TEXT: By Jason Bulmahn
  TM
  By Jason Bulmahn
  ALPHA
  PLAYTEST
  ™
  
  AlphA ReleAse 1.1
  TABLE OF CONTENTS
  Introduction	
  2
  Races	
  4
  Classes	
  8
  Skills	
  20
  Feats	
  32
  Combat	
  40
  Spells	and	Magic	
  46
  Running	Pathfinder	
  60
  Playtesting	
  64
  CREDITS
  Design: Jason Bulmahn
  Developers: Jason Bulmahn, James Jacobs, Mike McArtor, Erik Mona,  
  F. Wesley Schneider, James L. Sutter, Jeremy Walker
  Editors: Joshua J. Frost, James L. Sutter
  Art Director: Sarah E. Robinson
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Director of Sales & Marketing: Joshua J. Frost
  Sales & Marketing Assistant: Carolyn Mull
  Cover Artist: Wayne Reynolds
  Interior Artists: Cole Eastburn, Andrew Hou, Imaginary Friends Studio, Wayne Reynolds, 
  Ben Wooten, UDON with Joe Ng and Espen Grundetjern, Vincent Dutrait
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Join the online open playtest at paizo.com/PathfinderRPG
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, artifacts, places, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content might be reproduced in any form without written 
  permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.
  The Pathfinder RPG is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards 
  of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  ™
  
  2
  Pathfinder Roleplaying 
  Game
  History & Design Goals
  Back in October 2007, I began a small side project. Since 
  4th Edition had recently been announced, I began to 
  wonder how many people would stick with the 3.5 rules 
  set. Everyone could agree that 3.5 needed some work, but 
  the system itself was mostly sound. I thought that those 
  folks might want some updated rules, since support was 
  beginning to wane. What started out as a simple side 
  project soon turned into an obsession as the rules docu-
  ment got longer every day. When Paizo started looking 
  for alternatives, my side project was a natural fit, leading 
  us to where we are today.
  When work first began on the Pathfinder RPG, I set 
  down a number of principles to guide me. Since this game 
  is based off the 3.5 rules set, I wanted to make sure that 
  it stayed true to the original vision of the game. When 
  taking a look at these rules, please keep the following 
  guidelines in mind as they might help you understand 
  the changes that were made.
  Improve the Game: The 3.5 rules set is excellent, but it 
  has its flaws. Over the past few years, a number of com-
  mon problems have seemed to crop up again and again, 
  problems that delay the game or cause no end of argu-
  ments (grapple and polymorph, for example). I wanted the 
  Pathfinder RPG to clean up these rules, by streamlining 
  in places and adding options in others. You can still 
  grapple in the Pathfinder RPG, but it is no longer the huge 
  IntroductIon
  Welcome to the first release of the Pathfinder Roleplaying 
  Game. Let me start by saying thank you for taking a look 
  at these rules. We here at Paizo have been working hard 
  to make this game the fantasy roleplaying game you want 
  to play—a game where dragons live in dungeons, goblins 
  lurk in the forest, and noble knights ride off to undertake 
  perilous quests. It can be all of these things and more, 
  depending on the style of game you want it to be. These 
  rules can be used to run a game of high intrigue set in the 
  court of a dying king or they can be used to chronicle the 
  desperate struggle for survival on the borderlands of an 
  evil empire. It all depends on you and your imagination.
  This is the first of a number of Alpha releases to cul-
  minate in a standalone rules set. Right now, this release 
  gives you the basics of the system that, when combined 
  with the 3.5 rules, allows you to begin play immediate-
  ly. In the coming weeks, new releases will contain even 
  more parts of the game, covering all the standard classes, 
  spells, magic items, and everything else you need to have 
  a complete campaign. But I don’t want this game to de-
  velop in a vacuum. I need your help to make this the best 
  game possible.
  Before I get into how you can help, it might be best 
  to explain the history and design goals of the Pathfinder 
  RPG. These rules guided me through the design process, 
  and they should help you as you play the game.
  
  3
  Pathfinder RPG: Introduction
  headache that it was. I also worked to even out some of the 
  choices. A number of 3.5 skills are far less valuable than 
  others, making them suboptimal choices. In my experi-
  ence, few rogues took Forgery, but Spot was an incredibly 
  common choice. These rules work to even out some of 
  these choices. So while you might still take Perception 
  over Linguistics, the latter is now a far more useful choice 
  than it was before.
  Add Options: Just before design began, a friend of mine 
  asked me why no one ever seemed to take rogue beyond 
  2nd level or fighter beyond 4th level. This got me think-
  ing. Far too many of the basic classes lose their luster af-
  ter just a few levels, leading most players to take a host of 
  other classes or a number of prestige classes. While this 
  option is still available, I wanted to add more to all the 
  classes, to give each one of them a reason to be followed 
  up through 20th level. To this end, I have tried to add op-
  tions to the game whenever possible. This is a tricky path 
  to walk, though. Too many options and you end up with 
  overly complicated classes. Too few and players get bored 
  of their class. This principle goes beyond class powers, 
  as well. From sundering to magic items, there are now 
  more options and choices to make than ever before, each 
  one opening up whole new avenues of character and ad-
  venture design.
  Compatibility: Of all the goals I set out with when de-
  signing this game, compatibility ranked near the top. 
  I wanted to make sure that any rules we changed were 
  adaptable to the extensive body of work that exists for the 
  3.5 rules set. In addition to being compatible, I wanted to 
  ensure that any conversion work would be minimal. In 
  most cases, this meant adding to existing rules, instead 
  of subtracting. So, while we changed the way turning un-
  dead works, we did not remove turning undead from the 
  game. We added options to the fighter without remov-
  ing any of them. This design philosophy doesn’t always 
  hold true, however. Some skills were combined and a few 
  disappeared altogether (goodbye Use Rope). Whenever I 
  broke this rule, it was because the other guidelines took 
  precedence.
  What’s Next?
  That’s simple. Play. Incorporate these rules into your ex-
  isting campaign or start up a whole new campaign us-
  ing these rules to influence your decisions. We want to 
  know what works and what needs more work, and we can’t 
  think of a better way to do that than getting thousands 
  of gamers to help. As we release more rules, incorporate 
  those into your game as well. 
  Your feedback and playtest reports will be used to help 
  tune these rules. Your experiences will help guide the 
  design from this point forward. By this coming August, 
  we will offer the Beta release of these rules. These rules 
  will hit our website (paizo.com) as a free PDF and as a 
  standalone book. While these rules will be approach-
  ing their final state, we want to leave the door open for 
  some additional changes and revisions along the way, 
  culminating in the finished Pathfinder RPG, to be re-
  leased in August 2009. At that point, all Pathfinder prod-
  ucts, including Pathfinder, the Pathfinder Companion, the 
  Pathfinder Modules, and Pathfinder Chronicles supplements 
  will convert to these rules. For more information on this 
  process, including how to get involved and where to sub-
  mit feedback, see the Playtesting chapter at the end of 
  this document.
  Once again, thank you for investigating the Pathfinder 
  RPG. We look forward to hearing from you.
  Jason Bulmahn
  Lead Designer
  
  4
  Races
  Dwarf
  Elf
  Human
  Half-Orc
  Half-Elf
  Gnome
  Halfling
  Pathfinder Roleplaying Game
  Medium: Dwarves are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Slow and Steady: Dwarves have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Darkvision 60 feet: Dwarves can see in the dark up to 
  60 feet.
  Stonecunning: Dwarves treat any Profession skill 
  related to stone as a class skill. In addition, they receive 
  a +2 bonus on Perception skill checks to notice unusual 
  stonework, such as traps and hidden doors located in stone 
  walls or floors. They receive a check to notice such features 
  whenever they pass within 10 feet of them, regardless of 
  whether or not they are actively looking. 
  Keen Senses: Dwarves receive a +2 bonus on taste- and 
  touch-based Perception skill checks.
  Greed: Dwarves can make Appraise skill checks as if  
  trained when attempting to determine the price of nonmagi-
  cal goods that contain precious metals and gemstones.
  Hearty: Dwarves receive a +2 racial bonus on saving 
  throws against poison, spells, and spell-like abilities.
  Weapon Familiarity: Dwarves are proficient with battle-
  axes, handaxes, and warhammers, and treat any weapon with 
  the word “dwarven” in its name as a martial weapon.
  F
  rom the stout dwarf to the noble elf, the races of the 
  Pathfinder Chronicles campaign setting are a diverse 
  mix of cultures, attitudes, and appearance. The 
  following are the most common races present in the 
  civilized world.
  Dwarves
  Often called the “stout folk,” dwarves are an ancient 
  race. Standing about a foot shorter than most humans, 
  they make up for it in overall bulk, for dwarves have 
  wide shoulders and hips. Dwarves have a love for earth 
  and stone, making them fine stonemasons and expert 
  miners. Dwarves are resilient folk, capable of taking a 
  great deal of punishment, both physical and magical. 
  On the whole, they have a lust for treasure, especially 
  precious metals and gems. Dwarves have a relatively dour 
  outlook rooted in grim reality, but when in a good mood 
  with ale in hand, their rumbling laughter can be heard 
  for quite a distance. 
  Dwarf Racial Traits
  +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are 
  both tough and wise, but also a bit gruff.
  
  5
  Pathfinder RPG: Races
  Hatred: Dwarves receive a +1 bonus on attack rolls 
  against humanoid creatures of the orc and goblin subtype 
  due to special training against these hated foes.
  Defensive Training: Dwarves get a +4 dodge bonus to AC 
  against monsters of the giant type. 
  Stability: Dwarves receive a +4 bonus to their combat 
  maneuver bonus when resisting a bull rush or trip attempt 
  while standing on the ground.
  Languages: Dwarves begin play speaking Common 
  and Dwarven. Dwarves with high Intelligence scores can 
  choose any of the following: Elemental, Giant, Gnome, 
  Goblin, Orc, and Undercommon.
  Favored Class: The favored class of dwarves is fighter.
  elves
  Since the dawn of history, the elves have looked upon the 
  other races from their forest abodes, watching them grow 
  and prosper, struggling through barbarism and war. The 
  elves are eternal, or nearly so, having life spans that rival the 
  mighty dragons. While most elves live in woodland settings, 
  others dwell in towering elven cities, full of graceful spires 
  that blend in with the surrounding trees. Some elves choose 
  to leave their kin behind and mingle with the other races, 
  dwelling alongside them but never quite belonging. Elves 
  are patient craftsmen, spending years perfecting their art, 
  be it sword smithing, armor crafting, poetry, or song. 
  Elf Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are 
  nimble, both in body and mind, but their form is frail.
  Medium: Elves are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Elves have a base speed of 30 feet.
  Low-Light Vision: Elves can see twice as far as humans 
  in conditions of poor illumination.
  Keen Senses: Elves receive a +2 bonus on sight- and 
  sound-based Perception checks. They can make a 
  Perception check to spot a secret or concealed door if they 
  pass within 10 feet, regardless of whether or not they are 
  actively looking.
  Elven Immunities: Elves are immune to magic sleep 
  effects and get a +2 racial saving throw bonus against 
  enchantment spells or effects.
  Elven Magic: Elves receive a +2 racial bonus on caster 
  level checks made to overcome spell resistance. In addition, 
  elves receive a +2 racial bonus on Appraise skill checks 
  made to identify the properties of magic items.
  Unnatural Beauty: The attitude of those dealing with 
  elves is improved by one step so long as their starting 
  attitude is at least “indifferent.” This increase is subject to 
  GM discretion and might not apply to all creatures.
  Weapon Familiarity: Elves are proficient with 
  longbows (including composite longbows), longswords, 
  rapiers, and shortbows (including composite shortbows), 
  and treat any weapon with the word “elven” in its name 
  as a martial weapon.
  Languages: Elves begin play speaking Common and Elven. 
  Elves with high Intelligence scores can choose any of the 
  following: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  Favored Class: The favored class of elves is wizard.
  Gnomes
  Where the elves have a tie to nature, gnomes are linked to 
  the fey that inhabit the quiet corners of the world. While 
  many can seem whimsical and distant, gnomes that dwell 
  alongside other races often take to one craft or profession 
  with obsessive zeal, using that passion to root them in 
  their surroundings. Many view such gnomes as eccentric, 
  as their passions tend toward invention, alchemy, or other 
  technical pursuits. Those that dwell with fey are often the 
  opposite, their lives full of frivolous endeavors, making 
  them seem odd and fickle to outside observers. Even these 
  gnomes take to one passion or another, usually music, 
  song, or poetry. Some theorize that without passion, a 
  gnome fades into the wild to join the fey forever.
  Gnome Racial Traits
  +2 Constitution, +2 Charisma, –2 Strength: Gnomes are 
  physically weak but surprisingly hardy, and their attitude 
  makes them naturally agreeable.
  Small: Gnomes are Small creatures, and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, and a +4 
  size bonus on Stealth checks.
  Slow Speed: Gnomes have a base speed of 20 feet.
  Low-Light Vision: Gnomes can see twice as far as 
  humans in conditions of poor illumination.
  Keen Senses: Gnomes receive a +2 bonus on smell- and 
  touch-based Perception checks.
  Obsessive: Gnomes receive a +2 racial bonus on a Craft 
  or Profession skill of their choice.
  Illusion Resistant: Gnomes get a +2 racial saving throw 
  bonus against illusion spells or effects.
  Gnome Magic: Gnomes add +1 to the DC of any saving 
  throws against illusion spells that they cast. Gnomes with a 
  Charisma of 11 or higher also gain the following spell-like 
  abilities: 1/day—dancing lights, ghost sound, prestidigitation, 
  speak with animals. The caster level for these effects is equal 
  to the gnome’s level. The DC for these spells is equal to 10 
  + the spell’s level + the gnome’s Charisma modifier.
  Weapon Familiarity: Gnomes treat any weapon with the 
  word “gnome” in its name as a martial weapon.
  Hatred: Gnomes receive a +1 bonus on attack rolls 
  against humanoid creatures of the reptilian and goblin 
  subtype due to special training against these hated foes.
  Defensive Training: Gnomes get a +4 dodge bonus to AC 
  against monsters of the giant type.
  
  6
  Pathfinder Roleplaying Game
  Languages: Gnomes begin play speaking Common, 
  Gnome, and Sylvan. Gnomes with high Intelligence scores 
  can choose any of the following: Draconic, Dwarven, Elven, 
  Giant, Goblin, and Orc.
  Favored Class: The favored class of gnomes is bard.
  half-elves
  Born from elven and human parents, half-elves have 
  trouble adjusting to either society. Ever since the elves 
  and humans first met, there have been half-elves. 
  While many are born out of violence, some come from 
  loving couples who tend their offspring in a manner 
  best suited to their lifestyle. Half-elves tend to follow 
  the societal path that they were raised in. While this is 
  typically human, making those half-elves passionate and 
  energetic, some are raised in elven clans, making them 
  more reserved and deliberate. In either case, traits from 
  the other parent seem to slip through, causing them 
  no end of trouble among their peers. Like their human 
  ancestors, half-elves are skilled at nearly any craft, but 
  they tend toward those favored by their elven relatives. 
  Half-elves tend to be wanderers, as they find it difficult 
  to fit in anywhere. It is no surprise, then, that many turn 
  to a life of adventuring.
  Half-Elf Racial Traits
  +2 to one ability score: Half-elf characters get a +2 bonus 
  on one ability score of their choice at creation, to represent 
  their varied nature.
  Medium: Half-elves are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Half-elves have a base speed of 30 feet.
  Low-Light Vision: Half-elves can see twice as far as 
  humans in conditions of poor illumination.
  Keen Senses: Half-elves receive a +2 bonus on sight- 
  and sound-based Perception checks. They can make a 
  Perception check to spot a secret or concealed door if they 
  pass within 10 feet, regardless of whether or not they are 
  actively looking.
  Elven Immunities: Half-elves are immune to magic 
  sleep effects and get a +2 racial saving throw bonus against 
  enchantment spells or effects.
  Adaptability: Half-elves select one skill at 1st level and 
  always treat this skill as a class skill, although this ability 
  does not make them trained in that skill. 
  Elf Blood: Half-elves count as elves for any effect related 
  to race.
  Languages: Half-elves begin play speaking Common 
  and Elven. Half-elves with high Intelligence scores can 
  choose any languages they want.
  Favored Class: Half-elves can choose any one class as 
  their favored class at 1st level. Once made, this choice 
  cannot be changed.
  half-orcs
  Born from orc and human parents, half-orcs are outcasts, 
  looked upon with fear, hatred, and pity by most of the 
  civilized world. Half-orcs are not a new phenomenon: 
  in the days when orcs and humans clashed endlessly, 
  many who found themselves caught in-between were 
  the subjects of terrible violence, with half-orcs as the 
  byproduct. Most half-orcs today share this dark history. 
  Half-orcs favor many of the traits of their less-civilized 
  parents, tending toward violence and a dark, brooding 
  outlook. From their human parents, half-orcs are gifted 
  with greater intelligence and a wide variety of passions. 
  While these stereotypes are not universal, they are quite 
  common. Half-orcs raised in orc society tend to blend in, 
  earning positions of respect so long as they can physically 
  match their peers. Those raised in human society often 
  find themselves the targets of cruel prejudices and are the 
  frequent suspect whenever a crime is uncovered. Due to 
  such difficulties, many half-orcs turn to lives of crime 
  or adventuring, where their combination of strength and 
  wits serves them best.
  Half-Orc Racial Traits
  +2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are 
  physically strong and constantly on the lookout for danger, 
  but their orc stock hinders their intelligence.
  Medium: Half-orcs are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Half-orcs have a base speed of 30 feet.
  Darkvision 60 feet: Half-orcs can see in the dark up to 
  60 feet.
  Weapon Familiarity: Half-orcs are proficient with 
  greataxes and falchions, and treat any weapon with the 
  word “orc” in its name as a martial weapon.
  Orc Ferocity: Once per day, when a half-orc is brought 
  below 0 hit points, but not killed, he can fight on for one 
  more round as if disabled. At the end of his next turn, 
  unless brought to above 0 hit points, he immediately falls 
  unconscious and begins dying.
  Orc Blood: Half-orcs count as orcs for any effect related 
  to race.
  Languages: Half-orcs begin play speaking Common 
  and Orc. Half-orcs with high Intelligence scores can 
  choose any of the following: Draconic, Giant, Gnoll, 
  Goblin, and Abyssal.
  Favored Class: The favored class of half-orcs is barbarian.
  halflinGs
  Living alongside many other civilized races, half lings 
  are an accepted part of most societies. Although their 
  role varies greatly from citizen to slave, it’s their spirit 
  and sense of community that sets them apart. Half lings 
  care a great deal about their families and other close 
  
  7
  Pathfinder RPG: Races
  relations, making them great friends as well as bitter 
  enemies to those who have wronged them. While some 
  half lings prefer to settle in one location, usually with 
  others of their kind and extended families, others feel 
  a greater sense of wanderlust and move from place 
  to place as their moods and the situations dictate. 
  Half lings have a relatively optimistic outlook, being 
  able to find the bright side of nearly any situation. 
  This, combined with their uncanny luck, makes them 
  relatively fearless, willing to risk their lives for the 
  chance of adventure.
  Halfling Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Strength: Halflings are 
  nimble and smart, but their small stature makes them 
  weaker than other races.
  Small: Halflings are Small creatures, and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, and a +4 
  size bonus on Stealth checks.
  Slow Speed: Halflings have a base speed of 20 feet.
  Keen Senses: Halflings receive a +2 racial bonus on 
  sound- and taste-based Perception skill checks.
  Sure Footed: Halflings receive a +2 racial bonus on 
  Acrobatics and Climb skill checks.
  Halfling Luck: Halflings receive a +1 racial bonus on all 
  saving throws.
  Fearless: Halflings receive a +2 racial bonus on all 
  saving throws against fear. This bonus stacks with the 
  bonus granted by halfling luck.
  Weapon Familiarity: Halflings are proficient with 
  slings and treat any weapon with the word “halfling” in its 
  name as a martial weapon.
  Languages: Halflings begin play speaking Common 
  and Halfling. Halflings with high Intelligence scores 
  can choose any of the following: Abyssal, Dwarven, Elven, 
  Gnome, and Goblin.
  Favored Class: The favored class of halflings is rogue.
  humans
  Of all the races, humans show the most variety. They’re 
  a young race by the standards of elves and dwarves, but 
  have accomplished much in their short time. Human 
  cities dot the landscape and their kingdoms rule much of 
  the world. Yet for all of their power, they can easily recede 
  into barbarism within a generation. While some strive 
  to make the world a better place, others seek to conquer 
  it, drawing up great hosts to march on their civilized 
  neighbors. While their craftsmanship does not equal 
  that of many other races, humans are skilled at nearly 
  every trade imaginable. Not surprisingly, adventuring is 
  a common occupation, as most humans have an innate 
  curiosity about what lies beyond the next horizon or at 
  the bottom of the nearest dungeon.
  Human Racial Traits
  +2 to one ability score: Human characters get a +2 bonus 
  on one ability score of their choice at creation, to represent 
  their varied nature.
  Medium: Humans are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Humans have a base speed of 30 feet.
  Bonus Feat: Humans select one extra feat at 1st level.
  Skilled: Humans are proficient in one additional skill at 
  1st level. This bonus skill counts as a class skill, regardless 
  of the human’s class.
  Weapon Training: Humans are proficient with any 
  one weapon of their choice, in addition to those granted 
  by class proficiencies. This weapon must be chosen at 1st 
  level and cannot be changed.
  Languages: Humans begin play speaking Common. 
  Humans with high Intelligence scores can choose any 
  languages they want.
  Favored Class: Humans can choose any one class as 
  their favored class at 1st level. Once made, this choice 
  cannot be changed.
  Favored Class
  Each race has a favored class, representing its natural affinity 
  for a specific set of skills and abilities. Whenever you take 
  a level in your race’s favored class, you receive +1 hit point. 
  Humans and half-elves frequently get this bonus, unless they 
  multiclass. You do not gain this bonus for taking levels in a 
  prestige class, regardless of its focus or theme.
  
  8
  Classes
  Pathfinder Roleplaying Game
  Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity 
  has a particularly powerful aura corresponding to the 
  deity’s alignment (see the detect evil spell for details).
  Spells: A cleric casts divine spells, which are drawn from 
  the cleric spell list. However, her alignment may restrict 
  her from casting certain spells opposed to her moral or 
  ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, 
  below. A cleric must choose and prepare her spells in 
  advance (see below).
  A
  character’s class is one of his most 
  defining features. It’s the source of 
  most of his abilities, skills, and feats, 
  and these help give him a unique and valuable 
  role in any adventuring party. 
  CharaCter advanCement
  As player characters successfully overcome the challenges 
  set before them, they gain valuable experience that 
  ultimately leads to greater powers and abilities. This 
  progression is represented by a simple experience system 
  that rewards characters for facing challenges, defeating 
  monsters, disarming traps, and accomplishing story 
  goals. As experience points accumulate, characters 
  advance in level, gaining new abilities, feats, spells, 
  skills, and other class-related powers. The rate of this 
  advancement depends on the type of game that you and 
  your GM would like to play. Some prefer a fast-paced 
  game, where characters gain levels every few sessions, 
  while others prefer a game where advancement occurs 
  less frequently. In the end, it is up to your group to 
  decide what rate fits you best. Characters advance in 
  level according to table 4–1.
  Player CharaCter Classes
  The following modifications are designed to balance the 
  player character classes. These powers and abilities replace 
  those found in the 3.5 rule set.
  Cleric
  Alignment: A cleric’s alignment must be within one 
  step of her deity’s, either along the law/chaos axis or the 
  good/evil axis.
  Hit Die: d8.
  Class Skills
  The cleric’s class skills are Appraise (Int), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), 
  Knowledge (history) (Int), Knowledge (nobility) (Int), 
  Knowledge (religion) (Int), Knowledge (planes) (Int), 
  Linguistics (Int), Profession (Wis), and Spellcraft (Int).
  1st Level Skill Choices: 2 + Int modifier.
  Class Features
  The following are class features of the cleric.
  Weapon and Armor Proficiency: Clerics are proficient 
  with all simple weapons, with all types of armor, and with 
  shields (except tower shields). Clerics are also proficient 
  with the favored weapon of their deities.
  
  9
  Table 4–2: Cleric
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
   
   
   
   Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1st 
  +0 
  +2 
  +0 
  +2 
  Domain powers, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  orisons, turn undead
  2nd 
  +1 
  +3 
  +0 
  +3 
  Domain powers 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +3 
  +1 
  +3 
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +4 
  +1 
  +4 
  Domain powers 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +3 
  +4 
  +1 
  +4 
   
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +4 
  +5 
  +2 
  +5 
   
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +5 
  +5 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Domain powers 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th 
  +7/+2 
  +7 
  +3 
  +7 
   
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Domain powers 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th 
  +10/+5 
  +9 
  +4 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Domain powers 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th +15/+10/+5 
  +12 
  +6 
  +12 
  Domain powers 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  Pathfinder RPG: Classes 
  Table 4–1: Character Advancement and Level-Dependent Bonuses
  Character  
   
  Experience Point Total 
   
   
   
  Ability
  Level 
  Slow 
  Medium 
  Fast 
  Feats 
  Skills 
  Score
  1st 
  — 
  — 
  — 
  1st 
  Base 
  —
  2nd 
  3,000 
  2,000 
  1,300 
  — 
  1st 
  —
  3rd 
  7,500 
  5,000 
  3,300 
  2nd 
  — 
  —
  4th 
  14,000 
  9,000 
  6,000 
  — 
  2nd 
  1st
  5th 
  23,000 
  15,000 
  10,000 
  3rd 
  — 
  — 
  6th 
  35,000 
  23,000 
  15,000 
  — 
  3rd 
  —
  7th 
  53,000 
  35,000 
  23,000 
  4th 
  — 
  —
  8th 
  77,000 
  51,000 
  34,000 
  — 
  4th 
  2nd
  9th 
  115,000 
  75,000 
  50,000 
  5th 
  — 
  —
  10th 
  160,000 
  105,000 
  71,000 
  — 
  5th 
  —
  11th 
  235,000 
  155,000 
  105,000 
  6th 
  — 
  —
  12th 
  330,000 
  220,000 
  145,000 
  — 
  6th 
  3rd
  13th 
  475,000 
  315,000 
  210,000 
  7th 
  — 
  —
  14th 
  665,000 
  445,000 
  295,000 
  — 
  7th 
  —
  15th 
  955,000 
  635,000 
  425,000 
  8th 
  — 
  —
  16th 
  1,350,000 
  890,000 
  600,000 
  — 
  8th 
  4th
  17th 
  1,900,000 
  1,300,000 
  850,000 
  9th 
  — 
  —
  18th 
  2,700,000 
  1,800,000 
  1,200,000 
  — 
  9th 
  —
  19th 
  3,850,000 
  2,550,000 
  1,700,000 
  10th 
  — 
  —
  20th 
  5,350,000 
  3,600,000 
  2,400,000 
  — 
  10th 
  5th
  
  10
  Pathfinder Roleplaying Game
  To prepare or cast a spell, a cleric must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a cleric’s spell is 10 + the spell level 
  + the cleric’s Wisdom modifier.
  Like other spellcasters, a cleric can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table: 4–2. In addition, she receives 
  bonus spells per day if she has a high Wisdom score. 
  Clerics meditate or pray for their spells. Each cleric must 
  choose a time at which she must spend 1 hour each day in quiet 
  contemplation or supplication to regain her daily allotment 
  of spells. Time spent resting has no effect on whether a cleric 
  can prepare spells. A cleric may prepare and cast any spell on 
  the cleric spell list, provided that she can cast spells of that 
  level, but she must choose which spells to prepare during her 
  daily meditation.
  Domain Powers (Su): Each cleric must choose a deity. Each 
  deity has a number of domains associated with its faith, and 
  its clerics must choose two of these domains to focus on. Each 
  domain grants a number of domain powers dependent upon 
  the level of the cleric. See the Spells and Magic Chapter for 
  more information. A cleric gainst both of the listed powers 
  granted by his domains.
  Orisons (Sp): Clerics can prepare a number of orisons, or 
  0-level spells, each day. They can cast these spells at will as a 
  spell-like ability. The number of orisons a cleric can prepare 
  each day is noted in Table 4-2 under spells per day. Orisons 
  are treated like any other spell cast by the cleric in terms of 
  duration and other variables based on level. Orisons cannot 
  be channeled through spontaneous casting.
  Spontaneous Casting: A good cleric (or a neutral cleric of 
  a good deity) can channel stored spell energy into healing 
  spells that she did not prepare ahead of time. The cleric 
  can “lose” any prepared spell that is not an orison in order 
  to cast any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  An evil cleric (or a neutral cleric of an evil deity), can’t 
  convert prepared spells to cure spells but can convert 
  them to inflict spells (an inflict spell is one with “inflict” 
  in its name).
  A cleric who is neither good nor evil and whose deity 
  is neither good nor evil can convert spells to either cure 
  spells or inflict spells (player’s choice). Once the player 
  makes this choice, it cannot be reversed. This choice also 
  determines whether the cleric turns or rebukes undead 
  (see Turn or Rebuke Undead).
  Deities of the Pathfinder Chronicles
   
   
   
