Introduction Chapter 1: Basics Ability Scores The Abilities Miscellaneous Rules Chapter 2: Races Aegyl Al Bhed Bangaa Cetra Dwarf Elvaan Galka Gria Hume Mithra Moogle Nu Mou Qu Ronso Seeq Tarutaru Viera Chapter 3: Classes Class Descriptions Archer Bard Beastmaster Black Mage Blue Mage Chemist Chocobo Knight Dark Knight Dragoon Engineer Fighter Gunner Holy Knight

3 5 6 6 8 9 10 10 10 11 11 12 12 13 13 13 14 14 15 15 16 16 17 18 18 21 25 30 41 44 48 55 58 62 65 72 75 79

Knight Monk Red Mage Summoner Thief White Mage Chapter 4: Skills Skill Summary Acquiring Skill Ranks Skill Descriptions Chapter 5: Feats Acquiring Feats Types of Feats Feat Descriptions Chapter 6: Equipment Wealth and Money Weapons Armor Goods and Services Chapter 7: Prestige Classes Arithmetician Berserker Clan Hunter Corsair Dancer Diamond Master Divine Knight Dragon Disciple Elemental Fist Disciple Elementalist Fell Knight Geomancer Green Mage Gun Mage Judge Magister Lucky Gambler

83 87 96 100 114 121 127 127 128 129 131 131 131 133

Magicite Knight Magitek Pilot Mediator Mime Mystic Knight Ninja Onyx Magister Oracle Paradigm Shifter Ruby Magister Samurai Sapphire Master Scholar Skald Sky Pirate Soldier Time Mage

213 214 216 218 220 222 227 229 231 232 235 236 239 241 246 248 249 253 253 253 252 256 257 259 264 264 267 270 272 274 286 355 382 382 406 411

145 145 Chapter 8: Magic 149 MP System 161 Casting Spells 166 Spell Types Elements 175 Status Effects 175 Spell Descriptions 179 181 Chapter 9: Spells & Songs 184 Black Mage Spell List 187 Blue Mage Spell List 189 Red Mage Spell List 190 White Mage Spell List 193 Bard Song List 196 Spells 198 Songs 200 202 Chapter 10: Magical Items 205 Materia 206 Alchemical Items 209 Magical Accessories 211

Page 2 of 519

Credits
Alan Willig (Viladin – FFd20 Creator) – Lead Designer, Editor, Proofreader, Destroyer of Worlds Website: http://www.finalfantasyd20.com/ffd20/index.html Forums: http://www.finalfantasyd20.com/ffd20/index.php Tesla and Zane of the FF1 Project – For harassing me, breaking my system, laughing at my spelling mistakes, and generally allowing me to copy their stuff because they're better at wordsing than I am. Eric Apfel – Artwork (Cover and Backcover), Proofreader, Ideas and Concepts Nu and Zeta-Kai (from Giant in the Playground Forums) – Ideas and Concepts I would also like to thank people from my forums and people from my Forums for helping with suggestions and playtesting. You know who you are.

Welcome to Final Fantasy d20!
In this handbook, you will find all the information needed to run a Final Fantasy d20 game, or to add Final Fantasy flavor to your normal 3.5 edition or Pathfinder campaign. The series is designed for electronic distribution, made to for modular access to the game system in PDF format that is easy to print out and use as you need them for your games. This particular chapter is only the beginning. It is designed as an introduction to the FFd20 game, to give interested parties the overall design philosophy. This chapter is an introduction to the game itself. It is important to note that this game is built entirely with the 3.5 edition and Pathfinder rules in mind, and thus often very closely resembles those rules. Departures from the core system were carefully considered and studied to measure their impact on the game. Those departures that were ultimately embraced were those that added a significant “Final Fantasy Feel” to the tabletop game, which includes emulating some aspects of a computer RPG (CRPG) in Pen-And-Paper format, and adopting some of the more archetypal FF trappings. Departures include things like the magic points, limit breaks, FF spells, summons and plenty of other ways in which FFd20 is distinguished. Even with these diversions, care has been taken to ensure a balance with non-FFd20 sources. Any materials made for the core system of 3.5 edition and Pathfinder should work side-by-side with the FFd20 rules without much complication. Advice is given in a later document (“Conversions”) about how to integrate the material. It is largely assumed, however, that in using the FFd20 system, you will be largely using things designed for the FFd20 system. Final Fantasy d20 puts you in control of the vast worlds of Final Fantasy. Regardless of how you use the material in these documents, it is your world now.

What is Final Fantasy d20?
Final Fantasy d20 (abbreviated as FFd20) is a table-top role-playing game that uses 3.5 edition rules and Pathfinder combined with the style of the Final Fantasy videogames to create a pen-and-paper RPG that is capable of putting the epic, save-the-world adventure, deep characterization, and story philosophies that have become the hallmark of the Final Fantasy games into the control of any group of gamers. In doing this, FFd20 takes 3.5 edition and Pathfinder as its rules base, and supplements it with new races, new classes, feats, skills, spells, prestige classes, characters, monsters, meanings, and iconography of the Final Page 3 of 519

Fantasy games. Rather than focus on emulating the mechanics of the FF games, FFd20 cherry-picks from various games in the series, utilizing trends that unite them to forge a table-top game system that can successfully drive home a unique Final Fantasy feel in play. In short, the rules and advice in these documents is not just for any night of normal gaming. FFd20 promotes episodic, narrative-focused, character-driven gaming, in which the players put themselves in the roles of heroes, not just adventurers. More dramatic and involved than dungeon raids, the campaigns of FFd20 focus on philosophical themes of humanity, such as death, love, truth, evolution, time and space, and true human nature, entwining these ideas into the heroes and the villains and the world itself. FFd20 explores these stories with imagery drawn from the Final Fantasy series, and through that series, through world myth and legend. At the center of FFd20, like at the center of any FF game, is the concept of envelopepushing storytelling, examining the meaning behind the myths, and drawing them into a blending of logic and passion, coupled with fast-paced, interesting battles and epic struggles the entire way. FFd20 does for tabletop role-playing what FF has done for video games, creating a dynamic and robust system for pushing the meaning of RPG Fantasy to its final limits, and breaking through. Enjoy it!

Legal Notice
This is a fan project, not an official product by any means. Though I have endeavored to hold myself to professional criteria wherever possible, it remains a fan project. I have no ownership of the trademarks used herein, and such things are not owned or operated by me. This material is presented for simple personal use, not for sale or re-sale. The mechanics were either my own design, or arrived at based on a combination of Final Fantasy, 3.5 edition rules, and Pathfinder as they already exist. FFd20 is a synthesis made by someone with a passion for a good story and a good twenty-sided die. All the artwork in these documents is taken from artwork done for the games, by various artists, or from the games themselves. It was not done specifically for this project, and remains the property of the respective owners, just like every other trademarked phrase, character, or concept given in these documents. Again, the only original product in these documents is my own game design, built upon the game design of the revised 3.5 edition, Pathfinder, and of Final Fantasy.

Page 4 of 519

CHAPTER 1: THE BASICS
The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this: • Roll a d20. • Add any relevant modifiers. • Compare the result to a target number. If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

DICE
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. ROUNDING FRACTIONS In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. MULTIPLYING Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3). When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

ABILITY SCORES
ABILITY MODIFIERS
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table 1-1: Ability Modifiers and Bonus MP shows the modifier for each score. It also shows bonus MP, which you’ll need to know about if your character is a spellcaster. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. ABILITIES AND SPELLCASTERS The ability that governs bonus MP depends on what type of spellcaster your character is: Intelligence for black mages; Wisdom for white mages; or Charisma for bards, red mages, summoners and blue mages. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.) Page 5 of 519

Table 1-1: Ability Modifiers and Bonus MP ———————————— Bonus MP (by Class Level) ————————————
Score 1 2–3 4–5 6–7 8–9 10–11 12–13 14–15 16–17 18–19 20–21 22–23 24–25 26–27 28–29 30–31 32–33 34–35 36–37 38–39 40–41 42–43 44–45 Mod. –5 –4 –3 –2 –1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th ———————————————— Can’t cast spells tied to this ability —————————————— ———————————————— Can’t cast spells tied to this ability —————————————— ———————————————— Can’t cast spells tied to this ability —————————————— ———————————————— Can’t cast spells tied to this ability —————————————— ———————————————— Can’t cast spells tied to this ability —————————————— 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 1 1 3 3 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1 1 3 3 6 6 10 10 10 10 10 10 10 10 10 10 10 10 10 2 2 4 4 7 7 11 11 16 16 16 16 16 16 16 16 16 16 16 2 2 6 6 9 9 13 13 18 18 24 24 24 24 24 24 24 24 24 2 2 6 6 12 12 16 16 21 21 27 27 34 34 34 34 34 34 34 2 2 6 6 12 12 20 20 25 25 31 31 38 38 46 46 46 46 46 3 3 7 7 13 13 21 21 31 31 37 37 44 44 52 52 61 61 61 3 3 9 9 15 15 23 23 33 33 45 45 52 52 60 60 69 69 69 3 3 9 9 18 18 26 26 36 36 48 48 62 62 70 70 79 79 79 3 3 9 9 18 18 30 30 40 40 52 52 66 66 82 82 91 91 91 4 4 10 10 19 19 31 31 46 46 58 58 72 72 88 88 106 106 106 4 4 12 12 21 21 33 33 48 48 66 66 80 80 96 96 114 114 114 4 4 12 12 24 24 36 36 51 51 69 69 90 90 106 106 124 124 124 4 4 12 12 24 24 40 40 55 55 73 73 94 94 118 118 136 136 136 5 5 13 13 25 25 41 41 61 61 79 79 100 100 124 124 151 151 151

0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5

THE ABILITIES
Each ability partially describes your character and affects some of his or her actions. STRENGTH (STR) Strength measures your character’s muscle and physical power. This ability is especially important for fighters, beastmasters, dragoons, knights, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry. You apply your character’s Strength modifier to: • Melee attack rolls. • Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.) • Athletics checks. These are the skills that have Strength as their key ability. • Strength checks (for breaking down doors and the like). DEXTERITY (DEX) Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for thieves, but it’s also high on the list for characters who typically wear leather or chain armor (archers, bards, beastmasters, blue mages, engineers, gunners, and red mages) or cloth or no armor at all (monks, black mages, summoners, and white mages). You apply your character’s Dexterity modifier to: • Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons. • Armor Class (AC), provided that the character can react to the attack. • Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly. Page 6 of 519

• Acrobatics, Escape Artist, Ride, Stealth, Thievery, and Use Rope checks. These are the skills that have Dexterity as their key ability. CONSTITUTION (CON) Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. You apply your character’s Constitution modifier to: • Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level). • Fortitude saving throws, for resisting poison and similar threats. • Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability. If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. INTELLIGENCE (INT) Intelligence determines how well your character learns and reasons. This ability is important for black mages because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills. You apply your character’s Intelligence modifier to: • The number of languages your character knows at the start of the game. • The number of skill points gained each level. (But your character always gets at least 1 skill point per level.) • Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Navigate, Repair, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability. Black mages, blue mages, and dark knights gain bonus MP based on their Intelligence score. The minimum Intelligence score needed to cast a black or blue magic spell is 10 + the spell’s level. An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3. WISDOM (WIS) Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for white mages. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. You apply your character’s Wisdom modifier to: • Will saving throws (for negating the effect of charm and other spells). • Heal, Perception, Profession, Sense Motive, and Survival checks. These are the skills that have Wisdom as their key ability. White mages and holy knights gain bonus MP based on their Wisdom scores. The minimum Wisdom score needed to cast a white magic spell is 10 + the spell’s level. CHARISMA (CHA) Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for bards, red mages, summoners, and blue mages and is also useful for knights. Every creature has a Charisma score. You apply your character’s Charisma modifier to: • Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Materia checks. These are the skills that have Charisma as their key ability. • Checks that represent attempts to influence others.

Page 7 of 519

• Bards, red mages, and summoners gain bonus MP based on their Charisma scores. The minimum Charisma score needed to perform a bard song is 10 + the song’s level. The minimum Charisma score needed to cast a red or summoner magic spell is 10 + the spell’s level. When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.

MISCELLANEOUS RULES
LIMIT BREAK SYSTEM
Limit breaks are special abilities that all base and prestige classes get at 1st level. You may only activate a Limit Break once per day. To activate a limit break requires a swift action.

LIFE AND DEATH
In Final Fantasy, it's easy to die as easy it is to be revived. But there is a penalty for Death, not as heinous as D&D's death system, but still a penalty that could get you or your party in trouble. For each death in a single day, you suffer a -1 penalty to Attack Rolls, Armor Class, Skill Checks, and Saving Throws. You also suffer a -1 temporary Constitution loss. And they stack. These penalties last until you have a full night's rest (at least 8 hours uninterrupted). If you, somehow, die as many times as you have in your Constitution score, you are, irreversibly dead. No amount of Raise spells will bring you back.

CLASS BONUS TO ARMOR CLASS
All classes receive a class bonus to their AC equal to 1 per 4 character levels which doesn't stack with armor bonus but does improve a character's AC against touch attacks. This is to represent the experience of being a higher level character compared to a lower level character.

ARMOR AS DAMAGE REDUCTION
FFd20 uses the Armor variant rule from Unearthed Arcana (Page 111). See armor section.

Page 8 of 519

CHAPTER 2: RACES
CHOOSING A RACE After you roll your ability scores and before you write them on your character sheet, choose your character’s race. At the same time, you should choose a class, since race affects how well a character can do in each class. Once you know your character’s race and class, assign your ability score rolls to particular abilities, alter those abilities according to race, and continue detailing your character. You can play a character of any race and class combination, but certain races do better pursuing certain careers. Tarutaru, for example, can be fighters, but their small size and special features make them better as mages. Your character’s race gives you plenty of cues as to what sort of person he or she is, how he or she feels about characters of other races, and what his or her motivations might be. Remember, however, that these descriptions apply only to the majority of each race’s members. In each race, some individuals diverge from the norm, and your character could be one of these. Don’t let a description of a race keep you from detailing your character as you like.

ABILITY ADJUSTMENTS
Find your character’s race on Table 2–1: Racial Ability Adjustments (see the next page) and apply the adjustments you see there to your character’s ability scores. Table 2-1: Racial Ability Adjustments Race Ability Adjustments Aegyl +2 Wisdom, +2 Dexterity Al Bhed +2 Intelligence, +2 Dexterity Bangaa +2 Dexerity, +2 Wisdom Cetra +2 Wisdom, +2 Charisma Dwarf +2 Constitution, +2 Strength Elvaan +2 Wisdom, +2 Strength Galka +2 Strength, +2 Constitution Gria +2 Strength, +2 Dexterity Hume +2 to any attribute Mithra +2 Dexterity, +2 Charisma Moogle +2 Charisma, +2 Dexterity Nu Mou +2 Wisdom, +2 Intelligence Qu +2 Constitution, +2 Intelligence Ronso +2 Strength, +2 Dexterity Seeq +2 Dexterity, +2 Constitution Tarutaru +2 Intelligence, +2 Dexterity Viera +2 Dexterity, +2 Wisdom

Page 9 of 519

Aegyl
The aegyl resemble humes, except they have large feathery wings on their back. These wings can come in different colors, from brown to red to black. These wings allow the aegyl to fly with no problems. However, the strain they put on their body means they have the shortest life span of any race in Ivalice, only living for forty years. All aegyl are cold and aloof. They are either incapable at showing emotions, or do not feel them at all. The aegyl are not too keen on other races, since most of the Sky Pirates who arrived either attacked or enslaved them. Aegyl make their home in many stone edifices erected over several of Lemurés's continents. These homes were build by the first generation of aegyl to reach Lemurés following their banishment by the Occuria. Successive generations have elected to inhabit these century-old dwellings rather than construct new ones, an effort made easier by the small aegyl population. According to the Folio, aegyl are mostly vegetarians, the majority of their diet being wild fruits and vegetables. The Damson, a plump red fruit that grows in the Bosco Pampa, appears to be their favorite. Aegyl harvest the waters of Lemurés for native fish, and eggs are also a part of their cuisine. However, other hunting sources are nonexistent, as the Yarhi beasts that would normally yield meat are but illusions, and fade to nothing when killed. Since the climate of Lemurés is mostly tropical, aegyl garb is light and geared for flight. Indeed, most aegyl males do not wear an upper garment, and aegyl armor is likewise sparsely distributed over the aegyl form. As Llyud exemplifies, aegyl jewelry is simplistic, being of lightweight gold and lacking in inlaid jewels. This absence of exquisite garments is yet another indication of aegyl humility. Aegyl Racial Traits • +2 Wisdom, +2 Dexterity. Aegyl are very agile and possess an aptitude for tactics. • Medium: As Medium creatures, Aegyl have no special bonuses or penalties due to their size. • Aegyl base land speed is 30 feet. • Wings: Aegyl have a flying speed of 30 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing plate armor, and are not fatigued or exhausted. • Automatic Languages: Common and Aegyl.

Al Bhed
Al Bhed differs only slightly from humans; in their bright green eyes with spiral-patterned irises. As a result, they often wear goggles. Another mark of the Al Bhed is that most of them have blond hair. The Al Bhed possess their own language (known as Al Bhed). The Al Bhed pride themselves on the usage of their specialized knowledge of ancient technology which they call "Machina". Al Bhed Racial Traits • +2 Intelligence, +2 Dexterity. Al Bhed are very bright, but because of their obsession with forbidden technology, people tend to be cautious of them. • Medium: As Medium creatures, Al Bhed have no special bonuses or penalties due to their size. • Al Bhed base land speed is 30 feet. • Weapon Familiarity: Al Bhed are automatically proficient with Firearms. • Racial Skill: Al Bhed gain the Repair skill as a class skill regardless of class. • +2 racial bonus on all Knowledge (technology) checks. Al Bhed are intuitive and have an innate understanding of technology. • Automatic Languages: Common and Al Bhed.

Bangaa
The Bangaa are a reptilian race, their bodies covered with scales and their ears drooping well below their tapered snouts. If one put asides these physical differences, their intelligence and mannerisms are little different Page 10 of 519

dwarves can move at this speed even when wearing chain or plate armor or whose speed is reduced in such conditions. Cetra have no special bonuses or penalties due to their size. Bangaa have no special bonuses or penalties due to their size. lacking the refined vocal organs to articulate themselves as the other races might. They speak in guttural tones. unsafe stone surfaces. and ultimately find their fabled "Promise Land". carved out from the insides of mountains. +2 Charisma. using their connection with the earth to cultivate life wherever they traveled. • Medium: As Medium creatures.from those of humes. Cetra The Cetra look identical to regular Humes. and bangaa can function just fine with no light at all. The Cetra are calm and understanding and makes friends more easily than most. Darkvision is black and white only. Page 11 of 519 . • Medium: As Medium creatures. their hard work. The Cetra asks the earth for guidance. A dwarf can also intuit depth. • Darkvision: Bangaa can see in the dark up to 60 feet. • +2 racial bonus on all Knowledge checks. • Darkvision: Dwarves can see in the dark up to 60 feet. an innate ability that they get plenty of opportunity to practice and hone in their underground homes. but it is otherwise like normal sight. Bangaa Racial Traits • +2 Dexerity. Bangaa possesses formidable agility and a natural insight. For this reason. typically using the racial slur "lizard man" to demean them. and their capacity for drinking ale. when they are safely out of earshot. • Bangaa base land speed is 30 feet. Still. which makes it difficult for a bangaa to master any but the most rudimentary of hume magicks. are renowned for the marvelous treasures that they produce as gifts or for trade. Their mysterious kingdoms. dwarves have no special bonuses or penalties due to their size. such as sliding walls. but possess a unique ability to commune with the planet and to guide the flow of spiritual energy. • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework. Dwarf Dwarves are known for their skill in engineering.. Darkvision is black and white only. The Cetra originally migrated from place to place. • Dwarf base land speed is 20 feet. +2 Wisdom. and dwarves can function just fine with no light at all. • Medium: As Medium creatures. and a dwarf can use the Search skill to find stonework traps as a thief can. there are some bangaa who become adept mages. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching. their ability to withstand physical punishment. Dwarf Racial Traits • +2 Constitution. new construction (even when built to match the old). shaky stone ceilings. They are strong. Dwarves are strong and tough but tend to be gruff and reserved. they are often considered the race most at home with humes. Bangaa possess acute senses of hearing and sight. Cetra Racial Traits • +2 Wisdom. • Automatic Languages: Common and Bangaa. • Cetra base land speed is 30 feet. with keen senses of hearing and smell. +2 Strength. but it is otherwise like normal sight. Dwarves have a sixth sense about stonework. • Automatic Languages: Common and a bonus language (chosen at 1st level). and the like. bearing offspring only infrequently.. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. wielding powerful magicks unique to their race's reptilian tongue. There are those humes who do not accept them. stonework traps. their knowledge of the earth’s secrets. Bangaa may live twice as long as the average hume. However. • +2 racial bonus to Perception checks. sensing his approximate depth underground as naturally as a hume can sense which way is up.

• Automatic Languages: Common. +2 Strength. Defeated. the Elvaans subjugated just about the whole of the Quon continent. and Tarutaru villages were no match for the San d'ria knights anyhow. Elvaan Racial Traits • +2 Wisdom. great endurance. Gradually the conquered lands slipped away from their rule as well. Having formed two incredibly fearless orders of knights. • +2 racial bonus on saving throws against Poison and Sap status effects: Dwarves are resistant to toxins. Physically and mentally the Elvaans are suited to for combat roles. An elvaan who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Dwarven. • Medium: As Medium creatures. He retains the ability to distinguish color and detail under these conditions. A strong sense of faith and pride means that the Elvaans are essentially an aristocratic race. While often thought of as less than mentally agile. • Medium: As Medium creatures. and not act on impulse. Sadly for them.• Stability: Dwarves are exceptionally stable on their feet. Not only do they stay clear of questionable activities. Strong pride and faith aptly add to their excellence in the vocations of Warriors and Monks. the reincarnation of those who have died. but aren't very graceful compared to other races. but bulky and intimidating because of their size. the flood of victories came to an end when the Hume and the Galka of Bastok combined their strength and technology against them in the Second battle of Konschtat. vaguely lizardlike tails. Close to the Hume in their looks. +2 Constitution. the proud Elvaan kingdom was unable to not bear the humiliation in peace. • Elvaan base land speed is 30 feet. flying. Elvaan. The result was internal turmoil and civil war. or otherwise not standing firmly on the ground). Young galka simply wander into town as a toddler. and the fact that Galka do not reproduce. especially those made of stone or metal. the Elvaans usually shun the world of commerce preferring to live by the sword. riding. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing. though they tend to think things through very deliberately. Page 12 of 519 . • +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds. • Low-light Vision: An elvaan can see twice as far as a hume in starlight. Galka have no special bonuses or penalties due to their size. • Martial Background: The Elvaan receives the Weapon Focus feat for free at first level. Galka Racial Traits • +2 Strength. Elvaan have no special bonuses or penalties due to their size. Galka are lumbering brutes. moonlight. many Galka are indeed quite wise and intelligent. The Elvaan trait of firm belief makes them admirable models of faith. torchlight. they take great pride in their race as well. or when they reach an old age. and the Elvaans retreated to San d'ria. Notable for their large. Elvaan are very wise and physically strong. and may apply it to any single weapon he is proficient in. • +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork. the Galka towers over all the other civilized races of Vana'diel. • +2 racial bonus on Perception and Search checks. Elvaan The race that benefited most from the end of Tarutaru monopoly of magic was the Elvaan of San d'ria. • Automatic Languages: Common. and similar conditions of poor illumination. wander off on quest. Galka Large and hulking. Galka make fierce fighters and are well-known for their metalworking and mining skills. Both male and female Elvaans are known to be swordsmen of the highest order because of their strength of mind and vitality. they either die in battle or accident. They destroyed beastmen strongholds. An elvaan’s senses are so keen that he practically has a sixth sense about hidden portals. Young galka rarely remember their former lives.

Gria are naturally fit and nimble. • 1 extra feat at 1st level. • Hume base land speed is 30 feet. • Wings: Gria have a flying speed of 15 feet with average maneuverability. • Medium: As Medium creatures. this doesn't mean that Males don't go out and explore. • Conditioning: Galka receives the Endurance feat for free at first level. short. and draconic. scaly wings. • Weapon Familiarity: Galka treat the Galkan War Pick as a martial weapon. thin tails. However. slitted eyes. They currently share the city of Windurst with the Taru-Taru. Gria have a somewhat matriarchal society in that females tend to be more active and outgoing than male members. Hume characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. and similar conditions of poor illumination. Gria The Gria are a race of winged humanoids distinguished by draconic features and native to the region of Jylland. Gria are fast and strong. Gria are driven by a love for battle and many have fierce competitive spirits. Although their limbs look to be slender. they prefer more peaceful and less dangerous jobs. • Automatic Languages: Common. • Medium: As Medium creatures. Gria Racial Traits • +2 Strength. • Low-Light Vision: A Galkan can see twice as far as a Hume in starlight. Male Gria have longer tails and larger horns and wings than their female counterparts. Despite their outward appearance. The Galka have worked with metals most of their lives. They typically have red hair and yellow. as long as they do not carry more than a Medium load. instead of an exotic weapon. • Athleticism: Gria receive a +2 racial bonus on Athletics checks. A gria’s small batlike wings only have a span of 2 feet. Galkan. Their draconic features are usually brown in color. • Gria base land speed is 30 feet. Gria possess powerful inner strength and athleticism. Page 13 of 519 .• Galkan base land speed is 20 feet. and most notably the ranks of the Star Sybil's Sybil Guards are drawn exclusively from the Mithra. Most Gria are fine in the company of other races. moonlight. Gria have no special bonuses or penalties due to their size. Mithra Graceful and agile. They have pointed ears. • Automatic Languages: Common. and are not fatigued or exhausted. Gria. galka can move at this speed even when wearing chain or plate armor or whose speed is reduced in such conditions). Galka are built for the long run. their competitive and friendly spirit making them difficult to dislike. but are sometimes green or red. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. but a large majority of Gria seen questing are female. Hume Humes in Vana'diel have proven to be the driving force behind both the technological progress of the Republic of Bastok and the unification efforts of the Grand Duchy of Jeuno. the feline Mithra hail originally from Khazam. but their villages tend to host only members of their race. torchlight. While male Gria certainly exist. Hume have no special bonuses or penalties due to their size. upward pointed horns. +2 Dexterity. slender. of course. but crossed the great sea to fight the crystal war at the side of the other races of Vana'diel. • +2 racial bonus to Appraise and Craft checks involving metal. Hume Racial Traits • +2 bonus to any ability score. often working long hours. are not wearing chain or plate armor. While Mithra. • Automatic Languages: Common. He retains the ability to distinguish color and detail under these conditions. Gria resemble Humes with draconic features.

Mithran. They have snouts. Most Moogles have white or pink fur. are famous for their thirst for learning and their discovery of the most esoteric of magical rites. they have a very short attention span so they are not keenly studious like the Tarutaru and nor are they totally tilted towards exercise like the Galka.like most races. However. lop-rabbit ears. usually red. male adventuring mithra are so rare as to be unheard of. a moogle gains a +1 size bonus to Armor Class. Their most distinguishing feature is a single black antenna that sticks up from the head with a small. Using these claws give Mithra a +2 racial bonus on Athletic checks involving climbing. This definite balance makes them good all round characters that can do particularly well in all fields but still never be the best as Mages or Fighters. and long. • Mithran base land speed is 30 feet. or purple bat-like wings. Moogles typically get no taller than 3 to 4 feet. and indeed other mithra. Moogle. Nu Mou The wise and gentle Nu Mou. Moogle Moogles are a resourceful race known to be skillful in mechanics and engineering. they were the first pioneers of airship construction. • Small: As a Small creature. moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction. their cheerful disposition often charming potential customers. Thus. Furthermore. and as such male mithra are normally kept locked away from the prying eyes of other races. as long as they do not carry more than a Medium load. They often make friends due to their friendly nature. a tribe of lop-eared mages and spellcasters. • Good Merchant: All moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Mithra have no special bonuses or penalties due to their size. Their ears are usually shaped like a cat's. and generally have keen senses. the threats of the world. Moogles are small creatures and have trouble keeping up with medium size creatures. male births are exceedingly rare. are not wearing chain or plate armor. ball (or "pompom") at the end. Moogle Racial Traits • +2 Dexterity. red. Mithra are known for their energy and curiosity. • +2 racial bonus on Perception checks. and his lifting and carrying limits are three-quarters of those of a Medium character. and of course for their good-humored mischievous nature. a +1 size bonus on attack rolls. they tend to end their sentences with the sound 'kupo’. They are also skillful merchants. Moogles tend to be very agile and have the innate ability to get along with others easily. They tend to have small eyes (like moles) and black. but he uses smaller weapons than humes use. • Wings: Moogles have a flying speed of 15 feet with average maneuverability. • Automatic Languages: Common. A moogle’s small bat-like wings only have a span of 2 feet. and similar conditions of poor illumination. Mithra are naturally alert. exist as both male and female. this is not the same as improved unarmed feat and they may only make a lethal damage attack with unarmed if at least one hand is free. and a +4 size bonus on Stealth checks. Mithra are very dexterous and agile. but sometimes they have longer rabbit-like ears. They have gray. When speaking hume languages. often pierced by heavy jewelry. moonlight. and sport elegantly long tails covered in heavy orange Page 14 of 519 . leathery skin. • Automatic Languages: Common. and are not fatigued or exhausted. • Medium: As Medium creatures. • Claws: Mithra have short retractable claws on their hands which allow them to make hand to hand attacks for lethal damage. Moogles receive a +2 racial bonus on all Appraise checks. • Low-Light Vision: Mithra can see twice as far as a Hume in starlight. She retains the ability to distinguish color and detail under these conditions. +2 Charisma. +2 Charisma. Mithra Racial Traits • +2 Dexterity. torchlight. • Moogle base land speed is 20 feet.

fur, giving them a bestial cast that doesn’t mesh with their cautious, timid ways. The Nu Mou are sagacityembodied scholars who are rarely seen outside of their impressive academic towers, except when working on behest of professors or politicians. They are devoted enough to the ideal of knowledge, power, and education to sacrifice themselves for this cause, if need be. Nu Mou Racial Traits • +2 Wisdom, +2 Intelligence. Nu mou are very wise and intelligent. • Medium: As Medium creatures, Nu mou have no special bonuses or penalties due to their size. • Nu mou base land speed is 20 feet. Nu mou are smaller than humes and have much shorter legs, but nu mou can move at this speed even while wearing chain armor. • Low-Light Vision: Nu mou can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • +2 racial bonus to all Knowledge (Religion) and Knowledge (Arcane) checks. Nu mou society revolves around religion and magic. • Automatic Languages: Common, Nu Mou.

Qu
The Qus are a race of strange, swamp-dwelling humanoids reputed for their huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life. The Way of the Gourmand defines the life of a Qu. Knowledge, power and personal growth can be attained by eating and discovering new knowledge of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but won’t try to understand what is beyond their own limits. They are grounded in reality and won’t be impaired by the chaos around them or dramatic events. Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qu’s faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly colored clothes and cook outfits, and usually weigh about 400 pounds. The Qus are truly affectionate beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (by catching some exotic food, for example.). Qu Racial Traits • +2 Constitution, +2 Intelligence. Qus are resilient and smart, but their monstrous appearance make people fearful of interacting with them. • Medium: As Medium creatures, Qu have no special bonuses of penalties due to their size. • Great Lungs: Qus receive the Endurance feat for free at first level. • Strong Stomach: Qus gain a +4 racial bonus to saving throws against Poison and Sap status effects due to their unique biology. • Weapon Familiarity: Qu treat the Qu Battle Fork as a martial weapon, instead of an exotic weapon. • Skills: Qus gains a +2 racial bonus to Profession (Chef) skill checks. Qus are renown chefs of the culinary world. • Languages: Common, Qu.

Ronso
Ronso are a race of many-colored furred lion-like humanoids. Ronso are formidable fighters, being tall and amazingly strong, and are known for their strong sense of honor and loyalty, as well as their pride and quickness to anger. The long, sharp horn sported by all adult male Ronso is a symbol of esteem and a source of great pride. To lose this horn is considered extremely shameful. Ronso Racial Traits Page 15 of 519

• +2 Strength, +2 Dexterity. Ronso are large and powerful, but gruff in demeanor. • Medium: As Medium creatures, Ronso have no special bonuses or penalties due to their size. • Ronso base land speed is 30 feet. • Horn: Ronso can attack with their horn that deals 1d8 points of damage on a successful strike. • Low-Light Vision: A ronso can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. • Arctic Fur: Ronso are immune to environmental damage from cold weather (below 40 degrees). In conditions of extreme cold (below 0 degrees), ronsos suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. • +2 racial bonus on all Survival checks. Ronso are hunters and can hunt in the best and worst of weather conditions. • Automatic Languages: Common and Ronso.

Seeq
The Seeq are a pig-like race that comes in a variety of colors and sizes. They make a living in Hume societies and make decent go-betweens and peddlers. Many are mistrusted on account of their appearance, mannerisms, and size. But if they are treated correctly, they make loyal friends. They have large, tan bellies, with the rest of their bodies colored in various shades, commonly blue, but some are red, green, yellow, or brown. They have squat faces and snouts with large nostrils, large, pupil-less eyes of varying colors, and large tusks. One of their distinguishing features is their large single horn that protrudes from the top of their heads, sometimes it is a spire, and other times it resembles a knob. They stand on short, thin, but strong legs featuring three cloven toes. Their powerful arms feature two long-talon fingers and a thumb. Physically, it is impossible to distinguish between males and females. But females tend to wear tops, while most males usually only cover their bottoms with ragged skirts or shorts in day to day life, only donning armor for adventuring. Seeq are natural gossipmongers and peddlers. Most living among Hume societies operating bazaar stalls, shops, and taverns. They are treated as lower-class citizens, on the account that most are not very bright and speak crudely and have no table manners and spread rumors and are greedy and etc. Seeq Racial Traits • +2 Dexterity, +2 Constitution. Seeq are surprisingly agile and understandably hardy, but not terribly bright and often let their greed get the best of them. • Medium: As Medium creatures, Seeq have no special bonuses or penalties due to their size. • Seeq base land speed is 30 feet. • Hardiness: Seeq receives the Endurance feat for free at first level. • Greed: Seeq receive a +2 racial bonus on Diplomacy checks when used to barter for items. • Word on the Street: Seeq receive a +2 racial bonus on Gather Information checks. • Automatic Languages: Common and Seeq.

Tarutaru
Tarutaru resemble children in size, though this does not reflect their age. In fact, they do not seem to change their appearance at all as they age. The Tarutaru are said to understand the importance of the balance between natural harmony and magic. Tarutaru lack the physical strength and durability of their fellow enlightened races as a result of their racial prejudice towards magical study, but they do control greater reserves of magical power as a result, and are the most studious and intelligent of the races. Tarutaru Racial Traits • +2 Intelligence, +2 Dexterity. Tarutaru possesses a keen intellect and nimbleness. • Small: As a Small creature, a tarutaru gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, they use smaller weapons than Humes use, and their lifting and carrying limits are three-quarters of those of a Medium character. Page 16 of 519

• Tarutaru base land speed is 20 feet. • +1 racial bonus on all saving throws. • +2 racial bonus on Knowledge (Arcana) and Spellcraft checks. Tarutaru value knowledge and learning about the field of magic. • Automatic Languages: Common, Tarutaru.

Viera
Long of limb and silver-haired with a pair of rabbit ears, the viera are intimately tied to the Wood in which they make their home. Though closely resembling humes in appearance, viera are said to live as much as three times longer. Their senses of sight and hearing are especially acute, allowing them to track prey from a distance of many leagues. The viera listen to the sacred voice of the Woods, and by her voice, learn all that goes on beyond her boundaries. Called the Green Word, it is the law by which the viera live by. Yet for some viera this is not enough. Those who cannot content themselves with the Wood's whispers seek to travel the world of the humes and witness the wonders - and horrors - firsthand. Viera, whose curiosity leads them from the Woods are cast out, never permitted to return. Viera Racial Traits • +2 Dexterity, +2 Wisdom. Viera are agile and wise. • Medium: As Medium creatures, Viera have no special bonuses or penalties due to their size. • Viera base land speed is 30 feet. • Low-Light Vision: A Viera can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • Ranger Expertise: Viera receives a Weapon Focus feat for free for any one ranged weapon they are proficient in. • +2 racial bonus to Perception checks. The viera are naturally alert, and generally have keen senses. • Automatic Languages: Common, Vieran.

Page 17 of 519

CHAPTER 3: BASE CLASSES
Adventurers seek gold, glory, justice, fame, power, knowledge, or maybe some other goals—perhaps noble or perhaps base. Each chooses a different way to attain those goals, from brutal combat power, to mighty magic, to subtle skills. Some adventurers prevail and grow in experience, wealth, and power. Others die. Your character’s class is his or her profession or vocation. It determines what he or she is able to do: combat prowess, magical ability, skills, and more. Class is probably the first choice you make about your character— just ahead of race, or perhaps in conjunction with that decision. The class you choose determines where you should best place your character’s ability scores and suggests which races are best to support that class choice.

THE CLASSES
The twenty classes, in the order they’re presented in this chapter, are as follows: Archer: A ranged specialist whose ability to defeat foes from afar is unmatched. Bard: A performer whose music works magic—a wanderer, a storyteller, and an inspirer. Beastmaster: A ferocious warrior who fights along with his animal companion. Black Mage: A potent spellcaster schooled in the magical art of destruction magic. Blue Mage: A unique spellcaster who practices the mystical art of creature magic. Chemist: A mystical brewer of chemicals that heal, enhance, or explode allies and enemies alike. Chocobo Knight: A mounted charger representing the ultimate in mounted warfare. Dark Knight: An unholy champion of evil seeking fame and personal power. Dragoon: An unstoppable lancer capable of tremendous jumps and flashy polearm techniques. Engineer: An innovative creator who builds robots and unique technology. Fighter: A raging berserker with exceptional combat capability and unequaled skill with weapons. Gunner: A firearms expertist whose speed with pistols is legendary to behold. Holy Knight: A champion of justice, protected and strengthened by an array of holy powers. Knight: An armored combatant with a code of honor, defending those in need. Monk: A martial artist whose unarmed strikes hit fast and hard—a master of exotic powers. Necromancer: A ghastly spellcaster who summons undead to follow his every command. Red Mage: A jack-of-all-trades who is able to use both black and white magic to a limited degree. Summoner: A specialized spellcaster who summons an elemental avatar to defend him. Thief: A tricky, skillful scout who wins the battle by stealth rather than brute force. White Mage: A defensive spellcaster schooled in the magical art of holy and healing magic.

THE MULTICLASS CHARACTER
As your character advances in level, he or she may add new classes. Adding a new class gives the character a broader range of abilities, but all advancement in the new class is at the expense of advancement in the character’s other class or classes. A black mage, for example, might become a combination black mage/fighter. Adding the fighter class would give her proficiency in more weapons, better Fortitude saving throws, and so on, but it would also mean that she doesn’t gain new black mage abilities when she adds this second class and thus is not as powerful a black mage as she otherwise would have become if she had chosen to continue advancing as a black mage. Rules for creating and advancing multiclass characters can be found at the end of this chapter.

CLASS AND LEVEL BONUSES
Page 18 of 519

An attack roll, saving throw, or skill check is a combination of three numbers, each representing a different factor: a random factor (the number you roll on a d20), a number representing the character’s innate abilities (the ability modifier), and a bonus representing the character’s experience and training. This third factor depends, either directly or indirectly, on the character’s class and level. The Table 3–1: Base Save and Base Attack Bonuses in the PHB summarizes the figures for this third factor when it applies to base save bonuses and base attack bonuses. Base Save Bonus: The two numbers given in the column on the Table 3–1 in the PHB apply to saving throws. Whether a character uses the first (good) bonus or the second (poor) bonus depends on his or her class and the type of saving throw being attempted. For example, fighters get the lower bonus on Reflex and Will saves and the higher bonus on Fortitude saves, while thieves get the lower bonus on Fortitude and Will saves and the higher bonus on Reflex saves. Monks are equally good at all three types of saving throws. See each class’s description to find out which bonus applies to which category of saves. If a character has more than one class, the base save bonuses for each class are cumulative. Base Attack Bonus: On an attack roll, apply the bonus from the appropriate column on the Table 3–1 in the PHB according to the class to which the character belongs. Whether a character uses the first (good) base attack bonus, the second (average) base attack bonus, or the third (poor) base attack bonus depends on his or her class. Beastmasters, chocobo knights, dark knights, dragoons, fighters, holy knights, knights, and monks have a good base attack bonus, so they use the first Base Attack Bonus column. Archers, blue mages, chemists, engineers, gunners, red mages, and thieves have an average base attack bonus, so they use the second column. Bards, black mages, summoners, and white mages have a poor base attack bonus, so they use the third column. Numbers after a slash indicate additional attacks at reduced bonuses: “+12/+7/+2” means three attacks per round, with an attack bonus of +12 for the first attack, +7 for the second, and +2 for the third. Any modifiers on attack rolls apply to all these attacks normally, but bonuses do not grant extra attacks. If a character has more than one class, the base attack bonuses for each class are cumulative.

LEVEL-DEPENDENT BENEFITS
In addition to attack bonuses and saving throw bonuses, all characters gain other benefits from advancing in level. The Table 3–2: Experience and Level-Dependent Benefits in the PHB summarizes these additional benefits. XP: The column on Table 3–2 in the PHB shows the experience point total needed to attain a given character level—that is, the total of all the character’s level in classes. (A character’s level in a class is called his or her class level.) For any character (including a multiclass one), XP determines overall character level, not individual class levels. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his or her character level + 3. A class skill is a skill frequently associated with a particular class—for example, Spellcraft is a class skill for black mages. Class skills are given in each class description in this chapter. Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a character’s class), the maximum number of ranks a character can have is one-half the maximum for a class skill. For example, at 1st level, a black mage could have 2 ranks in Stealth (typically associated with thieves, and on that class’s list of class skills), but no more. These 2 ranks in a cross-class skill would cost the black mage 4 skill points, whereas the same 4 points would buy 4 ranks in a black mage class skill, such as Spellcraft. The half ranks (1/2) indicated on Table 3–2 don’t improve skill checks. They simply represent partial purchase of the next skill rank and indicate the character is training to improve that skill.

Page 19 of 519

Feats: Every character gains one feat at 1st level and another at every three levels thereafter (6th, 9th, 12th, 15th, and 18th level). These feats are in addition to any bonus feats granted as class features (see the class descriptions later in this chapter) and the bonus feat granted to all humes. See Chapter 5: Feats for more information about feats. Ability Increases: Upon attaining any level divisible by four (4th, 8th, 12th, 16th, and 20th level), a character increases one of his or her ability scores by 1 point. The player chooses which ability score to improve. For example, a thief with a starting Dexterity of 16 might increase this to 17 at 4th level. At 8th level, the same character might increase his Dexterity score again (from 17 to 18) or could choose to improve some other ability instead. The ability improvement is permanent. For multiclass characters, feats and ability score increases are gained according to character level, not class level. Thus, a 3rd-level black mage/1st-level fighter is a 4th-level character overall and eligible for her first ability score boost.

CLASS DESCRIPTIONS
The rest of this chapter, up to the section on multiclass characters, describes the character classes in alphabetical order. Each description begins with a general discussion in “game world” terms, the sort of description that characters in the world could understand and the way such a character might describe himself or herself.

GAME RULE INFORMATION
Following the general class description comes game rule information. Not all of the following categories apply to every class. Abilities: The Abilities entry tells you which abilities are most important for a character of that class. Players are welcome to “play against type,” but a typical character of that class will have his or her highest ability scores where they’ll do the most good (or, in game world terms, be attracted to the class that most suits his or her talents or for which he or she is best qualified). Alignment: A few classes restrict a character’s possible alignments. For example, a knight must have a lawful alignment. An entry of “Any” means that characters of this class are not restricted in alignment. Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level. HD Type d4 d6 d8 d10 d12 Class Black Mage, Necromancer, Summoner, White Mage Bard, Blue Mage, Chemist, Engineer, Thief Archer, Gunner, Monk, Red Mage Beastmaster, Dragoon, Fighter Chocobo Knight, Dark Knight, Holy Knight, Knight

A character rolls one Hit Die each time he or she gains a new level, then applies any Constitution modifier to the roll, and adds the result to his or her hit point total. Thus, a character has the same number of Hit Dice as levels. For his or her first Hit Die, a 1st-level character gets starting HPs at 1st level rather than rolling (although Constitution modifiers, positive or negative, still apply). If your character has a Constitution penalty and gets a result of 0 or lower after the penalty is applied to the Hit Die roll, ignore the roll and add 1 to your character’s hit point total anyway. It is not possible to lose hit points (or not receive any) when gaining a level, even for a character with a rotten Constitution score. Page 20 of 519

Class Table: This table details how a character improves as he or she gains levels in the class. Some of this material is repeated from the Table 3–1: Base Save and Base Attack Bonuses in the PHB, but with more detail on how the numbers apply to that class. Class tables typically include the following: Level: The character’s level in that class. Base Attack Bonus: The character’s base attack bonus and number of attacks. Fort Save: The base save bonus on Fortitude saving throws. The character’s Constitution modifier also applies. Ref Save: The base save bonus on Reflex saving throws. The character’s Dexterity modifier also applies. Will Save: The base save bonus on Will saving throws. The character’s Wisdom modifier also applies. Special: Level-dependent class abilities, each explained in the Class Features section that follows. Magic Points: How many magic points the character can utilize each day. Spell/Song Level: This indicates what spell level or song level a mage or bard can cast or perform up to. Class Skills: This section of a class description gives the class’s list of class skills, the number of skill points the character starts with at 1st level, and the number of skill points gained each level thereafter. A character gets some number of skill points each level, such depending on the class in question, such as 4 for a blue mage or 8 for a thief. To this number, apply the character’s Intelligence modifier (and 1 bonus point, if the character is hume) to determine the total skill points gained each level (but always at least 1 skill point per level, even for a character with an Intelligence penalty). A 1st-level character starts with four times this number of skill points. Since the maximum ranks in a class skill for a character is the character’s level + 3, at 1st level you can buy as many as 4 ranks in any class skill, at a cost of 1 skill point per rank. You can also buy skills from other classes’ skill lists, but each skill point only buys 1/2 rank in these cross-class skills, and you can buy only half the maximum ranks a class skill would have (thus, the maximum rank for a cross-class skill at 1st level is 2). Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and disadvantages of the class. Class features include some or all of the following. Weapon and Armor Proficiency: This section details which weapons and armor types the character is proficient with. Regardless of training, cumbersome armor interferes with certain skills (such as Athletics) and with the casting of most arcane spells. Characters can become proficient with other weapon or armor types by acquiring the appropriate Armor Proficiency (cloth, leather, chain, plate), Shield Proficiency, and Weapon Proficiency (exotic, martial or simple) feats. (See Chapter 5: Feats.) Other Features: Each class has certain unique capabilities. Some, such as the thief, have few; others, such as the monk, have many. Some abilities are supernatural or spell-like. Using a spell-like ability is essentially like casting a spell (but without components), and it provokes attacks of opportunity. Using a supernatural ability is not like casting a spell.

Archer
Page 21 of 519

The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. The archer has little use for the typical trappings of other warriors. He values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.

GAME RULE INFORMATION
Archers have the following game statistics. Abilities: Dexterity is very important for archers. It helps them aim accurately and dodge melee attacks. It also gives them access to certain Dexterity-oriented feats. Alignment: Any. Starting HPs at 1st Level: 20 + Constitution modifier. Hit Die: d8.

Class Skills
The archer’s class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Knowledge (any) (Int), Perception (Wis), Ride (Dex), Search (Int), and Stealth (Dex). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-1: The Archer Base Attack Level Bonus 1st +0 2nd +1 3rd +2 th 4 +3 5th +3 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Archery Style, Aim (+1), Limit Breaks Precision Shot (+1d6) Deadshot, Aim (+2) , Evasion Extended Range Improved Archery Style, Aim (+3), Expert Archer Fast Movement (+10 ft.), Precision Shot (+2d6), Trick Shot Improved Deadshot, Aim (+4) Uncanny Dodge Safe Shot, Aim (+5) Archery Style Mastery, Precision Shot (+3d6) Ranged Cleave, Aim (+6), Improved Evasion Fast Movement (+20 ft.) Evasive Archer, Aim (+7) Critical Aim, Precision Shot (+4d6) Penetrating Shot, Aim (+8) Improved Uncanny Dodge Volley, Aim (+9) Fast Movement (+30 ft.), Precision Shot (+5d6) Ranged Defense, Aim (+10) Master Archer

Class Features All of the following are class features of the archer. Weapon and Armor Proficiency: Archers are proficient with all simple weapons, plus longbow, shortbow, composite longbow, composite shortbow, and greatbow. Archer are proficient with cloth and leather armor, but not with any type of shields. Page 22 of 519

Limit Breaks (Su): At 1st level, the archer receives the Limit Breaks (Hail of Arrows and Trueshot Aura). Hail of Arrows (Su): This Limit Break allows the archer to shoot a single arrow into the area within 60 feet. As the arrow descends, it splits into hundreds of arrows raining down upon his enemies. Enemies within a 20-ft.-radius of the indicated area the archer has chosen suffer 1d6 damage per archer class level, a Reflex save (DC 10 + 1/2 archer class level + Dexterity modifier) for half damage. Trueshot Aura (Su): This Limit Break allows the archer to shoot at any opponent within three times the maximum range without any penalties for the round. The archer receives a +1 competence bonus on the Attack roll per archer class level. For the round, if any ranged attacks hit, the damage is maximized. The Aim ability and Precision Shot all stack if all conditions are satisfied with this Limit Break, but Precision damage is not maximized. Archery (Ex): At 1st level, the archer is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Aim (Ex): Starting at 1st level and every odd level afterwards, as a standard attack action, the archer can take wait a few seconds to aim and take a full measure of his bow to make every shot count. For every segment on the initiative the archer waits (up to the max of his Aim bonus), the archer receives a competence bonus equal to his Aim bonus to Attack and Damage rolls. If something interrupts the archer's Aim, the archer must make a Concentration check (DC 15 + the amount of Aim bonus) or lose the action. (For example, a archer uses Aim +5, and he rolls a 16 for Initiative. His attack doesn't go off until 11, but during that time between 16 and 11, if something interrupts the archer, he has to make a Concentration check (DC 20) to not lose his attack.) Anything causing the archer to drop his bow disrupts his attack. Feats that grant extra attacks cannot be used in conjunction with the Aim ability. Precision Shot (Ex): At 2nd level and every four levels afterwards, the archer can make precision shots for extra damage at close range. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four archer levels thereafter. Should the archer score a critical hit with a precision shot, this extra damage is not multiplied. The archer must be within 30 feet to make precision shots and only the first successful attack deals the extra damage. Evasion (Ex): At 3rd level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archer is wearing cloth or leather armor. A helpless archer does not gain the benefit of evasion. Deadshot (Ex): At 3rd level, when an archer attacks with a bow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll. Extended Range (Ex): Starting at 4th level, after all multipliers have been applied, an archer adds 10 feet (and 5 feet for Precision Shot and Point Blank Shot) to the range increment of any bow he uses for every two levels he possesses in the archer class. Thus, an 8th-level archer with a composite longbow and the Far Shot feat would have a range increment of ([110 feet x 1.5] + [4 x 10 feet] = 165 feet + 40 feet) 205 feet. Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.

Page 23 of 519

Improved Archery (Ex): At 5th level, an archer’s aptitude in his archery improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Fast Movement (Ex): At 6th level, when not firing or reloading, archer can quickly change position. When wearing cloth or leather armor and carrying no more than a light load, his base move speed increases by 10’. This bonus increases to 20’ at 12th level and again increases again to 30’ at 18th level. Trick Shot (Ex): At 6th level, an archer can choose one of the following actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his attack roll. Every four levels beyond 6th, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal. At 14th level, he may also choose from the following actions: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or Strength check (against the archer’s –4 penalty). Improved Deadshot (Ex): At 7th level, when an archer attacks with a bow as a readied action, his target is denied its Dexterity bonus to its AC. Uncanny Dodge (Ex): Starting at 8th level, an archer can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An archer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If an archer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Safe Shot (Ex): At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow. Archery Mastery (Ex): At 10th level, an archer’s aptitude in his archery improves again. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Ranged Cleave (Ex): A bow in the hands of a 11th-level archer becomes a weapon capable of shots with incredible power and precision. Whenever an archer deals enough damage to a creature with a bow to drop the creature below 0 hit points, the archer receives a second attack against another creature within half the weapon’s range increment of the first target. If the second target is dropped below 0 hit points by the attack, the archer may take a third attack against another creature within one-quarter of the weapon’s range increment from the second target, and so on – the maximum distance between potential targets halving each time a target is successfully dropped. Improved Evasion (Ex): At 11th level, the archer's evasion ability improves. This works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless archer does not gain the benefit of improved evasion. Evasive Archer (Ex): At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. Page 24 of 519

Sense Motive (Wis).. Perform (Cha). the arrow pierces the target and can strike another creature in line behind it. Penetrating Shot (Ex): At 15th level.. he may make one extra attack in a round at his highest base attack. Volley (Ex): At 17th level. and inspired them to do great things. Class Skills The bard’s class skills (and the key ability for each skill) are Acrobatics (Dex). A forbidden chant to weaken a party's foes. Master Archer (Ex): The speed at which the archer can fire any bow is legendary. the arrow can continue to hit another target. he can catch an arrow fired at him and shoot it any target he chooses. A bard is the quintessential entertainer. The critical threat range of all bows in the hands of the archer is increased by 1. The archer must use the full-attack action to strike with this ability. Their songs and inspirations often protect their allies from harm. When using a bow. the archer may shoot with one extra attack at the expense of accuracy. The secondary attack is made at a –4 penalty. blessed with musical skills that are the envy of all others. and Stealth (Dex). This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him. Gather Information (Cha). but the penalties stack. Knowledge (all skills. Improved Uncanny Dodge (Ex): An archer of 16th level or higher can no longer be flanked. Ranged Defense (Ex): At 19th level. Bluff (Cha). Abilities: Charisma determines how powerful a song a bard can perform. Bard A bright tune to soothe a party's wounds.Critical Aim (Ex): At 14th level. Page 25 of 519 . Skill Points at Each Additional Level: 4 + Int modifier. Alignment: Any. so it affects attacks of opportunity made before his next action.. Spellcraft (Int). but this attack and each other attack made that round suffers a -2 penalty. Concentration (Con). In addition. A brisk march to raise a party's spirits. Diplomacy (Cha).. The archer must be able to trace a line starting at his space and passing through both targets to make this additional attack. Athletics (Str). an archer gains DR 5/.. how hard those songs are to resist. as a full-round action. when an archer confirms a critical hit with a bow.against ranged attacks.. Hit Die: d6. Bards use music as their weapon. GAME RULE INFORMATION Bards have the following game statistics. If this attack is also a critical hit. When doing so. an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot-radius burst. the archer's aim becomes a precise deadliness. this increases by 1 again. heal wounds. in addition to any modifiers for added range. Perception (Wis). and how many additional MP a bard receives from a high attribute. Skill Points at 1st level: (4 + Int modifier) x 4. as an immediate action. At 18th level. Profession (Wis). unless the attacker has at least four more character levels than the archer does. taken individually) (Int). The -2 penalty applies for 1 round. Disguise (Cha). The archer must have at least one hand free (holding nothing) to use this ability. Starting HPs at 1st Level: 15 + Constitution modifier. making separate attack and damage rolls for each creature.

Table 3-2: The Bard Base Fort Reflex Will Level Attack Save Save Save Bonus 1 st Auras Known Special Bardic Performance. Soothing Performance. Inspiration (10d6) MP Song Minor Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 1 1 2 2 3 3 4 4 5 5 5 6 6 6 7 7 7 7 8 8 Major +0 +1 +1 +2 +2 +3 +3 +4 +0 +0 +1 +1 +1 +2 +2 +2 +2 +3 +3 +4 +4 +5 +5 +6 +2 +3 +3 +4 +4 +5 +5 +6 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +4 +5 +5 +3 +3 +3 +6 +7 +7 +6 +7 +7 +6/+1 +6/+1 +7/+2 +4 +4 +4 +8 +8 +9 +8 +8 +9 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +5 +5 +5 +6 +6 +6 +9 +10 +10 +11 +11 +12 +9 +10 +10 +11 +11 +12 Class Features All of the following are class features of the bard. Major Aura +2. Additional Song. Troubadour Major Aura +1. Deadly Performance. Inspire Courage +3. Clear Mind Major Aura +4. Inspiration (1d6) Inspire Competence +2. Inspiration (2d6) Inspire Courage +2. Inspire Courage +1. Major Aura +5. Funeral Ballad. Inspire Competence +6 Additional Song. Limit Breaks Versatile Performance. Encore Major Aura +3. Natural Talent. Page 26 of 519 . Inspiration (4d6) Inspire Greatness Additional Song. Versatile Performance. Inspiration (3d6) Skilled Performer +5 Inspire Competence +3. Inspire Heroics. Versatile Performance. Inspiration (8d6) Grant Move Action (5/day). Grant Move Action (1/day) Versatile Performance. Inspiration (9d6) Skilled Performer +15. Inspire Courage +4 Versatile Performance. Grant Move Action (2/day) . Grant Move Action (3/day). Inspiration (5d6) Inspire Competence +4. Inspiration (7d6) Inspire Competence +5. Minor Aura. Inspiration (6d6) Skilled Performer +10 Grant Move Action (4/day).

the bard can perform four songs. allies. The bard may project one minor aura and (starting at 4th level) one major aura at a time. encouraging. An ally must have an Intelligence score of 3 or higher and be able to understand the bard’s language to gain the bonus. Destructive Shout (Su): This Limit Break causes the Bard to shout towards his opponents causing nonelemental damage in a 60-ft. directing. cajoling. a bard’s aura affects all allies within 60 feet (including himself ) who can hear the bard. he gains one new song of any song level that he can perform (based on his new bard level) for his songbook. bards keep a written account of his songs in his songbook. The bard begins play with a songbook containing two 1st-level songs. or calming allies. a bard must have a Charisma score equal to at least 10 + the song level (Cha 11 for 1st-level songs. Each song performed during the duration have all variables and effects maximized and doubled as well as song duration. and so forth). The Difficulty Class for a saving throw against a bard’s song is 10 + the song’s level + the bard’s Charisma modifier. rapier. At 10th level. plus the longsword. ordering. A bard sizes up the enemy. with a +4 to the perform DC for each song after the first. a bard can perform an additional song. Unlike mages. the bard receives the Limit Breaks (Soul Voice and Destructive Shout). As his bard level increases. The aura remains in effect until the bard uses a free action to dismiss it or activates another aura of the same kind (major or minor). Cha 12 for 2nd-level songs. he gains access to new auras. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four bard class levels. the bard can perform three songs and at 20th level. Unless otherwise noted. Most songs have a radius of 30 feet. Projecting an aura is a swift action. Limit Break (Su): At 1st level. He can learn to produce different effects. In addition. Songs: A bard performs songs from his songbook. Performing a song also requires the bard to make a Perform skill check of DC 10 + twice the song’s level in addition to spending MP. paralyzed. A bard can have an aura active continually. Soul Voice (Su): This Limit Break allows the bard to be able perform songs with double maximum variables for a duration of 1 round + 1 round per four bard levels. a bard gains additional MP for having a high attribute (Charisma). Page 27 of 519 . before the bard must make another Perform check and pay the MP cost again. unless otherwise stated. an aura can be in effect at the start of a combat encounter even before the bard takes his first turn. a bard can perform songs while wearing cloth or leather armor without incurring the normal song failure chance. and the terrain. the bard can also purchase songs for his songbook. and whip.-cone. sap. or otherwise unable to be heard or understood by his allies. unconscious. as indicated on Table 3–4: The Bard. over the course of his career. At each new bard level. Auras (Ex): The bard exerts an effect on allies in his vicinity. A bard’s aura is dismissed if he is dazed. short sword. The Perform check is needed for each song. a bard wearing chain or plate armor or using a shield incurs a chance of song failure. or auras. centered on the bard. Activating an aura involves haranguing. All bonuses granted by a bard’s auras are circumstance bonuses that do not stack with each other. Because the somatic components required for bard songs are relatively simple.Weapon and Armor Proficiency: A bard is proficient with all simple weapons. But like mages. allowing him to perform two songs. Bards are proficient with cloth armor and leather armor but not with any shields. All songs have a duration of one round + the bard's Charisma modifier. like Mages. A bard begins play knowing one minor aura of his choice. Failure in making the skill check still expends the MP cost of the song. However. a Fortitude save (DC 10 + 1/2 bard class level + Charisma modifier) or be stunned for 1 round. shortbow. Additional Song: Starting at 1st level. thus. stunned. To learn or perform a song. then gives allies the direction that they can use to do their best.

