

free action without provoking an attack of

opportunity (grapple bonus +24). If it gets a hold, it

can constrict in the same round. Thereafter, the

legendary snake has the option to conduct the grapple

normally, or simply use its coils to hold the opponent

(-20 penalty on grapple check, but the legendary

snake is not considered grappled). In either case, each

successful grapple check it makes during successive

rounds automatically deals bite and constrict damage.

Poison (Ex): A legendary snake delivers its poison

(Fortitude save DC 25) with each successful bite

Page 193: Page 1 of 227

Page 193 of 227

attack. The initial and secondary damage is the same

(1d8 points of Constitution damage).

Scent (Ex): A legendary snake can detect

approaching enemies, sniff out hidden foes, and track

by sense of smell.

Skills: A legendary snake receives a +8 racial bonus

on Hide, Listen, and Spot checks, and a +16 racial

bonus on Balance checks. It can use its Strength or

Dexterity modifier (whichever is better) for Climb

checks.

LEGENDARY WOLF A fierce-looking wolf with black, white, or gray fur,

this animal is generally not aggressive toward

humanoids, though extreme hunger may make it

attack.

Combat

A legendary wolf encountered singly may fight, or

may retreat to assemble the pack. Whenever possible,

legendary wolves live, move, and hunt in packs.

Trip (Ex): A legendary wolf that hits with a bite

attack can attempt to trip the opponent as a free

action without making a touch attack or provoking an

attack of opportunity. If the attempt fails, the

opponent cannot react to trip the legendary wolf.

Scent (Ex): A legendary wolf can detect approaching

enemies, sniff out hidden foes, and track by sense of

smell.

Skills: A legendary wolf receives a +2 racial bonus

on Listen, Move Silently, and Spot checks, and a +4

racial bonus on Hide checks. *It also receives a +8

racial bonus on Survival checks when tracking by

scent.

Page 194: Page 1 of 227

Page 194 of 227

CHOCOBO

Chocobos are huge birds commonly used as mounts.

The common type of Chocobo is Yellow, but you can

find or breed some other types. The Green Chocobo

is an expert in mountain situations, being able to

climb and jump easily. The Blue Chocobo is the one

you rely on when you want to cross a river, since it’s

a really good swimmer. The Black Chocobo does a

bit of everything and is really quick on its feet. And

then comes the Gold Chocobo; these beasts are very,

very rare. Not many people have seen these creatures.

Combat

Chocobos attack with their beak when threatened.

Scent (Ex): A chocobo can detect approaching

enemies, sniff out hidden foes, and track by sense of

smell.

Choco Cure (Sp): This ability functions like the cure

III spell. A black and gold chocobo can use this

ability up to three times per day.

Choco Meteor (Sp): This ability functions like the

meteor spell except it only conjures one meteor

instead of four. A gold chocobo can use this ability

up to one time per day. The save DC is Charisma-

based.

Chocobo, Yellow

Large Animal

Chocobo, Green

Large Animal

Chocobo, Blue

Large Animal

Hit Dice: 3d8+6 (19 hp) 4d8+8 (25 hp) 5d8+10 (32 hp)

Initiative: +2 +2 +2

Speed: 60 ft. (12 squares) 60 ft. (12 squares), Climb 20

ft.

60 ft. (12 squares),

Swim 40 ft.

Armor Class: 13 (-1 size, +2 Dex, +2

natural), touch 11, flat-

footed 11

13 (-1 size, +2 Dex, +2

natural), touch 11, flat-footed

11

13 (-1 size, +2 Dex, +2

natural), touch 11, flat-

footed 11

BAB/Grapple: +2/+7 +3/+8 +3/+8

Attack: Beak +4 melee (1d6+2) Beak +6 melee (1d6+3) Beak +5 melee (1d6+3)

Full Attack: Beak +4 melee (1d6+2) Beak +6 melee (1d6+3) Beak +5 melee (1d6+3)

Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.

Special Attacks: — — —

Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent

Saves: Fort +5, Ref +5, Will +2 Fort +6, Ref +6, Will +2 Fort +6, Ref +6, Will +2

Abilities: Str 14, Dex 14, Con 15,

Int 2, Wis 12, Cha 6

Str 16, Dex 14, Con 15,

Int 2, Wis 12, Cha 6

Str 16, Dex 14, Con 15,

Int 2, Wis 12, Cha 6

Skills: Jump +5, Survival +4 Climb +7, Jump +7, Survival

+3

Jump +5, Survival +4,

Swim +8

Feats: Endurance, Run Endurance, Run Endurance, Run

Environment Temperate plains Temperate plains Temperate plains

Organization: Domesticated or herd (6-

30)

Domesticated or herd (6-30) Domesticated or herd (6-

30)

Challenge Rating: 1 2 2

Advancement: 4-6 HD (Large) 5-8 HD (Large) 6-10 HD (Large)

Strong Against: — — —

Weak Against: — — —

Page 195: Page 1 of 227

Page 195 of 227

Chocobo, Black

Large Magical Beast

Chocobo, Gold

Large Magical Beast

Hit Dice: 8d10+40 (90 hp) 16d10+104 (196 hp)

Initiative: +3 +8

Speed: 70 ft. (14 squares), climb 30 ft., swim 30

ft.

80 ft. (16 squares), fly 40 ft. (average),

climb 30 ft., swim 30 ft.

Armor Class: 18 (-1 size, +3 Dex, +6 natural),

touch 12, flat-footed 15

21 (-1 size, +4 Dex, +8 natural),

touch 13, flat-footed 17

BAB/Grapple: +8/+17 +16/+28

Attack: Beak +13 melee (1d8+5) Beak +25 melee (2d6+8)

Full Attack: Beak +13 melee (1d8+5) Beak +25 melee (2d6+8)

Space/Reach: 10 ft./5 ft. 10 ft./5 ft.

Special Attacks: — Choco Meteor

Special Qualities: Choco Cure, Low-light vision, scent Choco Cure, Low-light vision, scent

Saves: Fort +11, Ref +9, Will +9 Fort +19, Ref +15, Will +14

Abilities: Str 20, Dex 16, Con 20,

Int 2, Wis 16, Cha 12

Str 26, Dex 18, Con 26,

Int 2, Wis 16, Cha 16

Skills: Climb +12, Jump +11, Survival +9, Swim

+11

Climb +21, Jump +21, Listen +17, Spot

+17, Survival +17, Swim +21

Feats: Dash, Endurance, Run Dash, Endurance, Run, Improve

Initiative, Weapon Focus (Beak)

Environment Temperate plains Temperate plains

Organization: Solitary Solitary

Challenge Rating: 4 8

Advancement: 9-16 HD (Large) 17-32 HD (Large)

Strong Against: — —

Weak Against: — —

Page 196: Page 1 of 227

Page 196 of 227

Dragoon’s Dragon Companion

Breath Weapon (Su): Using a breath weapon is a

standard action. Once a dragon breathes, it can’t

breathe again until 1d4 rounds later. A blast from a

breath weapon always starts at any intersection

adjacent to the dragon and extends in a direction of

the dragon’s choice, with an area noted below. If the

breath weapon deals damage, creatures caught in the

area can attempt Reflex saves to take half damage;

the DC depends on the dragon’s age and variety, and

is given in each individual entry. The save DC

against a breath weapon is 10 + ½ dragon’s HD +

dragon’s Con modifier.

Frightful Presence (Ex): A young adult or older

dragon can unsettle foes with its mere presence. The

ability takes effect automatically whenever the

dragon attacks, charges, or flies overhead. Creatures

within a radius of 30 feet x the dragon’s age category

are subject to the effect if they have fewer HD than

the dragon. A potentially affected creature that

succeeds on a Will save (DC 10+ ½ dragon’s HD +

dragon’s Cha modifier) remains immune to that

dragon’s frightful presence for 24 hours. On a failure,

creatures with 4 or less HD become panicked for 4d6

rounds and those with 5 or more HD become shaken

for 4d6 rounds. Dragons ignore the frightful presence

of other dragons.

Breath Weapon (DC) Frightful Presence DC

Type of Dragon Wyrmling Young

Adult

Mature

Adult Wyrmling

Young

Adult

Mature

Adult

Earth Dragon 1d6 (13) 5d6 (21) 7d6 (26) — 20 24

Fire Dragon 2d8 (15) 10d8 (24) 16d8 (31) — 21 26

Ice Dragon 2d8 (14) 10d8 (23) 14d8 (27) — 23 27

Lightning Dragon 2d6 (14) 10d6 (23) 14d6 (27) — 21 25

Water Dragon 2d4 (13) 10d4 (21) 14d4 (26) — 19 23

Wind Dragon 2d4 (13) 10d4 (21) 14d4 (26) — 21 25

Damage Reduction: Young adult and older dragons

have damage reduction. Their natural weapons are

treated as magic weapons for the purpose of

overcoming damage reduction.

Immunities (Ex): All dragons have immunity to

sleep and paralysis effects.

Spell Resistance (Ex): As dragons age, they become

more resistant to spells and spell-like abilities, as

indicated in the variety descriptions.

Blindsense (Ex): Dragons can pinpoint creatures

within a distance of 60 feet. Opponents the dragon

can’t actually see will have total concealment against

the dragon.

Keen Senses (Ex): A dragon sees four times as well

a hume in shadowy illumination and twice as well in

normal light. It also has darkvision out to 120 feet.

COMBAT

A dragon attacks with its powerful claws and bite,

and can also use a breath weapon and special

physical attacks, depending on its size. It prefers to

fight on the wing, staying out of reach until it has

worn down the enemy with ranged attacks. Older,

more intelligent dragons are adept at sizing up the

opposition and eliminating the most dangerous foes

first (or avoiding them while picking off weaker

enemies).