   
  Favored
  Deity 
  AL 
  Portfolios 
  Domains 
  Weapon
  Erastil 
  LG 
  God of farming, hunting, trade, family 
  Animal, Community, Good, Law, Plant 
  longbow
  Iomedae 
  LG 
  Goddess of valor, rulership, justice, honor 
  Glory, Good, Law, Sun, War 
  longsword
  Torag 
  LG 
  God of the forge, protection, strategy 
  Artifice, Earth, Good, Law, Protection 
  warhammer
  Sarenrae 
  NG 
  Goddess of the sun, redemption,  
  Fire, Glory, Good, Healing, Sun 
  scimitar
   
   
  honesty, healing
  Shelyn 
  NG 
  Goddess of beauty, art, love, music 
  Air, Charm, Good, Luck, Protection 
  glaive
  Desna 
  CG 
  Goddess of dreams, stars, travelers, luck 
  Chaos, Good, Liberation, Luck, Travel 
  kukri
  Cayden Cailean 
  CG 
  God of freedom, wine, bravery 
  Chaos, Charm, Good, Strength, Travel 
  rapier
  Abadar 
  LN 
  God of cities, wealth, merchants, law 
  Earth, Law, Nobility, Protection, Travel 
  crossbow
  Irori 
  LN 
  God of history, knowledge,  
  Healing, Knowledge, Law, Rune, Strength 
  unarmed strike
   
   
  self-perfection
  Gozreh 
  N 
  Deity of nature, weather, the sea 
  Air, Animal, Plant, Water, Weather 
  trident
  Pharasma 
  N 
  Goddess of fate, death, prophecy, birth 
  Death, Knowledge, Healing, Repose, Water 
  dagger
  Nethys 
  N 
  God of magic 
  Destruction, Knowledge, Magic,  
  quarterstaff
   
   
   
  Protection, Rune
  Gorum 
  CN 
  God of strength, battle, weapons 
  Chaos, Destruction, Glory, Strength, War 
  greatsword
  Calistria 
  CN 
  Goddess of trickery, lust, revenge 
  Chaos, Charm, Knowledge, Luck, Trickery 
  whip
  Asmodeus 
  LE 
  God of tyranny, slavery, pride, contracts 
  Evil, Fire, Law, Magic, Trickery 
  mace
  Zon-Kuthon 
  LE 
  God of envy, pain, darkness, loss 
  Darkness, Death, Destruction, Evil, Law 
  spiked chain
  Urgathoa 
  NE 
  Goddess of gluttony, disease, undeath 
  Death, Evil, Magic, Strength, War 
  scythe
  Norgorber 
  NE 
  God of greed, secrets, poison, murder 
  Charm, Death, Evil, Knowledge, Trickery 
  short sword
  Lamashtu 
  CE 
  Goddess of madness, monsters,  
  Chaos, Evil, Madness, Strength, Trickery 
  falchion
   
   
  nightmares
  Rovagug 
  CE 
  God of wrath, disaster, destruction 
  Chaos, Evil, Destruction, War, Weather 
  greataxe
  
  11
  Chaotic, Evil, Good, and Lawful Spells: A cleric can’t 
  cast spells of an alignment opposed to her own or her 
  deity’s. Spells associated with particular alignments are 
  indicated by the chaos, evil, good, and law descriptors in 
  their spell descriptions.
  Turn or Rebuke Undead (Su): Any cleric, regardless of 
  alignment, has the power to affect undead creatures by 
  channeling the power of her faith through her holy (or 
  unholy) symbol. This power also heals or harms living 
  creatures in the radius.
  A good cleric (or a neutral cleric who worships a good 
  deity) can turn or destroy undead creatures. An evil cleric 
  (or a neutral cleric who worships an evil deity) instead 
  rebukes or commands such creatures. A neutral cleric of 
  a neutral deity must choose whether her turning ability 
  functions as that of a good cleric or an evil cleric. Once this 
  choice is made, it cannot be reversed. This decision also 
  determines whether the cleric can cast spontaneous cure 
  or inflict spells (see above).
  Pathfinder RPG: Classes 
  A cleric may attempt to turn undead a number of times 
  per day equal to 3 + her Charisma modifier.  
  Bonus Languages: A cleric’s bonus language options 
  include Celestial, Abyssal, and Infernal (the languages of 
  good, chaotic evil, and lawful evil outsiders, respectively). 
  These choices are in addition to the bonus languages 
  available to the character because of his race.
  Ex-Clerics
  A cleric who grossly violates the code of conduct required by 
  her god loses all spells and class features, except for armor and 
  shield proficiencies and proficiency with simple weapons. 
  She cannot thereafter gain levels as a cleric of that god until 
  she atones for her deeds (see the atonement spell description).
  Fighter
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The fighter’s class skills are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) 
  (Int), Knowledge (engineering) (Int), Profession (Wis), Ride 
  (Dex), Survival (Wis), and Swim (Str). 
  1st Level Skill Choices: 2 + Int modifier.
  Class Features
  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 
  (including tower shields).
  Bonus Feats: At 1st level, and at every even level 
  thereafter, a fighter gains a bonus feat in addition to 
  those gained from normal advancement (meaning that 
  the fighter gains a feat at every level). These bonus feats 
  must be selected from either fighter bonus feats or combat 
  feats (found in the Feats chapter). 
  Armor Training (Ex): Starting at 3rd level, a fighter gains 
  added protection from the armor he is wearing. Whenever he 
  is wearing armor, he gains an additional +1 armor bonus to 
  his armor class and he reduces the armor check penalty by 1 
  (to a minimum of 0). Every 4 levels thereafter (7th, 11th, and 
  15th), a fighter gains even more protection, increasing these 
  bonuses by +1 each time, for a total of +4 to armor class at 15th 
  level, with a –4 reduction to the armor check penalty.
  Weapon Training (Ex): Starting at 5th level, a fighter 
  can select one group of weapons, as noted below. Whenever 
  he attacks with a weapon from this group, he gains a +1 
  bonus on attack and damage rolls.
  Every 4 levels thereafter (9th, 13th, and 17th), a fighter 
  becomes further trained in another group of weapons. He 
  gains a +1 bonus on attack and damage rolls when using a 
  Designer Notes: Orisons
  In giving clerics the ability to cast orisons at will, it is 
  important to remove cure minor wounds from the game to 
  keep them balanced and prevent them from healing everyone 
  up to full hit points between every fight. Instead, we replaced 
  cure minor wounds with stabilize, which you can find in the 
  Spells and Magic Chapter.
  Designer Notes: Starting Hit Points
  We’ve had a great deal of debate about starting hit points, 
  and have yet to come to a satisfying conclusion. Here are the 
  options that we have floating around. Each one has its pros 
  and cons, but the goal here is the same: to make 1st-level 
  characters a bit more durable. Feel free to try them out and 
  let us know which ones work for you.
  Standard: Maximum hit points for 1st level plus your 
  Constitution modifier and any other bonuses.
  Double: Double your maximum hit points for 1st level plus 
  your Constitution modifier and any other bonuses.
  Racial: Maximum hit points for 1st level plus your 
  Constitution modifier and any other bonuses. In addition, 
  you get a number of bonus hit points based off your race. 
  The frail races (elf, gnome, and halfling) receive 4 hit points. 
  Standard races (half-elves and humans) receive 6 hit points. 
  The hearty races (dwarf and half-orc) receive 8 hit points. 
  Flat: Maximum hit points for 1st level plus your Constitution 
  modifier and any other bonuses. In addition, each character 
  receives a flat amount of bonus hit points, regardless of race 
  or class. Our recommendation is 6 hit points.
  Constitution: Maximum hit points for 1st level plus your 
  Constitution score and any other bonuses.
  
  12
  Pathfinder Roleplaying Game
  weapon from this group. In addition, the bonuses granted 
  by previous weapon groups increase by +1 each. For example, 
  when a fighter reaches 9th level, he receives a +1 bonus to 
  attack and damage rolls with one weapon group and a +2 
  bonus on attack and damage rolls with the weapon group 
  selected at 5th level. Bonuses granted from overlapping 
  groups do not stack. Take the highest bonus granted for a 
  weapon if it resides in two or more groups.
  Weapon groups are defined as follows (GMs may add 
  other weapons to these groups, or add entirely new groups):
  Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy 
  pick, light pick, orc double axe, and throwing axe. 
  Blades, Heavy: bastard sword, falchion, greatsword, 
  longsword, scimitar, scythe, and two-bladed sword.
  Blades, Light: dagger, kama, kukri, rapier, sickle, and 
  short sword.
  Bows: composite longbow, composite shortbow, longbow, 
  and shortbow.
  Close: gauntlet, heavy shield, light shield, punching 
  dagger, sap, spiked armor, spiked gauntlet, spiked shield, 
  and unarmed strike.
  Crossbows: hand crossbow, heavy crossbow, light crossbow, 
  heavy repeating crossbow, and light repeating crossbow.
  Double: dire flail, dwarven urgosh, gnome hooked 
  hammer, orc double axe, and two bladed sword.
  Flails: dire flail, flail, heavy flail, morningstar, nunchaku, 
  spiked chain, and whip.
  Hammers: club, light hammer, light mace, greatclub, 
  heavy mace, and warhammer.
  Monk: kama, nunchaku, sai, shuriken, siangham, and 
  unarmed strike.
  Pole Arms: glaive, guisarme, halberd, ranseur, and 
  quarterstaff.
  Spears: javelin, lance, longspear, shortspear, spear, 
  and trident.
  Thrown: bolas, club, dart, dagger, handaxe, light hammer, 
  net, shortspear, shuriken, sling, spear, and trident.
  Armor Mastery (Ex): At 19th level, a fighter gains DR 
  5/— whenever he is wearing armor or using a shield.
  Table 4–3: Fighter
   
  Base
   
  Attack 
  Fort 
  Ref Will 
  Level Bonus 
  Save Save Save 
  Special
  1st 
  +1 
  +2 
  +0 
  +0 
  Bonus feat
  2nd 
  +2 
  +3 
  +0 
  +0 
  Bonus feat
  3rd 
  +3 
  +3 
  +1 
  +1 
  Armor training
  4th 
  +4 
  +4 
  +1 
  +1 
  Bonus feat
  5th 
  +5 
  +4 
  +1 
  +1 
  Weapon training
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Bonus feat
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Armor training
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Bonus feat
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Weapon training
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Bonus feat
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Armor training
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Bonus feat
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Weapon training
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Bonus feat
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Armor training
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Bonus feat
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Weapon training
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Bonus feat
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Armor mastery
  20th 
  +20/+15/+10/+5 +12 
  +6 
  +6 
  Bonus feat, 
   
   
   
   
   
  Weapon mastery
  
  13
  Pathfinder RPG: Classes 
  Weapon Mastery (Ex): At 20th level, a fighter chooses one 
  weapon, such as the longsword, greataxe, or longbow. Any 
  attacks made with that weapon automatically confirm all 
  critical threats and have their damage multiplier increased 
  by 1 (a ×2 becomes a ×3, for example). In addition, he cannot 
  be disarmed while wielding a weapon of this type.
  rogue
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The rogue’s class skills are Acrobatics (Dex), Appraise 
  (Int), Climb (Str), Craft (Int), Deception (Cha), Diplomacy 
  (Cha), Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Intimidate (Cha), Knowledge (dungeoneering) 
  (Int), Knowledge (local) (Int), Linguistics (Int), Perception 
  (Wis), Perform (Cha), Profession (Wis), Stealth (Dex), 
  Survival (Wis), Swim (Str), Theft (Dex), and Use Magic 
  Device (Cha). 
  1st Level Skill Choices: 8 + Int modifier.
  Class Features
  The following are class features of the rogue.
  Weapon and Armor Proficiency: Rogues are proficient 
  with all simple weapons, plus the hand crossbow, rapier, 
  sap, shortbow, and short sword. Rogues are proficient with 
  light armor, but not with shields.
  Sneak Attack: If a rogue can catch an opponent when 
  he is unable to defend himself effectively from her attack, 
  she can strike a vital spot for extra damage.
  The rogue’s attack deals extra damage any time 
  her target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not), or when the rogue f lanks her target. This extra 
  damage is 1d6 at 1st level, and it increases by 1d6 every 
  two rogue levels thereafter. Should the rogue score a 
  critical hit with a sneak attack, this extra damage is 
  not multiplied.
  Ranged attacks can count as sneak attacks only if the 
  target is within 30 feet.
  Table 4–4: Rogue
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +0 
  +0 
  +2 
  +0 
  Sneak attack +1d6, trapfinding
  2nd 
  +1 
  +0 
  +3 
  +0 
  Evasion, rogue talent
  3rd 
  +2 
  +1 
  +3 
  +1 
  Sneak attack +2d6, trap sense +1
  4th 
  +3 
  +1 
  +4 
  +1 
  Rogue talent, uncanny dodge
  5th 
  +3 
  +1 
  +4 
  +1 
  Sneak attack +3d6
  6th 
  +4 
  +2 
  +5 
  +2 
  Rogue talent, trap sense +2
  7th 
  +5 
  +2 
  +5 
  +2 
  Sneak attack +4d6
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Improved uncanny dodge, rogue talent
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Sneak attack +5d6, trap sense +3
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Advanced talents, rogue talent
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Sneak attack +6d6
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Rogue talent, trap sense +4
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Sneak attack +7d6
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Rogue talent
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Sneak attack +8d6, trap sense +5
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Rogue talent
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Sneak attack +9d6
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Rogue talent, trap sense +6
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Sneak attack +10d6
  20th 
  +15/+10/+5 +6 
  +12 
  +6 
  Master strike, rogue talent
  
  14
  Pathfinder Roleplaying Game
  With a sap (blackjack) or an unarmed strike, a rogue can 
  make a sneak attack that deals nonlethal damage instead 
  of lethal damage. She cannot use a weapon that deals lethal 
  damage to deal nonlethal damage in a sneak attack, not 
  even with the usual –4 penalty.
  The rogue must be able to see the target well enough 
  to pick out a vital spot and must be able to reach such a 
  spot. A rogue cannot sneak attack while striking a creature 
  with concealment or striking the limbs of a creature whose 
  vitals are beyond reach.
  Trapfinding: Rogues (and only rogues) can use the 
  Perception skill to locate traps when the task has a 
  Difficulty Class higher than 20. 
  Finding a nonmagical trap requires 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.
  Rogues (and only rogues) 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 rogue 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.
  Evasion (Ex): At 2nd level and higher, a rogue 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, she 
  instead takes no damage. Evasion can be used only if the 
  rogue is wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion.
  Rogue Talents: As a rogue gains experience he learns 
  a number of talents that aid him and confound his foes. 
  Starting at 2nd level, a rogue gains one rogue talent. He 
  gains an additional rogue talent for every 2 levels of rogue 
  attained after 2nd level. A rogue cannot select an individual 
  talent more than once. 
  Bleeding Attack (Ex): A rogue with this ability can cause 
  living opponents to bleed when hitting them with a sneak 
  attack. This attack causes the target to take 1 additional 
  point of damage each round for each die of the rogue’s sneak 
  attack (ie. 4d6 equals 4 points of bleed). Bleeding creatures 
  take that amount of damage at the start of each of their turns. 
  The bleeding can be stopped by a DC 15 Heal check or the 
  application of any effect that heals hit point damage. Bleeding 
  damage from this ability does not stack with itself.
  Combat Trick: A rogue may gain a combat maneuver feat 
  in place of a rogue talent.
  Fast Stealth (Ex): This ability allows a rogue to move at 
  full speed using Stealth without penalty.
  Finesse Rogue: A rogue may gain the Weapon Finesse feat 
  in place of a rogue talent.
  Ledge Walker (Ex): This ability allows a rogue to move 
  along narrow surfaces at full speed using Acrobatics 
  without penalty.
  Major Magic (Sp): A rogue with this ability gains the 
  ability to cast a 1st-level spell from the wizard/sorcerer 
  spell list. This spell can be cast 2/day as a spell-like ability. 
  The caster level for this ability is equal to half her rogue 
  level. The save DC for this spell is determined using the 
  rogue’s Intelligence modifier. A rogue must have the 
  Minor Magic rogue talent before choosing this talent.
  Minor Magic (Sp): A rogue with this talent gains the 
  ability to cast a 0-level spell from the wizard/sorcerer spell 
  list. This spell can be cast 2/day as a spell-like ability. The 
  caster level for this ability is equal to half her rogue level. 
  The save DC for this spell is determined using the rogue’s 
  Intelligence modifier.
  Quick Disable (Ex): It takes a rogue with this ability half 
  the normal amount of time to disable a trap using Disable 
  Device (minimum 1 round).
  Resiliency (Ex): Once per day, a rogue with this ability 
  can gain a number of temporary hit points equal to the 
  rogue’s level. Activating this ability is an immediate 
  action that can only be performed when she is brought to 
  below 0 hit points. This ability can be used to prevent her 
  from dying. These temporary hit points last for 1 minute. 
  If the rogue’s hit points drop below 0 due to the loss of 
  these temporary hit points, she falls unconscious and is 
  dying as normal.
  Rogue Crawl (Ex): While prone, a rogue with this ability 
  can move at half speed. This movement provokes attacks 
  of opportunity as normal. A rogue cannot take 5-foot steps 
  while crawling.
  Slow Reactions (Ex): Opponents damaged by this 
  rogue’s sneak attack cannot make attacks of opportunity 
  for 1 round.
  Stand Up (Ex): A rogue with this ability can stand up from 
  a prone position as a free action. This still provokes attacks 
  of opportunity for standing up while threatened by a foe.
  Surprise Attacks (Ex): Opponents are always considered 
  flat-footed during the surprise round to a rogue with this 
  ability, even if they have acted. Opponents who cannot be 
  caught flat-footed (such as through improved uncanny 
  dodge) are immune.
  Designer Notes: Sneak Attack
  Sneak attack now works against nearly every creature you 
  might face. While some might have specific immunity, the 
  change was made so that rogues might be more productive 
  in combat regardless of the adventure. Now it represents 
  being able to find a weak spot more so than striking at vital 
  organs. Generally speaking, only creatures that do not have 
  a weak spot at all, either due to their homogenous nature 
  or near-indestructible build, are immune to sneak attack. 
  Examples might include air, earth, fire, and water elementals, 
  most oozes, and some undead.
  
  15
  Pathfinder RPG: Classes 
  Weapon Training: A rogue may gain the Weapon Focus 
  feat in place of a rogue talent.
  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. These bonuses 
  rise to +2 when the rogue reaches 6th level, to +3 when she 
  reaches 9th level, to +4 when she reaches 12th level, to +5 at 
  15th, and to +6 at 18th level.
  Trap sense bonuses gained from multiple classes stack.
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 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.
  If a rogue already has uncanny dodge from a different class 
  she automatically gains improved uncanny dodge instead.
  Improved Uncanny Dodge (Ex): A rogue of 8th level or 
  higher can no longer be flanked.
  This defense denies another rogue the ability to sneak 
  attack the character by flanking her, unless the attacker 
  has at least four more rogue levels than the target does.
  If a character already has uncanny dodge (see above) 
  from another class, the character automatically gains 
  improved uncanny dodge instead, and the levels from the 
  classes that grant uncanny dodge stack to determine the 
  minimum rogue level required to flank the character.
  Advanced Talents: On attaining 10th level and every even 
  level thereafter, a rogue can choose one of the following 
  advanced talents in place of a normal rogue talent.
  Crippling Strike (Ex): A rogue with this ability can sneak 
  attack opponents with such precision that her blows 
  weaken and hamper them. An opponent damaged by one 
  of her sneak attacks also takes 2 points of Strength damage. 
  Ability points lost to damage return on their own at the 
  rate of 1 point per day for each damaged ability.
  Defensive Roll (Ex): The rogue can roll with a potentially 
  lethal blow to take less damage from it than she otherwise 
  would. Once per day, when she would be reduced to 0 or fewer 
  hit points by damage in combat (from a weapon or other 
  blow, not a spell or special ability), the rogue can attempt 
  to roll with the damage. To use this ability, the rogue must 
  attempt a Reflex saving throw (DC = damage dealt). If the 
  save succeeds, she takes only half damage from the blow; 
  if it fails, she takes full damage. She must be aware of the 
  attack and able to react to it in order to execute her defensive 
  roll—if she is denied her Dexterity bonus to AC, she can’t 
  use this ability. Since this effect would not normally allow a 
  character to make a Reflex save for half damage, the rogue’s 
  evasion ability does not apply to the defensive roll.
  Dispelling Attack (Su): Opponents that are dealt sneak 
  attack damage by a rogue with this ability are affected by a 
  targeted dispel magic, targeting the lowest-level spell effect 
  active on the target. The caster level for this ability is equal 
  to the rogue’s level. A rogue must have the Major Magic 
  rogue talent before choosing dispelling attack.
  Improved Evasion (Ex): This ability works like evasion, except 
  that while the rogue still takes no damage on a successful 
  Reflex saving throw against attacks she henceforth takes 
  only half damage on a failed save. A helpless rogue does not 
  gain the benefit of improved evasion.
  Opportunist (Ex): Once per round, the rogue can make 
  an attack of opportunity against an opponent who has just 
  been struck for damage in melee by another character. This 
  attack counts as the rogue’s attack of opportunity for that 
  round. Even a rogue with the Combat Reflexes feat can’t 
  use the opportunist ability more than once per round.
  Skill Mastery: The rogue becomes so experienced in the 
  use of certain skills that she can use them reliably even 
  under adverse conditions.
  Upon gaining this ability, she selects a number of skills 
  equal to 3 + her Intelligence modifier. When making a skill 
  check with one of these skills, she may take 10 even if stress 
  and distractions would normally prevent her from doing 
  so. A rogue may gain this special ability multiple times, 
  selecting additional skills for it to apply to each time.
  Slippery Mind (Ex): This ability represents the rogue’s 
  ability to wriggle free from magical effects that would 
  otherwise control or compel her. If a rogue with slippery 
  mind is affected by an enchantment spell or effect and 
  fails her saving throw, she can attempt it again 1 round 
  later at the same DC. She gets only this one extra chance to 
  succeed on her saving throw.
  Feat: A rogue may gain any bonus feat in place of a 
  rogue talent.
  Master Strike (Ex): Upon reaching 20th level, a rogue 
  becomes incredibly deadly when dealing sneak attack 
  damage. This can have one of three effects. The target can 
  be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or 
  slain. Regardless of the effect chosen, the target receives 
  a Fortitude save to resist with a DC equal to 20 plus the 
  rogue’s Intelligence modifier. Once a creature has been 
  the target of a master strike, regardless of whether or not 
  the save is made, that creature is immune to this rogue’s 
  master strike for 24 hours. Creatures that are immune to 
  sneak attack damage are also immune to this ability.
  Wizard
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The wizard’s class skills are Appraise (Int), Craft (Int), Fly 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Profession 
  (Wis), and Spellcraft (Int). 
  1st Level Skill Choices: 2 + Int modifier.
  
  16
  Pathfinder Roleplaying Game
  Class Features
  All of the normal class features of the wizard, plus the 
  following.
  Weapon and Armor Proficiency: Wizards are proficient 
  with the club, dagger, heavy crossbow, light crossbow, and 
  quarterstaff, but not with any type of armor or shield. Armor 
  of any type interferes with a wizard’s movements, which can 
  cause his spells with somatic components to fail.
  Spells: A wizard casts arcane spells, which are drawn 
  from the sorcerer/wizard spell list. A wizard must choose 
  and prepare his spells ahead of time.
  To learn, prepare, or cast a spell, the wizard must have an 
  Intelligence score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a wizard’s spell 
  is 10 + the spell level + the wizard’s Intelligence modifier.
  Like other spellcasters, a wizard can cast only a 
  certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table4–5. In 
  addition, he receives bonus spells per day if he has a 
  high Intelligence score.
  Unlike a bard or sorcerer, a wizard may know any 
  number of spells. He must choose and prepare his spells 
  ahead of time by getting a good night’s sleep and spending 
  1 hour studying his spellbook. While studying, the wizard 
  decides which spells to prepare.
  Bonus Languages: A wizard may substitute Draconic 
  for one of the bonus languages available to the character 
  because of his race.
  Arcane Bond (Su): At 1st level, wizards forge a powerful 
  bond with an object or creature. This bond can take one of 
  two forms: The first is a familiar, following the standard 
  rules for such creatures (see Familiars) and the second is a 
  bond with an object, using it to cast spells and enchanting 
  it with even greater powers.
  Objects that are the subject of an arcane bond must 
  fall into one of the following categories: amulet, ring, 
  staff, wand, or weapon. If the object is an amulet or ring, 
  it must be worn to have effect, while staves, wands, and 
  weapons must be wielded. If a wizard attempts to cast a 
  spell without his bonded object worn or in hand, he must 
  make a Spellcraft check or lose the spell. The DC for this 
  check is equal to 20 + the spell’s level.
  A bonded object can be used once per day to cast any one 
  spell that the wizard knows, just as if the wizard had cast 
  it. This spell cannot be modified by metamagic feats or 
  other abilities. The bonded object cannot be used to cast 
  spells from the wizard’s prohibited schools.
  A wizard can enchant his bonded object as if he had 
  the required feats. Any powers added to his bonded object 
  are done so at half the normal cost. If the bonded object 
  Table 4–5: Wizard
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
   
   
   
   Spells per Day
  Level Bonus Save 
  Save 
  Save 
  Special 
  0 
  1st 
  2nd 3rd 4th 
  5th 6th 7th 8th 9th
  1st 
  +0 
  +0 
  +0 
  +2 
  Arcane bond, cantrips, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — — 
  —
   
   
   
   
   
  School power, Scribe Scroll
  2nd 
  +1 
  +0 
  +0 
  +3 
  School power 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
  School power 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
  Bonus feat 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
  School power 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
  School power 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — — 
  —
  10th 
  +5 
  +3 
  +3 
  +7 
  Bonus feat, school power 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — — 
  —
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  School power 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — — 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  School power 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  School power 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  School power 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Bonus feat, school power 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  17
  Pathfinder RPG: Classes 
  is a wand, it loses its enchantment when its last charge is 
  consumed, but it is not destroyed and it retains all of its 
  bonded object properties. 
  If a bonded object is damaged, it is restored to full hit 
  points the next time the wizard prepares his spells. If the 
  subject of an arcane bond is lost or destroyed, it can be 
  replaced after 1 week’s time in a special ritual that costs 200 
  gp per wizard level. This ritual takes 8 hours to complete.
  Cantrips (Sp): Wizards can prepare a number of 
  cantrips, or 0-level spells, each day. They can cast these 
  spells at will as a spell-like ability. The number of 
  cantrips a wizard can prepare each day is noted in Table 
  4–5 under spells per day. Cantrips are treated like any 
  other spell cast by the wizard in terms of duration and 
  other variables based on level.
  School Powers: At first level, a wizard may choose one 
  school of magic to focus on, and two other schools of magic 
  to ignore (called prohibited schools). Wizards who do not 
  choose a school of focus instead gain the powers listed 
  for the universal school and do not need to choose any 
  prohibited schools. Wizards may prepare and cast spells 
  from their prohibited schools, but they do not gain the 
  specialist bonus ability of their chosen school for that day 
  if they do so. 
  Each arcane school grants a number of school powers 
  dependent upon the level of the wizard. In addition, each 
  arcane school (except the universal school) also grants a 
  specialist bonus power so long as the wizard does not have 
  any spells prepared from his prohibited schools. See the 
  Spells and Magic chapter for more information.
  Scribe Scroll: At 1st level, a wizard gains Scribe Scroll 
  as a bonus feat. 
  Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard 
  gains a bonus feat. At each such opportunity, he can choose 
  a metamagic feat, an item creation feat, or Spell Mastery. 
  The wizard 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 from advancing levels. The 
  wizard is not limited to the categories of item creation 
  feats, metamagic feats, or Spell Mastery when choosing 
  those feats.
  Spellbooks: A wizard must study his spellbook each 
  day to prepare his spells. He cannot prepare any spell not 
  recorded in his spellbook, except for read magic, which all 
  wizards can prepare from memory.
  A wizard begins play with a spellbook containing all 
  0-level wizard spells (except those from her prohibited 
  school or schools, if any; see School Powers) plus three 1st-
  level spells of your choice. For each point of Intelligence 
  bonus the wizard has, the spellbook holds one additional 
  1st-level spell of your choice. At each new wizard level, he 
  gains two new spells of any spell level or levels that he 
  can cast (based on his new wizard level) for his spellbook. 
  At any time, a wizard can also add spells found in other 
  wizards’ spellbooks to his own.
  Familiars
  A familiar is a normal animal that gains new powers and 
  becomes a magical beast when summoned to service by 
  a sorcerer or wizard. It retains the appearance, Hit Dice, 
  base attack bonus, base save bonuses, skills, and feats of 
  the normal animal it once was, but is treated as a magical 
  beast instead of an animal for the purpose of any effect 
  that depends on its type. Only a normal, unmodified 
  animal may become a familiar. An animal companion 
  cannot also function as a familiar.
  