Motivate Strength: Bonus on Strength checks and Strength-based skill checks. Watchful Eye: Bonus on Reflex saves. and sunder attempts. Over the Top: Bonus on damage rolls when charging. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Master of Tactics: Bonus on damage rolls when flanking. If a bardic performance has audible components. the targets must have line of sight to the bard for the performance to have any effect. If he fails this check. and such performances are language dependent. the targets must be able to hear the bard for the performance to have any effect. Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. bull rush. Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. but it ends immediately if the bard is killed. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself). bolstering them against fear and improving their combat abilities. or both. Determined Caster: Bonus on rolls to overcome spell resistance.Minor Aura: A minor aura lets allies add the bard’s Charisma bonus (if any) to certain rolls. At 13th level. the attempt still counts against his daily limit. If a bardic performance has a visual component. a bard can start a bardic performance as a move action instead of a standard action. Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. To be affected. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks. Combat Leader: Bonus on Initiative checks. including himself if desired. an ally must be able to perceive the bard’s performance. At 7th level. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him. stunned. Inspire courage is a mindPage 28 of 519 . Accurate Strike: Bonus on rolls made to confirm critical hits. and every six bard levels thereafter. a bard can start a bardic performance as a swift action. as indicated by his level. Deaf creatures are immune to bardic performances with audible components. Each round. but it can be maintained each round as a free action. Force of Will: Bonus on Will saves. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. A bard cannot have more than one bardic performance in effect at one time. A bardic performance cannot be disrupted. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. the bard can produce any one of the types of bardic performance that he has mastered. If he fails this check. to a maximum of +4 at 17th level. the attempt still counts against his daily limit. visual components. or otherwise prevented from taking a free action to maintain it each round. Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks. Demand Fortitude: Bonus on Fortitude saves. trip. Master of Opportunity: Bonus to Armor Class against attacks of opportunity. this bonus increases by +1. At 5th level. Each bardic performance has audible components. Art of War: Bonus on disarm. knocked unconscious. paralyzed. Blind creatures are immune to bardic performances with visual components. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Starting a bardic performance is a standard action.

as a swift action. Sense Motive). Motivate Ardor: Bonus on damage rolls. and so on) These temporary hit points last until the battle ends. He can learn spells by watching others cast them. Sing (Bluff. 12th. a bard can project a major aura in addition to his minor aura. Hardy Soldiers: The bard’s allies gain damage reduction equal to the bonus the aura provides. Intimidate). Disguise). Intimidate). Resist the Elements: The bard's allies gain elemental resistance equal to the bonus the aura provides. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th. Inspire competence relies on audible components. Versatile Performance (Ex): At 2nd level. Certain uses of this ability are infeasible. This bonus improves by +1 at 8th. +4 at 11th. 16th. Motivate Attack: Bonus on melee attack rolls. Diplomacy). The types of Perform and their associated skills are: Act (Bluff. the bard can double the duration of the next song the bard performs. in place of its associated skill's bonus. Motivate Urgency: Allies’ move speed is increased by 5 feet × the amount of bonus the aura provides. It is hard to be an expert on everything and keep up on the latest spells. Dance (Acrobatics. He can use his bonus in that skill in place of his bonus in associated skills. Troubadour (Su): At 3rd level. Inspiration (Su): During battle. a bard doesn’t just pick up juicy rumors in crowds and interesting insights from his surroundings. When substituting in this way. Resilient Troops: Bonus on all saves. Percussion (Handle Animal. Athletics). the bard uses his total Perform skill bonus. Major Aura: Beginning at 4th level. Steady Hand: Bonus on ranged attack rolls. Comedy (Bluff. Keyboard Instruments (Diplomacy. Inspire courage can use audible or visual components. The bard can use this ability a number of times equal to his Charisma modifier. A bard may inspire a number of times per day equal to 3+ his Charisma modifier. A bard can't inspire competence in himself. whether or not he has ranks in that skill or if it is a class skill. The bard must choose which component to use when starting his performance. The bard can choose whether or not to include himself in this effect. Motivate Care: Bonus to Armor Class. or until they are removed through damage. String (Bluff. He entertains crowds. Oratory (Diplomacy. +5 at 15th. This inspiration affects all allies within a 30-foot radius centered on the bard. Sense Motive). a bard can choose one type of Perform skill. including class skill bonus. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. and +6 at 19th). Intimidate). and 20th level. the bard exhorts his comrades with words of courage and determination. Handle Animal). and may be disallowed at the GM's discretion. such as Stealth. Natural Talent (Ex): A bard leads a busy life. A major aura lets allies add +1 to certain rolls. plus 1d6 additional points for every two bard levels beyond 2nd (2d6 at 4th. spells a bard normally couldn’t cast. Luckily. This is a standard action and does not provoke an attack of opportunity. The ally must be within 30 feet and able to see and hear the bard. the bard can select an additional type of Perform to substitute. and – more often than not – saves damsels in distress. leads adventuring parties down dangerous paths. 3d6 at 6th. At 6th level. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. heals the sick. and every 4 levels thereafter. Page 29 of 519 . and Wind (Diplomacy. and bestows 1d6 temporary hit points.affecting ability.

He gains 5 bonus skill points to any Perform skill at 7th level. Page 30 of 519 . A bard treats any spell he learns in this manner as a 2nd level bard song. four times per day at 14th level. he adds the spell to his songs known until the next time he gains new songs. Using this ability requires 4 continuous performance.) At 8th level. Beginning at 11th level. and the targets must be able to see and hear the bard throughout the performance. A creature inspired with greatness gains 2 bonus Hit Dice (d10s). A bard does not need to make a Perform check to cast this spell. a bard can attempt to learn spells he witnesses. this value increases to 10 at 13th level and 15 at 19th level. granting extra fighting capability. he immediately loses any other spell learned in this way. using the bard's level as the caster level.) If an ally chooses not to take the extra move action. and five times per day at 17th level. 4th level spells as 5th level bard songs. instead the bard needs to make a Spellcraft skill check of DC 10 + twice the spell’s level in addition to spending MP. This extra action does not affect the allies’ initiative count. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet. a bard can use natural talent to learn 2nd level spells as 3rd level bard songs. 5th level spells as 6th level bard songs. (In other words. if any. Whenever a bard sees and hears a 1st-level black magic or white magic spell being cast. Failure in making the skill check still expends the MP cost of the spell. Grant Move Action (Ex): Starting at 5th level. a bard gains the ability to grant an extra move action to his allies twice per day. a bard can maintain a bardic performance from the previous round without using up another round of his daily allotment of bardic performances. (This may mean. For every three levels a bard attains beyond 9th. Once per day. a +2 competence bonus on attack rolls. it is lost. Soothing performance relies on audible and visual components. Encore (Ex): A good performer caters to his audience. he may make a Spellcraft check to identify the spell. for example. followed directly by a full round worth of actions on the ally’s turn.At 4th level. he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). a bard can direct and motivate his allies to act immediately. replaced by a calm serenity that allows the bard to play his best music. the round continues normally after the bard’s turn is over. In addition. at 13th level. all of the targets must be able to see and hear the bard. A bard can use natural talent to learn one spell at a time. A bard can use encore a number of times per day equal to his Charisma modifier. The bard may distribute the skill points however he wants among his Perform skills. he can target one additional ally while using this performance (up to a maximum of four at 18th level). At 10th level. two bards can’t use this ability on the same ally in the same round. sickened. to these bonus Hit Dice). To inspire greatness. as a standard action. If he learns another spell using natural talent. he can also learn 3rd level spells as 4th level bard songs. Skilled Performer: The rattling nerves and jitteriness is long gone. The frequency increases to three times per day at 11th level. A character can take only one extra move action per round. Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the cura spell. Finally. acting in their current initiative order. that an ally whose initiative count immediately follows the bard’s may get an extra move action from the bard. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Each of the affected allies takes this extra move action immediately. this performance removes the fatigued. Starting at 7th level. If successful. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. and a +1 competence bonus on Fortitude saves. and shaken condition from all those affected. the commensurate number of temporary hit points (apply the target’s Constitution modifier. at 16th level. he can also learn 6th level spells as 7th level bard songs. at 19th level.

and Survival (Wis). Class Skills The beastmaster’s class skills (and the key ability for each skill) are Acrobatics (Dex). Beastmaster A beastmaster is a wilderness. the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. Constitution is important for giving beastmasters lots of hit points. Table 3-3: The Beastmaster Base Attack Fort Level Bonus Save Reflex Save Will Save Special Page 31 of 519 . The effect lasts for as long as the targets are able to witness the performance.Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. Craft (Int). Starting HPs at 1st Level: 25 + Constitution modifier. Knowledge (nature) (Int). a bard can regain his MP quicker. it dies. A beastmaster typically travels with one or more animal companions who show incredible loyalty to their humanoid friend. Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. Deadly performance is a mind-effecting death effect that relies on audible and visual components. The bard must be relaxed and must be free from overt distractions. Clear Mind (Ex): At 15th level. and the bard cannot use deadly performance on that creature again for 24 hours. he can inspire heroics in one additional creature. Funeral Ballad (Su): A bard of 18th level or higher can use his performance to create an effect equivalent to Raise on a dead creature. using the bard’s level as the caster level. For every three bard levels the character attains beyond 15th. Hit Die: d10. Athletics (Str). The bard regains MP equaling his Charisma modifier per hour. Heal (Wis). which they need in their many battles. Funeral ballad relies on audible and visual components. Though a beastmaster prefers to spend time in the wild with his animal companion. the beastmaster can be quite gentle when dealing with creatures of the wild. raging warrior who has developed an uncanny rapport with animals. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) to negate the effect. GAME RULE INFORMATION Beastmasters have the following game statistics. the target is dazed for 1d4 rounds. Skill Points at Each Additional Level: 2 + Int modifier. Though truly fearsome in battle. If a creature’s saving throw succeeds. Intimidate (Cha). Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. such as combat raging nearby or other loud noises. Handle Animal (Cha). Inspire heroics is a mind-affecting ability that relies on audible and visual components. the beastmaster will feel at home. Wisdom and Charisma are also needed for some of the beastmaster's powers. Perception (Wis). To inspire heroics. If a creature's saving throw fails. Using this ability requires 10 rounds of continuous performance. and the target must be within 10 feet of the bard for the entire performance. all of the targets must be able to see and hear the bard. Alignment: Any. As long as animals may be found where he travels. he is not averse to venturing into civilized lands when the need arises. Skill Points at 1st level: (2 + Int modifier) x 4. Abilities: Strength is especially important for beastmasters because it improves their melee attack and damage rolls. To be affected.

For the duration of 1 round + 1 round per four beastmaster levels. the beastmaster receives the Limit Breaks (Bestial Fury and Mastery of Beasts). Dex 17. Bestial Rage. cloth armor. Bestial Fury (Su): This Limit Break causes the beastmaster and his animal companions to go into a bestial fury. 2 claws (1d4). Con 10. Cha 7. AC: +1 natural armor. Rage power Greater Bestial Rage. Feral Combat Style. Trackless Step. snake (medium). Improved Empathic Link Beast Shape. Mighty Bestial Rage.. This animal is a loyal companion that accompanies the beastmaster on his adventures as appropriate for its kind.-wide. Rage power Master Hunter Animal Majesty. Limit Breaks Empathic Link. Nature Sense. 60-ft. Speed: 30 ft. Swift Tracker Rage power Greater Savage Charge Rage power Improved Quarry Rage power No Escape Tireless Bestial Rage. Enemies within the area of effect take 1d6 points of non-elemental damage per beastmaster level. Woodland Stride Track. Rage power Alertness. the beastmaster and his companion is granted a +2 enhancement bonus to Strength and Constitution per four beastmaster levels as well as an extra attack at their highest base attack bonus if they make a full attack. Ape Starting Statistics Size: Medium. Mastery of Beasts (Su): This Limit Break allows the beastmaster to summon creatures of the same type as his animal companion to stampede an area in a 10-ft. Page 32 of 519 . Climb 30ft. scent. and leather armor but not shields. Rage power Quarry.1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Animal Companion. Rage power Natural Savagery Speak with Animals. Wild Empathy. Wis 12. Rage power Class Features All of the following are class features of the beastmaster. a Reflex save (DC 10 + half of beastmaster's level + Charisma modifier) for half damage. Special Qualities: low-light vision. Weapon and Armor Proficiency: A beastmaster is proficient with all simple weapons. Int 2. or wolf. Limit Breaks (Su): At 1st level. Animal Companion (Ex): A beastmaster may begin play with an animal companion selected from the following list: ape. Rage power Savage Charge Scent. Ability Scores: Str 13.-line. hawk. Attack: bite (1d4). bear (black).

depending on the companion. an animal companion's Hit Dice. Shared Bestial Rage — Evasion Ability score increase — Devotion — Ability score increase Multiattack — — Ability score increase — — Improved evasion Ability score increase — Blood Bond — Ability score increase Page 33 of 519 . and feats advance as the beastmaster advances in level. Con 13. Special Qualities: low-light vision. Wis 12. Wis 12. Fly 80 ft. Wis 12. Ability Scores: Str 10. If a beastmaster releases his companion from service. Cha 6. Int 2. Int 1. Con 13. Black Starting Statistics Size: Medium. AC: +2 natural armor. Special Qualities: low-light vision. Attack: bite (1d4). he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of summoning. Wis 14. scent. Con-based DC]). Int 2. Table 3-4: Animal Companion Base Statistics Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th HD 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15 16 BAB +1 +2 +2 +3 +3 +4 +4 +5 +6 +6 +6 +7 +8 +9 +9 +9 +10 +11 +11 +12 Fort +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +9 +10 Ref +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +9 +10 Will +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 Skills 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15 16 Feats 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8 8 Natural Armor Bonus +0 +0 +2 +2 +2 +4 +4 +4 +6 +6 +6 +8 +8 +8 +10 +10 +10 +12 +12 +12 Str/Dex Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Bonus Tricks 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 Special Link. Attack: bite (1d6). 2 talons (1d4). Swim 20 ft. If a character receives an animal companion from more than one source. (average). Animal companions increase in size when their beastmaster reaches 7th level.. scent. Snake. Cha 6. Ability Scores: Str 15. Speed: 20 ft. Hawk Starting Statistics Size: Small. abilities. skills. Medium Starting Statistics Size: Medium. Wolf Starting Statistics Size: Medium. Dex 15. Attack: bite (1d6 plus trip). Int 2. Dex 13. Con 12. Dex 17.. Con 15. Dex 15. AC: +2 natural armor. Special Qualities: low-light vision. Climb 20 ft. Special Qualities: low-light vision. Cha 2.. This ceremony can also replace an animal companion that has perished. Speed: 50 ft. AC: +2 natural armor. Cha 6. 2 claws (1d4).. AC: +1 natural armor. Attack: bite (1d3 plus poison [1d6 points of non-elemental damage for 1 round. Speed: 10 ft. Speed: 40 ft. Ability Scores: Str 19. Unlike normal animals of its kind.Bear. his effective beastmaster levels stack for the purposes of determining the statistics and abilities of the companion. scent. Ability Scores: Str 13.

Great Fortitude. Perception* (Wis). Weapon Finesse. Stealthy. Animal companions can assign skill ranks to any skill listed below. Improved Initiative. each of which gains a Constitution modifier. The beastmaster selects these bonus tricks. Escape Artist (Dex). Natural Armor Bonus: The number noted here is an improvement to the animal companion’s existing natural armor bonus. Page 34 of 519 . HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses. These bonus tricks don’t require any training time or Handle Animal checks. as normal. Feats: This is the total number of feats possessed by an animal companion. Animal companions with an Intelligence of 3 or higher can put ranks into any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice. Stealth* (Dex). Skills: This lists the total skill ranks for the animal companion. Animal companions can select other feats. medium. it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. Endurance. although they are unable to utilize some feats (such as Martial Weapon Proficiency). An animal companion has good Fortitude and Reflex saves. Improved Natural Attack. they can’t be changed. Improved Natural Armor. Armor Proficiency (light. Animal companions can have ranks in any of the following skills: Acrobatics* (Dex). and they don’t count against the normal limit of tricks known by the animal. Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the beastmaster might choose to teach it (see the Handle Animal skill). Run. Spring Attack. Toughness. Lightning Reflexes. Improved Bull Rush. Athletics* (Str). Power Attack. The beastmaster’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics. If an animal companion increases its Intelligence to 10 or higher. Mobility. An animal companion's base attack bonus is the same as that of a beastmaster of a level equal to the animal's HD. Iron Will. Intimidate (Cha). and once selected.Class Level: The character’s beastmaster level. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. and Weapon Focus. Diehard. Dodge. Blind-Fight. Combat Reflexes. Athletic. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus. and Survival (Wis). BAB: This is the animal companion's base attack bonus. All of the skills marked with an (*) are class skills for animal companions. and heavy). Skill Focus. GMs might expand this list to include feats from other sources. Fort/Ref/Will: These are the animal companion's base saving throw bonuses. Str/Dex Bonus: Add this value to the animal companion’s Strength and Dexterity scores. Animal companions can select from the following feats: Acrobatic. Improved Overrun. Animal companions should select their feats from those listed below. Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Link (Ex): A beastmaster can handle his companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The beastmaster gains a +4 competence bonus on all wild empathy checks and Handle Animal checks made regarding the animal companion. Shared Bestial Rage (Ex): If the beastmaster rages, the animal companion also gets the benefits and penalties by raging as well. Evasion (Ex): If the animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): The animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Animal Companion Advancement (Ex): Upon reaching 7th level, the animal companions increase in size, depending on the companion. Ape: Attack bite (1d8), 2 claws (1d6); Ability Scores Str +4, Dex –2, Con +2. Bear: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4. Hawk: Size Medium; Attack 2 talons (1d4), bite (1d6); Ability Scores Str +4, Dex –2, Con +2. Snake: Size Large; AC +1 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4 Wolf: Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4. Ability Score Increase (Ex): The animal companion adds +1 to any one of its ability scores. Multiattack: The animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have this feat. If it does not have the requisite three or more attacks, the companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the animal companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Blood Bond (Ex): After a beastmaster has achieved 18th level, the bond between him and his companion grows so strong that the companion gains a +2 bonus on all attack rolls, checks and saves if it witnesses the beastmaster being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent. Feral Combat Style (Ex): Beastmasters are trained in fighting unarmed ferally, often mimicking their animal brothers and sisters. A beastmaster’s attacks are wild, often using nails, claws and bites interchangeably. This means that a beastmaster may even make unarmed strikes with his hands full. There is no such thing as an offhand attack for a beastmaster striking unarmed. A beastmaster may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. A beastmaster’s unarmed strikes always deal lethal damage. A beastmaster also deals more damage with his unarmed strikes than a normal person would. A beastmaster deals 1d6 points of damage with an unarmed strike. Also, he threatens a critical hit on a natural 20 when making an unarmed attack. Small races only deal 1d4 points of damage and large creatures deal 1d8 points of damage. At 5th level, the beastmaster's unarmed strike deals 1d8 points of damage. At 10th level, this increases to 1d10 Page 35 of 519

points of damage. At 15th level, this increases once again to 2d6 points of damage. At 20th level, the beastmaster's unarmed strike increases to 2d8 points of damage. Wild Empathy (Ex): A beastmaster can use body language, vocalizations and demeanor to improve the attitude of any creature of the animal, magical beast or vermin types. This ability functions just like a Diplomacy check made to improve a humanoid’s attitude towards a character. Typically, domesticated creatures have a starting attitude of indifferent and wild creatures begin as unfriendly. Magical beasts may only be influenced by a beastmaster’s wild empathy if the creature’s Intelligence score is 5 or less, and the beastmaster suffers a –4 penalty on any attempts to do so. The beastmaster rolls 1d20 + his beastmaster level + his Charisma modifier to determine the wild empathy check result. To use wild empathy, the beastmaster and the creature must be able to study each other, which means they must be within 30 feet of one another. A standard attempt to make a wild empathy check requires 1 minute, but as with influencing people, circumstances may require that the process take more or less time. Bestial Rage (Ex): A beastmaster becomes more beast-like, taking on animal traits of his chosen animal companion, granting him additional combat prowess. Starting at 1st level, a beastmaster can rage for a number of rounds per day equal to 2 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage do not increase the total number of rounds that a beastmaster can rage per day. A beastmaster can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a beastmaster gains bonuses according to his animal companion (listed below). In addition, he takes a –2 penalty to Armor Class. If an animal companion grants the beastmaster an increase to Constitution, it grants the beastmaster 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While also raging, a beastmaster cannot use any Charisma-, Dexterity-, or Intelligencebased skills (except for Acrobatics, Athletics, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A beastmaster can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A beastmaster cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a beastmaster falls unconscious, his rage immediately ends, placing him in peril of death. Ape: When raging, beastmasters with an Ape Companion gains Climb (with a +8 bonus to Athletics checks) speed of 15 feet, +2 bonus to Strength, and +4 bonus to Dexterity, and a +1 Natural Armor bonus to Armor Class. Bear: When raging, beastmasters with a Bear Companion gains +5 movement speed, +4 bonus to Athletics checks, +2 bonus to Strength, and a +4 bonus to Constitution. Hawk: When raging, beastmasters with a Hawk Companion grows wings and gains a Fly speed of 20 feet (poor) as well as a +4 bonus to Perception checks, +2 bonus to Dexterity, and a +4 bonus to Wisdom. Snake: When raging, beastmasters with a Snake Companion gains a Swim (with a +8 bonus to Athletics checks) speed of 20 feet, +4 bonus to Dexterity, +2 bonus to Wisdom, and a +1 Natural Armor bonus to Armor Class. Wolf: When raging, beastmasters with a Wolf Companion gains +5 movement speed, +2 bonus to trip checks, and a +2 bonus to Strength, Dexterity, and Constitution.

Page 36 of 519

Rage Powers (Ex): As a beastmaster gains levels, he learns to use his bestial rage in new ways. Starting at 2nd level, a beastmaster gains a rage power. He gains another rage power for every two levels of beastmaster attained after 2nd level. A beastmaster gains the benefits of rage powers only while raging, and some of these powers require the beastmaster to take an action first. Unless otherwise noted, a beastmaster cannot select an individual power more than once. Beast Totem (Su): While raging, the beastmaster gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the beastmaster has attained. A beastmaster must be at least 6th level before selecting this power. Beast Totem, Greater (Su): While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. A beastmaster must be at least 12th level and have the Beast Totem rage power before selecting this rage power. Clear Mind (Ex): A beastmaster may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The beastmaster must take the second result, even if it is worse. A beastmaster must be at least 8th level before selecting this power. This power can only be used once per rage. Fearless Rage (Ex): While raging, the beastmaster is immune to the shaken and frightened conditions. A beastmaster must be at least 12th level before selecting this rage power. Ferocious Mount (Ex): While raging and mounted, the beastmaster’s mount also gains the benefits of bestial rage (including greater bestial rage and mighty bestial rage). While his mount is raging in this way, he must spend one additional round of rage per round. He can elect not to pay this cost, in which case his mount does not rage. Ferocious Mount, Greater (Ex): While raging and mounted, the beastmaster’s mount gains the benefits of any rage powers that are constant in effect when the beastmaster is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions. A beastmaster must be at least 8th level and have the Ferocious Mount rage power before selecting this power. Ferocious Trample (Ex): While raging and mounted, the beastmaster’s mount gains the trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + 1/2 the beastmaster’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the beastmaster or the mount, but not both. A beastmaster must be at least 8th level and have the Ferocious Mount rage power before selecting this power. Ferocious Trample, Greater (Ex): A beastmaster’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun attempt as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample. A beastmaster must be at least 12th level and have the Ferocious Trample rage power before selecting this power. Inspire Ferocity (Ex): While raging, the beastmaster can use a move action to impart his reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to his Charisma modifier (minimum 1). A beastmaster must have the Reckless Abandon rage power before selecting this power. Internal Fortitude (Ex): While raging, the beastmaster is immune to the sickened and nauseated conditions. A beastmaster must be at least 8th level before selecting this power. Page 37 of 519

Intimidating Glare (Ex): The beastmaster can make an Intimidate check against one adjacent foe as a move action. If the beastmaster successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the beastmaster’s check exceeds the DC. Knockback (Ex): Once per round, the beastmaster can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the beastmaster’s Strength modifier and is moved back as normal. The beastmaster does not need to move with the target if successful. This does not provoke an attack of opportunity. Low-Light Vision (Ex): The beastmaster’s senses sharpen and he gains low-light vision while raging. Mighty Swing (Ex): The beastmaster automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A beastmaster must be at least 12th level before selecting this power. This power can only be used once per rage. Night Vision (Ex): The beastmaster’s senses grow incredibly sharp while raging and he gains darkvision 60 feet. A beastmaster must have low-light vision as a rage power or a racial trait to select this rage power. No Escape (Ex): The beastmaster can move up to double his normal speed as an immediate action but he can only use this ability when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. The beastmaster provokes attacks of opportunity as normal during this movement. This power can only be used once per rage. Powerful Blow (Ex): The beastmaster gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the beastmaster has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. Primal Scent (Ex): When using scent, the beastmaster adds half his beastmaster level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures he cannot see. If he pinpoints the location of a creature that has total concealment, he treats it as having concealment. A beastmaster must be at least 8th level and have the Scent ability before selecting this power. Quick Reflexes (Ex): While raging, the beastmaster can make one additional attack of opportunity per round. Reckless Abandon (Ex): While raging, the beastmaster can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. Regenerative Vigor (Ex): After using his renewed vigor rage power until his current rage ends, the beastmaster gains fast healing 1 for every 6 beastmaster levels he has (maximum fast healing 3). He regains hit points from fast healing at the start of each of his turns. A beastmaster must be at least 6th level and have the Renewed Vigor rage power before selecting this power. Renewed Vigor (Ex): As a standard action, the beastmaster heals 1d8 points of damage + his Constitution modifier. For every four levels the beastmaster has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging. A beastmaster must be at least 4th level before selecting this power.

Page 38 of 519

Roused Anger (Ex): The beastmaster may enter a rage even if fatigued. While raging after using this ability, the beastmaster is immune to the fatigued condition. Once this rage ends, the beastmaster is exhausted for 10 minutes per round spent raging. Swift Foot (Ex): The beastmaster gains a 5-foot enhancement bonus to his speed. This increase is always active while the beastmaster is raging. A beastmaster can select this rage power up to three times. Its effects stack. Terrifying Howl (Ex): The beastmaster unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the beastmaster’s level + the beastmaster’s Wisdom modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A beastmaster must have the intimidating glare rage power to select this rage power. A beastmaster must be at least 8th level before selecting this power. Unexpected Strike (Ex): The beastmaster can make an attack of opportunity against a foe that moves into any square threatened by the beastmaster, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A beastmaster must be at least 8th level before selecting this power. Empathic Link (Su): At 2nd level, the beastmaster forms an empathic link with his companion out to a distance of up to 1 mile. At 6th level, the beastmaster extends his link to include not only his companion but also any animals he has befriended. The link allows the beastmaster and the animals to communicate their general emotional state (fear, hunger, happiness, curiosity) to one another. Note that the Intelligence of animals may limit what the creatures can communicate or understand. Nature Sense (Ex): Also at 2nd level, a beastmaster gains a +2 bonus on Knowledge (nature) and Survival checks. Woodland Stride (Ex): Starting at 2nd level, a beastmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. Alertness: A beastmaster’s senses grow keen as he learns some of the tricks of the animal kingdom. Accordingly, he gains Alertness as a bonus feat at 3rd level. Track (Ex): At 4th level, a beastmaster adds half his beastmaster level to Survival skill checks made to follow or identify tracks. Natural Savagery (Ex): At 5th level, a beastmaster gains a +1 bonus on attack and damage rolls with unarmed strike. This bonus increases by +1 for every four levels beyond 5th. Speak with Animals (Su): At 6th level, the beastmaster may comprehend and communicate at will with all animals, magical beasts and vermin. Trackless Step (Ex): At 6th level, a beastmaster leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Savage Charge (Ex): At 7th level, when a beastmaster attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half his beastmaster level, while suffering a penalty to Page 39 of 519

his AC equal to half his beastmaster level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his checks for a bull rush or overrun made when charging. Scent (Ex): At 8th level, a beastmaster gains the scent ability. This ability allows the beastmaster to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A beastmaster can identify familiar odors just as humes do familiar sights. The beastmaster can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. When the beastmaster detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The beastmaster can take a move action to note the direction of the scent. Whenever a beastmaster comes within 5 feet of the source, the beastmaster pinpoints the source’s location. Quarry (Ex): At 9th level, a beastmaster can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a beastmaster can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A beastmaster can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the beastmaster sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. Improved Empathic Link (Su): Also at 9th level, the beastmaster gains an improved empathic link with his animal companion. The beastmaster can see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The beastmaster is blinded while maintaining this connection. Beast Shape (Su): At 10th level, the beastmaster gains the ability to turn himself into the same form as his animal companion at will. A beastmaster loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Swift Tracker (Ex): Beginning at 11th level, a beastmaster can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Greater Bestial Rage (Ex): At 11th level, when a beastmaster enters a bestial rage, he gains additional bonuses based on his animal companion. Ape: When raging, beastmasters with an Ape Companion increases their Climb speed to 30 feet, and gain an additional +2 bonus to Strength, Dexterity, and Wisdom, and a +2 Natural Armor bonus to Armor Class. Bear: When raging, beastmasters with a Bear Companion gains an additional +2 bonus to Strength, Dexterity, and Constitution, and a +2 Natural Armor bonus to Armor Class. Hawk: When raging, beastmasters with a Hawk Companion increases their Fly speed to 40 (average) and gain an additional +2 bonus to Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. Snake: When raging, beastmasters with a Snake Companion increases their Swim speed to 40 feet, and gain an additional +2 bonus to Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. They also deal a Poison status effect with their unarmed strike. The Fort DC save is 10 + half of their beastmaster level + Page 40 of 519

Constitution modifier. This status effect deals 1d6 points of non-elemental damage per round per beastmaster level. Wolf: When raging, beastmasters with a Wolf Companion gains an additional +5 movement speed, an additional +2 bonus to trip checks, a +2 bonus to Strength, Dexterity, and Constitution, and a +2 Natural Armor bonus to Armor Class. Greater Savage Charge (Ex): At 13th level, when using savage charge, the AC penalty is reduced to 1/4 his beastmaster level instead of 1/2 his beastmaster level. In addition, a beastmaster can charge through friendly creatures and difficult terrain. Improved Quarry (Ex): At 15th level, the beastmaster’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed. No Escape (Ex): At 17th level, moving out of the area of the beastmaster with a withdraw action provokes an attack of opportunity from the beastmaster. Tireless Rage (Ex): At 18th level and higher, a beastmaster no longer becomes fatigued at the end of his rage. Master Hunter (Ex): A beastmaster of 19th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. Mighty Bestial Rage (Ex): At 20th level, when a beastmaster enters a bestial rage, he gains additional bonuses based on his animal companion. Ape: When raging, beastmasters with an Ape Companion increases their Climb speed to 45 feet, and gain an additional +2 bonus to Strength, Dexterity, and Wisdom, and a +2 Natural Armor bonus to Armor Class. The beastmaster also gains the ability to rend as if he has claws. If a beastmaster hits a single target with both attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals double his unarmed strike damage. Bear: When raging, beastmasters with a Bear Companion gains an additional +2 bonus to Strength, Dexterity, and Constitution, and a +2 Natural Armor bonus to Armor Class. The beastmaster also gains Improved Grab ability and deals automatic unarmed strike damage when making successful grapple checks. Hawk: When raging, beastmasters with a Hawk Companion increases their Fly speed to 60 (good) and gain an additional +2 bonus to Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. While flying, the beastmaster can make a full attack if he makes a charge attack. Snake: When raging, beastmasters with a Snake Companion increases their Swim speed to 60 feet, and gain an additional +2 bonus to Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. They also deal the Sap status effect with their unarmed strike. The Fort DC save is 10 + half of their beastmaster level + Wisdom modifier. This status effect deals 1d8 points of non-elemental damage per round per beastmaster level. Wolf: When raging, beastmasters with a Wolf Companion gains an additional +5 movement speed, an additional +2 bonus to trip checks, a +2 bonus to Strength, Dexterity, and Constitution, and a +2 Natural Armor bonus to Armor Class. The beastmaster also gains the ability to make a free trip check if he successfully hits with his unarmed strike. Page 41 of 519

Animal Majesty (Ex): Also at 20th level, the beastmaster inspires awe in animals. Animals must succeed on a Will save with a DC of 20 + the beastmaster's Charisma modifier to directly attack the beastmaster. If the creature fails, its action is wasted. This ability may also affect magical beasts with an Intelligence of 1 or 2, although they get +4 on their saving throw. Once a creature succeeds it is immune to the effect of that beastmaster for 24 hours. This is a mind-affecting ability. In addition, the beastmaster acquires a loyal following of animals. He acquires a second animal companion with an effective beastmaster level of his level -2, plus a group of auxiliary companions. The group of auxiliary companions consists of 3 + his Charisma modifier companions with an effective beastmaster level of 5th. Although vulnerable in combat against high level foes, such companions can perform a number of helpful functions, such as spying, providing transportation, carrying things, and so forth. If an animal companion dies or is dismissed, he can promote an existing companion to a higher level at the same time he replaces a missing companion. For instance, if his highest level companion dies, he can promote the second companion to a higher level, then promote one of his weaker companions to the second companion slot and acquire a new auxiliary companion.

Black Mage
Black Mages are powerful sorcerers that use their magical abilities to attack enemies through direct damage spells and enfeebling magic. Although physically weak, their potential for destruction per spell is far greater than any melee fighter’s single attack.

GAME RULE INFORMATION
Black Mages have the following game statistics. Abilities: Intelligence determines how powerful a spell a black mage can cast, how hard those spells are to resist, and how many additional MP a black mage receives from a high attribute. A high Dexterity score is helpful for a black mage, who typically wears little or no armor, because it provides his with a bonus to Armor Class. A good Constitution score gives a black mage extra hit points, a resource that he is otherwise very low on. Alignment: Any. Starting HPs at 1st Level: 10 + Constitution modifier. Hit Die: d4.

Class Skills
The black mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-5: The Black Mage Base Fort Level Attack Save Bonus st 1 +0 +0 2nd 3rd 4th 5th 6th +1 +1 +2 +2 +3 +0 +1 +1 +1 +2

Reflex Save +0 +0 +1 +1 +1 +2

Will Save +2 +3 +3 +4 +4 +5

Special Black Magery, Spell Proficiency, Cantrips, Limit Breaks Elemental Shield 2, Mage talent Dark Affliction Elemental Shield 4, Elemental Seal (1/day) Black Magery, Mage talent, Bonus Feat Elemental Shield 6

MP 2 3 5 8 11 16

Spell Level 1st 1st 1st 2nd 2nd 3rd

Page 42 of 519

7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Arcane Knowledge Elemental Shield 8, Elemental Seal (2/day), Mage talent Black Magery Elemental Shield 10, Doublecast (1/day), Bonus Feat Loremaster, Advance mage talent Elemental Shield 12, Elemental Seal (3/day) Black Magery Elemental Shield 14, Advance mage talent Clear Mind, Bonus Feat Elemental Shield 16, Elemental Seal (4/day) Black Magery Elemental Shield 18, 1 MP Spell (3/day), Advance mage talent Quad-Cast (1/day) Elemental Shield 20, Black Wizard, Bonus Feat

21 28 35 44 53 62 73 86 99 114 129 136 152 169

3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

Class Features All of the following are class features of the black mage. Weapon and Armor Proficiency: Black Mages are proficient with the dagger, sling, power rod, power staff, quarterstaff, and cloth armor but not with any shield. Heavier armor interferes with a black mage’s movements, which can cause his spells with somatic components to fail. Limit Breaks (Su): At 1st level, the black mage receives the Limit Breaks (Overchannel and Mana Wall). Overchannel (Su): This Limit Break allows the black mage to spend additional MP on any spell(s) for the duration of 1 round + 1 round per four black mage class levels up to twice his class level. Each additional MP spent can be used to increase damage by 1 extra die, increase save DC by 1, or increase duration by 5 rounds (if the spell has a duration of 1 round or more). This Limit Break allows the black mage to spend more MP than he can normally spend. Mana Wall (Su): This Limit Break shields the black mage from damage by using his MP pool at a rate of 5 damage per magic point. This Limit Break lasts for a duration of 1 round + 1 round per four black mage class levels and the black mage has no control over it. If the black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal. Spells: A black mage casts black magic spells which are drawn the black mage spell list. A black mage begins play with 2 1st level black mage spells of his choice. At each new black mage level, he gains one new spell of any spell level or levels that he can cast (based on his new black mage level). Like most mages, a black mage can find or purchase scrolls with spells to add to his repertoire. To learn or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a black mage’s spell is 10 + the spell level + the black mage’s Intelligence modifier. In addition, a black mage gains additional MP for having a high attribute (Intelligence). Black Magery: At 1st, 5th, 9th, 13th, and 17th level, a black mage increases his power with his spells. At each such opportunity, he can choose from the list of the following (with a limit of 2 per): Page 43 of 519

Increased Damage: This increases any damage spell the black mage casts by 1 extra die of the appropriate type. This allows you to overcome any damage cap a spell might restrict you to. Spell Mastery: This increases the DC for all of the black mage’s spells by 1. Elemental Mastery: This increases the black mage’s caster level by 1 for all spells with an elemental descriptor. Spell Penetration: This increases the black mage’s caster level checks by 1 made to overcome a creature’s spell resistance. This stacks with the Spell Penetration feat. Spell Proficiency (Ex): Black mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Elemental Shield (Su): At 2nd level, a black mage can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, a black mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance equal to the elemental shield number to all elements for the round. A black mage may use elemental shield a number of times per day equal to 3 + his Intelligence modifier (minimum of 1). Cantrips: Black mages learn a number of cantrips. These spell-like abilities are cast like any other spell, but they do not consume MP and may be used a number of times per day equal to 3 + his Intelligence modifier. Bleed (Su): You cause a living creature within 30 feet that is below 0 hit points but stabilized to resume dying. Upon casting this cantrip, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This cantrip causes a creature that is dying to take 1 point of damage. Detect (Su): This cantrip grants the caster a +10 competence bonus to Spellcraft checks to detect magic. This cantrip lasts for a duration of 1 round. Fatigue (Su): You channel dark energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. This cantrip lasts for a duration of 1 round per level. Grab (Su): You point your finger at an object within 30 feet and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the cantrip ends if the distance between you and the object ever exceeds the cantrip's range. This cantrip lasts for a duration of 1 round per level. Identify (Su): This cantrip grants the caster a +10 competence bonus to Spellcraft checks to identify magical items. This cantrip lasts for a duration of 1 round. Orb (Su): You fire a small orb of elemental energy (earth, fire, ice, lightning, water, or wind) at the target within 30 feet. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of (elemental type chosen) damage. Torch (Su): This cantrip causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this Page 44 of 519

he may decide to make the radius smaller. This bonus lasts until the beginning of the black mage’s next turn. the previous casting is dispelled. but it can be cast on a movable object. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. as a free action he may exclude a single target that would normally be affected. three times per day at 12th level. he can choose a Page 45 of 519 . he learns a number of talents that assist him in manipulating spells and other forms of magic. so long as the casting time of the spell is 1 standard action or less.) Spell Restraint (Ex)*: Whenever the black mage cast a spell with an area described as a radius. He may reduce the radius down by any number of 5-foot increments. Mage Talents: As a black mage gains experience. giving him a deflection bonus to his AC equal to the level of the spell being cast. The black mage channels some of the energy of the spell into a defensive shield around him. This cantrip lasts for a duration of 10 minutes per level. He may do this a number of times per day equal to 3 + his Intelligence modifier. Elemental Seal (Ex): Beginning at 4th level. Dark Affliction (Su): At 3rd level. At each such opportunity. The black mage must be able to see the target to exclude it. The effect is immobile. A black mage cannot select an individual talent more than once. Mage Training: The black mage may select a bonus feat from his list of available black mage bonus feats. Talents marked with an asterisk add effects to a black mage’s spellcasting ability. 15th. Spell Guard (Su)*: Whenever the black mage casts a spell with a casting time of 1 standard action. Dazzling Spell (Su)*: As a swift action.cantrip has no effect. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. the black mage adds an element of bright energy to a spell he is casting. he may instead cast it as a full round action. Spell Lore (Ex): The black mage adds his level to all Spellcraft checks made to identify a spell being cast. At 2nd level. He can use this ability twice per day at 8th level. and again at 8th level. a black mage gains one mage talent. Any target that fails its save against the spell is dazzled for 1 round per level of the spell. Mage Accuracy (Ex)*: When the black mage casts a spell with an area. Bonus Feat: A black mage receives a bonus feat starting at 5th level and receives an additional bonus feat every five black mage levels thereafter (10th. 5th level. The black mage may use this ability a number of times per day equal to 3 + his Intelligence modifier. a black mage can increase the potency of his next elemental spell as a swift action. If you cast this cantrip while another casting is still in effect. and four times per day at 16th level. You can only have one light cantrip active at any one time. and 20th). to a minimum of a 5-foot-radius. any black magic spells that the black mage casts that causes status effects provides a penalty to saving throws against that status effect equal to -1 per two black mage class levels for a duration of 1 round per two black mage class levels. he gains a +4 competence bonus to the check. (This is most often useful when attempting to counterspell. Spell Sage (Ex): When the black mage attempts a Use Materia check to cast a spell from a materia. Only spells with a casting time of 1 standard action that allow a saving throw may be augmented in this way.

and the black mage could theoretically have selected it as a spell known. The black mage can only use this talent on spells with a spell level no greater than half of the highest level spell the black Page 46 of 519 . if he prefers. Advanced Mage Talents: At 11th. Augment Spell (Ex)*: Any spell the black mage knows that has a variable that increases by caster level which has a maximum. If the spell is lower level than the highest level spell the black mage could cast. Only spells with a casting time of 1 standard action and a range of personal or touch may be cast in this way. one of the abilities described below. The black mage must successfully dispel the spell to be stolen. He may gain one of the abilities described in the “Mage Talents” entry or. The black mage may use this ability a number of times per day equal to 3 + his Intelligence modifier. Arcane Knowledge (Ex): Beginning at 7th level. A black mage may attempt this a number of times per day equal to 3 + his Intelligence modifier. 14th. Doublecast (Su): At 10th level. has a duration greater than 1 round. the black mage can take 20 on any Knowledge skill check as a standard action. and 17th level. as a free action he may choose to focus the entire might of the spell on a single target. Mage Counter (Su)*: When the black mage uses dispel to counterspell. and deals a maximum of 11d4 fire damage with fira. once per day. a black mage can take a full-round action to cast two spells. he must check for both spells. The spell’s save DC is increased by +2. Loremaster (Ex): At 11th level. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. but only one target is affected by the spell. using the dispel spell. In addition. he gains a +4 competence bonus to his dispel check. including caster level minimums. He must also indicate the targets before spells are resolved. Spell Diligence (Su)*: As a swift action. Transfer Spell (Ex)*: The black mage can cast some spells with a range of “personal” and a target of “you” as if they had a range of “touch” and a target of “1 willing creature. Steal Spell (Su): The black mage can attempt to gain the benefit of a spell currently active on another creature. The black mage adds his level to any concentration check made to cast a spell when using spell diligence. A black mage must know dispel to select this talent.” Only spells that do not increase the target’s attack bonus or armor class and have a duration longer than 1 round may be cast in this way. Thus a black mage with this talent deals a maximum of 1d6+6 fire damage with fire. He may do this a number of times per day equal to 3 + his Intelligence modifier on a single target within that area.metamagic feat or an item creation feat. Mage Focus (Su)*: When the black mage casts a spell with an area. the black mage becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. Advanced mage talents follow the same rules as mage talents. a black mage adds half his class level (minimum 1) to all Knowledge skill checks. A black mage can choose not to take 10 and can instead roll normally. that maximum is increased by the equivalent of one additional caster level. the black mage may focus all his attention on casting a single spell. whichever comes first. the black mage gains the benefit of the spell. It lasts for one round per 2 black mage levels or until its original duration expires. a black mage learns further talents to assist him in manipulating spells and other forms of magic. Talents marked with an asterisk add effects to a black mage’s spellcasting ability. once per day. The black mage pays MP for both spells as normal and if a Concentration check is needed. The black mage must still meet all prerequisites for a bonus feat.

Alignment: Any. Any elemental spells cast gains a bonus to damage rolls equal to the black mage's Intelligence modifier. The black mage gains the following abilities:    Any enfeebling spells cast removes one beneficial spell of the highest level with a successful caster level check against the caster of the spell. A good Constitution score gives a blue mage extra hit points. Black Wizard (Su): At 20th level. Blue Mage Mages of the Azure order are practitioners of creature magic (otherwise known as Blue Magic). Decipher Script (Int). Profession (Wis). a black mage can take a full-round action to cast four spells. Starting HPs at 1st Level: 15 + Constitution modifier. as a move action. a black mage can regain his MP quicker. a black mage becomes the pinnacle of black magic. Clear Mind (Ex): At 15th level. they utilize their strange magicks to overcome foes or help their allies. He must also indicate the targets before spells are resolved. how hard those spells are to resist. Unique to the magic world. 1 MP Spell (Su): At 18th level. A high Dexterity score is helpful for a blue mage. This ability ends at the end of the round. The black mage regains MP equaling his Intelligence modifier per hour. Skill Points at 1st level: (4 + Int modifier) x 4. Once activated. Any attacks (including magical ranged touch spells) now deal an additional 1d6 points of shadow damage and grants a +5 bonus to attack rolls against any creature that the black mage misses on his next attack roll. Knowledge (all skills. three times per day. he must check for all four spells. and Spellcraft (Int).mage knows. The black mage must be relaxed and must be free from overt distractions. who typically wears cloth or leather armor. once per day. Craft (Int). a black mage can reduce the cost of spells to 1 MP. Skill Points at Each Additional Level: 4 + Int modifier. because it provides his with a bonus to Armor Class. Page 47 of 519 . Class Skills The blue mage’s class skills (and the key ability for each skill) are Concentration (Con). Hit Die: d6. The black mage pays MP for all four spells as normal and if a Concentration check is needed. such as combat raging nearby or other loud noises. any spells the black mage casts only cost 1 MP. GAME RULE INFORMATION Blue Mages have the following game statistics. Abilities: Intelligence determines how powerful a spell a blue mage can cast. The black mage may use this ability a total number of times per day equal to 3 + his Intelligence modifier. They learn spells by observing creatures use their spell-like and supernatural abilities. taken individually) (Int). a resource that she is otherwise very low on. Quad-Cast (Su): At 19th level. and how many additional MP a blue mage receives from a high attribute as well as increases the chances to learn new spells with their Knowledge: Beast Lore skill which also helps with additional skill points needed for the blue mage.

The creature summoned stays for a duration of 1 round + 1 round per four blue mage levels. Doublecast (1/day). Blue Mages are proficient with cloth armor. Creature Magic (Ex): A blue mage has the power to gain new spells from creatures that have spell-like and supernatural abilities by learning from them. Dual Azure Mastery (Su): This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage levels to cast two creature magic spells a round as a full-round action. Bonus Feat Invoke.Table 3-6: The Blue Mage Base Fort Level Attack Save Bonus 1st +0 +0 nd 2 +1 +0 rd 3 +2 +1 4th +3 +1 th 5 +3 +1 6th +4 +2 th 7 +5 +2 8th +6/+1 +2 th 9 +6/+1 +3 th 10 +7/+2 +3 11th +8/+3 +3 th 12 +9/+4 +4 13th +9/+4 +4 th 14 +10/+5 +4 15th +11/+6/+1 +5 th 16 +12/+7/+2 +5 th 17 +12/+7/+2 +5 18th +13/+8/+3 +6 th 19 +14/+9/+4 +6 20th +15/+10/+5 +6 Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Blue Magery. the blue mage receives the Limit Breaks (Azure Summoning and Dual Azure Mastery). Azure Physical Training MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169 Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th Class Features All of the following are class features of the blue mage. Assimilation. power staves. Bonus Feat Simulation Improved Invoke. The blue mage must witness the creature use its abilities for the blue mage to learn by making a Knowledge (Beast Lore) skill check. power rods. and scimitars. Spell Proficiency. leather armor. appearing anywhere within 30 feet of the blue mage. and small shields. a blue mage cannot purchase or find scrolls to add spells to her spells known list. The initial skill check is DC 15 + 2 per spell level of the ability. Analysis (Foreknowledge). Azure Summoning (Su): This Limit Break allows the blue mage to summon creatures briefly. Analysis (Mettle) I Know That Trick Azure Physical Training Blue Magery Libra. Weapon and Armor Proficiency: Blue Mages are proficient with all simple weapons including longswords. Page 48 of 519 . Analysis (Lucubrate) Armored Mage (Leather) Azure Physical Training Blue Magery. MP must be paid for both spells. Limit Breaks Scan. Limit Break (Su): At 1st level. obeying the wishes of the blue mage. She then summons a creature from where she learned the spell from. Analysis (Puissance) Azure Lore (3/day) Bonus Feat. Bonus Feat Azure Physical Training Blue Magery 1 MP Spell (3/day). The blue mage picks one blue magic spell she knows and can cast. Unlike the other mages. Azure Physical Training Blue Magery Analysis (Flummox) Clear Mind.

unless stated otherwise. Natural Prowess: This increases the blue mage’s ability to hit with his natural weapons granted by Azure Physical Training by +1. The effects of analysis last for 1 round per blue mage level. See the monster’s description to find out the spell level of a creature’s spell-like and supernatural abilities. To learn or cast a spell. Analysis can only be used once against any given creature per encounter. usable per day equal to 3 + the blue mage's Intelligence modifier. The Difficulty Class for a saving throw against a blue mage’s spell is 10 + the spell level + the blue mage’s Intelligence modifier. but cannot cast those spells until she has attain the level to be able to cast them. granting her and her allies benefits against the creatures they face. the ability becomes a spell in the blue mage’s known spells list. In addition. Spell Proficiency (Ex): Blue mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. although she need not have a line of sight to it. they must be within 30' of the blue mage. and so forth). Int 12 for 2nd-level spells.Once learned. granting her allies a +1 bonus on attack rolls made against them. At each such opportunity. she can choose from the list of the following (with a limit of 2 per): Analysis Mastery: This increases the bonus of his analysis abilities by +1. Creature Knowledge Mastery: This increases the blue mage’s Knowledge (Beast Lore) checks by +2 and also provides a +2 insight bonus on all saving throws from creatures that have been Scanned. the blue mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells. The blue mage's analysis can affect a single creature or all creatures of the same race. Lucubrate (Ex): The blue mage learns the general combat behaviors of creatures of that race. Using analysis abilities require a move action which doesn’t provoke attacks of opportunity. 13th. If the blue mage succeeds on her Knowledge check by 5 or more. a blue mage increases her power with her spells. Scan (Su): At 2nd level. the blue mage can scan a creature to find out if it has a spell-like or supernatural ability she can learn from. Using analysis requires a Knowledge (Beast Lore) check DC 15 + the CR of the creature. Blue Magery: At 1st. If the blue mage succeeds on her Knowledge check by 20 or more. a blue mage can draw upon her intuitive ability to read a creature's essence. Any supernatural abilities learned through this ability that doesn’t have a duration will have a duration of 1 round per Blue mage level. depending on the effect used. If the blue mage succeeds on her Knowledge check by 10 or more. then this Page 49 of 519 . Obscure Spell Mastery: This increases the DC for all of the blue mage’s spells by 1 as well as increases the difficulty in identifying her spells via Spellcraft skill by 2. 5th. The blue mage can learn spells above her spell level. 9th. and the blue mage must be aware of the creature's presence. then this bonus increases to +2. A target creature must be within 60 feet. then this bonus increases to +3. Analysis (Ex/Su): Also at 2nd level. To affect her allies. The only limitation to this is the blue mage cannot learn Limit Breaks through the use of this ability. This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. a blue mage gains additional MP for having a high attribute (Intelligence). A blue mage unlocks new analysis abilities as her level increases. and 17th level.

then this bonus increases to +2 AC. this ability can be used only against a single creature. If the blue mage succeeds on her Knowledge check by 20 or more. then this bonus increases to +2. then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more. she can attempt to trip as a free action without making a touch attack or provoking an attack of opportunity. Bite (Ex): At 8th level. 1d8 for large size) points of damage + Strength modifier. Flummox (Su): By raking the essence of the target creature. then this bonus increases to +4. normally. The bite deals 1d6 (1d4 for small size. Mettle (Ex): Starting at 6th level. On a successful Knowledge check. The slam deals 1d8 (1d6 for small size. she grants them a bonus to damage rolls made against the target creatures equal to 1d6 points of damage. which can cause spells to fail if those spells have a somatic component. allows her to avoid spell failure so long as she sticks to cloth or leather armor and light shields. If the attempt fails. If the blue mage succeeds on her Knowledge check by 5 or more. If the blue mage hits with the bite attack. Creatures that are immune to critical hits. however. a blue mage gains abilities that emulate physical attacks of creatures. heavier armor than cloth interferes with a spell-caster's gestures. then this bonus increases to +3 AC. If the blue mage succeeds on her Knowledge check by 10 or more. Armored Mage (Ex): At 3rd level. If the blue mage succeeds on her Knowledge check by 20 or more. If the blue mage succeeds on her Knowledge check by 5 or more. If the blue mage succeeds on her Knowledge check by 10 or more. Allies within 30 feet of the blue mage gain a +1 bonus on saving throws against the affected creature's abilities. Foreknowledge (Su): Starting at 10th level. 1d10 for large size) points of damage + Strength modifier. On a successful Knowledge check. Like the Foreknowledge ability. she grants them a +1 dodge bonus to AC against that creature. If the blue mage succeeds on his Knowledge check by 20 or more. If the blue mage succeeds on her Knowledge check by 5 or more. Unlike other analysis abilities. flummox can be used only against a single creature. Page 50 of 519 . This training does not extend to chain armor or heavy shields. then this bonus increases to +4 AC. If the blue mage succeeds on her Knowledge check by 10 or more. then this bonus increases to 2d6. The blue mage can use these abilities at will. On a successful Knowledge check. requiring only a standard action to use. then this bonus increases to 3d6. the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Intelligence modifier) or be affected by the Disable status for 1 round. Slam (Ex): The blue mage emulates a slam of a construct. Puissance (Ex): Starting at 18th level. If the blue mage succeeds on his Knowledge check by 10 or more. the blue mage emulates the bite of a wolf. the blue mage can use her analysis to help her allies fight off the dangerous abilities of other creatures. a blue mage can direct her allies to attack vital spots of her enemies.bonus increases to +4. are also immune to this ability. Azure Physical Training (Ex): At 4th level and every four levels thereafter. A blue mage's limited focus and specialized training. a blue mage can teach her allies how to avoid attacks from the target creature. then this bonus increases to 4d6. the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Intelligence modifier) or be stunned for 1 round. This ability does not apply to spells gained from a different spell-casting class. If the blue mage succeeds on her Knowledge check by 5 or more. the opponent cannot react to trip the blue mage. the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Intelligence modifier) or be dazed for 1 round. the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Intelligence modifier) or be affected by the Immobilize status for 1 round. a blue mage of 14th level or higher can dazzle a target creature for 1 round.

Page 51 of 519 . The blue mage must be relaxed and must be free from overt distractions. This bonus increases by +1 for every three additional blue mage levels beyond 7th level (+2 at 10th level. it can follow up with a full attack. She can even move (possibly carrying away the opponent). Clear Mind (Ex): At 15th level. This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. +3 at 13th. The creature gets a Will save (DC 10 + 1/2 blue mage level + Intelligence modifier) to negate this ability. Bonus Feats: At 5th. For example. if a blue mage copies the damage reduction. the blue mage can invoke a creature to use its spell-like or supernatural ability. the blue mage can decide which one she wants the creature to use. any resistances. +4 at 16th. These bonus feats are in addition to the feat that a character of any class gets every three levels. she can choose a metamagic feat or an item creation feat. The blue mage can use this ability as a swift action. 10th. the blue mage may copy only one special quality from a creature at a time. a blue mage can regain her MP quicker. Simulation (Su): At 11th level. she pulls the opponent into her space. If a creature has more than one ability. the blue mage emulates the pounce of a lion. 2d8 for large size) points of damage + Strength modifier when she makes a charge. the blue mage’s ability to invoke a creature to use its abilities improves. provided she can drag the opponent’s weight. 15th. the blue mage gains a +1 bonus to her saving throws against any ability that she has learn as a blue magic spell. the blue mage emulates the grab of a bear. Usable per day equal to the blue mage's Intelligence modifier. The only special quality ability that cannot be copied is the creature type. she can attempt to start a grapple as a free action without making a touch attack or provoking an attack of opportunity. (current) magic points. and +5 at 19th).Grab (Ex): At 12th level. The blue mage can then crush an opponent. This ability lasts for a number of rounds equal to 3 + the blue mage's Intelligence modifier. the blue mage can copy any special qualities from creatures she has used the Libra ability on. 1d12 for large size) damage points of damage + Strength modifier. This act does not provoke attacks of opportunity. At 12th level. This grab ability works only opponents that are at least her size category or smaller. and any weaknesses it possesses. Powerful Charge (Ex): At 16th level. If the blue mage hits with a slam or bite attack. This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. dealing 1d10 (1d8 for small size. a blue mage gains a bonus feat. and 20th level. The blue mage must still meet all prerequisites for a bonus feat. including caster level minimums. I Know That Trick (Ex): At 7th level. The blue mage must know what the creature possesses for abilities by using the Scan ability. Copying a creature's special qualities overrides her own. The blue mage deals 2d6 (2d4 for small size. When the blue mage makes a charge. the blue mage can analyze a creature to find how much (current) hit points. When the blue mage gets a hold after a grab attack. the blue mage emulates the charge of a rhinoceros. it replaces her own damage reduction if she had any. Libra (Su): At 10th level. The blue mage regains MP equaling her Intelligence modifier per hour. At each such opportunity. such as combat raging nearby or other loud noises. Pounce (Ex): At 20th level. Invoke (Su): At 6th level. after making a successful grapple check per round.

taken individually) (Int). unpredictable. While some creators of alchemical items content themselves with sedentary lives as merchants. the chemist is often regarded as being just as unstable. Rather than cast magic like a spellcaster.Doublecast (Su): Also at 15th level. Usable per day equal to the blue mage's Intelligence modifier.) Bomb (2d6). GAME RULE INFORMATION Chemists have the following game statistics. once per day. Skill Points at Each Additional Level: 4 + Int modifier. and Survival (Wis). a blue mage can utilize any one metamagic feat she has on a blue magic spell for free. and dangerous as the concoctions he brews. a blue mage can take a full-round action to cast two spells. the blue mage absorb any special qualities from creatures she has used the Libra ability on. Azure Lore (Su): At 19th level. Once activated. Class Skills The chemist’s class skills (and the key ability for each skill) are Appraise (Int). Abilities: Dexterity provides the extra protection for the lightly armored chemist. as a move action. three times per day. Craft Alchemical Item. infusing his chemicals with virulent power to grant him impressive skill with explosives. This ability ends at the end of the round. She must also indicate the targets before spells are resolved. Chemist Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic. A high Intelligence score also increases the damage of his bombs and increases the DC saves from any discoveries. In addition. Alignment: Any. This ability lasts for a number of rounds equal to 3 + the blue mage's Intelligence modifier. Knowledge (all skills. The only special quality ability that cannot be absorbed is the creature type. The blue mage pays MP for both spells as normal and if a Concentration check is needed. Throw Potion (15 ft. the blue mage may absorb only one special quality from a creature at a time. Assimilation (Su): At 20th level. Spellcraft (Int). Craft (alchemy) (Int). Disable Device (Int). any spells the blue mage casts only cost 1 MP. the blue mage learns the special quality ability and may be reused at any given time with a successful Knowledge (Beast Lore) skill check of DC 15 + the CR of the creature that uses up an assimilation ability use. Swift Alchemy Page 52 of 519 . she must check for both spells. Throw Anything. Concentration (Con). Perception (Wis). the chemist captures his own magic potential within liquids and extracts he creates. three times per day. Skill Points at 1st level: (4 + Int modifier) x 4. Hit Die: d6. A creature affected by this ability must make a Fortitude save (DC 10 + 1/2 blue mage level + Intelligence modifier) or temporary loses its special quality ability. Absorbing a creature's special qualities overrides her own. Limit Breaks Discovery. as a free action. Profession (Wis). Starting HPs at 1st Level: 15 + Constitution modifier. a blue mage can reduce the cost of spells to 1 MP. 1 MP Spell (Su): At 18th level. Table 3-7: The Chemist Base Attack Level Bonus 1st +0 2nd 3rd +1 +2 Fort Save +2 +3 +3 Reflex Save +2 +3 +3 Will Save +0 +0 +1 Special Bomb (1d6). the true chemist answers a deeper calling. Heal (Wis).

Anesthetic. the chemist must use a small vial containing an ounce of liquid catalyst—the chemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. and throwing a bomb requires a standard action that provokes an attack of opportunity. but not with any type of shields. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. and bombs. Drawing the components of. It lasts for the duration of 1 round + 1 round per four chemist levels before it loses all potency. and these supplies can be readily refilled. Bombs are unstable. All variable. and if not used in the round they are created. On a direct hit. Once created. Quaff Potion Mastery Discovery. For the duration of 1 round + 1 round per four chemist levels. The damage of a chemist’s bomb increases by 1d6 points at every odd-numbered chemist level. Bomb (Su): At 1st level. a chemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the chemist’s Intelligence modifier.) Bomb (4d6). Throw Potion (60 ft. Instant Alchemy Grand Discovery Class Features All of the following are class features of the chemist. Auto-Potion. Throw Potion (45 ft. Mega-Potion (Su): This Limit Break transforms a single potion into a very potent version. Splash damage from a chemist bomb is always equal to the bomb’s minimum damage (so if the bomb Page 53 of 519 . Item Lore Discovery. Throw Potion (30 ft. Chemists are proficient with cloth and leather armor. Perfect Bomb (Su): This Limit Break allows the chemist to create the perfect bomb. numeric effects are maximized and doubled. Alchemical Mixture (Tier 2) Discovery Bomb (7d6). Improved Quaff Potion Discovery Bomb (5d6). the chemist receives the Limit Breaks (Mega-Potion and Perfect Bomb). they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. Improved Craft Alchemical Item Discovery. Craft Alchemical Item Mastery Bomb (6d6). In order to create a bomb. chemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. Alchemical Mixture (Tier 1) Bomb (3d6). Weapon and Armor Proficiency: Chemists are proficient with all simple weapons. firearms. Defensive Bombing Discovery Bomb (9d6). Alchemical Mixture (Tier 3) Bomb (10d6).). Mix Discovery. Limit Breaks (Su): At 1st level. a catalyst vial remains usable by the chemist for years. the chemist creates one of these bombs which he can throw at double the normal range and deals maximum damage.4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Discovery. creating.) Bomb (8d6).

such as uncovering other discoveries. Throw Potion (Ex): Starting at 2nd level. he provokes an attack of opportunity. Discovery (Su): At 2nd level. Acid Bomb*: When the chemist creates a bomb. a chemist cannot select an individual discovery more than once. Some discoveries can only be made if the chemist has met certain prerequisites first. the chemist can draw the components. drinking. not a supernatural effect. creating. Prerequisite: Chemist 8 Breath Weapon Bomb*: Instead of drawing the components of. he can choose for it to detonate very brightly.from size). drawing. This breath weapon is a 15-foot cone and has the same DC as the bomb. No matter how many times he uses this discovery. The chemist must hit an AC of 10 (+/. A chemist adds his Intelligence modifier to damage done with Throw Splash Weapon. If the chemist has multiple attacks. Alchemical Zombie (Su): The chemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. like an extract. including the splash damage if any. and throwing a bomb. Unlike throwing normal bombs. a chemist can throw potions to allies within 15 feet. and expelling breath weapon bombs does not provoke attacks of opportunity. but succeeding at a Reflex save (DC = 10 + 1/2 the chemist’s level + the chemist’s Intelligent modifier) halves the damage. The chemist does not need to meet the prerequisites for this feat. The recipient must have a hand free to catch the potion. he can choose to have it inflict acid damage. Prerequisite: Chemist 8 Blinding Bomb (Su): When the chemist creates a bomb. If the recipient is adjacent to an enemy. mix them within his body. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of non-elemental damage 1 round later. Throw Anything (Ex): All chemists gain the Throw Anything feat as a bonus feat at 1st level. Each creature within the cone takes damage as if it had suffered a direct hit from the chemist’s bomb. A chemist’s bomb. a chemist makes an incredible alchemical discovery. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. Unless otherwise noted. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. This improves by an additional 15 feet for every four levels afterwards to a maximum of 60 feet. Craft Alchemical Item (Ex): At 1st level. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the chemist’s level + the chemist’s Intelligence modifier. The undead the chemist creates remains under his control indefinitely. This bonus damage is already included in the bomb class feature. Chemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. The created zombie is a creature. however. Prerequisite: Chemist 6 Page 54 of 519 . and then again every two chemist levels thereafter (up to 18th level). The DC of this save is equal to 10 + 1/2 the chemist’s level + the chemist’s Intelligence modifier. Only one such discovery can be applied to an individual bomb. drink them. Creatures that take a direct hit from a blinding bomb are inflicted with the Blind status for 1 minute unless they succeed at a Fortitude save. he can throw up to that many potions as a full-attack action. he can control only 4 HD worth of undead creatures per chemist level. and then expel them as a breath weapon as a standard action. Those caught in the splash damage can attempt a Reflex save for half damage. the dead creature gains the zombie template.would deal 2d6+4 points of fire damage on a direct hit. chemists receive Craft Alchemical Item as a bonus feat. This process takes 1 hour and costs 100 gil in alchemical reagents per HD of the corpse being animated. its splash damage would be 6 points of fire damage). becomes inert if used or carried by anyone else.