Bite: Bite attacks deal the indicated damage plus the

dragon’s Strength bonus. A dragon also can use its

bite to snatch opponents if it has the Snatch feat.

Claw: Claw attacks deal the indicated damage plus

1/2 the dragon’s Strength bonus (round down). The

dragon also can use its claws to snatch opponents if it

has the Snatch feat. Claw attacks are secondary

attacks, requiring a –5 penalty on the attack roll.

(Many dragons choose the Multiattack feat to lessen

this penalty to –2).

Page 197: Page 1 of 227

Page 197 of 227

Wing: The dragon can slam opponents with its

wings, even when flying. Wing attacks deal the

indicated damage plus 1/2 the dragon’s Strength

bonus (round down) and are treated as secondary

attacks.

Tail Slap: The dragon can slap one opponent each

round with its tail. A tail slap deals the indicated

damage plus 1-1/2 times the dragon’s Strength bonus

(round down) and is treated as a secondary attack.

Crush (Ex): This special attack allows a flying or

jumping dragon of at least Huge size to land on

opponents as a standard action, using its whole body

to crush them. Crush attacks are effective only

against opponents three or more size categories

smaller than the dragon (though it can attempt normal

overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit

under the dragon’s body. Creatures in the affected

area must succeed on a Reflex save (DC equal to that

of the dragon’s breath weapon) or be pinned,

automatically taking bludgeoning damage during the

next round unless the dragon moves off them. If the

dragon chooses to maintain the pin, treat it as a

normal grapple attack. Pinned opponents take

damage from the crush each round if they don’t

escape. A crush attack deals the indicated damage

plus 1-1/2 times the dragon’s Strength bonus (round

down).

Tail Sweep (Ex): This special attack allows a dragon

of at least Gargantuan size to sweep with its tail as a

standard action. The sweep affects a half-circle with a

radius of 30 feet (or 40 feet for a Colossal dragon),

extending from an intersection on the edge of the

dragon’s space in any direction. Creatures within the

swept area are affected if they are four or more size

categories smaller than the dragon. A tail sweep

automatically deals the indicated damage plus 1-1/2

times the dragon’s Strength bonus (round down).

Affected creatures can attempt Reflex saves to take

half damage (DC equal to that of the dragon’s breath

weapon).

Grappling: Dragons do not favor grapple attacks,

though their crush attack (and Snatch feat, if they

know it) use normal grapple rules. A dragon can

always use its breath weapon while grappling.

Page 198: Page 1 of 227

Page 198 of 227

Dragon, Earth

Wyrmling

Small Magical Beast

Dragon, Earth

Young Adult

Large Magical Beast

Dragon, Earth

Mature Adult

Huge Magical Beast

Hit Dice: 4d12+4 (30) 16d12+48 (152) 22d12+110 (253)

Initiative: +0 +4 +4

Speed: 60 ft. (12 squares), fly

150 ft. (average), burrow

30 ft.

60 ft. (12 squares), fly 200

ft. (poor), burrow 30 ft.

60 ft. (12 squares), fly 200

ft. (poor), burrow 30 ft.

Armor Class: 15 (+1 size, +4 natural),

touch 11, flat-footed 15

24 (-1 size, +15 natural),

touch 9, flat-footed 24

29 (-2 size, +21 natural),

touch 8, flat-footed 29

BAB/Grapple: +4/+1 +16/+24 +22/+38

Attack: Bite +7 melee (1d6+1) Bite +20 melee (2d6+4) Bite +29 melee (2d8+8) or

Crush +28 melee (2d8+12)

Full Attack: Bite +7 melee (1d6+1),

2 Claws +4 melee (1d4)

Bite +20 melee (2d6+4). 2

Claws +18 melee (1d8+2),

2 Wings +17 melee

(1d6+2), Tail Slap +17

melee (1d8+6)

Bite +29 melee (2d8+8). 2

Claws +27 melee (2d6+4), 2

Wings +26 melee (1d8+4),

Tail Slap +26 melee

(2d6+12)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.

Special Attacks: Breath Weapon (20 ft.

Cone of Earth)

Breath Weapon (40 ft.

Cone of Earth)

Breath Weapon (50 ft. Cone

of Earth)

Special Qualities: Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet)

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

5/-, SR 18, Frightful

Presence

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

10/-, SR 22, Frightful

Presence

Saves: Fort +5, Ref +4, Will +4 Fort +13, Ref +10, Will

+12

Fort +18, Ref +13, Will +16

Abilities: Str 13, Dex 10, Con 13,

Int 10, Wis 11, Cha 10

Str 19, Dex 10, Con 17,

Int 14, Wis 15, Cha 14

Str 27, Dex 10, Con 21,

Int 16, Wis 17, Cha 16

Feats: Multiattack, Weapon

Focus (Bite)

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw)

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave, Flyby Attack

Challenge Rating: 3 11 16

Strong Against: Earth Earth Earth

Weak Against: Wind Wind Wind

Page 199: Page 1 of 227

Page 199 of 227

Dragon, Fire

Wyrmling

Small Magical Beast

Dragon, Fire

Young Adult

Large Magical Beast

Dragon, Fire

Mature Adult

Huge Magical Beast

Hit Dice: 7d12+14 (59) 19d12+95 (218) 25d12+150 (312)

Initiative: +4 +4 +4

Speed: 40 ft. (12 squares), fly

150 ft. (poor)

40 ft. (12 squares), fly 150

ft. (poor)

40 ft. (12 squares), fly 150

ft. (poor)

Armor Class: 17 (+1 size, +6 natural),

touch 11, flat-footed 17

27 (-1 size, +18 natural),

touch 9, flat-footed 27

32 (-2 size, +24 natural),

touch 8, flat-footed 32

BAB/Grapple: +7/+10 +19/+33 +25/+44

Attack: Bite +12 melee (1d6+3) Bite +29 melee (2d6+10) Bite +35 melee (2d8+11) or

Crush +34 melee (2d8+16)

Full Attack: Bite +12 melee (1d6+3),

2 Claws +9 melee

(1d4+1)

Bite +29 melee (2d6+10). 2

Claws +27 melee (1d8+5),

2 Wings +26 melee

(1d6+5), Tail Slap +26

melee (1d8+15)

Bite +35 melee (2d8+11). 2

Claws +33 melee (2d6+5), 2

Wings +32 melee (1d8+5),

Tail Slap +32 melee

(2d6+16)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.

Special Attacks: Breath Weapon (20 ft.

Cone of Fire)

Breath Weapon (40 ft.

Cone of Fire)

Breath Weapon (50 ft. Cone

of Fire)

Special Qualities: Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet)

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

5/-, SR 19, Frightful

Presence

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

10/-, SR 23, Frightful

Presence

Saves: Fort +7, Ref +5, Will +5 Fort +16, Ref +11, Will

+13

Fort +20, Ref +14, Will +18

Abilities: Str 17, Dex 10, Con 15,

Int 10, Wis 11, Cha 10

Str 31, Dex 10, Con 21,

Int 14, Wis 15, Cha 14

Str 33, Dex 10, Con 23,

Int 18, Wis 19, Cha 18

Feats: Multiattack, Weapon

Focus (Bite), Improved

Initiative

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave, Flyby Attack,

Alertness

Challenge Rating: 4 13 18

Strong Against: Fire Fire Fire

Weak Against: Water Water Water

Page 200: Page 1 of 227

Page 200 of 227

Dragon, Ice

Wyrmling

Small Magical Beast

Dragon, Ice

Young Adult

Large Magical Beast

Dragon, Ice

Mature Adult

Huge Magical Beast

Hit Dice: 6d12+6 (45) 18d12+72 (189) 24d12+120 (276)

Initiative: +4 +4 +4

Speed: 40 ft. (12 squares), fly

100 ft. (average)

40 ft. (12 squares), fly 150

ft. (poor)

40 ft. (12 squares), fly 150

ft. (poor)

Armor Class: 16 (+1 size, +5 natural),

touch 11, flat-footed 16

26 (-1 size, +17 natural),

touch 9, flat-footed 23

31 (-2 size, +23 natural),

touch 8, flat-footed 28

BAB/Grapple: +6/+3 +18/+28 +24/+41

Attack: Bite +9 melee (1d6+1) Bite +22 melee (2d6+4) Bite +32 melee (2d8+9) or

Crush +31 melee (2d8+13)

Full Attack: Bite +9 melee (1d6+1),

2 Claws +6 melee (1d4)

Bite +22 melee (2d6+4). 2

Claws +20 melee (1d8+2),

2 Wings +19 melee

(1d6+2), Tail Slap +19

melee (1d8+6)

Bite +32 melee (2d8+9). 2

Claws +30 melee (2d6+4), 2

Wings +29 melee (1d8+4),

Tail Slap +29 melee

(2d6+13)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.

Special Attacks: Breath Weapon (20 ft.

Cone of Ice)

Breath Weapon (40 ft.

Cone of Ice)

Breath Weapon (50 ft. Cone

of Ice)

Special Qualities: Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet)

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

5/-, SR 20, Frightful

Presence

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

10/-, SR 23, Frightful

Presence

Saves: Fort +6, Ref +5, Will +7 Fort +15, Ref +11, Will

+15

Fort +19, Ref +14, Will +19

Abilities: Str 13, Dex 10, Con 13,

Int 14, Wis 15, Cha 14

Str 19, Dex 10, Con 17,

Int 18, Wis 19, Cha 18

Str 29, Dex 10, Con 21,

Int 20, Wis 21, Cha 20

Feats: Multiattack, Weapon

Focus (Bite), Improved

Initiative

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave, Flyby Attack,

Alertness

Challenge Rating: 3 12 17

Strong Against: Ice Ice Ice

Weak Against: Fire Fire Fire

Page 201: Page 1 of 227

Page 201 of 227

Dragon, Lightning

Wyrmling

Small Magical Beast

Dragon, Lightning

Young Adult

Large Magical Beast

Dragon, Lightning

Mature Adult

Huge Magical Beast

Hit Dice: 6d12+6 (45) 18d12+72 (189) 24d12+120 (276)

Initiative: +4 +4 +4

Speed: 40 ft. (12 squares), fly

100 ft. (average), burrow

20 ft.