  18
  Pathfinder Roleplaying Game
  A familiar also grants special abilities to its master (a 
  sorcerer or wizard), as given on the table below. These 
  special abilities apply only when the master and familiar 
  are within 1 mile of each other.
  Levels of different classes that are entitled to familiars 
  stack for the purpose of determining any familiar abilities 
  that depend on the master’s level.
  Familiar 
  Special
  Bat  
  Master gains a +3 bonus on hearing-based and 
  opposed Perception checks
  Cat  
  Master gains a +3 bonus on Stealth checks
  Hawk  
  Master gains a +3 bonus on sight-based and 
  opposed Perception checks in bright light
  Lizard  
  Master gains a +3 bonus on Climb checks
  Owl  
  Master gains a +3 bonus on sight-based and 
  opposed Perception checks in shadows or 
  darkness
  Rat  
  Master gains a +2 bonus on Fortitude saves
  Raven1  
  Master gains a +3 bonus on Appraise checks
  Snake2  
  Master gains a +3 bonus on Deception checks
  Toad  
  Master gains +3 hit points
  Weasel  
  Master gains a +2 bonus on Reflex saves
  1 A raven familiar can speak one language of its master’s 
  choice as a supernatural ability.
  2 Tiny viper.
  Familiar Basics: Use the basic statistics for a creature of 
  the familiar’s kind, but make the followingchanges:
  Hit Dice: For the purpose of effects related to number 
  of Hit Dice, use the master’s character level or the 
  familiar’s normal HD total, whichever is higher.
  Hit Points: The familiar has one-half the master’s total 
  hit points (not including temporary hit points), rounded 
  down, regardless of its actual Hit Dice.
  Attacks: Use the master’s base attack bonus, as 
  calculated from all his classes. Use the familiar’s 
  Dexterity or Strength modifier, whichever is greater, 
  to get the familiar’s melee attack bonus with natural 
  weapons.
  Damage equals that of a normal creature of the 
  familiar’s kind.
  Saving Throws: For each saving throw, use either the 
  familiar’s base save bonus (Fortitude +2, Reflex +2, Will 
  +0) or the master’s (as calculated from all his classes), 
  whichever is better. The familiar uses its own ability 
  modifiers to saves, and it doesn’t share any of the other 
  bonuses that the master might have on saves.
  Skills: For each skill in which either the master or the 
  familiar has ranks, use either the normal skill ranks 
  for an animal of that type or the master’s skill ranks, 
  whichever are better. In either case, the familiar uses its 
  own ability modifiers. Regardless of a familiar’s total 
  skill modifiers, some skills may remain beyond the 
  familiar’s ability to use.
  Familiar Ability Descriptions: All familiars have 
  special abilities (or impart abilities to their masters) 
  depending on the master’s combined level in classes 
  that grant familiars, as shown on the table below. The 
  abilities given on the table are cumulative. 
  Natural Armor Adj.: The number noted here is an im-
  provement to the familiar’s existing natural armor bonus.
  Int: The familiar’s Intelligence score.
  Alertness (Ex): While a familiar is within arm’s reach, the 
  master gains the Alertness feat.
  Improved Evasion (Ex): When subjected to an attack 
  that normally allows a Ref lex saving throw for half 
  damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails.
  Share Spells: At the master’s option, he may have any spell 
  (but not any spell-like ability) he casts on himself also 
  Designer Notes: Class Hit Dice
  By now, you probably have noticed that we changed the 
  Hit Dice of both the rogue and the wizard. This change 
  was made for two reasons: first, to increase the hardiness 
  of each class, and second, to create a more standardized 
  system for determining class Hit Dice. In these, and other 
  classes, your Hit Dice are now directly tied to your base 
  attack bonus progression. Classes such as wizard and 
  sorcerer, which advance the slowest, now receive d6 Hit 
  Dice. Bards, clerics, druids, monks, and rogues, who 
  advance at a moderate pace, now all receive d8 Hit Dice. 
  Classes that feature a fast base attack bonus progression, 
  such as fighters, paladins, and rangers, receive d10 Hit 
  Dice. The only exception to this rule is the barbarian, who 
  retains his impressive d12 Hit Dice.
  
  19
  Pathfinder RPG: Classes 
  affect his familiar. The familiar must be within 5 feet at 
  the time of casting to receive the benefit.
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it moves 
  farther than 5 feet away and will not affect the familiar 
  again even if it returns to the master before the duration 
  expires. Additionally, the master may cast a spell with 
  a target of “you” on his familiar (as a touch range spell) 
  instead of on himself.
  A master and his familiar can share spells even if the 
  spells normally do not affect creatures of the familiar’s 
  type (magical beast).
  Empathic Link (Su): The master has an empathic 
  link with his familiar out to a distance of 1 mile. The 
  master cannot see through the familiar’s eyes, but 
  they can communicate empathically. Because of the 
  limited nature of the link, only general emotions can 
  be communicated.
  As a result, the master has the same connection to an 
  item or place that his familiar does.
  Deliver Touch Spells (Su): If the master is 3rd level or 
  higher, a familiar can deliver touch spells for him. If the 
  master and the familiar are in contact at the time the 
  master casts a touch spell, he can designate his familiar 
  as the “toucher.” The familiar can then deliver the touch 
  spell just as the master could. As usual, if the master 
  casts another spell before the touch is delivered, the 
  touch spell dissipates.
  Speak with Master (Ex): If the master is 5th level or 
  higher, a familiar and the master can communicate 
  verbally as if they were using a common language. 
  Other creatures do not understand the communication 
  without magical help.
  Speak with Animals of its Kind (Ex): If the master is 7th 
  level or higher, a familiar can communicate with animals 
  of approximately the same kind as itself (including dire 
  varieties): bats with bats, rats with rodents, cats with 
  felines, hawks and owls and ravens with birds, lizards 
  and snakes with reptiles, toads with amphibians, 
  weasels with similar creatures (weasels, minks, polecats, 
  ermines, skunks, wolverines, and badgers). Such 
  communication is limited by the intelligence of the 
  conversing creatures.
  Spell Resistance (Ex): If the master is 11th level or 
  higher, a familiar gains spell resistance equal to the 
  master’s level +5. To affect the familiar with a spell, 
  another spellcaster must get a result on a caster level 
  check (1d20 + caster level) that equals or exceeds the 
  familiar’s spell resistance.
  Scry on Familiar (Sp): If the master is 13th level or higher, 
  he may scry on his familiar (as if casting the scrying spell) 
  once per day.
  Master 
  Natural 
  Class Level  
  Armor Adj.  
  Int  
  Special
  1st–2nd  
  +1  
  6  
  Alertness, improved   
   
   
   
  evasion, share spells,  
   
   
   
  empathic link
  3rd–4th  
  +2  
  7  
  Deliver touch spells
  5th–6th  
  +3  
  8  
  Speak with master
  7th–8th  
  +4  
  9  
  Speak with animals   
   
   
   
  of its kind
  9th–10th  
  +5  
  10  
  —
  11th–12th  
  +6  
  11  
  Spell resistance
  13th–14th  
  +7  
  12  
  Scry on familiar
  15th–16th  
  +8  
  13  
  —
  17th–18th  
  +9  
  14  
  —
  19th–20th  
  +10  
  15  
  —
  Arcane Spells and Armor
  Armor restricts the complicated gestures that a wizard 
  or sorcerer must make while casting any spell that has a 
  somatic component. The armor and shield descriptions 
  list the arcane spell failure chance for different armors 
  and shields.
  If a spell doesn’t have a somatic component, an arcane 
  spellcaster can cast it with no problem while wearing armor. 
  Such spells can also be cast even if the caster’s hands are 
  bound or if he is grappling (although Spellcraft checks still 
  apply normally). Also, the metamagic feat Still Spell allows a 
  spellcaster to prepare or cast a spell at one spell level higher 
  than normal without the somatic component. This also 
  provides a way to cast a spell while wearing armor without 
  risking arcane spell failure. 
  
  20
  Pathfinder Roleplaying Game
  S
  kills represent some of the more mundane abilities your 
  character possesses. As your character advances in level, 
  you gain new skills and your existing skills improve. 
  Acquiring Skills
  At first level, your character gains a number of skills 
  dependent upon your class plus your Intelligence 
  modifier. At every even character level after that, you 
  gain another skill (1 at 2nd level, another at 4th, etc.). 
  These skills can be divided into two categories, class 
  skills and cross-class skills. Class skills are those 
  favored by your chosen class (or classes). Your character 
  is most proficient in these skills, as they represent part 
  of his professional training and constant practice. Your 
  character can be knowledgeable in cross-class skills, but 
  you will never be as skilled with them as you will be in 
  those favored by your class.
  The number of skills you can choose at 1st level is 
  shown on table 5–1. Humans can choose one additional 
  skill as a part of character creation. You do not receive 
  additional skill choices by selecting another class at 
  later levels aside from those provided as a part of the 
  normal advancement process. Any class skills of the new 
  class, however, are automatically added to your list. Any 
  cross-class skill that is added to your class skill list, due 
  to your new class, is immediately upgraded to the higher 
  class skill bonus.
  Skill Checks
  Whenever your character is required to make a skill check, 
  roll 1d20 and add the appropriate modifier. If the skill 
  is one that you are trained in and it’s a class skill, your 
  bonus on the skill check is equal to your character level + 
  3 + your relevant ability score modifier. If the skill is one 
  that you are trained in but it’s a cross-class skill, your 
  bonus on the skill check is equal to 1/2 (your character 
  level + 3) + your relevant ability score modifier. If you are 
  not trained in the skill (and it may be tried untrained) you 
  may attempt the skill using only the bonus (or penalty) 
  provided by the skill’s associated ability score modifier. 
  Any racial modifiers apply to all of these rolls. These 
  values are summarized on table 5–2.
  Skill Summary
  The following skill descriptions are either entirely new or 
  altered from recent editions. For a complete summary of 
  all of the skills, see Table 5–4. Some previous skills have 
  been combined into one unified skill. For a summary of 
  these changes, see Table 5–3.
  Skills
  Table 5–1: First Level Skill Choices
  Class 
  Skill Choices
  Barbarian 
  4 + Int modifier
  Bard 
  6 + Int modifier
  Cleric 
  2 + Int modifier
  Druid 
  4 + Int modifier
  Fighter 
  2 + Int modifier
  Monk 
  4 + Int modifier
  Paladin 
  2 + Int modifier
  Ranger 
  6 + Int modifier
  Rogue 
  8 + Int modifier
  Sorcerer 
  2 + Int modifier
  Wizard 
  2 + Int modifier
  Table 5–3: Altered Skills
  Old Skill 
  New Skill
  Balance 
  Acrobatics
  Bluff 
  Deception
  Concentration 
  Spellcraft
  Decipher Script 
  Linguistics
  Forgery 
  Linguistics
  Gather Information 
  Diplomacy
  Hide 
  Stealth
  Jump 
  Acrobatics
  Listen 
  Perception
  Move Silently 
  Stealth
  Open Lock 
  Theft
  Search 
  Perception
  Sense Motive 
  Deception
  Sleight of Hand 
  Theft
  Speak Languages 
  Linguistics
  Spot 
  Perception
  Use Rope 
  —
  Table 5–2: Skill Check Bonuses
  Skill 
  Skill Check is Equal To
  Untrained 
  1d20 + Ability modifier +  
  racial modifier
  Trained Class Skill 
  1d20 + Character level + 3 
  + ability modifier + racial 
  modifier
  Trained Cross-Class skill 
  1d20 + 1/2 (character level 
  +3) + ability modifier + racial 
  modifier
  
  21
  Pathfinder RPG: 
  Skills
  Table 5–4: New Skills
  Skill 
  Bbn 
  Brd 
  Clr 
  Drd 
  Ftr 
  Mnk 
  Pal 
  Rgr 
  Rog 
  Sor 
  Wiz Untrained Ability
  Acrobatics  
  C 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  C 
  cc 
  cc 
  Yes 
  Dex1
  Appraise 
  cc 
  C 
  C 
  C 
  cc 
  cc 
  cc 
  cc 
  C 
  C 
  C 
  Yes 
  Int
  Climb 
  C 
  C 
  cc 
  C 
  C 
  C 
  cc 
  C 
  C 
  cc 
  cc  
  Yes 
  Str1
  Craft 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  Yes 
  Int
  Deception 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  C 
  cc 
  Yes 
  Cha
  Diplomacy 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  C 
  cc 
  cc 
  Yes 
  Cha 
  Disable Device 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  No 
  Int
  Disguise 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  Yes 
  Cha
  Escape Artist 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  C 
  cc 
  cc 
  Yes 
  Dex1
  Fly 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  C 
  No 
  Dex1
  Handle Animal 
  C 
  cc 
  cc 
  C 
  C 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  No 
  Cha
  Heal 
  cc 
  cc 
  C 
  C 
  cc 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  Yes 
  Wis
  Intimidate 
  C 
  cc 
  cc 
  cc 
  C 
  C 
  cc 
  C 
  C 
  C 
  cc 
  Yes 
  Cha
  Knowledge (arcana) 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  C 
  No 
  Int
  Knowledge (dungeoneering) 
  cc 
  C 
  cc 
  cc 
  C 
  cc 
  cc 
  C 
  C 
  cc 
  C 
  No 
  Int
  Knowledge (engineering) 
  cc 
  C 
  cc 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  No 
  Int
  Knowledge (geography) 
  cc 
  C 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  C 
  No 
  Int
  Knowledge (history) 
  cc 
  C 
  C 
  cc 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  C 
  No 
  Int
  Knowledge (local) 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  cc 
  C 
  No 
  Int
  Knowledge (nature) 
  C 
  C 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  C 
  No 
  Int
  Knowledge (nobility) 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  No 
  Int
  Knowledge (planes) 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  No 
  Int
  Knowledge (religion) 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  No 
  Int
  Linguistics 
  cc 
  C 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  cc 
  C 
  No 
  Int
  Perception 
  C 
  C 
  cc 
  C 
  cc 
  C 
  cc 
  C 
  C 
  cc 
  cc 
  Yes 
  Wis
  Perform 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  C 
  cc 
  cc 
  Yes 
  Cha
  Profession 
  cc 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  Yes 
  Wis
  Ride 
  C 
  cc 
  cc 
  C 
  C 
  C 
  C 
  C 
  cc 
  cc 
  cc 
  Yes 
  Dex1
  Spellcraft 
  cc 
  C 
  C 
  C 
  cc 
  cc 
  C 
  C 
  cc 
  C 
  C 
  Yes 
  Int
  Stealth 
  cc 
  C 
  cc 
  cc 
  cc 
  C 
  cc 
  C 
  C 
  cc 
  cc 
  Yes 
  Dex1
  Survival 
  C 
  cc 
  cc 
  C 
  C 
  cc 
  cc 
  C 
  C 
  cc 
  cc 
  Yes 
  Wis
  Swim 
  C 
  cc 
  cc 
  C 
  C 
  C 
  cc 
  C 
  C 
  cc 
  cc 
  Yes 
  Dex1
  Theft 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  cc 
  cc 
  No 
  Dex1
  Use Magic Device 
  cc 
  C 
  cc 
  cc 
  cc 
  cc 
  cc 
  cc 
  C 
  C 
  cc 
  No 
  Cha
  1 Armor check penalty applies to all Strength- and Dexterity-based skill checks.
  Designer Notes: Unchanged Skills
  As of this release of the Pathfinder RPG, the following skills have 
  not changed from the way that they work in the 3.5 ruleset: 
  Climb, Craft, Disguise, Escape Artist, Handle Animal, Heal, 
  Intimidate, Knowledge (all except arcana), Perform, Profession, 
  Ride, Swim, and Use Magic Device. Further releases might 
  alter these skills as needed.
  Skill Descriptions
  The following descriptions include all the relevant rules 
  needed to use the new skills in the Pathfinder RPG.
  Acrobatics (Dex; Armor Check Penalty)
  You can keep your balance while traversing narrow or 
  treacherous surfaces. You can also dive, flip, jump, and 
  roll, avoiding attacks and confusing your opponents.
  Check: This skill has three distinct uses. First, you 
  can use it to move on narrow surfaces and uneven 
  ground without falling. A successful check allows you 
  to move at half speed through such situations. Only 
  one check is needed per round to move across such 
  surfaces. Use the following table to determine the base 
  DC, which is then modified by the Acrobatics skill 
  modifiers noted below. While you are using Acrobatics 
  in this way, you are considered f lat-footed and lose 
  
  22
  Pathfinder Roleplaying Game
  your Dexterity bonus to your AC (if any). If you take 
  damage while using Acrobatics, you must immediately 
  make another Acrobatics check at the same DC to avoid 
  falling or being knocked prone.
  Surface Width 
  Base Acrobatics DC
  Greater than 3 feet wide 
  01
  1–3 feet wide 
  51
  7–11 inches wide 
  10
  2–6 inches wide 
  15
  Less than 2 inches wide 
  20
  1 No Acrobatics check is needed to move across these surfaces 
  unless the modifiers increase the DC to 10 or higher.
  This skill can also be used to move past or through 
  opponents without provoking an attack of opportunity. 
  You must make one check per opponent. If you fail your 
  check when moving past an opponent, you continue 
  to move but provoke an attack of opportunity as 
  normal. If you fail your check when moving through 
  an opponent’s square, your movement ends before you 
  enter the opponent’s space and you provoke an attack of 
  opportunity as normal.
  Situation 
  Base Acrobatics DC
  Move through a threatened area 
  151
  Move through an enemy’s space 
  25
  1 This modifier is used to avoid an attack of opportunity due to 
  movement or the use of a ranged attack. Only one check is 
  made to avoid attacks from one opponent for one round. This 
  penalty increases by +2 for each additional opponent avoided 
  in one round.
  You can also use the Acrobatics skill to jump across 
  gaps and pits, as well as soften your fall. Instead of 
  determining the base DC by the surface width, the base 
  DC is equal to the distance to be crossed (if horizontal) 
  or four times the height to be reached (if vertical). These 
  DCs double if you do not have at least 10 feet of space to 
  get a running start. The only modifiers that apply are 
  those concerning the surface you are jumping from. If 
  you fail this check by 4 or less, you can attempt a DC 20 
  Ref lex save to grab hold of the other side after having 
  missed the jump. If you fail by 5 or more, you fail to 
  make the jump and fall (or land prone, in the case of a 
  vertical jump).
  Long Jump 
  Acrobatics DC
  5 feet 
  5
  10 feet 
  10
  15 feet 
  15
  20 feet 
  20
  Greater than 20 feet 
  +5 per 5 feet
  
  23
  Pathfinder RPG: 
  Skills
  High Jump 
  Acrobatics DC
  1 foot 
  4
  2 feet 
  8
  3 feet 
  12
  4 feet 
  16
  Greater than 4 feet 
  +4 per foot
  The following modifiers apply to all Acrobatics skill 
  checks. The modifiers stack with one another, but only the 
  most severe modifier for any given condition applies.
  Acrobatics Modifiers 
  DC Modifier
  Lightly Obstructed (gravel, sand) 
  +2
  Severely Obstructed (cavern, rubble) 
  +5
  Slightly Slippery (wet) 
  +2
  Severely Slippery (icy) 
  +5
  Slightly Sloped (<45°) 
  +2
  Severely Sloped (>45°) 
  +5
  Slightly Unsteady (boat in rough water) 
  +2
  Mildly Unsteady (boat in a storm) 
  +5
  Severely Unsteady (earthquake) 
  +10
  Move at normal speed or greater 
  +5
  Action: None. An Acrobatics check is made as part of 
  another action or as a reaction to a situation.
  Special: If you are proficient in the Acrobatics skill, you 
  gain a +3 dodge bonus to AC when fighting defensively 
  instead of the usual +2, and a +6 dodge bonus to AC when 
  taking the total defense action instead of the usual +4.
  Appraise (Int)
  With this skill, you can evaluate the value of any object, 
  picking out priceless treasures from worthless junk. If you 
  are trained in this skill, you can use it in conjunction with 
  detect magic to ascertain the properties of a magic item.
  Check: The DC of the Appraise check on non-magical 
  items depends on their value, as noted on the following 
  chart. If you fail the check you are unable to accurately 
  gauge the value of an item. The GM might invent a value 
  for the item that is wildly off the mark if your check fails by 
  5 or more. Particularly rare or exotic items might increase 
  the DC of this check by +5.
  Mundane Item Value 
  Appraise DC
  0 gp–100 gp 
  5
  101 gp–500 gp 
  10
  501 gp–1,000 gp 
  15
  1,001 gp–5,000 gp 
  20
  5,001 gp–10,000 gp 
  25
  10,001 gp+ 
  30
  You can also use this check to determine the most 
  valuable-looking item in a treasure hoard. The DC of this 
  check is generally 20, but can increase to as high as 30 for a 
  particularly large hoard.
  If you are trained in Appraise, you can use it in 
  conjunction with detect magic and identify to determine the 
  properties of a magic item in your possession. The DC of 
  this check is equal to 15 + the item’s caster level. If successful, 
  you determine the item’s properties and command words. 
  You cannot determine the powers of artifacts through the 
  use of this skill. You must be the caster of detect magic to 
  use this skill in this way.
  Action: Appraising a non-magical item takes 1 standard 
  action. Determining the most valuable object in a treasure 
  hoard takes 1 full-round action. Attempting to ascertain the 
  power of magic items takes 1 standard action per item.
  Try Again: Additional attempts to Appraise a non-
  magical item reveal the same result. When using detect 
  magic or identify to Appraise magic items, you may cast 
  the spell again to attempt to ascertain the powers of the 
  item. Additional attempts during the same casting of detect 
  magic or identify reveal the same results.
  Special: A dwarf gets a +2 racial bonus on Appraise checks 
  that are related to stone or metal items and gemstones.
  An elf gets a +2 racial bonus on Appraise checks used to 
  identify the properties of magic items.
  A spellcaster with a raven familiar gains a +3 bonus on 
  Appraise checks.
  Deception (Cha)
  You know how to tell a lie and how to notice when others 
  are lying.
  Check: You can convince others that what you are saying 
  is true. Deception is an opposed skill check versus your 
  opponent’s Deception skill. If you are actively using Deception 
  to fool another, with a successful check you convince your 
  opponent that what you are saying is true. Alternatively, if 
  you are being deceived and your check succeeds, you can see 
  through the lies that are being told to you by others. Deception 
  checks are modified depending upon the believability of the 
  lie. The following modifiers are applied to the roll of the 
  creature attempting to tell the lie.
  Circumstances 
  Deception 
  Modifier
  The target wants to believe you 
  +5
  The deception is believable 
  +0
  The deception is unlikely 
  –5
  The deception is far-fetched 
  –10
  The deception is impossible 
  –20
  The target is drunk or impaired 
  +5
  You possess convincing proof 
  up to +10
  Feint: You can also use Deception to feint in combat, 
  causing your opponent to be flat-footed against your 
  
  24
  Pathfinder Roleplaying Game
  next attack. The DC of this check is equal to 10 + your 
  opponent’s base attack bonus + your opponent’s Wisdom 
  modifier. If your opponent is trained in Deception, the 
  DC is instead equal to 10 + your opponent’s Deception 
  bonus, if higher. For more information on feinting, see 
  the Combat chapter.
  Secret Messages: You can use Deception to pass 
  hidden messages to another character without others 
  understanding your true meaning. The DC of this check 
  is 15 for simple messages and 20 for complex messages. If 
  you are successful, the target automatically understands 
  you, assuming you are speaking in a language that it 
  understands. If your check fails by 5 or more, you deliver 
  the wrong message. Other creatures that hear the message 
  can decipher the message by succeeding at an opposed 
  Deception check. 
  Action: Attempting to deceive someone takes at least 1 
  round, but can possibly take longer if the lie is elaborate. 
  Feinting in combat is a standard action. Exchanging a 
  secret message generally takes twice as long as the message 
  itself would take to relay.
  Try Again: If you fail to deceive someone, any further 
  checks made to deceive them are made at a –10 penalty 
  and may be impossible (GM discretion). You can attempt 
  to feint against someone again if you fail. Secret messages 
  can be relayed again if the first attempt fails.
  Special: A spellcaster with a snake familiar gains a +3 
  bonus on Deception checks.
  Diplomacy (Cha)
  You can use this skill to persuade others, resolve 
  differences, and gather valuable information. This skill is 
  also used to negotiate conflicts, using the proper etiquette 
  and manners suitable to the problem.
  Check: You can change the attitudes of nonplayer 
  characters with a successful check. The DC of this check 
  depends on the character’s starting attitude toward you. If 
  you succeed, the character’s attitude toward you is improved 
  by one step. For every 5 by which your check result exceeds 
  the DC, the character’s attitude toward you increases by 
  one additional step. A creature’s attitude cannot be shifted 
  more than two steps up in this way, although the GM 
  can override this rule in some situations. If you fail the 
  check by 4 or less, the character’s attitude toward you is 
  unchanged. If you fail by 5 or more, the character’s attitude 
  toward you is decreased by one step.
  You cannot use Diplomacy against a creature that does not 
  understand you or has an Intelligence of 3 or less. Diplomacy 
  is generally ineffective in combat and against creatures that 
  intend to harm you or your allies in the immediate future. 
  Any attitude shift caused through Diplomacy generally lasts 
  for 1d4 hours but can last much longer or shorter depending 
  upon the situation (GM discretion).
  Starting Attitude 
  Diplomacy DC
  Hostile 
  25
  Unfriendly 
  20
  Indifferent 
  15
  Friendly 
  10
  Helpful 
  0
  If the creature’s attitude toward you is at least indifferent, 
  you can make requests of the creature. This is an additional 
  Diplomacy check, at the same DC with one of the following 
  modifiers. Once a creature’s attitude is shifted to helpful, the 
  creature gives into most requests without a check, unless that 
  check is against their nature or puts them in serious peril.
  Request 
  Diplomacy Modifier
  Give simple advice or directions 
  –5
  Give detailed advice 
  +0
  Give simple aid 
  +0
  Reveal an unimportant secret 
  +5
  Give lengthy or complicated aid 
  +5
  Give dangerous aid 
  +10
  Reveal secret knowledge 
  +10 or more
  Give aid that could result in punishment 
  +15 or more
  Additional requests 
  +5 per request
  Gather information: You can also use Diplomacy to gather 
  information about a specific topic or individual. To do this, 
  you must spend at least 1d4 hours canvassing people at 
  local taverns, markets, and gathering places. The DC of this 
  check depends on the obscurity of the information sought, 
  but for most commonly known facts or rumors, it is 10. For 
  obscure or secret knowledge, the DC might increase to 20 or 
  higher. The GM might rule that some topics are simply not 
  known by the common folk.
  Action: Using Diplomacy to influence a creature’s attitude 
  takes 1 minute of continuous interaction. Making a request of 
  a creature takes 1 or more rounds of interaction, depending 
  upon the complexity of the request. Using Diplomacy to 
  gather information takes 1d4 hours of wandering the town, 
  searching for rumors and informants.
  Try Again: You cannot use Diplomacy to influence a given 
  creature’s attitude more than once in a 24 hour period. If a 
  request is refused, the result does not change with additional 
  checks, although other requests might be made. You can 
  retry Diplomacy checks made to gather information.
  Special: A half-elf has a +2 racial bonus on Diplomacy 
  checks.
  Fly  
  (Dex; Armor Check Penalty; Trained Only)
  You are skilled at flying, either through the use of wings or 
  magic, and can perform daring maneuvers while airborne. 
  Note that this skill does not give you the ability to fly.
  
  25
  Pathfinder RPG: 
  Skills
  Check: You can perform maneuvers while flying. Without 
  making a check, a flying creature can remain flying at the 
  end of its turn so long as it moves a distance greater than 
  half its speed, can turn up to 45 degrees by sacrificing 5 
  feet of movement, can rise at half speed at an angle of 45 
  degrees, and can descend at any angle at normal speed. Note 
  that these restrictions only apply to movement taken during 
  your current turn. At the beginning of the next turn, you 
  can move in a different direction than you did the previous 
  turn without making a check. Taking any action that 
  violates these rules requires a check. The difficulty of these 
  maneuvers varies, as noted on the following chart.
  Flying Maneuver 
  Fly DC
  Move less than half speed and remain flying 
  10
  Hover 
  15
  Turn greater than 45° by spending 5 feet 
  15
  of movement
  Turn 180° by spending 10 feet of movement 
  20
  Fly up at greater than 45° 
  20
  Being attacked while flying: You are not considered flat-
  footed while flying. If you are flying using wings and you 
  take damage while flying, you must make a DC 10 Fly check 
  to avoid losing 10 feet of altitude.
  Collision while flying: If you are using wings to fly and you 
  collide with an object equal to your size or larger you must 
  immediately make a DC 25 Fly check to avoid plummeting 
  to the ground, taking the appropriate falling damage.
  Avoid falling damage: If you are falling and have the 
  ability to fly, you can make a DC 10 Fly check to negate the 
  damage. You cannot make this check if you are falling due 
  to a failed Fly check or a collision.
  High wind speeds: Flying during high winds causes penalties 
  on your Fly checks as noted on the following chart. “Checked” 
  means that creatures of that size or smaller must succeed on 
  a DC 20 Fly check to move at all so long as the wind persists. 
  “Blown away” means that creatures of that size or smaller 
  must succeed on a DC 25 Fly check or be blown back 2d6×10 
  feet and take 2d6 points of nonlethal damage due to the wind. 
  This check must be made every round the creature remains 
  airborne. A creature that is blown away must still make a DC 
  20 Fly check to move due to also being checked.
  Action: None. A fly check doesn’t require an action; it is 
  made as part of another action or as a reaction to a situation.
  Try Again: Varies. You can attempt a Fly check to perform 
  the same maneuver on subsequent rounds. If you are using 
  wings and you fail this check by 5 or more, you plummet to 
  the ground, taking the appropriate falling damage.
  Special: Creatures with a fly speed receive this skill for 
  free as a class skill. They also receive a bonus (or penalty) 
  on all Fly checks depending on their maneuverability.
  Creatures with clumsy maneuverability take a –8 penalty 
  on all Fly checks.
  