Prerequisite: Chemist 16 Enhance Potion: A number of times per day equal to his Intelligence modifier. and shoot the ranged weapon. the previous bomb becomes inert. the effects of the elixir of life end. An elixir of life. A delayed bomb detonates immediately if any other creature attempts to touch or move it. He must be proficient with the weapon in order to accomplish this. Force bombs deal 1d4 points of non-elemental damage. A chemist cannot have more than one delayed bomb at one time. the chemist himself may drink the elixir of life. Diluting a potion costs a number of gil equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. Alternatively. when administered by the chemist who brewed it. Extinguishing the flames is a full-round action that requires a Reflex save. after which point he is immediately targeted with a full-life spell the next time he is killed. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). up to a number of rounds equal to his level. When the infused ammunition hits its target. Prerequisite: Chemist 4 Force Bomb*: When the chemist creates a bomb. he can end the timer and prevent the bomb’s detonation. he can choose to have it inflict force damage. if he does not die before that time expires. as can a successful Disable Device check (DC equals 10 + the chemist’s level + the chemist’s Intelligence modifier). load the ammunition. creating two doses of the same potion from one. Dispel can neutralize a delayed bomb. and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. If he creates another delayed bomb. Prerequisite: Chemist 12 Dispelling Bomb: When the chemist creates a bomb. the chemist can cause any potion he drinks to function at a caster level equal to his class level. Prerequisite: Chemist 6 Elixir of Life: Once per day.Confusion Bomb (Su): The chemist’s bombs twist the target’s perception of friend and foe. If at any point the chemist reclaims possession of the delayed bomb. Used in this manner. the chemist can dilute any one potion or elixir. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is inflicted with the Confuse status for 1 round per chemist level. or if the bomb’s contents are removed from the vial (such as if the vial breaks). it does not detonate. the chemist can infuse a single arrow. taking 1d6 points of fire damage each round until the fire is extinguished. If the explosive missile misses. he can choose to have it dispel magic effects instead of deal damage. the chemist can brew an elixir of life. plus 1d4 points of non-elemental damage for every oddPage 55 of 519 . Prerequisite: Chemist 8 Delayed Bomb: The chemist can place a bomb so that it explodes a number of rounds after the chemist ceases contact with the bomb. Explosive Missile: As a standard action. This cannot be used to target a specific spell effect. Creatures that take a direct hit from an explosive bomb catch fire. or onehanded firearm bullet with the power of his bomb. crossbow bolt. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel spell. Rolling on the ground provides the target with a +2 to the save. using the chemist’s level as the caster level. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. Prerequisite: Chemist 8 Dilution: Once per day. This delay can be any number of rounds as chosen by the chemist. it deals damage normally and detonates as if the chemist had thrown the bomb at the target. restores life to a dead creature as per the spell full-life. the effects of an elixir of life persist only for a number of days equal to the chemist’s Intelligence modifier. Explosive Bomb*: The chemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates.

and so on) as the chemist. he can choose to have it inflict ice damage. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts. The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours. or penalty (in effect. causing the bomb to deal its damage over time instead of all at once. Constitution penalties. the bomb deals 1d6 + the chemist’s Intelligence modifier in damage. When the bomb hits the direct target. engulfs. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). Because of the alchemical nature of this bomb. A creature that takes a direct hit from a plague bomb takes damage from the bomb and is inflicted with the Disease status for 1 round per chemist level. This ability only functions if the target is the same type of creature (humanoid. the chemist must be brought to –5 Constitution in order to be killed by these attacks). This does not stack with Page 56 of 519 . He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so a chemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance. Prerequisite: Chemist 8 Preserve Organs (Ex): The chemist learns how to preserve and protect his vital organs. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. ability drain. Prerequisite: Chemist 12 Nauseating Flesh: The chemist’s body is suffused with poison. These bombs can be used underwater. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. As a standard action. but he is only killed after taking an additional 5 points of Constitution damage. and so on) makes him unconscious and comatose. Prerequisite: Chemist 4 Lingering Spirit (Ex): The chemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. spontaneous healing discovery Immolation Bomb*: When the chemist creates a bomb. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. Healing Touch (Ex): The chemist gains the ability to heal other creatures. or swallows the chemist must make a Fortitude saving throw or be nauseated for 1d4 rounds. a 5d6 bomb lasts for 5 rounds). instead of 1d6. dealing the damage at the start of the chemist’s turn. he may touch a creature and apply 1 use of his spontaneous healing discovery to that creature. The chemist with this discovery does not suffer the effect of the poison of his own nauseating flesh. Reducing him to 0 Constitution or its equivalent (from ability damage. Prerequisite: Chemist 6. this counts toward his spontaneous healing limit for the day. and those within the splash zone take damage equal to 1 + the chemist’s Intelligence modifier. rolling on the ground does not grant a bonus on the saving throw. Prerequisite: Chemist 4 Madness Bomb: The chemist’s bombs do more than sear flesh—they sear the mind. drain. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). he can choose to have its substance coat the direct target’s body. reducing the chance of a mortal wound. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. undead. and dousing a creature with water does not stop it from burning. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the chemist’s level + the chemist’s Intelligent modifier).numbered level. When a critical hit or sneak attack is scored on the chemist. Prerequisite: Chemist 12 Plague Bomb (Su): The chemist’s bombs is infused with disease and plague. Any creature that bites. to a minimum of 1 point of Wisdom damage. there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Prerequisite: Chemist 8 Frost Bomb*: When the chemist creates a bomb.

All gil cost are reduced by one-quarter and all experience cost are reduced by one-half. The chemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature. With one use of this ability. Prerequisite: Chemist 10 Strafe Bomb (Su): The chemist can throw bombs that splash in a 40-foot line rather than affecting a radius. as a swift action. If the bomb misses. this discovery has no effect. Swift Alchemy (Ex): At 3rd level. Prerequisite: Chemist 4 Precise Bombs: Whenever the chemist throws a bomb. If the chemist falls unconscious because of hit point damage and he still has healing available from this ability. Anesthetic: At 5th level. a chemist can create an alchemical item from the tier 1 list from the alchemical item list at no cost. he can choose to have it inflict lightning damage. Improved Craft Alchemical Item (Ex): At 5th level. a chemist can create an alchemical item from the tier 2 list. rounded down. he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. It takes a chemist half the normal amount of time to create alchemical items Alchemical Mixture (Ex): At 4th level. Spontaneous Healing (Ex): The chemist gains the ability to heal from wounds rapidly. the chemist’s Craft Alchemical Item feat improves with experience. At 11th level. Page 57 of 519 . At 18th level. the line of splash damage is 80 feet long instead of 40 feet. a chemist can heal 1d6 hit points of damage for every two chemist levels he possesses. An alchemical item created this way only lasts for 1 round per chemist level before it loses all potency. the ability activates automatically each round until he is conscious again or the ability is depleted for the day. all other squares in the line take splash damage. Shock Bomb*: When the chemist creates a bomb.similar abilities that negate critical hits and sneak attacks. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chemist. The line starts at the chemist and extends away from him in the direction he chooses. The chemist can use this ability a number of times per day equal to 3 + his Intelligence modifier. the effects stack. Sticky Bomb: The effects of the chemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. He gains Skill Focus (Heal) as a bonus feat. a chemist can create alchemical items with astounding speed. A chemist can take this discovery up to three times. Each day he can use this ability a number of times equal to 1/2 his chemist level plus his Intelligence modifier. As a standard action. A creature that takes a direct hit from a poison bomb takes damage from the bomb and is inflicted with the Poison status for 1 round per chemist level. increasing this chance to 50% and then 75%. If the chemist has the explosive bomb discovery and throws an explosive strafe bomb. Poison Bomb (Su): The chemist’s bombs is infused with poison. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds. a chemist can make a temporary alchemical item. a chemist can create an alchemical item from the tier 3 list. when creating alchemical items. a chemist learns how to supplement uses of the Heal skill with pain-killing drugs. Reduce the amount of normal damage dealt by the bomb by 1d6 (so a bomb that would normally deal 6d6+4 points of damage deals 5d6+4 points of damage instead). Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later.

Auto-Potion (Ex): At 11th level. as a full-round action. as if under the effects of a poison spell. He can only use this ability once a round. but also learns a third discovery chosen from the linked list below. The limitation to drinking potions increases by 1. The physical appearance of how the chemist generates and delivers his poisonous touch varies from chemist to chemist. the chemist masters the Craft Alchemical Item feat. a chemist can mix two alchemical items together for a dual effect or create a new alchemical item of a higher tier. when creating alchemical items. Prerequisite: Grand discovery Eternal Youth: The chemist has discovered a cure for aging. the promise of one of these grand discoveries is the primary goal of their experiments and hard work. His Intelligence score permanently increases by 2 points. He can drink a potion as a swift action instead of a move action. the chemist must have two alchemical items of the same tier (1 or 2) which then creates any alchemical item of a higher tier. the chemist’s ability to drink potions becomes legendary. the chemist can drink potions quickly. Awakened Intellect: The chemist’s constant exposure to strange chemicals has expanded his mind. Defensive Bombing (Ex): At 15th level. Item Lore (Ex): At 17th level. DC 25 for tier 2. Quaff Potion Mastery (Ex): At 13th level. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. and from this point forward he takes no penalty to his physical ability scores from advanced age. The chemist also doesn’t provoke an attack of opportunity from drinking a potion. representing a truly astounding alchemical breakthrough of significant import. the chemist's knowledge of medicines allows him to double the potency of alchemical items. Instant Alchemy (Ex): At 19th level. Craft Alchemical Item Mastery (Ex): At 10th level. He immediately learns two normal discoveries. Prerequisite: Grand discovery Poison Touch: The chemist gains a poisonous touch. The chemist must make a Craft (alchemy) skill check (DC 20 for tier 1. He can suppress or activate this ability as a free action. and DC 30 for tier 3) or both potions are ruined. He can drink a potion as a move action instead of a standard action. He must have a free hand to use this ability but does not provoke an attack of opportunity.Improved Quaff Potion (Ex): At 7th level. The limitation to drinking potions increases by 1. the chemist becomes adept at throwing bombs that he no longer provokes attacks of opportunity when throwing bombs. the chemist can take an immediate action when hit by a melee attack or ranged attack to drink a potion. Grand Discovery (Su): At 20th level. For many chemists. a chemist can create alchemical items with almost supernatural speed. All gil cost are reduced by one-half and all experience cost are reduced by 3/4th. Prerequisite: Grand discovery Chocobo Knight Page 58 of 519 . Prerequisite: Grand discovery Fast Healing: The chemist’s flesh responds to damage with shocking speed—he gains fast healing 5. rounded down. the chemist makes a grand discovery. Any alchemical items created by the chemist doubles all variables. Mix (Ex): At 9th level. they are removed at this time. When creating a new alchemical item. If the chemist is already taking such penalties.

Handle Animal (Cha). Skill Points at 1st level: (2 + Int modifier) x 4. Class Skills The chocobo knight's class skills (and the key ability for each skill are Athletics (Str). Heal (Wis). the Chocobo Knight is a sight to be seen. Starting HPs at 1st Level: 30 + Constitution modifier. Intimidate (Cha). Abilities: A high Constitution allows the chocobo knight to increase his already impressive hit point total. Weapon and Armor Proficiency: Chocobo knights are proficient with all simple. making him more effective as a front-line character. Combined with the ferociousness of his Chocobo mount. In or Out of the Saddle. Limit Breaks +0 Steadfast Mount +1 Knight's Charge +1 Expert Trainer +1 Mounted Mettle +2 Bonus Feat +2 Battlefield Agility +2 Relentless Steed +3 Mounted Expertise +3 Burst of Speed +3 Mighty Charge +4 Bonus Feat +4 Superior Mounted Combat +4 Defensive Charging +5 Ride Them Down +5 Unavoidable Onslaught +5 Spiritual Bond +6 Bonus Feat +6 Indomitable Steed +6 Supreme Charge Class Features All of the following are class features of the chocobo knight. Page 59 of 519 . Table 3-8: The Chocobo Knight Base Attack Fort Reflex Level Bonus Save Save 1st +1 +2 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Special Save +0 Chocobo Mount. Diplomacy (Cha). Craft (Int). and plate) and shields (including tower shields). Hit Die: d12. Alignment: Any. Strength improves the chocobo knight's combat abilities. and knight swords and with all armor (cloth. Skill Points at Each Additional Level: 2 + Int modifier. martial weapons. GAME RULE INFORMATION Chocobo knights have the following game statistics. leather. Concentration (Con). chain. and Ride (Dex).Representing the ultimate in mounted warfare. The charge of the chocobo knight is among the most devastating offensive weapons any culture can hope to field. Profession (Wis). the Chocobo Knight is the quintessential knight in shining armor.

Speed: 70 ft. AC: +2 natural armor. Chocobo. Blue 8th-Level Advancement Size: Large. Con 20. Cha 6. Ability Scores: Str 18. Ability Scores: Str 20. swimming. This lasts for a duration of 1 round + 1 round per four chocobo knight levels. Chocobo. swimming. surefooted stride.. Black 12th-Level Advancement Size: Large. climbing. water walking. Dex 14.. Attack: bite (1d8). Dex 16. the chocobo knight receives a Limit Break (Fight as One and Supreme Overrun). Wis 16. Con 15. Attack: bite (1d8). Climb 20 ft. Chocobo.. climbing. Attack: bite (1d8). the blue chocobo advances into a black chocobo. Chocobo. Int 8... running over his enemies. They both receive a +2 morale bonus on Attack rolls. scent. the yellow chocobo advances into a green chocobo. claw (1d6). Chocobo Mount (Ex): A chocobo knight gains the service of a loyal and trusty yellow chocobo to carry him into battle.. Speed: 60 ft. Special Qualities: low-light vision. Elemental affinities: Water (absorb). Choco Cure.Limit Break (Su): At 1st level. Cha 12. Con 15. and Skill checks + an additional +2 bonus per four chocobo knight levels. Int 2. using the chocobo knight’s level as his effective beastmaster level. Elemental affinities: Shadow (immune). At 8th level. Special Qualities: low-light vision. Dex 14. Enemies within the area of effect take 1d6 points of damage per chocobo knight level. scent. Cha 6. Speed: 60 ft. Supreme Overrun (Su): This Limit Break allows the chocobo knight and his mount to charge 60 feet in a line. Int 2. AC: +5 natural armor. a Reflex save (DC 10 + 1/2 chocobo knight level + Strength modifier) for half damage. Chocobo. Swim 40 ft. Cha 6. Ability Scores: Str 18. scent. Elemental affinities: Earth (absorb). At 12th level. Saving Throws. Special Qualities: low-light vision. Attack: bite (1d8). Dex 14. claw (1d6). This chocobo functions as a beastmaster’s animal companion. Gold 16th-Level Advancement Page 60 of 519 . The mount can full-attack after a charge. Wis 12. Fight as One (Su): This Limit Break allows the chocobo knight and his mount to fight as if they were one mind and one body. Int 2. Wis 12. Green 4th-Level Advancement Size: Large. Special Qualities: low-light vision. At 4th level. Swim 40 ft. A chocobo knight's mount does not gain the shared rage special ability.. surefooted stride. AC: +2 natural armor. Wis 12. Climb 20 ft. AC: +2 natural armor. claw (1d6). damage reduction (1/-). scent. claw (1d6). Con 15. Speed: 60 ft. the green chocobo advances into a blue chocobo. Yellow Starting Statistics Size: Large. the black chocobo advances into a gold chocobo. At 16th level. water walking. Ability Scores: Str 18.

Cha 12. Choco Cure. Mounted Mettle (Ex): At 5th level. a penalty subtracted from Armor Class applies as a bonus on all attack rolls for that round. and at every six levels thereafter. claw (1d6).. Con 22. a chocobo knight may shift points between his attack rolls and his Armor Class. Attack: bite (1d8). surefooted stride. The chocobo knight receives a bonus equal to his chocobo knight level whenever he uses Handle Animal on a chocobo that serves as a mount. water walking. Special Attacks: Choco Meteor. Climb 20 ft. with the pair learning to anticipate each other’s moods and moves. In addition. The points adjusted with the mounted expertise ability may not exceed the chocobo knight’s base attack bonus. a chocobo knight gains Mounted Combat as a bonus feat. The chocobo knight must meet the prerequisites of these bonus feats. This new mount does not gain the link. evasion. AC: +7 natural armor. Relentless Steed (Ex): At 8th level. In addition. Before making any rolls when using the attack action or the full attack action while mounted on his mount in melee. and shares this awareness with his loyal steed. devotion. Page 61 of 519 . This bonus increases by +1 for every five levels after 5th. a chocobo knight learns to be more aware of the threats that surround him in combat. A chocobo knight’s bond with his mount is strong. a chocobo knight learns to train chocobos with speed and unsurpassed expertise. All changes to attack rolls and AC persist until the chocobo knight’s next action. Elemental affinities: All (strong). He can also train more than one mount at once. Should a chocobo knight’s mount die. A chocobo knight does not take an armor check penalty on Ride checks while riding his mount. swimming. a chocobo knight learns to make more accurate charge attacks while mounted. scent. Both the chocobo knight and his mount gain Mobility as a bonus feat. Fly 40 ft. a chocobo knight gains a bonus feat in addition to those gained from normal advancement. but must use the second roll even if it is worse. the chocobo knight does not suffer any penalty to his AC after making a charge attack while mounted. Speed: 80 ft. Battlefield Agility (Ex): At 7th level. Wis 16. Mounted Expertise (Ex): A chocobo knight of 9th level or higher is highly skilled at fighting while riding his mount. after the chocobo knight has spent 1 hour practicing with his mount. and begins play with Endurance as a bonus feat. Dex 18. This bonus increases by +1 for every four levels after 2nd. Int 10. climbing. (average). Swim 40 ft. Ability Scores: Str 22.Size: Large. The chocobo knight receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). although each mount after the first adds +2 to the DC. The chocobo knight may also reroll a Ride skill check or a saving throw made by the mount once per day.. the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves. Knight’s Charge (Ex): At 3rd level. damage reduction (1/-). Steadfast Mount (Ex): At 2nd level. or blood bond special abilities until the next time the chocobo knight gains a level. In or Out of the Saddle (Ex): At 1st level. the chocobo knight may find another chocobo to serve him after 1 week of mourning. improved evasion. but only while the chocobo knight is mounted on it or adjacent to it. Special Qualities: low-light vision. The mount is always considered combat trained. A penalty subtracted from an attack roll applies as a dodge bonus to his AC. Bonus Feat: At 6th level. a chocobo knight and his mount gain a +1 bonus on attack and damage rolls when he is mounted or adjacent to his mount. a chocobo knight’s mount does not reduce its speed when wearing chain or plate barding or carrying a heavy load. Expert Trainer (Ex): At 4th level. he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5.

GAME RULE INFORMATION Dark Knights have the following game statistics. sunder. This does not provoke an attack of opportunity. a chocobo knight learns to make devastating charge attacks while mounted. holy knights stop at nothing to put an end to such nefarious antiheroes. if the chocobo knight confirms a critical hit on a charge attack while mounted. take the lives of the innocent. disarm. In addition. thus bolstering his capacity to defend against enemies. Indomitable Steed (Ex): At 19th level. making Page 62 of 519 . the chocobo knight can grant his mount temporary hit points equal to his chocobo knight level once per day. and put nothing ahead of their personal power and wealth. the chocobo knight may make these attempts three times per round.Burst of Speed (Ex): At 10th level and higher. Ride Them Down (Ex): At 15th level. Defensive Charging (Ex): At 14th level. While these temporary hit points last. or trip attempt if his charge attack is successful. Not surprisingly. This increase does not stack with other effects that increase the threat range of the weapon. his movement does not provoke attacks of opportunity. whenever the chocobo knight makes a charge attack while mounted. whenever a mounted chocobo knight charges a foe. the chocobo knight can make a full-attack. taking his attacks at any point during his mount’s movement. the target is stunned for 1d4 rounds. a chocobo knight can urge his mount to greater than normal speed when charging. they often lead armies of evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. Dark Knight The dark knight epitomizes evil. up to four times its speed. this villain carries a reputation of the foulest sort that is very well deserved. Champions of evil. Supreme Charge (Ex): At 20th level. Strength improves the dark knight's combat abilities. The quintessential evil knight. a chocobo knight may attempt a Ride check (as a reaction) twice per round to negate a successful hit on his mount. He is nothing short of a mortal fiend. he deals double the normal amount of damage (or triple if using a lance). The DC is equal to 10 + the chocobo knight’s base attack bonus. the chocobo knight can spur his mount on while readying an attack. he can choose to take the damage taken by his mount. the chocobo knight can make a free bull rush. failure results in the mount taking 2d6 points of damage. Double the threat range of any weapons wielded during a charge while mounted. for either him or his mount. Spiritual Bond (Su): At 17th level. A Will save reduces this to dazed for 1d4 rounds. Abilities: A high Constitution allows the dark knight to increase his already impressive hit point total. In addition. a chocobo knight’s mounted charge is not blocked by friendly creatures or difficult terrain. Superior Mounted Combat (Ex): After achieving 13th level. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge. Mighty Charge (Ex): At 11th level. They make pacts with fiends. a chocobo knight and his steed gain DR 5/— when mounted. This ability can be used once per day without penalty to the mount. Unavoidable Onslaught (Ex): At 16th level. This ability doubles the maximum distance the mount can travel when making a charge. when his mount is within 30 feet of him. If a chocobo knight’s mount takes a single move. At 18th level.

Table 3-9: The Dark Knight Base Attack Fort Level Bonus Save 1st +1 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Special Save +2 Harm Touch. Limit Breaks +3 Dark Blessing.him more effective as a front-line character. Charisma improves the dark knight's harm touch as well as other dark knight abilities. Page 63 of 519 . Hit Die: d12. Starting HPs at 1st Level: 30 + Constitution modifier. Handle Animal (Cha). Shared Offense +4 Smite Good (2/day). Sneak Attack (+5d6) +11 Smite Good (7/day). and Spellcraft (Int). Aura of Spell Resistance +12 Dark Champion. Dark Sword Tech. Craft (Int). Sneak Attack (+2d6) +5 Smite Good (3/day). Concentration (Con). Ride (Dex). and how many additional MP a dark knight receives from a high attribute. Dark Sword Tech +7 Aura of Offense +8 Defile. Profession (Wis). Nimbus of Darkness (Bane) +4 Soul Eater. Dark Sword Tech MP — — — Spell Level — — — 2 2 3 4 6 6 8 11 11 14 18 18 22 22 26 26 30 1st 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 4th 4th 4th 4th Class Features All of the following are class features of the dark knight. Diplomacy (Cha). Dark Sword Tech +5 Defile. First Into Battle +3 Defile. Intelligence determines how powerful a spell a dark knight can cast. Sneak Attack (+3d6). Skill Points at 1st level: (2 + Int modifier) x 4. Aura of Disruption +10 Smite Good (6/day). Class Skills The dark knight's class skills (and the key ability for each skill are Athletics (Str). Last Resort +7 Smite Good (4/day). Sneak Attack (+1d6). Aura of Despair +9 Sneak Attack (+4d6). how hard those spells are to resist. Nimbus of Darkness (Corruption). Smite Good (1/day). Unholy Resilience +6 Nimbus of Darkness (Plague) +6 Defile. Terrifying Visage +9 Defile. Intimidate (Cha). Skill Points at Each Additional Level: 2 + Int modifier. Nimbus of Darkness (Ferocity) +10 Aura of Elements +11 Defile. Alignment: Dark Knights may be any evil alignment. Nimbus of Darkness (Decadence) +8 Smite Good (5/day).

and it increases by 1d6 with each improvement. causing terrible wounds to open on those he touches. A dark knight can’t strike with deadly accuracy from beyond that range. Each day he can use this ability a number of times equal to 1/2 his dark knight level + his Charisma modifier. Regardless of the target. or a good creature with levels of white mage or dark knight. a dark knight can call out to the dark powers to crush the forces of good. chain. the dark knight receives a Limit Break (Blackest Night and Blood Weapon). Alternatively. smite good attacks automatically bypass any DR the creature might possess. a dark knight surrounds his hand with a fiendish flame. a dark knight applies his Charisma modifier (if positive) as a bonus on all saving throws. This extra damage is 1d6 when first gained. and plate) and shields (including tower shields). This has absolutely no effect when used against the undead. martial weapons. Blood Weapon (Su): This Limit Break imbues the dark knight's weapon the ability to drain an opponent's hit points to heal themselves when attacking for a duration of 1 round + 1 round per four dark knight levels. the extra damage is not also multiplied. however. or when the dark knight gets behind his target. Allies must be within 30 feet of the dark knight while this limit break is in effect to receive the concealment bonuses. If the target of smite good is an outsider with the good subtype. If the sneak attack is also a critical hit. If this target is good. Creatures with an anatomy unfamiliar to the dark knight. are also immune to this ability. Page 64 of 519 . Blackest Night (Su): This Limit Break causes the area around the dark knight to become as dark as night and grants the dark knight and any allies within 30 feet total concealment for a duration of 1 round + 1 round per four dark knight levels. Sneak Attack: If a dark knight can catch an opponent when he is unable to defend himself effectively from his attack. he can strike a vital spot for extra damage. a dark knight can cause 1d6 points of damage for every two dark knight levels he possesses. while smite good is in effect.Weapon and Armor Proficiency: Dark Knights are proficient with all simple. At 4th level. the dark knight chooses one target within sight to smite. an good-aligned dragon. As a swift action. In addition. The smite good effect remains until the target of the smite is dead or the next time the dark knight rests and regains his uses of this ability. leather. Using this ability is a standard action that does not provoke attacks of opportunity. restoring 1d6 hit points for every two levels the dark knight possesses. and at every three levels thereafter. the smite is wasted with no effect. As a touch attack. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Smite Good (Su): Also at 1st level. the dark knight may smite good one additional time per day to a maximum of seven times per day at 19th level. Dark Blessing (Su): At 2nd level. a dark knight can use this power to heal undead creatures. the dark knight’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC. and knight swords and with all armor (cloth. Limit Break (Su): At 1st level. the dark knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the dark knight targets a creature that is not good. Any damage the dark knight deals becomes shadow damage and any damage dealt heals the dark knight for the damage the weapon deals. or are immune to critical hits. the bonus to damage on the first successful attack increases to 2 points of damage per level the dark knight possesses. Harm Touch (Su): At 1st level. Basically. the dark knight adds his Charisma bonus (if any) to his attack rolls and adds his dark knight level to all damage rolls made against the target of his smite. once per day.

Sickened: The target is sickened for 1 round per level of the dark knight. even if he is surprised. At 6th level. Slowed: The target receives the Slow status effect for 1 round per two levels of the dark knight.First Into Battle (Su): At 2nd level. Zombie: The target receives the Zombie status effect for 1 round per level of the dark knight. a dark knight can spend 1 use of smite good or harm touch to act in the surprise round. At 9th level. At 3rd level. a dark knight can select one defile. Allies only benefit from these bonuses while in the listed area. Stunned: The target is stunned for 1 round per four levels of the dark knight. and allies that are reduced to fewer than 0 hit points within this area become disabled instead of dying as in Diehard feat. At 18th level. he gains a bonus to the check equal to his Charisma bonus. the target takes the damage as normal. At 12th level. Shared Offense (Su): At 3rd level. a dark knight adds the following defilements to the list of those that can be selected. Berserk: The target receives the Berserk status effect for 1 round per two levels of the dark knight. The DC of this save is equal to 10 + 1/2 the dark knight’s level + the dark knight’s Charisma modifier. this bonus increases by +1. Defile (Su): At 3rd level. and every three levels thereafter. adjacent allies receive a +1 profane bonus to their Attack and Damage rolls. Cursed: The target receives the Curse status effect for 1 round per level of the dark knight. These bonuses last for a number of rounds equal to the dark knight’s Charisma modifier. and allies within this area deal an extra 1d6 points of damage. These bonuses are cumulative with each other. the target also receives the additional effect from one of the defilements possessed by the dark knight. If the save is successful. Poisoned: The target receives the Poison status effect for 1 round per level of the dark knight. Disabled: The target receives the Disable status effect for 1 round per three levels of the dark knight. these bonuses are granted to all allies within 20 feet. At 3rd level. Page 65 of 519 . Shaken: The target is shaken for 1 round per level of the dark knight. but not the effects of the defile. At 6th level. Whenever the dark knight uses harm touch to deal damage to one target. Diseased: The target receives the Disease status effect for 1 round per level of the dark knight. Each defile adds an effect to the dark knight’s harm touch ability. At 9th level and 15th level. the dark knight can select from the following initial defilements. Nauseated: The target is nauseated for 1 round per three levels of the dark knight. Dazed: The target is dazed for 1 round. these bonuses are granted to all allies within 10 feet. At 12th level. these bonuses are granted to all allies within 15 feet. a dark knight adds the following defilements to the list of those that can be selected. Immobilized: The target receives the Immobilize status effect for 1 round per level of the dark knight. When the dark knight makes an Initiative check. a dark knight adds the following defilements to the list of those that can be selected. The target receives a Fortitude save to avoid this defile. The dark knight must have the sickened defile before selecting this defile. This choice is made when the touch is used. Blinded: The target receives the Blind status effect for 1 round per level of the dark knight. and allies within this area gain a 25% chance to deal sneak attack damage equal to the dark knight's sneak attack bonus. Silenced: The target receives the Silence status effect for 1 round per two levels of the dark knight. a dark knight can spend one use of his harm touch ability as a standard action to grant all adjacent allies (including other dark knights) a bonus. Paralyzed: The target is paralyzed for 1 round.

Plague (Su): At 8th level. the critical hit threat range increases to +2. the dark knight's nimbus of darkness also causes enemies to be affected by the Disease status (Fort save DC 10 + 1/2 dark knight's level + Intelligence modifier to resist the status effect) and while in the area of darkness. and he takes 10 points of damage each time he makes such an attack. Ferocity (Su): At 16th level. The dark knight may use any of the currently available dark sword techs up to 3 + Intelligence modifier times per day. Nimbus of Darkness (Su): At 4th level. Once a defile is chosen. and saving throws against fear increases to -2. selected by the dark knight when this power is activated to enemies within the area of darkness. Int 12 for 2nd-level spells. Unlike other spellcasters. Damage is modified by the mastercrafted (if any) bonus of the weapon the dark knight is wielding. The dark knight can use this ability a number of times per day equal to 3 + his Intelligence modifier. often dealing high damage and weakening enemies. The Difficulty Class for a saving throw against a dark knight’s spell is 10 + the spell level + the dark knight’s Intelligence modifier. Bane (Su): At 4th level. Spells: Beginning at 4th level. To learn or cast a spell. As a standard action. which are drawn from the black mage spell list. The elemental resistance decreases by 20 against one elemental damage type. In addition. and saving throws against fear as long as they remain in the area of darkness. and so forth). a dark knight can empower his next blow by giving up some of his life force to win the battle. Starting at 5th level and every other five levels thereafter. In addition. plus an additional amount of damage equal to the Page 66 of 519 .These abilities are not cumulative. the dark knight must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells. This ability lasts for 1 minute and can be cancelled as a free action. the nimbus lowers resistance by 10 to one type of elemental damage. This power lasts for 1 minute. it can’t be changed. The amount of shadow damage dealt increases to 4. a dark knight learns to use the power of evil to lower his opponents' defenses and plague them with darkness. In addition. as a swift action. damage rolls. he can call upon his dark power to cause a nimbus of darkness to emanate from the dark knight in a 30-ft. Decadence (Su): At 12th level. the nimbus of darkness increases in size out to a range of 60 feet. This attack deals 3d8 points of shadow damage. all of its penalties increase. The dark knight can use this ability a number of times per day equal to 3 + his Intelligence modifier. the dark knight's nimbus of darkness also grants the dark knight and his allies concealment. the dark knight gains a new dark sword tech ability. a dark knight wearing armor does not affect his spellcasting ability. the dark knight's nimbus of darkness grants the dark knight and his allies the ability to deal more critical hits. Corruption (Su): At 20th level. Soul Eater (Su): At 5th level.-radius. The critical hit threat range of the dark knight and his allies' weapons are increased by +1. Like most spellcasters. The dark knight's first attack each round for the duration of this ability deals an extra 5d6 points of shadow damage if it hits. a dark knight gains additional MP for having a high attribute (Intelligence). Dark Sword (Su): Using this ability causes a gleaming red sword to pierce through the dark knight’s opponent. The penalty to AC and on attack rolls. Dark Sword Tech: The dark knight employs abilities of dark power. a dark knight can find or purchase scrolls with spells to add to his repertoire. Finally. a dark knight gains the ability to cast black magic spells. damage rolls. the dark knight's nimbus of darkness affects all enemies in this area with a -1 penalty to AC and on attack rolls. whether or not the attack is successful. enemies take 2 points of shadow damage per round.

This ability has range of 15 feet and requires a ranged touch attack. Auras (Su): At 11th level. This ability has range of 30 feet and requires a ranged touch attack. damaging all in the area of effect for 4d10 points of shadow damage. This attack can only be used against targets within melee range. friend or foe. Sap. he also takes a –4 penalty to Armor Class. and receives a different aura every two levels thereafter. and the effects last for 3 rounds plus a number of rounds equal to his Charisma bonus (if any). Night Sword (Su): Using this ability causes a sword of darkness to erupt from the ground in a 20-foot radius. Harrowing Slice (Su): Using this ability causes the dark knight’s weapon to begin to take on a dark hue. While under Last Resort. the dark knight can project a magical aura that provides benefits to his allies and hindrance to his enemies. This ability has range of 15 feet and requires a ranged touch attack. Shadowblade (Su): Using this ability summons a hellish phantom sword to strike from the underworld. if he makes a full attack action. A dark knight can only have 1 aura activated at a time. plus an additional amount of damage equal to the dark knight level. This ability has range of 100 feet. The dark knight makes a single melee attack. If the target is damaged.dark knight level and inflicts the Blind status for 1 round per level unless the creature makes a Fortitude save (DC = 10 + 1/2 dark knight class level + Intelligence modifier).-radius and can be activated with a swift action. All dark knight auras extend out to a 15-ft. caught in the 30-foot-cone area of effect.) However. plus an additional amount of damage equal to the dark knight level. If he succeeds the attack. Disastrous Sweep (Su): Using this ability causes a blast of dark energies to hurtle at a range of opponents. Doomsayer's Slash (Su): Using this ability grants the dark knight’s attack to almost guarantee to strike. rolling with his highest Base Attack Bonus. and confirmed. he gains a +6 bonus to Strength and. a dark knight reaches for the dark power within himself to imbue himself with greater strength at a cost of defense. gains a single extra attack each round at his highest bonus. plus an additional amount of damage equal to the dark knight level. Aura of Offense (Su): At 11th level. the hit is automatically considered a critical hit. the dark knight can channel his dark powers to project an aura that grants him and nearby allies a +5 profane bonus to Attack rolls. (This latter effect is not cumulative with haste or other effects that grant additional attacks. the target loses MP equal to half the damage done. Unholy Resilience (Ex): At 7th level. Page 67 of 519 . The dark knight receives an attack bonus equal to his dark knight level. The dark knight receives one aura at 11th level. Duskblade (Su): Using this ability rains down phantoms of bloody daggers upon dark knight’s target. the attack proceeds as a normal attack. A Reflex save (DC 10 + 1/2 dark knight level + Intelligence modifier) for half damage. plus an additional amount of damage equal to the dark knight level and transfers half the damage done to his hit points. a dark knight gains immunity to Poison. This attack deals 2d6 points of shadow damage. plus an additional amount of damage equal to the dark knight level unless they make a Reflex save (DC = 10 + 1/2 dark knight level + Intelligence modifier) for half damage. This attack can only be used against targets within melee range. and Disease status effects. Last Resort (Ex): At 9th level. This attack deals 2d8 points of shadow damage. erupting beneath the dark knight’s opponent. Using this ability consumes two uses of the dark knight’s harm touch ability. This attack deals 4d10 points of shadow damage to any living creature. dealing 1d8 points of shadow damage. If it fails. glowing with evil taint.

he deals the maximum possible amount. any weapon the dark knight wields is considered Evil aligned for purposes of bypassing damage reduction. Hit Die: d10. GAME RULE INFORMATION Dragoons have the following game statistics. A Reflex save halves this damage and negates the immobilization. A dark knight can use this ability once per day at 14th level plus one additional time per day at 17th and 20th level. Dragoons also develop a special bond with dragons and master all abilities in the heaviest of armors. Abilities: Strength is especially important for dragoons because it improves their melee attack and damage rolls. undead and outsiders receive this bonus for 1d6 rounds instead. Aura of Elements (Su): At 17th level. saving throws. In addition. Dark Champion (Su): At 20th level. Good humanoids and outsiders are immobilized for 1d4 rounds on a failed save. the dark knight can channel his dark powers to radiate a malign aura that causes enemies to take a -5 penalty on all attack rolls. Constitution is important for giving dragoons lots of hit points. and skill checks for 1 round. Alignment: Any. Terrifying Visage (Su): At 14th level. Enemies within the area of effect take 1d6 points of shadow damage per two dark knight levels and are immobilized for 1 round. Athletics (Str). Skill Points at 1st level: (2 + Int modifier) x 4. Page 68 of 519 . Starting HPs at 1st Level: 25 + Constitution modifier.Aura of Despair (Su): At 13th level. Allies within this burst receive a +2 profane bonus on ability checks. the dark knight can channel his dark powers to project an aura that grants him and nearby allies a spell resistance of 25. Handle Animal (Cha). Craft (Int). the dark knight can channel his dark powers to radiate a malign aura that causes enemies to take a -10 penalty on all Concentration skill checks. Aura of Disruption (Su): At 15th level. a dark knight becomes a conduit for the power of evil. The DC of this save is equal to 10 + 1/2 the dark knight’s level + his Charisma modifier. skill checks. allowing them to execute maneuvers in battle other warriors can only dream of. and saving throws. Dragoon Dragoons are noble warriors. The dark knight gains DR 10/good. Class Skills The dragoon’s class skills (and the key ability for each skill) are Acrobatics (Dex). and Ride (Dex). Skill Points at Each Additional Level: 2 + Int modifier. which they need in their many battles. dealing an additional 1d6 points of shadow damage against all good opponents and an additional 2d6 points of shadow damage against good outsiders and good-aligned white mages and dark knights. They are often found leading elite units into battle or leaping over the heads of lesser soldiers into the fray. and knights who don't always follow the rules. A caster must still make a Concentration check to cast defensively even if the caster is not within threatened reach or the spell is lost and the MP is spent. fierce fighters. the dark knight can channel his dark powers to project an aura that grants him and nearby allies a +5 profane damage bonus on all elemental spells. Whenever he casts Dark spells or uses harm touch to damage a creature. Intimidate (Cha). Dragoons are known for their astronomical jumping abilities mysteriously taking out enemies from the sky before even being seen. attack rolls. Aura of Spell Resistance (Su): At 19th level. a dark knight can emit a fiendish aura in a 30-foot-burst. Evil humanoids.

A dragoon’s maximum height is not affected by his size. Hardy Landing (80 ft. Jump (Ex): At 1st level. They are also proficient with all armor (cloth. chain. Tail Sweep Hardy Landing (40 ft. Hardy Landing (20 ft. Dragoon Training (+3) Deadly Lancer +6d6.) Swoop of the Dragon. Jump. a Reflex save (DC 10 + 1/2 dragoon class level + Strength modifier) or fall prone. Dragoon Training (+4).) Flexible Flanker Deadly Lancer +4d6. leather. lances. and plate) but not with any shields. the dragoon heals for 1d6 points of damage + an additional 1d6 points of damage per four dragoon class levels whenever the dragoon makes a successful attack. Weapon and Armor Proficiency: A dragoon is proficient with all spears. and polearms. The dragoon adds double his dragoon class levels to all Athletics skill checks for jumping. the dragoon receives the Limit Breaks (Lancet and Falling Meteor). Steadfast Pike Deadly Lancer +2d6. very powerful dragoons to eventually leap higher than Page 69 of 519 . Pike Defense Hardy Landing (any). Sweeping Fend Hardy Landing (70 ft. Lancet (Su): This Limit Break causes any attacks the dragoon makes that successfully hits to heal him.) Deadly Lancer +7d6.) Step Aside Hardy Landing (90 ft. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four dragoon class levels. emulating the dragon's ability to fly. Dragon Knight Class Features All of the following are class features of the dragoon. allowing very strong.) Dragoon Training (+1) Hardy Landing (30 ft. regardless of whether or not he gets a running start. Each successful attack deals additional damage equal to the amount healed. affecting a 20-foot-radius area. Limit Breaks Pole Fighting Armor Training.) Deadly Lancer +5d6.) Deadly Lancer +3d6.Table 3-10: The Dragoon Base Attack Level Bonus 1st +1 2nd +2 rd 3 +3 4th +4 th 5 +5 6th +6/+1 th 7 +7/+2 8th +8/+3 th 9 +9/+4 th 10 +10/+5 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Deadly Lancer +1d6. Falling Meteor (Su): This Limit Break allows the dragoon to make a giant leap to crash like a meteor upon his enemies within 60 feet. For the duration of 1 round + 1 round per four dragoon class levels. A dragoon's ability to jump with his Athletics checks are treated as though he got a running start and has the Run feat. a dragoon trains for years in the ability to leap astounding and nearly supernatural distances. Dragoon Training (+2) Leaping Charge Hardy Landing (60 ft.). Limit Breaks (Su): At 1st level. Hardy Landing (50 ft.

or polearm. the DC multiplier for a high jump is reduced by 1. Steadfast Pike (Ex): At 3rd level. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. Pole Fighting (Ex): At 2nd level. A dragoon may make a tail sweep action as a full round action.their own height. multiplier of 2 at 11th level. 11th. At 14th level. or polearm with reach and use it against adjacent targets. but immune to the knockdown effect. for each ten feet the dragoon jumps beyond the first ten feet. Creatures that are immune to critical hits. rolls a Reflex save (DC 10 + half of dragoon’s class level + dragoon's Strength modifier) or fall prone. Each character. Every four levels thereafter (7th. and polearms. the dragoon affects all squares he threatens with tail sweep. when a dragoon uses the Jumping Down action. are also immune to this ability. a dragoon learns to be more maneuverable while wearing armor. making it a multiplier of 3 rather than 4. and it increases by 1d6 with each improvement. they fall to the ground prone in the square in front of the creature. In addition. friend or foe. To do so. When first using this ability. a dragoon can also move at his normal speed while wearing chain armor. and 19th). the extra damage is not also multiplied. This reduction improves by 1 every seven levels. he deals an additional +1d6 points of damage. Dragoon Training (Ex): At 5th level a dragoon gains a +1 bonus on attack and damage rolls with spears. lance. the dragoon deals an additional +1d6 points of damage. The bonus increases by +1 for every five levels beyond 5th. The dragoon’s ability to absorb his fall improves with his dragoon level until at 20th level he can fall any distance without harm. Beginning at 4th level. to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. lances. If a dragoon is hit in this manner. and multiplier of 1 at 18th level. these bonuses increase by +1 each time. Hardy Landing (Ex): At 4th level. Whenever the dragoon jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe. lance. a dragoon can shorten the grip on his spear. The bonus increases by +1 for every four levels beyond 3rd. Deadly Lancer (Ex): At 1st level. the dragoon takes damage as if the fall were 20 feet shorter than it actually is. he chooses 3 consecutive squares he threatens and roll damage normally for the weapon in use. etc). 15th. the dragoon becomes skilled at diving through the air after a high jump and absorbing the impact of the long fall. a dragoon can move at his normal speed while wearing plate armor. he may add an additional 5 to the DC in order treat the fall as 10 feet less than normal (thus jumping down 20 feet would have DC 20 and thirty feet would have DC 25. he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. in the affected area. a dragoon is able to use his weapon in the same way a dragon uses its tail. If the attack strikes any enemy larger than the dragoon. the dragoon has learned the technique of the falling from the sky upon their opponents to inflict more damage. A dragoon using this ability does not provoke an attack of opportunity unless they pass through a square that is threatened by a flying creature that he is not attacking directly. as an immediate action. The penalty is reduced by –1 for every four levels beyond 2nd. Whenever he is wearing armor. At 7th level. If the attack is also a critical hit. the attack does damage as normal. This extra damage is 1d6 when first gained. In addition. In addition. Tail Sweep (Ex): At 7th level or higher. Page 70 of 519 . This attack is effective against enemies the same size or smaller than the dragoon. Armor Training (Ex): At 3rd level. a dragoon gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear.

Swoop of a Dragon (Ex): At 15th level. GAME RULE INFORMATION Engineers have the following game statistics. Sweeping Fend (Ex): At 13th level. but only if the attacking creature is not adjacent to him. a dragoon may choose any square adjacent to him and treat that square as his location for determining who he is flanking. A Fort save reduces this to staggered for 1d4 rounds. Alignment: Any. Page 71 of 519 . The DC is equal to 10 + the dragoon’s base attack bonus. Starting HPs at 1st Level: 15 + Constitution modifier. on distant lands. Engineers use their knowledge of how things are put together to more effectively take things apart and are often called in to bypass security measures or whip up special weapons for field troops in dangerous situations. This 5-foot step must be subtracted from his movement on the next turn. Every organization and nation that depends on technology relies on their knowledge. he gets an immediate action to jump upon another creature within range of his Athletics skill check for an extra melee attack. the dragoon has fully mastered charging the enemy from the skies. when a dragoon drops a creature from a charge attack. lance or polearm to make a bull rush or trip attack. They’re responsible for building and maintaining weapons. and Wisdom are important for many of the engineer’s skills. and on the battlefield. when a creature threatened by a dragoon takes a 5-foot step into a square adjacent to him. Leaping Charge (Ex): At 11th level. garages. The dragoon chooses a dragon subtype (earth. even if that square is occupied by a creature. airships. Pike Defense (Ex): At 19th level. fire. A high Intelligence score also gives the engineer extra skill points. Dexterity. lightning. and more with the help of their Automatons. Abilities: Dexterity provides the extra protection for the lightly armored engineer. He may use this ability to protect himself. water. When jumping a distance of 10 or more feet using a charge action. Hit Die: d6.Flexible Flanker (Ex): At 9th level. or solid barrier. if the dragoon confirms a critical hit on a charge attack. the dragoon has reached the pinnacle of being a dragon knight. 60' dark-vision and a +5 natural armor bonus to armor class. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. In addition. when an opponent threatened by a dragoon makes a melee attack against an ally. and shipyards. many are drawn to a life of adventure and prefer to work “in the field. he can take a 5-foot step as an immediate action. Dragon Knight (Ex): At 20th level.” Some of the best and brightest Engineers ply their trade aboard airships. he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. Although many Engineers confine themselves to workshops. same elemental affinities of his chosen dragon subtype. Intelligence. the dragoon deals double the normal amount of damage. ice. Step Aside (Ex): At 17th level. or wind) and he gains the following abilities: DR 5/-. which can be used to expand his repertoire. though he takes a –4 attack penalty when making such attempts. low-light vision. vehicles. a dragoon can use any spear. the target is stunned for 1d4 rounds. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. object. Engineer Engineers are vital members of the Lands of Spira. Magitek.

Salvage Engineer trick. Any damaged items or machinery within the area of effect start repairing themselves at 4 hit points + an additional 4 hit points per four engineer levels for a duration of 1 round + 1 round per four engineer levels. Engineers are proficient with cloth and leather armor. Weapon and Armor Proficiency: Engineers are proficient with all simple weapons. Demolish (+3d6). and firearms. Knowledge (technology) (Int). Limit Breaks Engineer trick. Repair (Int). Navigate (Int). Table 3-11: The Engineer Base Attack Fort Level Bonus Save 1st +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Automaton. Support Droid Repair (7d6) . Unflustered Engineer trick. Craft (any) (Int). Demolish (+4d6). Repair (1d6). Rapid Rebuild Engineer trick. the engineer receives the Limit Breaks (Auto-Repair and Overdrive). Skill Points at 1st level: (8 + Int modifier) x 4. Combat Awareness Repair (2d6). Support Droid Repair (5d6). Salvage Expert Engineer trick. Demolish (+2d6) Repair (4d6). but not with any type of shields. Quick Craft Engineer trick. Limit Breaks (Su): At 1st level. Decipher Script (Int). Master Engineer Engineer trick. Auto-Repair (Su): This Limit Break grants the engineer an aura that extends out to 30 feet around him. and Use Materia (Cha). Page 72 of 519 . Hardened Materials Engineer trick Repair (6d6). Demolish (+5d6). Support Droid. Profession (Wis). Crafting Expertise Engineer trick. Pilot (Dex). Crafter.Class Skills The engineer’s class skills (and the key ability for each skill) are Concentration (Con). plus any type of crossbows. Skill Points at Each Additional Level: 8 + Int modifier. Support Droid Repair (3d6). One With Machines Class Features All of the following are class features of the engineer. Disable Device (Int). Search (Int). Demolish (+1d6). Support Droid Repair (9d6) . Tinkering. Demolish (+6d6) Repair (10d6) . Precise Timing Engineer trick Repair (8d6). Drive (Dex).

Cha 1 Humanoid* Starting Statistics Size Medium. Speed 20 ft. Attack slam (1d8). +2 enhancement bonus to Strength and Dexterity. Then he adds to the base statistics bonuses based on his levels in engineer using Table 3-16: Automaton Base Statistics. Int -.DR.. 3d6 at 5th. an engineer adds half his class level (minimum 1) to all Craft checks. the engineer chooses the base form he wishes the Automaton to take from the following four types. Cha 1 Serpentine Starting Statistics Size Medium.... AC +2 natural armor. For the duration of 1 round + 1 round per four engineer levels. This form may not be altered upon subsequent upgrades. Wis 10. Dex 10. At 5th and every five levels thereafter. Con -. the automaton gains a 2/. Upon creation. Cha 1 *A humanoid Automaton has arms and hands. and so on). Speed 20 ft. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade.. such as damage types. they share the same capabilities. AC +4 natural armor. The engineer can repair a number of times per day equal to 3 + his Intelligence modifier. swim 40 ft. Automaton: Many engineers create automatons capable of performing a host of duties. Aquatic Starting Statistics Size Medium.Overdrive (Su): This Limit Break increases the overall combat effectiveness of the engineer's automaton. Con -. Wis 10. Attack bite (1d6). and a +1 deflection bonus to AC per four engineer levels. Attack slam (1d8). Upgrades must be performed in order and the engineer must meet the level requirements for the upgrade. Speed 20 ft. Crafter (Ex): Few can match the engineer's artifice when creating objects. all Automatons are unintelligent constructs that follow the engineer's instructions unfailingly. Attack bite (1d6). climb 20 ft. The engineer repairs 1d6 points of damage plus 1d6 points of damage for every other engineer level beyond first (2d6 at 3rd. Int -. Whether or not the servitor is created from intricate clockwork. Dex 12. When installing a new upgrade. the engineer upgrades an Automaton they currently possess in order to represent his growing skill and power.. Ability Scores Str 16. At 1st level. +1 morale bonus to Attack rolls. Con -. AC +2 natural armor. or steam driven pistons. Int -. Page 73 of 519 . AC +2 natural armor. Quadruped/Tracked/Wheeled Starting Statistics Size Medium. Dex 14. Unless granted a Master Upgrade. made at previous upgrades unless otherwise noted. Speed 50 ft. Ability Scores Str 14. the engineer may reconfigure old design decisions. Wis 10. Repair (Su): An engineer can fix broken items with a mere touch. Ability Scores Str 16.

the Automaton uses its own abilities to determine its effects with the except of any saving throw DCs it requires. If the engineer chooses to share a gadget. An automaton has poor saving throws. Automaton Upgrade 1: An engineer may add this upgrade to their Automaton at 5th level. which are calculated from the engineer's abilities. At 7th level and every 5 levels thereafter. as determined by its base form. Huge 40 HP. Int -. They can mentally Page 74 of 519 . The engineer’s class levels stack with levels of any other classes that are entitled to an automaton for the purpose of determining the automaton’s statistics. The Automaton gains the benefit of this engineer trick as long as it is within 5 feet of its engineer. Cha 1 Table 3-12: Automaton Base Statistics Class Armor HD BAB Save Level Bonus 1st 2 +1 +0 +2 2nd 3 +2 +1 +2 3rd 3 +2 +1 +3 4th 4 +3 +1 +3 5th 5 +3 +1 +4 6th 6 +4 +2 +4 7th 6 +4 +2 +5 8th 7 +5 +2 +5 9th 8 +6 +2 +6 10th 9 +6 +3 +6 11th 9 +6 +3 +7 12th 10 +7 +3 +7 13th 11 +8 +3 +8 14th 12 +9 +4 +8 15th 12 +9 +4 +9 16th 13 +9 +4 +9 17th 14 +10 +4 +10 18th 15 +11 +5 +10 19th 15 +11 +5 +11 20th 16 +12 +5 +11 Str/Dex Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 Special — Share trick — — Automaton 1st upgrade — Share trick — — Automaton 2nd upgrade — Share trick — — Automaton 3rd upgrade — Share trick — — Automaton master upgrade Class Level: The character’s engineer level. Adding the first upgrade to an Automaton creates a telepathic link between the engineer and his creation. Large 30 HP. Armor Bonus: The number noted here is the Automaton's base total armor bonus. An Automaton cannot wear armor of any kind. HD: This is the total number of 10 sided die (d10) Hit Dice the Automaton possesses. Share Trick (Ex): At 2nd level. Saves: These are the automaton's base saving throw bonuses. Automatons do not gain additional attacks using their slam attack for a high base attack bonus. BAB: This is the automaton's base attack bonus. the engineer can select an additional trick to share. Dex 16. Str/Dex Bonus: Add this modifier to the Automaton's Strength and Dexterity scores. An engineer can mastercraft his Automaton's body as if it were armor. Some options available through upgrades or engineer tricks might modify these scores. Con 13. as the armor interferes with the engineer's operation of the Automaton.Ability Scores Str 12. Wis 10. No Constitution modifier is applied to the Automaton's hit points. This number is modified by the Automaton's base form. The Automaton gets bonus hit points depending on its size: Medium 20 HP. the engineer selects a trick he knows.

At the time of the upgrade the engineer chooses from fire. he may add half his class level to his Disable Device checks to disarm such traps. Only the engineer knows the peculiarities of their function. inflicting 4d6 points of damage plus an additional 1d6 points of damage for every 2 HD the Automaton possesses. Automaton Master Upgrade: An engineer may add this upgrade to their Automaton at 20th level. These engineer tricks come in three forms: gadgets. An engineer who beats a trap's DC by 10 or more with Disable Device check can study a trap to learn its design. The Automaton also gains the Grab special attack on all of its slam attacks. water or wind damage. It also gains a bonus feat from the following list. From this point on. Communicating in this way is a free action. It gains feats appropriate to its hit dice and 2 skill points per hit dice. This ability is usable once every 1d4 rounds and cannot be changed until the Automaton is upgraded again. or bypass it (with his party) without disarming it. Unless otherwise noted. Some engineer tricks can only be received if the engineer has met certain prerequisites first. He gains his Intelligence modifier as a bonus on all initiative rolls. Adding the fourth upgrade gives the Automaton an Intelligence score of 10. gaining an identical alignment as the creator's at the moment it gained sentience. Adding the third upgrade to the Automaton grants it the use of an elemental energy attack. Automaton Upgrade 2: An engineer may add this upgrade to their Automaton at 10th level. Lightning Reflexes. Gadgets are tangible items that engineers can craft. an engineer cannot select an individual engineer trick more than once. or Toughness. Engineer Trick: At 2nd level. the engineer can choose to increase his Automaton by one size category. Augmentations are engineer tricks that enhance or otherwise add on to an Automaton. By 2nd level. and change the Automaton's elemental energy attack to earth. but always according to the intention of its creator. the engineer can use the Disable Device skill to disarm standard and mechanical traps. It can now act upon its own volition. cone. engineers are highly adept. Unless otherwise noted they are all Tiny items with AC 10 Page 75 of 519 . Tinkering (Ex): When it comes to tearing apart salvage. such as learning other engineer tricks. figure out how it works. it gains DR 5/-. even if it would not normally qualify: Great Fortitude. augmentations. the Automaton gains DR 10/-. Automaton Upgrade 3: An engineer may add this upgrade to their Automaton at 15th level.communicate across any distance as long as they remain on the same plane. and then again every 2 levels thereafter (up to 20th level). ice or lightning elemental energy and picks either a 60 ft. In addition. but not purely magical ones. treating any skill the engineer has ranks in as a class skill. an engineer is ready to spring into action at a moment's notice. At 5th level. The maximum size of an Automaton is Huge. preventing others from using them. In addition. Power Attack. Combat Awareness (Ex): At 2nd level. an engineer may add half his class level to Search checks to find mechanical traps. Adding the second upgrade allows the construct to make a second slam attack during a full attack at the Automaton's highest base attack bonus. or techniques. The DC of any saving throw called for by an engineer trick is equal to 10 + 1/2 the engineer's level + the engineer's Intelligence modifier. granting it an additional +2 Strength and possibly additional hit points based on the rules for constructs. Generally they are only usable a certain number of times per day and some require the engineer to provide some form of fuel. The engineer may choose to increase his Automaton by one size category. and remove it without activating it. The engineer may also increase the size of the Automaton once more (to a maximum of Huge). In addition. an engineer learns a technical innovation called an engineer trick. line or 30 ft. and at 10th level. engineers become so used to tinkering with machinery that they come to understand the finer points of trap mechanisms. granting it an additional +2 Strength and additional hit points based on its size.

This device is Small sized and swivels on a tripod. The crossbow turret can remain activated for one minute before it must be recharged. Finally the crossbow turrets can automatically load themselves as if they possessed the Rapid Reload feat. Hardness 10.(when not being held). sending the engineer's Automaton beyond operational limits. Improved (Ex): The engineer builds a second crossbow turret. Crossbow Turret. This bonus lasts for a number of rounds equal to the Automaton's hit dice. Crossbow Turret. and has a magazine attachment capable of holding twenty bolts. the engineer commands the core augmentation to activate. granting the Automaton a +6 bonus on Strength and a +10 ft bonus to movement speed. he can command one of his crossbow turrets to change targets as a swift action and they have 30 hit points each. It can be fitted to any light. which triggers an attack of opportunity against the person attempting to disable it. A crossbow turret is recharged by operating the hand crank as a standard action to reset the mechanisms. however many require an item to be used in conjunction with them. Crossbow turrets may be attacked or disarmed or disabled with a Disable Device DC of 20. using the engineer's base attack bonus + Intelligence modifier and any mastercrafted bonuses present on the crossbow or its bolts. aim. Self Healing Automaton (Sp): The engineer augments his Automaton to use his Repair ability on command. It takes a full round action to deploy the gadget into a space adjacent to the engineer. An engineer must be at least 6th level before selecting this trick. The Automaton can use the Repair ability utilizing all the same bonuses as if the engineer himself was using it. It loads and fires at the same speed as it normally takes to fire the crossbow normally and continues to fire until its magazine is empty or one minute passes. heavy. An engineer must be at least 2nd level before selecting this trick. taking all relevant penalties for doing so. Techniques are tricks that the engineer has learned that are not tied to any single item. any crossbow it is fitted with. Each turret can be deployed as a standard action and increases their magazine capacity to 40 bolts and their operational time to two Page 76 of 519 . or repeating crossbow with an hour's work. or makes a grapple check. hardness 5 and 10 HP. As a swift action. Each time an opponent hits the Automaton with a natural weapon. Spiked Automaton (Ex): The engineer covers his Automaton in long wicked spikes. It has AC 9 . If a gadget is lost or destroyed the engineer may spend 100 gil and 8 hours of work in order to rebuild it. If the target is out of the turret's line of sight it ceases firing until the target is within sight again. Gadgets Crossbow Turret (Ex): The engineer creates a device that can automatically load. An engineer must be at least 8th level and must have Crossbow Turret trick before selecting this gadget trick. In addition. unarmed strike. Each use of this ability by the Automaton subtracts from the engineer's uses of that ability for the day. and fire. the Automaton's slam attack deals an additional +2 damage and deals piercing in addition to bludgeoning damage. An engineer can command a crossbow turret to change targets as a move action. When using the repair ability on itself the Automaton may do so as a swift action. 15 hp. Greater (Ex): The engineer can now build three crossbow turrets. This space must be flat solid ground with no obstructions. An engineer must be at least 4th level before selecting this trick. the opponent takes 1d4 points of damage plus the Automaton's strength modifier. Augmentations Overdrive (Ex): The engineer outfits the core inside the Automaton to output more power on command. In addition. weighs 30 lbs. Once deployed it immediately begins firing at its designated target as often as possible. These rounds need not be consecutive.