40 ft. (12 squares), fly 150

ft. (average), burrow 20 ft.

40 ft. (12 squares), fly 150

ft. (average), burrow 20 ft.

Armor Class: 16 (+1 size, +5 natural),

touch 11, flat-footed 16

26 (-1 size, +17 natural),

touch 9, flat-footed 26

31 (-2 size, +23 natural),

touch 8, flat-footed 31

BAB/Grapple: +6/+3 +18/+28 +24/+41

Attack: Bite +9 melee (1d6+1) Bite +24 melee (2d6+6) Bite +32 melee (2d8+9) or

Crush +30 melee (2d8+13)

Full Attack: Bite +9 melee (1d6+1),

2 Claws +6 melee (1d4)

Bite +24 melee (2d6+6). 2

Claws +22 melee (1d8+3),

2 Wings +21 melee

(1d6+3), Tail Slap +21

melee (1d8+9)

Bite +32 melee (2d8+9). 2

Claws +30 melee (2d6+4), 2

Wings +29 melee (1d8+4),

Tail Slap +29 melee

(2d6+13)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.

Special Attacks: Breath Weapon (40 ft.

Line of Lightning)

Breath Weapon (80 ft. Line

of Lightning)

Breath Weapon (100 ft.

Line of Lightning)

Special Qualities: Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet)

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

5/-, SR 19, Frightful

Presence

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

10/-, SR 22, Frightful

Presence

Saves: Fort +6, Ref +5, Will +5 Fort +15, Ref +11, Will

+13

Fort +19, Ref +14, Will +17

Abilities: Str 13, Dex 10, Con 13,

Int 10, Wis 11, Cha 10

Str 23, Dex 10, Con 19,

Int 14, Wis 15, Cha 14

Str 29, Dex 10, Con 21,

Int 16, Wis 17, Cha 16

Feats: Multiattack, Weapon

Focus (Bite), Improved

Initiative

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave, Flyby Attack,

Alertness

Challenge Rating: 3 11 16

Strong Against: Lightning Lightning Lightning

Weak Against: Earth Earth Earth

Page 202: Page 1 of 227

Page 202 of 227

Dragon, Water

Wyrmling

Small Magical Beast

Dragon, Water

Young Adult

Large Magical Beast

Dragon, Water

Mature Adult

Huge Magical Beast

Hit Dice: 4d12+4 (30) 16d12+48 (152) 22d12+110 (253)

Initiative: +0 +4 +4

Speed: 60 ft. (12 squares), fly

100 ft. (average), swim

60 ft.

60 ft. (12 squares), fly 150

ft. (average), swim 60 ft.

60 ft. (12 squares), fly 150

ft. (average), swim 60 ft.

Armor Class: 15 (+1 size, +4 natural),

touch 11, flat-footed 15

24 (-1 size, +15 natural),

touch 9, flat-footed 24

29 (-2 size, +21 natural),

touch 8, flat-footed 29

BAB/Grapple: +4/+1 +16/+24 +22/+38

Attack: Bite +7 melee (1d6+1) Bite +20 melee (2d6+4) Bite +29 melee (2d8+4) or

Crush +28 melee (2d8+12)

Full Attack: Bite +7 melee (1d6+1),

2 Claws +4 melee (1d4)

Bite +20 melee (2d6+4). 2

Claws +18 melee (1d8+2),

2 Wings +17 melee

(1d6+2), Tail Slap +17

melee (1d8+6)

Bite +29 melee (2d8+8). 2

Claws +27 melee (2d6+4), 2

Wings +26 melee (1d8+4),

Tail Slap +26 melee

(2d6+12)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.

Special Attacks: Breath Weapon (20 ft.

Cone of Water)

Breath Weapon (40 ft.

Cone of Water)

Breath Weapon (50 ft. Cone

of Water)

Special Qualities: Immunity to Sleep and

Paralysis, Water

Breathing, Keen Senses,

Blindsense (60 feet)

Immunity to Sleep and

Paralysis, Water Breathing,

Keen Senses, Blindsense

(60 feet), DR 5/-, SR 17,

Frightful Presence

Immunity to Sleep and

Paralysis, Water Breathing,

Keen Senses, Blindsense

(60 feet), DR 10/-, SR 21,

Frightful Presence

Saves: Fort +5, Ref +4, Will +4 Fort +13, Ref +10, Will

+11

Fort +18, Ref +13, Will +15

Abilities: Str 13, Dex 10, Con 13,

Int 8, Wis 11, Cha 8

Str 19, Dex 10, Con 17,

Int 12, Wis 13, Cha 12

Str 27, Dex 10, Con 21,

Int 14, Wis 15, Cha 14

Feats: Multiattack, Weapon

Focus (Bite)

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw)

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave, Flyby Attack

Challenge Rating: 3 9 11

Strong Against: Water Water Water

Weak Against: Lightning Lightning Lightning

Page 203: Page 1 of 227

Page 203 of 227

Dragon, Wind

Wyrmling

Small Magical Beast

Dragon, Wind

Young Adult

Large Magical Beast

Dragon, Wind

Mature Adult

Huge Magical Beast

Hit Dice: 5d12+5 (37) 17d12+51 (161) 23d12+115 (264)

Initiative: +0 +4 +4

Speed: 40 ft. (12 squares), fly

100 ft. (average)

40 ft. (12 squares), fly 150

ft. (poor)

40 ft. (12 squares), fly 150

ft. (poor)

Armor Class: 16 (+1 size, +5 natural),

touch 11, flat-footed 16

25 (-1 size, +16 natural),

touch 9, flat-footed 25

30 (-2 size, +22 natural),

touch 8, flat-footed 30

BAB/Grapple: +5/+2 +17/+25 +23/+39

Attack: Bite +8 melee (1d6+1) Bite +21 melee (2d6+4) Bite +30 melee (2d8+8) or

Crush +29 melee (2d8+12)

Full Attack: Bite +8 melee (1d6+1),

2 Claws +5 melee (1d4)

Bite +21 melee (2d6+4). 2

Claws +19 melee (1d8+2),

2 Wings +18 melee

(1d6+2), Tail Slap +18

melee (1d8+6)

Bite +30 melee (2d8+8). 2

Claws +28 melee (2d6+4), 2

Wings +27 melee (1d8+4),

Tail Slap +27 melee

(2d6+12)

Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.

Special Attacks: Breath Weapon (20 ft.

Cone of Wind)

Breath Weapon (40 ft.

Cone of Wind)

Breath Weapon (50 ft. Cone

of Wind)

Special Qualities: Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet)

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

5/-, SR 19, Frightful

Presence

Immunity to Sleep and

Paralysis, Keen Senses,

Blindsense (60 feet), DR

10/-, SR 23, Frightful

Presence

Saves: Fort +5, Ref +4, Will +5 Fort +13, Ref +10, Will

+13

Fort +18, Ref +13, Will +17

Abilities: Str 13, Dex 10, Con 13,

Int 12, Wis 13, Cha 12

Str 19, Dex 10, Con 17,

Int 16, Wis 17, Cha 16

Str 27, Dex 10, Con 21,

Int 18, Wis 19, Cha 18

Feats: Multiattack, Weapon

Focus (Bite)

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw)

Multiattack, Weapon Focus

(Bite), Improved Initiative,

Power Attack, Snatch,

Weapon Focus (Claw),

Cleave, Flyby Attack

Challenge Rating: 3 12 17

Strong Against: Wind Wind Wind

Weak Against: Ice Ice Ice

Page 204: Page 1 of 227

Page 204 of 227

Summoner’s List of Aeon Summons

Aeons Aeons are powerful elementals that have a variety of

special abilities to aid the summoner in battle. These

powerful beings aid the summoner by buffing allies,

destroying enemies, and protecting that which is

precious to the master. There is one limitation; a

summoner only knows how to summon a limited

number of aeons at any given level and only one aeon

may be active at a time. Carbuncle is always the first

aeon obtained by the summoner, and Bahamut is

always the last. The others can be obtained in any

order. Aeons have base statistics from when the

summoner first obtains them, and they grow in power

as the summoner becomes more powerful.

All aeons have the following qualities as well as their

normal abilities:

Darkvision 60 ft.

Elemental traits. Immunity to poison, sleep

effects, paralysis, and stunning. Not subject to

critical hits or flanking.

Feats - Improved Initiative, Improved Natural

Armor*, Weapon Focus (primary weapon)

As aeons manifest in the form of their

master's will, they are immune to mind-

affecting (charm) abilities.

*The bonus from this feat is already calculated into

the above statistics. Do not add it again.

Aeons are summoned with 1 additional HD for every

summoner level beyond the 1st the summoner has

(starting with 10 HD for a 1st level summoner, 11

HD for a 2nd level summoner, 12 HD for a 3rd level

summoner, etc). They gain benefits with each

additional HD. They gain additional feats and skill

points, and their attribute points, base attack bonuses,

and saving throws improve.