  26
  Pathfinder Roleplaying Game
  Creatures with poor maneuverability take a –4 penalty 
  on all Fly checks.
  Creatures with good maneuverability get a +4 racial 
  bonus on all Fly checks.
  Creatures with perfect maneuverability get a +8 racial 
  bonus on all Fly checks.
  Creatures without a maneuverability rating are assumed 
  to have an average maneuverability and take no penalty on 
  Fly checks.
  You cannot take this skill without a natural means of flight 
  or a reliable means of flying every day (either through a spell or 
  other magical manner, such as a druid’s wild shape ability).
  Intimidate (Cha)
  You can use this skill to frighten your opponents or to get 
  them to act in a way that benefits you. This skill includes 
  verbal threats and displays of prowess.
  Check: You can use Intimidate to force an opponent to 
  act friendly to you for 1d6 x 10 minutes with a successful 
  check. The DC of this check is equal to 10 + the target’s 
  Hit Dice + the target’s Wisdom modifier. If successful, 
  the target will give you information you desire, take 
  actions that do not endanger it, or otherwise offer limited 
  assistance. After the Intimidate expires, the target treats 
  you as unfriendly and may report you to local authorities. 
  If you fail this check by 5 or more, the target attempts to 
  deceive you or otherwise hinder your activities.
  Demoralize: You can use this skill to cause your opponents 
  to become shaken for a number of rounds. The DC of this 
  check is equal to 10 + the target’s Hit Dice + the target’s 
  Wisdom modifier. If you are successful, the target is 
  shaken for one round. This duration increases by 1 round 
  for every 5 by which you beat the DC. You can only threaten 
  opponents in this way if they are within 30 feet and can 
  clearly see and hear you.
  Action: Using Intimidate to change an opponent’s 
  attitude requires 1 minute of conversation. Demoralizing 
  an opponent is a standard action.
  Try Again: You can attempt to Intimidate an opponent 
  again, but each additional check increases the DC by +5. 
  This increase resets after 1 hour has passed.
  Special: You also gain a +4 bonus on Intimidate checks 
  if you are larger than your target, and a –4 penalty on 
  Intimidate checks if you are smaller than your target.
  Knowledge (Arcana) (Int; Trained Only)
  You have studied the secrets of magic and can identify 
  spell effects that are in place. This skill also allows you 
  to identify the powers and abilities of some monsters, 
  including constructs, dragons, and magical beasts.
  Check: Knowledge (arcana) covers the lore aspect of 
  magic (as opposed to its technical aspects, which are covered 
  under Spellcraft). You can answer questions concerning 
  magic, symbols, spells, and magic items with a successful 
  check. The DC depends on the difficulty of the question: 
  10 for easy questions, 15 for basic questions, 20 for difficult 
  questions, and 25+ for truly rare pieces of knowledge. 
  Knowledge (arcana) can be used for a number of additional 
  tasks as well.
  Task 
  Knowledge (arcana) DC
  Identify auras while using 
  15 + spell level
  detect magic
  Identify a spell effect 
  20 + spell level
  that is in place
  Identify materials 
  20 + spell level
  manufactured by magic
  Identify a spell that just 
  25 + spell level
  targeted you
  Identify monster abilities 
  10 + monster’s CR
  and weaknesses
  With a successful check, you can also identify certain 
  monsters, their abilities, weaknesses, and special powers. 
  Success means that you learn one piece of information 
  (usually its name and purported abilities). For every 5 
  points by which your check result exceeds the DC you 
  learn another piece of information. 
  Action: Knowledge checks are a free action, as it takes 
  little time to recall what you know about a creature or spell.
  Try Again: No. If you fail, you simply do not know the 
  answer.
  Untrained: An untrained Knowledge (arcana) check 
  is an Intelligence check, but you cannot make any check 
  with a DC higher than 10. If you have access to an extensive 
  arcane library, this limit is removed. The time to make 
  checks using a library, however, increases to 1d4 hours. 
  Particularly complete libraries might even grant a bonus 
  to Knowledge checks in the fields that they cover.
  Wind Force 
  Wind Speed 
  Checked Size 
  Blown Away Size 
  Fly Penalty
  Light 
  0–10 mph 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  — 
  — 
  —
  Strong 
  21–30 mph 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Large 
  Medium 
  –12
  Tornado 
  175+ mph 
  Huge 
  Large 
  –16
  
  27
  Pathfinder RPG: 
  Skills
  Linguistics (Int; Trained Only)
  You are skilled at working with language, both in its 
  spoken and written forms. You can speak multiple 
  languages and can decipher nearly any tongue given the 
  time. Your skill in writing allows you to create and detect 
  forgeries as well.
  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 Linguistics check and (if necessary) the Wisdom 
  check are made secretly by the GM, so that you can’t tell 
  whether the conclusion you draw is true or false.
  Create or Detect Forgeries: Forgery requires writing 
  materials (such as ink, paper, and wax) appropriate to the 
  document being forged. To forge a document on which the 
  handwriting is not specific to a person, 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 Linguistics 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 Linguistics check is opposed 
  by the Linguistics 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.
   
  Reader’s  
   
   
  Linguistics
  Condition  
  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
  Document contradicts orders or knowledge 
  +2
  Learn Language: When you select this skill you 
  immediately learn to speak and read a number of languages 
  equal to the number of skill choices you have gained up to 
  
  28
  Pathfinder Roleplaying Game
  this point (aside from those gained at first level). After this 
  point, you gain a new language every time you gain a new 
  skill choice. These additional languages are at no cost, as 
  they are part of your normal learning.
  Action: Varies. Deciphering a page of ordinary text takes 
  1 minute (10 consecutive rounds). Creating a forgery can 
  take anywhere from 1 minute to 1d4 minutes per page. 
  Detecting a forgery using Linguistics takes 1 round of 
  examination per page.
  Try Again: Yes.
  Special: You must be trained to use this skill, but you 
  can always attempt to read archaic forms of your own 
  racial bonus languages. Treat Linguistics as a cross-class 
  skill choice for the purpose of bonuses when attempting to 
  understand strange versions of your native tongue.
  Perception (Wis)
  Your senses allow you to notice fine details and alert you to 
  danger. Perception covers all five senses, including sight, 
  sound, touch, taste, and smell.
  Check: Perception has a number of uses, the most 
  common of which is an opposed check versus an opponent’s 
  Stealth check to avoid being surprised. If you are successful, 
  you notice the opponent and can react accordingly. If you 
  fail, your opponent can take a variety of actions, including 
  sneaking past you and attacking you.
  Perception is also used to notice fine details in the 
  environment. For this purpose, the skill is broken down 
  into the five senses, as noted below.
  Sight: You can spot enemies far away or notice the small 
  details that indicate the location of a trap, secret door, or 
  hidden panel. The following table outlines the DC of these 
  checks. Note that you automatically fail any Perception 
  skill check made against a target that you cannot see due 
  to insufficient lighting.
  Sight 
  Perception DC
  A hidden creature 
  Opposed by Stealth
  A visible creature 
  0
  A trap 
  Varies by trap
  A concealed door 
  15+
  A hidden compartment 
  15+
  A secret door 
  20+
  Sight Modifiers1 
  DC Modifier
  Distance in sunlight 
  +1/100 feet
  Distance in torchlight 
  +1/10 feet
  Distance in moonlight 
  +1/5 feet
  Distance in candlelight 
  +1/1 foot
  1 These modifiers only apply to spotting creatures. Hidden objects 
  cannot be spotted by creatures that cannot closely examine the 
  area, generally at a distance no greater than 20 feet.
  Sound: You can hear the footfalls of approaching 
  monsters, the rumble of a distant dragon, or the cries for 
  help in a burning building. The following table outlines 
  the DC of these checks. If you beat the DC by 10 or more, 
  you can make out fine details about the sound (and can 
  hear the words being spoken, if any). 
  Sound 
  Perception DC
  A creature moving silently 
  Opposed by Stealth
  A battle 
  –10
  People talking 
  0
  An armored creature walking 
  5
  An unarmored creature walking 
  10
  People whispering 
  15
  A key being turned in a lock 
  20
  A bow being drawn back to fire 
  25
  Sound Modifiers 
  DC Modifier
  Distance 
  +1/10 feet
  Through a door 
  +5
  Through a wall 
  +10/foot of thickness
  Cavernous space 
  +5
  A louder noise is present 
  +5
  Listener asleep 
  +10
  Pinpoint an invisible foe 
  +20
  Smell: You can pick up fine odors in the air, allowing 
  you to smell nearby creatures, inhaled poisons, and nearby 
  odiferous hazards. The following table outlines the DCs of 
  these checks. Unlike the ability to hear or see an approaching 
  enemy, smell cannot be used to notice hidden foes unless 
  the scent is present for more than a 10 minutes.
  Smell 
  Perception DC
  Rotting garbage 
  –10
  An ogre’s den 
  –5
  Smoke or an ogre 
  0
  Perfume or an orc 
  5
  Fresh air or a dwarf 
  10
  Sweat or a human 
  15
  Blood or an elf 
  20
  Inhaled poison 
  Poison’s DC
  Smell Modifiers 
  DC Modifier
  Distance 
  +1/10 feet
  Time since the smell was present 
  +1/minute
  Through a door 
  +5
  Breeze 
  +5
  A stronger odor nearby 
  +5
  Cold environment 
  +5
  Wind 
  +10
  Pinpoint an invisible foe through smell 
  +20
  Particularly strong 
  –5
  
  29
  Pathfinder RPG: 
  Skills
  Taste: You can taste when food has spoiled, is poisoned, or 
  is diseased. You can also use your sense of taste to identify the 
  properties of common potions. The following table outlines 
  the DCs of these checks. Note that when you intentionally 
  attempt to taste for poison or disease, if you fail the check by 
  5 or more, you suffer the effects of the poison or disease and 
  must save accordingly. You do not get to make this check 
  automatically when you ingest poison or diseased food 
  unless the DC of the check is less than 20.
  Taste 
  Perception DC
  Spoiled food 
  5
  Ingested poison 
  Poison’s DC
  Diseased food 
  Disease’s DC
  Potion 
  15 + caster level
  Taste Modifiers 
  DC Modifier
  Taste is intentionally obscured 
  +10
  Uncommon Potion (GM’s discretion) 
  +5
  Rare Potion (GM’s discretion) 
  +10
  Touch: You can feel for breezes indicating the route to 
  open air as well as the gentle tremors made by burrowing 
  creatures and marching armies. The following table 
  outlines the DCs of these checks.
  Touch 
  Perception DC
  Notice a pickpocket 
  Opposed by Theft
  Air movement 
  20
  Burrowing creature 
  25
  Creatures or armies on the move 
  30
  Touch Modifiers 
  DC Modifier
  Distance to burrower 
  +1/10 feet
  Distance to large creatures or armies 
  +1/100 feet
  Size of moving creature 
  Size modifier
  Number of moving creatures 
  –1/10 creatures
  Action: Most Perception checks are reactive, made in 
  response to observable stimulus. Intentionally searching 
  for stimulus is a move action.
  Try Again: Yes. You can try to sense something you missed 
  the first time, so long as the stimulus is still present.
  Special: An elf or half-elf has a +2 bonus on hearing- and 
  sight-based Perception checks. A halfling has a +2 bonus on 
  hearing- and taste-based Perception checks. A gnome has a +2 
  bonus on smell- and touch-based Perception checks. A dwarf 
  has a +2 bonus on taste- and touch-based Perception checks.
  Creatures with the scent special quality have a +8 bonus 
  on smell-based Perception checks.
  Creatures with the tremorsense special quality have a +8 
  bonus on touch-based Perception checks and automatically 
  make any such checks within their range.
  A spellcaster with a hawk or owl familiar gains a +3 bonus 
  on sight-based Perception checks. A spell caster with a bat 
  familiar gains a +3 bonus on sound-based Perception checks.
  Spellcraft (Int)
  You are skilled at the art of casting spells and can identify 
  spells as they are being cast. You can also use this skill to 
  avoid losing your spell if you are damaged or distracted 
  while casting.
  Check: Spellcraft is used whenever your knowledge 
  and skill of the technical art of casting a spell comes into 
  question. The DC of this check varies depending upon the 
  task at hand. If you are casting a spell, and you succeed at 
  the check, you may continue casting the spell as normal. 
  If the check fails, the spell is wasted. Use the same DCs 
  for any Spellcraft checks made due to distraction while 
  concentrating on a spell or effect.
  Task 
  Spellcraft DC
  Identify a spell as it is being cast 
  15 + spell level
  Learn a spell from a spellbook or scroll 10 + spell level
  Prepare a spell from a 
  15 + spell level
  borrowed spellbook
  Cast a spell if you are damaged 
  10 + damage  
  while casting 
  dealt + spell  
   
  level
  Cast a spell if you are taking 
  10 + half the  
  continuous damage 
  damage dealt  
   
  + spell level
  Cast a spell if you are distracted 
  Distracting  
  by a nondamaging spell 
  spell’s DC +  
   
  spell level
  Cast a spell while on a moving 
  10 + spell level
  mount or vehicle
  Cast a spell while on a vigorously 
  15 + spell level
  moving mount or vehicle
  Cast a spell while moving 
  20 + spell level
  violently (earthquake, falling)
  Cast a spell while entangled 
  15 + spell level
  Cast a spell while grappled 
  15 + spell level
  Cast a spell during extreme weather 
  10 + spell level
  Action: Identifying a spell as it is being cast requires no 
  action. Learning a spell from a spellbook takes 1 hour per 
  level of the spell (0-level spells take 30 minutes). Preparing 
  a spell from a borrowed spellbook does not add any time to 
  your spell preparation. Making a Spellcraft check to avoid 
  losing a spell as it is being cast or concentrated on does not 
  require an action.
  Retry: You cannot retry checks made to identify a spell. 
  If you fail to learn a spell from a spellbook or scroll, you 
  must wait at least 1 week before you can try again. If you fail 
  to prepare a spell from a borrowed spellbook, you cannot 
  
  30
  Pathfinder Roleplaying Game
  try again until the next day. You cannot retry a Spellcraft 
  check to cast a spell while distracted, as the spell is lost.
  Special: If you are a specialist wizard, you get a +2 bonus 
  to identify, learn, and prepare spells from your chosen 
  school. Similarly, you take a –5 penalty on similar checks 
  made concerning spells from your opposed schools. 
  Stealth (Dex; Armor Check Penalty)
  You are skilled at avoiding detection, allowing you to slip 
  past foes or strike from an unseen position.
  Check: Your Stealth check is opposed by the Perception 
  check of anyone who might notice you. You can move up to 
  one-half your normal speed and use Stealth 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 impossible to 
  use Stealth while attacking, running, or charging.
  A creature larger or smaller than Medium takes a size 
  bonus or penalty on Stealth checks depending on its size 
  category: Fine +16, Diminutive +12, Tiny +8, Small +4, 
  Large –4, Huge –8, Gargantuan –12, Colossal –16.
  If people are observing you using any of their senses 
  (but typically sight), you can’t use Stealth. Against 
  most creatures, finding cover or concealment allows 
  you to use Stealth. If your observers are momentarily 
  distracted (such as by a Deception check), though, you 
  can attempt to use Stealth. While the others turn their 
  attention from you, you can attempt a Stealth check if 
  you can get to an unobserved place of some kind. This 
  check, however, is made at a –10 penalty because you 
  have to move fast.
  Sniping: If you’ve already successfully used Stealth at 
  least 10 feet from your target, you can make one ranged 
  attack, then immediately use Stealth again. You take 
  a –20 penalty on your Stealth check to maintain your 
  obscured location.
  Creating a Diversion to Hide: You can use Deception to 
  allow you to use Stealth. A successful Deception check 
  can give you the momentary diversion you need to 
  immeadiately attempt a Stealth check while people are 
  aware of you.
  Action: Usually none. Normally, you make a Stealth 
  check as part of movement, so it doesn’t take a separate 
  action. However, using Stealth immediately after a ranged 
  attack (see Sniping, above) is a move action.
  Special: If you are invisible, you gain a +40 bonus on 
  Stealth checks if you are immobile, or a +20 bonus on 
  Stealth checks if you’re moving.
  If you have the Stealthy feat, you get a +2 bonus on 
  Stealth checks.
  Survival (Wis)
  You are skilled at surviving in the wild and following the 
  tracks left by others.
  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 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.
  Follow Tracks: To find tracks or to follow them for 1 
  mile requires a successful Survival check. You must make 
  another Survival check every time the tracks become 
  difficult to follow. If you are not trained in this skill, 
  you can make untrained checks to find tracks, but you 
  can follow them only if the DC for the task is 10 or lower. 
  Alternatively, you can use the Perception skill to find a 
  footprint or similar sign of a creature’s passage using the 
  same DCs, but you can’t use Perception to follow tracks, 
  even if someone else has already found them.
  You move at half your normal speed while following tracks 
  (or at your normal speed with a –5 penalty on the check, or at 
  up to twice your normal speed with a –20 penalty on the check). 
  The DC depends on the surface and the prevailing conditions, 
  as given on the table:
  Surface 
  Survival DC
  Very soft ground  
  5
  Soft ground  
  10
  Firm ground  
  15
  Hard ground  
  20
  Very Soft Ground: Any surface (fresh snow, thick dust, 
  wet mud) that holds deep, clear impressions of footprints.
  Soft Ground: Any surface soft enough to yield to 
  pressure, but firmer than wet mud or fresh snow, in which 
  a creature leaves frequent but shallow footprints.
  Firm Ground: Most normal outdoor surfaces (such as 
  lawns, fields, woods, and the like) or exceptionally soft or 
  
  31
  Pathfinder RPG: 
  Skills
  dirty indoor surfaces (thick rugs and very dirty or dusty 
  floors). The creature might leave some traces (broken 
  branches or tufts of hair), but it leaves only occasional or 
  partial footprints.
  Hard Ground: Any surface that doesn’t hold footprints at 
  all, such as bare rock or an indoor floor. Most streambeds 
  fall into this category, since any footprints left behind are 
  obscured or washed away. The creature leaves only traces 
  (scuff marks or displaced pebbles). 
  Several modifiers may apply to the Survival check, as 
  given on the table below.
    
  Survival DC  
  Condition  
  Modifier
  Every three creatures in the group being tracked  
  –1
  Size of creature or creatures being tracked:1 
   Fine  
  +8
   Diminutive  
  +4
   Tiny  
  +2
   Small  
  +1
   Medium  
  +0
   Large  
  –1
   Huge  
  –2
   Gargantuan  
  –4
   Colossal  
  –8
  Every 24 hours since the trail was made  
  +1
  Every hour of rain since the trail was made  
  +1
  Fresh snow cover since the trail was made  
  +10
  Poor visibility:2 
   Overcast or moonless night  
  +6
   Moonlight  
  +3
   Fog or precipitation  
  +3
  Tracked party hides trail (and moves at half speed)  +5
  1 For a group of mixed sizes, apply only the modifier for the 
  largest size category.
  2 Apply only the largest modifier from this category.
  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.
  Special: If you are trained in Survival, you can automatically 
  determine where true north lies in relation to yourself.
  A ranger gains a bonus on Survival checks when using 
  this skill to find or follow the tracks of a favored enemy.
  If you have the Self-Sufficient feat, you get a +2 bonus on 
  Survival checks.
  Theft  
  (Dex; Armor Check Penalty; Trained Only)
  You are skilled at picking pockets and opening locks. In 
  addition, this skill lets you hide objects on your person 
  and identify the common marks made by a thieves’ guild.
  Check: The DC for opening a lock depends on its quality. 
  If you do not have a set of thieves tools, these DCs increase 
  by +10.
  Lock Quality 
  Theft DC
  Simple 
  20
  Average 
  25
  Good 
  30
  Amazing 
  40 
  Pick Pockets: In addition, you can use this skill to pick the 
  pockets of an unaware creature. This is a DC 20 Theft check, 
  but the DC increases if the item is large or firmly attached 
  (GM’s discretion). The target makes an opposed Perception 
  check to notice your attempt. If the target succeeds, he notices 
  the attempt, regardless of whether or not you succeed.
  Hide Objects: Hiding an object on your person is a Theft 
  check opposed by a Perception check by those who are looking 
  for the item (such as a guard watching out for weapons at a 
  coronation). Hiding an object that is equal to or smaller 
  than a short sword grants a +2 circumstance bonus on your 
  check, whereas anything equal to or larger than a longsword 
  imposes a –2 penalty on your check. A heavy cloak or other 
  similar clothing grants a +2 circumstance bonus as well.
  Identify Marks: Identifying the marks of a local thieves’ 
  guild is a DC 20 Theft check, but this might be much 
  higher if the guild is using specialized marks. Such marks 
  can also be deciphered using Linguistics.
  Action: Attempting to open a lock is a full-round action. 
  Hiding objects and picking pockets is a standard action. 
  Identify marks is a free action.
  Try Again: You can retry checks made to open locks, 
  hide objects, and pick pockets. You cannot retry checks to 
  identify marks.
  Untrained: You can try to hide objects as a Dexterity check.
  
  32
  Pathfinder Roleplaying Game
  DeaDly aim
  You can make exceptionally deadly ranged attacks by 
  pinpointing a target’s weak spot, making the attack less 
  likely to succeed.
  Prerequisite: Dex 13.
  Benefit: Add an amount equal to your Dexterity modifier 
  to your ranged damage rolls for one round (in addition to 
  the normal damage modifier from a high Strength score, 
  if applicable). Subtract the same amount from your ranged 
  attack rolls for 1 round.
  Deceitful
  You are skilled at deceiving others.
  Benefit: You get a +2 bonus on all Deception and 
  Disguise skill checks.
  Defensive combat training
  You have been trained to defend yourself from a variety of 
  combat maneuvers.
  Benefit: Add +4 to the DC of performing combat 
  maneuvers against you, such as bull rush, grapple, and 
  trip (see the Combat chapter). 
  Deft HanDs
  You have exceptional manual dexterity.
  Benefit: You get a +2 bonus on Disable Device and Theft 
  skill checks.
  extra turning
  You can channel positive or negative energy more times 
  per day than most.
  Prerequisite: Ability to turn or rebuke creatures.
  Benefit: You can turn or rebuke undead two additional 
  times per day.
  far sHot
  You are more accurate at longer ranges.
  Prerequisites: Point Blank Shot.
  Benefit: You only suffer a –1 penalty per full range 
  increment between you and your target when using a 
  ranged weapon.
  Normal: You suffer a –2 penalty per full range 
  increment between you and your target when using a 
  ranged weapon.
  improveD bull rusH
  You are skilled at pushing your foes around.
  Prerequisite: Str 13.
  F
  eats represent a number of unique abilities your 
  character possesses. General feats apply bonuses to 
  your statistics and grant you the ability to take actions 
  otherwise prohibited to you. The following general feats 
  replace those found in the 3.5 rules set. Unless otherwise 
  noted, feats not listed here are unchanged.
  acrobatic
  You are skilled at leaping, jumping, and climbing.
  Benefit: You get a +2 bonus on all Acrobatics and Climb 
  skill checks.
  agile maneuvers
  Your have learned to use your quickness in place of brute 
  force when performing combat maneuvers.
  Benefit: You add your Dexterity bonus to your base 
  attack bonus and size bonus when determining your 
  combat maneuver bonus (see the Combat chapter) instead 
  of your Strength bonus.
  Normal: You add your Strength bonus to your base 
  attack bonus and size bonus when determining your 
  combat maneuver bonus.
  alertness
  Your keen senses allow you to perceive what others 
  might miss.
  Benefit: You get a +2 bonus on Appraise and Perception 
  skill checks.
  atHletic
  You possess an inherent physical prowess.
  Benefit: You get a +2 bonus on Fly and Swim checks.
  combat casting
  You are skilled at casting spells when threatened or distracted.
  Benefit: You get a +4 bonus on Spellcraft checks made to 
  cast a spell or use a spell-like ability while casting on the 
  defensive or while grappled.
  combat expertise
  You can increase your defense at the expense of your 
  accuracy.
  Prerequisites: Int 13.
  Benefit: You can only choose to use this feat when 
  you declare that you are making an attack or full-attack 
  action with a melee weapon. Add an amount equal to your 
  Intelligence modifier as a Dodge bonus to your armor 
  class for one round. Subtract the same amount from your 
  melee attack rolls for 1 round.
  Feats
  
  33
  Pathfinder RPG: 
  Feats
  Benefit: You do not provoke an attack of opportunity 
  when performing a bull rush combat maneuver. In 
  addition, you receive a +2 bonus on checks made to bull 
  rush a foe.
  Normal: You provoke an attack of opportunity when 
  performing a bull rush combat maneuver.
  improveD Disarm
  You are skilled at knocking weapons from a foe’s grasp.
  Prerequisite: Int 13.
  Benefit: You do not provoke an attack of opportunity 
  when performing a disarm combat maneuver. In addition, 
  you receive a +2 bonus on checks made to disarm a foe.
  Normal: You provoke an attack of opportunity when 
  performing a disarm combat maneuver.
  improveD grapple
  You are skilled at grappling opponents.
  Prerequisite: Dex 13, Improved Unarmed Strike.
  Benefit: You do not provoke an attack of opportunity 
  when performing a grapple combat maneuver. In addition, 
  you receive a +2 bonus on checks made to grapple a foe.
  Normal: you provoke an attack of opportunity when 
  performing a grapple combat maneuver.
  improveD overrun
  You are skilled at running down your foes.
  Prerequisite: Str 13.
  Benefit: You do not provoke an attack of opportunity 
  when performing an overrun combat maneuver. In 
  addition, you receive a +2 bonus on checks made to 
  overrrun a foe.
  Normal: You provoke an attack of opportunity when 
  performing an overrun combat maneuver.
  improveD sunDer
  You are skilled at damaging your foes’ weapons and 
  armor
  Prerequisite: Str 13.
  Benefit: You do not provoke an attack of opportunity 
  when performing a sunder combat maneuver. In addition, 
  you receive a +2 bonus on checks made to sunder an item.
  Normal: You provoke an attack of opportunity when 
  performing a sunder combat maneuver.
  improveD trip
  You are skilled at sending your opponents to the ground.
  Prerequisite: Int 13.
  Benefit: You do not provoke an attack of opportunity 
  when performing a trip combat maneuver. In addition, 
  you receive a +2 bonus on checks made to trip a foe.
  Normal: You provoke an attack of opportunity when 
  performing a trip combat maneuver.
  improveD turning
  You turn or rebuke undead to greater effect.
  Prerequisite: Ability to turn or rebuke undead creatures.
  Benefit: Add +2 to the DC of your turning or rebuking 
  attempts. 
  intimiDating prowess
  Your physical might is intimidating to others.
  Benefit: Add your Strength modifier to Intimidate skill 
  checks instead of your Charisma modifier.
  persuasive
  You are skilled at swaying attitudes and intimidating 
  others.
  Benefit: You get a +2 bonus on Diplomacy and Intimidate 
  skill checks.
  power attack
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength.
  Prerequisite: Str 13.
  Benefit: Add an amount equal to your Strength modifier 
  to your melee damage rolls for one round (in addition to 
  the normal damage modifier from a high Strength score). 
  Subtract the same amount from your melee attack rolls 
  for 1 round. If your attacks are made with a two-handed 
  weapon, add an amount equal to double your Strength 
  modifier to your melee damage rolls for one round (the 
  penalty remains the same).
  stealtHy
  You are good at avoiding attention and slipping out of 
  bonds.
  Benefit: You get a +2 bonus on all Escape Artist and 
  Stealth skill checks.
  tougHness
  You have enhanced physical stamina.
  Benefit: You gain +3 hit points plus 1 hit point per Hit 
  Die. Every time you gain a level or gain Hit Dice, you gain 
  +1 hit points.
  turn outsiDer
  Choose one alignment subtype, such as chaos, evil, good, 
  or law. You can channel your divine energy to harm 
  outsiders of that type.
  Prerequisites: Ability to turn or rebuke undead.
  Benefit: You can choose to have your turn or rebuke 
  ability affect outsiders of your chosen alignment subtype 
  as if they were undead. You must make this choice each 
  time you use your turn ability. If you command an outsider 
  or cause it to flee, it gets a new Will save each round to 
  break free from the effect.
  