This device can either be held or worn on a hand taking up a ring magic item slot. they may add their Intelligence modifier as a luck bonus to any damage dealt by the effect. Failure on this check indicates that the utility tool malfunctions and cannot be used or adjusted until the next day. Utility Tool (Ex): The engineer may build an all purpose tool capable of performing a variety of different functions. Whenever the engineer uses an item that deals damage in a radius they may add +2 to any DC's for Reflex saves on that effect. If successful. Any mundane item. An engineer must be at least 9th level before selecting this trick. Eye for Danger (Ex): Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the engineer to keep an eye out for the sudden and often lethal hazards of adventuring. Activating the cloak is a standard action and hides the engineer as the Vanish spell using the engineer's level as the caster level. or mastercrafted item the engineer creates gains an additional 5 hit points. The resulting explosion deals 1d8 points of non-elemental damage per engineer level in a 20ft radius from the center of the Automaton's location. or something more exotic. all flight packs are Small sized items with AC 9 (when not in use). Page 77 of 519 . As a standard action he can activate it to create an effect identical to the Grab spell using the engineer's level as the caster level with the exception that it can only affect primarily metallic objects. they can adjust the utility tool to function as any mundane item by making a level + Intelligence modifier check with a DC equal to 5 + the item's to be replicated value in gil pieces. The Automaton is immediately destroyed and must be rebuilt as normal. Refilling the flight pack's fuel tank takes a full round action. Regardless of the form it takes. it grants the engineer a 60ft fly speed with Perfect maneuverability for 1 minute. Magnetic Grappler (Ex): The engineer builds a powerful device that allows him to reach out and manipulate metallic objects. The engineer can use this cloak once per day before it must be recharged. The machine smith gains a +2 luck bonus on Reflex saves and initiative rolls. the utility tool successfully copies the form and function of the mundane item until the next time the utility tool is adjusted. The cloak can be recharged by exposing it to sunlight for 8 hours. The device requires a flask of chemist's fire for each minute of use. portable rotary blades. In addition. Portable Ornithopter (Ex): This gadget takes the form of a glider. This gadget takes up the engineer's shoulder item slot. Invisibility Cloak (Su): The engineer creates a cloak that bends light and effectively turns him invisible. An engineer must be at least 4th level before selecting this trick. An engineer must be at least 8th level before selecting this trick. A flight pack can be activated or deactivated as a standard action.minutes. Using this ability is an immediate action. Charging the gadget requires a full hour of operating the hand crank on the gadget for five minutes of use. and 20 HP. When activated and worn. gadget. Hardening Technique (Ex): The engineer learns special techniques to increase the durability of any item he creates. An engineer must be at least 6th level before selecting this trick. An engineer must be at least 12th level and must have Improved Crossbow Turret gadget trick before selecting this trick. Hardness 5. This time does not need to be used all at once. Once per day as a full round action. Techniques Combat Trick (Ex): An engineer who selects this gadget trick gains a bonus combat-oriented feat. Core Detonator (Su): The engineer learns how to trigger the core in his Automaton to detonate. Finally each crossbow turret has 60 hit points. The engineer can use this gadget only after it has been charged. Explosives Expert (Ex): The engineer learns to trigger explosives and similar effects in such a way as to create the most havoc.

using a standard action. The engineer designates. Support droids. Support Droid: At 4th level and every four levels thereafter. an engineer has come to understand the key workings of mechanical devices and constructs so well that he can strike constructs or machinery for an additional +1d6 points of damage as long as he is using a blunt or piercing weapon. Magitek. The gadget works for the designated person for a number of hours equal to the engineer's level. the engineer can salvage electrical and mechanical parts from destroyed vehicles. A particular vehicle. 9th. he gains Gil equal to the amount indicated on the table below. 15th. the engineer can use this ability one additional time per day to a maximum of 4 times per day at 15th level.200 1. At the end of this time. the engineer can activate a single gadget that requires a standard action to activate as a swift action. If the check succeeds. Once per day.600 Time Required Search Check DC Gil Demolish (Ex): At 3rd level. the engineer makes a Search check. like Automatons. 12th. Table 3-13: Support Droid Base Statistics Class HD BAB Fort Ref Will Special Page 78 of 519 . an engineer can build a support droid. Salvaging a destroyed vehicle. are unintelligent constructs that follow the engineer's instructions unfailingly. Magitek. At 7th level and every four levels beyond. Salvaged Machine Vehicle Huge or smaller Gargantuan Colossal Magitek Large Huge Automaton Tiny to Small Medium Large Airship Huge Gargantuan Colossal 1 hour 3 hours 6 hours 30 35 40 1. the gadget becomes inert until the engineer returns it to his possession or is able to designate a new user.400 10 minutes 30 minutes 1 hour 20 25 30 200 400 600 30 minutes 1 hour 25 30 600 800 30 minutes 1 hour 3 hours 15 20 25 800 1. Magitek. automaton. Rough and Ready (Ex): At 3rd level. and 18th). one other character and one of the gadgets that he possesses. the engineer has trained with activating his gadgets under pressure that it becomes almost intuition to bring them to bear as his hands move with blinding speed. or airship can be successfully salvaged only once. An engineer must be at least 8th level before selecting this trick. or airship takes time as noted in the table below. and airships. automaton. automatons. Salvage (Ex): At 3rd level. If the engineer is unable to designate a new person. This increases by +1d6 every three levels after 3rd (6th. That character can now operate the gadget as if they were the engineer utilizing all of the engineer's relevant bonuses. Any further attempts to salvage the wreckage fail automatically.User Friendly Gadget (Su): The engineer can alter one of his gadgets he has already built to work for another person.200 1.800 2.

An support droid has poor saving throws. it instead takes no damage. Improved Fine-Tuning (Ex): The support droid gains the Improved Evasion ability. While repairing. +3 Dex. The support droid has no combat capabilities. +1 morale bonus to saving throws. If all of the duration is used up for shielding. The engineer’s class levels stack with levels of any other classes that are entitled to a support droid for the purpose of determining the support droid’s statistics. Fort/Ref/Will: These are the support droid's base saving throw bonuses. it can only take move actions.Level 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 +1 +1 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +6 +7 +0 +0 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 +0 +0 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 +0 +0 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 Fine-Tuning — — — — — Improved Fine-Tuning — — — — — Stout Servant — — — — Class Level: The character’s engineer level. (Perfect) movement speed. +2 natural). but possesses two different support modes (Repair and Shield). HD: This is the total number of ten-sided (d10) Hit Dice the support droid possesses. Int —. it must wait 1d4 rounds to regain the energy to shield. Shield (Ex): In Shield mode. Elemental Affinities: Weak against Lightning and Water. the support droid will start repairing the automaton or any designated machinery the engineer commanded it to fix. Support Droid Stats: As Tiny-sized Construct. The support droid encases the designated ally the engineer commanded it to with a protective barrier that does the following: +1 deflection bonus to AC.  Repair (Ex): In Repair mode. and DR 1/. BAB: This is the support droid's base attack bonus. Dex 17. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Con —. it must wait 1d4 rounds to regain the energy to repair. it takes half damage. The support droid repairs 1 damage per HD it possesses for a duration of 1 round per engineer level. Strong against Earth. Armor Class: 17 (+2 size. the support droid will shield an ally with a protective barrier. Special Qualities: Construct traits. Fly 30 ft. While shielding. Base Ability Scores: Str 7. Even if it fails a Reflex saving throw against an attack. Stout Servant (Ex): The support droid is more durable and resilient. Wis 10. The support droid gains DR 5/-. it can only take move actions. Fine-Tuning (Ex): The support droid gains the Evasion ability. If all of the duration is used up for repairing. Cha 1. Page 79 of 519  .per two HD it possesses for a duration of 1 round per engineer level.

he may rebuild it in half the time it would take to build normally. the engineer reduces the building time of ordinary objects and mastercraft objects by half. Unflustered (Ex): A 11th-level engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes. the engineer reduces the building time by one-quarter. Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. The engineer is considered always taking 10 on any Craft and Repair checks. and practiced maneuvers to slice or bludgeon his foes into little red bits. however. In addition. Any item crafted by the engineer receives a bonus to hit points equal to the level of the engineer at the time of its creation. During any round in which the engineer uses the Craft. The fighter is no mere sword-swinger. When the engineer's natural life span is reached. the engineer’s expertise with dealing with crafting and repairing becomes exceedingly easy. As long as he has built something once in the past. and its remaining systems become a construct with all of the same stats it had in life. knowledge of weaponry. One With Machines (Ex): At 20th level. Rapid Rebuild (Ex): At 17th level. which they need in their many battles. Constitution is important for giving fighters lots of hit points. the engineer floods his body with nanobots. Dexterity is Page 80 of 519 . these nanobots can bring the engineer back to life as a Raise spell. Devoted to the perfection of a single weapon. or Repair skill. GAME RULE INFORMATION Fighters have the following game statistics. the engineer learns how to build for durability and toughness. When using any Craft skill to build an ordinary scratch-built item. The engineer becomes immune to poison and diseases. the engineer becomes faster at making things he is familiar with. the mechanical timing of a construct or automaton becomes incredibly predictable to someone intimate with how machines act and move. an engineer learns how to craft ordinary scratch-built items more quickly than normal. Disable Device. Hardened Materials (Ex): At 9th level. The engineer will no longer takes penalties to his ability scores for aging. Once per day. he is a skilled combatant. Salvage Expert (Ex): At 15th level. there will be men and women who fight those wars. The engineer is now so familiar with this timing that he can never be caught flat-footed by a construct. but it no longer has independent thought. Any such penalties that he has already taken. the fighter's meditations upon his favored weapon border on the obsessive. Master Engineer (Ex): At 19th level. but none can deny his consummate skill. The engineer can also take 20 in half the time. the engineer has gotten so good at keeping an eye out for spare parts that he can always decrease the cost of repairs or construction by 25%. he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. the biology inside it fails. combining strength of arm. Fighter As long as wars are raged on distant lands. when using the Salvage feat. remain in place. Bonuses still accrue.Crafting Expertise: At 5th level. the engineer gains a competence bonus on his search checks equal to half of his engineer level. He also gains Fast Healing 5. and gains a +4 dodge bonus against them as well. At 15th level. the engineer gains Mastercrafter as a bonus feat. Precise Timing (Ex): At 13th level. Quick Craft (Ex): At 7th level.

Hit Die: d10. Table 3-14: The Fighter Base Attack Fort Level Bonus Save 1st +1 +2 2nd +2 +3 rd 3 +3 +3 th 4 +4 +4 5th +5 +4 th 6 +6/+1 +5 7th +7/+2 +5 th 8 +8/+3 +6 th 9 +9/+4 +6 10th +10/+5 +7 th 11 +11/+6/+1 +7 12th +12/+7/+2 +8 th 13 +13/+8/+3 +8 14th +14/+9/+4 +9 th 15 +15/+10/+5 +9 th 16 +16/+11/+6/+1 +10 17th +17/+12/+7/+2 +10 th 18 +18/+13/+8/+3 +11 19th +19/+14/+9/+4 +11 th 20 +20/+15/+10/+5 +12 Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Chosen Weapon. Mighty Strikes (Su): This Limit Break allows the fighter to make powerful attacks. and plate) and shields (except tower shields). Intimidate (Cha). and Ride (Dex). If a critical threat was rolled. the fighter gains a +1 competence bonus to attack and damage rolls per four fighter levels and all attacks are confirmed critical hits provided that the attacks hit in the first place. leather. Skill Points at 1st level: (2 + Int modifier) x 4. the fighter receives the Limit Breaks (Mighty Strikes and Omnistrike). Starting HPs at 1st Level: 25 + Constitution modifier. Limit Breaks Fighter talent Overhand Chop Fighter talent Reliable Strike Fighter talent Backswing Fighter talent Rapid Attack War Cry. it is automatically confirmed. but the plate armor that fighters usually wear reduces the benefit of a very high Dexterity score. Weapon Mastery Class Features All of the following are class features of the fighter. Class Skills The fighter’s class skills (and the key ability for each skill) are Acrobatics (Dex). Handle Animal (Cha). chain. Athletics (Str). Alignment: Any. Page 81 of 519 . For a duration of 1 round + 1 round per four fighter levels. Craft (Int). Limit Breaks (Su): At 1st level. Fighter talent Retaliation Fighter talent Piledriver Fighter talent Unstoppable Strike Fighter talent Devastating Strike Fighter talent Doublestrike (1/day) Fighter talent. Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (cloth.important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats. Skill Points at Each Additional Level: 2 + Int modifier.

Starting at 2nd level. Constitution checks made to continue running. He gains an additional fighter talent for every 2 levels of fighter attained after 2nd level. Unless specified otherwise. The fighter may always take 10 on any Strength checks. his unarmed damage is equal to that of a first level monk of his size. Melee Defense: When wielding a melee weapon.Omnistrike (Su): This Limit Break allows the fighter to gain an additional attack using the highest base attack bonus plus an extra attack per four fighter levels for a duration of 1 round + 1 round per four fighter levels. Constitution checks made to avoid nonlethal damage from starvation or thirst. triple the strength bonus. this bonus increases to +2/+4. a fighter chooses a weapon as his chosen weapon. he learns a number of talents that aid him and confound his foes. This shield bonus stacks with that granted by any shield he wields. Athlete (Ex): A fighter adds half his fighter levels as a bonus to all Athletics and Acrobatics checks. Prerequisites: Improved Critical feat Extreme Effort (Ex): A fighter that selects this talent may perform feats of extreme physical effort. In addition. A fighter is considered always taking 10 on any Athletic and Acrobatic checks. A fighter must still meet all prerequisites for this feat. At 11th level. Constitution checks made to hold his breath. He gains a +1 bonus on attack and damage rolls with his chosen weapon. Fighter Talents: As a fighter gains experience. before making attack rolls for a round. This bonus is applied after doubling the critical threat range of the weapon from the Improved Critical Feat. he gains a +2 shield bonus to his AC. The bonus improves by +1 for every four levels beyond 1st. Martial Arts Training: A fighter gains the ability to make an unarmed strike as per the feat Improved Unarmed Strike. Fortitude saves made to avoid nonlethal damage from hot or cold environments. Constitution checks made to avoid nonlethal damage from a forced march. including ability score and base attack bonus minimums. Hardened Fortitude (Ex): A fighter only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. At 11th level. quadruple the strength bonus. the fighter gains one fighter talent. a fighter gains a +1 shield bonus to his AC. Melee Power: A fighter with this talent adds +2 to damage with all melee weapons. The fighter can also take 20 in half the time. And the fighter may sleep in chain or plate armor without becoming fatigued. Page 82 of 519 . In addition. and at 16th level. he may choose to subtract a number from all melee attack rolls and add the same number to his critical threat range on all attacks with any weapon he has Improved Critical for to a maximum of +5. Chosen Weapon (Ex): At 1st level. a fighter cannot select an individual talent more than once. the fighter doubles his strength bonus. Feat: A fighter may select any combat-oriented feat instead of a talent. Critical Strike (Ex): On the fighter’s action. and Fortitude saves made to resist damage from suffocation. This talent may be selected multiple times choosing a new combat-oriented feat each time. the fighter gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion. the fighter may reroll 1s for damage with melee weapons. If fighting with two weapons. These additional attacks do not require a full-attack action to use. Prerequisites: Str 15+ Fast Movement (Ex): A fighter that selects this talent increases his base speed by 10 ft. When making a strength check.

he adds double his Strength bonus on damage rolls. +2 Page 83 of 519 . he automatically gains improved uncanny dodge (see below) instead. inspiring them to fight better. when a fighter makes a full-attack with his chosen weapon. and full Strength bonus on all off-handed attacks.. Uncanny Dodge (Ex): The fighter can react to danger before his senses would normally allow him to do so. miss chance check.e. If a fighter already has uncanny dodge from a different class. At 11th level. a fighter can give a war cry to his allies. This also reduces the DC check by 2.. The fighter can use this ability a number of times per day equal to 3 + his Constitution modifier. as an immediate action. His allies (the fighter is unaffected) that can hear him gains a +2 competence bonus on attack rolls. critical hit confirmation roll. He still loses his Dexterity bonus to AC if immobilized. Parry Strong Back (Ex): A fighter that selects this talent adds +4 to his strength score to determine his carrying capacity. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. and he must be aware of his foe and not flat-footed. Prerequisites: Fighter Level 6th. he adds double his Strength bonus on damage rolls for all attacks after the first with a two-handed weapon. Reliable Strike (Ex): At 5th level. In addition. a fighter may make a melee attack vs. This movement provokes attacks of opportunity as normal. This uses one of the fighter's attacks of opportunity (if he has more with Combat Reflexes) for the round in which it is used.Mettle (Ex): If a fighter makes a Will save or Fortitude save that has an effect on a successful save. DC = the opponent's attack roll. or damage roll as an immediate action. an opponent whose attack the fighter successfully parried this round. He cannot be caught flat-footed. In addition. a fighter may reroll an attack roll. He must have a melee weapon in hand. Melee Defense Provoke (Ex): A fighter that selects this talent adds half his fighter levels as a bonus to all Intimidate checks to taunt. even if the attacker is invisible. he may. as a full attack action. when a fighter makes a single attack (with the attack action or a charge) with his chosen weapon. He receives a -5 penalty to his attack roll every time he uses this after the first. the fighter can wear chain armor without the reduced speed. Melee Defense. This does not stack with anything that grants additional attacks (such as Haste). War Cry (Ex): At 10th level. Prerequisite: Fighter Level 4th. as a swift action. He must accept the second roll even if it is worse. he takes no effect on a successful save (i. Rapid Attack (Ex): At 9th level. Rain of Blows (Ex): When wielding a melee weapon that a fighter has Chosen Weapon with. 1 1/2 times his Strength bonus with a one-handed weapon. a fighter can combine a full attack with a single move. a fighter that duel-wields or uses a double weapon also must forgo the off-hand attack at his highest bonus. a fighter can wear plate armor without the reduced speed. A fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. make an extra melee attack at his highest BAB. Prerequisites: Fighter Level 8th Parry (Ex): The fighter can negate a melee attack by rolling an opposed attack roll. ‘Will half’ & ‘Fortitude partial’ become ‘Will negate’ and ‘Fortitude’ negate). Prerequisites: Fighter Level 6th Overhand Chop (Ex): At 3rd level. Backswing (Ex): At 7th level. but all such attacks receive a -2 penalty. Prerequisite: Chosen Weapon [Melee weapon] Riposte (Ex): Once per encounter.

This talent may be selected multiple times. This does not double the double damage while using a lance. this doubles his natural reach. Set: The fighter may choose this option with a one. Prerequisites: Chosen weapon [Any weapon] Expert Weapon Reach (Ex): A fighter that selects this talent chooses a specific two-handed weapon they have Chosen Weapon for. it gains a range increment of 20. If he misses. It gains a range increment of 10. If the weapon does piercing damage. Fighter Advanced Talents: At 12th level. A fighter can use War Cry a number of times per day equal to 3 + his Constitution modifier. This talent may be selected multiple times. such as the greatsword. This does not double the double damage while using a lance. the fighter may use it one-handed while mounted. lance. If he uses a ready action to set his weapon against a charge. One of the following weapon qualities may be added to the weapon:       Disarm: With this weapon. effect. and he may use the Weapon Finesse feat with the weapon. or rule that applies to a ‘5 ft. Mounted: The weapon deals double damage when used from the back of a charging mount. Prerequisites: Fighter Level 14th. step’. he may choose to add his fighter levels to damage with a melee weapon. step’ now applies when he takes a ‘10 ft. feat. He may use the weapon in his off-hand without penalty. greataxe.or two-handed weapon (but not a light weapon). and every two levels thereafter. and a +2 dodge bonus to AC.morale bonus on saving throws. This talent may be taken multiple times. Devastating Melee Smash (Ex): Once per encounter. step’ he may take a ‘10 ft. before making the fighter's attack roll. he can drop the weapon to avoid being tripped. unless the attacker has at least four more thief levels than Page 84 of 519 . Light: The fighter may choose this option only for a one-handed weapon. each time granting one additional attempt per encounter. he deals double damage on a successful hit against a charging opponent. step’ instead. The fighter gains reach with the weapon. The effect lasts for 1 round per two fighter class levels. Prerequisites: Fast Movement Improved Uncanny Dodge (Ex): The fighter can no longer be flanked. If he is tripped during his own trip attempt. such as the longsword. this talent allows him to attack adjacent foes. Trip: The fighter can use the weapon to make trip attacks. a fighter can choose one of the following fighter advanced talents in place of a fighter talent. Prerequisites: Chosen Weapon [two-handed weapon] Ferocity (Ex): A fighter that selects this talent may continue fighting without penalty until his hit points reach -10 + his Constitution score. each time granting one additional attempt per day. This defense denies a thief the ability to sneak attack the character by flanking him. this attempt is wasted. or greatsword. Any ability. (Typically. the fighter gets a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). Prerequisites: Fast Movement Improved Fast Movement (Ex): A fighter that selects this talent increases his base speed by 10 ft. or long spear.) If the weapon already has reach. The weapon is now considered light for him. If the weapon is two-handed. Thrown: The fighter may throw the weapon. Melee Power Expert Weapon Qualities (Ex): A fighter that selects this talent chooses a specific weapon they have Chosen Weapon for. Prerequisite: Diehard feat Hustle (Ex): Whenever the fighter would be allowed to take a ‘5 ft.

If a character already has uncanny dodge (see above) from another class. and trip attempts). as a standard action. Piledriver (Ex): At 13th level. Prerequisites: Hardened Fortitude Riposte Mastery (Ex): As per riposte. if attacking an object). but all such attacks receive a -4 penalty. he adds half his fighter levels in nonlethal damage to the damage dealt by his unarmed strike. however. Riposte Second Wind (Ex): Once per encounter. Chosen Weapon [Melee weapon] Retaliation (Ex): At 11th level. the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character. Whenever he is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks. as a movement action. make two extra melee attacks at his highest BAB. If the attack hits. a fighter can make a melee attack as an immediate action against an opponent who hits the fighter with a melee attack.the target does. Solid Frame (Ex): A fighter that selects this talent lets him function in many ways as if he was one size category larger. Unstoppable Strike (Ex): At 15th level. as a standard action. once per round. Prerequisite: Strong Back. Str 17+ Staredown (Ex): The fighter may attempt the Demoralize action on all opponents within 30 ft. This does not stack with anything that grants additional attacks (such as Haste) nor the Rain of Blows ability. a fighter can make a single melee attack with his chosen weapon. Prerequisites: Uncanny Dodge Indomitable (Ex): This talent allows a fighter to add his Constitution modifier to his Will saving throws instead of his Wisdom. Prerequisites: Fighter Level 14th. Prerequisites: Provoke Storm of Blows (Ex): When wielding a melee weapon that the fighter has Chosen Weapon with. as a full attack action. he may make a bull rush or trip attempt against the target of his attack as a free action that does not provoke an attack of opportunity. bull rush attempts. however. Prerequisites: Improved Unarmed Strike feat or Martial Arts. Prerequisites: Hardened Fortitude Martial Arts Master (Ex): The fighter gains the unarmed strike damage of a monk whose level equals his fighter levels. Page 85 of 519 . However. Any hit points he would gain from this ability over his maximum total are lost. so long as the attacking creature is within the fighter’s reach. he may. the fighter may make an additional riposte for each attack he has successfully parried. Parry. all ripostes after the first receive a -5 penalty to his attack roll for each time used after the first one. Additionally. the fighter may regain a number of hit points equal to twice his fighter level plus his Constitution modifier. Rain of Blows. his space and reach remain those of a creature of his actual size. He can use weapons designed for a creature one size larger without penalty. The fighter is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. Prerequisite: Fighter Level 16th. a fighter can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness. he is treated as one size larger if doing so is advantageous to him. Melee Defense. Chosen Weapon [Unarmed Strike] Reactionary (Ex): This talent allows a fighter to add his Constitution modifier to his Reflex saving throws instead of his Dexterity.

shoot him dead where he stands. Deadly Range Vital Shot (+2d6). These gunfighters are the types that can stare a man down at hundred paces. Search (Int). Gun Training 4 Page 86 of 519 . Critical Aim Gunnery Skill. Knowledge (any) (Int). Vital Shot (+4d6). and Stealth (Dex). Evasion Gunnery Skill. Alignment: Any. Improved Uncanny Dodge Gunnery Skill. it is treated as a critical threat and deals double damage. Weapon Mastery (Ex): Also at 20th level. If the attack hits. Skill Points at 1st level: (4 + Int modifier) x 4. the fighter has mastered his chosen weapon. Close Combat Shot Marksman Mastery. Any attacks made with his chosen weapon automatically confirm all critical threats and have their critical hit threat range increased by 2. Gunner The gun-toting. Limit Breaks Extended Range. Gun Training 2 Gunnery Skill. Table 3-15: The Gunner Base Attack Level Bonus 1st +0 2nd +1 3rd +2 th 4 +3 5th +3 th 6 +4 th 7 +5 8th +6/+1 th 9 +6/+1 10th +7/+2 11th 12th 13th 14th 15th 16th +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 Special Marksman. Ride (Dex). Abilities: Dexterity is very important for gunner. Starting HPs at 1st Level: 20 + Constitution modifier. a fighter may make a single melee attack with his chosen weapon at a –5 penalty. Doublestrike (Ex): At 19th level. Gun Training 3 Vital Shot (+5d6). Evasive Gunner Lightning Reload (Swift). deadly duelist for hire—this is the Gunner. He must declare his opponent beforehand and cannot switch targets while he executes his Doublestrike ability. once per day. Skill Points at Each Additional Level: 4 + Int modifier. Hit Die: d8. Lightning Reload (Move) Sharp-Shooting. Hairtrigger Lightning Reload (Move). as a standard action. and have their gun back in the holster before their foe’s body hits the ground—all without batting an eye. he cannot be disarmed while wielding his chosen weapon.Devastating Blow (Ex): At 17th level. a fighter can spend a full-round action to double his number of attacks. Athletics (Str). Class Skills The gunner’s class skills (and the key ability for each skill) are Acrobatics (Dex). In addition. GAME RULE INFORMATION Gunner have the following game statistics. Gun Training 1 Improved Marksman. Two-Pistol Fighting Gunnery Skill. Vital Shot (+1d6). Improved Evasion Vital Shot (+6d6). It also gives them access to certain Dexterity-oriented feats. Perception (Wis). Craft (Int). It helps them shoot accurately and dodge melee attacks. Uncanny Dodge Vital Shot (+3d6).

Gun Training 5 Class Features All of the following are class features of the gunner. Vital Shot (Ex): If a gunner can catch an opponent flat-footed. Power Shot (Su): This Limit Break allows the gunner to make a single powerful attack that extends out into a 60-ft. Two-Pistol Fighting: At 2nd level. a Reflex save (10 + Gunner class level + Dexterity modifier) for half damage. All the limits on what targets can be affected are the same as for a thief’s sneak attack ability. Gunner are proficient with cloth and leather armor. Lightning Shot Master Pistolier. a gunner adds 10 feet to the range increment of any firearms he uses for every two levels he possesses in the gunner class. plus firearms and gunblades. Enemies within a 30-ft.17th 18th 19th 20th +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +5 +6 +6 +6 +10 +11 +11 +12 +5 +6 +6 +6 Pinpoint Targeting Gunnery Skill Vital Shot (+7d6). a Reflex save (DC 10 + 1/2 gunner class level + Dexterity modifier) for half damage. He can make one extra attack per round with the firearm in his off-hand. Lightning Reload (Free). Extended Range (Ex): Starting at 2nd level. He loses all benefits of this ability when wearing chain or plate armor. gunners can fight with a one-handed firearm in each hand. but +6d6 when using firearms to make a ranged sneak attack/vital shot. the gunner is treated as having the Precise Shot feat. Also. For example. Limit Breaks (Su): At 1st level. Weapon and Armor Proficiency: Gunners are proficient with all simple weapons. but not with any type of shields. This ability stacks with any sneak attack ability from another class. The benefits of this ability apply only when he wears cloth or leather armor. Page 87 of 519 . The extra damage is +1d6 at 1st level and an additional +1d6 every three levels thereafter.-cone. Enemies within the area of effect tae 1d6 points of non-elemental damage per gunner class level.-radius of the Gunner suffer 1d6 damage per gunner class level. a Thief 7/ Gunner 4 would inflict +4d6 damage when using a melee-based sneak attack. even if he does not have the normal prerequisites for that feat. he can fire his firearms to strike a vital spot for extra damage. This range increases by 10 feet for every 3 levels after 3rd. the gunner’s attack deals extra damage. Marksman (Ex): At 1st level. At 8th level. this extra damage is not multiplied. his penalties for fighting with two firearms are reduced by 2 for his primary and 6 for his off-hand. after all multipliers have been applied. This ability only functions at point-blank range (30 feet). the gunner receives the Limit Breaks (Barrage and Power Shot). Any time the gunner’s target would be denied his Dexterity bonus to AC. Should the gunner score a critical hit with a vital shot. This ability functions like the Two-Weapon Fighting feat and does not stack. This ability functions like the Improved Two-Weapon Fighting feat and does not stack. the gunner’s two-pistol fighting improves. In addition to the standard extra attack the gunner gets with an off-hand firearm. but is only added when using firearms. at a –5 penalty. Gunners with both Far Shot and Precise Shot feats can extend this 50% to 45 feet. Barrage (Su): This Limit Break allows the gunner to rapidly shoot at all enemies within range. the gunner gets a second attack with his off-hand firearm. Deadly Range (Ex): At 3rd level. a gunner increases the range at which he can apply his vital shot damage by 10 feet.

Pistol-Whip (Ex): The gunner can make a surprise melee attack with the butt or handle of his firearm as a standard action. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d8 points of damage (1d6 if wielded by Small creatures). Vital shot damage and extra damage from weapon special abilities (such as Fire Materia) are added with damage modifiers and are not increased by this ability. A number of secondary targets that can be attacked are equal to the gunner's level divided by 5. doing so grants the gunner a +2 bonus to AC against the triggering attack. using the pistol-whip attack roll as the trip check. For each critical threat beyond the first. Deadeye (Ex): The gunner can resolve an attack against touch AC instead of normal AC when firing beyond his firearm’s first range increment. If one or more rolls are critical threats. each attack suffering a cumulative -2 penalty. the gunner may make a second attack against any other target within 30 feet of the first. If any of the attack rolls hit the target. The damage dealt by the pistol-whip is of the bludgeoning type. he shoots the firearm at a single target. plus one. Two if dualwielding. For each additional successful attack roll beyond the first. He gains an additional gunnery skill ability every three levels thereafter. and -4 penalty. and provokes attacks of opportunity. Deadly Shot (Ex): The gunner can take careful aim and pool all of his attack potential into a single. Skip Shot (Ex): The gunner can bounce shots off one target to hit another. he can move 5 feet as an immediate action. that creature becomes flat-footed until the start of its next turn. -2. Upon a successful ranged attack. as if he were making a full attack. Each gunnery skill ability requires a standard action to use and the decision must be made before the attack roll is made. When he does. When he does. He makes the attack rolls in order from highest bonus to lowest. The gunner must decide which to attempt before making his attack roll. (For example.Gunnery Skill: As a gunner gains experience. Alternatively. Gunner’s Dodge (Ex): The gunner gains an uncanny knack for getting out of the way of ranged attacks. Meteor Shot (Ex): The gunner can make one attack with a ranged weapon at a –4 penalty. a gunner gains one gunnery skill ability. the gunner can drop prone to gain a +4 bonus to AC against the triggering attack. If the attack hits. he confirms the critical once using his highest base attack bonus –5. The gunner still takes the –2 penalty on attack rolls for each range increment beyond the first. If the attack hits. but makes as many attack rolls as he can. When he does this. Starting at 3rd level. and is determined by the size of the firearm. it cannot continue. he reduces this penalty by 1 (to a maximum of 0). The gunner can only perform this deed while wearing cloth or leather armor. A gunner cannot select an individual gunnery skill more than once. and while carrying no more than a light load. If a shot misses. deadly shot. the gunner increases the damage of the shot by the base damage dice of the firearm. the gunner’s single attack is considered to have hit. Page 88 of 519 . he is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the mastercrafted bonus of the firearm. based on his base attack bonus. the gunner can make a trip check to knock the target prone as a free action. he picks up a number of skills that allows him to make special attacks with his firearms. Startling Shot (Ex): A gunner can purposely miss a creature that he could normally hit with a firearm attack. attacking three targets with the same shot incurs a 0. as a full attack action. This movement is not a 5-foot step.) Only one attack of this sort can be made in a round. it inflicts damage normally and the target is subject to a bull rush or a trip attempt using the attack roll as the check. at a -2 penalty. When a ranged attack is made against the gunner.

A Tiny unattended object has an AC of 5. the lock is destroyed. The lock gains a bonus to its AC against this attack based on its quality. or with the break DC. it is stunned for 1 round. the target is damaged normally. The creature must make a Fortitude saving throw (DC 10 + 1/2 the gunner’s level + the gunner’s Wisdom modifier). On a hit. Each utility shot can be applied to any single attack with a firearm. and a superior lock has a +30 bonus to AC. The gunner must not have moved during the round to use this ability. he can choose to drop the vital shot damage to stun the creature for 1 round. A key.   Page 89 of 519 . even if the item is wielded with two hands. Utility Shot (Ex): A gunenr can perform utility shots from below. It can still be unlocked by successfully performing this deed. the gunner does not damage the object with the shot. soft cover. but the gunner must declare the utility shot he is using before firing the shot. and a Fine unattended object has an AC of 11. He gains the following effects depending on the part of the body targeted.      Arms: On a hit. Head: On a hit. a good lock has a +20 bonus to AC.  Blast Lock: The gunner makes an attack roll against a lock within the first range increment of his firearm. Creatures that are immune to sneak attacks are immune to these effects. Legs: On a hit.Stunning Shot (Ex): When a gunner uses this ability that hits a creature with vital shot. and larger locks have a lower AC. an average lock has a +15 bonus to AC. but the object is jammed and still considered locked. that part cannot be targeted. Instead of dealing damage. if he hits with both attacks. Items held in a locked gauntlet are not dropped on a hit. and partial cover. or similar mechanical method of unlocking the lock no longer works. the target is damaged normally and knocked prone. A simple lock has a +10 bonus to AC. A Diminutive lock usually has AC 7. Scoot Unattended Object: The gunner makes an attack roll against a Tiny or smaller unattended object within the first range increment of his firearm. a Diminutive unattended object has an AC of 7. and the object can be opened as if it were unlocked. the shot ends a single bleed condition affecting the creature. Targeting (Ex): As a full-round action. but that shot still uses up ammunition normally. Stop Bleeding: The gunner makes a firearm attack and then presses the hot barrel against himself or an adjacent creature to staunch a bleeding wound. Creatures that are immune to critical hits are also immune to this effect. the gunner can make a single firearm attack and choose part of the body to target. The gunner does not have to make an attack roll when performing the deed in this way. he can instead shoot the firearm into the air. the lock is destroyed. On a miss. On a miss. Twin Shot Knockdown (Ex): The gunner can hit a single target with two firearm attacks. the target is damaged normally. using the better of the two attack rolls as the trip check. he damages the object normally. but can move it up to 15 feet farther away from the shot’s origin. If a creature does not have one of the listed body locations. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. Torso: Targeting the torso threatens a critical on a 19–20. though the DC for either break or Disable Device or the AC increases by 10. he can make a trip check to knock the target prone as a free action. and is also confused for 1 round. This is a mindaffecting effect. by using the Disable Device skill. Wings: On a hit. On a hit. If the creature fails. and must make a DC 20 Reflex save or fall 20 ft. the target takes no damage from the hit but drops one carried item of the gunner’s choice. Trick Shot (Ex): The gunner can make a ranged attack that ignores concealment (but not total concealment). combination.

through long practice.Gun Training (Ex): At 4th level. the benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. a gunner can react to danger before his senses would normally allow him to do so. the gunner's aim becomes a precise deadliness. He cannot be caught flat-footed. Improved Uncanny Dodge (Ex): A gunner of 11th level or higher can no longer be flanked. the cover bonus to the target's AC is reduced by 2. Improved Marksman (Ex): At 5th level. even if he does not have the normal prerequisites for that feat. a gunner gains a +2 dodge bonus to AC against ranged attacks. As before. Marksman Mastery (Ex): At 10th level. a gunner can reload his weapons with a swift action. a gunner can reload his weapons with a free action. a gunner’s aptitude in firearms improves. Page 90 of 519 . Evasive Gunner (Ex): At 13th level. the benefits of this ability apply only when he wears cloth or leather armor. A helpless gunner does not gain the benefit of evasion. or those with which he has had a great deal of practice and familiarity. Close Combat Shot (Ex): At 9th level. At 18th level. Uncanny Dodge (Ex): Starting at 6th level. a gunner can avoid even magical and unusual attacks with great agility. The gunner can reload his weapons with a move action. Evasion (Ex): At 5th level and higher. Hairtrigger (Ex): Starting at 7th level. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him. even if he does not have the normal prerequisites for that feat. a gunner does not provoke attacks of opportunity when making ranged attacks with firearms. he instead takes no damage. Critical Aim (Ex): At 14th level. He is treated as having the Burst Fire feat. nor does he lose his Dex bonus to AC if the attacker is invisible. a gunner holding a drawn and loaded pistol at the ready receives a +4 circumstance bonus to Initiative. This only applies to his own pistols. This bonus increases to +4 at 17th level. Sharp-Shooting (Ex): At 11th level. He loses all benefits of this ability when wearing chain or plate armor. A gunner with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. The critical threat range of all firearms in the hands of the gunner is increased by 1. If a gunner already has uncanny dodge from a different class. He is treated as having the Double Tap feat. If the gunner attacks the target using cover. a gunner gains the ability to score hits that others would miss due to the target's cover. Evasion can be used only if the gunner is wearing cloth or leather armor. He still loses his Dexterity bonus to AC if immobilized. At 20th level. unless the attacker has at least four more character levels than the gunner does. this increases by 1 again. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. a gunner’s aptitude in firearms improves again. At 14th level. a gunner gains a +1 bonus on attack and damage rolls with firearms. the gunner learns to reload firearms faster than most. This bonus increases by +1 per four levels after 4th. he automatically gains improved uncanny dodge (see below) instead. Lightning Reload (Ex): At 8th level. As before.

Diplomacy (Cha). or shield bonuses to its Armor Class. Starting HPs at 1st Level: 30 + Constitution modifier. In addition. Pinpoint Targeting (Ex): At 17th level. he increases the range increment of the firearms he is firing by 10 feet. he henceforth takes only half damage on a failed save. Limit Breaks +3 Holy Grace. Skill Points at 1st level: (2 + Int modifier) x 4. Lightning Shot (Ex): Starting at 19th level. A helpless gunner does not gain the benefit of improved evasion.Improved Evasion (Ex): At 15th level. natural armor. Nimbus of Light (Bless) MP — — — Spell Level — — — 2 1st Page 91 of 519 . as a standard action. Charisma improves the holy knight's lay on hands as well as other holy knight abilities. Alignment: Holy Knights may be any good alignment. Strength improves the holy knight's combat abilities. but those few are rewarded with the power to protect. and Ride (Dex). Holy Knight The compassion to pursue good. Profession (Wis). making her more effective as a front-line character. Wisdom determines how powerful a spell a holy knight can cast. the gunner can make a single ranged attack. the gunner has the reach the pinnacle of mastering pistols. Craft (Int). the gunner's evasion ability improves. Master Pistolier (Ex): At 20th level. With lightning shot. Intimidate (Cha). Concentration (Con). This stacks with other abilities that increase his range increment. GAME RULE INFORMATION Holy Knights have the following game statistics. Holy Strike (+1d6). Abilities: A high Constitution allows the holy knight to increase her already impressive hit point total. to heal. He gains a bonus equal to his Dexterity modifier on damage rolls when using pistols. First Into Battle +3 Blessing. Class Skills The holy knight's class skills (and the key ability for each skill are Athletics (Str). and to smite. Heal (Wis). This attack and each other attack made in the round take a -2 penalty. Few have the purity and devotion that it takes to walk the holy knight’s path. except that while the gunner still takes no damage on a successful Reflex saving throw against attacks. and how many additional MP a holy knight receives from a high attribute. The target does not gain any armor. Skill Points at Each Additional Level: 2 + Int modifier. the gunner may make one extra ranged attack with his firearms in a round at his highest base attack bonus. This works like evasion. When he does. thus bolstering her capacity to defend her allies. Smite Evil (1/day). and the power to defeat evil—these are the three weapons of the holy knight. Shared Defense +4 Smite Evil (2/day). he can take a moveequivalent action to increase the accuracy of his firearms. Using lightning shot is a full-round action. the will to uphold law. Handle Animal (Cha). a gunner can make a flurry of ranged attacks with his firearms at the expense of accuracy. Table 3-16: The Holy Knight Base Attack Fort Level Bonus Save 1st +1 +2 2nd 3rd 4th +2 +3 +4 +3 +3 +4 Reflex Save +0 +0 +1 +1 Will Special Save +2 Lay on Hands. Hit Die: d12. The gunner cannot use this ability if he has moved during the round. how hard those spells are to resist.

leather. Invulnerability (Su): This Limit Break makes the holy knight immune to all damage for a duration of 1 round + 1 round per four holy knight levels. Alternatively. in which case it is a swift action. martial weapons. Brightest Day (Su): This Limit Break causes a bright light to erupt around the holy knight and her allies within 30 feet for a duration of 1 round + 1 round per four holy knight levels. Holy Sword Tech 2 3 4 6 6 8 11 11 14 18 18 22 22 26 26 30 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 4th 4th 4th 4th Class Features All of the following are class features of the holy knight. Lay on Hands (Su): At 1st level. Aura of Elemental Resistance Holy Champion. With one use of this ability. dealing 1d6 points of damage for every two levels the holy knight possesses. Shining Light Blessing. doing so before the Limit Break ends. Each day she can use this ability a number of times equal to 1/2 her holy knight level plus her Charisma modifier. ends it abruptly. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. and plate) and shields (including tower shields). the holy knight receives the Limit Breaks (Brightest Day and Invulnerability). Nimbus of Light (Resistance) Smite Evil (5/day). Holy Sword Tech. a holy knight can use this healing power to deal damage to undead creatures. Page 92 of 519 . The drawback is that the holy knight cannot attack nor cast any white mage spells except Healing spells for until the duration has ended. Holy Strike (+3d6). Holy Sword Tech Aura of Healing Blessing. Holy Strike (+2d6) Smite Evil (3/day). Divine Health Nimbus of Light (Health) Blessing. a holy knight can heal wounds (her own or those of others) by touch. Nimbus of Light (Aegis). chain.5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Holy Sword Tech Blessing. Holy Strike (+5d6) Smite Evil (7/day). Aura of Sanctity Holy Strike (+4d6). and knight swords and with all armor (cloth. a Fortitude save (DC 10 + 1/2 holy knight level + Wisdom modifier) to negate this effect. a holy knight can heal 1d6 hit points of damage for every two holy knight levels she possesses. Despite the name of this ability. Limit Break (Su): At 1st level. This dispels any concealment granted to any enemies within the area of effect and causes them to be afflicted with the Blind status effect for the duration of the limit break. Holy Shield Smite Evil (4/day). Nimbus of Light (Protection) Aura of Defense Blessing. Aura of Concentration Smite Evil (6/day). Weapon and Armor Proficiency: Holy Knights are proficient with all simple. unless the holy knight targets herself. a holy knight only needs one free hand to use this ability. Using this ability is a standard action.

Blessing (Su): At 3rd level. As a swift action. or an undead creature. once per day. a holy knight can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including other holy knights) a bonus. Creatures with an anatomy unfamiliar to the holy knight. Each blessing adds an effect to the holy knight's lay on hands ability. At 9th level and 15th level. If this target is evil. the extra damage is not also multiplied. Holy Grace (Su): At 2nd level. these bonuses are granted to all allies within 20 feet. these bonuses are granted to all allies within 15 feet. she deals extra damage. and at every three levels thereafter. the holy knight adds her Charisma bonus (if any) to her attack rolls and adds her holy knight level to all damage rolls made against the target of her smite. or are immune to critical hits. this bonus increases by +1. and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. and allies that are at fewer than 0 hit points within this area are automatically stabilized. Blinded: The target is no longer the Blind status effect. Holy Strike: A holy knight's ferocity in dealing with evil lends her a helping hand in vanquishing her foes. Sickened: The target is no longer the Sicken status effect. If the holy strike is also a critical hit. the holy knight chooses one target within sight to smite. First Into Battle (Su): At 2nd level. the holy knight can select from the following initial blessings. the smite is wasted with no effect. are also immune to this ability. Whenever the holy knight uses lay on hands to heal damage to one target. Allies only benefit from these bonuses while in the listed area. the target also receives the additional effects from all of the blessings possessed by the holy knight. At 12th level. At 18th level. a holy knight can call out to the powers of good to aid her in her struggle against evil. When the holy knight makes an Initiative check. a holy knight can spend 1 use of smite evil or lay on hands to act in the surprise round. and allies within this area are immune to bleed damage. If the target of smite evil is an outsider with the evil subtype. At 3rd level. these bonuses are granted to all allies within 10 feet. At 3rd level. while smite evil is in effect. These bonuses last for a number of rounds equal to the holy knight’s Charisma modifier. even if she is surprised. This extra damage can only be done with melee weapons. an evil-aligned dragon. If the holy knight targets a creature that is not evil. Shared Defense (Su): At 3rd level. a holy knight applies her Charisma modifier (if positive) as a bonus on all saving throws. smite evil attacks automatically bypass any DR the creature might possess. At 6th level. In addition. This extra damage is 1d6 when first gained. and every three levels thereafter. Regardless of the target. she gains a bonus to the check equal to her Charisma bonus. the holy knight may smite evil one additional time per day to a maximum of seven times per day at 19th level. Shaken: The target is no longer the Shaken status effect. adjacent allies receive a +1 sacred bonus to their AC and on their saving throws. The smite evil effect remains until the target of the smite is dead or the next time the holy knight rests and regains her uses of this ability. Any time a holy knight strikes an evil opponent. Page 93 of 519 . and it increases by 1d6 with each improvement. the bonus to damage on the first successful attack increases to 2 points of damage per level the holy knight possesses. a holy knight can select one blessing. At 4th level. These bonuses are cumulative with each other. the holy knight gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.Smite Evil (Su): Also at 1st level.

Stunned: The target is no longer the Stun status effect. Diseased: The target is no longer the Disease status effect. Paralyzed: The target is no longer the Paralyze status effect. These abilities are cumulative. Health (Su): At 8th level. Silenced: The target is no longer the Silence status effect. the holy knight's nimbus of light grants all allies in this area (including the holy knight) a +1 morale bonus to AC and on attack rolls.At 6th level. she can call upon her holy power to cause a nimbus of light to emanate from the holy knight in a 30-ft. a holy knight gains additional MP for having a high attribute (Wisdom). Disabled: The target is no longer the Disable status effect. the holy knight's nimbus of light also heals the holy knight and her allies. As a standard action. Zombie: The target is no longer has the Zombie status effect. Poisoned: The target is no longer the Poison status effect. In addition. which are drawn from the white mage spell list. a holy knight wearing armor does not affect her spellcasting ability. a holy knight learns to use the power of good to bolster her defenses and aid her allies. Berserk: The target is no longer the Berserk status effect. Nauseated: The target is no longer Nauseated. Dazed: The target is no longer the Daze status effect. Page 94 of 519 . Bless (Su): At 4th level. a holy knight adds the following blessings to the list of those that can be selected. Spells: Beginning at 4th level. Like most spellcasters. a holy knight can find or purchase scrolls with spells to add to her repertoire. selected by the holy knight when this power is activated. the holy knight must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells. the nimbus grants allies in the area resistance 10 to one type of elemental damage. and saving throws against fear as long as they remain in the area of light. a holy knight gains the ability to cast white magic spells. This power lasts for 1 minute. To learn or cast a spell. Resistance (Su): At 12th level. curing of them of 1d4 points of ability damage and granting Fast Healing 2. In addition.-radius. Nimbus of Light (Su): At 4th level. a holy knight adds the following blessings to the list of those that can be selected. The holy knight must have the Sickened blessing before selecting this blessing. it can't be changed. Immobilized: The target is no longer Immobilized. damage rolls. At 12th level. and so forth). Slowed: The target is no longer the Slow status effect. a holy knight adds the following blessings to the list of those that can be selected. Unlike other spellcasters. Once a status effect or spell effect is chosen. The Difficulty Class for a saving throw against a holy knight’s spell is 10 + the spell level + the holy knight’s Wisdom modifier. the holy knight's nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. Cursed: The target is no longer the Curse status effect. Wis 12 for 2nd-level spells. The holy knight can use this ability a number of times per day equal to 3 + her Wisdom modifier. At 9th level.

In addition. Northswain's Strike (Su): Using this ability causes a shock to the target so powerful. the holy knight's nimbus of light grants the holy knight and her allies protection from critical hits. There is a 25% chance that critical hits made against the holy knight and her allies in the area are instead treated as normal hits. The target also takes 1d6 points of holy damage each round. Holy Ruination (Su): Using this ability causes a blast of holy energies hurtling at a string of opponents. and saving throws against fear increases to +2. the nimbus of light increases in size out to a range of 60 feet. for a duration of 1 round per holy knight level thereafter. The elemental resistance increases to 20 against one elemental damage type. all of its bonuses increase. This attack deals 1d6 points of holy damage plus an additional amount of damage equal to the holy knight level. Judgment Blade (Su): Using this ability summons holy shards of ice to fall onto the holy knight’s opponent. This ability has a range of 15 feet and requires a ranged touch attack. plus an additional amount of damage equal to the holy knight level and inflicts the Blind status for 1 round per level unless the creature makes a Fortitude save (DC = 10 + 1/2 holy knight level + Wisdom modifier). unseen wound to appear in holy knight’s opponent. This attack can only be used against targets within melee range. The target must make a Fortitude save (DC 10 + 1/2 holy knight level + Wisdom modifier) or be stunned for 1 round. This attack deals 4d10 points of holy damage to any living creature. The holy knight may use any of the currently available holy sword techs up to 3 + Wisdom modifier times per day. This ability has a range of 100 feet. This ranged touch attack deals 3d8 points of holy and lightning (half and half) damage. dealing 3d8 points of holy and lightning damage (half and half) plus an additional amount of damage equal to the holy knight level.Protection (Su): At 16th level. The morale bonus to AC and on attack rolls. damaging all in the area of effect for 4d10 points of holy damage. Starting at 5th level and every five levels thereafter. Holy Sword Techs: The holy knight employs abilities of holy power. the holy knight gains a new holy sword tech ability. Hallowed Bolt (Su): Using this ability calls holy bolts of lightning down upon the holy knight’s target. Damage is modified by the mastercrafted (if any) bonus of the weapon the holy knight is wielding. The target hit by this ability is also affected by Dispel that functions like the spell. This ability has a range of 30 feet and requires a ranged touch attack. dealing 2d6 points of holy damage plus an additional amount of damage equal to the holy knight level. This ranged touch attack deals 2d8 points of holy damage plus an additional amount of damage equal to the holy knight level. protection against critical hits increases to 50%. Lightning Stab (Su): Using this ability causes a bolt of holy lightning to pierce through the holy knight’s opponent. The amount of ability damage healed increases to 2d4 and Fast Healing 4. A Reflex save (DC 10 + 1/2 holy knight level + Wisdom modifier) for half damage. friend or foe. Aegis (Su): At 20th level. damage rolls. plus an additional amount of damage equal to the holy knight level. caught in the 60-foot-line area of effect. Cleansing Strike (Su): Using this ability causes a deep. The target must make a Will Save (DC 10 + 1/2 holy knight level + Wisdom Page 95 of 519 . This does not stack with other abilities that grant similar protection. they might instantly incapacitate themselves. plus an additional amount of damage equal to the holy knight level unless they make a Reflex save (DC = 10 + 1/2 holy knight level + Wisdom modifier) for half damage. Holy Explosion (Su): Using this ability causes an explosion of holy energy to erupt from the ground in a 20-foot radius. This ability has a range of 15 feet and requires a ranged touch attack. Finally. often dealing high damage and weakening enemies.

Evil creatures within this burst take 1d6 points of holy damage for every two holy knight levels and are blinded for 1 round. the holy knight can project a magical aura that provides benefits to her allies. and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). saving throws. This attack can only be used against targets of evil alignment. At 14th level. In addition. Page 96 of 519 . a holy knight can unleash a 30-foot burst of pure. Creatures immune to critical hits are also immune to this effect. Sap. the holy knight can channel her holy powers to radiate a beneficial aura that grants her and nearby allies to gain a +5 bonus on all healing and holy spells. Auras (Su): At 11th level. the holy knight can channel her holy powers to radiate a beneficial aura that grants her and nearby allies to gain a +5 deflection bonus to AC. the holy knight can channel her holy powers to radiate a beneficial aura that grants her and nearby allies to gain a +10 competence bonus on all Concentration skill checks. Holy Champion (Su): At 20th level. this protection expands to cover any allies within 10 feet. At 19th level.-radius and can be activated with a swift action. and Disease status effects. Whenever she casts healing spells or uses lay on hands to heal a creature. This bonus does not stack with any existing shield bonuses. Aura of Concentration (Su): At 15th level. Shining Light (Su): At 14th level. A Reflex save halves this damage and negates the blindness. Good creatures within this burst are healed 1d6 points of damage per two holy knight levels and receive a +2 sacred bonus on ability checks. Using this ability consumes two uses of the holy knight’s lay on hands ability. and evil undead are blinded for 1d4 rounds on a failed save. attack rolls. evil outsiders. and skill checks for 1 round. Evil dragons. any weapon the holy knight wields is considered Good aligned for purposes of bypassing damage reduction. The DC of this save is equal to 10 + 1/2 the holy knight’s level + her Charisma modifier. a holy knight can channel her faith into her shield. Aura of Healing (Su): At 11th level. a holy knight gains immunity to Poison. All allies adjacent to the holy knight gain a shield bonus equal to the holy knight’s own shield bonus. Holy Shield (Su): At 9th level. a holy knight becomes a conduit for the power of good. dealing an additional 1d6 points of holy damage against all evil opponents and an additional 2d6 points of holy damage against evil undead or evil outsiders. the holy knight can channel her holy powers to radiate a beneficial aura that grants her and nearby allies to gain an elemental resistance of 10. the holy knight can channel her holy powers to project an aura that grants her and nearby allies a Fast Healing of 5 up to 50% health. she heals the maximum possible amount. All holy knight auras extend out to a 15-ft. This attack can only be used against targets within melee range. any allies within 20 feet are protected. Divine Health (Ex): At 7th level. and receives a different aura every two levels thereafter. The holy knight receives one aura at 11th level. A holy knight can use this ability once per day at 14th level plus one additional time per day at 17th and 20th level. Aura of Defense (Su): At 17th level. including any increase from the shield’s enhancement bonus. protecting any nearby allies. The holy knight gains DR 10/evil. Aura of Sanctity (Su): At 13th level. A holy knight can only have 1 aura activated at a time. white light as a standard action. Aura of Elemental Resistance (Su): At 19th level.modifier) or fall to 0 hit points.

Their dedication to a code of conduct is but one expression of their devotion to order. Armor Training 4 Advanced Knight talent. A knight is expected to display these ideals in all aspects of his behavior throughout all his actions and deeds. Craft (Int). Deft Shield. Abilities: A high Constitution allows the knight to increase his already impressive hit point total. Defensive Stance (2/day). brought on by a lapse in ethical behavior. A high Charisma helps with a few of the knight's abilities. Skill Points at Each Additional Level: 2 + Int modifier. however arduous they may be. Starting HPs at 1st Level: 30 + Constitution modifier. honesty. the knights are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. Armor Training 3 Counterattack. Reflect Advanced Knight talent.Knight The few. Armor Mastery (Medium) Vigilant Defender. Handle Animal (Cha). The first duty of knights is to this code and the ideals for which it stands. Stand Firm Defensive Stance (1/day). and courage. Armor Training 2 Shield Block (+2). The knights see moral decay everywhere they look in the world around them. the proud. making him more effective as a front-line character. Armor Training 1 Knight talent. Mobile Defense Defensive Stance (3/day). Bulwark. Knights adhere to a rigid code of behavior that embraces such values as honor. Improved Shield Ally Shield Block (+3). rather to a holy order. Hit Die: d12. Table 3-20: The Knight Base Attack Level Bonus st 1 +1 nd 2 +2 3rd +3 th 4 +4 5th +5 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 Special Defend Ally (+2). thus bolstering his capacity to defend his allies. Defend Ally (+6). GAME RULE INFORMATION Knights have the following game statistics. chivalry. Improved Mobile Defense Retributive Attack. Quick Strap Shield Ally. Defend Ally (+3). Limit Breaks Knight talent. Ride (Dex). Skill Points at 1st level: (2 + Int modifier) x 4. Class Skills The knight’s class skills (and the key ability for each skill) are Athletics (Str). Defend Ally (+4) Armor Mastery (Heavy). Irresistible Advance Defensive Stance (4/day). Strength improves the knight's combat abilities. Shining Beacon Shield Block (+1). Active Defense Knight talent. Shield Guard Supreme Armor Mastery Page 97 of 519 . Alignment: Knights are always lawful. Diplomacy (Cha). and Sense Motive (Wis). Intimidate (Cha). Defend Ally (+5) Advanced Knight talent. Knowledge (nobility) (Int).

a knight is the physical and spiritual embodiment of high ideals. dead. Defend Ally (Ex): At the start of any turn. martial weapons. A knight must be conscious and able to take actions in order to grant this benefit. At 10th level. At 18th level. Bulwark (Ex): The knight knows how to protect not just himself. but no creature can step inside. able to move. leather. A Knight's Protection (Su): This Limit Break grants the knight and any allies within 10 feet a protective bubble of immunity to all attacks and spells for a duration of 1 round + 1 round per four knight class levels as long as they stay within 10 feet of the knight. The maximum number of points he can transfer increases by 1 for every four levels beyond 1st. and Regen III) for a duration of 1 round + 1 round per four knight class levels. Shining Beacon (Su): At 2nd level. or otherwise rendered helpless. He gains an additional knight talent at 5th and 8th levels. As a move action. unconscious. unconscious. Citadel (Ex): This talent allows a knight to grant temporary hit points to an adjacent ally. but also how to help protect his allies. even against attacks the knight is not aware of and those that come from a direction that would not normally count the knight as cover. his allies lose this bonus. those in the bubble can step out. +1 bonus on Reflex saves) to any ally adjacent to him. Also. no creatures can attack or use spells to anyone outside the bubble. Knight Talents: As a knight gains experience. the knight can transfer up to 2 points of Armor Class to the ally (making his own Armor Class worse by the same number). He cannot do so if suffering under effects such as being flat-footed. chain.20th +20/+15/+10/+5 +12 +6 +12 Advanced Knight talent. A Knight's Blessing (Su): This Limit Break grants the knight and any allies within 30 feet the status effect of Protect. paralyzed. and knight swords and with all armor (cloth. If a knight is level 10. While inside the bubble. the knight can grants an adjacent ally 1d8 temporary hit points + 1 per 2 knight levels. or stunned. though two knights standing next to each other both do gain this benefit. he can provide cover (+4 cover bonus to AC. a knight gains one knight talent. A knight grants partial cover (+2 cover bonus to AC. improved evasion) to any ally adjacent to him. +4 bonus on Reflex saves. Shell III. Defensive Stance (5/day). the knight receives the Limit Breaks (A Knight's Blessing and A Knight's Protection). All his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. when a knight is within 5 feet of an ally. Shell. If the knight is paralyzed. and Regen or higher as a white mage of the same level (I. Limit Breaks (Su): At 1st level. +2 bonus on Reflex saves) and evasion (as a thief) to any ally adjacent to him. The knight must remain conscious. The knight does not count as cover for himself. and plate) and shields (including tower shields). Armor Training 5 Class Features All of the following are class features of the knight.E. The knight must be conscious and able to take actions to grant this benefit. Weapon and Armor Proficiency: A knight is proficient with all simple. he learns a number of talents that aid him in defending himself and his allies. Page 98 of 519 . the spells of the limit break would of the 5th level version – Protect III. Starting at 2nd level. he can provide improved cover (+8 cover bonus to AC. Shield Saint.

He gains this bonus only while he has a shield equipped. Combat Reflexes. the knight excels in using his armor and shield to frustrate his enemy's attacks. This talent may be taken more than once. Dodge. fire. and the target must be a charging foe. He still loses his Dexterity bonus to AC if immobilized or if a foe successfully makes a Bluff check to feint against him. ice. Slam (Ex): A knight with this talent throws himself bodily into foes and barriers. to aid in handling and fighting with it. It also gives the knight a +1 bonus to attack rolls made with a crossbow with which he is proficient. Diehard. Combat Expertise. Improved Shield Bash. He gains this bonus only while he has a shield equipped. Greater Shield Focus. a knight in chain or plate armor can gain 1d8 temporary hit points + 1 per 2 class levels. Even when the knight is using a shield that prevents his hand from being free. The knight may do this a number of times per day equal to his Constitution bonus (minimum 1/day). and to Strength checks made to break open doors and gates. The knight selects one of the following damage types: earth. he cannot be caught flat-footed even if the attacker is invisible. trusting his armor to protect him. a knight can interpose a shield between himself and danger before his senses would normally allow him to do so. Crossbow Brace (Ex): This talent allows a knight to brace a crossbow on an equipped shield. A knight may do this a number of times per day equal to 3 + his Charisma modifier. Its effects do not stack. to a maximum of his class level. Mobility. Shield Block. This talent may be taken up to five times. When wearing chain or plate armor. The bonus is equal to half the knight’s class level.and adjacent to the ally or the temporary hit points end. As a move action. this resistance increases to 10. This bonus is equal to his total armor bonus plus shield bonus. Page 99 of 519 . Picket (Ex): A knight with this talent gains a bonus to attack rolls and damage for attacks the knight makes with a readied action. Shield Block (Ex): Starting at 3rd level. a different damage type must be selected. This bonus increases to +2 at 6th level. During his action. and +3 at 15th level. Uncanny Block (Ex): With uncanny block. This shield bonus increases to +2 at 9th level. Defensive Combat Training. possibly providing just enough protection to turn a telling swing into a near miss. The knight gains a bonus to all Attack rolls made to bull rush or overrun foes. When the knight has a shield equipped. or wind. and +4 at 18th level. +3 at 12th level. Each time it is taken. as he moves his shield to deflect an incoming blow. Armored Hustle. Resist (Ex): A knight can learn to maximize his armor’s effectiveness against unusual attack types. and reload a crossbow with which he is proficient. water. Additionally. a different feat much be selected. Shelter of Steel (Ex): This talent allows a knight to use his armor to absorb some of the inevitable punishment of battle. Shield Focus. This bonus increases to +2 at 6th level. and +4 at 18th level. that stability of his bracing allows him to use his shield-arm to hold. His increased stability gives the knight a +1 bonus to attack rolls made with a pole-arm or spear with which he is proficient. fire. Endurance. the knight gains resist 5 against the selected damage type. Each time. Spear Brace (Ex): This knight talent allows a knight to brace a pole-arm or spear on an equipped shield. If the knight is 10th level or higher. and Stand Still. even when the knight is using a shield that prevents his hand from being free. he can designate a single opponent as the target of this ability. The attacks must be made with a weapon with the brace quality. lightning. he can use his shield-arm to hold (and fight with) a pole-arm or spear with which he is proficient. Defensive Training: A knight may take this talent to gain one of the following feats as a bonus feat: Alertness. His shield bonus to AC against that foe increases by 1. +3 at 12th level.

a knight gains a +1 bonus to checks against bull rush. and can don half-plate or full plate without having someone help. At the end of the defensive stance. but a knight can only do so during his action. He gains a +2 to Strength. he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. and trip attempts. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. warding the spot where he made his stand to prevent foes from slipping past and attacking those he protects. Defensive Stance (Ex): Starting at 4th level. as an immediate action. a knight learns to be more maneuverable while wearing armor. trading places with him or her and forcing the enemy to make the Attack roll on the knight's armor class instead. Page 100 of 519 . these penalties are reduced by –2. hastily donning. 16th and 20th). While in a defensive stance. but he cannot move from the spot he is defending. Unlike most characters. Athletics.Stand Firm (Ex): At 3rd level. In this defensive stance. Having an assistant does not help a knight don armor any more quickly. a knight is able to wear his armor like a second skin and ignores the standard speed reduction for wearing chain armor. he ignores the speed reduction imposed by plate armor as well. Whenever he is wearing armor. such as Acrobatics. He can only intercept physical melee attacks and ranged attacks. the armor check penalty from a shield and the attack roll penalty are reduced by –1 for a knight using a tower shield. The knight must take full-round actions to assist these allies. A knight may end his defensive stance voluntarily prior to this limit. a knight gains phenomenal strength and durability. The bonus increases by +1 for every four levels beyond 3rd. a knight can become a stalwart bastion of defense. the knight can intercept an attack on an adjacent ally. while the knight is in his defensive stance. Armor Mastery (Ex): At 5th level. Using the defensive stance takes no time itself. This time reduction also applies if the knight opts to don hastily. 12th. Armor Training (Ex): Starting at 4th level. a knight can don and remove his own armor more quickly and aid others to do the same. these bonuses increase by +1 each time. Vigilant Defender (Ex): Starting at 6th level. and removing armor to up to two adjacent allies. a knight cannot use skills or abilities that would require him to shift his position. At 10th level. overrun. Every four levels thereafter (8th. This movement does not provoke an attack of opportunity for either the knight or the target. to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. The knight can strap on a shield as a swift action. +4 to Constitution. A knight can also grant these time reductions for donning. The knight can don or remove his own armor in 1/3 the normal time. the Acrobatics check DC to avoid the knight's attacks of opportunity increases by an amount equal to his class level. effectively moving the target out of the way. A knight can only use his defensive stance a certain number of times per day as determined by his level (see table above). he can stand his ground against all enemies. Shield Ally (Ex): At 7th level. the knight is winded and takes a -2 penalty to Strength for the duration of that encounter. Deft Shield (Ex): At 6th level. once per round. At 11th level. a +2 resistance bonus on all saves. If an opponent attempts to use the Acrobatics skill to move through his threatened area or his space without provoking attacks of opportunity. or Stealth. and a +4 dodge bonus to AC. This bonus also applies on saves against trample attacks. a knight can don his own armor at the same time he assists others in doing so. Quick Strap (Ex): At 6th level.