Aeons gain access to additional special abilities as

they gain HD and the summoner gains levels. Some

abilities are depend on the summoner's caster level,

and some require saving throws. The save DC for an

aeon's special ability is 10 + half of the aeon’s HD +

the indicated ability modifier of the aeon. An aeon

that must overcome spell resistance uses its

summoner's caster level for the caster level check.

When using abilities designated as spells, the avatar

is subject to interruption and interference just as any

other mage, as doing so provokes an attack of

opportunity. Some abilities cost MP through the

summoner; read the description for more details.

CARBUNCLE Medium Elemental (Light, Extraplanar) Hit Dice: 10d8+20 (70 hp)

Initiative: +8

Speed: 30 ft. (6 squares)

Armor Class: 17 (+4 Dex, +3 natural), touch 14,

flat-footed 13

Base Attack/Grapple: +7/+8

Attack: Claw +12 melee (1d6+2)

Full Attack: Claw +12 melee (1d6+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to light

Saves: Fort +9, Ref +7, Will +6

Abilities: Str 14, Dex 18, Con 15, Int 13, Wis 17,

Cha 19

Skills: Spot +16, Listen +16, Knowledge (the planes)

+14, Jump +17, Tumble +17

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Claw), Weapon Finesse

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Light

Weak Against: Dark

MP Cost to Summon: 10

+2 Dexterity, Wisdom, and Charisma every 3 HD

after the 10th. +1 Strength, Constitution and

Intelligence every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 3 HD beyond the 9th.

Feats: 12th HD: Improved Natural Attack (claw),

15th HD: Dodge, 18th HD: Mobility

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Carbuncle receives

the Limit Break (Searing Light).

Page 205: Page 1 of 227

Page 205 of 227

Searing Light (Su): Carbuncle summons a

wave of searing light as a standard action, destroying

nearby foes. Creatures within 60 ft. of the aeon take

1d8 points of light damage per hit dice, with a Will

save for half damage. The save DC is Charisma-

based.

Healing Ruby (Su): Also at 10th

HD, Carbuncle's

ruby shines, healing an ally as a standard action. One

ally within 30 ft is cured of 2d8 + 1, per summoner

class level, points of damage.

Poison Nails (Ex): At 12th

HD, Carbuncle attacks its

enemy with its claw weapon as an attack action. If

successful, the creature must make a Fortitude save

or be poisoned for 2d4 rounds. The save DC is

Constitution-based. The poison deals 1d4 water

damage at the beginning of the victim's turn.

Shining Ruby (Su): At 14th

HD, Carbuncle grants

nearby allies a magic shield. All allies get a +3

deflection bonus to Armor Class and a +3 resistance

bonus to saving throws for 2d4 rounds. The allies

must be within 30 ft. of Carbuncle when it uses this

ability to receive these bonuses. This is a spell-like

ability and consumes 1 MP from the summoner.

Glittering Ruby (Su): At 16th

HD, Carbuncle

enchants allies with a glittering effect, emanated from

its ruby as a standard action. Allies within 30 ft. roll a

d6. They get a +5 bonus to a random attribute based

on the d6 result. 1 is Strength, 2 is Dexterity, 3 is

Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is

Charisma. The bonus decreases by 1 every round at

the beginning of the affected ally's turn. This is a

spell-like ability that consumes 2 MP from the

summoner.

Ruby Light (Su): At 18th

HD, Carbuncle enchants

nearby allies with a magical shield. Allies must be

within 30 ft. of Carbuncle when it uses this ability to

receive the effect. The shield deflects the next spell

targeted at the affected individual back at its caster,

and is then discharged. The shield also discharges

after 2d6 rounds. This is a spell-like ability that

consumes 5 MP from the caster.

Restoring Ruby (Su): At 20th

HD, Carbuncle

restores nearby allies with a more powerful version

of its healing ruby. All allies within 30 ft. are healed

for 10 points of damage per summoner class level

and are cured of all negative status effects. This is a

spell-like ability that consumes 8 MP from the caster.

VALEFOR Medium Elemental (Wind, Extraplanar) Hit Dice: 10d8+30 (80 hp)

Initiative: +9

Speed: 10 ft. (2 squares), fly 60 ft. (average)

Armor Class: 18 (+5 Dex, +3 natural), touch 15,

flat-footed 13

Base Attack/Grapple: +7/+8

Attack: Claw +13 melee (1d6+2)

Full Attack: Claw +13 melee (1d6+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to wind

Saves: Fort +6, Ref +12, Will +5

Abilities: Str 15, Dex 20, Con 16, Int 17, Wis 15,

Cha 17

Skills: Spot +15, Listen +15, Knowledge (the planes)

+16, Tumble +18

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Claw), Weapon Finesse

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Earth

Weak Against: Ice

MP Cost to Summon: 10

+2 Dexterity, Intelligence, and Charisma every 3

HD after the 9th. +1 Strength, Constitution and

Wisdom every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 3 HD beyond the 9th.

Feats: 12th HD: Improved Natural Attack (claw),

15th HD: Dodge, 18th HD: Mobility

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Valefor receives the

Limit Break (Aerial Blast).

Aerial Blast (Su): Valefor whips up a massive

cyclone, blasting nearby foes. Creatures within 60 ft.

of the aeon take 1d8 points of wind damage per hit

dice, with a Reflex save for half damage. The save

DC is Constitution-based.

Page 206: Page 1 of 227

Page 206 of 227

Fury Claw (Su): Also at 10th

HD, Valefor viciously

claws an enemy with an attack action. It attacks with

its claw weapon. If the claw attack hits, Valefor adds

1.5x its strength modifier to the damage roll instead

of one-half or one times its Strength modifier.

Aero II (Sp): At 12th

HD, Valefor is able to use Aero

II like the spell. This is a spell-like ability and

consumes 2 MP from the summoner.

Aerial Armor (Su): At 14th

HD, Valefor grants a

windy barrier to nearby allies. All allies gain the

effect of Barrier, as the white magic spell. The allies

must be within 30 ft. of Valefor when it uses this

ability to receive these bonuses. This is a spell-like

ability and consumes 4 MP from the summoner.

Whispering Wind (Su): At 16th

HD, Valefor heals

nearby allies as a standard action. All allies within 30

ft. are healed for 4d6 + 1, per summoner class level,

points of damage. This is a spell-like ability that

consumes 5 MP from the summoner.

Aeroga (Sp): At 18th

HD, Valefor is able to use

Aeroga like the spell. This is a spell-like ability and

consumes 5 MP from the summoner.

Wind Blade (Su): At 20th

HD, Valefor attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of

wind damage per two summoner class levels.

IFRIT Large Elemental (Fire, Extraplanar) Hit Dice: 10d8+40 (90 hp)

Initiative: +7

Speed: 30 ft. (6 squares)

Armor Class: 17 (-1 Size, +3 Dex, +5 natural), touch

12, flat-footed 14

Base Attack/Grapple: +7/+15

Attack: Slam +13 melee (1d10+5)

Full Attack: 2 Slams +13 melee (1d10+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to fire

Saves: Fort +7, Ref +10, Will +4

Abilities: Str 20, Dex 17, Con 19, Int 13, Wis 13,

Cha 18

Skills: Spot +14, Listen +14, Intimidate +17, Climb

+18

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Slam), Power Attack

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Ice

Weak Against: Water

MP Cost to Summon: 10

+2 Strength, Constitution, and Charisma every 3

HD after the 9th. +1 Dexterity, Wisdom, and

Intelligence every 2 HD after the 10th

.

Gains an additional +1 bonus to natural armor

every 2 HD beyond the 9th.

Feats: 12th HD: Cleave, 15th HD: Improved

Natural Attack (slam), 18th HD: Improved Grapple

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Ifrit receives the

Limit Break (Inferno).

Inferno (Su): Ifrit creates a raging inferno,

incinerating nearby foes. Creatures within 60 ft. of

the aeon take 1d8 points of fire damage per hit dice,

with a Reflex save for half damage. The save DC is

Constitution-based.

Heavy Slam (Ex): Also at 10th

HD, Ifrit savagely

slams an enemy with an attack action. If the slam

attack hits, Ifrit adds 1.5x its strength modifier to the

damage roll instead of one-half or one times its

Strength modifier.

Fire II (Sp): At 12th

HD, Ifrit is able to use Fire II

like the spell. This is a spell-like ability and

consumes 2 MP from the summoner.

Flaming Crush (Ex): At 14th

HD, Ifrit slams down

heavy with both fists as a standard action. It uses both

slam attacks at a -10 penalty, and each slam deals

double damage.

Crimson Roar (Su): At 16th

HD, Ifrit lets loose a

ferocious roar that affects allies within 30 ft. as a

standard action. Affected creatures gain a morale

bonus to damage rolls equal to Ifrit's Charisma

modifier for 1d6 rounds.

Page 207: Page 1 of 227

Page 207 of 227

Firaga (Sp): At 18th

HD, Ifrit is able to use Firaga

like the spell. This is a spell-like ability and

consumes 5 MP from the summoner

Hellfire Strike (Su): At 20th

HD, Ifrit attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of fire

damage per two summoner class levels.

SHIVA Large Elemental (Ice, Extraplanar) Hit Dice: 10d8+30 (80 hp)

Initiative: +9

Speed: 30 ft. (6 squares)

Armor Class: 18 (-1 Size, +5 Dex, +4 natural), touch

14, flat-footed 13

Base Attack/Grapple: +7/+13

Attack: Slam +13 melee (1d4+2) or Kick +13 melee

(1d6+1)

Full Attack: 2 Slams +13 melee (1d4+2), 1 Kick +13

melee (1d6+1)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to ice

Saves: Fort +10, Ref +8, Will +7

Abilities: Str 15, Dex 21, Con 17, Int 15, Wis 18,

Cha 20

Skills: Spot +17, Listen +17, Intimidate +18,

Diplomacy +18, Knowledge (royalty and nobility)

+15

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Slam), Weapon Finesse

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Wind

Weak Against: Fire

MP Cost to Summon: 10

+2 Dexterity, Wisdom, and Charisma every 3 HD

after the 9th. +1 Strength, Constitution, and

Intelligence every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 3 HD beyond the 9th.