  34
  Pathfinder Roleplaying Game
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  alignment subtype.
  turn elemental
  Choose one elemental subtype, such as air, earth, fire, 
  or water. You can channel your divine energy to harm 
  elemental creatures.
  Prerequisites: Ability to turn creatures.
  Benefit: You can choose to have your turn or rebuke 
  ability affect elementals and outsiders of your chosen 
  elemental subtype as if they were undead. You must 
  make this choice each time you use your turn ability. 
  If you command an elemental or outsider or cause it 
  to f lee, it gets a new Will save each round to break free 
  from the effect.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  elemental subtype.
  combat feats
  Combat feats represent various maneuvers and tricks that 
  characters can attempt to perform in combat. Although 
  these feats can be utilized any number of times per day, 
  you cannot utilize more than one combat feat in any 
  given round.
  Unlike most feats, the benefits from combat feats are not 
  always active. Unless stated otherwise, you must choose to 
  use a combat feat before any attack rolls are made and its 
  effects last until the beginning of your next turn.
  Combat feats can be chosen as fighter bonus feats.
  arcane armor mastery 
  (combat)
  You have mastered your arcane power, gaining the ability 
  to enhance your spells.
  Prerequisites: 
  Arcane 
  Armor 
  Training, 
  Armor 
  Proficiency (medium), caster level 7th.
  Benefit: Reduce the arcane spell failure chance due to 
  the armor you are wearing by 20% for any spells you cast 
  this round. This bonus replaces, and does not stack with, 
  the bonus granted by Arcane Armor Training.
  arcane armor training 
  (combat)
  You can force magic through a connection between you 
  and a foe you recently struck.
  Prerequisites: Armor Proficiency (medium), caster level 3rd.
  Benefit: Reduce the arcane spell failure chance due to 
  the armor you are wearing by 10% for any spells you cast 
  this round.
  arcane strike (combat)
  You can draw upon your arcane power to enhance your 
  weapons.
  Prerequisite: Ability to cast arcane spells.
  Benefit: Your weapons deal +1 damage and are treated 
  as magic for the purpose of overcoming damage reduction 
  for 1 round.
  backswing (combat)
  You are skilled at using your return swing to damage 
  your foes.
  Prerequisites: Overhand Chop, base attack bonus +6.
  Benefit: When making a full-attack action with a two-
  handed melee weapon, you may make one additional attack 
  at your highest bonus if the first attack made this round 
  is a hit. If you hit with this additional attack, add only 1/2 
  your Strength bonus to the damage roll.
  careful targeting (combat)
  Your sharp eye greatly aids you when your target is 
  partially hidden.
  Benefit: Select one target. When attacking that 
  target, reduce any miss chance by 20% and any cover 
  bonus by –2.
  caugHt off-guarD (combat)
  Foes are surprised by your use of unorthodox weapons.
  Prerequisites: Base attack bonus +4.
  Benefit: You do not suffer any penalties for using an 
  improvised melee weapon. Unarmed opponents are flat-
  footed to any attacks you make with an improvised melee 
  weapon.
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon.
  cleave (combat)
  You can strike two adjacent foes with a single swing.
  Prerequisites: Str 13, Power Attack.
  Designer Notes: Missing Feats
  Although most of the feats missing from this section have 
  simply been omitted because they have not been changed 
  from the 3.5 rules set, some have been removed from the game 
  entirely. In most cases, this was done because of redundancy, 
  but in other cases, the feats were removed because the rules 
  no longer support them. The list of these feats includes: 
  Agile, Diligent, Improved Precise Shot, Improved Shield 
  Bash, Investigator, Negotiator, Nimble Fingers, and Track.
  
  35
  Pathfinder RPG: 
  Feats
  Table 6–1: Combat Feats
  Combat Feat 
  Prerequisites 
  Benefits
  Arcane Armor Training 
  Armor Proficiency (medium), caster level 3rd 
  Reduce arcane spell failure chance by 10%
   
  Arcane Armor Mastery Arcane Armor Training, caster level 7th 
  Reduce arcane spell failure chance by 20%
  Arcane Strike 
  Ability to cast arcane spells 
  +1 damage and weapons are considered magic
  Careful Targeting 
  — 
  Reduce miss chance by 20% and cover by –2
   
  Exact Targeting 
  Careful Targeting, base attack bonus +6 
  No miss chance or cover bonus
   
   
  Pinpoint Targeting 
  Exact targeting, base attack bonus +11 
  No miss chance, cover, armor, or shield bonus
  Caught Off-Guard 
  Base attack bonus +4 
  No penalties for improvised melee weapons
  Cleave 
  Power Attack 
  Make an additional attack if the first one hits
   
  Great Cleave 
  Cleave, base attack bonus +4 
  Make an additional attack after each attack hits
  Dazzling Display 
  Weapon Focus 
  Intimidate all foes within 30 feet
   
  Stunned Defense 
  Dazzling Display, base attack bonus +6 
  Shaken foes are flat-footed if you hit
   
   
  Deadly Stroke 
  Greater Weapon Focus, Stunned Defense,  
  Deal double damage plus 1 Con bleed
   
   
   
  base attack bonus +11
  Deft Shield 
  Shield Proficiency, Two-Weapon Fighting 
  Keep your shield bonus if you hit with a bash
   
  Shield Slam 
  Deft Shield, base attack bonus +6 
  Free bull rush with a bash attack
   
   
  Shield Master 
  Shield Slam, base attack bonus +11 
  No two-weapon penalties when using a shield
  Dodge 
  Dex 13 
  +1 dodge bonus to AC
   
  Mobility 
  Dodge 
  No attacks of opportunity due to movement
   
   
  Spring Attack 
  Mobility, base attack bonus +4 
  Move before and after melee attack
   
  Wind Stance 
  Dodge, base attack bonus +6 
  Gain 20% concealment if you move
   
   
  Lightning Stance 
  Dex 17, Wind Stance, base attack bonus +11 
  Gain 50% concealment if you double move
  Double Slice 
  Two-Weapon Fighting 
  +2 bonus on attacks made with your off-hand
  Overhand Chop 
  — 
  Add double Str bonus with a 2-handed weapon
   
  Backswing 
  Overhand Chop, base attack bonus +6 
  Make one extra attack with a 2-handed weapon
   
   
  Devastating Blow 
  Backswing, base attack bonus +11 
  Make one attack an automatic critical hit
  Manyshot 
  Dex 17, Point Blank Shot, Rapid Shot,  
  Shoot two arrows simultaneously
   
   
   
  base attack bonus +6 
  Rapid Shot 
  Dex 13, Point Blank Shot 
  One extra ranged attack
  Razor Sharp Chair Leg 
  Caught Off Guard or Throw Anything,  
  Make an improvised weapon deadly 
   
   
   
  base attack bonus +8
  Scorpion Style 
  Improved Unarmed Strike 
  Reduce target’s speed to 5 ft.
   
  Gorgon’s Fist 
  Scorpion Style, base attack bonus +6 
  Stagger a foe with an unarmed attack
   
   
  Medusa’s Wrath 
  Gorgon’s Wrath, base attack bonus +11 
  Make 2 extra attacks against a hindered foe
  Shot on the Run 
  Dex 13, Dodge, Mobility, Point Blank Shot,  
  Move before and after ranged attack
   
   
   
  base attack bonus +4
  Throw Anything 
  — 
  No penalties for improvised ranged weapons
  Turning Smite 
  Ability to turn creatures 
  Add a turning attempt to your attack
  Weapon Swap 
  Dex 17, Improved Two-Weapon Fighting,  
  Make all of your attacks with one weapon
   
   
   
  Two-Weapon Fighting, base attack bonus +6
   
  Two-Weapon Rend 
  Weapon Swap, base attack bonus +11 
  Rand a foe hit by both your weapons
  
  36
  Pathfinder Roleplaying Game
  Benefit: As a full-round action, make a single melee 
  attack against a foe within reach. If you hit, you deal 
  damage normally and can make an additional attack (at 
  the same bonus) against a foe that is adjacent to the first, 
  also within reach. Both of these attacks are made at your 
  highest attack bonus. You can only make one additional 
  attack in a round with this feat.
  Dazzling Display (combat)
  Your skill with your favored weapon can frighten 
  enemies.
  Prerequisite: Weapon Focus.
  Benefit: While wielding the weapon for which you have 
  Weapon Focus, you can perform a dazzling display as a 
  full-round action. Make an Intimidate check against all 
  foes within 30 feet who can see you. You can substitute an 
  attack roll in place of your Intimidate check if it is higher.
  DeaDly stroke (combat)
  With one well-placed strike, you can bring an end to 
  most foes.
  Prerequisites: Dazzling Display, Greater Weapon Focus, 
  Stunned Defense, Weapon Focus, base attack bonus +11.
  Benefit: As a standard action, make a single attack 
  with the weapon for which you have Greater Weapon 
  Focus against a stunned or flat-footed opponent. If you 
  hit, you deal double the normal damage and the target 
  takes 1 point of Constitution bleed.
  Deft sHielD (combat)
  You are skilled at striking your foes with your shield while 
  still protecting yourself.
  Prerequisites: Shield Proficiency, Two-Weapon Fighting.
  Benefit: You do not lose your shield bonus to your AC 
  if you hit with a shield bash. You lose your shield bonus 
  to AC if your shield bash attack misses. You still take the 
  standard penalties on attack rolls for wielding two weapons 
  if you also attack with your melee weapon.
  Normal: You lose your shield bonus to your AC if you use 
  your shield to make a shield bash attack.
  Devastating blow (combat)
  Having worked yourself into a fury, your strike hits with 
  devastating accuracy.
  Prerequisites: Backswing, Overhand Chop, base attack 
  bonus +11.
  Benefit: As a standard action, make a single melee 
  attack. If you hit, you score a critical hit. Special weapon 
  abilities that activate only on a critical hit, such as vorpal 
  and flaming burst, do not activate.
  
  37
  Pathfinder RPG: 
  Feats
  DoDge (combat)
  You have mastered a defensive stance that allows to you 
  easily react to your opponents.
  Prerequisite: Dex 13.
  Benefit: You gain a +1 dodge bonus to your AC until your 
  next turn.
  Double slice (combat)
  When wielding two weapons, your off-hand weapon can be 
  used with great effectiveness
  Prerequisite: Dex 15, Two-Weapon Fighting.
  Benefit: You gain a +2 circumstance bonus on attack 
  rolls made with your off-hand weapon.
  exact targeting (combat)
  Your aim is such that you can hit nearly any visible part 
  of a target.
  Prerequisites: Careful Targeting, base attack bonus +6.
  Benefit: Select one target. You do not suffer any miss 
  chance due to concealment when attacking that target this 
  round and the target gains no bonus to its armor class 
  from cover. You cannot select a target with total cover or 
  concealment. You do not gain the benefit of this feat if you 
  move this round.
  gorgon’s fist (combat)
  With one well-placed blow, you can leave your target 
  reeling.
  Prerequisites: Improved Unarmed Strike, Scorpion 
  Style, base attack bonus +6.
  Benefit: As a standard action, make a single unarmed 
  melee attack. If the attack hits, you deal damage normally 
  and the target is staggered until the end of your next turn. 
  This feat has no effect on targets that are staggered.
  great cleave (combat)
  You can strike a number of adjacent foes with a single swing.
  Prerequisites: Str 13, Cleave, Power Attack, base attack 
  bonus +4.
  Benefit: As a full-round action, make a single melee 
  attack against a foe within reach. If you hit, you deal 
  damage normally and can make an additional attack 
  (at the same bonus) against a foe that is adjacent to 
  the previous foe and within reach. If you hit, you can 
  continue to make attacks against foes adjacent to the 
  previous foe, so long as they are within your reach. You 
  cannot attack an individual foe more than once in a 
  round with this feat.
  ligHtning stance (combat)
  The speed at which you move makes it nearly impossible 
  for opponents to strike you.
  Prerequisites: Dex 17, Dodge, Wind Stance, base attack 
  bonus +11.
  Benefit: If you take two actions to move or a withdraw 
  action this turn, you gain 50% concealment for 1 round.
  manysHot (combat)
  You can fire multiple arrows against a single target.
  Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base 
  attack bonus +6.
  Benefit: When making a full-attack action with a bow, 
  your first attack fires two arrows. If the attack hits, both 
  arrows hit. Apply precision-based damage (such as sneak 
  attack) and critical hit damage only once for this attack. 
  Damage reduction and resistances apply separately to 
  each arrow.
  meDusa’s wratH (combat)
  You can take advantage of your opponent’s confusion, 
  delivering multiple blows.
  Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, 
  Scorpion Style, base attack bonus +11.
  Benefit: Make two additional unarmed strikes as part 
  of your full attack action at your highest base attack 
  bonus. All of your unarmed strikes must be made against 
  a dazed, flat-footed, staggered, or stunned foe.
  mobility (combat)
  You can easily move through a dangerous melee.
  Prerequisites: Dex 13, Dodge.
  Benefit: You do not provoke any attacks of opportunity 
  due to movement this round.
  overHanD cHop (combat)
  When wielding a two-handed melee weapon, you can 
  deliver a devastating blow.
  Benefit: As a full-round action, make a single attack 
  with a two-handed melee weapon. If you hit, roll damage 
  normally but add double your Strength bonus to the 
  damage roll.
  Normal: You normally add 1-1/2 times your Strength 
  modifier to damage rolls with a two-handed weapon.
  pinpoint targeting (combat)
  You can target the weak points in your opponent’s armor.
  Prerequisites: Careful Targeting, Exact Targeting, base 
  attack bonus +11.
  Benefit: As a full-round action, make a single attack. 
  You do not suffer any miss chance due to concealment 
  and the target gains no bonus to its armor class from 
  cover. The target does not gain any armor, natural 
  armor, or shield bonuses to its armor class. You cannot 
  select a target with total cover or concealment. You 
  
  38
  Pathfinder Roleplaying Game
  do not gain the benefit of this feat if you move this 
  round.
  rapiD sHot (combat)
  You can fire an additional arrow.
  Prerequisites: Dex 13, Point Blank Shot.
  Benefit: When making a full-attack action with a ranged 
  weapon, you can fire one additional time this round. All of 
  your attack rolls take a –2 penalty when using Rapid Shot.
  razor sHarp cHair leg (combat)
  You can turn practically any object into a deadly weapon.
  Prerequisites: Caught Off Guard or Throw Anything, 
  base attack bonus +8.
  Benefit: You do not suffer any penalties for using an 
  improvised weapon. Increase the amount of damage dealt 
  by the improvised weapon by one step (for example, 1d6 
  becomes 1d8). The improvised weapon has a critical threat 
  range of 18–20, with a critical multiplier of x3.
  scorpion style (combat)
  You can perform an unarmed strike that greatly hampers 
  your target’s movement.
  Prerequisite: Improved Unarmed Strike.
  Benefit: Make a single unarmed attack as a full-round 
  action. If the attack hits, you deal damage normally and the 
  target’s base land speed is reduced to 5 feet for 1 round.
  sHielD master (combat)
  Your mastery of the shield allows you to fight with it 
  without hindrance.
  Prerequisites: Deft Shield, Shield Proficiency, Shield 
  Slam, Two-Weapon Fighting, base attack bonus +11.
  Benefit: You do not suffer any penalties for fighting with 
  two weapons, so long as one of those weapons is a shield. 
  Add your shield’s magic bonus to attacks and damage rolls 
  made with the shield. In addition, you do not lose your 
  shield bonus to your AC.
  sHielD slam (combat)
  In the right position, your shield can be used to send 
  opponents flying.
  Prerequisites: Deft Shield, Shield Proficiency, Two-
  Weapon Fighting, base attack bonus +6.
  Benefit: Any opponents hit by your shield bash are also 
  hit with a free bull rush attack, substituting your attack roll 
  for the combat maneuver check (see the Combat chapter). 
  This bull rush does not provoke an attack of opportunity. 
  Opponents who cannot move back due to a wall or other 
  surface are knocked prone after moving the maximum 
  possible distance.
  sHot on tHe run (combat)
  You can move, fire a ranged weapon, and move again before 
  your foes can react.
  Prerequisites: Dex 13, Dodge, Mobility, Point Blank 
  Shot, base attack bonus +4.
  Benefit: As a full-round action, you can move up to your 
  speed and make a single ranged attack at any point during 
  your movement.
  Normal: You cannot move both before and after an attack.
  spring attack (combat)
  You can deftly move up to a foe, strike, and withdraw 
  before he can react.
  Prerequisites: Dex 13, Dodge, Mobility, base attack 
  bonus +4.
  Benefit: You can move up to your speed and make a 
  single melee attack without provoking any attacks of 
  opportunity due to your movement. You can move both 
  before and after the attack, but you must move at least 10 
  feet before the attack and the total distance that you move 
  cannot be greater than your speed. You cannot use this 
  ability to attack a foe that is adjacent to you at the start 
  of your turn.
  Normal: You cannot move before and after an attack.
  stunneD Defense (combat)
  Your skill with your chosen weapon leaves opponents 
  unable to defend themselves.
  Prerequisites: Weapon Focus, Dazzling Display, base 
  attack bonus +6.
  Benefit: Any shaken, frightened, or panicked opponent 
  hit by you this round is flat-footed to your attacks until the 
  end of your next turn. This includes any additional attacks 
  you make this round.
  tHrow anytHing (combat)
  You are used to throwing things you have at hand.
  Benefit: You do not suffer any penalties for using 
  an improvised ranged weapon. You receive a +2 
  circumstance bonus on attack rolls made with thrown 
  splash weapons.
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon.
  turning smite (combat)
  You can channel your divine energy through your weapon.
  Prerequisite: Ability to turn creatures.
  Benefit: Before you make your attack roll, spend a 
  turning attempt as a swift action. If you hit, your target 
  takes normal damage and suffers the effect of the turn 
  
  39
  Pathfinder RPG: 
  Feats
  if applicable. You can make all of the choices normally 
  associated with your turn ability (such as applying it to 
  elementals or outsiders if you have that ability). If you 
  miss, the turn attempt is still expended with no effect.
  two-weapon renD (combat)
  Striking with both your weapons simultaneously, you can 
  use them to deliver devastating wounds.
  Prerequisites: 
  Dex 
  17, 
  Improved 
  Two-Weapon 
  Fighting, Two-Weapon Fighting, Weapon Swap, base 
  attack bonus +11. 
  Benefit: If you hit an opponent with both your primary 
  hand and your off-hand weapon, you deal an additional 
  1d10 points of damage plus 1-1/2 times your Strength 
  modifier. You can only deal this additional damage once 
  each time you use Two-Weapon Rend.
  weapon swap (combat)
  With an acrobatic twist, you can swap your weapons from 
  one hand to another.
  Prerequisites: Dex 17, Improved Two-Weapon Fighting, 
  Two-Weapon Fighting, base attack bonus +6.
  Benefit: After making all of your attacks with your 
  primary hand, you can swap your primary weapon to 
  your off hand and make attacks using that weapon in 
  your off hand.
  winD stance (combat)
  Your erratic movements make it difficult for enemies to 
  pinpoint your location.
  Prerequisites: Dex 15, Dodge, base attack bonus +6.
  Benefit: If you move more than 5 feet this turn, you gain 
  20% concealment for 1 round.
  Staggered Condition
  A staggered creature may take a single move action or 
  standard action each round (but not both, nor can he take 
  full-round actions). A creature with nonlethal damage exactly 
  equal to its current hit points gains the staggered condition.
  
  40
  Combat
  Pathfinder Roleplaying Game
  Melee: Your target gains a +2 cover bonus to its AC 
  when you are attacking around a corner, over an obsta-
  cle that is at least half your height, or under an obstacle 
  that at least half your height. Attacking around a corner 
  is defined as an attack against a diagonally adjacent op-
  ponent when a solid obstacle occupies the space that is 
  adjacent to both you and the target. 
  Melee attacks made with reach weapons are calcu-
  lated as ranged attacks for the purposes of determining 
  cover.
  Ranged: To determine cover when using a ranged 
  attack, choose any corner of your square and draw a 
  line from that corner to all four corners of your op-
  ponent’s square. If your opponent occupies more than 
  one square, treat its entire space as one square and draw 
  lines to the outermost corners. Count the number of 
  lines that cross through a barrier, such as another crea-
  ture, a wall, or other impassable square, and consult the 
  cover chart. If there are objects or creatures between 
  you and the target, but none of your lines pass through 
  these squares, add one to the number of blocked lines. 
  C
  ombat in the Pathfinder RPG functions much in the 
  same way as in the 3.5 rules set. The following rules 
  replace some of those rules to speed up play or other-
  wise clarify tricky situations.
  Combat modifiers
  A number of situations can inf luence combat, giving an 
  advantage to one side or the other. The most common 
  situations are concealment, cover, and f lanking. Each 
  provides different modifiers to combat rolls and saves, 
  depending on the situation. Of these, only cover has 
  been altered as of this Alpha release.
  Cover
  Cover represents obstacles that stand between you and 
  your target. This might include walls, wagons, col-
  umns, and even other creatures. Cover provides a bo-
  nus to your AC and, in some circumstances, a bonus to 
  your Ref lex saves as well.
  Cover is determined in one of two ways, depending on 
  whether you are being attacked in melee or at range. 
  
  41
  Pathfinder RPG: Combat
  Table 9–1: Cover Bonuses
  Blocked Lines 
  AC Bonus 
  Reflex Bonus1
  1 
  +1 
  +0
  2 
  +2 
  +1
  3 
  +4 
  +2
  42 
  +6 
  +4
  1 This bonus applies to lines blocked between you and the origin 
  point of an effect, not its caster or the creature that created it.
  2 In addition, you do not have line of sight to this target unless 
  you can draw a line from one or your corners to any point in 
  the target’s space.
  In addition to these simple rules, there are a number 
  of caveats that affect how bonuses are granted while you 
  are in cover.
  Low Obstacles: If cover is provided by an obstacle that 
  is two or three size categories smaller than the target, it 
  provides only half the normal cover bonus. If the obstacle 
  is four or more size categories smaller than the target, it 
  provides no cover bonus to the creature. For example, if 
  an archer were taking aim at an Ogre (size Large) who was 
  behind a goblin (size Small), the Ogre would gain only half 
  the normal cover bonus. If the creature behind the goblin 
  was a Gargantuan black dragon instead, it would receive 
  no cover bonus from the goblin.
  Stealth and Cover: You can use the Stealth skill to hide 
  without concealment if you have cover. The cover must pro-
  vide at least a +2 AC bonus for you to make a Stealth check.
  speCial Combat aCtions
  This section discusses all of the various standard maneu-
  vers you can perform during combat other than normal at-
  tacks, casting spells, or using other class abilities.
  Combat Maneuvers 
  During combat, you can attempt to perform a number of 
  maneuvers that can hinder or even cripple your foe, in-
  cluding bull rush, disarm, grapple, overrun, sunder, and 
  trip. Although these maneuvers have vastly different re-
  sults, they all use a similar mechanic to determine the de-
  gree of success.
  Combat Maneuver Bonus: Each character and creature 
  has a combat maneuver bonus (or CMB) that represents its 
  skill at performing and resisting combat maneuvers. A crea-
  ture’s CMB is determined using the following formula:
  CMB = Base attack bonus + Strength modifier 
  + special size modifier
  The special size modifier for a creature’s combat ma-
  neuver bonus is as follows: Fine –8, Diminutive –4, Tiny 
  –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan 
  +4, Colossal +8. Some feats and abilities grant a bonus to 
  your CMB when performing specific maneuvers.
  Performing a Combat Maneuver: When performing a 
  combat maneuver, you must use an action appropriate to the 
  maneuver you are attempting to perform. While most com-
  bat maneuvers can be performed as part of an attack action 
  (in place of a melee attack), others require specific actions. 
  When you perform a combat maneuver, roll a d20 and add 
  your CMB to the result plus any bonuses you might have due 
  to specific feats or abilities. The DC to successfully perform 
  the maneuver is determined using the following formula:
  DC = 15 + the target’s CMB
  Determine Success: If your attack roll exceeds the DC 
  of the target, your maneuver is a success and has the listed 
  effect. Some maneuvers have varying levels of success de-
  pending on how much your result exceeds the DC. Rolling 
  a natural 20 while attempting a combat maneuver is always 
  a success, while rolling a natural 1 is always a failure.
  Bull Rush
  You can make a bull rush as a standard action or as part 
  of a charge. A bull rush attempts to push an opponent 
  straight back without doing any harm. If you do not have 
  the Improved Bull Rush feat, or a similar ability, i nitiating a 
  bull rush provokes an attack of opportunity from the target 
  of your maneuver.
  If your attack is successful, your target is pushed back 5 
  feet. For every 5 by which your attack exceeds the DC you 
  can push the target back an additional 5 feet. You can move 
  with the target if you wish but you must have the available 
  movement to do so. If your attack fails, your movement ends 
  in front of the target.
  Disarm
  You can attempt to disarm your opponent as part of an 
  attack action in place of a melee attack. If you do not have 
  the Improved Disarm feat, or a similar ability, attempt-
  ing to disarm a foe provokes an attack of opportunity 
  from the target of your maneuver. Attempting to disarm 
  a foe while unarmed imposes a –4 penalty on the attack.
  Designer Notes: CMB
  A number of the special actions that you can perform in 
  combat all function off the same basic formula. This change 
  was made to simplify these maneuvers and speed up combat. 
  Generally speaking, these rules also make performing these 
  maneuvers a bit more difficult than they were under the 
  3.5 rules set. We also removed the opposed roll for these 
  maneuvers, much for the same reasons.
  
  42
  Pathfinder Roleplaying Game
  If your attack is successful, your target drops one item it 
  is carrying of your choice. If your attack exceeds the DC of 
  the target by 10 or more, the target drops the items it is car-
  rying in both hands (maximum two items if the target has 
  more than two hands). If your attack fails by 10 or more, you 
  drop the weapon that you were using to attempt the disarm. 
  If you successfully disarm your opponent without using a 
  weapon, you automatically pick up the item dropped.
  Grapple
  As a standard action, you can attempt to grapple a foe, hin-
  dering their combat options. If you do not have Improved 
  Grapple, improved grab, or a similar ability, attempting to 
  grapple a foe provokes an attack of opportunity from the tar-
  get of your maneuver. Attempting to grapple a foe without 
  two free hands imposes a –4 penalty on the combat maneu-
  ver roll. If you successfully grapple an opponent, you must 
  continue to make a check each round to maintain the hold. 
  If your target does not break the grapple, you get a cumula-
  tive +5 circumstance bonus on grapple checks made against 
  the same target in subsequent rounds, to a maximum bonus 
  of +15. A successful grapple check has the following results, 
  depending on how much the roll exceeds the DC.
  Held (DC): If your attack is successful, your target 
  cannot move to a space that is not adjacent without first 
  breaking the grapple, but is otherwise unaffected.
  Grabbed (DC +5): If your attack exceeds the DC by 5 or 
  more, your target cannot move at all without first break-
  ing the grapple, and can only take actions that require 
  one free hand. For example, your target could make an 
  attack against you with a one-handed weapon or cast a 
  spell, but could not attack you with a two-handed weap-
  on. The target cannot cast spells or use spell-like abilities 
  without succeeding on a Spellcraft check.
  Grappled (DC +10): If your attack exceeds the DC by 10 or 
  more, your target cannot move at all without first breaking 
  the grapple, and can only take actions that do not require 
  free hands to perform, such as casting a still spell, making 
  an unarmed attack with a knee, or activating a held or worn 
  magic item. The target cannot cast spells or use spell-like 
  abilities without succeeding on a Spellcraft check (and then, 
  only if the spell does not have any somatic components).
  Pinned (DC +15): If your attack exceeds the DC by 15 or 
  more, the target is pinned and can take no actions except 
  to attempt to break the grapple or actions that require 
  only speech or thought (such as casting a spell with only 
  verbal components). The target cannot cast spells or use 
  spell-like abilities without succeeding on a Spellcraft 
  check. The target takes a –5 penalty on checks made to 
  break the grapple.
  If you are grappled, you can attempt to break the grapple 
  as a standard action by making a combat maneuver roll or 
  
  43
  Pathfinder RPG: Combat
  Escape Artist check (DC 10 + opponent’s CMB). If you suc-
  ceed, you break the grapple and can act normally.
  Grappling creatures take a –2 penalty to their Dexterity 
  unless involved in a pin. Pinned creatures (both the grap-
  pler and the target) are considered flat-footed. Grappling 
  creatures do not enter each other’s squares.
  Overrun
  As a standard action taken during your move, or as part of 
  a charge, you can attempt to overrun your target, moving 
  through its square. You can only overrun an opponent 
  who is one size category larger than you or smaller. If you 
  do not have the Improved Overrun feat, or a similar abil-
  ity, initiating an overrun provokes an attack of opportu-
  nity from the target of your maneuver.
  When you attempt to overrun a target, it can choose 
  to avoid you, allowing you to pass through its square 
  without requiring an attack. If your target does not avoid 
  you, make a combat maneuver attack roll as normal. If 
  your attack is successful, you move through the target’s 
  space. If your attack exceeds the DC by 5 or more, you 
  move through the target’s space and the target is knocked 
  prone. If the target has more than two legs, add +2 to the 
  DC of the combat maneuver attack roll for each addition-
  al leg it has.
  Sunder
  You can attempt to sunder an item held or worn by your 
  opponent as part of an attack action in place of a me-
  lee attack. If you do not have the Improved Sunder feat, 
  or a similar ability, attempting to sunder an item pro-
  vokes an attack of opportunity from the target of your 
  maneuver. You must be wielding a weapon to attempt 
  a sunder.
  If your attack is successful, you deal damage to the item 
  normally. If the damage you deal exceeds the object’s 
  hardness, the object gains the broken condition. If the 
  damage you deal exceeds the object’s hardness and hit 
  points, you can choose to destroy it. If you do not choose 
  to destroy it, the object is left with only 1 hit point.
  Trip
  You can attempt to trip an opponent as a melee attack. You 
  can only trip an opponent who is one size category larger 
  than you or smaller. If you do not have the Improved Trip 
  feat, or a similar ability, initiating a trip provokes an attack 
  of opportunity from the target of your maneuver.
  If your attack is successful, the target is knocked prone. 
  If your attack fails by 10 or more, you are knocked prone 
  instead. If the target has more than two legs, add +2 to 
  the DC of the combat maneuver attack roll for each ad-
  ditional leg it has. Some creatures, such as oozes without 
  legs and flying creatures, cannot be tripped.
  Feint
  Feinting is a standard action. To feint, make a Deception skill 
  check. The DC of this check is equal to 10 + your opponent’s 
  base attack bonus + your opponent’s Wisdom modifier. If 
  your opponent is trained in Deception, the DC is instead 
  equal to 10 + your opponent’s Deception bonus, if higher. If 
  successful, the next melee attack you make against the target 
  does not allow him to use his Dexterity bonus to AC (if any). 
  This attack must be made on or before your next turn.
  When feinting in this way against a nonhumanoid you 
  take a –4 penalty. Against a creature of animal Intelligence 
  (1 or 2), you take a –8 penalty. Against a creature lacking an 
  Intelligence score, it’s impossible.
  Designer Notes: Grapple
  What to do about grapple? Of all of the combat options, grapple 
  is frequently cited as the most disruptive and easily abused. 
  These rules are an attempt to lessen the power of grapple, 
  while still maintaining much of its original flavor. Gone too is 
  the joining of spaces when a grapple has begun. This generally 
  caused more problems than it was worth and was also removed.
  Give these rules a try and let us know what you think. 
  Broken Condition
  Items that have taken damage gain the broken condition, 
  meaning they are less effective at their designated task. The 
  broken condition has the following effects, depending upon 
  the item:
  If the item is a weapon, any attacks made with the item suffer 
  a –2 penalty on attack and damage rolls. Such weapons only 
  score a critical hit on a natural 20 and only deal ×2 damage.
  If the item is a suit of armor or a shield, the bonus it grants 
  to AC is halved, rounding down. Broken armor doubles its 
  armor check penalty on skills.
  It the item is a tool needed for a skill, any skill check made 
  with the item takes a –2 penalty.
  If the item is a wand or staff, it uses up twice as many 
  charges when it is used.
  If the item does not fit into any of these categories, the 
  broken condition has no effect on its use. Items with the 
  broken condition, regardless of type, are worth 75% of their 
  normal value. If the item is magical, it can only be repaired with 
  a mending or make whole spell cast by a character with a caster 
  level equal to or higher than the item and then, only if the spell 
  eliminates all of the damage the object has taken. Non-magical 
  items can be repaired in a similar fashion, or through the Craft 
  skill used to create it. Generally speaking, this requires a DC 
  20 Craft check and 1 hour of work per point of damage to be 
  repaired. Most craftsmen charge 1/10 the item’s total cost to 
  repair such damage (more if the item is badly damaged).
  