Active Defense (Ex): At 7th level. a knight can adjust his position while maintaining a defensive stance. This resistance lasts for one round per class level. As a swift action.such as an incoming arrow or a blow from a sword. This bonus is equal to 1/2 the knight’s class level. If the knight also has the resist talent. Advanced Knight Talents: Beginning at 11th level. until the beginning of his next turn. or half of the bonus (minimum +0) with all adjacent allies. he simply takes half of whatever damage he normally would based on the result of that saving throw. With this talent. Improved Shield Ally (Ex): At 14th level. not from spells and other effects. The knight may use this ability a number of times per day equal to his Constitution modifier (minimum 1/day). he can take one 5-foot step each round without losing the benefit of the stance. spell. +3 with a heavy shield. It also grants the knight a bonus to AC against attack rolls made to confirm critical hits. Whenever a knight gains an advanced knight talent he may choose one of the following abilities or choose one of the knight talents described earlier. While in a defensive stance. using Combat Expertise. so long as the attacking creature is within the knight’s reach. Unkillable (Ex): The knight gains a number of hit points equal to 10 plus his Constitution score. When the knight has a shield equipped. a knight can maximize the protection his armor gives him to reduce the damage area attacks deal him. he may share this bonus with one adjacent ally. Improved Uncanny Block (Ex): A knight must have taken the uncanny block talent to take improved uncanny block. This action may only be taken before the result of the attack roll is determined. the knight suffers the appropriate effect based on his saving throw result. a knight’s selection of talents increases. or using total defense. or ability has a non-damaging effect. he cannot be flanked. fire. Irresistible Advance (Ex): At 15th level. a knight gains a +1 dodge bonus to AC when wielding a shield and fighting defensively. This bonus increases by +1 for every three levels beyond 7th. the knight's ability to intercept attacks improves. If the attack. a knight can make an attack of opportunity against an opponent who hits an ally under his Shield Ally ability with a melee attack. as a swift action. He gains additional advanced knight talents every three levels. The knight is still allowed a normal saving throw. or +4 with a tower shield. ice. This defense denies a thief the ability to sneak attack the knight by flanking him. and wind damage. a knight gains a bonus on bull rush and overrun checks. Mobile Defense (Ex): At 11th level. a knight with a shield equipped gains resistance 10 against earth. A knight in chain or plate armor takes only half damage from any attack. +2 with a light shield. The knight can now intercept spells with a touch or ranged touch on an adjacent ally. Elemental Shield (Su): Some knights access mystic powers of protection as they become paragons of defensive techniques. or ability that allows a Reflex saving throw. This bonus depends on the type of shield used: +1 with a buckler. spell. Page 101 of 519 . Counterattack (Ex): At 13th level. unless the attacker has at least four more thief levels than the target has knight levels. water. lightning. that resistance stacks with the elemental shield. Aegis (Ex): This talent doubles a knight’s DR against successful critical hits and sneak attacks. Reflect (Ex): At 10th level.

Alignment: Any lawful. When making a retributive attack. Class Skills Page 102 of 519 . Ready for battle even when barefoot and dressed in peasant clothes.Improved Mobile Defense (Ex): At 17th level. Enemies in these squares cannot flank the knight and do not count for flanking with other creatures. Shield Saint (Ex): At 20th level. but never more than once per round. The knight may use this ability a number of times per day equal to his Charisma bonus (minimum 1/day). the knight is allowed a special Fortitude save to ignore the effect. Dexterity provides the monk with a better defense and with bonuses to some class skills. Retributive Attack (Su): At 18th level. and corrupt nobles unawares. as a swift action. This effect lasts until he moves from his position or uses another swift action to change the affected squares. walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. if the knight is subject to an effect (other than the consequences of standard damage) that would reduce his AC (including such effects as being stunned. the knight adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per knight class level on a successful hit. monks can travel unnoticed among the populace. Only those who are lawful at heart are capable of undertaking it. The knight is immune to all critical hits and sneak attacks. warlords. he may move up to his normal movement without losing the benefit of the stance. Once per round. if an adjacent ally of a knight is rendered helpless or unconscious. a knight can move normally while maintaining a defensive stance. Hit Die: d8. A monk’s training requires strict discipline. Ex-Knights A knight who is no longer lawful loses all supernatural class features and may no longer advance in levels as a knight. Int. They train themselves to be versatile warriors skilled at fighting without weapons or armor. Wis. The DC of this save is 10 + 1/2 the level or hit dice of the attacker. Supreme Armor Mastery (Ex): At 19th level. a knight may designate one square adjacent to him. The inhabitants of monasteries headed by good masters serve as protectors of the people. He may designate two squares if using a heavy shield or three squares if using a tower shield. He may make more than one retributive attack against the same foe. the knight becomes a perfect paragon of defensive skill. Abilities: Wisdom powers the monk’s special offensive and defensive capabilities. a knight gains Damage Reduction 5/.whenever he is wearing armor or using a shield. but these squares must be contiguous. and even dying). plus the attacker’s Con. GAME RULE INFORMATION Monks have the following game statistics. catching bandits. Monk Dotted across the landscape are monasteries—small. Strength helps a monk’s unarmed combat ability. A knight can make a number of retributive attacks per day equal to his Charisma bonus (minimum of one). the character can make a retributive attack against the creature that felled his ally. Shield Guard (Ex): At 18th level. falling asleep or unconscious. Starting HPs at 1st Level: 20 + Constitution modifier. While in a defensive stance. or Cha modifier (whichever modifier is highest).

) Improved Evasion. +20 ft. The weapons with which a monk is proficient are club. +30 ft. siangham. Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. +30 ft. handaxe. Martial Arts Style Mastery Improved Counterattack Slow Fall (Any). Martial Arts Style Mastery Slow Fall (50 ft. Perform (Cha).) Counterattack Slow Fall (60 ft. Martial Arts Style Mastery Slow Fall (80 ft. Sense Motive (Wis).). +20 ft. Martial Arts Style Mastery Leap from the Heavens Slow Fall (70 ft. Table 3-21: The Monk Base Attack Level Bonus st 1 +1 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Martial Arts. many of the monk’s special powers require unfettered movement. Pure Power AC Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 Fast Movement +0 ft. +0 ft. javelin.). +50 ft. Concentration (Con). +40 ft. the monk receives the Limit Break (Ki Blast and Perfect Self).).The monk’s class skills (and the key ability for each skill) are Acrobatics (Dex). and sling. +50 ft. +30 ft.) Defensive Roll. Limit Breaks Evasion Martial Arts Style Mastery Slow Fall (20 ft. a monk loses her AC bonus. crossbow (light or heavy). Escape Artist (Dex). Monks are not proficient with any armor (except cloth) or shields—in fact. or carrying a medium or heavy load. +40 ft. Skill Points at Each Additional Level: 4 + Int modifier. When wearing armor (except cloth). +40 ft. Perception (Wis). +20 ft. +0 ft.) Aurablast Slow Fall (30 ft. nunchaku. Limit Breaks (Su): At 1st level. Knowledge (religion) (Int). shuriken. +10 ft. kama. Profession (Wis). Stunning Fist. +10 ft. Diplomacy (Cha). +50 ft. quarterstaff. sai. Page 103 of 519 . Craft (Int). as well as her fast movement. Class Features All of the following are class features of the monk. +50 ft. Skill Points at 1st level: (4 + Int modifier) x 4. +0 ft.) Diamond Soul Slow Fall (90 ft. and Stealth (Dex). Boost Chakra Slow Fall (40 ft. +10 ft. Martial Arts Style Mastery. dagger. Athletics (Str). using a shield.

the monk's unarmed strike damage increases by 1d4 and her critical hit threat range by 1. when she carries a shield. the monk adds her Wisdom bonus (if any) to her AC. but she can choose to deal nonlethal damage instead with no penalty on her attack roll. When unarmored or wearing cloth armor and unencumbered. the monk gains a +1 competence bonus to attack and damage rolls. a failed attack roll ruins the attempt). +3 at 15th. the monk gains the ability to apply a new condition to the target of her Stunning Fist. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. oozes. and a successful saving throw still negates the effect. A monk does not benefit from Improved Critical feat. she can permanently blind or deafen the target. It deals 1d6 points of non-elemental damage per monk level. or when she carries a medium or heavy load. For every four monk levels. AC Bonus (Ex): A monk is highly trained at dodging blows. loses any Dexterity bonus to AC. in addition to dealing damage normally. plus one more time per day for every four levels she has in classes other than monk. she can choose to make the target fatigued. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. when she wears any armor besides cloth. A monk increases her unarmed strike damage and critical hit threat range at 5th. he gains an additional +1 competence bonus to attack and damage rolls. Small races only deal 1d3 points of damage and large creatures deal 1d6 points of damage. At each intended level. 15th. A monk deals 1d4 points of damage with an unarmed strike. she can make the target staggered for 1d6+1 rounds. A monk also deals more damage with her unarmed strikes than a normal person would. and takes a –2 penalty to AC. At 12th level. A stunned character drops everything held. and +4 at 20th level). and 20th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th. This means that a monk may even make unarmed strikes with her hands full. At 4th level. At 4th level. incorporeal creatures. This condition replaces stunning the target for 1 round. and she has a sixth sense that lets her avoid even unanticipated attacks. 10th. A monk’s attacks may be with either fist interchangeably or even from elbows. she can make the target sickened for 1 minute. Stunning Fist (Ex): At 1st level. she threatens a critical hit on a natural 20 when making an unarmed attack. At 16th level. For a duration of 1 round + 1 round per four monk levels. and a damage reduction of 2/-. a monk gains a +1 bonus to AC at 5th level. Perfect Self (Su): This Limit Break allows the monk to gain perfection in himself for a short period of time. and every 4 levels thereafter. and no more than once per round. giving them considerable advantages when doing so. There is no such thing as an off-hand attack for a monk striking unarmed. and feet. can’t take actions. and creatures immune to critical hits cannot be stunned. Page 104 of 519 . undead. Martial Arts (Ex): Monks are highly trained in fighting unarmed. Also. plants.Ki Blast (Su): This Limit Break allows the monk to shoot a blast of force in a line up to 60 feet. A defender who fails this saving throw is stunned for 1 round (until just before her next turn). knees. a Reflex save (DC 10 + half of monk's level + Wisdom modifier) for half damage. Constructs. In addition. the monk can use Stunning Fist to force a foe damaged by her unarmed attack to make a Fortitude saving throw (DC 10 + half her monk level + her Wisdom modifier). She loses these bonuses when she is immobilized or helpless. Usually a monk’s unarmed strikes deal lethal damage. At 8th level. and damage reduction of 2/-. She has the same choice to deal lethal or nonlethal damage while grappling. The monk may attempt a stunning attack a number of times per day equal to her monk level. The monk must declare that she is using this ability before she makes her attack roll (thus.

Bull. she gains a +4 bonus on her attack roll to confirm the critical hit. the monk may attempt a single coup de grace attack on a character she has pinned in a grapple as though the target were helpless. Master (Ex): As a master of the ape martial arts style. Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath). adding two times her Strength bonus to damage. When a monk makes melee attacks against a prone target. The monk can choose between Ape. she can paralyze the target for 1d6+1 rounds. Novice (Ex): As a practitioner of the ape martial arts style. chops. If she strikes successfully and the target takes damage from the blow. Any time the monk scores a threat on an unarmed attack. Creatures immune to critical hits cannot be affected. a monk is sometimes forced to make that one attack count to end conflict. Once per day. She declares her intention to deal a killing blow. This style focuses on punches. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. the target must succeed at a Fortitude save (DC = 10 + damage dealt) or fall unconscious for 1d6 rounds. As a full-attack action. but additional hits do increase the duration. Expert (Ex): The monk’s knowledge of the bear style allows her to inflict deadly damage to grappled opponents. and other quick and dangerous strikes. Martial Arts Style Mastery (Ex): Beginning at 3rd level and every three levels thereafter. The monk must choose which condition will apply before the attack roll is made. Bear. she instead takes no damage. Expert (Ex): A monk of the ape martial arts style learns that the quickest way to down an opponent is to use her full strength in one blow. As a full-attack action. Bear Martial Arts Style (Ex): The brutal bear style is full of jabs. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again). Panther. a monk begins learning different martial arts styles based on animal fighting forms. Novice (Ex): As a practitioner of the bear martial arts style. he automatically escapes the grapple. If she scores a hit that deals damage and exceeds the target’s AC by 10 or more. Evasion can be used only if a monk is wearing cloth armor. focusing on deadliness over finesse. Master (Ex): As a master in the bear martial arts style. increase the critical threat range of the attacks by 1 (for example. the monk is adept at making her most effective strikes even more potent. and then makes a normal unarmed attack roll. Each style has 3 tiers and must be taken in order.At 20th level. a monk learns to quickly take advantage of a fallen opponent. She deals her maximum unarmed combat damage when making the coup de grace. Page 105 of 519 . Ape Martial Arts Style (Ex): The ape martial arts style’s main focus is the ability to disable an opponent instead of killing him. the monk may make a single unarmed attack against one opponent. jabs. kicks. and throws. the monk can make a killing strike. or Tiger. If she fails to kill the target. Monkey. the monk can attempt to knock her target unconscious with an unarmed strike. the target must make a Fortitude saving throw (DC 10 + monk level + the monk's Wisdom modifier) or die. As a full-round action. from 19-20 to 18-20). the monk may attempt to deal a killing blow to an opponent.

Expert (Ex): Using the bull martial arts style. Novice (Ex): As a practitioner of the panther martial arts style. the monk gains one additional attack. she successfully hits with her first. fluid attacks. at a -5 penalty. this includes shouting warnings or raising alarms. the monk’s Strength bonus is doubled when calculating damage. since her third attack missed. If the attack is successful. When executing a charge attack action while unarmed. In addition to the standard single extra attack she gets from being a Novice. and fourth attacks. as well as the powerful jabs and snap kicks commonly used in instances where close combat is ineffective. When doing so. She gains a +2 bonus on damage to her second attack. The -2 penalty applies for 1 round. (A 15th level monk would deal +15 points of damage to her unarmed attack. a monk learns to silent her unknowing opponents quietly with an unarmed strike. the opponent is unable to speak or make any kind of noise with his vocal cords for 2d4 rounds. It focuses on short. the monk may strike with one extra attack at the expense of accuracy. The monk must use the full-attack action to strike with this ability. Novice (Ex): As a practitioner of the bull martial arts style. and full-arm blows. Panther Martial Arts Style (Ex): The panther martial arts style is often practiced by monks in order to maximize damage to an opponent while minimizing the amount of noise made by the attack. a monk is often quick to make a swift jab after making a charge. nor is the bonus cumulative. When making a successful unarmed attack against an opponent. A successful Fortitude save (DC 10 + monk level + the monk’s Page 106 of 519 . These attacks and each other attack made that round suffer the normal -2 penalty for using the Novice ability. Master (Ex): As a master of the bull martial arts style. or her fourth attack. she deals the maximum unarmed damage on the attack.Bull Martial Arts Style (Ex): The bull martial arts style is very physical. with wide sweeping motions accompanying quick jabs and a good deal of fancy footwork. throws. As a full-round action. For every 1 point of base attack bonus. at an additional -5 penalty to her base attack. Master (Ex): As a master of the monkey martial arts style. the monk can deal a devastating blow to an opponent. When the monk makes a successful unarmed attack against an opponent during a charge attack action. For example. Novice (Ex): As a practitioner of the monkey martial arts style. she gets a second extra attack. While fighting unarmed. the monk may make a single unarmed attack against an opponent. Bull combat utilizes full-body tackles. a 16th level monk has four attacks in a round. she gains an additional +1 bonus on damage. often bringing the combatants into close contact. but this attack and each other attack made that round suffers a -2 penalty. The monk’s ability to make extra attacks improves. Expert (Ex): The monk is well versed in monkey martial art techniques and can open up opponents to future attacks. instead of making a full attack.) Monkey Martial Arts Style (Ex): The monkey martial arts style focuses on speed and rapid. quick motions and emphasizes on stealth. the monk gains a +2 bonus to damage on her next attack against that opponent in the same round (if she successfully hits). This does not carry over to attacks on the following round. but not to her third attack (which misses). second. When unencumbered and fighting unarmed. a monk learns to make swifter attacks. the monk can charge an opponent with great force. If the monk successfully hits a flat-footed opponent with an unarmed attack. she may make one extra attack in a round at her highest base attack. so it affects attacks of opportunity made before her next action. the monk can execute swift and powerful maneuvers against an opponent.

Master (Ex): As a master of the tiger martial arts style. Creatures immune to critical hits cannot be dazed by the monk’s panther mastery attack. She must be aware of the attack and cannot be flat-footed. Expert (Ex): The monk’s knowledge of the panther style of fighting lets her disarm opponents with ease. Novice (Ex): As a practitioner of the tiger martial arts style. Tiger Martial Arts Style (Ex): The tiger martial arts style focuses on power and strength. A monk in armor (except cloth) or carrying a medium or heavy load loses this extra speed. the monk learns to pounce like a fierce tiger. she takes damage as if the fall were 20 feet shorter than it actually is. a monk may use her monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes. raining down powerful unarmed strikes. including varying levels of damage depending on the force that is applied to the attacks. When attempting to disarm an opponent with an unarmed attack. Expert (Ex): The monk’s knowledge of the tiger fighting style learns to block melee weapons with her bare hands. in addition to dealing damage normally. The monk must declare that she is using this ability before she makes her attack roll (thus. a monk gains an enhancement bonus to her speed. he is dazed for 3 rounds. Master (Ex): As a master in the panther martial arts form. If the defender fails his saving throw. If the weapon is held in two hands. The monk may attempt a daze attack once per level per day. the target does not gain the +4 bonus on his attack roll for holding a larger weapon. the monk learns to put more power into his unarmed strikes to bypass damage reduction. The monk’s ability to slow her fall (that is. the monk throws a blast of ki at an enemy for 1d6 points of nonelemental damage per two monk levels attained. the monk can charge at an opponent and make a full attack. a monk can channel her Ki to emit a blast of pure chi at an enemy. Creatures immune to critical hits and creatures without vocal cords cannot be affected. Aurablast (Su): Also at 5th level. the bonus is reduced from +4 to +2.Wisdom modifier) reduces the number of rounds the victim is unable to speak by half (round down). as shown on the table above. Page 107 of 519 . and no more than once per round. she suffers no damage from the attack. the monk may ready an action to deflect a single attack. a monk within arm’s reach of a wall can use it to slow her descent. the monk may ignore an opponent’s damage reduction when calculating damage of all her unarmed attacks for 1 round. The range for this ability is 30 feet + 5 feet per level after 5th. As a standard action and a ranged touch attack. She can use this ability once per round. Once per day. Multiple daze attacks against the same creature do not stack (but the creature can be dazed again once the effect wears off). Fast Movement (Ex): At 5th level. a missed attack roll ruins the attempt). When fighting unarmed against an opponent wielding a melee weapon. A dazed character can take no actions but can defend against attacks normally. When first using this ability. to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. Slow Fall (Ex): At 4th level or higher. It forces a foe damaged by her unarmed attack to make a Fortitude saving throw (DC 10 + the monk’s character level). If she succeeds at a Reflex save (DC 20). The monk can use this ability per day equal to 3 + her Wisdom modifier. the monk may use an unarmed attack to attempt to daze an opponent. Martial Arts Master (Ex): At 4th level. Once per day.

where a few untimely demises are common with the lack of advanced medical techniques and equipment. the monk's ability to counter blows when attacked improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon. a monk can heal her own wounds. The monk gains a +2 bonus to Strength. nor can she use this ability when flat-footed. In order to affect the monk with a spell. she can increase the damage of her attacks equal to half her monk level for the round. Improved Evasion (Ex): At 9th level. or perhaps a tortured hero whose obsession with death leads her along questionable moral paths. if that opponent attacks her. Chakra (Su): At 7th level. a monk learns to harness the power of her strikes for the short duration. a monk gains spell resistance equal to her current monk level + 10. GAME RULE INFORMATION Necromancers have the following game statistics. As a swift action. She might be a consummate villain. they find acquiring bodies and or organs easy and without drawing too much suspicion. searching out moldering components for her obscene spells. or undertakers. the necromancer roots about in graveyards. Defensive Roll (Ex): At 15th level. In either profession. Pure Power (Ex): Also at 20th level. The monk can use this ability per day equal to 3 + her Wisdom modifier. She can select a new opponent on any action. Necromancer A practitioner of vile and forbidden arts. She can heal a number of hit points of damage equal to twice her current monk level each day. However a necromancer won't just raise any body. The true pride of a necromancer is constructing her own. but henceforth she takes only half damage on a failed save. Counterattack (Ex): At 11th level. and Wisdom. a monk gains the ability to counter blows when attacked. During her action. a monk’s evasion ability improves. She may make a number of additional attacks of opportunity equal to her Dexterity bonus. choosing the best body parts and lovingly reattaching them to make a monstrosity that would strike the terror into the hearts of the bravest warriors. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of this ability. but can use this ability while flat-footed. They often take professions as surgeons. a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. she designates an opponent and once per round. Anytime an opponent attacks the monk. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. the monk becomes a bastion of the physical and mental virtues monks hold dear. Dexterity. She cannot counterattack the same opponent twice. seeking their arcane secrets. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of this ability.Boost (Ex): At 6th level. Improved Counterattack (Ex): At 19th. tormented spirits of the dead. and she can spread this healing out among several uses. a monk is not limited by her height on her Athletics skill for jumping. plus once per two levels beyond 15th (to a maximum of 3 times a day at 19th level). she can make an attack of opportunity. a monk may use the defensive roll advanced thief talent once per day. She calls upon restless. she can immediately make an attack of opportunity. Diamond Soul (Ex): At 17th level. She receives a +10 competence bonus on Athletics checks for jumping and receives an additional +10 competence bonus every three levels thereafter. Page 108 of 519 . Leap from the Heavens (Ex): At 13th level. where fresh bodies aren't hard to find.

Craft (Int). Table 3-17: The Necromancer Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Bone Commander. Hit Die: d4. which can cause his spells with somatic components to fail. Weapon and Armor Proficiency: Necromancers are proficient with the dagger. taken individually) (Int). Limit Breaks Undead Body (DR 1) Lifetap. and Spellcraft (Int). because it provides her with a bonus to Armor Class. Profession (Wis). Bone Minion (2).Abilities: Charisma determines how powerful a spell a necromancer can cast. Knowledge (all skills. A good Constitution score gives a necromancer extra hit points. One of Us MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169 Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th Class Features All of the following are class features of the necromancer. Skill Points at 1st level: (2 + Int modifier) x 4. power rod. Dark Energy Burst (4/day) Final Guide Bone Minion (4). how hard those spells are to resist. Grave Touch. Spell Proficiency. Heavier armor interferes with a necromancer’s movements. power staff. who typically wears little or no armor. Page 109 of 519 . Clear Mind Destruction Retribution Deathly Abeyance Undead Body (DR 5). and how many additional MP a necromancer receives from a high attribute. a resource that she is otherwise very low on. quarterstaff. and cloth armor but not with any shield. Skill Points at Each Additional Level: 2 + Int modifier. Cheat Death Unlife Healer. Fortification Undead Mastery Master of Undeath Dark Energy Burst (3/day) Undead Body (DR 4) Bone Minion (3). Decipher Script (Int). Class Skills The necromancer’s class skills (and the key ability for each skill) are Concentration (Con). Alignment: Any non-good alignment. Secrets of the Dead Life Sight. sling. Dark Energy Burst (1/day) Unholy Fortitude Bone Minion (1) Undead Body (DR 2). Starting HPs at 1st Level: 10 + Constitution modifier. A high Dexterity score is helpful for a necromancer. Dark Energy Burst (2/day) Miasma Undead Body (DR 3).

Limit Breaks (Su): At 1st level. Wis 10. Table 3-18: Bone Commander Base Statistics Class HD BAB Fort Ref Will Skills Level 1st 2 +1 +0 +0 +3 4 2nd 3 +2 +1 +1 +3 8 3rd 3 +2 +1 +1 +3 12 4th 4 +3 +1 +1 +4 12 5th 5 +3 +1 +1 +4 16 6th 6 +4 +2 +2 +5 20 7th 6 +4 +2 +2 +5 24 8th 7 +5 +2 +2 +5 24 9th 8 +6 +2 +2 +6 28 10th 9 +6 +3 +3 +6 32 Armor Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 Damage Reduction — 1/1/1/1/1/2/2/2/2/Str/Dex Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Feats 1 2 2 2 3 3 3 4 4 5 Special Undead traits. If the bone commander is destroyed. Cha 10. Attack: 2 claws (1d4). and so forth). The Difficulty Class for a saving throw against a necromancer’s spell is 10 + the spell level + the necromancer’s Charisma modifier. Like most mages. a necromancer gains additional MP for having a high attribute (Charisma). Spell Proficiency (Ex): Necromancers are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. DR 5/bludgeoning. In addition. Bone Commander (Su): The necromancer develops a strong connection to the mystic powers of death and learns to walk a path between the living and the dead. Dex 14. The skeletal arms erupt from the ground in a 20-foot-radius burst. the necromancer receives the Limit Breaks (Grasp of the Dead and Incorporeal Form). Likewise. the necromancer gains the incorporeal subtype. he gains one new spell of any spell level or levels that he can cast (based on his new necromancer level). Those who fail the save are unable to move for 1 round. Cha 12 for 2nd-level spells. Spells: A necromancer can cast necromancer spells which are drawn the necromancer spell list. the necromancer must perform a necromantic ritual that requires 8 hours of uninterrupted concentration and costs 100 gil per necromancer level in material components to summon a new bone commander. Special Qualities: darkvision (60’). Those caught in the area receive a Reflex save (DC 10 + half the necromancer’s level + his Charisma modifier) for half damage. the necromancer must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells. The skeletal arms disappear after 1 round. Bone Commander Starting Statistics Size: Medium. At each new necromancer level. Int 10. He only takes half damage from corporeal sources. Incorporeal Form (Su): This limit break allows the necromancer to become incorporeal for 1 round + 1 round per four necromancer levels. Grasp of the Dead (Su): This limit break causes a swarm of skeletal arms to burst from the ground to rip and tear at the necromancer’s foes within 60 feet. link — Evasion Ability score increase — — — Ability score increase — — Page 110 of 519 . While in this form. The arms must burst up from a solid surface. a necromancer can find or purchase scrolls with spells to add to his repertoire. the necromancer’s spells deal only half damage to corporeal creatures. To learn or cast a spell. Ability Scores: Str 15. Speed: 30 ft. A necromancer begins play with 2 1st level necromancer spells of his choice. Enemies within the area of effect take 1d6 points of shadow damage per necromancer level. Spells and other effects that do not deal damage function normally.. Con —. This bone commander is a loyal companion that accompanies the necromancer on his adventures. It takes a full-round action to summon a bone commander. He begins play with a bone commander. AC: +1 natural armor.

Power Attack. Weapon Finesse. Bone commanders can have ranks in any of the following skills: Acrobatics. Athletics. Intimidate. Disguise. Str/Dex Bonus: Add this value to the bone commander’s Strength and Dexterity scores. Spellcraft. and Weapon Focus. Skills: This lists the total skill ranks for the bone commander. Skill Focus. Bone commanders can select other feats. Improved Natural Attack. HD: This is the total number of eight-sided (d8) Hit Dice the bone commander possesses. Endurance. GMs might expand this list to include feats from other sources. Bone commanders should select their feats from those listed below. Great Fortitude. but it possesses no Constitution score. Armor Bonus: The number noted here is an improvement to the bone commander’s existing natural armor bonus. Improved Natural Armor. Bone commanders use their Charisma score in place of their Constitution score. Ability Score Increase (Ex): The bone commander adds +1 to any one of its ability scores. Spring Attack. Combat Reflexes. Bone commanders can select from the following feats: Acrobatic. Lightning Reflexes.11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 9 10 11 12 12 13 14 15 15 16 +6 +7 +8 +9 +9 +9 +10 +11 +11 +12 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +6 +7 +7 +8 +8 +8 +9 +9 +9 +10 36 36 40 44 48 48 52 56 60 60 5 5 6 6 6 7 7 8 8 8 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 2/3/3/3/3/4/4/4/4/5/- +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 — Ability score increase — — Improved Evasion Ability score increase — — — Ability score increase Class Level: The character’s necromancer level. Mobility. Bone commanders do not gain additional attacks using their natural weapons for a high base attack bonus. Iron Will. Diehard. Bone commanders can assign skill ranks to any skill listed below. Perception. Fort/Ref/Will: These are the bone commander's base saving throw bonuses. and Stealth. Note that bone commanders cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice. The necromancer’s class levels stack with levels of any other classes that are entitled to a bone commander for the purpose of determining the bone commander’s statistics. Knowledge (religion). Toughness. A bone commander cannot have more ranks in a skill than it has Hit Dice. Knowledge (arcana). Sense Motive. Feats: This is the total number of feats possessed by a bone commander. Improved Bull Rush. Improved Overrun. Page 111 of 519 . Improved Initiative. Dodge. A bone commander has good Will saves. although they are unable to utilize some feats (such as Martial Weapon Proficiency). Run. Stealthy. Athletic. Blind-Fight. BAB: This is the bone commander's base attack bonus.

The bone commander has the following elemental affinities: Ice (Immune). This burst deals 1d4 points of shadow damage per necromancer level. Dark Energy Burst (Su): Beginning at 3rd level. the necromancer can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to half of his necromancer level (minimum 1). and DR 5/. DR 4/. Unholy Fortitude (Ex): Starting at 4th level. DR 3/. it becomes frightened for 1 round if it has fewer Hit Dice than his necromancer level. If this would put the bone commander above its normal hit point total. This communication is a free action. Not at risk of death from massive damage. he gains health back equal to spell level of the spell + his Charisma modifier. In case of a conflict. disable. 3/day at 13th level.at 18th level. this DR increases in effectiveness. has immunity to poison. harming living creatures within 5 feet of him. A successful Will save (DC 10 + half the necromancer’s level + his Charisma modifier) reduces damage by half. Any excess left over on the bone minions above their normal hit point total dissipates. and is not subject to critical hits or flanking. Undead Body: Starting at 2nd level. As the necromancer increases in level. a necromancer gains the ability to emit a burst of dark energy from his body. if the necromancer is wearing a ring. it takes no damage if it makes a successful saving throw. If he touches a shaken creature with this ability.at 10th level. A necromancer can use this ability once per day at 3rd level. For example. Not affected by Raise spells or abilities. a necromancer begins his journey into undeath. sleep. his bone commander can wear no more than one ring. Lifetap (Su): At 3rd level. immobilize and stunning status effects. a necromancer gains a +2 bonus on saving throws made to resist sleep. the items worn by the necromancer remain active. The first symptom is his body’s increased resilience to physical harm. Grave Touch (Su): Starting at 1st level. Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage. but is immediately destroyed when reduced to 0 hit points. to DR 2/. Evasion (Ex): If a bone commander is subjected to an attack that normally allows a Reflex save for half damage. In addition. As a result. stunning. allowing the necromancer to give orders to his bone commander at any time. or disease. and one additional time per day for every five levels he attains beyond 3rd (2/day at 8th level. and 4/day at 18th level). Holy (Weak).at 14th level. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). a bone commander takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. This bonus increases to +4 at 11th level and then again to +6 at 18th level. Page 112 of 519 . Shadow (Absorb). the necromancer and his bone commander share magic item slots.at 6th level. If this would put him above his normal hit point total. whenever the necromancer casts spells that deals shadow damage to a living creature. Link (Ex): A necromancer and his bone commander share a mental link allows for communication across any distance (as long as they are on the same plane). The bone commander must possess the appropriate appendages to utilize a magic item.Undead Traits (Ex): The bone commander has darkvision out to a range of 60 feet. he can transfer the excess to his bone commander. and those used by the bone commander become dormant. poison. it can transfer the excess to its bone minions. magic items interfere with the necromancer’s connection to his bone commander. He gains DR 1/-. Undead creatures within this burst are healed the same amount of hit points as the damage he deals to living creatures. paralysis.

They begin play with Cure I spell and use the necromancer’s MP pool to cast. They begin play with Dark I spell and use the necromancer’s MP pool to cast. When the necromancer reaches 11th level. the necromancer can create a bone minion under the command of his bone commander. the fear aura’s radius increases to 30 feet.. A creature that successfully saves cannot be affected by that necromancer’s fear aura for 24 hours. It takes a full-round action to summon a bone minion. bone warriors receive the Weapon Specialization feat (weapon chosen from Weapon Focus feat). Starting at 15th level. Cha 10. At 17th level. Table 3-19: Bone Minion Base Statistics Class HD BAB Fort Ref Will Level th 5 2 +1 +0 +0 +3 6th 3 +2 +1 +1 +3 7th 3 +2 +1 +1 +4 8th 4 +3 +1 +1 +4 9th 4 +3 +1 +1 +5 10th 5 +3 +1 +1 +5 11th 5 +3 +1 +1 +5 12th 6 +4 +2 +2 +6 13th 6 +4 +2 +2 +6 14th 7 +5 +2 +2 +6 15th 7 +5 +2 +2 +7 16th 8 +6 +2 +2 +7 17th 8 +6 +2 +2 +8 18th 9 +6 +3 +3 +8 19th 9 +6 +3 +3 +8 20th 10 +7 +3 +3 +9 Special Undead traits. Bone Archers: These bone minions uses bows to fire arrows from ranged. Dex 14. Bone menders use their own level as their spell-casting level. AC: +1 natural armor. bone warriors receive the Manyshot feat. Ability Scores: Str 15. Bone Minion (Su): At 5th level and every five levels thereafter. Attack: 2 claws (1d4). When the necromancer reaches 11th level. Speed: 30 ft. They begin play with Precise Shot feat. Int —. At 17th level. but utilizes the necromancer’s Charisma modifier as their casting attribute. Bone Warriors: These bone minions are front-line melee. At 17th level. Bone Mages: These bone minions cast dark spells. DR 5/bludgeoning. bone warriors receive the Power Attack feat. Special Qualities: darkvision (60’). There are four types of bone minions that the necromancer can create. Wis 10.Fear Aura (Su): Beginning at 5th level. Con —. Enemies in the area must succeed on a Will save (DC 10 + half his necromancer’s level + his Charisma modifier) or become shaken. At 17th level. bone archers receive the Rapid Shot feat. Bone Minion Starting Statistics Size: Medium. They begin play with Weapon Focus (weapon chosen by necromancer) feat. link — — — — — — — — — — — — — — — Page 113 of 519 . Bone Menders: These bone minions cast cure spells. bone menders can cast Cure II spell. Bone mages use their own level as their spell-casting level. bone mages can cast Dark III spell. a necromancer radiates a 10-foot-radius fear aura as a free action. bone menders can cast Cure III spell. bone mages can cast Dark II spell. but utilizes the necromancer’s Charisma modifier as their casting attribute. When the necromancer reaches 11th level. They last until they are destroyed or until the bone commander is destroyed. When the necromancer reaches 11th level.

At 13th level the range increases from 60 feet to 120 feet. HD: This is the total number of eight-sided (d8) Hit Dice the bone minion possesses. spell-like abilities. and the secrets they constantly whisper to him. The necromancer can only distinguish if the target is living or undead. Holy (Weak). and supernatural abilities used to heal undead gain the benefit of the Empower feat. oozes and equipment carried by the targets cannot be seen. Secrets of the Dead (Su): At 6th level. Not at risk of death from massive damage. Life Sight (Ex): At 7th level. or ceremonies regarding the dead. Fort/Ref/Will: These are the bone minion's base saving throw bonuses. Similarly. the necromancer’s mastery over death and dying has progressed to the point where he can deny a foe the ability to send him into death’s embrace in a single. At 16th level. but do block normal vision as usual. Page 114 of 519 . Activating or deactivating this ability is a swift action. Bone minions use their Charisma score in place of their Constitution score. blindfolds and shades have do not block life sight. Unlife Healer (Su): At 8th level. places where people are buried. have immunity to poison. Cheat Death (Ex): At 7th level. Bone minions have good Will saves. disable. the necromancer gains a form of blindsight that can detect living and undead creatures. takes a major upswing. and turns the necromancer's eyes black or dull grey. and are not subject to critical hits or flanking. but it possesses no Constitution score. the necromancer may add his necromancer level to any Knowledge and Gather Information check regarding a dead or undead person or creature. and can be seen up to a range of 60 feet. The necromancer’s class levels stack with levels of any other classes that are entitled to a bone minion for the purpose of determining the bone minion’s statistics. Bone minions have the following elemental affinities: Ice (Immune).Class Level: The character’s necromancer level. but is immediately destroyed when reduced to 0 hit points or when the bone commander is reduced to 0 hit points. As a result. he automatically makes the subsequent Fortitude save. and the necromancer could still die from that damage. although he can be killed by sheer damage dealt. Spells that blind the necromancer have a 50% chance of negating this form of blindsight. the necromancer automatically succeeds on the Fortitude save to survive the associated trauma. Not affected by Raise spells or abilities. constructs. Whenever anyone attempts a coup de grace on the necromancer. Link (Ex): A bone commander and its bone minions share a mental link allows for communication across any distance (as long as they are on the same plane). these effects also gain the benefit of the Maximize Spell feat. sleep. The attacker still deals just as much damage as he normally would. when he takes massive damage (50 or more points of damage from a single attack). Undead Traits (Ex): Bone minions have darkvision out to a range of 60 feet. BAB: This is the bone minion's base attack bonus. the necromancer’s spells. Shadow (Absorb). cowardly blow. necromancy. immobilize and stunning status effects. If the bone commander is destroyed. the number of spirits talking to a necromancer. Bone minions do not gain additional attacks using their natural weapons for a high base attack bonus. the bone minions are destroyed as well. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). The targets appear as semi-colorful silhouettes.

as an immediate reaction. a necromancer can regain his MP quicker. the necromancer gains moderate fortification (50% immunity to critical hits). though it suffers any other consequence of the effect. At 17th level. If the second save fails. upon reaching 12th level. This is only possible if the spirit is nearby. If the die roll of the second saving throw is a 1-10. He may use this ability one time per day per four necromancer levels he possesses. Final Guide (Su): At 19th level. The necromancer gains immunity to nonlethal damage. Mind: The necromancer gains spell resistance equal to 10 + necromancer level. any time the necromancer is forced to make a Will save. If the target would die as a result of a failed saving throw. the necromancer’s form begins to rot (the appearance of this decay is up to him) and undead see him as one of them. the necromancer can take the damage onto himself. the target adds +10 to the die roll (resulting in a die roll that must fall between 11-20). he also becomes more aware of how weak he used to be. Page 115 of 519 . or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. Destruction Retribution (Su): At 16th level. when any undead the necromancer summoned is destroyed. he may roll twice and take the best of both roll. When activating this ability. and sleep. A creature of the animal. Undead Mastery (Su): All undead creatures created by a necromancer who has reached 11th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. a necromancer gains light fortification (25% immunity to critical hits). If the target would die from an attack that deals damage. fey. This functions like the Arise spell except the casting time is 1 full round. and thus this power must be used within 10 minutes since the creature’s death. The necromancer must be relaxed and must be free from overt distractions. Body: The necromancer sheds his life’s shell and temporarily gains the undead subtype. the target does not die. as are creatures immune to disease. if a creature is within the necromancer’s fear aura at the beginning of its turn. One of Us (Ex): At 20th level. a necromancer can actually guide the spirit of a slain creature back to its body once a day.Miasma (Ex): Starting at 9th level. the necromancer grants the target an immediate second saving throw. Once a creature has been restored to life by a necromancer’s final guide ability. it is immune to this effect for 24 hours. If the creature makes its save. The necromancer regains MP equaling his Charisma modifier per hour. that creature cannot benefit from that ability again (from any necromancer) until it gains an additional class level or hit die. If the second save succeeds. Fortification (Ex): Starting at 10th level. Deathly Abeyance (Su): At 17th level. Master of death lasts for a number of rounds equal to the necromancer’s caster level. such as combat raging nearby or other loud noises. the target still dies. Once per day. he can grant a creature within 30 feet that would die a second chance at life. restoring the creature to life. Furthermore. While under this effect the necromancer loses his constitution score and gain the traits of an undead creature. Master of Death (Su): As the necromancer comes closer and closer to his ultimate ascension into undeath. it releases a burst of dark energy upon its destruction. preventing an ally from dying. the necromancer can hold the spirits of death at bay. dealing 1d6 points of shadow damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread. a Reflex save (DC 10 + half the undead’s Hit Dice + necromancer’s Charisma modifier) for half damage. preventing the ally from dying. Clear Mind (Ex): At 15th level. he may choose between body and mind. This effect renders the necromancer medically dead for its duration. paralysis. the creature must succeed at a Fortitude save with a DC 10 + half the necromancer’s level + his Charisma modifier or become sickened for 1 round.

Table 3-22: The Red Mage Base Fort Level Attack Save Bonus 1st +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th Reflex Save +0 Will Save +2 Special Red Magery. Others wish to become more skillful. a resource that he is otherwise very low on. learning new skills and becoming better at the skills they already have. Concentration (Con). Starting HPs at 1st Level: 20 + Constitution modifier. but masters of none. A good Constitution score gives a red mage extra hit points. Decipher Script (Int). whether by magical or nonmagical means. Perception (Wis). But there are a rare few who wish to do everything at once. Red Mage Everyone wants to do something. Armored Mage (Shield) Jack-of-All-Trades. Knowledge (all skills. These skilled individuals are known as Red Mages. because it provides him with a bonus to Armor Class. how hard those spells are to resist. Heal (Wis). Some wish to become great warriors. Abilities: Charisma determines how powerful a spell a red mage can cast. He receives a +4 bonus on saving throws made against spells and spell-like abilities cast by undead. Quick Learner (Minor) Armored Mage (Leather) Quick Cast (1/day) Red Magery. Profession (Wis). Craft (Int). Diplomacy (Cha). taken individually) (Int). Intelligence increases the damage of his elemental spells and Wisdom increases the healing of his healing spells. Shadow (Absorb). learning new spells or having better control over powers they already have. Hit Die: d8. who typically wears cloth. Holy (Weak). Fighter MP Spell Level 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 2 3 4 9 12 14 22 27 30 41 48 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 Page 116 of 519 . Ruby Knowledge.He also gains DR 5/— that stacks with his Undead Body ability and the following elemental affinities: Ice (Immune). Limit Breaks Spellstrike. GAME RULE INFORMATION Red Mages have the following game statistics. Spell Proficiency. Bluff (Cha). and Spellcraft (Int). and how many additional MP a red mage receives from high attributes. Athletics (Str). Some wish to become better magicians. They are Jacks of all trades. A high Dexterity score is helpful for a red mage. Skill Points at Each Additional Level: 6 + Int modifier. Skill Points at 1st level: (6 + Int modifier) x 4. Alignment: Any. Some people want to heal and help others. Spell Combat. Convert Quick Learner (Minor) Armored Mage (Chain) Improved Spell Combat. leather or chain armor. Quick Cast (2/day) Red Magery Quick Learner (Moderate). forging their names in battle and increasing their martial prowess. Class Skills The red mage’s class skills (and the key ability for each skill) are Acrobatics (Dex). Unintelligent undead do not notice the necromancer unless he attacks them.

At each new red mage level. and so forth). Spells: A red mage casts red magic spells which are drawn from the red mage spell list. Like most mages. the red mage receives the Limit Breaks (Dual Spells and Flexibility). The Difficulty Class for a saving throw against a red mage’s spell is 10 + the spell level + the red mage’s Charisma modifier. Limit Breaks (Su): At 1st level. Quick Learner (Moderate) Clear Mind. In addition. chain armor and shields (except tower shields). a red mage gains additional MP for having a high attribute (Charisma). 5th. Spell Combat Expertise: This lowers the attack penalty by 2. and 17th level. Flexibility (Su): This Limit Break allows the red mage to change his current HP total and current MP total on the fly. As an immediate action for a duration of 1 round + 1 round per four red mage class levels. A red mage begins play with 2 1st level red mage spells of his choice. The red mage cannot swap below 1 hit point. he can choose from the list of the following (with a limit of 2 per): Ruby Knowledge Mastery: This increases the stat bonus to spells as if your casting attribute were four points higher. Dual Spellcasting (Su): This Limit Break allows the red mage to cast two spells in the same round as a full-round action at no MP cost. 13th. Doublecast (1/day) Counterstrike. a red mage can find or purchase scrolls with spells to add to his repertoire. 9th. They are also proficient with cloth. Page 117 of 519 . he gains one new spell of any spell level or levels that he can cast (based on his new red mage level). Quick Mind: This grants the red mage an additional swift or immediate action per round. the red mage must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells.12 13th 14th 15th 16th 17th 18th 19th 20th th +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +8 +8 +9 +9 +10 +10 +11 +11 +12 +4 +4 +4 +5 +5 +5 +6 +6 +6 +8 +8 +9 +9 +10 +10 +11 +11 +12 Training Quick Cast (3/day) Red Magery Greater Spell Combat. leather. a red mage increases his power with his spells. Cha 12 for 2nd-level spells. To learn or cast a red mage spell. Red Magery: At 1st. At each such opportunity. Weapon and Armor Proficiency: Red Mages are proficient with all simple and martial weapons including power rods and power staves. the red mage can swap any number of points from HP to MP or from MP to HP on a 1 for 1 basis. Quick Cast (4/day) Red Magery 1 MP Spell (3/day) Quick Learner (Major) Red Wizard 52 66 75 80 97 108 114 120 126 4th 5th 5th 5th 6th 6th 6th 6th 6th Class Features All of the following are class features of the red mage. Extra Quick Casts: This grants the red mage an additional use of Quick Cast per day.

the red mage must have one hand free. To use this ability. he adds his Wisdom bonus (if any) to the damage healed. The bonus from the this ability applies only to spells that he casts as a red mage. Whenever a red mage casts a spell that deals hit point dice damage. he can make all of his attacks with his melee weapon at a –4 penalty and can also cast any spell from his red mage spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). not to those he might have by virtue of levels in another class. At 10th level. each time he adds a different spell to his spells known. he can decide to take an additional penalty on his attack rolls. a red mage learns to use heavy shields with no chance of spell failure. even if he does not meet the prerequisites for it. but the attacks still take the penalty. but if he has more than one attack. this melee attack takes all the penalties accrued by spell combat melee attacks. Whenever a red mage casts a spell that heals hit point dice damage. normally. he cannot cast the spell between weapon attacks. whenever a red mage casts a ranged touch spell. This training does not extend to chain armor or to heavy shields. He may select this special ability multiple times. and add the same amount as a circumstance bonus on his concentration check. however. He can use this ability twice per day at 8th level. Quick Cast (Ex): Beginning at 4th level. he can deliver the spell through any weapon he is wielding as part of a melee attack. three times per day at 12th level. this melee attack deals its normal damage as well as the effects of the spell. a red mage can cast one spell each day as a swift action. This functions much like two-weapon fighting. but the off-hand weapon is a spell that is being cast. a red mage learns to cast spells and wield his weapons at the same time. Quick Learner (Minor): At 2nd and 6th level. Ruby Knowledge (Ex): A red mage is specialized in dealing and healing damage with his spells. At 7th level. so long as the casting time of the spell is 1 standard action or less. The red mage can only take this ability once. Weapon Bond (Ex): The red mage selects one weapon he is proficient with. A single spell can never gain this extra damage or healing more than once per casting. Bonus Metamagic Feat: The red mage gains a bonus metamagic feat he meets the prerequisites for. Spellstrike (Su): At 2nd level. the spell is wasted. a red mage chooses one of the following abilities to add to his list of class features: Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. As a full-round action. If he casts this spell defensively. If the red mage makes this attack in concert with spell combat. Spell Combat (Ex): At 1st level. Page 118 of 519 . If a spell deals or heals damage for more than 1 round. it does not gain the benefit of the ruby knowledge ability. once per round. which can cause spells to fail if those spells have a somatic component. He gains Weapon Focus with this weapon. allows him to avoid spell failure so long as he sticks to cloth or leather armor and light shields. and four times per day at 16th level. armor heavier than cloth armor interferes with a spell-caster's gestures.Spell Proficiency (Ex): Red mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. up to his Charisma bonus. A red mage can choose to cast the spell first or make the weapon attacks first. while wielding a light or one-handed melee weapon in the other hand. he adds his Intelligence bonus (if any) to the amount of damage dealt. If successful. If the check fails. A red mage's limited focus and specialized training. Armored Mage (Ex): At 3rd level. a red mage learns to use chain armor with no chance of spell failure. This ability does not apply to spells gained from a different spell-casting class.

these levels stack. in addition to any bonus granted by taking an additional penalty on the attack roll. Quick Learner (Moderate): At 10th and 14th level. a red mage can take a full-round action to cast two spells. 1 MP Spell (Su): At 18th level. whenever an enemy within reach of the red mage successfully casts a spell defensively. Counterstrike (Ex): At 16th level. If he has levels in fighter. the red mage may add one of the following abilities to his list of class features. even if it is not normally allowed. Greater Spell Combat (Ex): At 14th level. each time he adds a different spell to his spells known. such as combat raging nearby or other loud noises. the red mage gains the ability to seamlessly cast spells and make melee attacks. that enemy provokes an attack of opportunity from the red mage after the spell is complete. even if the skill normally requires him to be trained. He must also indicate the targets before spells are resolved. the red mage receives a +2 circumstance bonus on concentration checks.Convert (Ex): Beginning of 5th level. the red mage can use any skill. The red mage must be relaxed and must be free from overt distractions. Improved Spell Combat (Ex): At 8th level. Whenever he uses the spell combat ability. He is treated as having the Weapon Specialization feat for that weapon. any spells the red mage casts only cost 1 MP. When using the spell combat ability. At 19th level. The red mage can only take this ability once. At 15th level. Improved Weapon Bond (Ex): The red mage selects a weapon for which he has the Weapon Bond ability. the red mage may add one of the following abilities to his list of class features: Page 119 of 519 . Bonus Metamagic Feat: The red mage gains a bonus metamagic feat he meets the prerequisites for. He may select this special ability multiple times. This attack of opportunity cannot disrupt the spell. he must check for both spells. Jack-of-All-Trades (Ex): Also at 11th level. his concentration check bonus equals double the amount of the attack penalty taken. a red mage can convert hit points into MP as a free action. the red mage can take 10 on any skill check. Doublecast (Su): Also at 15th level. For every 5 hit points converted. a red mage counts 1/2 his total red mage level as his fighter level for the purpose of qualifying for feats. three times per day. Once activated. the red mage receives 1 MP. the red mage’s ability to cast spells and make melee attacks improves. Clear Mind (Ex): At 15th level. even if he does not meet the prerequisites. a red mage can regain his MP quicker. The red mage cannot convert below 1 hit point. The red mage can use this ability a number of times per day equal to 3 + his Charisma modifier. once per day. The red mage regains MP equaling to his Charisma modifier per hour. Fighter Training (Ex): Starting at 11th level. as a move action. Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. the red mage considers all skills to be class skills. This ability ends at the end of the round. a red mage can reduce the cost of spells to 1 MP. The red mage pays MP for both spells as normal and if a Concentration check is needed. Quick Learner (Major): At 19th level.

Skill Points at Each Additional Level: 2 + Int modifier. Greater Summon MP 2 3 4 9 Spell Level 1st 1st 1st 2nd Page 120 of 519 . But this power comes with a price: the summoner’s spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his avatar. Whenever he uses his spell combat ability. and Spellcraft (Int). Innate Spell (Su): A red mage with this ability selects one 1st level red mage spell that he knows. He is treated as having the Greater Weapon Focus feat for that weapon. This practitioner of the magic arts forms a close bond with one particular elemental. Profession (Wis). Red Wizard (Su): At 20th level. grant himself a +2 circumstance bonus on any checks made to overcome spell resistance. how hard those spells are to resist. who typically wears cloth or leather armor. Spell Proficiency. each time he adds a different spell to his spells known. Shield Ally Elemental Ray. Table 3-23: The Summoner Base Fort Level Attack Save Bonus st 1 +0 +0 2nd 3rd 4th +1 +1 +2 +0 +1 +1 Reflex Save +0 +0 +1 +1 Will Save +2 +3 +3 +4 Special Elemental Pact. Avatar. none are more skilled at it than the summoner. he does not need to make a concentration check to cast the spell defensively. GAME RULE INFORMATION Summoners have the following game statistics. because it provides him with a bonus to Armor Class. taken individually) (Int).Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. Diplomacy (Cha). who gains power as the summoner becomes more proficient at his summoning. Abilities: Charisma determines how powerful a spell a summoner can cast. he can choose to either increase the DC to resist the spell by +2. Summoner While many who dabble in magic become adept at beckoning monsters from the farthest reaches of the planes. Whenever the red mage uses spell combat and his spell targets the same creature as his melee attacks. Hit Die: d4. He may now cast that spell as a spell-like ability at will. the red mage becomes a master of spells and combat. Greater Weapon Bond (Ex): The red mage selects a weapon for which he has the Improved Weapon Bond ability. Limit Breaks Life Link Bond Senses. Alignment: Any. A good Constitution score gives a summoner extra hit points. A high Dexterity score is helpful for a summoner. Skill Points at 1st level: (2 + Int modifier) x 4. Craft (Int). or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn. and how many additional MP a summoner receives from high attributes. Class Skills The summoner’s class skills (and the key ability for each skill) are Bluff (Cha). Concentration (Con). He may select this special ability multiple times. Starting HPs at 1st Level: 10 + Constitution modifier. known as an avatar. a resource that he is otherwise very low on. even if he does not meet the prerequisites. Knowledge (all skills.

They are also proficient with cloth armor. 2d4 medium elementals at level 5. Lesser Summon Life Bond Greater Summon Lesser Summon Mutate Avatar Elemental Body Twin Avatar. ice. Lesser Summon. Limit Breaks (Su): At 1st level. the summoner can cast spells from the black mage or white mage spell list Page 121 of 519 . Once an elemental type is chosen. Cha 12 for 2nd-level spells. This determines what spells a summoner can cast and what avatar he can summon.5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Lesser Summon Maker's Call Transposition Lesser Summon. Spell Proficiency (Ex): Summoners are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. lightning. however. A summoner's limited focus and specialized training. at which point they are dismissed. a summoner does not have a set spell list nor does a summoner need to scribe spells. earth. The spell list of a summoner is determined by what elemental pact the summoner has (see below). Weapon and Armor Proficiency: Summoners are proficient with all simple weapons including power rods and power staves. the summoner receives the Limit Breaks (Avatar Mastery and Elemental Summoning). a summoner picks an elemental type (dark. In addition. and 1 elder elemental at level 20. and so forth). 1d4 large elementals at level 10. Superior Summon 12 14 22 27 30 41 48 52 66 75 80 97 108 114 120 126 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 5th 5th 5th 6th 6th 6th 6th 6th Class Features All of the following are class features of the summoner. Spells: Unlike other casters. Greater Summon Elemental Resistance Evolve Base Form Lesser Summon Greater Summon Greater Shield Ally Elemental Blast. Avatar Mastery (Su): This Limit Break allows the summoner to summon an avatar as a swift action or heal his avatar to full health. allows him to avoid spell failure so long as he sticks to cloth armor. To learn or cast a summoner spell. the summoner must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells. 1d3 huge elementals at level 15. fire. water. The creatures appear instantly and remaining for up to 1 round + 1 round per four summoner levels. Elemental Pact (Ex): Starting at 1st level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier. Elemental Summoning (Su): This Limit Break allows the summoner to summon 3d4 small elementals of the same elemental type as his avatar with maximum hit points to aid him in battle. or wind). a summoner gains additional MP for having a high attribute (Charisma). light.

whenever a summoner is within his avatar’s reach. From the elemental pact chosen. An avatar has the same alignment as the summoner that calls it and can speak all of his languages. Bond Senses (Su): Starting at 3rd level. Whenever the summoner gains a level. based on the summoner’s level. Changing elemental pacts causes the current summoned avatar to be dismissed. While this rune can be hidden through mundane means. asleep. targeting any foe within 30 feet as a ranged touch attack. A summoner can summon his avatar in a ritual that takes 1 minute to perform. the avatar hit points are unchanged from the last time it was summoned.000 feet. In addition.000 feet away. If the summoner is unconscious. its current and maximum hit point totals are reduced by 75%. This can prevent the avatar from being sent back to its home plane. and they are set until he gains another level of summoner. Avatars are treated as summoned creatures. For example. A summoner can change the elemental pact to a different elemental type as a standard action. Whenever the avatar takes enough damage to send it back to its home plane. This control is not fine enough to make the avatar appear like a specific creature. or killed. If the avatar is beyond 100 feet but closer than 1. the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. he must decide how these points are spent. paralyzed. his avatar is immediately banished. Each hit point sacrificed in this way prevents 1 point of damage done to the avatar. a summoner forms a close bond with his avatar. smelling. The avatar’s Hit Dice. the summoner can unleash an elemental ray as a standard action. Elemental Ray (Su): Starting at 4th level. and abilities are tied to the summoner’s class level and increase as the summoner gains levels. share the senses of his avatar. Current hit points lost in this way are not restored when the avatar gets closer to its summoner. each avatar receives a pool of evolution points. helpless. the summoner can. stunned. seeing. This ray deals 1d6 points of damage of his current elemental pact damage type + 1 for every two summoner levels he possesses. and touching everything the avatar does. The avatar’s physical appearance is up to the summoner. its current and maximum hit point totals are reduced by 50%. as a free action. a summoner can. sacrifice any number of hit points. Shield Ally (Ex): At 3rd level. He can use this ability a number of times per day equal to 3 + the summoner's Charisma modifier. a summoner has the ability to summon to his side a powerful elemental called an avatar. but the avatar and the summoner must be on the same plane. but its maximum hit point total does return to normal.with that elemental descriptor of the appropriate level. tasting. He can use this ability a number of rounds per day equal to his summoner level. but it always appears as some sort of fantastical creature. The summoner can end this effect as a free action. In addition. hearing. it is immediately returned to its home plane. a 4th level summoner with a Fire Elemental Pact can cast Fire or Fire II. The avatar remains until dismissed by the summoner (a standard action). Page 122 of 519 . it cannot be concealed through magic that changes appearance. This bonus does not apply if the avatar is grappled.000 feet. If the avatar is more than 1. or unconscious. as a standard action. If the avatar is more than 10. skills. which can be used to give the avatar different abilities and powers. except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. feats. When summoned in this way. the avatar and the summoner must remain within 100 feet of one another for the avatar to remain at full strength.000 feet away but closer than 10. There is no range to this effect. The avatar also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the avatar is summoned. the avatar forms a link with the summoner. saving throws. The avatar takes a form shaped by the summoner’s desires. Life Link (Su): At 2nd level. Avatar (Su): At 1st level.

While fused. Free evolutions: claws. Ixion: Quadruped Lightning Elemental. When these hit points reach 0. Shiva: Biped Ice Elemental. Free evolutions: bite. Once chosen. While fused with his Aeon. the summoner can apply evolution points to his Aeon avatar. slam. limbs (legs) (2). the summoner can apply evolution points to his Aeon avatar. immunity (earth). Valefor: Biped Wind Elemental. The summoner and Aeon cannot take separate actions. flight (5). as they are fused into one creature. wing buffet.         Carbuncle: Quadruped Light Elemental. the summoner can use all of his own abilities and gear. The Aeon must be at least the same size as the summoner. claw. climb.Greater Summon (Su): A summoner summons the essence of a powerful Aeon to meld with his own being. the summoner loses the benefits of his armor. and the summoner perceives through the Aeon’s senses and speaks through its voice. Once chosen. Once chosen. limbs (arms). Free evolutions: bite. flight (6). The summoner is still limited to the Aeon’s maximum number of natural attacks. immunity (fire). limbs (arms). and Constitution).   Bahamut: Quadruped Elemental (All). immunity (lightning). claws. Free evolutions: limbs (legs). improved damage (claws). Summoning an Aeon requires a full-round action that replaces your avatar which does not provoke attacks of opportunity. The summoner also gains access to the Aeon’s special abilities and the Aeon’s evolutions. after which. resistance 15 (all). slam. Wisdom. it is permanent and cannot choose a different Superior Aeon. Free evolutions: limbs (legs)(2). bite. limbs (arms). Dexterity. Titan: Biped Earth Elemental. they are dismissed. immunity (light). a summoner can choose one of the Aeons (see below) as part of her repertoire. limbs (legs) (2). wing buffet. and gains the Aeon’s armor and natural armor bonuses and modifiers to ability scores. immunity (dark). Neither the summoner nor his Aeon can be targeted separately. living armor. The Aeon must have limbs for the summoner to cast spells with somatic components. Free evolutions: limbs (legs). gore. tail slap. swim (3). The summoner wears the Aeon like translucent. While fused with his Aeon. Leviathan: Serpentine Water Elemental. immunity (wind). Free evolutions: limbs (legs)(2). the summoner uses the Aeon’s physical ability scores (Strength. the Aeon is killed and sent back to its home plane. immunity (lightning). flight (3). except for his armor. reach (bite). improved damage (bite). it is permanent and cannot choose a different Aeon. Free evolutions: limbs (legs). In addition. a summoner can choose one of the Lesser Summons (see below) as part of her repertoire. ability increase (strength). slam. The Aeon mimics all of the summoner’s movements. Free evolutions: limbs (legs). as the two are now one creature. He counts as both his original type and as an outsider for any effect related to type. In addition. but retains his own mental ability scores (Intelligence. whichever is worse for the summoner. slam. elemental attacks. tail. immunity (ice). Free evolutions: limbs (legs). Starting at 4th level and every four summoner levels thereafter except 20th. it is permanent and cannot choose a Page 123 of 519 . The summoner gains the Aeon’s hit points as temporary hit points. and Charisma). Lesser Summon (Su): Starting at 5th level and every three levels thereafter. immunity (fire and light). a summoner can choose one of the Superior Aeons (see below) as part of her repertoire. trample. slam. improved damage (claws). Diablo: Biped Dark Elemental. Summoning an Aeon requires a full-round action that replaces your avatar which does not provoke attacks of opportunity. limbs (arms). The summoner uses the Aeon’s base attack bonus. Ifrit: Biped Fire Elemental. limbs (arms). Aeons last for a number of rounds equal to the summoner's level. trample. Phoenix: Biped Fire and Light Elemental. At 20th level.