Feats: 12th HD: Weapon Focus (kick), 15th HD:

Improved Natural Attack (slam), 18th HD: Dodge

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Shiva receives the

Limit Break (Diamond Dust).

Diamond Dust (Su): Shiva conjures a massive

blizzard, freezing nearby foes. Creatures within 60 ft.

of the aeon take 1d8 points of ice damage per hit

dice, with a Reflex save for half damage. The save

DC is Constitution-based.

Axe Kick (Ex): Also at 10th

HD, Shiva scissors-kicks

the enemy as a full attack action. It attacks twice with

its kick.

Blizzard II (Sp): At 12th

HD, Shiva is able to use

Blizzard II like the spell. This is a spell-like ability

and consumes 2 MP from the summoner.

Frost Armor (Sp): At 14th

HD, Shiva grants allies an

icy barrier. All allies gain the effect of Ice Spikes, as

the black magic spell. The allies must be within 30 ft.

of Shiva when it uses this ability to receive these

bonuses. This is a spell-like ability and consumes 4

MP from the summoner.

Rush (Ex): At 16th

HD, Shiva attacks five times with

its slam attack with a -10 penalty as a standard action.

Blizzaga (Sp): At 18th

HD, Shiva is able to use

Blizzaga like the spell. This is a spell-like ability and

consumes 5 MP from the summoner

Heavenly Strike (Su): At 20th

HD, Shiva attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of ice

damage per two summoner class levels.

IXION Large Elemental (Lightning, Extraplanar) Hit Dice: 10d8+40 (90 hp)

Initiative: +6

Speed: 60 ft. (12 squares)

Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch

11, flat-footed 13

Base Attack/Grapple: +7/+15

Attack: Horn +12 melee (1d8+3)

Full Attack: Horn +12 melee (1d8+3), 2 Hooves +6

melee (1d6+1)

Space/Reach: 10 ft./5 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to lightning

Page 208: Page 1 of 227

Page 208 of 227

Saves: Fort +7, Ref +9, Will +6

Abilities: Str 18, Dex 15, Con 19, Int 16, Wis 17,

Cha 18

Skills: Spot +16, Listen +16, Search +16, Jump +17

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Horn), Power Attack

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Water

Weak Against: Earth

MP Cost to Summon: 10

+2 Strength, Constitution, and Charisma every 3

HD after the 9th. +1 Intelligence, Dexterity, and

Wisdom every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 3 HD beyond the 9th.

Feats: 12th HD: Improved Natural Attack, 15th

HD: Improved Toughness, 18th HD: Cleave

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Ixion receives the

Limit Break (Judgment Bolt).

Judgment Bolt (Su): Ixion calls down the

judgment of the heavens, striking nearby foes with

lightning blasts. Creatures within 60 ft. of the aeon

take 1d8 points of lightning damage per hit dice, with

a Reflex save for half damage. The save DC is

Constitution-based.

Rolling Thunder (Su): Also at 10th

HD, Ixion gives

allies additional lightning damage as a standard

action. All allies may be affected so long as they are

within 30 ft. when Ixion uses the ability. Affected

allies add 1d6 lightning damage to their weapon

damage rolls. The duration lasts 1d6 rounds. This is a

spell-like ability and consumes 2 MP from the

summoner.

Thunder II (Sp): At 12th

HD, Ixion is able to use

Thunder II like the spell. This is a spell-like ability

and consumes 2 MP from the summoner.

Chaos Charge (Ex): At 14th

HD, Ixion blasts the

target with the tip of its horn. It attacks with its horn

at a -5 penalty. A creature hit by the attack takes an

additional 3d6 lightning damage and must make a

Fortitude save or be dazed for one round. The save

DC is Charisma-based.

Lightning Armor (Sp): At 16th

HD, Ixion enchants

nearby allies with an electric shield as a standard

action. All allies gain the effect of Shock Spikes, as

the black magic spell. Allies must be within 30 ft. of

Ixion when it uses this ability to receive the effect.

The save DCs are Charisma-based. This is a spell-

like ability that consumes 4 MP from the summoner.

Thundaga (Sp): At 18th

HD, Ixion is able to use

Thundaga like the spell. This is a spell-like ability

and consumes 5 MP from the summoner

Thundergod’s Wrath (Su): At 20th

, Ixion attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of

lightning damage per two summoner class levels.

TITAN Large Elemental (Earth, Extraplanar) Hit Dice: 10d8+40 (90 hp)

Initiative: +6

Speed: 30 ft. (6 squares)

Armor Class: 18 (-1 Size, +2 Dex, +7 natural), touch

11, flat-footed 16

Base Attack/Grapple: +7/+16

Attack: Slam +13 melee (2d6+5)

Full Attack: 2 Slams +13 melee (2d6+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to earth

Saves: Fort +10, Ref +5, Will +6

Abilities: Str 21, Dex 15, Con 19, Int 13, Wis 16,

Cha 15

Skills: Spot +16, Listen +16, Climb +18, Knowledge

(geography) +14

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Slam), Power Attack

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Lightning

Weak Against: Wind

Page 209: Page 1 of 227

Page 209 of 227

+2 Strength, Constitution, and Wisdom every 3

HD after the 9th. +1 Dexterity, Intelligence, and

Charisma every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every HD beyond the 10th.

Feats: 12th HD: Cleave, 15th HD: Improved

Natural Attack (slam), 18th HD: Improved Grapple

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Titan receives the

Limit Break (Earthen Fury).

Earthen Fury (Su): Titan calls forth the rage

of the earth as a standard action, crushing nearby

foes. Creatures within 60 ft. of the aeon take 1d8

points of earth damage per hit dice, with a Reflex

save for half damage. The save DC is Constitution-

based.

Rock Throw (Ex): Also at 10th

HD, Titan hurls a

rock at a foe as a standard action. Titan makes a

ranged attack roll against a target with a range

increment of 10 ft. If the attack hits, it deals 3d6 earth

damage + Titan's Strength modifier and the target

must make a Fortitude save or be slowed for one

round. This slow effect reduces the target's

movement speed by one-half and restricts it to a

single move action or standard action per round (and

it may not take full-round actions). Slow effects do

not stack, and they counter and dispel haste. The save

DC is Strength-based.

Stone II (Sp): At 12th

HD, Titan is able to use Stone

II like the spell. This is a spell-like ability and

consumes 2 MP from the summoner.

Mountain Buster (Ex): At 14th

HD, Titan slams a

target, hard, as a standard action. It makes a single

slam attack at a -5 penalty that deals triple damage.

Earthen Ward (Sp): At 16th

HD, Titan grants nearby

allies a powerful stony hide as a standard action. All

allies get the effect of Stoneskin, as the white magic

spell. Allies must be within 30 ft. of Titan at the time

it uses this ability to be affected. This is a spell-like

ability that consumes 6 MP from the summoner.

Stonega (Sp): At 18th

HD, Titan is able to use

Stonega like the spell. This is a spell-like ability and

consumes 5 MP from the summoner

Geocrush (Su): At 20th

HD, Titan attempts a ranged

touch attack roll against the target. If the attack is

successful, the target takes 1d6 points of earth

damage per two summoner class levels.

LEVIATHAN Large Elemental (Water, Extraplanar) Hit Dice: 10d8+30 (80 hp)

Initiative: +8

Speed: 30 ft. (6 squares), Swim 60 ft.

Armor Class: 18 (-1 Size, +4 Dex, +5 natural), touch

13, flat-footed 14

Base Attack/Grapple: +7/+15

Attack: Bite +12 melee (1d10+2), Slam +11 melee

(1d8+4), or Tail Slap +11 melee (1d8+2)

Full Attack: Bite +12 melee (1d10+2), Slam +11

melee (1d8+4), and Tail Slap +11 melee (1d8+2)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to water

Saves: Fort +6, Ref +11, Will +5

Abilities: Str 19, Dex 18, Con 17, Int 15, Wis 15,

Cha 15

Skills: Spot +15, Listen +15, Swim +17, Knowledge

(history) +15, Move Silently +17

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Bite), Weapon Focus (Tail)

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Fire

Weak Against: Lightning

MP Cost to Summon: 10

+2 Strength, Dexterity, and Constitution every 3

HD after the 9th. +1 Intelligence, Wisdom, and

Charisma every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 2 HD beyond the 10th.

Feats: 12th HD: Multiattack, 15th HD: Improved

Natural Attack (bite), 18th HD: Improved Natural

Attack (tail slap).

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Leviathan receives

the Limit Break (Tidal Wave).

Page 210: Page 1 of 227

Page 210 of 227

Tidal Wave (Su): Leviathan brings up a

massive tsunami, washing away nearby foes.

Creatures within 60 ft. of the aeon take 1d8 points of

water damage per hit dice, with a Reflex save for half

damage. The save DC is Constitution-based.

Spinning Dive (Ex): Also at 10th

HD, Leviathan

adds a spin to its slam attack as a standard action. It

makes a slam attack at a -5 penalty that deals triple

damage.

Water II (Sp): At 12th

HD, Leviathan is able to use

Water II like the spell. This is a spell-like ability and

consumes 2 MP from the summoner.

Tail Whip (Ex): At 14th

HD, Leviathan attacks with

its tail slap. If the attack is successful, the target must

make a Fortitude save or be dazed for 1d4 rounds.