  44
  Pathfinder Roleplaying Game
  Feinting in combat does not provoke attacks of 
  opportunity.
  Feinting as a Move Action: With the Improved Feint feat, 
  you can attempt a feint as a move action instead of as a stan-
  dard action.
  Turn or Rebuke Undead
  Drawing upon the power of your deity, you can cause a 
  wave of energy to emanate from you, dealing damage to 
  undead creatures or causing them to become immobilized 
  for a number of rounds. With sufficient power, you can 
  even cause them to be destroyed outright or bend them to 
  your will.
  Turning or rebuking undead is a supernatural ability 
  you can perform as a standard action. It does not provoke 
  attacks of opportunity, but you must be able to present 
  your holy symbol to use this ability. Good characters, or 
  those who worship good deities, use this ability to chan-
  nel positive energy, which harms undead creatures and 
  causes them to flee. Evil characters, or those who worship 
  evil deities, channel negative energy instead, which heals 
  undead and can cause them to become immobilized for a 
  number of rounds and, if sufficiently powerful, can con-
  trol the undead. Neutral characters that worship neutral 
  deities must choose whether to channel positive or nega-
  tive energy when they gain the ability to turn undead.
  Some feats allow turning to be used on other creatures. 
  Regardless of the character’s alignment, such turning at-
  tempts only deal damage and do not allow the character to 
  gain control of creatures other than undead. 
  Turning Effects
  When you turn undead, you unleash a wave of positive 
  energy in a 30-foot burst. All undead in this radius take 
  1d6 points of positive energy damage plus 1d6 points of 
  positive energy damage for every two cleric levels you have 
  attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th 
  and so on) and must flee from you (as if frightened) for 
  1d4 rounds + your Charisma modifier. Undead in this ra-
  dius are allowed a Will save that negates the frightened 
  Designer Notes: Turning Healing
  In an attempt to give adventuring groups a ready supply of 
  healing without dramatically boosting the spells for clerics, 
  we unified the rules for positive and negative energy. This 
  means that turning harms undead, but also heals the living 
  who are in the radius (both friend and foe). This allows 
  it to work much like the cure and inflict spells. This is a 
  significant change, though, as it dramatically increases 
  the amount of healing available in a group. We hope this 
  means that the clerics of the world can actually cast their 
  spells instead of just converting them to healing. We are 
  also hoping that this eliminates the need for low-level 
  parties to rest after only a handful of encounters. As with 
  all of the rules in the Pathfinder RPG, give these ones a try 
  and let us know what you think.
  
  45
  Pathfinder RPG: Combat
  condition and results in half damage. The DC of this save 
  is equal to 10 + 1/2 your cleric level + your Charisma modi-
  fier. Undead who take damage greater than their hit points 
  crumble to ash and are destroyed by the power of your de-
  ity. If a fleeing undead is subject to a rebuking attempt, it 
  is not commanded, but does receive a new saving throw to 
  dispel the flee effect.
  Living creatures within the area are healed a like amount 
  by this wave of positive energy. You can choose whether 
  or not to include yourself in this effect. Hit points gained 
  above a living creature’s total are lost.
  Rebuking Effects
  When you rebuke undead, you unleash a wave of negative 
  energy in a 30-foot burst. All living creatures in this radius 
  take 1d6 points of negative energy damage plus 1d6 points 
  of negative energy damage for every two cleric levels you 
  have attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 
  5th and so on). Living creatures in this radius are allowed 
  a Will save that results in half damage. The DC of this 
  save is equal to 10 + 1/2 your cleric level + your Charisma 
  modifier.
  Undead creatures within the area are healed a like 
  amount by this wave of negative energy. Hit points above 
  the undead’s total are lost. You can choose whether or not 
  to include yourself in this effect. Undead who are healed 
  by this effect must make a Will save or fall under your 
  command. A cleric can command any number of undead 
  whose total Hit Dice do not exceed his level. Clerics can re-
  linquish control of undead to gain control of new undead. 
  Commanding undead is a standard action that requires 
  line of effect. If a commanded undead is subject to a turn-
  ing attempt, it does not flee, but does receive a new saving 
  throw to dispel the command effect.
  Turn Resistance
  Creatures with turn resistance gain a number of bonuses 
  against turning and rebuking. First, they add their bonus to 
  any Will saves made to resist the effect. Second, they gain 
  a resistance to positive energy, granting 5 points of positive 
  energy resistance for every +2 of their turn resistance bonus. 
  This resistance reduces the amount of damage dealt by 
  turning after the save has been made and its effects applied.
  
  46
  Spells 
  and Magic
  Pathfinder Roleplaying Game
  invulnerability 1/day.
  14th 
  Spell Turning (Sp): You can cast spell turning 1/day.
  16th 
  Protection from Spells (Sp): You can cast protection from 
  spells 1/day.
  18th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 1/day.
  20th 
  Elemental Immunity (Su): Choose one element upon gaining 
  20th level. You are immune to damage from that element.
  Conjuration School
  Specialist Bonus: You gain a +2 armor bonus to your 
  armor class. This bonus increases by +1 for every 5 caster 
  levels you possess, to a maximum of +6 at 20th level.
  Caster
  Level 
  Ability
  1st 
  Acid Dart (Su): As a standard action you can unleash an 
  acid dart targeting any foe within 30 feet as a ranged touch 
  attack. The acid dart deals 1d6 points of acid damage +1 for 
  every two caster levels you possess.
  2nd 
  Summon Monster I (Sp): You can cast summon monster I 1/
  day per 2 caster levels you possess.
  4th 
  Web (Sp): You can cast web 1/day.
  6th 
  Stinking Cloud (Sp): You can cast stinking cloud 1/day.
  8th 
  Dimensional Steps (Su): You can teleport up to 30 feet per caster 
  level per day as a standard action. This teleportation must 
  be used in 5-foot increments and such movement does not 
  provoke an attack of opportunity. You can bring other willing 
  creatures with you, but you must expend an equal amount of 
  distance for each creature brought with you.
  10th 
  Major Creation (Sp): You can cast major creation 1/day.
  12th 
  Wall of Iron (Sp): You can cast wall of iron 1/day.
  14th 
  Plane Shift (Sp): You can cast plane shift 1/day.
  16th 
  Maze (Sp): You can cast maze 1/day.
  18th 
  Gate (Sp): You can cast gate 1/day.
  20th 
  Summoning Master (Su): Once per day you can cast any 
  summon monster spell that you have prepared, extending 
  its duration to 1 day. Creatures summoned in this way have 
  maximum hit points and gain a +2 insight bonus on ability 
  checks, attack rolls, saving throws, and skill checks.
  Divination School
  Specialist Bonus: You can always act in the surprise 
  round, but you are still considered flat-footed until you 
  take an action.
  Caster
  Level 
  Ability
  1st 
  Diviner’s Fortune (Su): You can touch a creature as a standard 
  action, giving it an enhancement bonus to a single attack 
  M
  any of the classes in the Pathfinder RPG have the 
  ability to use magic in one form or another. Most 
  of the rules for magic are unchanged from the 3.5 
  rules set at this time. The biggest changes come in the 
  form of domains and arcane schools, both of which are 
  explained here.
  ArcAne SchoolS
  Most wizards choose one school of magic over all others. Due 
  to their devotion, they gain a number of abilities based on 
  the school of magic chosen. In addition, each school grants a 
  specialist bonus ability so long as the caster did not prepare 
  any spells of his opposition schools that day. Wizards without 
  a favored school gain access to the universal school and do 
  not gain a specialist bonus ability.
  Arcane schools grant one ability at first level and a number 
  of other abilities at later levels, as noted in their description. 
  Unless otherwise noted these abilities are activated by 
  using a standard action. The wizard’s level is used when 
  determining the caster level of these effects. The DC for any 
  save is equal to 10 + the spell’s level + the caster’s Charisma 
  modifier. Arcane school powers that mimic spells are spell-
  like abilities, while the others are supernatural.
  Abjuration School
  Specialist Bonus: You gain resistance 5 to an eneregy of 
  your choice, chosen when you prepare your spells. This 
  resistance can be changed each day. At 11th level, this 
  resistance increases to 10.
  Caster
  Level 
  Ability
  1st 
  Protective Ward (Su): As a standard action, you can create a 
  10-foot-radius field of protective magic centered on you. 
  All allies in this area receive a +1 deflection bonus to their 
  AC for one round. This bonus increases by +1 for every 5 
  caster levels you possess.
  2nd 
  Shield (Sp): You can cast shield 1/day per 2 caster levels you 
  possess.
  4th 
  Resist Energy (Sp): You can cast resist energy 1/day.
  6th 
  Dispel Magic (Sp): You can cast dispel magic 1/day.
  8th 
  Energy Absorption (Su): You gain an amount of energy 
  absorption equal to 3 times your level per day. Whenever 
  you take energy damage, apply resistance and immunity 
  first and apply the rest to this absorption, reducing your 
  daily total by that amount. Any damage in excess of your 
  absorption is applied to you normally.
  10th 
  Stoneskin (Sp): You can cast stoneskin 3/day.
  12th 
  Globe of Invulnerability (Sp): You can cast globe of 
  
  47
  Pathfinder RPG: Spells
  roll, skill check, ability check, or saving throw equal to your 
  caster level. This bonus lasts 3 rounds or until used. Once 
  a creature has benefitted from diviner’s fortune, it gains no 
  further benefit from this ability for 1 day.
  2nd 
  True Strike (Sp): You can cast true strike 1/day per 2 caster 
  levels you possess.
  4th 
  See Invisibility (Sp): You can cast see invisibility 1/day.
  6th 
  Tongues (Sp): You can cast tongues 1/day.
  8th 
  Scrying Adept (Su): You are always aware when you are being 
  observed via magic, as if you had a permanent detect scrying. In 
  addition, whenever you scry on a subject, treat the subject as 
  one step more familiar to you. Very familiar subjects get a –10 
  penalty on their save to avoid your scrying attempts.
  10th 
  Contact Other Plane (Sp): You can cast contact other plane 1/day.
  12th 
  True Seeing (Sp): You can cast true seeing 1/day.
  14th 
  Greater Scrying (Sp): You can cast greater scrying 1/day.
  16th 
  Moment of Prescience (Sp): You can cast moment of prescience 
  1/day.
  18th 
  Foresight (Sp): You can cast foresight 1/day.
  20th 
  Near Omniscience (Su): You are never surprised and cannot 
  be caught flat-footed. You can cast scrying at will and 
  subjects get a –10 penalty on their save, regardless of how 
  familiar they are to you. You can even use this ability to scry 
  on areas protected from scrying, although the subjects get 
  a +5 bonus on their save to resist.
  Enchantment School
  Specialist Bonus: You gain a +2 enhancement bonus on 
  Deception, Diplomacy, and Intimidate skill checks. This 
  bonus increases by +1 for every 5 caster levels you possess, 
  up to a maximum of +6 at 20th level.
  Caster
  Level 
  Ability
  1st 
  Dazing Touch (Su): You can cause a living creature to 
  become dazed as a melee touch attack. This ability has no 
  effect on creatures of a higher level than you or with more 
  HD. Once a creature has been affected by dazing touch, it 
  is immune to its effects for 1 day.
  2nd 
  Charm Person (Sp): You can cast charm person 1/day per 2 
  caster levels you possess.
  4th 
  Touch of Idiocy (Sp): You can cast touch of idiocy 1/day.
  6th 
  Heroism (Sp): You can cast heroism 1/day.
  8th 
  Aura of Despair (Su): You can emit a 30-foot aura of despair 
  for a number of rounds per day equal to your caster level. 
  Enemies within this aura take a –2 penalty on ability 
  checks, attack rolls, damage rolls, saving throws, and skill 
  checks. These rounds do not need to be consecutive.
  10th 
  Hold Monster (Sp): You can cast hold monster 1/day.
  12th 
  Mass Suggestion (Sp): You can cast mass suggestion 1/day.
  14th 
  Insanity (Sp): You can cast insanity 1/day.
  16th 
  Power Word Stun (Sp): You can cast power word stun 1/day.
  18th 
  Power Word Kill (Sp): You can cast power word kill 1/day.
  
  48
  Pathfinder Roleplaying Game
  20th 
  Legendary Charm (Su): You can cast dominate monster 1/
  day with a duration of permanent. You can only have one 
  such creature in your service at a time. If you cast this spell 
  again, the first creature is immediately released.
  Evocation School
  Specialist Bonus: Whenever you cast an evocation spell that 
  deals damage, it deals +1 damage. This bonus only applies 
  once to a spell, not once per missile or ray. This damage is of 
  the same type as the spell. This bonus increases by +1 for every 
  5 caster levels you possess, to a maximum of +5 at 20th level.
  Caster
  Level 
  Ability
  1st 
  Energy ray (Su): As a standard action you can unleash an 
  energy ray targeting any foe within 30 feet as a ranged touch 
  attack. The energy ray deals 1d4 points of damage +1 for every 
  two caster levels you possess. The type of damage is acid, 
  cold, electricity, or fire, chosen by the caster when the ray is 
  unleashed. Your specialist bonus does not apply to this ability.
  2nd 
  Magic Missile (Sp): You can cast magic missile 1/day per 2 
  caster levels you possess.
  4th 
  Scorching Ray (Sp): You can cast scorching ray 1/day.
  6th 
  Lightning Bolt (Sp): You can cast lightning bolt 1/day.
  8th 
  Elemental Wall (Su): You can create a wall of energy that lasts for 
  a number of rounds per day equal to your caster level. These 
  rounds do not need to be consecutive. This wall deals acid, 
  cold, electricity, or fire damage, determined when you create 
  it. The elemental wall otherwise functions like wall of fire.
  10th 
  Wall of Force (Sp): You can cast wall of force 1/day.
  12th 
  Chain Lightning (Sp): You can cast chain lightning 1/day.
  14th 
  Prismatic Spray (Sp): You can cast prismatic spray 1/day.
  16th 
  Polar Ray (Sp): You can cast polar ray 1/day.
  18th 
  Meteor Swarm (Sp): You can cast meteor swarm 1/day.
  20th 
  Elemental Power (Su): Creatures affected by your spells only 
  receive 1/2 their energy resistance. Creatures with energy 
  immunity are instead treated as if they have resistance 20 
  against that energy.
  Illusion School
  Specialist Bonus: Any illusion spell you cast with a 
  duration of “concentration” lasts an additional 2 rounds 
  after you stop maintaining concentration. This bonus 
  increases by 1 round for every 5 levels you possess, to a 
  maximum of 6 rounds at 20th level.
  Caster
  Level 
  Ability
  1st 
  Blinding Ray (Su): As a standard action you can fire a 
  blinding ray targeting any foe within 30 feet as a ranged 
  touch attack. The ray causes creatures to be blinded for 1 
  round. Creatures with more hit dice than your caster level 
  are dazzled for 1 round instead.
  2nd 
  Silent Image (Sp): You can cast silent image 1/day per 2 
  caster levels you possess.
  4th 
  Invisibility (Sp): You can cast invisibility 1/day.
  6th 
  Displacement (Sp): You can cast displacement 1/day.
  8th 
  Invisibility Field (Su): You can make yourself invisible as a 
  swift action for a number of rounds per day equal to your 
  caster level. These rounds do not need to be consecutive. 
  This otherwise functions as greater invisibility.
  10th 
  Shadow Evocation (Sp): You can cast shadow evocation 1/day.
  12th 
  Mislead (Sp): You can cast mislead 1/day.
  14th 
  Project Image (Sp): You can cast project image 1/day.
  16th 
  Screen (Sp): You can cast screen 1/day.
  18th 
  Weird (Sp): You can cast weird 1/day.
  20th 
  Master of Illusions (Su): You can assume the form of any 
  creature of your size as a standard action. You can make 
  yourself appear to be carrying any sort of gear or clothing as 
  well. You can also use this ability to exactly mimic any specific 
  individual you have observed for more than 1 minute in the 
  past day. This illusion includes all five senses and does not 
  radiate magic if checked. True seeing and similar effects reveal 
  that an illusion is present, but do not reveal your identity.
  Necromancy School
  Specialist Bonus: You can control 8 HD worth of undead 
  creatures per caster level. If you prepare spells of your 
  opposition schools, excess undead immediately become 
  free-willed and do not return to your control when you 
  regain this bonus. You choose which undead are released.
  Caster
  Level 
  Ability
  1st 
  Grave Touch (Su): As a standard action, you can make a 
  melee touch attack that deals 1d6 points of cold damage 
  +1 for every two caster levels you possess. Creatures 
  damaged by this attack automatically fail all stabilization 
  checks made within 1 minute of your touch.
  2nd 
  Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/
  day per 2 caster levels you possess.
  4th 
  False Life (Sp): You can cast false life 1/day.
  6th 
  Vampiric Touch (Sp): You can cast vampiric touch 1/day.
  8th 
  Animate (Su): You can animate a number of skeletons and 
  zombies per day with a total number of HD equal to your 
  caster level. This ability otherwise functions as animate 
  dead without the material component.
  10th 
  Waves of Fatigue (Sp): You can cast waves of fatigue 1/day.
  12th 
  Create Undead (Sp): You can cast create undead 1/day.
  14th 
  Finger of Death (Sp): You can cast finger of death 1/day.
  16th 
  Horrid Wilting (Sp): You can cast horrid wilting 1/day.
  18th 
  Energy Drain (Sp): You can cast energy drain 1/day.
  20th 
  Deathless (Su): You cease to age and your type changes 
  to undead, granting you all of their immunities and 
  weaknesses. You are immune to positive energy damage.
  
  49
  Pathfinder RPG: Spells
  Transmutation School
  Specialist Bonus: You gain a +1 enhancement bonus to one 
  physical ability score (Strength, Dexterity, or Constitution). 
  This bonus increases by +1 for every 5 caster levels you 
  possess to a maximum of +5 at 20th level. You can change 
  this bonus to a new ability score when you prepare spells.
  Caster
  Level 
  Ability
  1st 
  Telekinetic Fist (Su): As a standard action you can strike with a 
  telekinetic fist targeting any foe within 30 feet as a ranged touch 
  attack. The telekinetic fist deals 1d4 points of bludgeoning 
  damage +1 for every two caster levels you possess.
  2nd 
  Enlarge Person (Sp): You can cast enlarge person 1/day per 2 
  caster levels you possess.
  4th 
  Spider Climb (Sp): You can cast spider climb 1/day.
  6th 
  Haste (Sp): You can cast haste 1/day.
  8th 
  Change Shape (Su): You can change your shape for a 
  number of rounds per day equal to your caster level. 
  These rounds do not need to be consecutive. This ability 
  otherwise functions like polymorph. 
  10th 
  Telekinesis (Sp): You can cast telekinesis 1/day.
  12th 
  Disintegrate (Sp): You can cast disintegrate 1/day.
  14th 
  Ethereal Jaunt (Sp): You can cast ethereal jaunt 1/day.
  16th 
  Iron Body (Sp): You can cast iron body 1/day.
  18th 
  Time Stop (Sp): You can cast time stop 1/day.
  20th 
  Fluid Form (Su): As a swift action, you can gain one of the 
  following abilities: blindsense with a range of 30 feet, 
  burrow with a speed of 30 feet, climb with a speed of 60 
  feet, darkvision with a range of 120 feet, fly with a speed 
  of 120 feet, gaseous form, or swim with a speed of 60 feet. 
  You can only have one of these abilities at any one time, 
  but you can change the ability as often as you like.
  Universal School
  The universal school does not grant a specialist bonus.
  Caster
  Level 
  Ability
  1st 
  Hand of the Apprentice (Su): As a standard action, you can 
  summon a ghostly hand to do your bidding. This functions like 
  mage hand with the following changes. When summoned, the 
  hand can draw a weapon on your person as a free action. The 
  hand can be directed to make a single attack against a foe within 
  30 feet, using your base attack bonus plus your Intelligence 
  modifier for both attack and damage. The hand does not 
  threaten foes and does not make attacks of opportunity. You 
  must concentrate on the hand each round or it winks out, 
  returning any item held to you before it disappears.
  2nd 
  Shield (Sp): You can cast shield 1/day per 2 caster levels 
  you possess.
  4th 
  Levitate (Sp): You can cast levitate 1/day.
  6th 
  Fireball (Sp): You can cast fireball 1/day.
  8th 
  Metamagic Mastery (Su): You can apply any metamagic feat 
  that you know to a spell you are about to cast. This does not 
  alter the level of the spell or the casting time. You can use 
  this ability once per day per two caster levels you possess. 
  Any time you use this ability to apply a metamagic feat that 
  increases the spell level by more than 1, you must use an 
  additional daily usage for each level above 1 that the feat 
  adds to the spell.
  10th 
  Teleport (Sp): You can cast teleport 1/day.
  12th 
  Globe of Invulnerability (Sp): You can cast globe of 
  invulnerability 1/day.
  14th 
  Limited Wish (Sp): You can cast limited wish 1/day.
  16th 
  Prismatic Wall (Sp): You can cast prismatic wall 1/day.
  18th 
  Wish (Sp): You can cast wish 1/day.
  20th 
  Mastery of All Schools (Su): All of your spell DCs increase by 
  +2 and you gain a +4 insight bonus on caster level checks 
  made to overcome spell resistance.
  DomAinS
  Each deity has a number of spheres of influence, ideals 
  and concepts that they represent and champion. Their 
  followers can draw upon these domains for additional 
  powers and abilities. Each cleric chooses two of the 
  domains granted by their deity upon taking their first 
  level. Druids can choose one domain from the following 
  list: air, animal, earth, fire, plant, or water.
  Domains grant one ability at first level and a number of 
  other abilities at later levels, as noted in their description. 
  Unless otherwise noted, these abilities are activated by 
  using a standard action. The cleric’s (or druid’s) level is used 
  when determining the caster level of these effects. The DC 
  for any save is equal to 10 + the spell’s level + the caster’s 
  Charisma modifier. Domain powers that mimic spells are 
  spell-like abilities, while the others are supernatural.
  Air Domain
  Deities: Gozreh, Shelyn.
  Caster
  Level 
  Ability
  1st 
  Lightning Arc (Su): As a standard action you can unleash an 
  arc of electricity targeting any foe within 30 feet as a ranged 
  touch attack. The lightning arc deals 1d6 points of electricity 
  damage +1 for every two caster levels you possess.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 
  caster levels you possess.
  4th 
  Gust of Wind (Sp): You can cast gust of wind 1/day.
  8th 
  Walk on Air (Su): You can walk on air as if it were solid for 
  a number of rounds per day equal to your caster level. 
  These rounds do not need to be consecutive. This ability 
  otherwise functions as air walk.
  12th 
  Chain Lightning (Sp): You can cast chain lightning 1/day.
  16th 
  Control Weather (Sp): You can cast control weather 1/day.
  
  50
  Pathfinder Roleplaying Game
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 1/day, 
  summoning only air creatures.
  Animal Domain
  Deities: Erastil, Gozreh.
  Caster
  Level 
  Ability
  1st 
  Summon Companion (Su): As a standard action, you can 
  summon one animal to aid you as per summon nature’s ally I. 
  The creature remains until you dismiss it and you can never 
  have more than one such creature in your service at one time. 
  Once the creature dies or is dismissed, you must wait 1 hour 
  before summoning another. At 6th level, and every four levels 
  thereafter, you may summon a more powerful companion, 
  increasing the summon nature’s ally spell by 1 (II at 6th level, III 
  at 10th, IV at 14th, and V at 18th). 
  2nd 
  Speak with Animals (Sp): You can cast speak with animals 1/
  day per 2 caster levels you possess.
  4th 
  Hold Animal (Sp): You can cast hold animal 1/day.
  8th 
  Animal Form (Su): You can assume the form of any animal 
  you can summon using your summon companion ability 
  for a number of rounds per day equal to your caster level. 
  These rounds do not need to be consecutive. This ability 
  otherwise functions as polymorph.
  12th 
  Commune with Nature (Sp): You can cast commune with 
  nature 1/day.
  16th 
  Antilife Shell (Sp): You can cast antilife shell 3/day.
  20th 
  Shapechange (Sp): You can cast shapechange 1/day.
  Artifice Domain
  Deities: Torag.
  Caster
  Level 
  Ability
  1st 
  Artificer’s Touch (Su): You can repair objects at will with 
  a touch, as per mending. In addition, you can damage 
  objects and constructs as a melee touch attack. This attack 
  does not provoke an attack of opportunity. Objects and 
  constructs take 1d6 points of damage +1 for every two 
  caster levels you possess. Objects damaged in this way 
  gain the broken condition (see the Combat chapter).
  2nd 
  Animate Rope (Sp): You can cast animate rope 1/day per 2 
  caster levels you possess.
  4th 
  Wood Shape (Sp): You can cast wood shape 1/day.
  8th 
  Creation (Su): You can create nonmagical objects a number 
  of times per day equal to your caster level. The volume of 
  created items cannot exceed 1 cubic foot per caster level. 
  Objects created out of vegetable matter, such as wood, last 
  for 1 minute per caster level. Objects created out of precious 
  materials (such as gold, silver, adamantine, or diamond) last 1 
  round. All other objects last 1 round per caster level. Created 
  objects cannot be used as material components.
  12th 
  Fabricate (Sp): You can cast fabricate 1/day.
  16th 
  Animate Objectsl (Sp): You can cast animate objects 3/day.
  20th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 1/day.
  Chaos Domain
  Deities: Calistria, Cayden Cailean, Desna, Gorum, 
  Lamashtu, Rovagug.
  Caster
  Level 
  Ability
  1st 
  Touch of Chaos (Su): You may imbue a target with chaos as a 
  melee touch attack. For the next 3 rounds, any time the target 
  rolls a d20, he must roll twice and take the less favorable result. 
  This effect fades after 3 rounds or when the target fails an attack 
  roll, save, skill, or ability check. Once a target has been affected 
  by the touch of chaos, he is immune to its effects for 1 day.
  2nd 
  Protection from Law (Sp): You can cast protection from law 
  1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, causing 
  the weapon touched to become chaos-aligned for the 
  purpose of overcoming damage reduction.
  8th 
  Chaos Blade (Su): You can cause one melee weapon you 
  possess to gain the anarchic weapon property for a 
  number of rounds equal to your caster level. These rounds 
  do not need to be consecutive. If the weapon leaves your 
  possession, it loses this ability.
  12th 
  Chaos Hammer (Sp): You can cast chaos hammer 3/day.
  16th 
  Word of Chaos (Sp): You can cast word of chaos 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon monster IX 
  1/day to summon chaotic creatures.
  Charm Domain
  Deities: Calistria, Cayden Cailean, Norgorber, Shelyn.
  Caster
  Level 
  Ability
  1st 
  Dazing Touch (Su): You can cause a living creature to 
  become dazed as a melee touch attack. This ability has no 
  effect on creatures of a higher level than you or with more 
  HD. Once a creature has been affected by dazing touch, it 
  is immune to its effects for 1 day.
  2nd 
  Charm Person (Sp): You can cast charm person 1/day per 2 
  caster levels you possess.
  4th 
  Calm Emotions (Sp): You can cast calm emotions 1/day.
  8th 
  Charming Touch (Su): You can use charm monster as a melee 
  touch attack. You can only have one creature charmed in 
  this way at a time. The total duration of this effect per day 
  is 1 round per caster level. These rounds do not need to be 
  consecutive. Each attempt to use this ability consumes 1 
  round of its duration, whether or not the creature succeeds 
  at its save to resist the effect.
  12th 
  Geas/Quest (Sp): You can cast geas/quest 1/day.
  16th 
  Insanity (Sp): You can cast insanity 1/day.
  