Judgment Bolt (Ramuh) (Su): The summoner summons Ramuh who uses Judgment Bolt on the summoner's enemies in a 30-ft. and Confuse status. the target suffers 5d6 points of shadow elemental damage. All lesser summons can be used a number of times per day equal to the summoner's Charisma modifier. Runaway Train (Doomtrain) (Su): The summoner summons Doomtrain who uses Runaway Train to run over the summoner's enemies in a 60-ft. Blind.different lesser summon. With this summon. Reflex save (DC 10 + 1/2 summoner level + Charisma modifier) for half damage. Some lesser summons have level requirements before they can be chosen. Poison. If the save is successful. Creatures within the area of effect take 1d6 points of lightning damage per two levels of the summoner. and Slow status for 1 round per two summoner levels. Creatures within the area of effect take 1d4 points of non-elemental damage per level of the summoner. Page 124 of 519 . It uses the Summoner's base attack bonus plus Charisma modifier. Reflex save (DC 10 + 1/2 summoner level + Charisma modifier) for half damage. Thousand Needles (Cactuar) (Su): The summoner summons a Cactuar who uses Thousand Needles to spray the summoner's enemies with sharp needles in a 30-ft.   The first knight attacks with a knight sword (1d10/19-20). Fortitude save (DC 10 + 1/2 summoner level + Charisma modifier) for each status effect to negate. Slow. Blind. Ultimate End (Knights of the Round) (Su): The summoner summons the Knights of the Round that attack the summoner's enemies with Ultimate End. Poison.-cone.-radius within 60 ft. The second knight attacks with a lance (1d8/18-20). Confuse.-radius within 60 ft. Creatures within the area of effect are inflicted with Zombie. Lesser Summons differ from Greater/Superior Summons.-line. Silence. Bad Breath (Malboro) (Su): The summoner summons a Marlboro who uses Bad Breath on the summoner's enemies to inflict various of status effects in a 30-ft. Divine Judgment (Alexander) (Su): The summoner summons Alexander who uses Divine Judgment to blast the summoner's enemies with holy power in a 30-ft.-radius within 60 ft. Fortitude save (DC 10 + 1/2 summoner level + Charisma modifier) for each status effect to negate. Silence. The summoner must be at least 17th level to choose this lesser summon. Allies within the area of effect receive Stoneskin and Protect III for 1 round per two levels of the summoner. Berserk. Reflex save (DC 10 + 1/2 summoner level + Charisma modifier) for half damage. Those who fail the Reflex save must make a Fortitude save (DC 10 + 1/2 summoner level + Charisma modifier) or be inflicted with Slow status for 1 round per two summoner levels. Creatures within the area of effect are inflicted with Berserk. The summoner must be at least 8th level to choose this lesser summon. Each knight has a separate attack that deals damage and ignores damage reduction and elemental resistance (see below). they are similar to spell-like abilities. Those who fail the Reflex save must make a Fortitude save (DC 10 + 1/2 summoner level + Charisma modifier) or be inflicted with Blind status for 1 round per two summoner levels. thirteen knights appear before the summoner that will attack a single target within 60 ft. The target must make a Fortitude save (DC 10 + 1/2 summoner level + Charisma modifier) or dies. Summoning a Lesser Summon requires a standard action that provokes attacks of opportunity.-radius. The summoner must be at least 14th level to choose this lesser summon. The summoner must be at least 20th level to choose this lesser summon. Creatures within the area of effect take 1d6 points of holy damage per two levels of the summoner. Instant Death (Odin) (Su): The summoner summons Odin who uses Instant Death on a single target within 30 ft. The summoner must be at least 8th level to choose this lesser summon. Earthen Wall (Golem) (Su): The summoner summons Golem who uses Earthen Wall on the summoner's allies within a 30-ft.

the ability is wasted. Creatures within the area of effect take 1d6 points of fire damage per two levels of the summoner. Those Page 125 of 519 . Elemental Resistance (Ex): At 9th level. The sixth knight attacks with a warhammer (1d8/18-20. Maker's Call (Su): At 6th level. Wyrmfire (Salamander) (Su): The summoner summons Salamander who uses Wyrmfire on the summoner's enemies in a 30-ft. If it is larger than him. he can change his avatar’s base form to a new base form. The avatar must be within 120 feet. a summoner can change his avatar’s evolutions as if he had gained a level. Evolve Base Form (Su): Starting at 10th level.-radius within 60 ft. Those who fail the Reflex save must make a Fortitude save (DC 10 + 1/2 summoner level + Charisma modifier) or be inflicted with Sap status for 1 round per two summoner levels. Mutate Avatar (Su): At 8th level. The avatar must occupy the square that was occupied by the summoner if able. At 15th level. Once chosen. Reflex save (DC 10 + 1/2 summoner level + Charisma modifier) for half damage. or as close as possible if it is not able. the summoner must perform an arcane ritual that requires 8 hours of uninterrupted concentration and costs 200 gil per summoner level in material components.-radius within 60 ft. a summoner can use his maker’s call ability to swap locations with his avatar. The seventh knight wields an ice rod and casts Blizzard (1d6+5 ice damage) on the target. Transposition (Su): At 7th level. If the avatar is out of range. the elemental resistance increases to 20. whenever the summoner gains a level. whenever an ally is within an avatar’s reach. The fourth knight attacks with a heavy mace (1d8/20). The twelfth knight attacks with a shortsword (1d6/19-20). the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. Whispering Wind (Sylph) (Su): The summoner summons Sylph who uses Whispering Wind on the summoner's enemies in a 30-ft. a summoner can call his avatar to his side. The tenth knight attacks with a halberd (1d10/18-20). he can appear in any square occupied by the avatar. the avatar appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). the summoner can unleash a blast of elemental power. The ninth knight wields an earth staff and casts Stone (1d6+5 earth damage) on the target. This 20-foot-radius burst does 1d6 points of damage of his current elemental pact damage type per two summoner levels. the summoner gains elemental resistance 10 against his current elemental pact damage type. Reflex save (DC 10 + 1/2 summoner level + Charisma modifier) for half damage. Creatures within the area of effect take 1d6 points of wind damage per two levels of the summoner to a maximum of 10d6 and heals allies within a 30-ft. The summoner can use this ability a number of times per day equal to 3 + the summoner's Charisma modifier. When used. The eleventh knight attacks with a battleaxe (1d8/18-20). this base form is set until the summoner gains another summoner level. paralyzed. as a standard action. The fifth knight attacks with a longsword (1d8/19-20). The thirteenth knight attacks with a greatsword (2d6/19-20). or unconscious.-radius for the same amount. Elemental Blast (Su): At 14th level. Greater Shield Ally (Su): At 13th level.           The third knight wields a fire rod and casts Fire (1d6+5 fire damage) on the target. stunned. If this ally is the summoner. helpless. these bonuses increase to +4. The summoner must be at least 11th level to choose this lesser summon. To mutate his avatar. This bonus does not apply if the avatar is grappled. The eighth knight attacks with a trident (1d8/20/10 ft reach).

The summoner loses his natural attacks and all racial traits (except bonus feats. He can end this effect at any time as a full-round action. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the avatar. copying all of its evolutions. This power has a range of 60 feet. As a standard action. and abilities. The summoner can use this ability for a number of rounds per day equal to his summoner level. a summoner and his avatar share a true connection. Items with continuous effects continue to function while absorbed in this way. the summoner and his fused Aeon can split into two creatures: the summoner and the Aeon. all excess damage remains with the summoner. Avatars An avatar’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. As long as the avatar has 1 or more hit points. The DC of this save is equal to 10 + 1/2 the summoner's level + his Charisma modifier. Table 3-24: Avatar Base Statistics determines many of the base statistics of the avatar. The summoner retains all of his class features. His Strength. Elemental Body (Su): At 19th level. meaning that as soon as the avatar is reduced to a number of negative hit points equal to its Constitution score. the summoner can assume the shape of his avatar. the Aeon functions as a normal avatar of the summoner’s level. as a swift action. Each avatar possesses a base form that modifies these base statistics. and Constitution scores change to match the base scores of his avatar. Death or other spells that do not cause actual damage. All effects and spells currently targeting the fused summoner-Aeon affect both the summoner and the Aeon. critical hits. Doom. The summoner can keep this form for a number of minutes per day equal to his summoner level. Dexterity. He can use this ability a number of times per day equal to 3 + the summoner's Charisma modifier. the summoner is protected from harm. elemental power surges through the summoner's body. form. He can choose to have any gear that he carries become absorbed by his new form. skills. Creatures that fail their saves gain vulnerability to the current elemental pact damage type until the end of his next turn. Effects that cause death but not damage are unaffected by this ability. This damage is transferred 1 point at a time. link Evasion — — — Devotion Page 126 of 519 . Life Bond (Su): At 15th level. The summoner can end this effect as a free action. but it must be spent in 1-minute increments. This ability does not affect spells like Statue. This duration does not need to be consecutive. and languages) in favor of the abilities granted by his avatar’s evolutions. He gains immunity to sneak attacks.caught in the area of effect receive a Reflex save for half damage. Table 3-24: Avatar Base Statistics Class Good Bad HD BAB Level Saves Saves 1st 2nd 3rd 4th 5th 6th 2 3 3 4 5 6 +1 +2 +2 +3 +3 +4 +3 +3 +3 +4 +4 +5 +0 +1 +1 +1 +1 +2 Armor Bonus +0 +1 +1 +1 +2 +2 Damage Reduction — 1/1/1/1/1/Str/Dex Bonus +0 +1 +1 +1 +2 +2 Evolution Pool 3 4 5 7 8 9 Max Attacks 3 3 3 4 4 4 Skills 4 8 12 12 16 20 Feats 1 1 2 2 2 3 Special Elemental traits. For the duration of this effect. Split Forms (Su): At 16th level. The summoner emerges in a square adjacent to the Aeon if possible. Both have the same evolutions. Twin Avatar (Su): At 20th level. Avatars are outsiders for the purpose of determining which spells affect them. a summoner’s life becomes linked to his avatar’s. and damage from his current elemental pact damage type.

but they must possess the appropriate appendages to use some feats. even if the creature changes when the summoner gains a new level. as determined by its base form. Avatar feats are set once chosen. This number is modified by the avatar’s base form and some options available through its evolution pool. Armor Bonus: The number noted here is the avatar’s base total armor bonus. Avatars with Intelligence scores above the base value modify these totals as normal (an avatar receives a number of skill ranks equal to 2 + its Intelligence modifier per HD). Avatars do not gain additional attacks using their natural weapons for a high base attack bonus.7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 6 7 8 9 9 10 11 12 12 13 14 15 15 16 +4 +5 +6 +6 +6 +7 +8 +9 +9 +9 +10 +11 +11 +12 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +9 +10 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 24 24 28 32 36 36 40 44 48 48 52 56 60 60 3 3 4 4 5 5 5 6 6 6 7 7 8 8 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 2/2/2/2/2/3/3/3/3/4/4/4/4/5/- +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 10 11 13 14 15 16 17 19 20 21 22 23 25 26 4 4 5 5 5 5 5 6 6 6 6 6 7 7 — — Multiattack — — — — Improved evasion — — — — — — Class Level: This is the character’s summoner level. An avatar possesses two good saving throws and one bad saving throw. The summoner can change them whenever he gains a level. as the armor interferes with the summoner’s connection to the avatar. An avatar can assign skill ranks to any skill. An avatar cannot wear armor of any kind. Good/Bad Saves: These are the avatar’s base saving throw bonuses. Page 127 of 519 . An avatar’s base attack bonus is equal to 3/4th its Hit Dice. If. the number in this pool increases and the summoner can spend these points to change the abilities of the avatar. Avatars can select any feat that they qualify for. attacks. Some options available through the avatar’s evolution pool might modify these scores. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities. even if the creature changes when the summoner gains a new level. as normal. Damage Reduction: This value reduces physical damage dealt to the avatar which stacks with other damage reduction. due to changes. These choices are not set. HD: This is the total number of 8-sided (d8) Hit Dice the avatar possesses. Avatar skill ranks are set once chosen. BAB: This is the avatar’s base attack bonus. the feat has no effect until the avatar once again qualifies for the feat. Evolution Pool: The value given in this column is the total number of points in the avatar’s evolution pool. each of which gains a Constitution modifier. Whenever the summoner gains a level. determined by the creature’s base form. Feats: This is the total number of feats possessed by an avatar. but it must possess the appropriate appendages to use some skills. Str/Dex Bonus: Add this modifier to the avatar’s Strength and Dexterity scores. the avatar no longer qualifies for a feat. and powers to the avatar. An avatar cannot have more ranks in a skill than it has Hit Dice. Skills: This lists the avatar’s total skill ranks.

magic items interfere with the summoner’s connection to his avatar. it gains a +2 bonus to its Dexterity score. has immunity to poison.Max Attacks: This indicates the maximum number of natural attacks that the avatar is allowed to possess at the given level. albeit at a –5 penalty. As a result. Alternatively. In addition. and those used by the avatar become dormant. The bonuses from these free evolutions are already factored into the starting statistics. Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage. If the avatar is Small. the avatar Page 128 of 519 . immobilize and stunning status effects. Elemental Traits (Ex): The avatar has darkvision out to a range of 60 feet. it cannot take evolutions that grant additional natural attacks. Avatar attacks add the avatar’s Strength modifier to the damage roll. unless it is its only attack. any one of these base forms can be used to make a Small avatar. the avatar instead gains a second attack with one of its natural weapons. If the avatar later gains 3 or more natural attacks. In case of a conflict. Each of these bonuses is described below. These base forms also note any free evolutions that base form possesses. Base Forms Each avatar has one of three base forms that determines its starting size. and a +4 bonus on its Stealth skill checks. his avatar can wear no more than one ring. an avatar takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. allowing the summoner to give orders to his avatar at any time. the items worn by the summoner remain active. If this choice is made. sleep. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. Sense Motive (Wis). Athletics (Str). Knowledge (planes) (Int). Reduce the damage of all of its attacks by one step (1d6 becomes 1d4. Special: This includes a number of abilities gained by all avatars as they increase in power. Avatar Skills The following skills are class skills for avatars: Acrobatics (Dex). This does not include attacks made with weapons. if the summoner is wearing a ring. Evasion (Ex): If an avatar is subjected to an attack that normally allows a Reflex save for half damage. speed. Multiattack: An avatar gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. Devotion (Ex): An avatar gains a +4 morale bonus on Will saves against enchantment spells and effects. For example. The avatar must possess the appropriate appendages to utilize a magic item. This communication is a free action. it takes no damage if it makes a successful saving throw. All natural attacks are made using the avatar’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). The avatar also gains elemental affinities depending on the elemental type. the summoner and his avatar share magic item slots. and is not subject to critical hits or flanking. and ability scores. attacks. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks). and Stealth (Dex). Link (Ex): A summoner and his avatar share a mental link allows for communication across any distance (as long as they are on the same plane). In addition. It also gains a +1 size bonus to its AC and attack rolls. at 1st level. If the avatar is at its maximum. it loses this additional attack and instead gains Multiattack. in which case it adds 1-1/2 times its Strength modifier. 1d4 becomes 1d3). AC. disable. the summoner can choose 4 additional skills to be class skills for his avatar. Perception (Wis).

Wis 10. Some evolutions require that the avatar have a specific base form or the summoner be of a specific level before they can be chosen. Will (good). AC +2 natural armor. This evolution can be selected more than once. If the avatar only has a single natural attack.. tail slap (1d6). If the avatar already has a bite attack. climb. Unless otherwise noted. Page 129 of 519 . Cha 11. Speed 40 ft.. Cha 11. Evolution points cannot be saved. Each time an avatar selects this evolution. AC +2 natural armor. each evolution can only be selected once. but the avatar must possess an equal number of the limbs evolution. Speed 30 ft. Bite (Ex): An avatar’s maw is full of razor-sharp teeth. powers. Int 7. Con 13. This evolution can only be applied to the limbs (legs) evolution once. Saves Fort (good). Free Evolutions bite. AC +2 natural armor. the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack. Int 7. Attack 2 claws (1d4). giving it a bite attack. Improved Natural Armor (Ex): An avatar’s natural armor increases. 1-Point Evolutions: The following evolutions cost 1 point from the avatar’s evolution pool. Claws (Ex): An avatar has a pair of vicious claws at the end of its limbs. Saves Fort (bad). A number of evolutions grant the avatar additional natural attacks. Evolutions are grouped by their cost in evolution points. Ref (bad).can be made Medium whenever the summoner can change the avatar’s evolution pool (which causes it to lose these modifiers for being Small). and other upgrades. it applies to a different natural attack. Each additional time it is selected. Free Evolutions bite. Ability Scores Str 12. Ability Scores Str 16. Ref (good). Con 13. These abilities. Wis 10. Will (good). Improved Damage (Ex): One of the avatar’s natural attacks is particularly deadly. Cha 11. Attack bite (1d6). Evolutions Each avatar receives a number of evolution points that can be spent to give the avatar new abilities. This attack is a primary attack. Free Evolutions claws. limbs (legs). Biped: Starting Statistics: Size Medium. Int 7. The avatar must have the limbs evolution to take this evolution. Wis 10. Its effects do not stack. Speed 20 ft. This evolution can be taken once for every five levels the summoner possesses. limbs (legs) (2). These attacks are primary attacks. 1d8 if Huge). called evolutions. Dex 16. increase the avatar’s climb speed by 20 feet. Attack bite (1d6). Natural attacks listed as secondary are made using the avatar’s base attack bonus – 5 and add 1/2 the avatar’s Strength modifier on damage rolls (if positive). Will (bad). reach (bite). giving it two claw attacks.. can be changed whenever the summoner gains a new level. tail slap. Quadruped: Starting Statistics: Size Medium. regardless of the attack’s type. The claws deal 1d4 points of damage (1d6 if Large. The bite deals 1d6 points of damage (1d8 if Large. Ability Scores Str 14. Select one natural attack form and increase the damage die type by one step. Climb (Ex): An avatar becomes a skilled climber. this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. limbs (arms). tail. giving it a +2 bonus to its natural armor. This evolution can be selected more than once. Dex 14. climb 20 ft. gaining a climb speed equal to its base speed. This evolution can be selected more than once. All of the points must be spent whenever the summoner gains a level.. Ref (good). 2d6 if Huge). Natural attacks listed as primary are made using the avatar’s full base attack bonus and add the avatar’s Strength modifier on damage rolls. but they are otherwise set. Dex 12. Con 13. Saves Fort (good). Serpentine: Starting Statistics: Size Medium.

This attack is a primary attack. Pounce (Ex): An avatar gains quick reflexes. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. If the opponent is upwind. Scent does not allow the avatar to precisely locate the creature. These attacks are secondary attacks. or powerful flippers. giving it two pincer attacks. Each additional time it is selected. The pincers deal 1d6 points of damage (1d8 if Large.Pincers (Ex): An avatar grows a large pincers at the end of one pair of its limbs. but the avatar must possess an equal number of the tail evolution. Scent (Ex): An avatar’s sense of smell becomes quite acute. increase the avatar’s swim speed by 20 feet. feet. light. 2d8 if Huge). The tail slap deals 1d6 points of damage (1d8 if Large. if downwind. Tail Slap (Ex): An avatar can use its tail to bash nearby foes. ice. This evolution is only available to avatars of the quadruped base form. The avatar can pinpoint the creature’s location if it is within 5 feet. Pick one attack. gaining a +8 racial bonus on that skill. it drops to 15 feet. Alternatively. This evolution can be selected more than once. to a maximum of 15 at 10th level. Reach (Ex): One of an avatar’s attacks is capable of striking at foes at a distance. 2d6 if Huge). fire. powerful tail. This evolution can be selected more than once. The avatar must have the limbs (arms) evolution to take this evolution. The avatar must have the limbs (arms) evolution to take this evolution. it applies to a different skill. This evolution can be selected more than once. The avatar must possess the tail evolution to take this evolution. Avatars with the grab evolution linked to pincers gain a +2 bonus on grapple checks. Its effects do not stack. 1d8 if Huge). granting it a tail slap attack. This attack is a secondary attack. The sting deals 1d4 points of damage (1d6 if Large. only to detect its presence. water. This evolution can be selected more than once. Pick one elemental type (dark. 2d6 if Huge). Strong scents can be detected at twice the normal range. The avatar must possess Page 130 of 519 . granting it a sting attack. the range increases to 60 feet. Sting (Ex): An avatar possesses a long. but the avatar must possess an equal number of the limbs evolution. Slam (Ex): An avatar can deliver a devastating slam attack. but the avatar must possess an equal number of the limbs evolution. Its effects do not stack. barbed stinger at the end of its tail. the avatar can replace the claws from its base form with pincers (this still costs 1 evolution point). lightning. allowing it to detect opponents within 30 feet by sense of smell. This evolution can be selected more than once. it applies to a different elemental type. Swim (Ex): An avatar gains webbed hands. This evolution can be selected more than once. giving it a swim speed equal to its base speed. The slam deals 1d8 points of damage (2d6 if Large. Each time an avatar selects this evolution. the avatar can replace the claws from its base form with this slam attack (this still costs 1 evolution point). Skilled (Ex): An avatar becomes especially adept at a specific skill. Resistance (Ex): An avatar’s form takes on a resiliency to one particular elemental type other than its current type. This evolution can be selected more than once. The avatar gains elemental resistance 5 against that elemental type. The avatar’s reach with that attack increases by 5 feet. It can detect the direction with a move action. The avatar gains the scent special quality. allowing it to make a full attack after a charge. This attack is a primary attack. The avatar can use scent to track creatures. Each time an avatar selects this evolution. This resistance increases by 5 for every 5 levels the summoner possesses. Tail (Ex): An avatar grows a long. or wind). earth. Alternatively.

it can attempt a free grapple check. The avatar gains a fly speed equal to its base speed. The avatar has perfect maneuverability. Constrict (Ex): An avatar gains powerful muscles that allow it to crush those it grapples. This evolution can be selected more than once. plus 1 additional time for every 6 levels the summoner possesses. to select this evolution. complete with hands. Whenever the avatar successfully grapples a foe using the grab evolution. Limbs (Ex): An avatar grows an additional pair of limbs. Elemental Attacks (Su): An avatar’s attacks become charged with elemental energy. pincers. Its effects do not stack. The summoner must be at least 5th level before selecting this evolution. Each pair of legs increases the avatar’s base speed by 10 feet. This evolution can be selected more than once. complete with feet. The gore deals 1d6 points of damage (1d8 if Large. The summoner must be at least 7th level before selecting this evolution. It can only be applied once to an individual ability score. Tentacle (Ex): An avatar possesses a long. but it can take other evolutions that add additional attacks (such as claws or a slam). These attacks are secondary attacks. Pick one elemental type: dark. Wing Buffet (Ex): An avatar learns to use its wings to batter foes. gaining immunity to that type. Alternatively. granting it two wing buffet attacks. tail slap. or acquires another increase to one of its abilities. Grab (Ex): An avatar becomes adept at grappling foes. sinuous tentacle. If successful. The avatar does not gain any additional natural attacks for an additional pair of arms. granting it a tentacle attack. The summoner must be at least 5th level before selecting this evolution. This attack is a primary attack. 1d8 if Huge). gaining a 20-foot increase to fly speed for each additional point spent. gains faster reflexes. ice. giving it a gore attack. based on its elemental type on a successful hit. or tentacle attacks. Flight (Su): An avatar gains the ability to fly. earth. They can be made into legs. with wings. lightning. Gore (Ex): An avatar grows a number of horns on its head. Increase one of the avatar’s ability scores by +2. This evolution can be selected more than once. fire. Whenever the avatar makes a successful attack of the selected type. 2-Point Evolutions: The following evolutions cost 2 points from the avatar’s evolution pool. Immunity (Su): An avatar’s body becomes extremely resilient to one elemental type other than its current type. claw. but the avatar must possess an equal number of the tail evolution. Avatars with this evolution receive a +4 bonus on grapple checks. This ability only works on creatures of a size one category smaller than the avatar or smaller. 2d6 if Huge). These limbs can take one of two forms. the avatar grapples the target. it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. achieves greater intelligence. The wing buffets deal 1d4 points of damage (1d6 if Large. The tentacle attack deals 1d4 points of damage (1d6 if Large. gaining the grab ability. The avatar gains immunity to that elemental type. All of the avatar’s natural attacks deal 1d6 points of elemental damage. The avatar must possess the flight evolution. they can be made into arms. This attack is a secondary attack. slam. or wind. This evolution can be selected more than once. light. Page 131 of 519 . water. Pick bite. 1d8 if Huge). The avatar’s fly speed can be increased by spending additional evolution points. Each time it applies to a different elemental type. Ability Increase (Ex): An avatar grows larger muscles. This evolution is only available to avatars of the serpentine base form.the tail evolution to take this evolution.

These attacks are primary attacks. sand. the avatar is not tripped in return. Targets of the trample can make attacks of opportunity at a –4 penalty.Arms that have hands can be used to wield weapons. It can use this speed to move through dirt. its claws latch onto the flesh and deal extra damage. 2d6 if Huge). Blindsense (Ex): An avatar’s senses become incredibly acute. This ability allows the avatar to pinpoint the location of creatures that it cannot see without having to make a Perception check. This evolution is only available to avatars of the biped or quadruped base forms. If 2 additional evolution points are spent. This evolution is only available to avatars of the quadruped base form. allowing it to move through the earth. Whenever the avatar makes two successful claw attacks against the same target in 1 round. The summoner must be at least 9th level before selecting this evolution. gaining the trample ability. This evolution can be selected more than once. if the avatar is proficient. 1d8 if Huge). If the check fails. it can make a Reflex save for half damage. The creatures take 1d6 points of damage (1d8 if Large. nor is its passage marked on the surface. plus 1-1/2 times the avatar’s Strength modifier. The summoner must be at least 6th level before selecting this evolution. These rake attacks deal 1d4 points of damage (1d6 if Large. As a fullround action. gaining tremorsense out to a range of 30 feet. It does not leave a hole behind. allowing it to make 2 rake attacks on foes it is grappling. Trample (Ex): An avatar gains the ability to crush its foes underfoot. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the avatar’s Strength modifier. Trip (Ex): An avatar becomes adept at knocking foes to the ground with its bite. but the avatar does not need to make a check. A trampling avatar can only deal trampling damage to a creature once per round. The avatar must possess the bite evolution to select this evolution. the target is knocked prone. This works like overrun. The summoner must be at least 7th level before selecting this evolution. giving it blindsense out to a range of 30 feet. it merely has to move over opponents in its path. the avatar can overrun any creature that is at least one size smaller than itself. but only if both the avatar and the creature to be pinpointed are in contact with the ground. Weapon Training (Ex): An avatar learns to use a weapon. Burrow (Ex): An avatar grows thick and gnarled claws. The DC of this save is 10 + 1/2 the avatar’s HD + the avatar’s Strength modifier. The summoner must be at least 9th level before selecting this evolution. If a target forgoes the attack of opportunity. Visibility still affects the avatar’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Tremorsense (Ex): An avatar becomes attuned to vibrations in the ground. gaining Simple Weapon Proficiency as a bonus feat. granting it a trip attack. This evolution counts as one natural attack toward the avatar’s maximum. but such creatures still have total concealment from the avatar. If successful. and earth. it gains proficiency with all martial weapons as well. Rend (Ex): An avatar learns to rip and tear the flesh of those it attacks with its claws. Page 132 of 519 . it can attempt a free trip check. clay. Rake (Ex): An avatar grows dangerous claws on its feet. The avatar gains a burrow speed equal to 1/2 its base speed. The avatar receives these additional attacks each time it succeeds on a grapple check against the target. Whenever the avatar makes a successful bite attack of the selected type. gaining the rend ability. 3-Point Evolutions: The following evolutions cost 3 points from the avatar’s evolution pool. The avatar must possess the claws evolution to select this evolution. The summoner must be at least 4th level before selecting this evolution. This ability only works on creatures of a size equal to or smaller than the avatar. This works like the blindsense evolution.

The avatar can use this ability three times per day. just like natural healing. The avatar can activate this ability as part of an offensive action. earth.by spending 2 additional evolution points. The avatar can maneuver and attack as normal. ignoring darkness. 4-Point Evolutions: The following evolutions cost 4 points from the avatar’s evolution pool. The avatar heals 1 point of damage each round. Breath Weapon (Su): An avatar learns to exhale a cone or line of magical energy. The avatar must possess the blindsense evolution to take this evolution. The avatar can use this ability once per day. but can attempt to cut its way free with a light slashing or piercing weapon. If the avatar has at least 4 more Hit Dice than an opponent. or wind. A swallowed creature keeps the grappled condition. The avatar can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 5/day).Damage Reduction (Su): An avatar’s body becomes resistant to harm. The summoner must be at least 11th level before selecting this evolution. The avatar has a spellcasting level equal to half its HD and can cast elemental spells of its own elemental type. Success indicates that it has returned to the avatar’s mouth. The DC is equal to 10 + 1/2 the avatar’s HD + the avatar’s Constitution modifier. The avatar gains DR 5/-. The summoner must be at least 11th level before selecting this evolution. The DC of this save is equal to 10 + 1/2 the avatar’s HD + the avatar’s Charisma modifier. gaining the frightful presence ability. The avatar must possess the grab evolution. giving it the ability to consume its foes. to take this evolution. The avatar’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. The summoner must be at least 9th level before selecting this evolution. The amount of damage needed to cut free is equal to 1/10 the avatar’s total hit points. Fast healing does not allow the avatar to regrow lost body parts (or to reattach severed parts). The avatar can breathe a 30-foot cone (or 60foot line) that deals 1d6 points of damage of the selected type per HD it possesses. this protection can be increased to DR 10/. such as a charge or attack. it can attempt a grapple check to swallow the creature. The creature can be up to one size category smaller than the avatar. the swallowed creature can attempt to escape the grapple as normal. Foes with more HD than the avatar are immune to this effect. If the avatar begins its turn with a creature grappled using its bite attack (see the grab evolution). water. invisibility. Spellcasting (Su): An avatar gains the ability to cast spells of its own elemental type. ice. granting it damage reduction. Swallowed creatures take damage equal to the avatar’s bite damage each round plus 1d6 points of bludgeoning damage. The avatar can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). Opponents within 30 feet of the avatar must make a Will save or become shaken for 3d6 rounds. Alternatively. The summoner must be at least 9th level before selecting this evolution. that opponent becomes frightened instead. and most forms of concealment as long as it has line of effect to the target. The summoner must be at least 9th level before selecting this evolution. Page 133 of 519 . giving it fast healing 1. The summoner must be at least 9th level before selecting this evolution. Those caught in the breath weapon can attempt a Reflex save for half damage. If a swallowed creature cuts its way out. At 12th level. Fast Healing (Su): An avatar’s body gains the ability to heal wounds very quickly. This fast healing does not function when the avatar is not on the same plane as its summoner. Blindsight (Ex): An avatar’s senses sharpen even further. Select either dark. Frightful Presence (Ex): An avatar becomes unsettling to its foes. granting it blindsight out to a range of 30 feet. Swallow Whole (Ex): An avatar gains the swallow whole ability. gaining a breath weapon. lightning. the avatar loses this ability until it heals this damage. Fast healing functions as long as the avatar is alive. fire. The summoner must be at least 11th level before selecting this evolution. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). tied to a bite attack. light. where it can attempt to escape or be swallowed again.

and a –4 penalty on Stealth skill checks. others seek infamy. or 30-ft. A high Intelligence score also gives the thief extra skill points. a Reflex save (DC 10 + 1/2 the avatar’s HD + the avatar’s Constitution modifier) for half damage. others want experience. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge avatar. Search (Int).burst. It takes a –4 penalty to its Dexterity. Diplomacy (Cha). Perception (Wis). gaining spell resistance.-line. The summoner must be at least 8th level before selecting this evolution. The avatar must be Medium to take this evolution. Profession (Wis). Appraise (Int). Athletics (Str). These bonuses and penalties replace. The summoner must be at least 9th level before selecting this evolution. Sense Motive (Wis). Quite a few also enjoy a challenge. and a +2 bonus to its natural armor. this ability can only be used once per day as a swift action. Dexterity. a +8 bonus to Constitution. This size change also gives the creature a –1 size penalty to its AC and on attack rolls. and a +5 bonus to its natural armor. Thievery (Dex). Like normal Limit Breaks. those gained from becoming Large. Starting HPs at 1st Level: 15 + Constitution modifier. Gather Information (Cha). Hit Die: d6. Forgery (Int). Decipher Script (Int). Thief Thieves adventure for the same reason they do most other things: to get what they can get.Large (Ex): An avatar grows in size.-cone. which can be used to expand her repertoire. Bluff (Cha). It takes a –2 penalty to its Dexterity. Intimidate (Cha). The summoner must be at least 15th level before selecting this option. and a –8 penalty on Stealth skill checks. Skill Points at 1st level: (8 + Int modifier) x 4. Abilities: Dexterity provides the extra protection for the lightly armored thief. Knowledge (local) (Int). This spell resistance does not apply to spells cast by the summoner. Page 134 of 519 . GAME RULE INFORMATION Thieves have the following game statistics. Any reach evolutions the avatar possesses are added to this total. a +4 bonus to Constitution. The avatar gains a +8 bonus to Strength. and do not stack with. its reach increases to 15 feet (10 feet for all other base forms). Alignment: Any. Use Materia (Cha). If the avatar has the biped base form. If the avatar has the biped base form. Stealth (Dex). becoming Large. Craft (Int). and Wisdom are important for many of the thief’s skills. Perform (Cha). If 6 additional evolution points are spent. Skill Points at Each Additional Level: 8 + Int modifier. the avatar instead becomes Huge. 10-foot reach. Disguise (Cha). 60-ft. Any reach evolutions the avatar possesses are added to this total. Limit Break (Su): The avatar gains a Limit Break. Disable Device (Int). Pick an area of effect: 30-ft. it also gains 10-foot reach. Some crave fame. Figuring out how to thwart a trap or avoid an alarm is great fun for many thieves. The avatar’s spell resistance is equal to 11 + the summoner’s level. Spell Resistance (Ex): An avatar is protected against magic. This size change also give the creature a –2 size penalty to its AC and attack rolls. Class Skills The thief’s class skills (and the key ability for each skill) are Acrobatics (Dex). Some are after loot. The summoner must be at least 9th level before selecting this evolution. The avatar gains a +16 bonus to Strength. Intelligence. The avatar deals 1d6 points of elemental damage per hit dice it possesses of its elemental type to the area of effect chosen. Escape Artist (Dex). and Use Rope (Dex).

Limit Breaks (Su): At 1st level. Ranged attacks can count as sneak attacks only if the target is within 30 Page 135 of 519 . the thief receives the Limit Breaks (Vanish and Perfect Dodge). she can strike a vital spot for extra damage. and it increases by 1d6 with each improvement. or when the thief gets behind her target. Sneak Attack (+4d6) Thief talent. Sneak Attack (+10d6) Thief advance talent. rapier. Any spells that require a Reflex saving throw are automatically made. Vanish (Su): This Limit Break makes the thief invisible for a duration of 1 round + 1 round per four thief class levels. Basically. Improved Uncanny Dodge Distraction. Sneak Attack (+6d6) Thief advance talent Skirmisher. and even then. Sneak Attack (+3d6) Thief talent Skilled Liar.Table 3-25: The Thief Base Attack Level Bonus 1st +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Mark. the critical threat is unconfirmed unless another natural roll of 20 is rolled. Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack. the thief can make attacks as normal and remain invisible. Mug Ambush. This extra damage is 1d6 when first gained. Sneak Attack (+8d6) Thief advance talent Hide in Plain Sight. Any melee or range attacks automatically misses unless a natural roll of 20 is rolled. Limit Breaks Thief talent. Sneak Attack (+7d6) Thief advance talent Improved Steal. plus the hand crossbow. shortbow. Sneak Attack (+5d6) Thief talent. If the sneak attack is also a critical hit. the extra damage is not also multiplied. and shortsword. Sneak Attack (+2d6) Thief talent. but not with any type of shields. Trapfinding. Evasion. Steal (+8). Trap Sense Measure the Mark. The thief also receives a +1d6 sneak attack bonus + an additional 1d6 per four thief levels while under the this Limit Break. This lasts for a duration of 1 round + 1 round per four thief class levels. Sneak Attack (+1d6). Sneak Attack (+9d6) Thief advance talent Shadow Step. Steal (+4). Perfect Dodge (Su): This Limit Break makes the thief extremely agile. Thieves are proficient with cloth and leather armor. Weapon and Armor Proficiency: Thieves are proficient with all simple weapons. Master Strike Class Features All of the following are class features of the thief. the thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC. Steal (+6). While invisible. Uncanny Dodge Steal (+2).

That ally can make a single melee attack against the opponent as an immediate action. Talents marked with an asterisk add effects to a thief’s sneak attack. Evasion (Ex): At 2nd level. Assault Leader (Ex): When the thief misses with a sneak attack on an opponent. When a thief with this talent successfully uses the Bluff skill to convince someone that what she is saying is true. 4d6 equals 4 points of bleed). that person uses the Page 136 of 519 . 6th. she creates fabrications so convincing that others treat them as truth.. Bleeding damage from this ability does not stack with itself. are also immune to this ability. that opponent takes a –2 penalty on attack rolls against the thief for 1d4 rounds. to +4 when she reaches 11th level. she can designate a single ally who is adjacent of the target that her attack missed. Befuddling Strike* (Ex): When the thief deals sneak attack damage against an opponent. 8th and 10th level. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.g. Canny Observer (Ex): When a thief with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps). she learns a number of talents that aid her and confound her foes. Convincing Lie (Ex): When a thief with this talent lies. figure out how it works. or are immune to critical hits. These bonuses rise to +2 when the thief reaches 5th level. to +3 when she reaches 8th level. to +5 at 14th. giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Mark (Ex): At 1st level. A thief can use Disable Device to disarm magic traps. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. and advances to +7 at 20th level. A thief cannot select an individual talent more than once. Bleeding Attack* (Ex): A thief with this ability can cause living opponents to bleed by hitting them with a sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. It also allows the thief to make the Perception check as a free action. A helpless thief (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. she instead takes no damage. Creatures with an anatomy unfamiliar to the thief. and bypass it (with her party) without disarming it. a thief gains an intuitive sense that alerts her to danger from traps. a thief can avoid even magical and unusual attacks with great agility. increases to +6 at 17th level. this ability grants the thief a +2 competence bonus on any Perception checks made to determine what sort of items and equipment a person or creature may be wearing.feet. This attack causes the target to take 1 additional point of damage each round for each die of the thief’s sneak attack (e. A thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. Bleeding creatures take that amount of damage every round at the start of each of their turns. she gains a +4 bonus. A magic trap generally has a DC of 25 + the level of the spell used to create it. Thief Talents: As a thief gains experience. Bleeding damage bypasses any damage reduction the creature might possess. Trapfinding: A thief adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A thief can’t strike with deadly accuracy from beyond that range. a thief gains one thief talent. Trap Sense (Ex): At 2nd level. Evasion can be used only if the thief is wearing cloth or leather armor. Coax Information (Ex): A thief with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. or no armor. Starting at 2nd level. She gains an additional thief talent at 4th. if that individual is questioned later about the statement or story.

Also. Fast Stealth (Ex): This ability allows a thief to move at full speed using the Stealth skill without penalty. poisoned or sapped. She can move no more than her speed during this movement. she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. Follow Clues (Ex): A thief with this talent can use Perception to follow tracks as per the Survival skill. the thief is always considered to have a running start. especially ingested ones. Expert Leaper (Ex): When making jump checks. a thief with this talent is not flat-footed when using Acrobatics to move along narrow surfaces. Deft Palm (Ex): A thief with this talent can make a Thievery check to conceal a weapon while holding it in plain sight. sickened. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the thief to be nauseated. a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. Iron Guts (Ex): A thief with this talent has a cast-iron stomach or has trained herself to withstand poisons. Fast Getaway (Ex): After successfully making a sneak attack or Thievery check. instead of the first 10 feet. Offensive Defense* (Ex): When a thief with this talent hits a creature with a melee attack that deals sneak attack damage. Fast Fingers (Ex): A thief with this talent can roll two dice while making a Thievery check and take the better result. the thief gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. When she hits a creature with a melee attack that deals sneak attack damage. and take the better result. Distracting Attack* (Ex): A thief with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. Peerless Maneuver (Ex): A thief with this talent can roll two dice while making an Acrobatics check to tumble. a thief with this talent can spend a move action to take the withdraw action. Hard to Fool (Ex): A thief with this talent can roll two dice while making a Sense Motive check. Ledge Walker (Ex): This ability allows a thief to move along narrow surfaces at full speed using the Acrobatics skill without penalty. If successful. In addition. The thief cannot designate herself as the creature gaining the benefit of this talent. and take the better result. Page 137 of 519 . even while she is being observed. This effect lasts for a number of days equal to 1/2 the thief’s level + the thief’s Charisma modifier. rather than his own. she stops her fall by clinging onto the surface. If his Bluff skill modifier is better than the thief’s. she can immediately make another Athletics check at the surface’s base DC +10. Finesse Thief: A thief that selects this talent gains Weapon Finesse as a bonus feat. The thief does not take falling damage when she stops her fall in this manner.thief’s Bluff skill modifier to convince the questioner. when the thief deliberately falls. Nimble Climber (Ex): When a thief with this talent fails an Athletics check to climb by 5 or more. Creatures with uncanny dodge are immune to distracting attack.

This movement provokes attacks of opportunity as normal. Underhanded* (Ex:) A thief with this talent gains a +4 circumstance bonus on all Thievery checks made to conceal a weapon. If two or more thieves possess this talent. but they all go before any other creature. Page 138 of 519 . if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about. she can elect to take a –2 penalty on all attack rolls until the start of her next turn. she can move up to 30 feet without provoking attacks of opportunity. Slow Reactions* (Ex): Opponents damaged by the thief’s sneak attack can’t make attacks of opportunity for 1 round. she receives an immediate Perception skill check to notice the trap. and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature. Sniper's Eye (Ex): A thief with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. even if they have already acted. A thief with this talent can take a 5-foot step while crawling. Rope Master (Ex): A thief with this ability can move at her normal speed when using rope on an Athletics check to climb. can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted.Positioning Attack (Ex): When a thief with this talent hits a creature with a melee attack. A thief can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 1). Wall Scramble (Ex): A thief with this talent rolls twice when making Athletics checks to climb and takes the better of the two rolls. but she may only take an attack action with a ranged weapon. this talent has no effect. and the sneak attack deals maximum damage. If an attack during this time is a sneak attack. Weapon Training: A thief that selects this talent gains Weapon Focus as a bonus feat. Her normal initiative roll is used in subsequent rounds. she does not have to roll sneak attack damage. This still provokes attacks of opportunity for standing up while threatened by a foe. Trap Spotter (Ex): Whenever a thief with this talent comes within 10 feet of a trap. regardless of her initiative. If a thief is prevented from acting in the surprise round. Stand Up (Ex): A thief with this ability can stand up from a prone position as a free action. The movement must end in a space adjacent to the creature hit with the melee attack. This check should be made in secret by the GM. Foes with total concealment are still immune. Thief Crawl (Ex): While prone. she treats all 1s on the sneak attack damage dice as 2s. Surprise Attack (Ex): During the surprise round. a thief with this ability can move at half speed. Powerful Sneak* (Ex): Whenever a thief with this talent takes a full attack action. their initiative determines the order in which they act. Snap Shot (Ex): A thief with this talent may treat her initiative roll as a 20 for a surprise round. opponents are always considered flat-footed to a thief with this ability. Quick Disable (Ex): It takes a thief with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). Furthermore.

her target cannot make attacks of opportunity until the beginning of her next turn. However. 14th. he gains a stacked +2 competence bonus on additional steal attempts as well as on any other Thievery attempts. the DC equaling the opponent’s touch attack AC. If this check succeeds. Confounding Blades* (Ex): When a thief with this talent hits a creature with a melee weapon that deals sneak attack damage. a thief becomes fully practiced in the art of ambushing. the target makes its Perception check before the thief makes her Thievery check. The thief is staggered for 1 round on her next turn. she can make a Bluff check. If the same creature detects the thief’s presence again. she gains a bonus on the opposed roll equal to 1/2 her thief level (minimum +1). This defense denies creatures the flanking bonus by flanking her. Another Day (Ex): Once per day. Improved Uncanny Dodge (Ex): A thief of 8th level can no longer be flanked. and the thief knows the Perception check result. a thief can make an attack and also make a Thievery check to steal something from the target of the attack. she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. as a full-round action. she can take a 5-foot step as an immediate action. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. she can react to opponents on opposite sides of her as easily as she can react to a single attacker. Thief Advanced Talents: At 12th level. Distraction (Ex): At 9th level. 16th. opposed by the target’s Sense Motive. When the thief improves in this ability. she still loses her Dexterity bonus to AC if immobilized. when a thief makes a Thievery check to take something from a creature. and swift action during the surprise round. If the thief elects not to make the check. not just a move or standard action. the target assumes that the noise was something innocent and disregards the detection. Page 139 of 519 . the ability has no effect. Uncanny Dodge (Ex): Starting at 4th level. to prevent the target from noticing the attempt. otherwise this ability can only be used in a surprise round before the target has acted. This only functions if the creature cannot see the thief. when the thief would be reduced to 0 or fewer hit points by a melee attack. a thief can choose one of the following thief advanced talents. Crippling Strike* (Ex): A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them.Measure the Mark (Ex): At 3rd level. This only provokes an attack of opportunity if the thief fails the Thievery check. the thief can perform a Thievery check against an opponent as a standard action. 18th and 20th level. Mug (Ex): At 10th level. Steal (Ex): Starting at 5th level. She can decide whether or not to make the check based on the results of the target’s Perception check. When she acts in the surprise round. she takes no damage from the attack. the target takes a –5 penalty on the Perception check to notice the theft. If the attack is successful. If the movement takes her out of the reach of the attack. whenever a thief uses Bluff to attempt to deceive someone. standard action. If the attack deals sneak attack damage. a thief can react to danger before her senses would normally allow her to do so. Ambush (Ex): At 11th level. whenever a thief is detected while using Stealth. the thief can use Thievery to take an item from the creature during combat. This ability can only be used once during a given Stealth attempt. Skilled Liar (Ex): At 7th level. unless the attacker has at least four more thief levels than the target does. she can take a move action. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

the thief must attempt a Reflex saving throw (DC = damage dealt). the thief can attempt to roll with the damage. the DC of the Acrobatics check does not increase by 10. the target cannot take a 5-foot step until the beginning of the thief’s next turn. the target falls unconscious for 1d4 rounds. A helpless thief does not gain the benefit of improved evasion. she may take 10 even if stress and Page 140 of 519 . Redirect Attack (Ex): Once per day. she takes full damage. even if she is not behind it or it is not flat-footed. she takes only half damage from the blow. she can redirect the attack to strike at an adjacent creature with a free action. the thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. If the save succeeds. Fast Tumble (Ex): When a thief with this talent uses Acrobatics to tumble at full speed through a threatened square without provoking an attack of opportunity. she treats all 1s and 2s on the sneak attack damage dice as 3s. She must declare the use of knock-out blow before she makes the attack. Upon gaining this ability. the thief can forgo her sneak attack damage to attempt to knock out an opponent. Since this effect would not normally allow a character to make a Reflex save for half damage. Once per day. she henceforth takes only half damage on a failed save. and the creature that made the attack against the thief must make a new attack roll against the new target. If the attack hits. when a thief with this talent is hit with a melee attack. the thief’s evasion ability does not apply to the defensive roll. A successful Fortitude save reduces this effect to staggered for 1 round. but instead of dealing sneak attack damage (and instead of any effect that triggers when the thief deals sneak attack damage). she selects a number of skills equal to 3 + her Intelligence modifier. she can add her sneak attack damage to all attacks made against her prey. When making a skill check with one of these skills. when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round. except that while the thief still takes no damage on a successful Reflex saving throw against attacks. Improved Evasion (Ex): This works like evasion. Hunter's Surprise (Ex): Once per day. Whenever a thief with this talent uses the powerful sneak thief talent. Feat: A thief may gain any feat that she qualifies for in place of a thief talent. the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. Until the end of her next turn. not a spell or special ability). Knock-Out Blow (Ex): Once per day. The DC of this save is equal to 10 + 1/2 the thief’s level + the thief’s Intelligence modifier. Skill Mastery: The thief becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Opportunist (Ex): Once per round. if it fails. The creature targeted must be within melee reach of the attack that hit the thief. To use this ability. This attack counts as an attack of opportunity for that round.Deadly Sneak* (Ex): Must have the Powerful Sneak thief talent. 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. it does normal damage. Defensive Roll (Ex): With this advanced talent. Entanglement of Blades* (Ex): When a thief with this talent hits a creature with a melee attack that deals sneak attack damage. a thief with this talent can designate a single enemy she is adjacent to as her prey. she can’t use this ability.

Improved Steal (Ex): At 15th level. a resource that she is otherwise very low on. Minor accidents are common. she can choose one of the following three effects: the target can be put to sleep for 1d4 hours. Craft (Int). that creature is immune to that thief’s master strike for 24 hours. Heal (Wis). Abilities: Wisdom determines how powerful a spell a white mage can cast. Hit Die: d4. selecting additional skills for skill mastery to apply to each time. Page 141 of 519 . the target receives a Fortitude save to negate the additional effect. and failing that. This reroll can be made any time during the same day as the original check. Weapon Snatcher (Ex): A thief with this talent can make a Thievery check in place of a disarm check when attempting to disarm an opponent. regardless of whether or not the save is made. this ability only applies to the first attack. GAME RULE INFORMATION White Mages have the following game statistics. However. Profession (Wis). Knowledge (all skills. Once a creature has been the target of a master strike. Class Skills The white mage’s class skills (and the key ability for each skill) are Concentration (Con). they leave misery and hurt in their wake that can stagger the imagination. White Mage The hurts of the world are manifold. If the thief makes more than one attack this turn. how hard those spells are to resist. a thief becomes incredibly deadly when dealing sneak attack damage. the thief can use the Stealth skill even while being observed. whenever a thief moves more than 10 feet in a round and makes an attack action. a thief with this talent can reroll a Knowledge. Alignment: Any. when conflict and all-out warfare occur. or Perception skill check to try to gain new or better information from the roll. and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Sense Motive. paralyzed for 2d6 rounds. to all good people who require her aid. Hide in Plain Sight (Ex): At 17th level. One of the white mage’s great purposes in life is to provide protection. A good Constitution score gives a white mage extra hit points. Master Strike (Ex): Upon reaching 20th level. Creatures that are immune to sneak attack damage are also immune to this ability. because it provides her with a bonus to Armor Class. who typically wears little or no armor.distractions would normally prevent her from doing so. healing. the attack deals sneak attack damage as if the target was flat-footed. Decipher Script (Int). Foes with uncanny dodge are immune to this ability. Each time the thief deals sneak attack damage. Regardless of the effect chosen. and usually easily dealt with. the thief can take 10 on Thievery skill checks even if stress and distractions would normally prevent her from doing so. as a move action. taken individually) (Int). A high Dexterity score is helpful for a white mage. Starting HPs at 1st Level: 10 + Constitution modifier. and how many additional MP a white mage receives from a high attribute. the thief can step into the shadows and appear out of a shadow within 30 feet. or slain. Thoughtful Reexamining (Ex): Once per day. Shadow Step (Su): At 19th level. A thief may gain this special ability multiple times. Skirmisher (Ex): At 13th level. The DC of this save is equal to 10 + 1/2 the thief’s level + the thief’s Intelligence modifier.

Advance mage talent Holy Burst 6d6. Bonus Feat Holy Burst 8d6. and quarterstaff. Divine Seal (1/day) White Magery. Divine Seal (2/day). Spell Proficiency. Mage talent Divine Caress Holy Burst 2d6. Advance mage talent Clear Mind. Auto-Regen II. Advance mage talent Quad-Cast (1/day) Holy Burst 10d6. White Wizard. Heavier armor interferes with a white mage’s movements. power staff. Page 142 of 519 .Skill Points at Each Additional Level: 2 + Int modifier. but not with any type of armor (except cloth) or shield. 1 MP Spell (3/day). power rod. Divine Seal (3/day) White Magery Holy Burst 7d6. Mage talent White Magery Holy Burst 5d6. Doublecast (1/day). Divine Seal (4/day) White Magery Holy Burst 9d6. Weapon and Armor Proficiency: White Mages are proficient with the club. the white mage receives the Limit Breaks (Healing Wind and Breath of the Earth). Cantrips. Bonus Feat Divine Veil. Limit Breaks Holy Burst 1d6. Limit Breaks (Su): At 1st level. which can cause her spells with somatic components to fail. Bonus Feat MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169 Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th Class Features All of the following are class features of the white mage. Healing Wind (Su): This Limit Break causes a cooling wind to ripple through you and your allies within 30 feet. Bonus Feat Holy Burst 3d6 Auto-Regen Holy Burst 4d6. sling. healing for 2d10 points of damage + an additional 2d10 per four white mage levels and providing a Fast Healing 1 that increases by +1 per four white mage levels for a duration of 1 round + 1 round per four two white mage class levels. Table 3-26: The White Mage Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special White Magery. Mage talent.

Breath of the Earth (Su): This Limit Break causes the earth to rupture partially and releases a warm wind encompassing you and your allies within 30 feet. This cantrip lasts for a duration of 1 round. Detect (Su): This cantrip grants the caster a +10 competence bonus to Spellcraft checks to detect magic. Water weighs about 8 pounds per gallon. and so forth). but the spell has no effect on creatures of any type nor upon magical alchemical items. If you cause the light to burst in front of a single creature within 30 feet. or otherwise contaminated food and water pure and suitable for eating and drinking. as well as creatures already dazzled. This stacks with the Spell Penetration feat. Cantrips: White mages learn a number of cantrips. This cantrip does not prevent subsequent natural decay or spoilage. rotten. Flare (Su): This cantrip creates a burst of light. that creature is dazzled for 1 minute unless it makes a successful Fortitude (DC 10 + Wisdom modifier) save. A white mage begins play with 2 1st level white mage spells of her choice. 5th. At each such opportunity. In addition. the white mage must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells. she gains one new spell of any spell level or levels that she can cast (based on her new white mage level). Sightless creatures. This cantrip lasts for a duration of 1 round. poisonous. Page 143 of 519 . Spell Mastery: This increases the DC for all of the white mage’s spells by 1. At each new white mage level. 9th. and 17th level. Purify (Su): This cantrip makes spoiled. but they do not consume MP and may be used a number of times per day equal to 3 + her Wisdom modifier. curing any negative status effects and providing a +2 morale bonus to saving throws against status effects per four white mage levels for a duration of 1 round + 1 round per four white mage class levels. Healing Mastery: This increases the white mage’s caster level by 1 for all spells with a healing descriptor. White Magery: At 1st. 13th. a white mage can find or purchase scrolls with spells to add to her repertoire. she can choose from the list of the following (with a limit of 2 per): Increased Healing: This increases any healing spell the white mage casts by 1 extra die of the appropriate type. Spell Penetration: This increases the white mage’s caster level checks by 1 made to overcome a creature’s spell resistance. a white mage increases her power with her spells. Spells: A white mage casts white magic spells which are drawn the white mage spell list. Spell Proficiency (Ex): White mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. The Difficulty Class for a saving throw against a white mage’s spell is 10 + the spell level + the white mage’s Wisdom modifier. This allows the white mage to overcome any healing cap a spell might restrict her to. Identify (Su): This cantrip grants the caster a +10 competence bonus to Spellcraft checks to identify magical items. a white mage gains additional MP for having a high attribute (Wisdom). diseased. These spell-like abilities are cast like any other spell. are not affected by flare. Unholy water and similar food and drink of significance is spoiled by purify. Wis 12 for 2nd-level spells. To learn or cast a spell. Mend (Su): This cantrip heals the touched subject for 1 point of damage. Like most mages.

This is a standard action that does not provoke an attack of opportunity. a white mage can release a wave of holy energy that causes holy damage to undead and heals herself and nearby allies. she learns a number of talents that assist her in manipulating spells and other forms of magic. Spell Lore (Ex): The white mage adds her level to all Spellcraft checks made to identify a spell being cast. The caster can purify 1 cubic foot/level of contaminated food and water. A white mage cannot select an individual talent more than once. Torch (Su): This cantrip causes a touched object to glow like a torch. This cantrip lasts for a duration of 10 minutes per level. In an area of normal or bright light. 5th level. the white mage adds an element of extra healing energy to any healing spell she is casting. and increasing the light level for an additional 20 feet by one step. Spell Guard (Su)*: Whenever the white mage casts a spell with a casting time of 1 standard action. This bonus lasts until the beginning of the white mage’s next turn. a white mage gains one mage talent. The DC of this save is equal to 10 + 1/2 the white mage’s level + the white mage’s Wisdom modifier. shedding normal light in a 20-foot radius from the point touched. giving her a deflection bonus to her AC equal to the level of the spell being cast. Improved Enhancements (Ex)*: When the white mage casts an enhancement spell. The white mage channels some of the energy of the spell into a defensive shield around her. and again at 8th level. Creatures healed by holy burst cannot exceed their maximum hit point total—all excess healing is lost. Mage Talents: As a white mage gains experience. The white mage may use this ability a number of times per day equal to 3 + her Wisdom modifier. Affected targets gain Fast Healing equal to the level of the spell for a duration of 1 round + her Wisdom modifier. The amount of holy damage dealt or damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two white mage levels beyond 2nd (2d6 at 4th. she may instead cast it as a full round action. (This is most often useful when attempting to counterspell. Resist (Su): You imbue the subject with magical energy that protects it from harm. You can only have one light cantrip active at any one time. the effects are doubled. but it can be cast on a movable object. up to normal light (darkness becomes dim light. the previous casting is dispelled. Mage Training: The white mage may select a bonus feat from her list of available white mage bonus feats. She may do this a number of times per day equal to 3 + her Wisdom modifier.One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Holy Burst (Su): At 2nd level. Undead creatures that take damage from holy burst receive a Will save to halve the damage. During the first round that the enhancement spell was casted. this cantrip has no effect. and so on). Healing Spell (Su)*: As a swift action. A white mage may use holy burst a number of times per day equal to 3 + her Wisdom modifier (minimum of 1). A white mage can choose whether or not to include herself in this effect. This cantrip lasts for a duration of 1 minute. 3d6 at 6th. At 2nd level. and dim light becomes normal light). The effect is immobile.) Page 144 of 519 . granting it a +1 resistance bonus on saving throws. Talents marked with an asterisk add effects to a white mage’s spellcasting ability. its highly effective on the first round. If you cast this cantrip while another casting is still in effect. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. Holy burst affects all creatures in a 15-foot radius centered on the white mage.

one of the abilities described below. and four times per day at 16th level. and 17th level. She may gain one of the abilities described in the “Mage Talents” entry or. a white mage learns further talents to assist her in manipulating spells and other forms of magic. a white mage can take a full-round action to cast two spells. when a white mage uses Divine Seal.Spell Sage (Ex): When the white mage attempts a Use Materia check to cast a spell from materia. that maximum is increased by the equivalent of one additional caster level. Doublecast (Su): At 10th level. she can choose a metamagic feat or an item creation feat. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. Advanced mage talents follow the same rules as mage talents. The white mage pays MP for both spells as normal and if a Concentration check is needed. she must check for both spells. any white magic spells that the white mage casts that cures status effects provides a bonus to saving throws against that status effect equal to +1 per two white mage class levels for a duration of 1 round per two white mage class levels. Thus a white mage with this talent heals a maximum of 1d6+6 hit points with cure. gaining the Regen status effect that cannot be dispelled. 14th. once per day. Divine Caress (Su): At 3rd level. Healing Hands (Ex): Whenever a white mage casts a spell that cures hit point damage. Bonus Feat: A white mage receives a bonus feat starting at 5th level and receives an additional bonus feat every five white mage levels thereafter (10th. This ability applies only to healing spells that she casts as a white mage. not to those that she may have by virtue of levels in another class. At each such opportunity. three times per day at 12th level. Divine Seal (Ex): Beginning at 4th level. and 20th). 15th. Augment Spell (Ex)*: Any spell the white mage knows that has a variable that increases by caster level which has a maximum. She must also indicate the targets before spells are resolved. Auto-Regen (Su): At 7th level. Divine Veil (Su): At 11th level. The next healing spell the white mage casts heals for half again as many hit points. her next healing spell not only heals for double. any undead that fails its save against this ability flees from the white mage for a duration of 1 round + her Wisdom modifier. Turn Undead (Ex): Whenever the white mage uses her Holy Burst ability. The white mage must still meet all prerequisites for a bonus feat. Page 145 of 519 . She may cast such spells without provoking attacks of opportunity. the white heals 2 hit points per round. She can use this ability twice per day at 8th level. the white mage begins regenerating hit points. if she prefers. a white mage can the potency of her next healing spell as a swift action. so long as the casting time of the spell is 1 standard action or less. Talents marked with an asterisk add effects to a white mage’s spellcasting ability. but also removes 1 negative status effect chosen by the white mage. Advanced Mage Talents: At 11th. Effortless Healing (Ex): The white mage has learned to cast healing spells with minimal effort. including caster level minimums. At 14th level. she gains a +4 competence bonus to the check. and deals a maximum of 11d4 holy damage with holy. she adds her Wisdom modifier to the amount of damage healed. The white heals 1 hit point per round.

a white mage can regain her MP quicker.   EXPERIENCE AND LEVELS Experience points (XP) measure how much your character has learned and how much he or she has grown in personal power. Once activated. LEVEL ADVANCEMENT Each character class description includes a table that shows how the class features and statistics increase as a member of that class advances in level. the white mage may focus all her attention on casting a single spell. a white mage can reduce the cost of spells to 1 MP. The white mage may use this ability a number of times per day equal to 3 + her Wisdom modifier. even itself. the white mage or a single ally within 30 feet gains a sacred bonus to AC equal to the level of the enhancement spell casted. Protective Ward (Su)*: When the white mage casts an enhancement spell. she must check for all four spells. three times per day. She must also indicate the targets before spells are resolved. Any light spells cast gains a bonus to damage rolls equal to the white mage's Wisdom modifier. any spells the white mage casts only cost 1 MP. The white mage pays MP for all four spells as normal and if a Concentration check is needed. she gains a +4 competence bonus to her dispel check. once per day. but will overwrite any such spell. The white mage adds her level to any concentration check made to cast a spell when using spell diligence. Clear Mind (Ex): At 15th level. When a character earns enough XP. The white mage must be relaxed and must be free from overt distractions. Only spells with a casting time of 1 standard action and a range of personal or touch may be cast in this way.Mage Counter (Su)*: When the white mage uses dispel to counterspell. make these changes. This does not stack with any spell that grants temporary hit points. When your character attains a new level. Page 146 of 519 . a white mage becomes the pinnacle of white magic. White Wizard (Su): At 20th level. Quad-Cast (Su): At 19th level. The white mage may use this ability a number of times per day equal to 3 + her Wisdom modifier. The white mage regains MP equaling her Wisdom modifier per hour. he or she attains a new character level. 1 MP Spell (Su): At 18th level. such as combat raging nearby or other loud noises. Spell Diligence (Su)*: As a swift action. This lasts for a duration of 1 round + the white mage's Wisdom modifier. The white mage gains the following abilities:  Any healing spells cast grants temporary hit points to the person or persons cast upon equal to 2 per spell level of the spell that last for a duration of 1 round per white mage level. A white mage must know dispel to select this talent. Any attacks (including magical ranged touch spells) now deal an additional 1d6 points of holy damage and grants a +5 bonus to attack rolls against any creature that the white mage misses on her next attack roll. a white mage can take a full-round action to cast four spells. as a move action. This ability ends at the end of the round. The DM assigns XP to the characters at the end of each adventure based on what they have accomplished. Your character earns XP by defeating monsters and other opponents. Characters accumulate XP from one adventure to another.