The save DC is Strength-based.

Spring Water (Su): At 16th

HD, Leviathan cleanses

nearby allies with healing water as a standard action.

All allies are cured of any harmful status effects.

Allies must be within 30 ft. of Leviathan when it uses

this ability to be affected. This is a spell-like ability

that consumes 4 MP from the summoner.

Waterga (Sp): At 18th

HD, Diablo is able to use

Darkga like the spell. This is a spell-like ability and

consumes 5 MP from the summoner

Grand Fall (Su): At 20th

HD, Leviathan attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of

water damage per two summoner class levels.

DIABLO Large Elemental (Dark, Extraplanar) Hit Dice: 10d8+30 (80 hp)

Initiative: +6

Speed: 30 ft. (6 squares)

Armor Class: 16 (-1 Size, +3 Dex, +4 natural), touch

12, flat-footed 13

Base Attack/Grapple: +7/+14

Attack: Slam +11 melee (1d8+3)

Full Attack: 2 Slams +11 melee (1d8+2)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to dark

Saves: Fort +10, Ref +5, Will +6

Abilities: Str 16, Dex 17, Con 16, Int 17, Wis 13,

Cha 18

Skills: Spot +14, Listen +14, Climb +16, Knowledge

(religion) +16

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Slam), Power Attack

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Dark

Weak Against: Light

MP Cost to Summon: 15

+2 Intelligence, Dexterity, and Charisma every 3

HD after the 9th. +1 Strength, Wisdom, and

Constitution every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 3 HD beyond the 9th.

Feats: 12th HD: Weapon Finesse, 15th HD:

Improved Toughness, 20th HD: Dodge

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Diablo receives the

Limit Break (Black Hole).

Black Hole (Su): Diablo conjures a black hole

of dark energy, blasting his foes. Creatures within 60

ft. of the aeon take 1d8 points of dark damage per hit

dice, with a Reflex save for half damage. The save

DC is Constitution-based.

Shadow Strike (Ex): Also at 10th

HD, Diablo can

make a slam attack by striking a shadow adjacent to

him and hitting a foe up to 30 feet away. It has a -5

penalty on the attack roll with this ability but the foe

is considered flat-footed against the attack.

Dark II (Sp): At 12th

HD, Diablo is able to use Dark

II like the spell. This is a spell-like ability and

consumes 2 MP from the summoner.

Pit of Despair (Sp): At 14th

HD, Diablo creates a

blast of dark energy against his foes. All enemies

within 30 feet of Diablo suffer the effects of Graviga,

as the black magic spell. The save DC is Charisma-

based. This is a spell-like ability that consumes 7 MP

from the summoner.

Page 211: Page 1 of 227

Page 211 of 227

Corruption (Su): At 16th

HD, Diablo whispers

words of taint and corruption to one foe up to 30 feet

away. The subject must make a Will save or be

inflicted with Confuse status effect. The save DC is

Charisma-based. This is a spell-like ability that

consumes 4 MP from the summoner.

Darkga (Sp): At 18th

HD, Diablo is able to use

Darkga like the spell. This is a spell-like ability and

consumes 5 MP from the summoner.

Demonic Crush (Su): At 20th

HD, Diablo attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of

dark damage per two summoner class levels.

PHOENIX Large Elemental (Fire, Light, Extraplanar) Hit Dice: 10d8+30 (80 hp)

Initiative: +9

Speed: 10 ft. (2 squares), Fly 90 ft. (perfect)

Armor Class: 19 (-1 Size, +5 Dex, +5 natural), touch

14, flat-footed 14

Base Attack/Grapple: +7/+14

Attack: Beak +13 melee (1d6+3 + 1d6 fire)

Full Attack: Beak +13 melee (1d6+3 + 1d6 fire)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to fire and light

Saves: Fort +10, Ref +12, Will +5

Abilities: Str 16, Dex 21, Con 16, Int 18, Wis 15,

Cha 18

Skills: Spot +15, Listen +15, Tumble +18,

Knowledge (the planes) +17

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Beak), Weapon Finesse

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: Dark

Weak Against: Water

MP Cost to Summon: 20

+2 Intelligence, Dexterity, and Charisma every 3

HD after the 9th. +1 Strength, Wisdom, and

Constitution every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every 3 HD beyond the 9th.

Feats: 12th HD: Improve Natural Attack (beak),

15th HD: Improved Toughness, 18th HD: Dodge

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Phoenix receives the

Limit Break (Phoenix Recovery).

Phoenix Recovery (Su): Phoenix flashes

brightly and a bright pulse expands from its body,

drifting over its allies. Allies within 60 ft. of the aeon

are affected by an Auto-Raise spell and all dead allies

are immediately affected by an Arisega spell. Both

function like the white magic spells.

Fireflash (Su): Also at 10th

HD, Phoenix causes its

foe to burst into flames. It can make a ranged touch

attack, hitting a foe up to 30 feet away. The subject

takes 3d6 points of fire damage. This is a spell-like

ability that consumes 3 MP from the summoner.

Burn (Sp): At 12th

HD, Phoenix is able to use Burn

like the spell. This is a spell-like ability and

consumes 5 MP from the summoner.

Ashen Blight (Sp): At 14th

HD, Phoenix creates ash

to erupt around his foes. All enemies within 30 feet

of Phoenix suffer the effects of Blindga, as the black

magic spell. The save DC is Charisma-based. This is

a spell-like ability that consumes 3 MP from the

summoner.

Megaflash (Su): At 16th

HD, Phoenix causes all its

foes to burst into flames. All enemies within 30 feet

of the aeon take 5d6 points of fire damage. The save

DC is Charisma-based. This is a spell-like ability that

consumes 5 MP from the summoner.

Flare (Sp): At 18th

HD, Phoenix is able to use Flare

like the spell. This is a spell-like ability and

consumes 6 MP from the summoner

Holy Flames (Su): At 20th

HD, Phoenix attempts a

ranged touch attack roll against the target. If the

attack is successful, the target takes 1d6 points of

damage (half light, half fire) per two summoner class

levels.

BAHAMUT Large Elemental (All Elements, Extraplanar) Hit Dice: 10d8+40 (90 hp)

Page 212: Page 1 of 227

Page 212 of 227

Initiative: +6

Speed: 40 ft. (8 squares), Fly 120 ft. (average)

Armor Class: 21 (-1 Size, +2 Dex, +10 natural),

touch 11, flat-footed 19

Base Attack/Grapple: +7/+16

Attack: Claw +13 melee (1d8+5), or Bite +9 melee

(1d10+3)

Full Attack: 2 Claws +13 Melee (1d8+5), Bite +9

melee (1d10+3)

Space/Reach: 10 ft./10 ft.

Special Attacks: See below

Special Qualities: Darkvision 60 ft., elemental traits,

immunity to elements

Saves: Fort +11, Ref +9, Will +10

Abilities: Str 21, Dex 15, Con 19, Int 17, Wis 17,

Cha 18

Skills: Spot +16, Listen +16, Climb +18, Knowledge

(nobility and royalty) +16

Feats: Improved Initiative, Improved Natural Armor,

Weapon Focus (Claw), Power Attack

Environment: Elemental Plane

Organization: Solitary

Challenge Rating: 5

Advancement: —

Level Adjustment: —

Strong Against: —

Weak Against: —

MP Cost to Summon: 25

+2 Strength, Constitution, and Charisma every 3

HD after the 9th. +1 Dexterity, Wisdom, and

Intelligence every 2 HD after the 10th.

Gains an additional +1 bonus to natural armor

every HD beyond the 10th.

Feats: 12th HD: Weapon Focus (bite), 15th HD:

Improved Toughness, 16th HD: Cleave.

Special Abilities (as it gains Hit Dice)

Limit Break (Su): At 10th

HD, Bahamut receives the

Limit Break (Megaflare).

Megaflare (Su): Bahamut breathes intense

energy from its jaws, blasting all enemies. Creatures

within 60 ft. of the aeon take 1d8 points of non-

elemental damage per hit dice, with a Reflex save for

half damage. The save DC is Constitution-based.

Impulse (Ex): Also at 10th

HD, Bahamut releases a

blast of energy at its foe. It can make a ranged touch

attack, hitting a foe up to 30 feet away. The subject

takes 3d6 points of non-elemental damage. This is a

spell-like ability that consumes 3 MP from the

summoner.

Holy (Sp): At 12th

HD, Bahamut is able to use Holy

like the spell. This is a spell-like ability and

consumes 5 MP from the summoner.

Vicious Bite (Ex): At 14th

HD, Bahamut attacks

three times with its bite attack with a -5 penalty as a

standard action. Bahamut adds double its Strength

bonus to all damage rolls for Vicious Bite.

Frightful Presence (Su): At 16th

HD, Bahamut’s

presence is frightening to behold. Creatures within 30

feet of the aeon are subject to the effect if they have

fewer HD than the aeon. A potentially affected

creature that succeeds on a Will save remains

immune to Bahamut's frightful presence for 24 hours.

On a failed save, creatures with 4 or less HD become

panicked for 4d6 rounds and those with 5 or more

HD become shaken for 4d6 rounds. The save DC is

Charisma-based.

Scathe (Sp): At 18th

HD, Bahamut is able to use

Scathe like the spell. This is a spell-like ability and

consumes 8 MP from the summoner.

Draconic Crush (Su): At 20th

HD, Bahamut

attempts a ranged touch attack roll against the target.

If the attack is successful, the target takes 1d6 points

of non-elemental damage per two summoner class

levels.