  51
  Pathfinder RPG: Spells
  20th 
  Dominate Monster (Sp): You can cast dominate monster  
  1/day.
  Community Domain
  Deities: Erastil.
  Caster
  Level 
  Ability
  1st 
  Calming Touch (Su): You can touch a creature as a standard 
  action to heal the target of 1d6 points of nonlethal damage 
  +1 point per caster level. This touch also removes the 
  fatigued, shaken, and sickened conditions (but has no 
  effect on more severe conditions).
  2nd 
  Bless (Sp): You can cast bless 1/day per 2 caster levels you 
  possess.
  4th 
  Status (Sp): You can cast status 1/day.
  8th 
  Aura of Prayer (Su): You can emit a 40-ft. aura of prayer for 
  a number of rounds per day equal to your caster level. You 
  and all of your allies in the area gain a +1 luck bonus on 
  attack rolls, weapon damage rolls, saves, and skill checks, 
  while each of your foes takes a –1 penalty on such rolls. 
  These rounds do not need to be consecutive.
  12th 
  Heroes’ Feast (Sp): You can cast heroes’ feast 1/day.
  16th 
  Refuge (Sp): You can cast refuge 1/day.
  20th 
  Mass Heal (Sp): You can cast mass heal 1/day.
  Darkness Domain
  Deities: Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Touch of Darkness (Su): As a melee touch attack, you 
  can cause a creature’s vision to become fraught with 
  shadows and darkness, causing them to take a –2 
  penalty on attack rolls and saves against fear affects. 
  This effect persists for 1 round per caster level. Touching 
  a creature affected by this ability causes the duration to 
  reset but does not stack. This touch also automatically 
  extinguishes non-magical light sources such as torches 
  and lanterns.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 
  caster levels you possess.
  4th 
  Blindness (Sp): You can cast blindness 1/day.
  8th 
  Aura of Shadows (Su): You can emit a 30-ft. aura of shadow 
  for a number of rounds per day equal to your caster level. 
  You and all of your allies in the area gain 20% concealment 
  while inside this aura. These rounds do not need to be 
  consecutive.
  12th 
  Shadow Walk (Sp): You can cast shadow walk 1/day.
  16th 
  Power Word Blind (Sp): You can cast power word blind 1/day.
  20th 
  Imprisonment (Sp): You can cast imprisonment 1/day.
  Death Domain
  Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Bleeding Touch (Su): As a melee touch attack, you can cause 
  a living creature to begin bleeding, taking 1d6 points of 
  damage per round. This effect persists for 1 round per 
  caster level or until stopped with a DC 15 Heal check or 
  any spell or effect that heals damage. Touching a creature 
  affected by this ability causes the duration to reset but 
  does not stack. 
  2nd 
  Cause Fear (Sp): You can cast cause fear 1/day per 2 caster 
  levels you possess.
  4th 
  Death Knell (Sp): You can cast death knell 1/day.
  8th 
  Call Undead (Su): You can summon undead to aid you. 
  With this ability you can summon a number of skeletons 
  and zombies whose total Hit Dice do not exceed your 
  caster level. These undead do not count against the 
  total number of undead you can control and remain 
  until destroyed. You cannot use this ability again until 
  1 hour after the last undead created by this ability is 
  destroyed.
  12th 
  Slay Living (Sp): You can cast slay living 1/day.
  16th 
  Create Undead (Sp): You can cast create undead 3/day.
  20th 
  Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.
  Destruction Domain
  Deities: Gorum, Nethys, Rovagug, Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Destructive Smite (Su): As a full-round action, you can make 
  a single melee attack against an opponent with a bonus on 
  damage equal to 1/2 your caster level (minimum 1). If the attack 
  hits, all critical threats against the target are automatically 
  confirmed for 1 round, including this attack. 
  2nd 
  Inflict Light Wounds (Sp): You can cast inflict light wounds 1/
  day per 2 caster levels you possess.
  4th 
  Shatter (Sp): You can cast shatter 1/day.
  8th 
  Aura of Destruction (Su): You can emit a 30-ft. aura of 
  destruction for a number of rounds per day equal to your 
  caster level. All attacks made against targets inside this 
  aura (including you) gain a bonus to damage equal to 1/2 
  your caster level and all critical threats are automatically 
  confirmed. These rounds do not need to be consecutive.
  12th 
  Inflict Critical Wounds (Sp): You can cast inflict critical 
  wounds 3/day.
  16th 
  Disintegrate (Sp): You can cast disintegrate 1/day.
  20th 
  Implosion (Sp): You can cast implosion 1/day.
  Earth Domain
  Deities: Abadar, Torag.
  
  52
  Pathfinder Roleplaying Game
  Caster
  Level 
  Ability
  1st 
  Acid Dart (Su): As a standard action you can unleash an 
  acid dart targeting any foe within 30 feet as a ranged touch 
  attack. The acid dart deals 1d6 points of acid damage +1 for 
  every two caster levels you possess. 
  2nd 
  Magic Stone (Sp): You can cast magic stone 1/day per 2 
  caster levels you possess. 
  4th 
  Soften Earth and Stone (Sp): You can cast soften earth and 
  stone 1/day.
  8th 
  Body of Stone (Su): Your skin can take on the appearance of 
  stone for a number of rounds per day equal to your caster 
  level. While affected in this way, you gain DR 5/adamantine. 
  These rounds do not need to be consecutive.
  12th 
  Wall of Stone (Sp): You can cast wall of stone 1/day.
  16th 
  Earthquake (Sp): You can cast earthquake 1/day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 1/day, 
  summoning only earth creatures.
  Evil Domain
  Deities: Asmodeus, Lamashtu, Norgorber, Rovagug, 
  Urgathoa, Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Touch of Evil (Su): You can cause a creature to become 
  sickened as a melee touch attack. While sickened, the target 
  is treated as good-aligned for the purposes of spells with the 
  evil descriptor. This effect persists for 1 round against evil and 
  neutral creatures. Against good creatures, this effect persists 
  for 3 rounds. Once a creature has been affected by touch of 
  evil, it is immune to its effects for 1 day.
  2nd 
  Protection from Good (Sp): You can cast protection from 
  good 1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, causing 
  the weapon touched to become evil-aligned for the 
  purpose of overcoming damage reduction.
  8th 
  Scythe of Evil (Su): You can cause one melee weapon you 
  possess to gain the evil weapon property for a number 
  of rounds equal to your caster level. These rounds do 
  not need to be consecutive. If the weapon leaves your 
  possession, it loses this ability.
  12th 
  Unholy Blight (Sp): You can cast unholy blight 3/day.
  16th 
  Blasphemy (Sp): You can cast blasphemy 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon monster IX 
  1/day to summon evil creatures.
  Fire Domain
  Deities: Asmodeus, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Fire Bolt (Su): As a standard action you can unleash a fire 
  bolt targeting any foe within 30 feet as a ranged touch 
  attack. The fire bolt deals 1d6 points of fire damage +1 for 
  every two caster levels you possess.
  2nd 
  Burning Hands (Sp): You can cast burning hands 1/day per 2 
  caster levels you possess.
  4th 
  Resist Energy (Sp): You can cast resist energy 1/day, 
  protecting against fire.
  8th 
  Crown of Flames (Su): A crown of flames can appear on your 
  brow for a number of rounds per day equal to your caster 
  level. While the crown of flames is in effect, any adjacent 
  foe striking you with a melee weapon takes 1d6 points of 
  fire damage +1 per two caster levels you possess.
  12th 
  Wall of Fire (Sp): You can cast wall of fire 3/day.
  16th 
  Fire Storm (Sp): You can cast fire storm 1/day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 1/day, 
  summoning only fire creatures.
  Glory Domain
  Deities: Iomedae, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Touch of Glory (Su): You can touch a creature as a standard 
  action, giving it a bonus to a single Charisma-based skill 
  check or ability check equal to your caster level. This bonus 
  lasts 3 rounds or until it is used. Once a creature has 
  benefited from touch of glory, it gains no further benefit 
  from this ability for 1 hour.
  2nd 
  Shield of Faith (Sp): You can cast shield of faith 1/day per 2 
  caster levels you possess.
  4th 
  Bless Weapon (Sp): You can cast bless weapon 1/day.
  8th 
  Divine Presence (Su): You can emit a 30-ft. aura of presence 
  for a number of rounds per day equal to your caster level. 
  Any creature attempting to strike or otherwise directly 
  attack you or your allies in this area must make a Will save. 
  The DC for this save is equal to 10 + 1/2 your caster level 
  + your Charisma modifier. If the save fails, the opponent 
  cannot follow through with the attack and the action is 
  lost. These rounds do not need to be consecutive. If you or 
  any of your allies attack an opponent, or leave the area, the 
  effect ends for that individual.
  12th 
  Righteous Might (Sp): You can cast righteous might 3/day.
  16th 
  Resurrection (Sp): You can cast resurrection 1/day.
  20th 
  Gate (Sp): You can cast gate 1/day to summon good creatures.
  Good Domain
  Deities: Cayden Cailean, Desna, Erastil, Iomedae, 
  Sarenrae, Shelyn, Torag.
  Caster
  Level 
  Ability
  1st 
  Touch of Good (Su): You can touch a creature as a standard 
  action, giving it a bonus to a single attack roll, skill check, 
  
  53
  Pathfinder RPG: Spells
  ability check, or saving throw equal to your caster level. This 
  bonus lasts 3 rounds or until it is used. Once a creature has 
  benefited from touch of good, it gains no further benefit 
  from this ability for 1 day.
  2nd 
  Protection from Evil (Sp): You can cast protection from evil 1/
  day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, causing 
  the weapon touched to become good-aligned for the 
  purpose of overcoming damage reduction.
  8th 
  Holy Lance (Su): You can cause one melee weapon you 
  possess to gain the holy weapon property for a number 
  of rounds equal to your caster level. These rounds do 
  not need to be consecutive. If the weapon leaves your 
  possession, it loses this ability.
  12th 
  Holy Smite (Sp): You can cast holy smite 3/day.
  16th 
  Holy Word (Sp): You can cast holy word 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon monster IX 
  1/day to summon good creatures.
  Healing Domain
  Deities: Irori, Pharasma, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Rebuke Death (Su): You can touch a creature as a standard 
  action, healing it of 1d4 points of damage plus 1 for every 
  two caster levels you possess. You can only use this ability 
  on a creature that is below 0 hit points. If you touch an 
  undead creature with this effect, it is shaken for a number 
  of rounds equal to your caster level.
  2nd 
  Cure Light Wounds (Sp): You can cast cure light wounds 1/
  day per 2 caster levels you possess.
  4th 
  Lesser Restoration (Sp): You can cast lesser restoration 1/day.
  8th 
  Healer’s Blessing (Su): You can emit a 30-ft. aura of healing 
  for a number of rounds per day equal to your caster level. 
  You and your allies within this aura gain fast healing equal 
  to 1/4 your caster level as long as they remain in range. 
  This fast healing only applies to damage caused after the 
  aura began. These rounds do not need to be consecutive.
  12th 
  Mass Cure Light Wounds (Sp): You can cast mass cure light 
  wounds 1/day.
  16th 
  Greater Restoration (Sp): You can cast greater restoration 1/day.
  20th 
  Mass Heal (Sp): You can cast mass heal 1/day.
  Knowledge Domain
  Deities: Calistria, Irori, Nethys, Norgorber, Pharasma.
  Caster
  Level 
  Ability
  1st 
  Lore Keeper (Su): Add all Knowledge skills to your list of 
  class skills. You can touch a creature to learn about its 
  abilities and weaknesses as a melee touch attack. If 
  successful, you gain information as if you had made the 
  appropriate Knowledge skill check with a result equal to 10 
  + your caster level + your Intelligence modifier.
  2nd 
  Comprehend Languages (Sp): You can cast comprehend 
  languages 1/day per 2 caster levels you possess.
  4th 
  Detect Thoughts (Sp): You can cast detect thoughts 1/day.
  8th 
  Remote Viewing (Su): You can hear and see at a distance for a 
  number of rounds per day equal to your caster level. These 
  rounds do not need to be consecutive. This ability works 
  like a combination of both clairvoyance and clairaudience.
  12th 
  True Seeing (Sp): You can cast true seeing 1/day.
  16th 
  Legend Lore (Sp): You can cast legend lore 1/day.
  20th 
  Foresight (Sp): You can cast foresight 1/day.
  Law Domain
  Deities: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, 
  Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Touch of Law (Su): You can touch a creature as a standard 
  action giving it the ability to treat one d20 roll as if its natural 
  result was an 11. This ability lasts 3 rounds or until it is used. 
  This ability can be used after the die is rolled to change the 
  result. Once a creature has benefitted from touch of law, it 
  gains no further benefit from this ability for 1 day. 
  2nd 
  Protection from Chaos (Sp): You can cast protection from 
  chaos 1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, causing 
  the weapon touched to become lawful-aligned for the 
  purpose of overcoming damage reduction.
  8th 
  Staff of Order (Su): You can cause one melee weapon 
  you possess to gain the axiomatic weapon property for a 
  number of rounds equal to your caster level. These rounds 
  do not need to be consecutive. If the weapon leaves your 
  possession, it loses this ability.
  12th 
  Order’s Wrath (Sp): You can cast order’s wrath 3/day.
  16th 
  Dictum (Sp): You can cast dictum 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon monster IX 
  1/day to summon lawful creatures.
  Liberation Domain
  Deities: Desna.
  Caster
  Level 
  Ability
  1st 
  Inspiring Word (Su): As a standard action, you can speak an 
  inspiring word to a creature within 30 ft. For the next round, 
  the target adds a bonus to its attack rolls, skill checks, ability 
  checks, and saving throws equal to your Charisma-bonus. 
  Once a target has been affected by inspiring word, he gains 
  no further benefit from it for 1 day. 
  2nd 
  Remove Fear (Sp): You can cast remove fear 1/day per 2 
  caster levels you possess.
  
  54
  Pathfinder Roleplaying Game
  4th 
  Remove Paralysis (Sp): You can cast remove paralysis 1/day.
  8th 
  Freedom’s Call (Su): You can emit a 30-ft. aura of freedom 
  for a number of rounds per day equal to your caster level. 
  Allies within this aura are not affected by the confused, 
  frightened, panicked, paralyzed, or shaken conditions. 
  They also automatically succeed on any checks made to 
  escape a grapple. This aura only suppresses these effects 
  and they return once a creature leaves the aura or when the 
  aura ends. These rounds do not need to be consecutive.
  12th 
  Greater Dispel Magic (Sp): You can cast greater dispel magic 
  1/day.
  16th 
  Refuge (Sp): You can cast refuge 1/day.
  20th 
  Freedom (Sp): You can cast freedom 1/day.
  Luck Domain
  Deities: Calistria, Desna, Shelyn.
  Caster
  Level 
  Ability
  1st 
  Bit of Luck (Su): You can touch a creature as a standard 
  action giving it a bit of luck. For the next 3 rounds, any time 
  the target rolls a d20, he can roll twice and take the better 
  result. The target must decide to use this ability before 
  rolling the dice. This effect fades after 3 rounds or when the 
  reroll is used. Once a target has been affected by bit of luck, 
  he gains no further benefit from it for 1 day. 
  2nd 
  True Strike (Sp): You can cast true strike 1/day per 2 caster 
  levels you possess.
  4th 
  Blur (Sp): You can cast blur 1/day.
  8th 
  Lucky Aura (Su): You can emit a 30-ft. aura of luck for a number 
  of rounds per day equal to your caster level. Allies within this 
  aura automatically succeed on stabilization checks, checks 
  made to overcome concealment, and gain a +2 luck bonus on 
  all d20 rolls. If an attack roll or saving throw made by an ally in 
  the aura results in a natural 1, it is not automatically considered 
  a failure. These rounds do not need to be consecutive.
  12th 
  Break Enchantment (Sp): You can cast break enchantment 1/day.
  16th 
  Spell Turning (Sp): You can cast spell turning 1/day.
  20th 
  Miracle (Sp): You can cast miracle 1/day.
  Madness Domain
  Deities: Lamashtu.
  Caster
  Level 
  Ability
  1st 
  Vision of Madness (Su): You can give a creature a vision 
  of madness as a melee touch attack. Choose one of the 
  following: attack rolls, saving throws, or skill checks. The 
  target receives a bonus to the chosen rolls equal to your 
  Charisma modifier and a penalty to the other two types 
  of rolls equal to your Charisma modifier. This effect fades 
  after 3 rounds. Once a target has been affected by vision of 
  madness, it has no affect on him for 1 day. 
  2nd 
  Lesser Confusion (Sp): You can cast lesser confusion 1/day 
  per 2 caster levels you possess.
  4th 
  Touch of Idiocy (Sp): You can cast touch of idiocy 1/day.
  8th 
  Aura of Madness (Su): You can emit a 30-ft. aura of madness 
  for a number of rounds per day equal to your caster level. 
  Enemies within this aura are affected by confusion unless 
  they make a Will save when they enter the area (or when 
  the aura is created). The confusion effect ends immediately 
  when the creature leaves the area or the aura expires. 
  These rounds do not need to be consecutive.
  12th 
  Phantasmal Killer (Sp): You can cast phantasmal killer 3/day.
  16th 
  Insanity (Sp): You can cast insanity 1/day.
  20th 
  Weird (Sp): You can cast weird 1/day.
  Magic Domain
  Deities: Asmodeus, Nethys, Urgathoa.
  Caster
  Level 
  Ability
  1st 
  Hand of the Acolyte (Su): As a standard action, you can summon 
  a ghostly hand to do your bidding. This functions like mage 
  hand with the following changes. When summoned, the hand 
  can draw a weapon on your person as a free action. The hand 
  can be directed to make a single attack against a foe within 
  30 feet, using your base attack bonus plus your Wisdom 
  modifier for both attack and damage. The hand does not 
  threaten foes and does not make attacks of opportunity. You 
  must concentrate on the hand each round or it winks out, 
  returning item held to you before it disappears. 
  2nd 
  Detect Magic (Sp): You can cast detect magic at will.
  4th 
  Magic Mouth (Sp): You can cast magic mouth 1/day.
  8th 
  Dispelling Touch (Su): You can use a targeted dispel magic 
  as a melee touch attack. If you hit, roll to dispel the spells 
  affecting the target normally. You can use this ability once 
  per day for every two caster levels you possess.
  12th 
  Spell Resistance (Sp): You can cast spell resistance 1/day.
  16th 
  Spell Turning (Sp): You can cast spell turning 1/day.
  20th 
  Disjunction (Sp): You can cast disjunction 1/day.
  Nobility Domain
  Deities: Abadar.
  Caster
  Level 
  Ability
  1st 
  Noble Blessing (Su): You can touch a creature as a standard 
  action, giving it a noble blessing. The target gains a +2 morale 
  bonus on attack rolls, skill checks, ability checks, and saving 
  throws. This effect lasts for a number of rounds equal to your 
  caster level. Once a target has been affected by noble blessing, 
  he gains no further benefit from it for 1 day.
  2nd 
  Divine Favor (Sp): You can cast divine favor 1/day per 2 
  caster levels you possess.
  4th 
  Enthrall (Sp): You can cast enthrall 1/day.
  
  55
  Pathfinder RPG: Spells
  8th 
  Divine Right (Su): You can issue a number of commands 
  per day equal to your caster level. This functions as greater 
  command except that it only affects one creature within 30 
  ft. A creature cannot be affected by your divine right ability 
  more than once per day.
  12th 
  Geas/Quest (Sp): You can cast geas/quest 1/day.
  16th 
  Repulsion (Sp): You can cast repulsion 1/day.
  20th 
  Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.
  Plant Domain
  Deities: Erastil, Gozreh.
  Caster
  Level 
  Ability
  1st 
  Wooden Fist (Su): Your unarmed strikes do not provoke 
  attacks of opportunity and gain a bonus on damage rolls 
  equal to 1/2 your caster level. 
  2nd 
  Entangle (Sp): You can cast entangle 1/day per 2 caster levels 
  you possess.
  4th 
  Barkskin (Sp): You can cast barkskin 1/day.
  8th 
  Bramble Armor (Su): A host of wooden thorns bursts from 
  your skin for a number of rounds per day equal to your 
  caster level. While bramble armor is in effect, any foe striking 
  you with an unarmed strike or a melee weapon without 
  reach takes 1d6 points of damage +1 per two caster levels 
  you possess. These rounds do not need to be consecutive.
  12th 
  Wall of Thorns (Sp): You can cast wall of thorns 1/day.
  16th 
  Animate Plants (Sp): You can cast animate plants 1/day.
  20th 
  Shambler (Sp): You can cast shambler 1/day.
  Protection Domain
  Deities: Abadar, Nethys, Shelyn, Torag.
  Caster
  Level 
  Ability
  1st 
  Resistant Touch (Su): You gain a +1 resistance bonus on 
  saving throws. This bonus increases by +1 for every 5 levels 
  you possess. As a standard action, you can touch an ally and 
  grant them your resistance bonus for 1 minute. When you 
  use this ability, you lose your resistance bonus granted by 
  this ability for 1 minute. 
  2nd 
  Sanctuary (Sp): You can cast sanctuary 1/day per 2 caster 
  levels you possess.
  4th 
  Shield Other (Sp): You can cast shield other 1/day.
  8th 
  Aura of Protection (Su): You can emit a 30-ft. aura of protection 
  for a number of rounds per day equal to your caster level. You 
  and your allies within this aura gain a +1 resistance bonus on all 
  saving throws and a +1 deflection bonus to AC. These bonuses 
  increase by +1 for every 4 caster levels you possess. These 
  rounds do not need to be consecutive.
  12th 
  Spell Resistance (Sp): You can cast spell resistance 1/day.
  16th 
  Repulsion (Sp): You can cast repulsion 1/day.
  20th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 1/day.
  Repose Domain
  Deities: Pharasma.
  Caster
  Level 
  Ability
  1st 
  Gentle Rest (Su): You can cause a living creature to fall asleep for 
  1 round as a melee touch attack. This ability has no effect on 
  creatures of a higher level than you or with more HD. Undead 
  creatures touched by you are slowed for a number of rounds 
  equal to your Charisma modifier. Once a creature has been 
  affected by gentle rest, it is immune to its effects for 1 day. 
  2nd 
  Deathwatch (Sp): You can cast deathwatch 1/day per 2 caster 
  levels you possess.
  4th 
  Gentle Repose (Sp): You can cast gentle repose 1/day.
  8th 
  Ward Against Death (Su): You can emit a 30-ft. ward against 
  death for a number of rounds per day equal to your caster 
  level. Living creatures in this area are immune to death 
  effects, energy drain, and effects that cause negative levels. 
  This ward does not remove negative levels that a creature 
  has already gained, but the negative levels have no effect 
  while the creature is inside the warded area. These rounds 
  do not need to be consecutive.
  12th 
  Undeath to Death (Sp): You can cast undeath to death 1/day.
  16th 
  Destruction (Sp): You can cast destruction 1/day.
  20th 
  Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.
  Rune Domain
  Deities: Irori, Nethys.
  Caster
  Level 
  Ability
  1st 
  Minor Rune (Su): You can create a minor rune in any adjacent 
  square as a standard action. Any creature entering this 
  square takes 1d6 points of damage +1 for every two caster 
  levels you possess. This rune deals acid, cold, electricity, or 
  fire damage, decided when you create the rune. The rune is 
  invisible and lasts a number of rounds equal to your caster 
  level or until discharged. You cannot create a rune in a 
  square occupied by another creature.
  2nd 
  Erase (Sp): You can cast erase 1/day per 2 caster levels you 
  possess.
  4th 
  Secret Page (Sp): You can cast secret page 1/day.
  8th 
  Major Rune (Su): You can create a major rune in any adjacent 
  square as a standard action. Any creature entering this square 
  takes 1d6 points of damage for every two caster levels you 
  possess. This rune deals acid, cold, electricity, or fire damage, 
  decided when you create the rune. The rune is invisible and 
  lasts a number of rounds equal to your caster level or until 
  discharged. You can create a number of major runes per day 
  equal to your caster level. You can also place these runes on 
  doorways, chests, or other objects that can be opened and 
  closed, causing them to trigger when a creature opens the 
  object. You cannot create a rune in a square occupied by 
  
  56
  Pathfinder Roleplaying Game
  another creature or on one of their possessions.
  12th 
  Greater Glyph of Warding (Sp): You can cast greater glyph of 
  warding 1/day.
  16th 
  Symbol of Stunning (Sp): You can cast symbol of stunning 1/day.
  20th 
  Symbol of Death (Sp): You can cast symbol of death 3/day.
  Strength Domain
  Deities: Cayden Cailean, Gorum, Lamashtu, Urgathoa.
  Caster
  Level 
  Ability
  1st 
  Strength Surge (Su): You can touch a creature as a standard 
  action, giving it great strength. For the next 3 rounds, the 
  target may add an enhancement bonus to its Strength score 
  equal to your caster level for one attack roll or Strength 
  check. The target must decide to use this ability before 
  rolling the dice. This effect fades after 3 rounds or when the 
  reroll is used. Once a target has been affected by strength 
  surge, he gains no further benefit from it for 1 day. 
  2nd 
  Enlarge Person (Sp): You can cast enlarge person 1/day per 2 
  caster levels you possess.
  4th 
  Bull’s Strength (Sp): You can cast bull’s strength 1/day.
  8th 
  Might of the Gods (Su): You can add your caster level as an 
  enhancement bonus to your Strength score for a number 
  of rounds per day equal to your caster level. This bonus 
  only applies on Strength checks and Strength-based skill 
  checks. These rounds do not need to be consecutive.
  12th 
  Righteous Might (Sp): You can cast righteous might 1/day.
  16th 
  Mass Bull’s Strength (Sp): You can cast mass bull’s strength 3/day.
  20th 
  Crushing Hand (Sp): You can cast crushing hand 1/day.
  Sun Domain
  Deities: Iomedae, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Sun’s Touch (Su): You can smite an undead creature as a 
  melee touch attack, dealing 1d8 points of positive energy 
  damage +1 for every two caster levels you possess. This 
  touch has no effect on living creatures.
  2nd 
  Light (Sp): You can cast light at will.
  4th 
  Heat Metal (Sp): You can cast heat metal 1/day.
  8th 
  Nimbus of Light (Su): You can emit a 30-ft. nimbus of light 
  for a number of rounds per day equal to your caster level. 
  Undead within this radius take 1d8 points of positive energy 
  damage +1 for every for every two caster levels you possess. 
  Spells and spell-like abilities with the darkness descriptor 
  are automatically dispelled if brought inside this nimbus. 
  These rounds do not need to be consecutive. This nimbus 
  has no effect on living creatures.
  12th 
  Flame Strike (Sp): You can cast flame strike 1/day.
  16th 
  Sunbeam (Sp): You can cast sunbeam 1/day.
  20th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 1/day.
  Travel Domain
  Deities: Abadar, Cayden Cailean, Desna.
  Caster
  Level 
  Ability
  1st 
  Dimensional Hop (Su): You can teleport up to 10 feet per caster 
  level per day as a swift action. This teleportation must be used 
  in 5-foot increments and such movement does not provoke 
  attacks of opportunity. You can bring other willing creatures 
  with you, but you must expend an equal amount of distance 
  for each creature brought with you.
  2nd 
  Expeditious Retreat (Sp): You can cast expeditious retreat 1/
  day per 2 caster levels you possess.
  4th 
  Levitate (Sp): You can cast levitate 1/day.
  8th 
  Flight (Su): You can fly at your base speed for a number of 
  rounds per day equal to your caster level. These rounds 
  do not need to be consecutive. Your maneuverability while 
  flying in this manner is perfect, granting you a +8 racial 
  bonus on Fly skill checks.
  12th 
  Dimension Door (Sp): You can cast dimension door 3/day.
  16th 
  Greater Teleport (Sp): You can cast greater teleport 1/day.
  20th 
  Astral Projection (Sp): You can cast astral projection 1/day.
  Trickery Domain
  Deities: Asmodeus, Calistria, Lamashtu, Norgorber.
  Caster
  Level 
  Ability
  1st 
  Copy Cat (Su): You can create an illusory double of yourself 
  as a move action. This double functions as a single mirror 
  image and lasts for a number of rounds equal to your caster 
  level (unless dispelled or destroyed). You can have no more 
  than one copy cat at a time. This ability does not stack with 
  mirror image. 
  2nd 
  Disguise Self (Sp): You can cast disguise self 1/day per 2 
  caster levels you possess.
  4th 
  Invisibility (Sp): You can cast invisibility 1/day.
  8th 
  Master’s Illusion (Su): You can create an illusion that hides the 
  appearance of yourself and any number of allies within 30 feet 
  for one round per caster level. This ability otherwise functions 
  like the spell veil. The rounds do not need to be consecutive.
  12th 
  Confusion (Sp): You can cast confusion 3/day.
  16th 
  Mass Invisibility (Sp): You can cast mass invisibility 1/day.
  20th 
  Time Stop (Sp): You can cast time stop 1/day.
  War Domain
  Deities: Gorum, Iomedae, Rovagug, Urgathoa.
  Caster
  Level 
  Ability
  1st 
  Battle Smite (Su): You can touch your deity’s favored weapon and 
  give it the ability to deal a battle smite. For the next 3 rounds, 
  anyone wielding the weapon may add an enhancement bonus 
  