“Class level” is a character’s level in a particular class. and a character’s maximum rank in the skill is his or her character level +3. Ability Score: If your character has just attained 4th. 8th. 6. Check your character’s base save bonuses for the class that has advanced in level to see if any of them have increased by 1. 9. to determine the number of skill points you gain. Each class description for a spellcasting class includes a MP section (on the class table) that shows the base number of total MP (without bonus MP for high ability scores) that a character gets at each class level. Some base save bonuses increase at every even-numbered level. you choose which class goes up one level. It is used to determine when feats and ability score boosts are gained. as noted on Table 3–2: Experience and Level-Dependent Benefits in the PHB. Base Attack Bonus: Add the base attack bonuses acquired for each class to get the character’s base attack bonus. 12th. Hit Points: Roll a Hit Die. add +1 to his or her hit point total for every character level below the one just attained. The base attack bonus for other characters increases at a slower rate. If your character’s base attack bonus changes. which determines when a character gets a new feat. and monks increase by 1 every level. As with ability score increases. and 19th level). add your character’s Constitution modifier. Use your character’s current Intelligence score. Even if the character has a Constitution penalty and the roll was so low as to yield a result of 0 or fewer hit points. Magic Points: Spellcasting characters gain the ability to gain more MP as they advance in levels. each skill point buys 1 rank. A resulting value of +6 or higher provides the character with multiple attacks. Multiclassing improves a character’s versatility at the expense of focus. 17th. 13th. it is a new level in that class. For class skills. Hit Points: A character gains hit points from each class as his or her class level increases. and the maximum rank in the skill is one-half that of a class skill (don’t round up or down). MULTICLASS CHARACTERS A character may add new classes as he or she progresses in level. Add these points before rolling for hit points (the next step). adding the new hit points to the previous total. Base Attack Bonus: The base attack bonus for beastmasters. If your character has more than one class or wants to acquire a new class. the abilities of a multiclass character are the sum of the abilities of each of the character’s classes. This rule represents an intelligent character’s ability to learn faster over time. The character must meet any prerequisites for that feat in order to select it. 4. each skill point only buys 1/2 rank. and add the total roll to his or her hit points. CLASS AND LEVEL FEATURES As a general rule. 7. Feats: Upon attaining 3rd level and at every other level thereafter (5th. 3. Base Save Bonuses: Like base attack bonuses. character level and class level are the same. not the class level. that counts for this adjustment. Your character’s Intelligence modifier affects the number of skill points he or she gets at each level. The class abilities from a character’s different classes combine to determine a multiclass character’s overall abilities. Find the character’s Page 147 of 519 . (See Multiclass Characters. or 20th character level.) 2. including all permanent changes but not any temporary changes. 16th. 5. and when he or she attains a new level. knights. 8. 15th. If your character’s Constitution modifier increases by 1. others increase at every level divisible by three. 9th. Level: “Character level” is a character’s total number of levels. Class Features: Check your character’s class description in this chapter for any new capabilities your character may receive. Choose Class: A typical character has only one class. It’s the overall character level. Many characters gain special attacks or new special powers as they advance in levels. The other class or classes stay at the previous level. choose two of his or her ability scores and raise it by 1 point. See your character’s class description in this chapter for details. Skill Points: Each character gains skill points to spend on skills as detailed in the appropriate class description. record it on your character sheet. not the class level. fighters. it is the overall character level. For cross-class skills. base save bonuses improve at varying rates as characters increase in level.1. thus becoming a multiclass character. For a character whose levels are all in the same class. always add at least 1 hit point upon gaining a new level. the character gains one feat of your choice (see Table 5–1: Feats). 7th. 11th.

the character may need to find a tutor to teach him or her the ways of the new class. The character gains the 1st-level base attack bonuses. and training.) If a skill is not a class skill for any of a multiclass character’s classes. Picking up a new class is not exactly the same as starting a character in that class. ADDING A SECOND CLASS When a character with one class gains a level. and other class features of the new class. experience. then character level determines a skill’s maximum rank. as is the case for a 1st level character). and the new class’s number of skill points gained at each additional level (not that number × 4. so the character has time to practice new skills. Feats: A multiclass character gains a feat every three character levels. hit points of the appropriate Hit Die type. a character does not receive the following starting bonuses given to characters that begin their careers in that class: • Starting HPs at 1st Level. the DM may require the player to declare what class the character is “working on” before he or she makes the jump to the next level. the maximum rank for that skill is one-half the maximum for a class skill. class skills. For instance.base attack bonus on Table 3–1: Base Save and Base Attack Bonuses in the PHB to see how many additional attacks the character gets and at what bonuses. Class Features: A multiclass character gets all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes. • Starting gold. • Starting equipment. a +6 on Reflex saving throws (+5 and +1). When picking up a new class. he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. spells. Additionally. Some class features don’t work well with the skills or class features of other classes. armor and shield proficiencies. Some of the benefits a 1st-level character gains (such as four times the usual number of skill points) represent the advantage of training while the character was young and fresh. Page 148 of 519 . Saving Throws: Add the base save bonuses for each class together. weapon proficiency. base save bonuses. Skills: If a skill is a class skill for any of a multiclass character’s classes. regardless of individual class level (see Table 3–2: Experience and Level Dependent Benefits). with lots of time to practice. A 7th-level thief/4th-level black mage has a +3 base save bonus on Fortitude saving throws (+2 as a 7th-level thief and +1 as a 4th-level black mage). regardless of individual class level (see Table 3–2: Experience and Level Dependent Benefits). • Quadruple the per-level skill points. The DM may restrict the choices available based on the way he or she handles classes. and a +6 on Will saving throws (+2 and +4). Ability Increases: A multiclass character increases one ability score by 1 point every four character levels. (The maximum rank for a class skill is 3 + character level. skills.

Getting Skills: A character gets a base allotment of 2. or 8 skill points for each new level. he or she gets better at using some or all of her skills. The key ability of each skill is noted in its description and on Table 4–2: Skills. 6. Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses. Many skills can be used even if the character has no ranks in them. As a character advances in level. depending on the class to which that level was added. Table 4-1: Skill Points per Level 1st-Level Class Skill Points1 Archer (4 + Int modifier) x 4 Bard (4 + Int modifier) x 4 Beastmaster (4 + Int modifier) x 4 Black Mage (2 + Int modifier) x 4 Blue Mage (4 + Int modifier) x 4 Chemist (4 + Int modifier) x 4 Chocobo Knight (2 + Int modifier) x 4 Dark Knight (2 + Int modifier) x 4 Dragoon (2 + Int modifier) x 4 Engineer (8 + Int modifier) x 4 Fighter (2 + Int modifier) x 4 Gunner (4 + Int modifier) x 4 Holy Knight (2 + Int modifier) x 4 Knight (2 + Int modifier) x 4 Monk (4 + Int modifier) x 4 Necromancer (2 + Int modifier) x 4 Higher-level Skill Points2 4 + Int modifier 4 + Int modifier 4 + Int modifier 2 + Int modifier 4 + Int modifier 4 + Int modifier 2 + Int modifier 2 + Int modifier 2 + Int modifier 8 + Int modifier 2 + Int modifier 4 + Int modifier 2 + Int modifier 2 + Int modifier 4 + Int modifier 2 + Int modifier Page 149 of 519 . 4. and bonuses provided by feats. If the character gaining his or her 1st character level overall (that is. Your maximum rank in a class skill is your character level + 3. Skill Ranks: A character’s number of ranks in a skill is based on how many skill points a character has invested in a skill. If you buy a class skill (such as Thievery for a thief or Spellcraft for a black mage). If you buy other classes’ skills (cross-class skills). gaining his or her first level in any class). Ability Modifier: The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). you get 1/2 rank per skill point. armor check penalties.CHAPTER 4: SKILLS SKILLS SUMMARY A character’s skills represent a variety of abilities. Your maximum rank in a cross-class skill is one-half of this number (do not round up or down). then add an extra 4 points of the character is hume. add his or her Intelligence modifier to the base skill point allotment for the class and multiply the total by four. among others. doing this is called making an untrained skill check. your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point.

) Your maximum rank in a class skill is 4. Each skill point you spend on a class skill gets you 1 rank in that skill. 2. ACQUIRING SKILLS AT 1ST LEVEL Follow these two steps to pick skills for your 1st-level character: 1. If you have not maxed out a skill. you can spend extra skill points on it and increase its rank further. 10 ranks in a given skill has a higher degree of training and expertise in that skill than a character with 9 ranks or fewer. as shown on Table 4–1: Skill Points per Level. SKILLS AT HIGHER LEVELS When your character attains a new level. from 0 (for a skill in which your character has no training at all) to a number equal to 3 + character level (for a character that has increased a skill to its maximum rank). a character with. Determine the number of skill points your character gets. A hume gets 4 extra skill points as a 1st-level character. 2. provided that you have that many skill points to spend. while anyone can get a lucky roll. Each of his or her skills has a rank. 3. you add your skill ranks to the roll as part of the skill modifier. A character gets at least 1 skill point at each new level. In general. Cross-class skills are skills not found on your character’s class skill list. When making a skill check. even if he or she has an Intelligence penalty. Each skill point you spend on a cross-class skill gets your character 1/2 rank in that skill. say. You can improve any class skill that you’ve previously maxed out by 1 rank or any cross-class skill that you’ve previously maxed out by 1/2 rank. Spend all your skill points. the maximum rank is half of that number (do not round up or down). the maximum rank is the character’s new level + 3. even if he or she has an Intelligence penalty. but two 1/2 ranks make 1 rank. so the more ranks you have. (Half ranks do not improve your skill check. You may spend the number of skill points it takes to max out the skill. find out what your character’s maximum rank in that skill is. Determine the number of skill points your character gets. Class skills are the skills found on your character’s class skill list. it’s 2. A hume gets 1 extra skill point per level. This number depends on his or her class and Intelligence modifier.Red Mage (6 + Int modifier) x 4 Summoner (2 + Int modifier) x 4 Thief (8 + Int modifier) x 4 White Mage (2 + Int modifier) x 4 1 Humes add +4 to this total at 1st level. A character gets at least 4 skill points (1 × 4 = 4) at 1st level. Spend the skill points. Page 150 of 519 . the higher your skill check result will be. You can’t save them to spend later. If it’s a class skill. follow these steps to gain new skills and improve those he or she already has: 1. First. 2 Humes add +1 each level. In a cross-class skill. If it’s a cross-class skill. Ranks tell you how proficient you are and reflect your training in a given skill. 6 + Int modifier 2 + Int modifier 8 + Int modifier 2 + Int modifier ACQUIRING SKILL RANKS Ranks indicate how much training or experience your character has with a given skill. See Table 4–1: Skill Points per Level.

Animals. Intimidate (Cha) You can use this skill to taunt enemies into attacking you instead. you get a +2 bonus on Acrobatics checks. If the initial check fails. and Swim into one skill. • A magitek operator can oppose a trip attempt with a Drive check. Check: Activating the Intimidate skill requires you to roll an Intimidate check against all Monsters within a 30ft. Jump. There is a -4 penalty per size category by which the Monster is larger than you. These skill points buy 1 rank each if the new skill is a class skill or 1/2 rank each if it’s a cross-class skill.5 D&D or Pathfinder Player's Handbook for the base skill list and descriptions. Time: A Drive check is a move action. Please refer to the 3. In general. revised skills. If you want to pick up a new skill for your character.). Acrobatics (Dex) This skill combines Balance and Tumble into one skill. Try Again?: Most driving checks have consequences for failure that make trying again impossible. for example. or when the character is driving during a dramatic situation (the character is being chased or attacked. all creatures affected will attack only you. don’t require a skill check. and many Constructs) are immune to Intimidate.) If your check beats a DC specific to that creature (DC 10 + creature's HD + creature's Wisdom modifier. If you have 5 or more ranks in Acrobatics. or alternate use of skills. (Which becomes a bonus of +4 if the Monster is smaller.-radius of you. Creatures unable to understand speech (such as Oozes. you get a +2 bonus on Athletics checks. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface). you can spend skill points equal to his or her character level +3. but can’t take 20. However. Synergy: If you have 5 or more ranks in Acrobatics. Drive (Dex) Check: Routine tasks. Try Again: No. a magitek operator can make a Drive check instead of an Acrobatics check. the creature is intimidated. mindless Undead. if it is a class for any of your classes. Page 151 of 519 . Magitek operators use the Drive skill to operate their magitek. and a retry is futile. you get a +2 bonus on Acrobatics checks. If you have 5 or more ranks in Athletics.4. magitek operators don’t need to make Drive checks to steer their magitek around the battlefield. Synergy: If you have 5 or more ranks in Athletics. this skill may come into play in combat under the following circumstances: • When trying to move past a foe without provoking an attack of opportunity. Special: A character can take 10 when driving. the other character has probably become more firmly resolved to resist the intimidator. such as ordinary driving. For the next round. you get a +2 bonus on Athletics checks. Athletics (Str) This skill combines Climb. your maximum rank equals your total character level +3. or is trying to reach a destination in a limited amount of time). SKILL DESCRIPTIONS This section is only for new skills. Regardless of whether a skill is purchased as a class skill or a cross-class skill.

the total time for your trip is twice the normal time. Identifying an airship by its type. When confronted with an unfamiliar piece of technology. constructs. If you fail. vehicles. The DC is 15. or across oceans. You may make a second Navigate check (DC 20) to regain your path. Check: The DCs for identifying technological items vary depending on the type of information required. or vehicle: DC 25. you can use the Navigate skill to plot a course between continents. Time: Plotting a course is a full-round action. You can take 20 only when determining your location. If you succeed. you get a +2 bonus on Intimidate checks. nor does it make you proficient with the item. and other creatures. If you succeed. You must have a clear view of the night sky to make this check. the DC is 20. nor can nonintelligent creatures. fiends. You keep trying until you succeed. Magitek. Length of Trip Short (a few hours) Moderate (a day or two) Long (up to a week) Extreme (more than a week) DC 20 22 25 28 You can use Navigate to determine your position on earth without the use of any high-tech equipment by checking the constellations or other natural landmarks. For anything else. Blue mages make use of this skill to learn spells from creatures. Special: You can take 10 when making a Navigate check. Page 152 of 519 . losing half a day for each failure. Check: A blue mage must make a Knowledge (beast lore) check (DC 15 + 2 per spell level of the ability) to successfully learn a blue magic spell. If you fail. Knowledge (Beast Lore) (Int) You can make a Knowledge (beast lore) check to correctly identify aberrations. Recalling the standard. you lose half a day before you can try again. but it takes you twice as long (you lose time backtracking and correcting your path). Check: Make a Navigate check when you’re trying to find your way to a distant location without directions or other specific guidance. cities. at which point you become lost. and Magitek. undead. you still reach the goal. A character with the Guide feat gets a +2 bonus on all Navigate checks. islands. If you have the Persuasive feat. A successful check result does not enable you to activate the item. the DC is 10. Knowledge (Technology) (Int) You can make a Knowledge (technology) check to correctly identify airships. If you fail by more than 5. you get a +2 bonus on Intimidate checks. Synergy: If you have 5 or more ranks in Bluff. but only get halfway to your destination. you continue on to your destination. or identifying a vehicle by its frame: DC 15. you travel the expected time. magical beasts.Special: A character immune to fear can’t be intimidated. Determining the function or purpose of a particular mechanical system: DC 20. For basic tools or instruments. identifying a Magitek by its structure. The DC depends on the length of the trip. not when traveling. you move via the best reasonable course toward your goal. Navigate (Int) With the usage of Airships. you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. factory-model design specs of a particular type of airship.

Requires 1 minute. you get a +2 bonus on Use Materia checks. The Use Materia check is made as part of the action (if any) required to activate the materia. and a proper facility such as a workshop or hanger bay. If damage remains. You can cast spells from materia up to three times per day. Identify a magical item. it no longer has power to cast spells or provide bonuses to an attached item. No retry. Repair (Int) You can repair or jury-rig damaged machinery. you take a -4 penalty on your Repair check. Spellcraft DC 15 20 15 Task Detect a magical aura in an object. It can be salvaged for parts. Once attuned.Perception (Wis) This skill combines Listen and Spot into one skill. and so on). vehicles. airships. 2nd level spells at 4th level. Check: You can use this skill to activate a spell or support materia to cast spells. vehicles. The DCs for Spellcraft checks are summarized on the table above. Page 153 of 519 .) At the end of the hour. (Without the toolkit. however (see the Salvage feat description for details). you may continue to make repairs for as many hours as it takes to restore the objects to full hit points. Once a materia has been used three times. To use the materia. Trained Only) Use this skill to detect magical auras. Special: Items. Pilot (Dex) You can use the Pilot skill to fly any kind of airship. you take a -4 penalty on Pilot checks made to pilot an airship. No retry. If you have 5 or more ranks in Spellcraft. vehicles. including ordinary items. requiring 24 hours to regain energy. this requires a standard action and a Use Materia skill check DC 20 (DC 25 in combat). Spellcraft (Int. Materia slotted in an equipment may also be used to cast spells from. and Magitek that are reduced to 0 hp cannot be repaired. Thievery (Dex) This skill combines Open Locks and Sleight of Hands into one skill. make a Repair check (DC 20). and Magitek takes 1 hour of work. you need to attune yourself to a materia first. a mechanical tool kit. In order to cast a spell from materia. Trained Only) Use this skill to activate materia to cast spells. Check: Repairing damage to items. you get a +2 bonus on Spellcraft checks on identifying materia. Check: Unless you have the Airship Operation feat. Requires 1 minute. you need not attune again unless you attune to a new materia. Identify an alchemical item. Use Materia (Cha. Synergy: If you have 5 or more ranks in Use Materia. Success repairs 2d6 points of damage. Check: You can detect magical auras. identify magical items and alchemical items. Requires 5 minutes. Your Caster Level (CL) is equal to the number of ranks in Use Materia skill – 5 (minimum of 1). Action: None. It must recharge. you must have a caster level equal to twice the spell level (1st level spells at 2nd level. Stealth (Dex) This skill combines Hide and Move Silently into one skill. identify magical items and alchemical items. airships. airships and Magitek.

regardless of individual class levels. and so on. A character can gain a feat at the same level at which he or she gains the prerequisite. XP Cost: Experience that the spellcaster would normally keep is expended when making a magic item. A character generally has access to what he or she needs unless unusual circumstances apply. However. The minimum time is one day. Using an item creation feat also requires access to a laboratory or magical workshop. which allow spellcasters to create magic items of all sorts. A player simply chooses them for his or her character. he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level. chosen by the player. 15th. ITEM CREATION FEATS An item creation feat lets a spellcaster create a magic item of a certain type. upon gaining enough XP to attain a new level. Only the user of the item may attempt such a check. This feat can be of any feat for which the character qualifies. then you can’t try to activate that materia again for 24 hours. Regardless of the type of items they involve. or other quality designated in order to select or use that feat. A character can’t use a feat if he or she has lost a prerequisite. meaning that no special rules govern them as a group. a feat has no ranks. PREREQUISITES Some feats have prerequisites. Time: The time to create a magic item depends on the feat and the cost of the item. ACQUIRING FEATS Unlike skills. he or she gains another feat. skill. Synergy: If you have 5 or more ranks in Spellcraft. You can’t aid another on Use Materia checks. members of some classes get bonus feats as class features. feats are not bought with points. and 18th). feat. TYPES OF FEATS Some feats are general. special tools. A metamagic feat lets a spellcaster cast a spell with greater effect. but if you ever roll a natural 1 while attempting to activate a materia and you fail. 9th. albeit with a higher MP cost.Try Again: Yes. base attack bonus. class feature. Others are item creation feats. Your character must have the indicated ability score. the various item creation feats all have certain features in common. you get a +2 bonus to Spellcraft checks made to identify materias. Unlike a skill. 12th. Special: You cannot take 10 with this skill. A hume character also gets a bonus feat at 1st level. Each character gets one feat upon creation. CHAPTER 5: FEATS A feat is a special feature that either gives your character a new capability or improves one he or she already has. At 3rd level and every three levels thereafter (6th. Raw Materials Cost: The cost of creating a magic item equals one-half the sale cost of the item. If you have 5 or more ranks in Use Materia. The XP cost equals 1/25 of the cost of the item in gil. you get a +2 bonus on Use Materia checks. Additionally. Page 154 of 519 . These feats may be chosen from special lists. Feats are gained according to character level. A character either has a feat or does not. A character cannot spend so much XP on an item that he or she loses a level.

a spell from such an item has the power it would have if cast by a spellcaster of that level. Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby airships. as normal). Furthermore. Casting a spell in such a way is harder than normal but. and the power of these items depends on their caster level—that is. Please refer to the 3. To find the final price in each case. the caster must be able to spend MP at the increased cost of the spell. you can move both before and after the attack. You can select a new enemy ship on any action. Benefit: When using an attack action with an airship ranged weapon. or other device. Advanced Magitek Operation [General] You have received advanced training or extensive practice in magitek movement. casting a spell modified by Quicken Spell does not provoke an attack of opportunity. it will increase the MP cost. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand. When you are operating a magitek of the chosen type. Benefit: Choose the type of magitek (Mach I. Prerequisite: Dexterity 13. Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. zipping in and out of an enemy’s sights. thanks to metamagic feats. Airship Dodge [General] You are adept at dodging attacks while piloting airships. Airship Dodge. FEAT DESCRIPTIONS Here is the list of feats that are either new feats or revised feats. you apply a +1 dodge bonus to your airship’s Armor Class against attacks from one enemy airship you designate during your action. then multiply the result by a constant. You can’t apply the same metamagic feat more than once to a single spell. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. In order to apply a metamagic feat to a spell. Prerequisite: Magitek Operation. A bard can’t modify his songs with Metamagic feats. Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened.5 D&D or Pathfinder Player's Handbook for the basic feat list and descriptions. Mach II. METAMAGIC FEATS As a spellcaster’s knowledge of magic grows. or Mach Elite). Metamagic feats are applied spontaneously and do not increase the casting time of the spell. Pilot 6 ranks. Airship Battle Run [General] You are skilled at airship skirmish tactics. See the specific feat descriptions for the spells that a particular feat can’t modify. at least it is possible. however. as shown below: Scrolls: Base price = spell level x caster level x 50 gil. provided that the total distance does not exceed the airship’s movement. Spells modified by a metamagic feat costs MP higher than normal. Page 155 of 519 . she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned.Item Cost: Scribe Scroll create items that directly reproduce spell effects. Metamagic feats cannot be used with all spells. Airship Operation Benefit: When piloting an airship. multiply the caster level by the spell level. you gain a +1 dodge bonus to Defense. Airship Mobility. scroll. armor penalties for operating the magitek are 2 less than they would otherwise be (minimum penalty –0). Prerequisite: Dexterity 13. However.

you take a -4 nonproficient penalty on Attack rolls when firing an airship weapon. and you do not gain the dodge bonus to your airship’s Armor Class. Armored Mage (Plate) [General] Your specialized training in plate armor allows you to avoid spell failure. Armored Mage (Leather) [General] Your specialized training in leather armor allows you to avoid spell failure. Airship Mobility [General] You are adept at dodging attacks while piloting airships. which can cause spells to fail if those spells have a somatic component. Prerequisite: Dexterity 13. Prerequisite: Armor Proficiency (Chain). Armored Mage (Leather). Prerequisite: Pilot 9 ranks. you receive a +2 bonus on Bluff checks made to feint in airship combat. you take no penalty on Pilot checks made when operating the airship. Dodge bonuses (such as this one and the dodge bonus granted by the Airship Dodge feat) stack with each other. and you also gain a +1 dodge bonus to your airship’s Armor Class per 5 ranks of your Pilot skill. Normal: Armor heavier than cloth armor interferes with a spell-caster's gestures. unlike most types of bonuses. Prerequisite: Armor Proficiency (Leather). Armored Mage (Leather). Armored Mage (Chain) [General] Your specialized training in chain armor allows you to avoid spell failure. you apply a +4 dodge bonus to your airship’s Armor Class against attacks of opportunity caused when you out of or within an airship’s threatened area. Normal: Armor heavier than cloth armor interferes with a spell-caster's gestures. Benefit: You gain Pilot and Navigate as class skills you obtained this feat.Airship Feint [General] You are skilled at misleading your enemy in airship combat. you take a -4 nonproficient penalty on Pilot checks made to operate an airship. Normal: Armor heavier than cloth armor interferes with a spell-caster's gestures. Benefit: While wearing leather armor. When operating an airship. Benefit: While wearing plate armor. Airship Operation [General] You are proficient at operating airships of any type. Normal: Without this feat. In addition. which can cause spells to fail if those spells have a somatic component. Prerequisite: Armor Proficiency (Plate). Airship Dodge Benefit: When piloting an airship. you avoid the chance for spell failure. Airship Operation Benefit: When piloting an airship. Any condition that makes your lose your Dexterity bonus to Armor Class also makes you lose your dodge bonuses. Airship Gunnery [General] You are proficient with airship weapons. Page 156 of 519 . you can make a Bluff check in airship combat as a move action. you avoid the chance for spell failure. Benefit: You do not take a penalty on Attack rolls when firing an airship weapon. Normal: Without this feat. Armored Mage (Chain). you avoid the chance for spell failure. See the expanded Bluff skill description for details. which can cause spells to fail if those spells have a somatic component. Benefit: While wearing chain armor.

the character may fire a short burst as a single attack against a single target. Armored Thief (Plate) [General] Your specialized training in plate armor allows you to reduce skill penalties and improves maximum Dexterity bonus. Burst Fire [General] You can fire a short burst at the expense of accuracy. Double Tap. You can recover additional MP for a proportional cost. Prerequisite: Armor Proficiency (Plate). 2nd. For example. Dexterity. Benefit: Any Avatar you summon gains a +4 enhancement bonus to Strength and Constitution as well as a +1 hit point per HD it possesses. an 8th-level blue mage gains either a new 1st. Armored Thief (Leather). Prerequisites: Dexterity 13. Azure Knowledge [Metamagic] Prerequisites: Blue Mage level 5th. you reduce skill penalties by 3 and improve the maximum Dexterity bonus by 1. or 3rd-level blue magic spell. The character receives a –4 penalty on the attack roll. Normal: Armor heavier than cloth armor incur skill penalties and usually have a maximum Dexterity bonus. you could choose to recover 6 MP by taking 3 points of ability damage to Strength. Armored Thief (Leather). Special: You can gain this feat multiple times. Body Fuel [General] You can expand your MP at the expense of your health. and Constitution. and Constitution. Benefit: While wearing chain armor. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it. Benefit: You can recover 2 MP by taking 1 point of ability damage to each of your three ability scores: Strength. for example. Armored Thief (Chain). Dexterity. Normal: Armor heavier than cloth armor incur skill penalties and usually have a maximum Dexterity bonus. Benefit: Add to your spells known one additional blue magic spell of any level up to one level lower than the highest-level spell you can cast. Prerequisite: Armor Proficiency (Leather).Armored Thief (Leather) [General] Your specialized training in leather armor allows you to reduce skill penalties and improves maximum Dexterity bonus. but deal +2 dice of damage. Armored Thief (Chain) [General] Your specialized training in chain armor allows you to reduce skill penalties and improves maximum Dexterity bonus. Prerequisite: Armor Proficiency (Chain). Page 157 of 519 . Benefit: When using an automatic firearm with at least five bullets loaded. Normal: Armor heavier than cloth armor incur skill penalties and usually have a maximum Dexterity bonus. Benefit: While wearing leather armor. you reduce skill penalties by 1 and improve the maximum Dexterity bonus by 3. Augment Summoning [General] Prerequisites: Able to summon Avatars. Benefit: While wearing plate armor. you reduce skill penalties by 2 and improve the maximum Dexterity bonus by 2. you learn one new blue magic spell at any level up to one less than the highest-level spell you can cast. Each time.

To craft an alchemical item. There is no effect on other modes of movement. Chocobo Time [Bardic Performance] Your lively cadence puts a spring in the step of weary marchers. water. fly. etc. etc. To create Tier 4 alchemical items. this spell affects your jumping distance (see Athletics). Craft Accessory [Item Creation] You can create a wide variety of accessories. Chain Spell [Metamagic] You can cast spells that arc to hit other targets in addition to the primary target. you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. targets a 10-foot-by-10-foot area. Benefit: You can create any accessory whose prerequisites you meet. for example. rings. cure status effects. if one is allowed by the spell. Crafting an alchemical item takes one hour. if a character attempts an autofire attack at a specific target. or Perform (wind) 3 ranks. half the raw materials. bracers. fire. The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).) Using this feat increases the MP cost of the spell by 3. or swim. you set the caster level. Benefit: You can create Tier 1 alchemical items. Effect: This bright and spritely tune mimics the sound of chocobo feet. Without this feat. which can heal. This feat increases the affected target’s base land speed by 10 feet for 1 hour. groundeating pace. Craft Alchemical Item [Item Creation] You can create alchemical items. and can’t be aimed at a specific target.000 gil in its price. Special: If the firearm has a three-round burst setting. See the Alchemical Item section for more details on what you can make for alchemical items. you must be at least 11th level. Prerequisite: Caster level 3rd. firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it. that spell cannot be enhanced by any other similar feat. This adjustment is treated as an enhancement bonus. Use: 1 bardic performance round. the spell can arc to a number of secondary targets equal to your character level (maximum twenty). and no target can be struck more than once. You can also mend a broken accessory if it is one that you could make. You can choose secondary targets as you like. slowly building to a steady. you must be at least 15th level. which must be sufficient to cast the spell in question and no higher than your own level. but they must all be within 30 feet of the primary target. you must be at least 7th level. Prerequisite: Caster level 3rd. lightning. Craft Materia [Item Creation] Page 158 of 519 . The base prices of potions are in the Alchemical Item section. such as burrow. To create Tier 3 alchemical items. When you complete this performance. and half the time it would take to craft that item in the first place. ice.Normal: Autofire uses ten bullets. hats. you affect one ally in hearing range per bard level. Doing so costs half the XP. When you create an alchemical item. or wind damage. Special: To create Tier 2 alchemical items. Action: 1 minute. gloves. Prerequisite: Perform (percussion) 3 ranks. Perform (string) 3 ranks. climb. If you apply this feat on a spell. from shoes. After the primary target is struck. Benefit: You can chain any spell that affects a single target and that deals either earth. Each target gets to make a saving throw. you must spend 1/25th of this base price in XP and use up raw materials costing one half this base price. To enchant an accessory. it simply counts as a normal attack and all the extra bullets are wasted. Enchanting an accessory takes one day for each 1. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area. As with any effect that increases your speed.

When you create a Spell. Elemental Focus [General] Choose an element. Support. lightning. such as dark. or wind. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the element you select. which must be sufficient to cast the spell in question and no higher than your own level. Elemental Penetration [General] Choose an element. Empower Spell [Metamagic] You can cast spells to a greater effect. earth. affects half again as many targets. it applies to a new element. Enlarge Spell [Metamagic] Page 159 of 519 . Your spells of that element are more potent than normal. All crafted materia begin at level 0 with 0 MXP. shield. fire. Benefit: You can create a materia of one of the five types: Spell. which are special little crystal orbs that contain magicite that provide a magical effect when affixed to a weapon. or suit of armor. Benefit: This feat grants you a +1 dodge bonus to AC. but deals +1 die of damage with a successful hit. breaking through element resistance more readily than normal. lightning. Double Tap [General] You can make a couple shots at the expense of accuracy. water. Its effects do not stack. Prerequisites: Dexterity 13. Benefit: All variable. Ability. Point Blank Shot. To craft materia. Crafting a Summon materia takes one month. the character may fire two bullets as a single attack against a single target. that spell cannot be enhanced by any other similar feat. ice. water. Any elemental resistance on a creature is considered 2 less when determining damage from a spell of the element you select. Each time you take the feat. numeric effects of an empowered spell are increased by one-half. Saving throws are not affected. or Summon materia. Benefit: When using a semiautomatic firearm with at least two bullets loaded. The character receives a –2 penalty on this attack. Crafting an Independent or Ability materia takes one week. such as dark. earth. Dodge [General] You are adept at dodging blows. Support. you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Independent. it applies to a new element. Special: You can gain this feat multiple times. Also. Prerequisites: Dex 13. as appropriate. If you apply this feat on a spell. unlike most other types of bonuses. you set the caster level. Special: You can gain this feat multiple times. Its effects do not stack. An empowered spell deals half again as much damage as normal. heals half again as many hit points. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. Using this feat increases the MP cost of the spell by 2.You can create materia. dodge bonuses stack with each other. nor are spells without random variables. Each time you take the feat. or wind. light. or Summon (See the Materia section for more details on what you can make for materia). ice. Benefit: Spells of the element you select are harder to resist. and so forth. Crafting a Spell or Support materia takes one day per spell level. fire. light. Prerequisite: Caster level 6th. Your spells of that element are especially potent.

If you apply this feat on a spell. Using this feat increases the MP cost of the spell by 1. a medium-range spell has a range of 100 feet + 10 feet per level. If you apply this feat on a spell. Extra Defile [General] Your harm touch ability adds an additional defile. Extend Song [Meta-Song] You are able to perform your Bard songs longer than most.You can cast spells farther than normal. that spell cannot be enhanced by any other similar feat. that spell cannot be enhanced by any other similar feat. Benefit: You make attack rolls with the weapon normally. Each time you take this feat. Benefit: Select one additional defile for which you qualify. A spell with a duration of concentration. Normal: A character who uses gunblades with which he or she is not proficient takes a –4 penalty on attack rolls. Spells whose ranges are not defined by distance. medium. Using this feat increases the MP cost of the spell by 2. instantaneous. Extend Spell [Metamagic] You can cast spells that last longer than normal. Its effects do not stack. Prerequisite: Base attack bonus +1. Str 13. An enlarged spell with a range of close has a range of 25 feet + 5 feet per two levels. select a new defile. Exotic Weapon Proficiency (Gunblades) [General] You understand how to use gunblades in combat. Special: You can take this feat multiple times. When you use lay on hands to heal damage to one target. or long. Exotic Weapon Proficiency (Firearms) [General] You understand how to use firearms in combat. Benefit: You make attack rolls with the weapon normally. Benefit: Select one additional blessing for which you qualify. it also receives the additional effects of this defile. Special: You can gain this feat multiple times. Benefit: An extended spell lasts twice as long as normal. as well as spells whose ranges are not close. are not affected. blessing class feature. Its effects do not stack. Prerequisite: Base attack bonus +1. The effects stack. it also receives the additional effects of this blessing. Extra Blessing [General] Your lay on hands ability adds an additional blessing. Page 160 of 519 . Prerequisites: Harm touch class feature. Prerequisites: Able to perform 1st-level bard songs. Each time you take this feat. Special: You can gain this feat multiple times. or long to increase its range by 100%. and a long-range spell has a range of 400 feet + 40 feet per level. or permanent is not affected by this feat. defile class feature. When you use harm touch to deal damage to one target. medium. Benefit: You can alter a spell with a range of close. Benefit: Your Bard songs last an additional three rounds beyond its normal duration. Prerequisites: Lay on hands class feature. select a new blessing. Normal: A character who uses firearms with which he or she is not proficient takes a –4 penalty on attack rolls.

Prerequisite: Elemental Focus. Extra Limit Break [General] You can use your limit breaks more often. Your spells are remarkably potent. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the element you select. Benefit: You can activate a limit break one additional time. Greater Elemental Penetration [General] Choose an element to which you already have applied the Elemental Focus feat. Special: You can gain Extra Ki multiple times. The effects stack. Extra Ki [General] You can use your ki pool more times per day than most. Prerequisite: Ki pool class feature. Special: You can gain this feat multiple times. Its effects stack. Special: This feat can be taken only once.Extra Harm Touch [General] You can use your lay on hands ability more often. breaking through elemental resistance more readily than normal. Prerequisite: Lay on hands class feature. This bonus stacks with the bonus from Elemental Focus. Prerequisite: Having a MP pool. Extra Rage [General] You are able to maintain your rage longer than most. Prerequisites: Bestial Rage class feature. Special: You can gain this feat multiple times. Special: You can take this feat multiple times. Your spells of that element are now even more potent than before. Benefit: Your ki pool increases by 2. Prerequisite: Harm touch class feature. Its effects do not stack. Page 161 of 519 . Each time you take the feat. it applies to a new element to which you already have applied the Elemental Focus feat. Benefit: You can use your harm touch ability two additional times per day. Benefit: You can use your lay on hands ability two additional times per day. Greater Elemental Focus [General] Choose an element to which you already have applied the Elemental Focus feat. Benefit: You can rage for 6 additional rounds per day. Special: You can gain this feat multiple times. Normal: You can only activate a limit break once per day. Its effects stack. Extra MP [General] You gain additional MP to supplement those you already had. Its effects stack. Benefit: You gain bonus MP as if your casting attribute were four points higher (effectively one extra MP per casting class level) for the purposes of determining bonus maximum MP. Extra Lay on Hands [General] You can use your lay on hands ability more often.

Its effects do not stack. Benefit: Spells of the element you select are harder to resist. Prerequisites: Dex 15. even after you have stopped performing. Prerequisite: Base attack bonus +6. Improved Power Attack [General] The power of your melee attacks improves. or with a one-handed weapon wielded in two hands. Prerequisites: Must have an Aura class feature. Benefit: Whenever you make an attack from your magitek that requires enemies to make Reflex saving throws. Improved Aura [General] You have a larger radius for your auras. This number may not exceed your base attack bonus. before making attack rolls for a round. Special: If you attack with a two-handed weapon. This penalty stacks with the one from Elemental Penetration. you treat a double weapon as a one-handed weapon and a light weapon. you may choose to subtract a number from all melee attack rolls and for every -2 penalty you take. Normal: Without this feat. Hair Trigger [General] You have developed a delicate sense of timing. Benefit: On your action. Archer level 11th. Fighter level 11th. Benefit: The radius of your auras are increased by double. you can't fire the gunblade at the same time as you swing your sword. This number may not exceed your base attack bonus. you may choose to subtract a number from all ranged attack rolls and for every -2 penalty you take. Power Attack. Special: You can gain this feat multiple times. This benefit does not stack with the normal effects of Deadly Aim. Benefit: On your action. You can’t add the bonus from Improved Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks). Prerequisite: Exotic Weapon Proficiency (Gunblades). instead add triple the number subtracted from your attack rolls. Any elemental resistance on a creature is considered 2 less when determining damage from a spell of the element you select. Prerequisites: Str 15. Benefit: You may fire your gunblade as an additional attack action against the same target if you have successfully hit with the blade during the round with a -5 penalty without provoking attacks of opportunity. attacking with only one end of it in a round. Improved Deadly Aim [General] The power of your ranged attacks improves. Deadly Aim. you gain a +3 bonus on all melee damage rolls. and your area attacks hit your foes when they’re ill-prepared to defend against them. If you choose to use a double weapon like a two-handed weapon. The penalty on attacks and bonus on damage apply until your next turn. you gain a +3 bonus on all ranged damage rolls.) Lingering Performance [General] The effects of your bardic performance carry on. Gunblade Expertise [General] Your understanding of Gunblades allows you to swing and fire your gunblade at the same time.Prerequisite: Elemental Penetration. even though the penalty on attack rolls still applies. before making attack rolls for a round. (Normally. This benefit does not stack with the normal effects of Power Attack. it applies to a new element to which you already have applied the Elemental Penetration feat. you treat it as a two-handed weapon. Each time you take the feat. the DC for such saves is increased by +2. Page 162 of 519 . The penalty on attacks and bonus on damage apply until your next turn.

you can use an attack action to fling the held opponent on your next action. at least one free hand slot. Escape Artist. this form of attack Page 163 of 519 . Benefit: You can use your magitek’s great size and strength. as given above. they cannot run or charge. such as range or specific conditions. Benefit: Your magitek can make a grapple check at a –20 penalty against an opponent at least one size categories smaller than it. The range increment for the thrown foe is 10 feet. This attack is useful only against creatures at least one size categories smaller than your magitek. Add 1.Prerequisite: Bardic performance class feature. If you begin a new bardic performance during this time. Huge (2d8).5 times your magitek-modified Strength bonus to this base damage to determine the total damage for the attack. Magitek Sweep [General] You can use your magitek to wield improvised weapons and attack several spaces at once. to pick up a heavy object (such as a large tree or boulder) and attack an area as an attack action. vehicle. and you may apply your magitek-modified Strength bonus to the damage. On a failure. subject to the obvious limitations of size. Prerequisite: Magitek Operation. To do so. both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken. you can maneuver your magitek to jump or fall onto opponents. You threaten areas within your reach even if unarmed. the effects of the previous performance immediately cease. Furthermore. two free hand slots. Power Attack. Your magitek may also fling your opponent at another magitek. and Stealth checks when operating a magitek. If thrown horizontally. along with your own knowledge of balance and leverage. it takes normal falling damage. make an attack roll at a –4 penalty. You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with magitek controls. Magitek Operation [General] You know how to operate a magitek. Magitek Crush [General] You can hurl your magitek’s body onto opponents to deal tremendous damage. Huge (1d8). Each creature in the affected area must succeed on a Reflex save (DC 10 + your magitek’s size modifier for grapple attacks). Normal: Characters without this feat take a –4 penalty on Acrobatics. the creature is pinned and automatically takes crush damage each round the pin is maintained. The area affected is a half-circle with a radius equal to your magitek’s reach. Add 1. If the grapple succeeds. Athetlics. Benefit: As an attack action. or creature. The base damage for a crush attack depends on your magitek’s size category: Large (2d6). Prerequisite: Magitek Operation. Benefit: You gain Drive as a class skill when you obtained this feat.5 times your magitek’s Strength bonus to this base damage to determine the total damage for the attack. The base damage dealt depends on your magitek’s size: Large (1d6). If you hit. with appropriate range penalties. This attack deals damage to all creatures one or more size categories smaller than your magitek within the area. Though it can deal significant damage. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Magitek Fling [General] You can pick up an opponent with your magitek and fling it. using the magitek’s body to crush them. If thrown vertically. Prerequisite: Magitek Operation. must still be met for the effect to continue. A creature may be thrown horizontally or vertically. You can move normally in a magitek and generally perform any action as if you weren’t inside a magitek. it takes damage as though it had fallen half the distance thrown (rounded down). against the target. A crush attack deals bludgeoning damage and affects as many creatures as can fit under your magitek’s body. Any other requirement. and the maximum range is 100 feet. Drive.

The cost to build a mastercraft object is equal to the base cost of the object plus the additional Gil cost below and the modifiers to apply to the Craft check DC for mastercraft items are also listed on the table below. it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. In each case. Benefit: When successfully completed. Page 164 of 519 . Magitek Weapon Boost [General] By disabling safeguards and shunting auxiliary power into your weapons. base attack bonus +4. Magitek Weapon Proficiency [General] You know how to acquire targets and fire your magitek’s weapons using onboard computers and sensors. then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made. airships. You can use any feats that refer to firearms with your ranged magitek weapons. The experience points must be paid before making the Craft check. Benefit: You can take a penalty of up to –5 on your attack roll.is awkward and unbalancing. you can attain greater destructive power at the cost of weapon accuracy. and Magitek. Prerequisite: Magitek Operation. Furthermore. Repair 6 ranks. gaining a +4 bonus on the attack roll because the target is prone. The attack penalty persists until the beginning of your next turn. Prerequisites: Any Craft skill 8 ranks. a mastercraft object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles. Magitek Trample [General] Your magitek can knock down and crush opponents. the bonus can be up to +5. If the expenditure of these experience points would drop you below the minimum needed for your current level. you must also pay a cost in experience points equal to 250 x the bonus provided by the mastercraft feature. your magitek may make one free slam attack against the target. Mastercrafter [General] You are adept at creating mastercraft items. the target may not choose to avoid your magitek. On average. airships. but the additional damage applies only to the next single attack you make. and Magitek. Prerequisite: Magitek Operation. Benefit: You no longer suffer the standard penalties on attack rolls while you’re in your magitek. Normal: Characters without this feat take a –4 penalty on attack rolls made while in a magitek cockpit. If you do. Prerequisite: Base attack bonus +8. You take a –2 penalty to your magitek’s Defense and on Reflex saves until your next turn. Mastercrafter Feature Mastercraft (+1) Mastercraft (+2) Mastercraft (+3) Mastercraft (+4) Mastercraft (+5) Gil Cost +500 +1500 +3500 +7500 +15500 DC Modifier +3 +6 +9 +12 +15 In addition to the additional Gil cost. A mastercraft suit of armor improves the armor’s equipment bonus to Armor Class. they cannot apply firearm feats to a magitek’s ranged weapons. vehicles. this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack and damage rolls. Benefit: When you attempt to overrun an opponent while operating a magitek. If your magitek knocks down the target. the magitek weapon of your choice deals +1d6 points of damage for each –1 penalty you took.

nor are spells without random variables. but you take 5d8 points of non-elemental damage. twisting dance is helpful in dodging obstacles and climbing. Action: 1 full round. You can cast only one quickened spell per round. Normal: You can only attach materia to weapons and armor. even execute another spell. you can increase your effective spell-caster level by three. Using this feat increases the MP cost of the spell Page 165 of 519 . You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels. The effective increase in spellcaster level increases the number of MP you can expend. but in so doing you take 1d8 points of non-elemental damage. Saving throws are not affected. Special: You may only take this feat once. Materia Proficiency [General] You can now cast spells from materia. Maximize Spell [Metamagic] You can cast spells to the maximum effect. such as range. Benefit: A quickened spell becomes a free action. At 8th level. Benefit: While casting a spell. you may climb as if you had a climb speed equal to your base speed. duration. Quicken Spell [Metamagic] You can cast a spell with extreme speed. as appropriate. and +1 additional MP for each additional level. you may move through 5 feet of difficult terrain each round as if it were normal terrain. and so on. Minuet of the Malboro [Bardic Performance] Your winding. affects the maximum number of targets. whenever you move. Mental Toughness [General] You have a larger MP pool than normal. cures the maximum number of hit points. As long as you maintain the performance. this allows you to take a 5-foot step into difficult terrain. you can increase your effective spell-caster level by one. If you apply this feat on a spell. but you take 3d8 points of non-elemental damage. so too does your dance propel you across broken stone and up walls. As long as you move laterally at least 10 feet. and overcoming spell resistance. you can choose to increase your effective spell-caster level by two. in the same round that you casted a quickened spell. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain. Benefit: All variable. that spell cannot be enhanced by any other similar feat. if these students succeed at a DC 15 Perform (dance) check. Prerequisites: Must have a MP pool.You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by spending the additional Gil cost and then making the Craft check as though you were constructing the object from scratch. as well as increasing all spell-caster level-dependent effects. Benefit: You gain Use Materia as a class skill. You get a +3 bonus on all Use Materia skill checks. Overchannel [Metamagic] You burn your life force to strengthen your spells. numeric effects of a spell modified by this feat are maximized. A spell whose cast time is longer than 1 round cannot be quickened. Using this feat increases the MP cost of the spell by 3. Benefit: You gain +2 MP at 1st level. Prerequisite: Perform (dance) 4 ranks. Use: 1 bardic performance round per round. A maximized spell deals maximum damage. they also gain the benefits of this feat as long as you maintain the performance. At 15th level. You can cast another action.

Although this song has words. Prerequisite: Str 15. Supreme Deadly Aim [General] You are an expert in throwing tremendous power behind your ranged attacks. If you apply this feat on a spell. you can choose to forgo dealing 1d6 points of sneak attack damage and instead steal 1d4 MP from your target. Using this feat increases the MP cost of the spell by 2. Prerequisite: Sneak attack. The creature can choose which direction it wishes to move each turn. you gain a +2 bonus on all ranged damage rolls. Supreme Cleave [General] You are able to bridge the gaps when making Cleave attempts. Benefit: A silent spell can be cast with no somatic components. The penalty on attacks and bonus on damage apply until your next turn. Effect: This song follows a set repetition of verses and refrains with a pattern of syllables that remains constant from line to line. Improved Deadly Aim.by 4. This number may not exceed your base attack bonus. Power Attack. Benefit: On your action. Fighter level 8th. Archer level 16th. If you apply this feat on a spell. One enemy per bard level within listening range must make a successful Will save or find its movements hampered. Prerequisites: Dex 17. that spell cannot be enhanced by any other similar feat. must have a MP pool. Great Cleave. and cannot move around corners or otherwise deviate from this line until its next turn. You are still limited to one such adjustment per round. Using this feat increases the MP cost of the spell by 2. you may choose to subtract a number from all ranged attack rolls and for every -1 penalty you take. Prerequisite: Perform (sing) 4 ranks. Still Spell [Metamagic] You can cast spells without gestures. If you apply this feat on a spell. Use: 1 bardic performance round per round. For each die of sneak attack damage you forgo. Page 166 of 519 . Benefit: A silent spell can be cast with no verbal components. it is not language-dependent. This benefit does not stack with the normal effects of Deadly Aim or Improved Deadly Aim. but it can move only along a straight line in that direction. so you cannot use this ability during a round in which you have already taken a 5-foot step. Deadly Aim. that spell cannot be enhanced by any other similar feat. A creature that fails its save can move only in a straight line each turn. Action: 1 round. Supreme Power Attack [General] You are an expert in throwing tremendous power behind your melee attacks. Rondeau of Bastok [Bardic Performance] Your carefully structured song imposes rigid order on your listeners. Benefit: If you hit an opponent with a successful sneak attack. Cleave. This effect lasts as long as you maintain the performance. As you sing. Casting a quickened spell does not provoke attacks of opportunity. listeners find their actions bound by your song’s relentless order. that spell cannot be enhanced by any other similar feat. Silent Spell [Metamagic] You can cast spells silently. before making attack rolls for a round. the more die you steal from your opponent's MP. Steal MP [General] You siphon off your opponent's MP. Benefit: You can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.

instead add quadruple the number subtracted from your attack rolls. Improved Power Attack. Use: 2 bardic performance rounds. before making attack rolls for a round. and every 4 ranks thereafter. When using this feat. You can’t add the bonus from Supreme Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks).) The Cockatrice Gambit [Bardic Performance] Your antics can soften even the hardest visage. bends. but also make it more difficult for you to perform other actions.Prerequisites: Str 17. Plants and oozes in this area take 1d6 points of damage per bard level (maximum 10d6). Benefit: On your action. who blasted the earth with salt and withering heat. Prerequisite: Perform (act) or Perform (comedy) 6 ranks. the farmer bargained with a devil. and you must make a concentration check to perform any song (DC 15 + the song’s level). half is piercing damage. or no damage on a successful save. Use: 2 bardic performance rounds. but not total defense. leaving the fertile land desolate for a century. and leaps of this intricate dance make you a difficult target to hit. you can create a 30-foot cone or a 60-foot line that is blasted with scorching air and hot salt. Prerequisite: Perform (comedy) or Perform (oratory) 7 ranks. A Reflex save reduces the damage by half. Action: 1 minute. When you complete the performance. Through a series of increasingly unlikely events involving a cart of horse manure. it lasts until the start of your next turn. Fighter level 16th. When you use this feat. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this feat. When you have 8 ranks in Perform (dance). you take a –2 penalty on melee attack rolls and combat maneuver checks. You can combine this feat with fighting defensively and Combat Expertise. you treat it as a two-handed weapon. Prerequisite: Perform (dance) 4 ranks. (Normally. no matter how funny. The Dance of the Moogle [Bardic Performance] This complex dance makes you difficult to strike. The Foolish Galka [Bardic Performance] Your acting conjures hellfire and salt to destroy plants. you treat a double weapon as a one-handed weapon and a light weapon. the penalty increases by –1 and the dodge bonus increases by +1. Action: 1 full round. you may choose to subtract a number from all melee attack rolls and for every -1 penalty you take. this allows you to get multiple rounds of its benefit (and its penalties) at the cost of only 1 round of bardic performance. her legendary frown broke at last. or with a one-handed weapon wielded in two hands. you gain a +2 bonus on all melee damage rolls. Use: 1 bardic performance round. Creatures other than plants or oozes take half damage. the target cured of Petrify status. Effect: This pantomime tells the tale of a foolish galka farmer who failed to control the weeds that grew so quickly upon his land. attacking with only one end of it in a round. but you gain a +2 dodge bonus to your Armor Class. Power Attack. If you choose to use a double weapon like a two-handed weapon. When you complete the performance. This benefit does not stack with the normal effects of Power Attack or Improved Power Attack. Special: If you attack with a two-handed weapon. and a flying carpet. The Kefka Refrain [Bardic Performance] Page 167 of 519 . a king. half this damage is fire damage. even though the penalty on attack rolls still applies. Effect: You tell an old and humorous tale about a woman who refused to smile at anything. Action: 1 free action. The penalty on attacks and bonus on damage apply until your next turn. This number may not exceed your base attack bonus. In desperation. Effect: The shuffling steps.

Use: 4 bardic performance rounds. freezing to death. then spend a swift action to take a normal move. Affected creatures that fail their saving Page 168 of 519 . The Requiem of the Fallen Mage-King [Bardic Performance] Your performance reveals ways to cheat time itself. causing one creature you are aware of who can hear your song to develop a psychosomatic flu. Use: 5 bardic performance rounds. When you complete the performance. or being eaten alive by insects. Tonberry's Grudge [Bardic Performance] The horror of the Tonberry shrieks through your instrument to make a listener experience the death she dreads most. you gain the ability to spend a swift action to perform a nonmagical action that normally requires a move action or a standard action. Prerequisite: Perform (dance) 5 ranks. otherwise the benefit is lost. which must be used in the next 10 minutes. if these students succeed at a DC 15 Perform (dance) check. ice. This is a language-dependent effect. Effect: Your song emulates the sounds of a terrible illness. but they must listen to it intently (to the exclusion of all other activities) for the duration of the performance. whenever it attempts any action other than moving up to its base speed or making a single melee attack (but not both) in a single round. load a light crossbow. and you must expend 1 round of bardic performance for each ally other than yourself whom you want to gain the ability to accelerate time (for example. for the next 10 minutes you treat any distance fallen as if it were a number of feet shorter equal to half your bard level × 5. Prerequisite: Perform (sing) 5 ranks. lightning. This ability does not stack with other effects that increase your speed (such as haste). all creatures within 30 feet who can hear your performance must make a successful Will saving throw or take 1d6 points of elemental damage. water. Action: 1 minute. Prerequisite: Perform (oratory) 10 ranks or Perform (sing) 10 ranks. The Mithra Cat-Step [Bardic Performance] Your agile dancing allows you and others to fall safely and land gracefully. chosen when you begin performing the feat). When you perform this feat. +1 round per additional person affected. Prerequisite: Perform (string) 7 ranks.Your strange melody of hacking gasps and pained wheezes draws upon the dark powers of Kefka to fill a witness with debilitating and distracting phlegm. Effect: This piece tells the story of a mighty mage-king who seemed to defy time by snatching near-victory from an overwhelming number of enemies. such as immolation. they also gain the benefits of this feat for the remainder of its duration. you could make a full attack. or draw a weapon in the same round. affecting yourself and five others requires expending 11 rounds of bardic performance). For example. or wind (your choice. Use: 1 bardic performance round per round. fire. Effect: You produce a sound that causes creatures to believe they are suffering a particularly ghastly and terrifying death. When you complete this performance. You must use this extra action within 10 minutes of performing the feat. When you complete the performance. Your allies may benefit from this feat. If the target fails its Will save. Effect: This quick dance is a series of small steps culminating in a series of leaps. Action: 1 standard action. Action: 4 full rounds. you gain the ability to accelerate time once. The elemental type can be either earth. You may spend the first minute of this effect demonstrating the dance to up to one creature per two bard levels. it must succeed at a concentration check (DC 10 + your Charisma modifier) to avoid wasting its action because of a fit of coughing and sneezing.

Benefit: You can alter a burst. Use: 1 bardic performance round per round. Benefit: You gain +3 hit points at 1st level. that spell cannot be enhanced by any other similar feat. Wild Talent [General] You have an unrealized talent for magic. and +1 additional hit point for each additional level. emanation. Benefit: Your latent talent for magic flares to life. line. For example. Widen Spell [Metamagic] You can increase the area of your spells. you gain a MP pool of 2 and can take metamagic feats and item creation feats. Toughness [General] You are tougher than normal. or spread-shaped spell to increase its area. conferring upon you the designation of a spell-casting character. Page 169 of 519 . Special: A character may gain this feat multiple times. Thundaga spell (which normally produces a 30-foot-radius spread) that is widened now fills a 60-foot-radius spread. however. If you apply this feat on a spell. As a spell-casting character. gain the ability to learn spells simply by virtue of having this feat. Its effects stack. (Spells that do not have an area of one of these four sorts are not affected by this feat.throws take damage on the round you begin the performance and each round you continue the performance as long as they remain in range. Abilities that extend the duration of a bardic performance affect this feat. You do not. Using this feat increases the MP cost of the spell by 2.) Any numeric measurements of the spell’s area increase by 100%.

monk’s outfit. scholar’s outfit. WEALTH AND MONEY COINS The most common coin is the gil. in this sense.CHAPTER 6: EQUIPMENT Assume a character owns at least one outfit of normal clothes. peasant’s outfit. Table 6-1: Random Starting Gil Amount Class (average) Archer 5d4 x 20 (200 gil) Bard 4d4 x 20 (150 gil) Beastmaster 4d4 x 20 (150 gil) Black Mage 3d4 x 20 (125 gil) Blue Mage 3d4 x 20 (125 gil) Chemist 5d4 x 20 (200 gil) Chocobo Knight 6d4 x 20 (225 gil) Dark Knight 6d4 x 20 (225 gil) Dragoon 6d4 x 20 (225 gil) Engineer 6d4 x 20 (225 gil) Class Fighter Gunner Holy Knight Knight Monk Necromancer Red Mage Summoner Thief White Mage Amount (average) 6d4 x 20 (225 gil) 5d4 x 20 (200 gil) 6d4 x 20 (225 gil) 6d4 x 20 (225 gil) 10d4 (22 gil) 3d4 x 20 (125 gil) 4d4 x 20 (150 gil) 3d4 x 20 (125 gil) 5d4 x 20 (200 gil) 3d4 x 20 (125 gil) SELLING LOOT In general. entertainer’s outfit. a character can sell something for half its listed price. The standard coin weighs about a third of an ounce (fifty to the pound). or traveler’s outfit. Pick any one of the following clothing outfits: artisan’s outfit. is a valuable good that can be easily exchanged almost as if it were cash itself. A trade good. Trade goods are the exception to the half-price rule. explorer’s outfit. MASTERCRAFTED Page 170 of 519 .

The bonus of mastercrafted armor and weapons can be up to +5 and each +1 can be substituted with a materia slot. a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table 6-2: Weapons). or Large). Spiked chains. and red mages are proficient with all simple and all martial weapons. but not a creature in an adjacent square. and Exotic Weapons: Anybody but a monk is proficient with all simple weapons. light hammers. These categories pertain to what training is needed to become proficient in a weapon’s use (simple. Medium. or two-handed). Page 171 of 519 . clubs. such an attack scores a threat only on a natural roll of 20 and deals maximum damage on a critical hit. its relative encumbrance (light.000 gil 31. It is possible to throw a weapon that isn’t designed to be thrown (that is. Throwing a light or one-handed weapon is a standard action. knights. lances. while throwing a two-handed weapon is a full-round action. just as though the character were wielding a one-handed weapon and a light weapon. Purchasing mastercrafted armor and weapons have their listed cost seen in the table below. Simple. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.A character with the Mastercrafter feat can build mastercrafted armor and weapons. and its size (Small. Most reach double the wielder’s natural reach. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. and two-bladed swords are double weapons.000 gil 3.000 gil WEAPONS WEAPON CATEGORIES Weapons are grouped into several interlocking sets of categories. Fighters. guisarmes. ranseurs. and nets are thrown weapons. Reach Weapons: Glaives. but not adjacent creatures or creatures up to 10 feet away. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. though some of them can be thrown as well. The character can also choose to use a double weapon two handed.000 gil 7. one-handed. Thrown Weapons: Daggers. darts. Martial. A character can fight with both ends of a double weapon as if fighting with two weapons. which includes both thrown and projectile weapons). Double Weapons: Dire flails. and whips are reach weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. longspears. shuriken. or exotic). Regardless of the type of weapon. shortspears. but he or she incurs all the normal attack penalties associated with two-weapon combat. but a character who does so takes a –4 penalty on the attack roll. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away. throwing axes. Melee and Ranged Weapons: Melee weapons are used for making melee attacks. tridents. Bonus +1 +2 +3 +4 +5 Cost 1. A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls. martial. meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away. quarterstaffs. javelins. attacking with only one end of it.000 gil 15. spears. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for Splash weapons). the weapon’s usefulness either in close combat (melee) or at a distance (ranged. Such a weapon has a range increment of 10 feet.

the creature can’t wield the weapon at all. bolts (for crossbows). Instead. An unarmed strike is always considered a light weapon. a character can draw ammunition as a free action. crafting mastercraft or otherwise special versions of them (see Mastercraft Weapons). a one-handed weapon is an object one size category smaller than the wielder. Weapon Size: Every weapon has a size category. when wielded by a character of the weapon’s size category. If the character has a penalty for low Strength. This designation indicates the size of the creature for which the weapon was designed.Projectile Weapons: Pistols. light crossbows. greatbows. heavy crossbows. and what happens to them after they are thrown. shortbows. a light weapon is an object two size categories smaller than the wielder. or sling. In general. one-handed. add 1-1/2 times the character’s Strength bonus to damage rolls. When using a bow. one-handed. It indicates whether a melee weapon. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies. and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. composite shortbows. and repeating crossbows are projectile weapons. longbows. composite longbows. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon. crossbows and slings require an action for reloading. A light weapon is used in one hand. ammunition that hits its target is destroyed or rendered useless. A weapon’s size category isn’t the same as its size as an object. Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. or a two-handed weapon. any creature that uses one in combat is considered to be nonproficient Page 172 of 519 . Although they are thrown weapons. Generally speaking. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand. and it can be used while grappling. Using two hands to wield a light weapon gives no advantage on damage. or one-half the wielder’s Strength bonus if it’s used in the off hand. specially built composite longbow. a weapon’s size category is keyed to the size of the intended wielder. greatbow. Because such objects are not designed for this use. rifles. the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. Light. a one-handed weapon. and a two-handed weapon is an object of the same size category as the wielder. or two-handed by this alteration. Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand. Most projectile weapons require two hands to use (see specific weapon descriptions). shuriken are treated as ammunition for the purposes of drawing them. Ammunition: Projectile weapons use ammunition: arrows (for bows). hand crossbows. or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. slings. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. If a weapon’s designation would be changed to something other than light. A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow. gun bullets (for pistols and rifles) or sling bullets (for slings). If a one-handed weapon is wielded with two hands during melee combat. One-Handed. while normal ammunition that misses has a 50% chance of being destroyed or lost. is considered a light weapon. apply it to damage rolls when he or she uses a bow or a sling. One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. or 1/2 his or her Strength bonus if it’s used in the off hand. Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat.