Page 213: Page 1 of 227

Page 213 of 227

CHAPTER 11: MAGICAL ITEMS (MATERIA & POTIONS)

MATERIA

Materia are special little crystal orbs that contain magicite that provides a magical effect when affixed to a

weapon, shield, or suit of armor (or any other item that grants an armor bonus to AC). These materia are

carefully crafted by spellcasters. There are four types of materia (Spell, Support, Independent, and Ability).

Table 11-1: Materia Types

Type Color Description

Spell Red Use Black Magic spells.

Support Green Use White Magic spells.

Independent Purple Bestows a unique ability.

Ability Yellow Bestows a feat or skill.

Different materia require different amounts of materia experience points (MXP) in order to level and become

more powerful. When you have materia equipped, 1/10th of the XP you earn is added to that materia’s MXP.

(So if you receive 1000 XP, each materia equipped earns 100 MXP). Any materia you have but are not

equipped will not earn any MXP. As a materia earns more MXP, it can eventually advance in level (to a

maximum of level 3). The amount of MXP required to increase in level is dependent on the rarity of the materia

(see table 11-2). Materia require a level of 1 in order to provide bonuses to your character, so materia of

uncommon or higher rarity will not provide any effects until they have earned enough MXP. Materia are often

referred to by their name and level. For example, a Lighting materia of level 2 is called a Lightning 2 materia.

Table 11-2: Materia Advancement

Materia

Level

MXP

(Common)

MXP

(Uncommon)

MXP

(Rare)

MXP

(Legendary)

0 - 0 0 0

1 0 1,000 2,000 4,000

2 2,000 3,000 4,000 6,000

3 4,000 5,000 6,000 8,000

Mastered1 10,000 12,500 15,000 20,000

1 Mastered Materia produces a second materia with 0 MXP.

When a materia gains enough MXP to become Mastered, it stops gaining MXP and creates a new materia of the

same type. The new materia will be formed instantly from the original and detach in a process similar to

mitosis. The new materia begins its life at 0 MXP.

The level of the materia not only describes the relative power level of the materia’s effect, but also the

minimum required quality or enhancement bonus of the armor, shield, or weapon for the materia to function:

• A 0-level materia gains MXP only whenever it is attached to an object, even if the object itself is not

mastercrafted.

• A 1st-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +1

or higher.

• A 2nd

-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +3

or higher.

Page 214: Page 1 of 227

Page 214 of 227

• A 3rd

-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +5

or higher.

Whenever a materia levels up beyond the required quality or enhancement bonus of an object, it stops receiving

MXP until attached to an object that meets the requirements, but it still functions as a level less than it is now.

For materia to function and gain MXP, it must be equipped into an item. It takes a standard action to equip a

materia. Once equipped, it immediately activates and provides the user with all its bonuses. Attaching materia

to an object becomes permanently affixed until removed by a caster with the Craft Materia feat. If a weapon is

sundered, the materia is not destroyed. The number of materia that can be equipped into an item depends on the

type of item (See Table 11-3). Mastercrafted objects have one additional materia slot.

Bonuses from the same type of materia don't stack unless they provide different types of bonuses. (Example:

Player 1 has a Fire 1 materia equipped to a weapon and another Fire 1 materia equipped to a shield. The +1d6

fire damage will stack with the +5 to fire resistance since both are different types of bonuses. Player 2 has 2 Ice

1 materia equipped to her mace. She only receives +1d6 ice damage since both materia provide the same type

of bonus.) A level 2 or 3 materia will receive all the bonuses of lower level versions of that materia in addition

to the bonus for its level unless those bonuses are of the same type, in which case it will only receive the highest

of those bonuses. (Example: A Death 3 materia equipped to a weapon will receive the bonus to critical hits from

level 3 and the +4d6 dark damage bonus from level 2. The +2d6 dark damage bonus from level 1 is of the same

type as the level 2 damage bonus, so the weapon will only receive the higher of those two bonuses.)

Table 11-3: Number of Materia Slots

Equipment Type Number of Slots

Weapon

Light 1 (0)

One-handed 2 (0 0)

Two-handed 3 (0 0 0)

Double 4 (0 0 0 0)

Armor

Light 1 (0)

Medium 2 (0 0)

Heavy 3 (0 0 0)

Shield

Buckler 1 (0)

Light 2 (0 0)

Heavy 3 (0 0 0)

Tower 4 (0 0 0 0)

Page 215: Page 1 of 227

Page 215 of 227

Spell Materia

Spell materia uses black magic spells to enhance weapons and armor and to dish out black magic damage. They

can be attached to weapons or armor.

Table 11-4: Spell Materia

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Dark Uncommon

1 16,000 gil

Converts all damage to dark

elemental energy (heals

undead)

+3 to saves vs. disease and

poison

2 28,000 gil

Converts all damage to dark

elemental energy +1d8 (heals

undead)

+6 to saves vs. disease and

poison

3 48,000 gil

Converts all damage to dark

elemental energy +2d8 (heals

undead)

Immune to disease and

poison

Death Legendary

1 55,000 gil

+2d6 dark damage (heals

undead) (can’t be reduced by

damage reduction)

You auto-stabilize at -1 hp

and lower.

2 70,000 gil

+4d6 dark damage (heals

undead) (can’t be reduced by

damage reduction)

Your death threshold (-1 to -9

hp) increases to 10 + HD (at

10th

level it would be –20)

3 100,000 gil

On critical, target must

succeed a Fort save (DC 20)

or die (unless immune to

critical)

Immunity to

Death/Countdown and related

spells and effects

Earth Common

1 4,000 gil +1d6 earth damage +5 earth resistance

2 13,000 gil +2d6 earth damage +10 earth resistance

3 28,000 gil

Quaking Burst (+1d10 earth

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus.

+15 earth resistance

Fire Common

1 4,000 gil +1d6 fire damage +5 fire resistance

2 13,000 gil +2d6 fire damage +10 fire resistance

3 28,000 gil

Flaming Burst (+1d10 fire

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus.

+15 fire resistance

Page 216: Page 1 of 227

Page 216 of 227

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Ice Common

1 4,000 gil +1d6 ice damage +5 ice resistance

2 13,000 gil +2d6 ice damage +10 ice resistance

3 28,000 gil

Freezing Burst (+1d10 ice

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus.

+15 ice resistance

Lightning Common

1 4,000 gil +1d6 lightning damage +5 lightning resistance

2 13,000 gil +2d6 lightning damage +10 lightning resistance

3 28,000 gil

Shocking Burst (+1d10

lightning damage on a critical

hit if multiplier is x2, +2d10

if x3, and +3d10 if x4)

Note: This stacks with the

level 2 bonus

+15 lightning resistance

Time Rare

1 45,000 gil +2 luck bonus to attack rolls +2 luck bonus to initiative

2 60,000 gil +4 luck bonus to attack rolls +4 luck bonus to initiative

3 90,000 gil +6 luck bonus to attack rolls +6 luck bonus to initiative

Unholy Common

1 4,000 gil +1d6 dark damage +5 dark resistance

2 13,000 gil +2d6 dark damage +10 dark resistance

3 28,000 gil

Vile Burst (+1d10 dark

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus

+15 dark resistance

Water Common

1 4,000 gil +1d6 water damage +5 water resistance

2 13,000 gil +2d6 water damage +10 water resistance

3 28,000 gil

Aqua Burst (+1d10 water

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus

+15 water resistance

Wind Common

1 4,000 gil +1d6 wind damage +5 wind resistance

2 13,000 gil +2d6 wind damage +10 wind resistance

3 28,000 gil

Gale Burst (+1d10 wind

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus

+15 wind resistance

Page 217: Page 1 of 227

Page 217 of 227

Support Materia

Support materia uses white magic spells to enhance weapons and armor and to heal and cure status effects.

They can be attached to weapons or armor.

Table 11-5: Support Materia

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Cure Uncommon

1 16,000 gil

Converts all damage to light

elemental energy (double

damage vs undead)

Fast healing 1

2 28,000 gil

Converts all damage to light

elemental energy +1d8

(double damage vs undead)

Fast healing 2

3 48,000 gil

Converts all damage to light

elemental energy +2d8

(double damage vs undead)

Fast healing 3

Holy Common

1 4,000 gil +1d6 light damage +5 light resistance

2 13,000 gil +2d6 light damage +10 light resistance

3 28,000 gil

Heavenly Burst (+1d10 light

damage on a critical hit if

multiplier is x2, +2d10 if x3,

and +3d10 if x4)

Note: This stacks with the

level 2 bonus

+15 light resistance

Life Legendary

1 55,000 gil

+2d6 light damage (double vs

undead) (can’t be reduced by

damage reduction)

+1 hit point / level

2 70,000 gil

+4d6 light damage (double vs

undead) (can’t be reduced by

damage reduction)

+2 hit points / level

3 100,000 gil

On critical hit vs undead,

target must succeed a Fort

save (DC 20) or be destroyed

Auto-Raise (1/day)

Protect Uncommon

1 16,000 gil Bypass damage reduction 5/- Gain damage reduction 5/-

2 28,000 gil Bypass damage reduction

10/- Gain damage reduction 10/-

3 48,000 gil Bypass damage reduction

15/- Gain damage reduction 15/-

Shell Uncommon

1 16,000 gil Bypass elemental resistance 5 Gain spell resistance 10

2 28,000 gil Bypass elemental resistance

10 Gain spell resistance 15

3 48,000 gil Bypass elemental resistance

15 Gain spell resistance 20

Page 218: Page 1 of 227

Page 218 of 227

Independent Materia

Independent materia function the same whether put into a weapon slot or armor slot. There are a few materia

that can only be equipped into certain slots.

Table 11-6: Independent Materia

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Ability

Boost Uncommon

1 13,000 gil None

Provides a +2 enhancement bonus to

either Str, Dex, Con, Int, Wis or Cha.