  57
  Pathfinder RPG: Spells
  on one damage roll equal to 1/2 your caster level for one attack 
  roll. The target must decide to use this ability before rolling to 
  attack. This effect fades after 3 rounds or when the battle smite 
  is used. Once a wielder has used a battle smite, he gains no 
  further benefit from it for 1 day. 
  2nd 
  Magic Weapon (Sp): You can cast magic weapon 1/day per 2 
  caster levels you possess.
  4th 
  Spiritual Weapon (Sp): You can cast spiritual weapon 1/day.
  8th 
  Weapon Master (Su): You gain the use of one combat feat 
  for a number of rounds per day equal to your caster level. 
  These rounds do not need to be consecutive and you can 
  change the feat chosen each time you use this ability. You 
  must meet the prerequisites to use these feats.
  12th 
  Flame Strike (Sp): You can cast flame strike 1/day.
  16th 
  Blade Barrier (Sp): You can cast blade barrier 3/day.
  20th 
  Power Word Kill (Sp): You can cast power word kill 1/day.
  Water Domain
  Deities: Gozreh, Pharasma.
  Caster
  Level 
  Ability
  1st 
  Icicle (Su): As a standard action you can fire an icicle from 
  your finger, targeting any foe within 30 feet as a ranged 
  touch attack. The icicle deals 1d6 points of cold damage +1 
  for every two caster levels you possess.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 
  caster levels you possess.
  4th 
  Resist Energy (Sp): You can cast resist energy 1/day, 
  protecting against cold.
  8th 
  Mantle of Ice (Su): A mantle of ice appears on your shoulders 
  for a number of rounds per day equal to your caster level. 
  While the mantle of ice is in effect, any adjacent foe striking 
  you with a melee weapon takes 1d6 points of cold damage 
  +1 per two caster levels you possess.
  12th 
  Ice Storm (Sp): You can cast ice storm 1/day.
  16th 
  Cone of Cold (Sp): You can cast cone of cold 3/day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 1/day, 
  summoning only water creatures.
  Weather Domain
  Deities: Gozreh, Rovagug.
  Caster
  Level 
  Ability
  1st 
  Storm Burst (Su): As a standard action, you can create a 
  storm burst targeting any foe within 30 feet as a ranged 
  touch attack. The storm burst deals 1d6 points of nonlethal 
  damage +1 for every two caster levels you possess. In 
  addition, the target is buffeted by winds and rain, causing it 
  to take a –2 penalty on attack rolls for 1 round.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 
  caster levels you possess.
  4th 
  Fog Cloud (Sp): You can cast fog cloud 1/day.
  8th 
  Lightning Lord (Su): You can call down a number of bolts 
  of lightning per day equal to your caster level. You can call 
  down as many bolts as you want with a single standard 
  action, but no creature can be the target of more than one 
  bolt and no two targets can be more than 30 feet apart. 
  This ability otherwise functions as call lightning.
  12th 
  Control Winds (Sp): You can cast control winds 1/day.
  16th 
  Control Weather (Sp): You can cast control weather 1/day.
  20th 
  Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.
  SpellS
  The following spells have been altered from those found 
  in the 3.5 rules set. These changes were made because of 
  shifts in other rules, making these spells unclear. With 
  future releases, other spells will be changed as well.
  Black Tentacles
  Conjuration (Creation)
  Level: Sorcerer/Wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes a field of rubbery black tentacles to 
  appear, burrowing up from the floor and reaching for 
  any creature in the area. 
  Every creature within the area of the spell is the target of 
  a grapple check at the beginning of your turn, including the 
  round that black tentacles is cast. Creatures that enter the area 
  of effect are also automatically attacked. The tentacles do not 
  need to roll to hit and do not provoke attacks of opportunity. 
  When determining the tentacles’ combat maneuver bonus, 
  the tentacles use your caster level as their base attack bonus 
  and receive a +4 bonus due to their Strength and a +1 size 
  bonus. Roll only once for the entire spell effect and apply 
  the result to all creatures in the area of effect.
  If the tentacles succeed in grappling a foe, that foe takes 
  1d6+4 points of damage. Regardless of the result, the tentacles 
  can score no better than the “grabbed” result, meaning that 
  opponents cannot move without first breaking the grapple 
  and can take no action that requires both hands to perform. 
  If the tentacles succeed, but do not exceed the DC by 5 or more, 
  they instead get the “held” result. The creature still takes 
  1d6+4 points of damage, but its actions are not otherwise 
  restricted (aside from movement). Creatures that are held by 
  a black tentacles spell can move no more than 5 feet on their 
  turn, and doing so is a move action. All other movement 
  is prohibited unless the creature breaks the grapple first. 
  
  58
  Pathfinder Roleplaying Game
  Creatures that are “held” but step outside the area of effect 
  are automatically freed at the beginning of the caster’s next 
  turn. The black tentacles spell receives a +5 bonus on grapple 
  checks made against opponents it is already grappling.
  The tentacles created by this spell cannot be damaged, 
  but they can be dispelled as normal. The entire area of effect 
  is considered difficult terrain while the tentacles last.
  Material Component: A piece of tentacle from a giant 
  octopus or a giant squid.
  Crushing Hand
  Evocation [Force]
  Level: Sorcerer/Wizard 9
  Components: V, S, M, F
  This spell functions as interposing hand, except that it can 
  also grapple one opponent as grasping hand. The crushing hand 
  has a +12 bonus on attack rolls and grapple checks due to its 
  Strength (35). A crushing hand deals 2d6+12 points of damage 
  on each successful grapple check against an opponent. The 
  crushing hand can instead be directed to bull rush a target, 
  using the same bonuses outlined above, or it can be directed 
  to interpose itself, as interposing hand does.
  Arcane Focus: A snakeskin glove.
  Arcane Material Component: An eggshell.
  Entangle
  Transmutation
  Level: Druid 1, Ranger 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Plants in a 40-ft.-radius spread
  Duration: 1 min./level (D)
  Saving Throw: Reflex partial; see text
  Spell Resistance: No
  This spell causes plants to wrap around and grapple foes in 
  the area of effect or those that enter the area. Creatures that 
  fail their save are considered “held”. Creatures that make their 
  save can move as normal, but those that remain in the area 
  must save again at the end of your turn. Creatures that move 
  into the area must save immediately. Those that fail must end 
  their movement and are “held.” Held creatures can break free 
  as a standard action, using the grapple rules. The DC for this 
  check is equal to the DC of the spell. The entire area of effect 
  is considered difficult terrain while the effect lasts.
  If the plants in the area are particularly long or tall, those 
  that fail their save are “grabbed” instead of “held.” If the 
  plants in the area are covered in thorns, those in the area 
  take 1 point of damage each time they fail a save versus the 
  entangle or fail a check to break free. Other effects, depending 
  on the local plants, might be possible at GM discretion.
  Forceful Hand
  Evocation [Force]
  Level: Sorcerer/Wizard 6
  Components: V, S, F
  This spell functions as interposing hand, except that it can 
  also pursue and bull rush one opponent. The forceful hand 
  gets one bull rush attack per round on the caster’s turn. This 
  attack does not provoke an attack of opportunity. Its attack 
  bonus equals your caster level + your Intelligence modifier 
  (Charisma modifier for sorcerers) +8 for its Strength score 
  (27) –1 for being Large. Its combat maneuver bonus for the 
  grapple check uses your caster level in place of its base attack 
  bonus, with a +8 bonus for its Strength score, and a +1 bonus 
  for being Large. The hand always moves with the opponent to 
  push them back as far as possible. It has no speed limit for this 
  purpose. Directing the spell to a new target is a move action. 
  Forceful hand prevents the opponent from moving closer to you 
  without first succeeding on a bull rush attack, moving both 
  the forceful hand and the target closer to you. The forceful hand 
  can instead be directed to interpose, as interposing hand does.
  Arcane Focus: A leather glove.
  Grasping Hand
  Evocation [Force]
  Level: Sorcerer/Wizard 7
  Components: V, S, F
  This spell functions as interposing hand, except that it can 
  also grapple one opponent you select. The grasping hand gets 
  one grapple attack per round on the caster’s turn. This attack 
  does not provoke an attack of opportunity. Its attack bonus 
  to hit the target equals you caster level + your Intelligence 
  modifier (Charisma modifier for Sorcerers) +10 for its 
  Strength score (31) –1 for being Large. Its combat maneuver 
  bonus for the grapple check uses your caster level in place of 
  its base attack bonus, with a +10 bonus for its Strength score, 
  and a –1 bonus for being Large. The hand holds but does 
  not harm creatures that it grapples. Directing the spell to 
  a new target is a move action. The grasping hand can instead 
  be directed to bull rush a target, using the same bonuses 
  outlined above, or it can be directed to interpose itself, as 
  interposing hand does.
  Arcane Focus: A leather glove.
  Identify
  Divination
  Level: Bard 1, Sorcerer/Wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: 1 round/level (D)
  
  59
  Pathfinder RPG: Spells
  Saving Throw: None
  Spell Resistance: No
  This spell functions as detect magic, except that it gives 
  you a +10 enhancement bonus on Appraise checks made 
  to identify the properties and command words of magic 
  items in your possession. This spell does not allow you to 
  identify artifacts.
  Material Component: A cup of wine stirred with an owl’s 
  feather, drunk as part of the casting.
  Make Whole
  Transmutation
  Level: Cleric 2, Sorcerer/Wizard 2
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object of up to 10 cu. ft./level
  This spell functions as mending, except that it repairs 1d6 
  points of damage per level. In addition, make whole can be 
  used on broken magic items (at 0 hit points or less) and 
  it restores the magic abilities of the item if your caster 
  level is at least twice that of the item. Items with 
  charges (such as wands) and single use items (such 
  as scrolls) cannot be repaired in this way. This 
  spell repairs damage done to construct creatures, 
  bypassing their immunity to magic as if it did not 
  allow spell resistance.
  Mending
  Transmutation
  Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Target: One object of up to 1 lb./level
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  This spell repairs damaged objects, restoring 1d4 hit 
  points to the object. If the object has the broken condition, 
  this condition is removed if the object is restored to full 
  hit points. All of the pieces of an object must be present 
  for this spell to function. Magic items can be repaired by 
  this spell, but you must have an equal or higher caster 
  level than the object for the spell to function. Magic items 
  that are broken (at 0 hit points or less) can be repaired 
  with this spell, but this spell does not restore their magic 
  abilities. This spell does not affect creatures (including 
  constructs). This spell has no effect on objects that have 
  been warped or otherwise transmuted, but it can still 
  repair damage done to such items.
  Stabilize
  Conjuration (Healing)
  Level: Cleric 0, Druid 0
  Components: V, S
  Casting Time: 1 standard action
  Range: living creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You stanch the most grievous wounds of a dying creature. 
  Upon casting this spell, you touch a living creature that 
  has –1 or fewer hit points. That creature is automatically 
  stabilized and does not lose any further hit points. If the 
  creature later takes damage, it continues dying normally.
  
  60
  Running 
  the Pathfinder rPg
  Pathfinder Roleplaying 
  Game
  Level, APL for short). If your group contains six or more 
  players, add one to their average level. If your group 
  contains three or fewer players, subtract one from their 
  average level. For example, let’s say you want your group 
  of four 5th-level characters to fight a group of ogres 
  (CR 3). Comparing the two, you determine that this 
  fight is an APL –2 combat and you refer to Table 12-1. 
  Looking at the row labled “APL –2,” you see numbers 
  corresponding to how difficult the fight will be. Both 
  an easy and average fight list two as the number of 
  ogres to throw at the party. For a challenging fight, the 
  number of ogres increases to three. A hard fight would 
  pit the PCs against four or five ogres, whereas an epic 
  fight would have them face off against six or seven. If 
  the encounter indicates a “—,” it means that for that 
  APL, there is not an appropriate fight of that difficulty 
  against the desired creature. As a general rule, PCs 
  should not face monsters that are four or more higher 
  Y
  ou can use the Pathfinder RPG to tell all of the fantasy 
  adventures you could with the 3.5 OGL system by 
  simply replacing the rules in that document with 
  their corresponding rules here. Most of the implications 
  of these rules changes have been accounted for in this 
  document, giving you all the tools you need to enjoy 
  this Alpha Playtest version of the Pathfinder RPG. In 
  the coming months, additional rules will be released, 
  adding to this base by replacing other existing rules. In 
  some cases, entirely new rules may be added to enhance 
  play.
  EncountErs
  Building encounters works a little bit differently in the 
  Pathfinder RPG. When designing an encounter, your 
  first decision is what sort of monsters you want your 
  PCs to face. Next, compare that monster’s CR to the 
  average level of your player characters (or Average Party 
  
  61
  Pathfinder RPG: Running the Pathfinder RPG
  than their APL, and such fights are almost always epic 
  struggles.
  This system accounts for the simplest of encounters: 
  a group of PCs against a single group of identical 
  monsters. When dealing with a mixed group, use the 
  following guidelines. Determine the encounter in 
  the same manner as described above, basing it off the 
  monster that you plan to be the most numerous. This will 
  determine the number of slots you have in your fight. 
  The base monster uses up 1 slot for every creature you put 
  in. Next, add in additional monsters. If these monsters 
  are of a CR higher than the base monster, they will use 
  up more than one monster slot in the fight. If these 
  monsters are of a CR lower than the base monster, they 
  will use up one monster slot when combined as a group 
  of lesser creatures. Refer to Table 12–2 for guidelines on 
  how these monsters are added. For example, let’s say you 
  want your group of six 8th-level PCs to face off against 
  a group of gargoyles (CR 4) and their stone giant boss 
  (CR 8). Comparing the PCs to the gargoyles results in an 
  APL –5 encounter (remember to add one because there 
  are six PCs). Since this is to be a challenging fight, we 
  get eight toten gargoyles. Assuming nine gargoyles, we 
  now need to add in the stone giant. The stone giant is 
  of a CR 4 higher than the gargoyles. This means that 
  he takes up four slots in the fight, leaving you with five 
  gargoyles, making for a fun and challenging time. You 
  can also add both stronger and weaker creatures at the 
  same time. In the example above, remove one additional 
  gargoyle, for a total of four, and add in a pair of Medium 
  earth elemental servants (CR 3 each).
  Adding NPCs: Creatures without racial Hit Dice are 
  factored into combats a little differently than normal 
  monsters or monsters with class levels. Creatures that 
  possess class levels, but do not have any racial Hit Dice, 
  are factored in as a creature with a CR equal to their 
  class levels –2. Creatures that only possess non-player 
  class levels (such as a warrior or adept) are factored in as 
  a creature with a CR equal to their class levels –3.
  Creatures with a CR less than 1: When using creatures 
  with a CR less than 1, use the standard tables, treating 
  the creature as CR 1. Once you have the total number of 
  creatures, multiply by the number of creatures it would 
  take to add up to CR 1. For example, it would take three 
  CR 1/3 creatures to equal one CR 1 creature. If the charts 
  indicate two creatures, a fight against CR 1/3 creatures 
  would actually equal six creatures. In mixed batches, do 
  not use a creature with a CR less than 1 as your base 
  creature if another is available.
  AwArding ExpEriEncE
  The Pathfinder RPG uses its own unique experience point 
  (XP) charts for determining character advancement. 
  These charts add up to big numbers, but the characters 
  earn correspondingly larger XP rewards for defeating 
  monsters and overcoming roleplaying encounters. 
  As the game progresses, the GM should keep a list of 
  the CR of each monster, trap, obstacle, or roleplaying 
  encounter overcome. At the end of each session, the GM 
  should award XP to each PC that participated in the 
  events of the session. Each monster, trap, and obstacle 
  awards a set amount of XP, regardless of the level of 
  the party in relation to the challenge. Roleplaying 
  encounters are generally equal to a challenge of the 
  average level of the party (although particularly easy 
  or hard roleplaying encounters might be one higher or 
  lower). There are two methods for awarding XP. While 
  one is more exact, it requires a calculator for ease of use. 
  The other is slightly more abstract, but only requires 
  simple addition. 
  Using the list of challenges defeated, look up the value 
  of each CR on Table 12–3. For the more exact method, 
  take the total XP awarded for each CR and add them 
  up. Then, divide this total by the number of characters 
  Table 12–1: Encounter Design
   
  Easy 
  Average 
  Challenging Hard 
  Epic
  APL +3 
  — 
  — 
  — 
  — 
  1 
  APL +2 
  — 
  — 
  — 
  1 
  2
  APL +1 
  — 
  — 
  1 
  2 
  21 
  APL 
  — 
  1 
  2 
  21 
  3
  APL –1 
  1 
  2 
  21 
  3 
  4–5 
  APL –2 
  2 
  21 
  3 
  4–5 
  6–7
  APL –3 
  21 
  3 
  4–5 
  6–7 
  8–10 
  APL –4 
  3 
  4–5 
  6–7 
  8–10 
  11–14
  APL –5 
  4–5 
  6–7 
  8–10 
  11–14 
  15–20 
  APL –6 
  6–7 
  8–10 
  11–14 
  15–20 
  —
  APL –7 
  8–10 
  11–14 
  15–20 
  — 
  — 
  APL –8 
  11–14 
  15–20 
  — 
  — 
  —
  APL –9 
  15–20 
  — 
  — 
  — 
  — 
  1 Although this number is the same as the number listed for 
  an easier challenge, these creatures should be given some 
  sort of advantage in combat, such as favorable conditions, 
  rounds to prepare for the PCs, or additional magic items.
  Table 12–2: Adding Creatures
  The creature’s CR is… 
  Slots Used 
  1 or 2 above the base creature 
  2 slots
  3 or 4 above the base creature 
  4 slots
  5 or more above the base creature 
  6 slots
  1 or 2 below the base creature 
  1/2 slot
  3 or more below the base creature 
  1/4 slot
  
  62
  Pathfinder Roleplaying 
  Game
  and award this amount to each party member. For the 
  simpler method, take the individual XP awarded for 
  each CR, based on the size of your group, and add them 
  up. Award this amount to each character.
  Story Awards
  In addition to XP awarded for defeating monsters, players 
  should be awarded experience points whenever they 
  complete a major storyline or complete an important 
  accomplishment. These awards should be worth an 
  amount of experience points equal to two encounters of 
  a level equal to the APL. Particularly long or difficult 
  story arcs might award even more, at the discretion of 
  the GM.
  convErsion
  There are two ways to convert existing 3.5 OGL 
  adventures, monsters, and other game content to work 
  in the Pathfinder RPG. The first is incredibly simple 
  and requires next to no work on the part of the GM. 
  The second option requires a small amount of work, 
  adjusting options and rules that are altered for the 
  Pathfinder RPG.
  Option 1: Quick Conversion
  The simplest option in converting existing material 
  to work with the Pathfinder RPG is to use the content 
  as is. The Pathfinder RPG is designed with ultimate 
  f lexibility in mind, and many of its changes are in 
  smaller subsytems that are easily substituted. Despite 
  this, there are still some things to keep in mind.
  Monsters and NPCs will be slightly less powerful 
  than their Pathfinder RPG counterparts. They have a 
  few less abilities, feats, and skills. While this shouldn’t 
  unbalance encounters too much, you might want to 
  make a few “on the f ly” adjustments where needed, 
  giving an important high-level villain a few extra feats 
  and powers associated with his class, including hit 
  points. Bards, rangers, rogues, sorcerers, and wizards 
  should all receive one additional hit point per level in 
  each one of these classes. Make sure to add one hit point 
  for each level the character has in its favored class.
  Some of the rules systems work a bit differently. For 
  example, the listed grapple modifiers for creatures do 
  not exactly match the same creature’s combat maneuver 
  bonus unless the creature is Medium. It is important 
  to remember that a number of skills have changed. 
  Keep the bonus for these skills and allow use of the new 
  combined skills normally, treating them as trained if 
  the converted creature or character possesses any ranks 
  in the component skills from the old system.
  Existing adventures assume the fast experience point 
  progression. If you want your campaign to follow one 
  of the slower progressions, you will need to adjust the 
  difficulty of longer adventures, which assume that the 
  PCs reach a certain level by the conclusion. This can be 
  accomplished by reducing the challenges they face or by 
  adding additional encounters to allow the PCs to gain 
  more XP, or you can always continue to use the existing 
  XP charts.
  Converting characters is simple as well. Most classes 
  don’t lose abilities and most gain a number of new powers. 
  Simply add these new powers to the existing characters. 
  Each character will also need to rebuild their feat and 
  skill selections. To determine a character’s current XP 
  total, determine if the character is beyond halfway to 
  his next level. If he is, set his XP to the halfway mark 
  between his new XP totals. If not, set his XP total to the 
  beginning of his current level’s XP total. If you prefer a 
  more precise method, use percentages instead.
  Table 12–3: Experience Point Awards
   
   
  Individual XP
  CR 
  Total XP 
  1–3 
  4–5 
  6+
  1/8 
  50 
  15 
  15 
  10
  1/6 
  65 
  20 
  15 
  10
  1/4 
  100 
  35 
  25 
  15 
  1/3 
  135 
  45 
  35 
  25 
  1/2 
  200 
  65 
  50 
  35
  1 
  400 
  135 
  100 
  65
  2 
  600 
  200 
  150 
  100 
  3 
  800 
  265 
  200 
  135 
  4 
  1,200 
  400 
  300 
  200
  5 
  1,600 
  535 
  400 
  265
  6 
  2,400 
  800 
  600 
  400 
  7 
  3,200 
  1,070 
  800 
  535 
  8 
  4,800 
  1,600 
  1,200 
  800 
  9 
  6,400 
  2,130 
  1,600 
  1,070
  10 
  9,600 
  3,200 
  2,400 
  1,600 
  11 
  12,800 
  4,270 
  3,200 
  2,130 
  12 
  19,200 
  6,400 
  4,800 
  3,200
  13 
  25,600 
  8,530 
  6,400 
  4,270
  14 
  38,400 
  12,800 
  9,600 
  6,400 
  15 
  51,200 
  17,100 
  12,800 
  8,530 
  16 
  76,800 
  25,600 
  19,200 
  12,800
  17 
  102,400 
  34,100 
  25,600 
  17,100
  18 
  153,600 
  51,200 
  38,400 
  25,600 
  19 
  204,800 
  68,300 
  51,200 
  34,100 
  20 
  307,200 
  102,000 
  76,800 
  51,200
  21 
  409,600 
  137,000 
  102,400 
  68,300
  22 
  614,400 
  205,000 
  153,600 
  102,400 
  23 
  819,200 
  273,000 
  204,800 
  137,000 
  24 
  1,228,800 
  410,000 
  307,200 
  204,800
  25 
  1,638,400 
  546,000 
  409,600 
  273,000
  
  63
  Pathfinder RPG: Running the Pathfinder RPG
  Option 2: Complete Conversion
  Complete conversion requires a bit more work as it 
  requires rebuilding the skills, feats, and powers of all of 
  the monsters and NPCs in the existing product. To help 
  you with this, here are a few simple guidelines.
  Apply racial modifiers first, as these have the largest 
  effect on a creature’s stat block. Generally, this means 
  that one ability increases by +2, and all skills and checks 
  related to that ability increase by +1.
  Rebuild the creature’s skills. Determine the number 
  of trained skills the creature should have and use those 
  to purchase all of the skills the creature had before 
  conversion. Apply excess skill choices to appropriate 
  skills. In general, assume that any skill that the monster 
  had ranks in before conversion is a class skill for the 
  monster after conversion. Remember that creatures 
  with the natural ability to f ly gain the Fly skill for free 
  and it is always considered a class skill.
  Rebuild the creature’s feats. As of this release, 
  monsters do not change in this regard. Since none of the 
  prerequisites for any of the feats have changed, simply 
  check to make sure that a given feat was not removed 
  due to redundancy. Add additional feats to creatures 
  with levels in a character class, paying special attention 
  to combat feats.
  Check hit points. On average, bards, rangers, rogues, 
  sorcerers, and wizards should all receive 1 additional hit 
  point per level in each one of these classes. Monster are 
  unchanged as of this release. Make sure to add 1 hit point 
  for each level the character has in its favored class.
  Calculate the creature’s combat maneuver bonus (CMB).
  If the creature has levels of cleric or wizard, remove 
  any bonus spells granted due to domains or school 
  specialization. Add the new abilities granted by domains 
  and arcane schools.
  Determine the creature’s XP total. If it is a monster, 
  refer to Table 12–3: Experience Point Awards to find 
  its XP value. If it is a PC, determine how close the 
  character was to the next level as a percentage and use 
  that percentage to determine the character’s exact XP 
  total using Table 4–1: Character Advancement and Level 
  Dependent Bonuses.
  Apply the guidelines from the Quick Conversion 
  option as needed.
  
  64
  Playtesting
  Pathfinder Roleplaying 
  Game
  While much of the game is already in design, we will be 
  monitoring this forum for good ideas and suggestions 
  as we move forward.
  Playtest Feedback: This forum is for posting specific 
  observations, queries, and concerns about the rules in 
  current release of the Pathfinder RPG. When starting 
  a thread, please list the rules in question and a page 
  reference in the subject line of the thread. Take a good 
  look through all of the threads first to see if there is 
  already one in progress about the rule in question. As 
  future playtest releases become available, new forums 
  will be added to cover those releases.
  Finally, the Pathfinder RPG design and development 
  staff would like to thank you for participating. This is a 
  big endeavor, and it would not be possible without your 
  support. Thanks!
  Upcoming Releases
  In the coming weeks, we will post Alpha release 2 of 
  the Pathfinder RPG. Here’s a small taste of what you can 
  expect to see:
  4 PC Classes: Barbarian, Druid, Paladin, and Sorcerer 
  (Bard, Monk, and Ranger will be in Release 3). You can 
  expect revised rules for barbarian rage and druid wild 
  W
  e want your feedback. These rules are not yet 
  finalized, and we’re turning to you to help us 
  polish them into the game you want to play. To 
  help us accomplish this, we will be unveiling the 
  Pathfinder RPG rules in a number of releases (this 
  is Alpha release 1). Over the coming months, all the 
  rules will be revealed, culminating in the official Beta 
  release, available this August. Your playtesting and 
  suggestions will help shape the Beta release and the 
  eventual finished product.
  sUbmitting Feedback
  Once you’ve read through the rules and played a few 
  games with them, go to paizo.com/pathfinderRPG. 
  On the messageboards are forums for Pathfinder RPG 
  playtesters. Use these forums to post your own feedback, 
  read the feedback of others, and to talk to the Pathfinder 
  RPG design team.
  General Discussion: This forum is for general 
  comments about the Pathfinder RPG and discussing 
  the system with other fans. This is also where Paizo 
  will post announcements about upcoming releases 
  and opportunities to play the game. You can also post 
  your ideas and suggestions for new rules to this forum. 
  
  65
  Pathfinder RPG: Playtesting
  shape, alternate rules for a paladin’s mount, and a host 
  of bloodlines for sorcerers.
  Dozens of Spells: From confusion to polymorph to web, 
  a wide variety of spells will receive updates. 
  Curses, Diseases, and Poisons: All part of one unified, 
  simple-to-use system. Now these threats will pose 
  a challenge to characters of any level.
  Nonplayer Characters: Simple rules for 
  designing NPCs on the f ly. This section will 
  also include simple short-cuts for assigning 
  magic items and adjudicating wealth totals.
  Magic Items: Initial rules and revisions 
  designed to add variety to a player’s choice of gear.
  Monsters: A complete guide to creating and 
  converting monsters for the Pathfinder RPG.
  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 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.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Alpha Release 1.1. Copyright 2008, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Pathfinder RPG - Core Rulebook - Alpha Release.pdf