(The stat is chosen when the materia

reaches level 1 and may not be changed

later.)

2 25,000 gil None

Provides a +4 enhancement bonus to

either Str, Dex, Con, Int, Wis or Cha.

(The stat that was chosen when the

materia reached level 1.)

3 45,000 gil None

Provides a +6 enhancement bonus to

either Str, Dex, Con, Int, Wis or Cha.

(The stat that was chosen when the

materia reached level 1.)

Caster

Boost Uncommon

1 13,000 gil None +1 bonus to caster level

2 25,000 gil None +2 bonus to caster level

3 45,000 gil None +3 bonus to caster level

Evasion Rare

1 55,000 gil

Can only be

equipped to armor

or shield slots

Grants Uncanny Dodge as per the Thief

ability

2 70,000 gil

Can only be

equipped to armor

or shield slots

Grants Evasion as per the Thief ability

3 100,000

gil

Can only be

equipped to armor

or shield slots

Grants Improved Evasion as per the

Thief ability

Flight Uncommon

1 16,000 gil None Grants a Fly speed of 20 feet (clumsy)

2 28,000 gil None Grants a Fly speed of 40 feet (poor)

3 48,000 gil None Grants a Fly speed of 60 feet (good)

Light Common

1 4,000 gil None Makes a bright light in a 20ft. radius

around the user.

2 13,000 gil None Makes a bright light in a 40ft. radius

around the user.

3 28,000 gil None Makes a bright light in an 60 ft. radius

around the user.

Page 219: Page 1 of 227

Page 219 of 227

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Safe Uncommon

1 16,000 gil

Can only be

equipped to armor

or shield slots

+1 universal bonus to all saving throws

2 28,000 gil

Can only be

equipped to armor

or shield slots

+2 universal bonus to all saving throws

3 48,000 gil

Can only be

equipped to armor

or shield slots

+3 universal bonus to all saving throws

Shadow Uncommon

1 13,000 gil None

Grants you a +2 circumstance bonus to

Hide and Move Silently skill checks and

a partial concealment (10% miss chance)

2 25,000 gil None

Grants you a +4 circumstance bonus to

Hide and Move Silently skill checks and

a partial concealment (20% miss chance)

3 45,000 gil None

Grants you a +6 circumstance bonus to

Hide and Move Silently skill checks and

a partial concealment (30% miss chance)

Spell

Reduction Rare

1 55,000 gil None

Spells targeted against the user count as

1 caster level less for determining

numerical values such as damage,

duration, distance, etc (not saves)

2 70,000 gil None

Spells targeted against the user count as

2 caster levels less for determining

numerical values such as damage,

duration, distance, etc (not saves)

3 100,000

gil None

Spells targeted against the user count as

3 caster levels less for determining

numerical values such as damage,

duration, distance, etc (not saves)

Spider Uncommon

1 13,000 gil None Grants immunity to webs/snares and a

Climb speed of 20 feet.

2 25,000 gil None Grants immunity to webs/snares and a

Climb speed of 40 feet.

3 45,000 gil None Grants immunity to webs/snares and a

Climb speed of 60 feet.

Underwater Uncommon

1 16,000 gil None Grants water breathing and a Swim

speed of 30 feet

2 28,000 gil None Grants water breathing and a Swim

speed of 60 feet

3 48,000 gil None Grants water breathing and a Swim

speed of 90 feet

Page 220: Page 1 of 227

Page 220 of 227

Ability Materia

Ability materia can either be equipped into a weapon slot or an armor/shield slot as it’s noted in the description

of the materia. Materia that grants a feat doesn’t stack if you already have the feat and if the materia grants a

feat you are not qualified for, it does not work for you.

Table 11-7: Ability Materia

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Cleave Uncommon

1 25,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Cleave feat

2 37,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Great Cleave feat

3 57,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Supreme Cleave

feat

Dodge Uncommon

1 25,000 gil

Can only be

equipped to armor

or shield slots

Grants the wearer the Dodge feat

2 37,000 gil

Can only be

equipped to armor

or shield slots

Grants the wearer the Mobility feat

3 57,000 gil

Can only be

equipped to armor

or shield slots

Grants the wearer the Spring Attack feat

Endurance Common

1 8,000 gil None Grants the wearer the Endurance feat

2 17,000 gil None Grants the wearer the Diehard feat

3 32,000 gil None Grants the wearer the Toughness feat

Expertise Uncommon

1 25,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Combat Expertise

feat

2 37,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Trip feat

3 57,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Disarm

feat

Flank Rare

1 45,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Feint

feat

2 60,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Vexing Flanker

feat

3 90,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Adaptable Flanker

feat

Page 221: Page 1 of 227

Page 221 of 227

Materia

Name Rarity Level

Market

Price Restrictions Bonus

Mounted Common

1 8,000 gil None Grants the wearer the Mounted Combat

feat

2 17,000 gil None Grants the wearer the Ride-By Attack

feat

3 32,000 gil None Grants the wearer the Spirited Charge

feat

Overwhelm Uncommon

1 25,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Sunder

feat

2 37,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Bull

Rush feat

3 57,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Overrun

feat

Power Rare

1 55,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Power Attack feat

2 70,000 gil

Can only be

equipped into

weapon slots

Grants the wearer the Improved Power

Attack feat

3 100,000

gil

Can only be

equipped into

weapon slots

Grants the wearer the Supreme Power

Attack feat

Shield Uncommon

1 25,000 gil

Can only be

equipped to shield

slots

Grants the wearer the Shield Proficiency

feat

2 37,000 gil

Can only be

equipped to shield

slots

Grants the wearer the Improved Shield

Bash feat

3 57,000 gil

Can only be

equipped to shield

slots

Grants the wearer the Agile Shield

Fighter feat

Skill Common

1 8,000 gil None Grants the wearer the Skill Focus feat

2 17,000 gil None Grants the wearer the Skill Focus feat

(can be same skill as level 1)

3 32,000 gil None Grants the wearer the Skill Focus feat

(can be same skill as level 1 and 2)

Unarmed Common

1 8,000 gil None Grants the wearer the Improved

Unarmed Strike feat

2 17,000 gil None Grants the wearer the Deflect Arrows

feat

3 37,000 gil None Grants the wearer the Stunning Fist feat

Page 222: Page 1 of 227

Page 222 of 227

POTIONS AND REMEIES Potions and remedies can be found at most major cities. Lower-level potions are often found in the simplest of

shops, while higher-level potions require large cities.

Table 11-8: Potions and Remedies

Potion Name Cost Description

Potion 50 gil Restores 1d8+5 HP.

Hi-Potion 300 gil Restores 3d8+15 HP.

X-Potion 1,000 gil Restores 5d8+25 HP.

Ether 500 gil Restores 1d6 MP.

Hi-Ether 1,000 gil Restores 2d6 MP.

Elixir 2,000 gil Restores 50 HP and 25 MP.

Megalixir 5,000 gil Restores full HP and MP.

Remedy 500 gil Cures Blind, Poison, Silence,

Disease, Petrify, and Slow status.

Phoenix Down 500 gil Raises one dead person to 1 HP.

Gold Needle 200 gil Cures Petrify status.

Echo Herbs 50 gil Cures Silence status.

Antidote 100 gil Cures Poison status.

Eye Drops 50 gil Cures Blind status.

Chronos Tear 1,500 gil Removes Stop status.

Smelling Salts 1,000 gil Removes Sleep status.

Vaccine 150 gil Cures Disease status.

Prism Powder 500 gil Grants Invisibility for 1d6 rounds.

Page 223: Page 1 of 227

Page 223 of 227

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc

("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open

Game Content; (b)"Derivative Material" means copyrighted material including derivative works and

translations (including into other computer languages), potation, modification, correction, addition, extension,

upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast,

transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly

display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the

methods, procedures, processes and routines to the extent such content does not embody the Product Identity

and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by

the Contributor, and means any work covered by this License, including translations and derivative works under

copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line

names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines,

plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,

formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names

and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special

abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,

logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as

Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify

itself or its products or the associated products contributed to the Open Game License by the Contributor (g)

"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create

Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open

Game Content may only be used under and in terms of this License. You must affix such a notice to any Open

Game Content that you Use. No terms may be added to or subtracted from this License except as described by

the License itself. No other terms or conditions may be applied to any Open Game Content distributed using

this License.

3. Offer and Acceptance: By Using the Open Game Content, you indicate your acceptance of the terms of this

License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant you a

perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open

Game Content.

5. Representation of Authority to Contribute: If you are contributing original material as Open Game Content,

You represent that Your Contributions are your original creation and/or you have sufficient rights to grant the

rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include

the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or

distributing, and You must add the title, the copyright date, and the copyright holder's name to the

COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to

compatibility, except as expressly licensed in another, independent Agreement with the owner of each element

of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or

Page 224: Page 1 of 227

Page 224 of 227

Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed

in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any

Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product

Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest

in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work

that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You

may use any authorized version of this License to copy, modify and distribute any Open Game Content

originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game

Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any

Contributor unless you have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for you to comply with any of the terms of this License with respect

to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then you

may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to

cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination

of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed

only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Final Fantasy d20 is Copyright 2006-2007, Alan Willig.

Unauthorized distribution of this entirely free product is strictly forbidden unless you have the authorization of

Alan Willig. All characters, iconography, and other information pertaining to the worlds of Final Fantasy, are

copyright of Squire-Enix.

Page 225: Page 1 of 227

Page 225 of 227

Page 226: Page 1 of 227

Page 226 of 227

Page 227: Page 1 of 227

Page 227 of 227