This cost is the same for a Small or Medium version of the weapon. (The weapon has a threat range of 19–20. roll the damage two.) Page 173 of 519 . ×2: The weapon deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. A Large version costs twice the listed price. ×4: The weapon deals quadruple damage on a critical hit. and add all the results together. If two damage ranges are given then the weapon is a double weapon. such as that dealt by a sneak attack or the special ability of a Fire materia. or four times. Damage: The Damage columns give the damage dealt by the weapon on a successful hit. ×3: The weapon deals triple damage on a critical hit. Exception: Bonus damage over and above a weapon’s normal damage. The cost includes miscellaneous gear that goes with the weapon. The column labeled “Dmg (S)” is for Small weapons. ×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit. Table 6-1: Tiny and Large Weapon Damage Medium Tiny Large Weapon Weapon Weapon Damage Damage Damage 1d2 — 1d3 1d3 1 1d4 1d4 1d2 1d6 1d6 1d3 1d8 1d8 1d4 2d6 1d10 1d6 2d8 1d12 1d8 3d6 2d4 1d4 2d6 2d6 1d8 3d6 2d8 1d10 3d8 2d10 2d6 4d8 Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit. as indicated by its critical multiplier (using all applicable modifiers on each roll). Use the second damage figure given for the double weapon’s extra attack. To determine the size category and appropriate damage for an improvised weapon. below). Table 6-1: Tiny and Large Weapon Damage gives weapon damage values for weapons of those sizes. The column labeled “Dmg (M)” is for Medium weapons. compare its relative size and damage potential to the weapon list to find a reasonable match. is not multiplied when you score a critical hit. WEAPON QUALITIES Here is the format for weapon entries (given as column headings on Table 6-2: Weapons. 19–20/×2: The weapon scores a threat (a possible critical hit) on a natural roll of 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. Cost: This value is the weapon’s cost in gil.with it and takes a –4 penalty on attack rolls made with that object. An improvised weapon scores a threat on a natural roll of 20 and deals maximum damage on a critical hit. three.

19. Weight: This column gives the weight of a Medium version of the weapon. 9 lb. — — — — 10 ft. (The weapon has a threat range of 18–20. In other cases. A thrown weapon has a maximum range of five range increments. — — 20 ft. 19. (The weapon has a threat range of 18–20. Punching 3 gil Gauntlet. or 20 (instead of just on a 20) and deals double damage on a critical hit. Therefore. (The weapon has a threat range of 19–20. 8 lb. A projectile weapon can shoot out to ten range increments. Halve this number for Small weapons and double it for Large weapons. a weapon can deal either of two types of damage. 4 lb. 3 lb. 1 lb. all of it is both types. 6 lb. Light 7 gil Sickle 9 gil One-Handed Melee Weapons Club — Mace. the wielder can choose which type of damage to deal with such a weapon.18–20/×2: The weapon scores a threat on a natural roll of 18. a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon. Spiked 7 gil Mace. Type: Weapons are classified according to the type of damage they deal: bludgeoning. or 20 (instead of just on a 20) and deals double damage on a critical hit. 1 lb. Special: Some weapons have special features. the damage it deals is not half one type and half another. piercing. each full range increment imposes a cumulative –2 penalty on the attack roll. If a weapon is of two types. Some weapons deal damage of multiple types.) 19–20/×2: The weapon scores a threat (a possible critical hit) on a natural roll of 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. See the weapon descriptions for details. — — 20 ft.) Range Increment: Any attack at less than this distance is not penalized for range. In a situation when the damage type is significant. Heavy 18 gil Morningstar 12 gil Shortspear 2 gil Two-Handed Melee Weapons Longspear4 7 gil 5 Quarterstaff — Spear 3 gil Ranged Weapons Page 174 of 519 . or slashing. Weight1 1 lb. Table 6-2: Weapons Simple Weapons Unarmed Attacks Combat gloves Unarmed Strike Light Melee Weapons Dagger Cost 3 gil — 3 gil Dmg (S) +1 1d23 1d3 1d3 1d3 1d4 1d4 1d4 1d6 1d6 1d4 1d6 1d4/1d4 1d6 Dmg (M) +1 1d33 1d4 1d4 1d4 1d6 1d6 1d6 1d8 1d8 1d6 1d8 1d6/1d6 1d8 Critical x2 x2 19-20/x2 x3 x2 x2 x2 x2 x2 x2 x2 x3 x2 x3 Range Increment — — 10 ft. Some monsters may be resistant or immune to attacks from certain types of weapons.) 18–20/×2: The weapon scores a threat on a natural roll of 18. However. Type2 Bludgeoning Bludgeoning Piercing or slashing Piercing Piercing Bludgeoning Slashing Bludgeoning Bludgeoning Bludgeoning and piercing Piercing Piercing Bludgeoning Piercing Dagger. 2 lb. 4 lb. — 1 lb. 3 lb. 6 lb.

2 lb. special special special 2 lb. special special 4 lb. 10 lb. — 20 ft. Crossbow (10) Dart Javelin Sling Bullets. Light 6 gil Sap 2 gil Shield. 5 lb. 0 lb. 12 lb. Light special Spiked Armor special Spiked Shield. 6 lb. — — — — — — — — — — — — 8 lb. 2 lb. Sling (10) Martial Weapons 75 gil 2 gil 53 gil 2 gil 7 gil 2 gil — 2 gil Cost 1d8 — 1d6 — 1d3 1d4 1d3 — Dmg (S) 1d4 1d3 1d4 1d3 1d3 1d43 1d2 1d4 1d3 1d4 1d6 1d6 1d6 1d4 1d4 1d4 1d3 1d4 1d6 1d6 1d6 1d8 1d10 1d8 1d8 1d10 1d6 1d8 1d6 1d6 1d6 1d10 — 1d8 — 1d4 1d6 1d4 — Dmg (M) 1d6 1d4 1d6 1d4 1d4 1d63 1d3 1d6 1d4 1d6 1d8 1d8 1d8 1d6 1d6 1d6 1d4 1d6 1d8 1d8 2d4 1d10 1d12 1d10 1d10 2d6 2d4 1d10 1d8 2d4 2d4 19-20/x2 — 19-20/x2 — x2 x2 x2 — Critical x2 x2 x3 18-20/x2 x4 x2 x2 x2 x2 19-20/x2 x3 x2 19-20/x2 x4 18-20/x2 18-20/x2 x2 x2 x2 x3 18-20/x2 x3 x3 x2 19–20/x2 19–20/x2 x3 x3 x3 x3 x4 120 ft. 10 lb. 2 lb. Light Bolts. Composite 15 gil 15 gil 27 gil 108 gil 2 gil 150 gil 1d6 — 1d6 1d8 — 1d8 x3 — x3 100 ft. 12 lb. — — — — — — — — — — — — — — — — 10 ft.Crossbow. Heavy special Trident 23 gil Warhammer 18 gil Two-Handed Melee Weapons Falchion 108 gil 4 Glaive 12 gil Greataxe 30 gil Greatclub 7 gil Flail. Heavy 23 gil Greatsword 75 gil 4 Guisarme 13 gil Halberd 15 gil Lance4 Ranseur4 Scythe Ranged Weapons Longbow Arrows (20) Longbow. 2 lb. 3 lb. Throwing 12 gil Hammer. — 110 ft. 1 lb. — Range Increment 10 ft. 20 ft. Heavy Bolts. 8 lb. Light special Sword. 50 ft. 10 lb. 5 lb. 2 lb. 1/2 lb. 12 lb. 6 lb. Light 2 gil Handaxe 9 gil Kukri 12 gil Pick. Weight1 2 lb. 8 lb. Crossbow (10) Crossbow. 3 lb. — 80 ft. 1 lb. 10 lb. Short 15 gil One-Handed Melee Weapons Battleaxe 15 gil Flail 12 gil Longsword 15 gil Pick. Heavy 12 gil Rapier 30 gil Scimitar 23 gil Shield. 4 lb. 30 ft. . 4 lb. 3 lb. 8 lb. Piercing — Piercing — Piercing Piercing Bludgeoning — Type2 Slashing Bludgeoning Slashing Slashing Piercing Bludgeoning Bludgeoning Piercing Piercing Piercing Slashing Bludgeoning Slashing Piercing Piercing Slashing Bludgeoning Piercing Piercing Bludgeoning Slashing Slashing Slashing Bludgeoning Bludgeoning Slashing Slashing Piercing or slashing Piercing Piercing Piercing or slashing Piercing — Piercing Page 175 of 519 Light Melee Weapons Axe. 3 lb. 5 lb. 12 lb. Heavy special Spiked Shield. 4 lb. 3 lb.

3 lb. — Power Rod 200 gil — 1d4* x2 30 ft. 1 lb. Bludgeoning Siangham 4 gil 1d4 1d6 x2 — 1 lb. Qu Battle 125 gil 2d4 1d10 x3 — 12 lb. 2 lb. 1 Weight figures are for Medium weapons. Bludgeoning Sai 2 gil 1d3 1d4 x2 10 ft. 11 lb. A Small weapon weighs half as much. 6 lb. — Gunblade. Standard 150 gil — 2d4 x3 30 ft. Piercing Sword. 4 lb. 375 gil 1d6 1d8 19-20/x2 80 ft. Slashing Nunchaku 3 gil 1d4 1d6 x2 — 2 lb. Piercing Bullets. Bludgeoning Crossbow. — Shuriken (5) 1 gil 1 1d2 x2 10 ft. Gun (10) 10 gil — — — — 1 lb. Piercing Flail. 3 lb. Bludgeoning 4 Fork. 3 lb. Markman's 800 gil — 2d6 x3 80 ft. 2 lb. 1/2 lb. 3 lb. Standard 400 gil 1d4 1d6 19-20/x2 — 3 lb. Piercing * These weapons deal elemental damage based on elemental type and uses ranged touch attacks. Piercing Bullets. Spiked4 37 gil 1d6 2d4 x2 — 10 lb. — Crossbow. Hand 150 gil 1d3 1d4 19-20/x2 30 ft. — 70 ft. Gun (20) 6 gil — — — — 1 lb. Weight1 — Piercing — Piercing — Type2 Light Melee Weapons Kama 3 gil 1d4 1d6 x2 — 2 lb. Dire5 135 gil 1d6/1d6 1d8/1d8 x2 — 10 lb. — Net 20 gil — — — 10 ft. Gun (10) 10 gil — — — — 1 lb. and a Large weapon weighs Page 176 of 519 . — Greatbow 250 gil 1d8 1d10 x3 130 ft. Piercing Ranged Weapons Bolas 7 gil 1d33 1d43 x2 10 ft. Two-bladed 150 gil 1d6/1d6 1d8/1d8 19-20/x2 — 10 lb. Slashing Gunblade. Piercing Bullets. Piercing Repeating Heavy Bolts (5) 2 gil — — — — 1 lb. Slashing 5 Sword. Piercing Arrows (20) 2 gil — — — — 3 lb. Standard 400 gil — 2d4 x3 30 ft. Slashing War Pick. Gun (20) 10 gil — — — — 1 lb. Slashing Whip4 2 gil 1d23 1d33 x2 2 lb. Slashing Two-Handed Melee Weapons Chain. — Rifle. Markman's 800 gil 1d4 1d6 19-20/x2 — 11 lb. 9 lb. 6 lb. Buster 600 gil 2d6 2d8 18-20/x2 — 35 lb. Knight 53 gil 1d8 1d10 19-20/x2 — 6 lb. Standard 500 gil — 2d6 x3 80 ft.Arrows (20) Shortbow Arrows (20) Shortbow. 2 lb. — Power Staff 300 gil — 1d6* x2 30 ft. Piercing Repeating Light Bolts (5) 2 gil — — — — 1 lb. Piercing Bolts (10) 2 gil — — — — 1 lb. Galkan 75 gil 2d4 2d6 x3 — 12 lb. 600 gil 1d8 1d10 19-20/x2 120 ft. 12 lb. 2 lb. 5 lb. Composite Arrows (20) Exotic Weapons 2 gil 45 gil 2 gil 108 gil 2 gil Cost — 1d4 — 1d4 — Dmg (S) — 1d6 — 1d6 — Dmg (M) — x3 — x3 — Critical — 60 ft. Slashing Sword. Piercing One-Handed Melee Weapons Gunblade. — Pistol. — Range Increment 3 lb. — Crossbow. — Gunblade. Piercing Bullets. 2 lb.

Crossbow. Crossbow. it can be used against an adjacent foe. WEAPON DESCRIPTIONS Weapons found on Table 6-2: Weapons that have special options for the wielder (“you”) are described below. operating a heavy crossbow requires two Page 177 of 519 . but you take a penalty on attack rolls as if attacking with two light weapons. A bolt that hits its target is destroyed. you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). Anyone who expects to get into a fistfight or a brawl probably wants to wear combat gloves. A bullet that hits its target is destroyed. Combat Gloves: A pair of padded gloves provides extra hitting power thanks to their weight and the materials used to construct them. but not load.” or either type (player’s choice at time of attack) if the entry specifies “or. one that misses has a 50% chance of being destroyed or lost. Bolas: You can use this weapon to make a ranged trip attack against an opponent. Because of how they are worn. Bullets. 5 Double weapon. You can’t be tripped during your own trip attempt when using a set of bolas. 2 When two types are given. a pair of combat gloves designed for a Hume are Tiny). Chain. combat gloves can't be disarmed or dropped. A bullet that hits its target is destroyed.” 3 The weapon deals nonlethal damage rather than lethal damage. 4 Reach weapon.twice as much. They provide a + 1 bonus to damage on a successful unarmed attack. one that misses has a 50% chance of being destroyed or lost. You can make trip attacks with the chain. one that misses has a 50% chance of being destroyed or lost. Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size. Hand: You can draw a hand crossbow back by hand. You can shoot. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot a hand crossbow with each hand. Normally. Arrows come in a leather quiver that holds 20 arrows. even though it isn’t a light weapon for you. Spiked: A Spiked chain has reach. Combat gloves are two sizes smaller than their wearer (for example. the weapon is both types if the entry specifies “and. When using a Spiked chain. Sling: Sling Bullets come in a leather pouch that holds 10 bullets. Gun: Gun Bullets come in a clip that holds 10 or 20 bullets. so you can strike opponents 10 feet away with it. for a repeating crossbow). Heavy: You draw a heavy crossbow back by turning a small winch. Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size. Bolts come in a wooden case that holds 10 bolts (or 5. unlike most other weapons with reach. If you are tripped during your own trip attempt. In addition. An arrow that hits its target is destroyed. one that misses has a 50% chance of being destroyed or lost. you can drop the chain to avoid being tripped. Bullets. Splash weapons are described under Special Substances and Items. a hand crossbow with one hand at no penalty. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Spiked chain sized for you.

but not load. each requires a minimum Strength modifier to use with proficiency). Light: You draw a light crossbow back by pulling a lever. Fork. You can strike opponents 10 feet away with it. If you use a ready action to set a qu battle fork against a charge. and you must use two hands to load a new case of bolts. you deal double damage on a successful hit against a charging character. you can shoot. operating a light crossbow requires two hands. However. Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill). but if you do. Each point of Strength bonus granted by the bow adds 100 gil to its cost. You can strike opponents 10 feet away with it. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round. you can reload it by pulling the reloading lever (a free action). Greatbow: You need at least two hands to use a bow. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score. you can shoot. just as if you were using a one-handed weapon and a light weapon. This penalty is cumulative with the penalty for one-handed firing. You can shoot a heavy crossbow with each hand. If you are tripped during your own trip attempt. but not load. Normally. You can fight with it as if fighting with two weapons. Dire: A dire flail is a double weapon. you can drop the dire flail to avoid being tripped. Flail. The cost and weight given are for a single gauntlet. so you take a –2 penalty on attacks with it. All greatbows are made with a particular strength rating (that is. Crossbow. a heavy crossbow with one hand at a –4 penalty on attack rolls. Spiked: Your opponent cannot use a disarm action to disarm you of Spiked gauntlets. Qu Battle: A qu battle fork has reach. but you can’t use it against an adjacent foe. If you are tripped during your own trip attempt. Loading a light crossbow is a move action that provokes attacks of opportunity. If your Strength bonus is less than the strength rating of the composite bow. up to the maximum bonus indicated for the bow. You cannot use a greatbow while mounted. you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). A qu treats a qu battle fork as a martial weapon. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. you can drop the flail to avoid being tripped. but you take a penalty on attack rolls as if attacking with two one-handed weapons. you incur all the normal attack penalties associated with fighting with two weapons. a light crossbow with one hand at a –2 penalty on attack rolls. Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. Crossbow. regardless of its size. An attack with a Spiked gauntlet is considered an armed attack. However. but you take a penalty on attack rolls as if attacking with two light weapons. this feature allows you to add your Strength bonus to damage.hands. you can’t effectively use it. As long as it holds bolts. you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. Glaive: A glaive has reach. Page 178 of 519 . However. You can shoot a light crossbow with each hand. The default greatbow requires a Strength modifier of +1 or higher to use with proficiency. You can also use this weapon to make trip attacks. but you can't use it against an adjacent foe. You can also use this weapon to make trip attacks. When using a dire flail. Gauntlet. you must fire the weapon with two hands in order to use the reloading lever. This penalty is cumulative with the penalty for one-handed firing. Flail or Heavy Flail: With a flail.

The Marksman’s Gunblade is a finely tooled weapon. regardless of its size. regardless of its size. While mounted. you deal double damage on a successful hit against a charging character. as second to none. Halberd: If you use a ready action to set a halberd against a charge. Composite: You need at least two hands to use a bow. Longbow: You need at least two hands to use a bow. Javelin: Since it is not designed for melee. You can strike opponents 10 feet away with it. All composite bows are made with a particular strength rating (that is. The blade curves elegantly back. and they are regarded. a composite longbow is treated as if it were a longbow. You can also use it to make trip attacks. as a side effect of the stock which is almost as in-line with the blade as the revolver’s handle. you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow. The weapon has a hollow in the blade. If your Strength bonus is less than the strength rating of the composite bow. Gunblade. This designation gives a monk wielding a kama special options. only the best of marksmen can afford these. If you are tripped during your own trip attempt. The bullets are fired along the axis of the blade. so you can strike opponents 10 feet away with it. you can drop the halberd to avoid being tripped. you can drop the kama to avoid being tripped. Page 179 of 519 . Each point of Strength bonus granted by the bow adds 100 gil to its cost. allowing the highest amount of accuracy and balance for both melee and ranged combat. You can use a composite longbow while mounted. If you have a bonus for high Strength. you can wield a lance with one hand. near the tip. you can’t effectively use it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. If you are tripped during your own trip attempt. It is built with a rifle stock and even more superior rifling. but you can’t use it against an adjacent foe. The actual blade is wide and the cutting edge is curved as it reaches the point of the weapon. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score. If you have a penalty for low Strength. The weapon is also quite readily built for hand to hand combat. If you are tripped during your own trip attempt. up to the maximum bonus indicated for the bow. Longbow. but you can’t use it against an adjacent foe.Guisarme: A guisarme has reach. exiting in a notch on the back of the blade. The weapon can be fired twenty times before it must be reloaded. The handle for the weapon is approximately 30 degrees off of the same axis. approximately a foot up the barrel. For purposes of weapon proficiency and similar feats. The hilt and grip of the sword are supplemented by a cylinder which houses the shells for the gunblade. most correctly. Kama: The kama is a special monk weapon. Lance: A lance deals double damage when used from the back of a charging mount. It has reach. the marksman’s Gunblade is the ultimate in that field. you can drop the guisarme to avoid being tripped. thus highly increasing his capabilities. Standard: The standard Gunblade is a combination of a short sword and a revolver. The weapon can hold ten shells in a clip that doubles as a hand guard. you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon. to allow for the shooter to thread his hands into the weapon for added stability over other Gunblade platforms. Gunblade. this feature allows you to add your Strength bonus to damage. to allow for convenience in combat. A longbow is too unwieldy to use while you are mounted. with the bullet exiting as from the revolver version. apply it to damage rolls when you use a longbow. so you take a –2 penalty on attacks with it. allowing the bullet to travel to farther distances unchecked. each requires a minimum Strength modifier to use with proficiency). You can use a halberd to make trip attacks. Marksman’s: If the automatic is more readily built for ranged combat. It is a Gunblade that is built primarily to give a sniper a secondary weapon on hand should he be discovered. You can use a kama to make trip attacks.

A net must be folded to be thrown effectively. you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can strike opponents 10 feet away with it. Magicite powers these weapons to imbue with elemental damage. The weapon can be fired twenty times before it must be reloaded. Necromancers. Holy. can move at only half speed. Shadow. or Wind) and are named as such (Fire Rod. They only have a range of 30 feet.Longspear: A longspear has reach. Pistol. Page 180 of 519 . Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity. Standard: A standard rifle has a high rate of fire and able to use certain feats to fire shots in rapid successions. you incur all the normal attack penalties associated with fighting with two weapons. etc). they only deal one elemental type of damage (Earth. and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it. Ranseur: A ranseur has reach. just as if you were using a one-handed weapon and a light weapon. you make a normal ranged touch attack roll. Standard: A standard pistol has a single rate of fire. Nunchaku: The nunchaku is a special monk weapon. Power Rod/Staff: These rods/staves are built for mages or anyone with a MP pool. If you use a ready action to set a longspear against a charge. and White mages are proficient in these weapons and require a MP pool to use even if you have an Exotic Weapon Proficiency. With a ranseur. The quarterstaff is a special monk weapon. but you can’t use it against an adjacent foe. Blue mages. even though it isn’t a light weapon for you. the target is entangled. Black mages. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage. Fire. A net’s maximum range is 10 feet. The weapon can be fired ten times before the clip must be replaced. Summoners. This designation gives a monk wielding a nunchaku special options. you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so. it must make a DC 15 Concentration check or be unable to cast the spell. This designation gives a monk wielding a quarterstaff. but can use certain feats to fire multiple shots. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. the entangled creature can move only within the limits that the rope allows. Lightning. The first time you throw your net in a fight. With a nunchaku. When created or bought. A net is useful only against creatures within one size category of you. You can strike opponents 10 feet away with it. you take a –4 penalty on attack rolls with it. Rifle. After the net is unfolded. Red mages. but you can’t use it against an adjacent foe. Water. getting in more than one shot per attack. When you throw a net. you make a ranged touch attack against your target. Ice Staff. If the entangled creature attempts to cast a spell. The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). but if you do. Net: A net is used to entangle enemies. you deal double damage on a successful hit against a charging character. Fire Staff. special options. Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons. If you hit. These weapons use ranged touch attacks rather than ranged attacks. Ice Rod. Ice.

This designation gives a monk wielding shuriken special options. All composite bows are made with a particular strength rating (that is. such an attack deals damage as if the weapon was designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls. a sling with one hand. you can drop the scythe to avoid being tripped. This designation gives a monk wielding a sai. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. a composite shortbow is treated as if it were a shortbow. Page 181 of 519 .Sai: With a sai. which can deal damage in a grapple or as a separate attack. you can drop the sickle to avoid being tripped. See Armor for details. See Armor for details. but not load. If you have a bonus for high Strength. You can use a shortbow while mounted. just as it does for thrown weapons. Composite: You need at least two hands to use a bow. If you are tripped during your own trip attempt. Each point of Strength bonus granted by the bow adds 75 gil to its cost. If your Strength bonus is lower than the strength rating of the composite bow. you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow. If you have a penalty for low Strength. this feature allows you to add your Strength bonus to damage. you deal double damage on a successful hit against a charging character. If you use a ready action to set a spear against a charge. Thus. This designation gives a monk wielding a siangham. If you are tripped during your own trip attempt. Scythe: A scythe can be used to make trip attacks. up to the maximum bonus indicated for the bow. You can fire. The sai is a special monk weapon. Sling: Your Strength modifier applies to damage rolls when you use a sling. Shuriken: A shuriken is a special monk weapon. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. For purposes of weapon proficiency and similar feats. you can’t effectively use it. Shield. regardless of its size. so you take a –2 penalty on attacks with it. each requires a minimum Strength modifier to use with proficiency). Siangham: The siangham is a special monk weapon. Shortspear: A shortspear is small enough to wield one-handed. Heavy or Light: You can bash with a shield instead of using it for defense. special options. regardless of its size. It may also be thrown. special options. Sickle: A sickle can be used to make trip attacks. You can hurl ordinary stones with a sling. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score. you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can use a composite shortbow while mounted. Spear: A spear can be thrown. See Armor for details. apply it to damage rolls when you use a shortbow. Shortbow: You need at least two hands to use a bow. but stones are not as dense or as round as bullets. Heavy or Light: You can bash with a spiked shield instead of using it for defense. Shortbow. crafting mastercraft or otherwise special versions of them and what happens to them after they are thrown. A shuriken can’t be used as a melee weapon. Although they are thrown weapons. Spiked Shield. Spiked Armor: You can outfit your armor with spikes. shuriken are treated as ammunition for the purposes of drawing them.

Sword. The statistics for this weapon is the same for a katana. and to sweep mounted fighters from their horses. Buster: A buster sword is classified as an enormous broadsword (though it has more in common with a backsword). unlike most other weapons with reach. a character can select the Armor Proficiency feats. Page 182 of 519 . Its original finish sports a bolted. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes. you incur all the normal attack penalties associated with fighting with two weapons. A Small character deals 1d2 points of nonlethal damage. and there are two holes on the blade near the hilt. Here is the format for armor entries (given as column headings on Table 6-5: Armor and Shields. A Medium character can use a galkan war pick two-handed as a martial weapon. War Pick. even though it isn’t a light weapon for you. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you. When using a whip. Galkan: A galkan war pick is too large to use in one hand without special training. Using a whip provokes an attack of opportunity. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. enormous blade approximately one foot wide. Two-Bladed: A two-bladed sword is a double weapon. you can drop the whip to avoid being tripped. A knight treats a knight sword as a martial weapon. Armor and shields can take damage from some types of attacks. with a single-edged. Knight: A knight sword is too large to use in one hand without special training. Due to the weight of this weapon. A galka treats a galkan war pick as a martial weapon even when using it in one hand. Whip: A whip deals nonlethal damage. If you are tripped during your own trip attempt. In addition. The whip is treated as a melee weapon with 15-foot reach. ARMOR ARMOR QUALITIES To wear heavier armor effectively. thus. You can make trip attacks with a whip. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. Sword. at her option. below). Therefore. A character can use a knight sword two-handed as a martial weapon. Trident: This weapon can be thrown.Strike. just as if you were using a one-handed weapon and a light weapon. or a Large creature can use it one-handed in the same way. A medium-sized character wielding this sword must possess a strength of at least 20 and have the Monkey Grip feat or suffer a -4 penalty on Attack rolls. You can fight with it as if fighting with two weapons. but if you do. you can use it against foes anywhere within your reach (including adjacent foes). though you don’t threaten the area into which you can make an attack. It was primarily used by mercenaries to wipe out large numbers of enemies at once. it is an exotic weapon. but most classes are automatically proficient with the armors that work best for them. From tip to handle. it is approximately five to six feet long. steel base and blade. it is an exotic weapon. you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. you deal double damage on a successful hit against a charging character. just as if you had used a ranged weapon. Sword. If you use a ready action to set a trident against a charge. it grants a +2 bonus on Sunder attempts. An unarmed strike is always considered a light weapon. you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). thus. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.

The number in the Spell Failure Chance column on Table 6-5: Armor and Shields is the chance that the spell fails and is ruined. both armor check penalties apply. An armor check penalty number is the penalty that applies to Acrobatics. while shields grant a shield bonus to AC. Armor/Shield Bonus: Each armor grants an armor bonus to AC.) (20 ft. and Thievery checks by a character wearing a certain kind of armor. Heavier armors limit mobility. Casting a Spell in Armor: A character who casts a spell while wearing armor heavier than cloth must usually make a spell failure roll. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. below. add the two numbers together to get a single spell failure chance. Sleeping in cloth or leather armor does not cause fatigue. This restriction doesn’t affect any other Dexterity-related abilities. Escape Artist.Cost: The cost of the armor for Small or Medium humanoid creatures. this situation does not count as losing a Dexterity bonus to AC. He or she takes a –2 penalty on Strength and Dexterity and can’t charge or run. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Sleeping in Armor: A character that sleeps in chain or plate armor is automatically fatigued the next day. Damage Reduction: Each armor also grants a damage reduction. Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Table 6-5: Armor and Shields –— Speed —– Armor Cloth Armor Page 183 of 519 Cost Armor/ Shield Bonus Damage Reduction Max. Dex Bonus Armor Check Penalty Spell Failure Chance (30 ft. Shields: If a character is wearing armor heavier than cloth and using a shield. Armor Check Penalty: Any armor heavier than cloth hurts a character’s ability to use some skills. A character’s encumbrance (the amount of gear carried. the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus. Spell Failure: Armor heavier than cloth interferes with the gestures that a spellcaster must make to cast a spell. including armor) may also apply an armor check penalty. for armor prices for other creatures. Shields: If a character is wearing armor and using a shield. Shields: Shields do not affect a character’s maximum Dexterity bonus. Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class. See Armor for Unusual Creatures. Stealth. Double the normal armor check penalty is applied to Athletics checks involving swimming. Bards can wear cloth or leather armor without incurring any spell failure chance for their bard songs. Spellcasters face the possibility of spell failure if they’re wearing armor heavier than cloth.) Weight1 . Athletics. Similarly. reducing the wearer’s ability to dodge blows. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields. Even if a character’s Dexterity bonus to AC drops to 0 because of armor.

3 A tower shield can instead grant you cover. 30 lb.Cloth Robe 5 gil +1 None — 0 — 30 ft. tower 50 gil +43 — +2 –10 50% — — 45 lb.500 gil +5 5/+1 –6 35% 20 ft. Plate Armor Bronze 200 gil +4 3/+1 –6 40% 20 ft. light 15 gil +1 — — –1 5% — — 6 lb. grias. not quadruple. steel Shield. nu mous. 6 lb. heavy 20 gil +2 — — –2 15% — — 10 lb. galkas. 35 lb. locked 10 gil — — — Special — — +5 lb. 4 lb. seeqs. Chain Armor Copper 50 gil +2 2/+4 –3 20% 20 ft. 1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much. aegyls. 25 lb.2 15 ft. and armor fitted for Large characters weighs twice as much. 20 lb. Leather Armor Padded 15 gil +1 1/+8 0 5% 30 ft. heavy 30 gil +2 — — –2 15% — — 15 lb. The number on Table 6-5: Armor and Shields is the character’s speed while wearing the armor.2 50 lb. Platinum 400 gil +4 3/+3 –3 25% 20 ft. Dwarves. They use the second column. vieras. Page 184 of 519 . mithras. Shield spikes +10 gil — — — — — — — +5 lb. 40 lb. See the description. qus. al bheds. Armor fitted for Small characters weighs half as much. steel Shield. 10 lb. 15 ft. and bangaas. have an unencumbered speed of 30 feet. Shields Buckler 15 gil +1 — — –1 5% — — 5 lb.2 45 lb. ronsos. Silk Robe 15 gil +1 None — 0 — 30 ft. and armor for Large characters weighs twice as much. 2 2 Adamantine 1. 4 Hand not free to cast spells. 2 2 Iron 350 gil +4 4/+2 –7 35% 20 ft. Golden 200 gil +3 3/+2 –5 30% 20 ft. 2 lb. humes. 20 ft. 20 ft. tarutarus and moogles have an unencumbered speed of 20 feet. Studded 45 gil +2 2/+5 –1 15% 30 ft. wooden Shield. 50 lb. 15 ft. 25 lb. Shields: Shields do not affect a character’s speed. 20 ft. 15 ft. 20 ft. Genji 100 gil +3 2/+7 –1 20% 30 ft. light 10 gil +1 — — –1 5% — — 5 lb. 8 lb. cetras. 15 lb. you move only triple your speed. Extras Armor spikes +25 gil — — — — — — — +10 lb. Mythril 500 gil +5 4/+1 –5 40% 20 ft. 20 ft. 20 ft. 15 ft. 30 lb. They use the first column. Monk's Gi 25 gil +1 1/— 0 — 30 ft. 20 ft. Speed: Chain or plate armor slows the wearer down. 20 ft. Leather 30 gil +2 1/+6 0 10% 30 ft. Silver 100 gil +3 2/+3 –4 25% 20 ft. Shield. 4 Gauntlet. Wizard Robe 25 gil +1 1/— 0 — 30 ft. 15 ft. 15 ft.2 15 ft. wooden Shield. Elvaan. 2 When running in plate armor. Weight: This column gives the weight of the armor sized for a Medium wearer.

(You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon. Armor Spikes: You can have spikes added to your armor. If you are not proficient with them. but sacrifices mobility for price.ARMOR DESCRIPTIONS Any special benefits or accessories to the types of armor found on Table 6-5: Armor and Shields are described below. an improvement upon silver in defense. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case. this is the epitome of lightweight protection. yet offering the most protection of chain armor yet. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon). which allow you to deal extra piercing damage (see Table 6-4: Weapons) on a successful grapple attack. you don’t get the buckler’s AC bonus for the rest of the round. but the spikes can be made into mastercrafted weapons in their own right. Genji: Modeled after the great warrior Gilgamesh's personal armor. Cloth Robe: Little more than a hooded cloak. Golden: Once again. Copper: Cheap metal armor. if you use a weapon in your off hand. made for defense. The weight given applies only if you’re wearing a breastplate. Adamantine: Crafted from the chippings of an Adamantoise's shell. harder material then bronze. light armor. giving protection along with mobility for when both are needed.) A mastercraft bonus to a suit of armor does not improve the spikes’ effectiveness.) Like a normal gauntlet. Page 185 of 519 . (You can still cast spells. a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike. It provides a +10 bonus on any roll made to keep from being disarmed in combat. While the gauntlet is locked. but sacrificing movement for this gain. the locked gauntlet replaces a gauntlet you already have as part of the armor. The spikes count as a martial weapon. and offers much protection at the cost of severe limitations on movement. The price given is for a single locked gauntlet. You can’t bash someone with a buckler. is also not likely to help you win any races. Leather: Animal hides make this simple. this armor is the top of the line in selfprotection. but being made of such heavy materials. You can use a bow or crossbow without penalty while carrying it. you can’t use the hand wearing it for casting spells or employing skills. but flexible as cloth in others. articulate armor. provided that your other hand is free. You can also make a regular melee attack (or off-hand attack) with the spikes. and vice versa. you take a –4 penalty on grapple checks when you try to use them. Bronze: This heavy set of armor is made from a particularly dense material. Gauntlet. This armor is adorned with decorative gold. this armor is improved in both aspects of defense and mobility. and they count as a light weapon in this case. Buckler: This small metal shield is worn strapped to your forearm. Otherwise. Iron: Lighter. but you take a –1 penalty on attack rolls while doing so. and is tough as iron in places. Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. this set of "armor" is for those who cannot move effectively in even the most basic of leathers. or no armor. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.

though they respond differently to special attacks. it provides the indicated shield bonus to your AC. and made of tougher materials. Used this way. In most situations. although you cannot use weapons with it. Platinum: The perfect chain material. attacking with a spiked shield is like making a shield bash attack (see above). and looks more refined in a court. The shield does not. Mythril: This armor is made of a sleek. Shield Spikes: When added to your shield. For the purpose of penalties on attack rolls. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it. Otherwise. A light shield’s weight lets you carry other items in that hand. Wooden or Steel: You strap a shield to your forearm and grip it with your hand. using it as an off-hand weapon. nor can you use your shield hand for anything else. provide cover against targeted spells. Light. yet not quite as freeing as the copper. treat a heavy shield as a one-handed weapon. though you must give up your attacks to do so. Tower: This massive wooden shield is nearly as tall as you are. and allowing even more movement then the silver. Heavy. and set in a way allowing more range of motion.Monk's Gi: This outfit is favored by monks due to the looseness in the clothing. a spellcaster can cast a spell on you by targeting the shield you are holding. See Table 6-4: Weapons for the damage dealt by a shield bash. Shield. Shield. heavily layered clothing. Silk Robe: This set of cloth provides no more protection than the simple cloth robe. SHIELDS Shield Bash Attacks: You can bash an opponent with a heavy shield. a heavy shield is a martial bludgeoning weapon. However. offers little protection. Studded Leather: Leather armor with several pieces of metal adorning it in areas. Padded: Simply put. but it's immense weight makes the user less mobile then the iron but an improvement in defense. however. offering the most protection to come in this set of armor. you can instead use it as total cover. You can’t put spikes on a buckler or a tower shield. but easy to conceal under baggy clothing. If you use your shield as a weapon. makes dispersing a blow easier. Wooden or Steel: Wooden and steel shields offer the same basic protection. hard material. Shield. A heavy shield is so heavy that you can’t use your shield hand for anything else. but the shield can be made into a magic weapon in its own right. Wooden or Steel: You strap a shield to your forearm and grip it with your hand. Page 186 of 519 . but slightly more constricting however. When employing a tower shield in combat. Wizard Robes: These robes have spent so much time amidst powerful magics that they weigh less than even padded armor. You cannot bash with a tower shield. but weighs more and has less range of motion. you lose its AC bonus until your next action (usually until the next round). but costs more due to its material. Silver: More visually appealing then the copper chain. yet offer as much protection as toughened animal hides. these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. you take a –2 penalty on attack rolls because of the shield’s encumbrance.

1/2 lb. 5 lb. 2 lb. winter Block and tackle Bottle.1 30 lb. Page 187 of 519 .MASTERCRAFT ARMOR Just as with weapons. 1/2 lb. yd. map or scroll Catalyst Chain (10 ft. See the Mastercrafter feat for more details. you can purchase or craft mastercraft versions of armor or shields. wine. Don: This column tells how long it takes a character to put the armor on. GOODS AND SERVICES Table 6-6: Goods and Services Adventuring Gear Item Backpack (empty) Barrel (empty) Basket (empty) Bedroll Bell Blanket. (One minute is 10 rounds. Remove: This column tells how long it takes to get the armor off.) Readying (strapping on) a shield is only a move action.1 5 lb. 2 lb. — 25 lb. Don Hastily: This column tells how long it takes to put the armor on in a hurry. see Table 6-6: Donning Armor.) Chalk. 10 pieces Chest (empty) Cost 3 gil 3 gil 1 gil 1 gil 1 gil 1 gil 7 gil 3 gil 1 gil 1 gil 1 gil 1 gil 1 gil 1 gil 45 gil 1 gil 3 gil Weight 2 lb. GETTING INTO AND OUT OF ARMOR The time required to don armor depends on its type. A single character doing nothing else can help one or two adjacent characters. Without help. 2 The wearer must have help to don this armor. cut this time in half.) Case. it can be donned only hastily. — 1 lb. 1 lb. Two characters can’t help each other don armor at the same time. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal. glass Bucket (empty) Caltrops Candles (10) Canvas (sq.1 — 3 lb. — 2 lb. Table 6-6: Donning Armor Armor Type Don Don Hastily Remove Shield (any) 1 move action n/a 1 move action Cloth or leather armor 1 minute 5 rounds 1 minute1 1 Chain armor 4 minutes 1 minute 1 minute1 Plate armor 4 minutes2 4 minutes1 1d4+1 minutes1 1 If the character has some help. Loosing a shield (removing it from the arm and dropping it) is only a move action.

8 lb. 1 lb. 20 lb.1 1 lb. belt (empty) Ram. trail (per day) Rope. — — — 10 lb. 10 lb. 2 lb. 20 lb. 1 lb. 5 lb. iron Pouch. 1 lb.1 20 lb. 1 lb. hooded Lock Very simple Average Good Amazing Manacles Manacles. 5 lb. portable Rations. 1 lb. 10 lb. 10-foot Pot. clay Piton (10) Pole. miner’s Pitcher. 10 lb. 1 lb. 1/2 lb. superior Mirror. 2 lb. — — 9 lb. bullseye Lantern. — 4 lb. 3 lb. 1/2 lb. ft. — 5 lb. clay (10) Oil (1-pint flask) (10) Paper (sheet) Parchment (sheet) Pick. 5 lb.) Spade or shovel Spyglass Tent Torches (10) Vial. 8 lb. silk (50 ft. vial) Inkpen (10) Jug. — — 10 lb. 25 sq.1 10 lb. 2 lb.) Sack (empty) Sealing wax Sewing needle Signal whistle Signet ring Sledge Soap (per lb. Flasks (empty) (10) Flint and steel Grappling hook Hammer Ink (1 oz. common Lantern.) Rope.1 10 lb. clay Ladder. 1/10 lb. 1/2 lb. 10 lb. 20 lb.500 gil 15 gil 1 gil 1 gil 5 lb. Page 188 of 519 . 1 lb. ink or potion 3 gil 1 gil 1 gil 6 gil 1 gil 1 gil 1 gil 1 gil 12 gil 1 gil 1 gil 1 gil 1 gil 18 gil 10 gil 30 gil 60 gil 120 gil 225 gil 23 gil 75 gil 15 gil 1 gil 1 gil 2 gil 1 gil 4 gil 1 gil 1 gil 1 gil 1 gil 1 gil 15 gil 1 gil 1 gil 15 gil 1 gil 1 gil 1 gil 1 gil 7 gil 1 gil 1 gil 3 gil 1.Crowbar Firewood (per day) Fishhook (10) Fishing net. small steel Mug/Tankard. 1 lb. 2 lb. hempen (50 ft. 1 lb. 10-foot Lamp.

Weight 40 lb.1 6 lb. 1/2 lb. superior Climber’s kit Disguise kit Healer’s kit Magnifying glass Mechanical tool kit Musical instrument. 5 lb.1 6 lb.1 2 lb.1 3 lb. 3 lb.1 1 lb. 1 lb. common Musical instrument.1 8 lb. 2 lb. per loaf Cheese.1 15 lb. Drink. hunk of Inn stay (per day) Good Common Poor Meals (per day) Good Common Poor Meat.1 8 lb.1 2 lb. superior Clothing Item Artisan’s outfit Cold weather outfit Courtier’s outfit Entertainer’s outfit Explorer’s outfit Monk’s outfit Noble’s outfit Peasant’s outfit Royal outfit Scholar’s outfit Traveler’s outfit Food.1 5 lb. 1 lb. superior Scale. 5 lb.1 5 lb. — 1/2 lb. 1 lb.Waterskin Whetstones (5) Tools and Skill Kits Item Alchemist’s lab Artisan’s tools Artisan’s tools. Page 189 of 519 . chunk of Wine 1 gil 1 gil Cost 750 gil 7 gil 83 gil 120 gil 75 gil 75 gil 150 gil 750 gil 7 gil 150 gil 3 gil 45 gil 150 gil 75 gil Cost 1 gil 12 gil 45 gil 4 gil 15 gil 7 gil 108 gil 1 gil 300 gil 7 gil 1 gil Cost 5 gil 1 gil 15 gil 1 gil 1 gil 5 gil 10 gil 2 gil 3 gil 2 gil 1 gil 1 gil 4 lb. 5 lb.1 Weight 8 lb. Weight 4 lb. superior Tool.1 10 lb. — — — — — — 1/2 lb.1 1 lb. — 100 lb. and Lodging Item Ale Gallon Mug Banquet (per person) Bread.1 4 lb.1 7 lb. merchant’s Thieves’ tools Thieves’ tools.

8 lb.000 gil 30 gil 52 gil 37. 5th-level 1 gil 15 gil Cost x2 x4 3 gil 38 gil 225 gil 1 gil 300 gil 30 gil 7 gil 15 gil 90 gil 22 gil 45 gil 6 gil 1 gil Cost 150 gil 22 gil 45. 1st-level Spell. — Cost 1 gil per mile 2 gil per day 1 gil per day 1 gil per mile 1 gil 1 gil per mile Caster level x 10 gil Caster level x 20 gil Caster level x 30 gil Caster level x 40 gil Caster level x 50 gil Page 190 of 519 . 200 lb. — Weight 600 lb. trained Hireling.000 gil 75 gil 3 gil 15. guard Dog. 20 lb. Weight x1 x2 1 lb. 4th-level Spell. 30 lb. riding Feed (per day) Chocobo Chocobo. yellow Saddle Military Pack Riding Saddle. — 300 lb. 2nd-level Spell. — — — 100 lb.500 gil 15. 10 lb. — 30 lb.500 gil 6 lb.000 gil 4. 400 lb. Exotic Military Pack Riding Saddlebags Stabling (per day) Transport Item Carriage Cart Galley Keelboat Longship Rowboat Oar Sailing ship Sled Wagon Warship Spellcasting and Services Service Coach cab Hireling. 3rd-level Spell. untrained Messenger Road or gate toll Ship’s passage Spell.Common (pitcher) Fine (bottle) Mounts and Related Gear Item Barding Medium creature Large creature Bit and bridle Dog. — — 10 lb. 1-1/2 lb. 25 lb. 40 lb. 15 lb.

This movement penalty lasts for 24 hours. the creature has stepped on one. Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10. It can be burst with a DC 26 Strength check. 8th-level Caster level x 80 gil Spell. Catalyst: A concoction of chemicals used for Chemist's bombs. Hammer: If a hammer is used in combat. 6th-level Caster level x 60 gil Spell. or until the creature is successfully treated with a DC 15 Heal check. armor. Chain: Chain has hardness 10 and 5 hit points. 7th-level Caster level x 70 gil Spell. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. For this attack. it might step on one. Page 191 of 519 . provides shadowy illumination out to a 30-foot radius. The caltrop deals 1 point of damage. Jug.pound bag of caltrops covers an area 5 feet square. Containers for Small characters also carry one-quarter the normal amount. 9th-level Caster level x 90 gil 1 These items weigh one-quarter this amount when made for Small characters. You can carry a lamp in one hand. Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Flint and Steel: Lighting a torch with flint and steel is a full-round action. ADVENTURING GEAR Few of the pieces of adventuring gear found on Table 6-6: Goods and Services are described below. +2 per 10 feet of distance thrown). and burns for 6 hours on a pint of oil. You can buy ink in other colors. One 2.Spell. If the caltrops succeed on the attack. Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour. and the creature’s speed is reduced by one-half because its foot is wounded. If used in combat. Crowbar: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. Ink: This is black ink. A charging or running creature must immediately stop if it steps on a caltrop. Common: A lamp clearly illuminates a 15-foot radius. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. or until it receives at least 1 point of magical curing. Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid. but it costs twice as much. the creature’s shield. Caltrops may not be effective against unusual opponents. and deflection bonuses do not count. it gets a +2 armor bonus to AC. Lamp. along with any special benefits they confer on the user (“you”). treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. and lighting any other fire with them takes at least that long. If the creature is wearing shoes or other footwear. The caltrops make an attack roll (base attack bonus +0) against the creature. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area).

Without them.Lantern. You can pour a pint of oil on the ground to cover an area 5 feet square. or superior (DC 40). Superior: Manacles can bind a Medium creature. For a Large creature. For the same cost. Vial: A vial holds 1 ounce of liquid. there is a 50% chance of the flask igniting successfully. Ram. TOOLS AND SKILL KITS Alchemist’s Lab: An alchemist’s lab always has the perfect tool for making alchemical items. Oil: A pint of oil burns for 6 hours in a lantern. Rope. manacles cost ten times the indicated amount. It has no bearing on the costs related to the Craft (alchemy) skill. treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size. average (DC 25). clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40. You can carry a hooded lantern in one hand. Colossal. add the cost of the lock you want to the cost of the manacles. Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check. It burns for 6 hours on a pint of oil. Once it is thrown. provided that the surface is smooth. and for a Huge creature. and Fine creatures can be held only by specially made manacles. except that it takes a full round action to prepare a flask with a fuse. Without this lab. Rope. increasing your bonus by 2. Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. so it provides a +2 circumstance bonus on Craft (alchemy) checks. Lantern. You can use a flask of oil as a Splash weapon. If lit. Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll. Gargantuan. one hundred times this amount. a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides. Manacles have hardness 10 and 10 hit points. You can carry a bullseye lantern in one hand. Page 192 of 519 . It burns for 6 hours on a pint of oil. you have to use improvised tools (–2 penalty on Craft checks). If a torch is used in combat. Manacles and Manacles. Artisan’s Tools: These special tools include the items needed to pursue any craft. good (DC 30). Breaking the manacles requires a Strength check (DC 26. The stopper container usually is no more than 1 inch wide and 3 inches high. A manacled creature can use the Escape Artist skill to slip free (DC 30. plus 1 point of fire damage. Most manacles have locks. the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. you can buy manacles for a Small creature. Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks. Torch: A torch burns for 1 hour. Use the rules for alchemist’s fire. Spyglass: Objects viewed through a Spyglass are magnified to twice their size. or DC 28 for superior manacles). if you can do the job at all. Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. Lock: The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20). Tiny.foot radius. Diminutive. or DC 35 for superior manacles).

Thieves’ Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). wool cap. Page 193 of 519 . heavy cloak. you must improvise tools. you must improvise tools. and at least a full-round action. and boots. Climber’s Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Athletics checks involving climbing. linen shirt. and you take a –2 circumstance penalty on Craft (mechanical) and Repair checks. Without these tools. so you get a +2 circumstance bonus on Craft checks made with them. you look like an out-of-place commoner. Bonuses provided by multiple superior items used toward the same skill check do not stack.Artisan’s Tools. Cold Weather Outfit: A cold weather outfit includes a wool coat. A healer’s kit is exhausted after ten uses. and you take a –2 circumstance penalty on Disable Device and Open Locks checks. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus. Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. It may also include a belt or a leather or cloth apron for carrying tools. Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers. and perhaps a cap or hat. shoes. CLOTHING Artisan’s Outfit: This outfit includes a shirt with buttons. tinder to ignite. Courtier’s Outfit: This outfit includes fancy. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. thick pants or skirt. Merchant’s: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight. Without these tools. a skirt or pants with a drawstring. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed. If you wear this outfit without jewelry (costing an additional 50 gil). It grants a +2 circumstance bonus on a related skill check (if any). Healer’s Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. Musical Instrument. Superior: This well-made item is the perfect tool for the job. fasteners. Superior: These tools serve the same purpose as artisan’s tools (above). including anything made of precious metals. and even power tools. Scale. Superior: This kit contains extra tools and tools of better make. Common or Superior: A superior instrument grants a +2 circumstance bonus on Perform checks involving its use. but superior artisan’s tools are the perfect tools for the job. Thieves’ Tools. drivers. A disguise kit is exhausted after ten uses. Tool. cutting devices. which grant a +2 circumstance bonus on Disable Device and Open Lock checks. tailored clothes in whatever fashion happens to be the current style in the courts of the nobles.

not the royal scepter. heated floor. every would-be noble also needs a signet ring (see Adventuring Gear. It includes sturdy boots. and fur in abundance. carrots. a shirt (perhaps with a vest or jacket). and possibly a cloak. dance. or just run (if the audience turns ugly). baked turnips. or a loose shirt and skirt or overdress. DRINK. soft shoes. onions. a wool skirt or breeches. Peasant’s Outfit: This set of clothes consists of a loose shirt and baggy breeches. some amenities. a belt. Good meals might be composed of bread and pastries. Meals: Poor meals might be composed of bread. a leather overtunic may be worn over a cloth skirt. Noble’s Outfit: This set of clothes is designed specifically to be expensive and to show it. and watered-down ale or wine. and a cloak. but at the expense of speed. To fit into the noble crowd. and water. MOUNTS AND RELATED GEAR Barding. 40 ft. Plate 30 ft. with gems. body. Royal clothes are ostentatious. 35 ft. Medium Creature and Large Creature: Barding is a type of armor that covers the head. and a covered chamber pot in the corner. Precious metals and gems are worked into the clothing. neck. Barding can be made of any of the armor types found on Table 6-4: Armor and Shields. ring. AND LODGING Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. ——— Base Speed —––— Barding (40 ft. a belt. and it’s made of high-quality fabric.1 35 ft. its practical design lets you tumble. beef. walk a tightrope. Traveler’s Outfit: This set of clothes consists of boots. Scholar’s Outfit: Perfect for a scholar. loose breeches. FOOD. private room with one bed. Royal Outfit: This is just the clothing. crown. above) and jewelry (worth at least 150 gil). a sturdy belt. this outfit includes a robe. chicken stew. While the outfit looks whimsical. and is all bound together with sashes.) (60 ft. a shirt (perhaps with a vest or jacket).) Chain 30 ft. Barding made of chain or plate armor provides better protection than leather barding. The outfit is designed to give you maximum mobility. silk.1 1 A mount wearing plate armor moves at only triple its normal speed when running instead of quadruple.1 40 ft. a cap. and other accoutrements. such as a scarf or a wide-brimmed hat. and ale or wine. gloves. The outfit also includes any extra items you might need. clothes is for entertaining. the use of a blanket and a pillow. leather breeches or a skirt. Good accommodations consist of a small. Common accommodations consist of a place on a raised. and possibly legs of a chocobo or other mounts. Rather than a leather skirt. Page 194 of 519 .Entertainer’s Outfit: This set of flashy. Monk’s Outfit: This simple outfit includes sandals. Explorer’s Outfit: This is a full set of clothes for someone who never knows what to expect. The clothes have plenty of pockets (especially the cloak). Common meals might consist of bread. peas. gold. Cloth wrappings are used for shoes. perhaps even gaudy.) (50 ft. and an ample cloak with a hood. and a loose shirt. and the sashes are strong enough to serve as short ropes. You can hide small weapons in pockets hidden in the folds. chest.

Flying mounts can’t fly in chain or plate barding. Riding: The standard riding saddle supports a rider. It holds as much gear as the mount can carry. If you have a riding dog. aft. and riding styles. It is brave in combat like a warhorse. providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the barding is for any other Medium mount. A longship can make sea voyages. Chain or plate barding slows a mount that wears it. Military: A military saddle braces the rider.to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. plus two drivers. Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Saddle. pack. and it can carry 150 tons of cargo or 250 soldiers. as well as sail down rivers (thanks to its flat bottom). Page 195 of 519 . It moves about 4 miles per hour when being rowed or under sail. It has a single mast and a square sail. You take no damage when you fall from a riding dog. as shown on the table below. it can be fitted with a ram and castles with firing platforms fore. Longship: This 75-foot-long ship with forty oars requires a total crew of 50. Chocobo: A chocobo is suitable as a mount for any race. It comes with a harness. Riding: This Medium dog is specially trained to carry a Small humanoid rider. Pack: A pack saddle holds gear and supplies. Keelboat: This 50. you have to feed it at least some meat.000 gil more. It moves about 1 mile per hour. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. Feed: Chocobos can graze to sustain themselves. A barded animal cannot be used to carry any load other than the rider and normal saddlebags. two horses (or other beasts of burden) draw it. but not a rider. It can make sea voyages. you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle). It moves about 3 miles per hour when being rowed or under sail. and the weight is the same as for Medium armor worn by a humanoid. A carriage comes with the harness needed to pull it. and it can carry 50 tons of cargo or 120 soldiers. and amidships. Removing and fitting barding takes five times as long as the figures given on Table 6-5: Donning Armor. Saddle. A galley is 130 feet long and 20 feet wide. If you’re knocked unconscious while in a military saddle. TRANSPORT Carriage: This four-wheeled vehicle can Transport as many as four people within an enclosed cab. Dog. but providing feed for them is much better. In general. Saddle.Armor for a chocobo (a Large nonhumanoid creature) costs four times as much as armor for a hume (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). the cost is only double. For 12. This ship cannot make sea voyages and sticks to the coast. Exotic saddles come in military. Saddle. Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden).

not every town or village has a spellcaster of sufficient level to cast any spell. but many have the capability to take a few along when transporting cargo. In general. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship. scribes. Coach Cab: The price given is for a ride in a coach that Transports people (and light cargo) between towns. Hireling. If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her. Untrained: The amount shown is the typical daily wage for laborers. Hireling. two horses (or other beasts of burden) draw it. In general. 1 copper piece usually takes you anywhere you need to go.Rowboat: This 8. The warship cannot make sea voyages and sticks to the coast. It can carry 150 tons of cargo. but not for long distances. porters. and other menial workers. teamsters. Sled: This is a wagon on runners for moving through snow and over ice. craftsmen.or 4th-level spells. Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. well-kept. a large walled city charges a toll to enter or exit (or sometimes just to enter). many such hirelings require significantly higher pay. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells. Messenger: This entry includes horse-riding messengers and runners. so that the spellcaster has time to prepare). Ship’s Passage: Most ships do not specialize in passengers. This ship can carry 160 soldiers.or 6th-level spells. and well-guarded road to pay for patrols on it and for its upkeep. This value represents a minimum wage. It has square sails on its two masts and can make sea voyages. a large city for 5th. Wagon: This is a four-wheeled. It has a crew of 60 to 80 rowers. A wagon comes with the harness needed to pull it. seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. two horses (or other beasts of burden) draw it. open vehicle for Transporting heavy loads. and other trained hirelings. masons. you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells. and a metropolis for 7thor 8th-level spells. Road or Gate Toll: A toll is sometimes charged to cross a well-trodden. since there isn’t room for supplies to support that many people. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later. It moves about 2-1/2 miles per hour when being rowed or under sail. In general. Sailing Ship: This larger. It moves about 2 miles per hour. Occasionally. cooks. although oars can also propel it. It moves about 1-1/2 miles per hour. Warship: This 100-foot-long ship has a single mast.to 12-foot-long boat holds two or three Medium passengers. a small city for 3rd. In addition. maids. and the default answer is no. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount. For a ride in a cab that Transports passengers within a city. SPELLCASTING AND SERVICES Sometimes the best solution for a problem is to hire someone else to take care of it. Page 196 of 519 . It is not used for cargo. A sled comes with the harness needed to pull it. a large town for 2nd-level spells. Trained: The amount given is the typical daily wage for mercenary warriors.

Arithmetician It is said that no amount of scholars can pinpoint what pushes magic to flow. Many of these classes incorporate aspects of other classes in their requirements and class abilities. they are able to manipulate magic to the Page 197 of 519 .CHAPTER 7: PRESTIGE CLASSES This chapter presents a host of prestige classes geared towards the Final Fantasy d20 setting. With them. Arithmetician believe that it can be broken down to simple mathematical equations. PICKING A PRESTIGE CLASS If you’re looking for a prestige class—either for your current player character or as an NPC for a campaign you’re running—review the descriptions of each prestige class in this chapter before choosing one. Also review the prestige class’s requirements. and more than a few should appeal to characters of any class. These prestige classes aren’t simply for one class.

Table 7-1: The Arithmetician Base Fort Reflex Level Attack Save Save Bonus 1st +0 +2 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +3 +3 Will Save +0 +0 Special Limit Break. Hit Die: d4. Requirements To qualify to become an arithmetician. Cup of Life. +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 +3 +3 +1 +2 +2 +4 +4 +4 +4 +1 +1 +3 +5 +5 +2 +3 +4 +5 +6 +5 +6 +2 +2 +4 +6 +6 +3 +5 +7 +7 +3 Class Features All of the following are class features of the arithmetician prestige class. Arithmetic. Spells: Able to cast 2nd-level black mage spells and 2nd-level white mage spells. Soul Bind. 4th and 7th. a character must fulfill all the following criteria. +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem Magical Theorem. +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem. Knowledge (any) (Int). Skills: Knowledge (Math) 10 ranks. Profession (Wis). an arithmetician gains MP per day and spells known as if she had also gained a level in a black magic spell-casting class and white magic spell-casting Page 198 of 519 . +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem Magical Theorem. Mathematical Casting Magical Theorem. +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem. Decipher Script (Int). +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem. Craft (Int). +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem. Being this way makes a person very precise and articulate in everything they do. Only after years of study is it easy enough to break down and figure it out on the fly. Magical Theorem.situation that it is needed. MP per Day / Spells Known: At each level except 1st. Weapon and Armor Proficiency: Arithmeticians gain no proficiency with any weapons or armor. and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Skills The arithmetician's class skills (and the key ability for each skill) are Concentration (Con).

If she had more than one black magic spell-casting class or more than one white magic spell-casting class before becoming an arithmetician. the arithmetician learns how to apply one type of mathematics to her spells. and Statistics). are healed by the spell. Magical theorems are divided into five disciplines (Algebra. Analytical Perfection (Su): This Limit Break allows the arithmetician to use her mathematical casting ability to perfection. Strength Score. By accepting a -1 caster level penalty. This is a free action that does not provoke an attack of opportunity. Page 199 of 519 . Also at 1st level and every other level thereafter. she must decide to which class to add each level of arithmetician for the purpose of determining MP per day and spells known. the arithmetician gains a new "Number". who each have 12. The first magical theorem in each discipline may be learned by any arithmetician. Example: Haduk the Arithmetician wants to heal everyone in his party quickly. but subsequent theorems may only be learned once the preceding theorems in the discipline have been mastered.class to which she belonged before adding the prestige class level. Magical Theorem (Su): Each time this ability is gained. A Situation can be anything that has a number that all beings in the combat have a chance of having. She does not. She is able to ignore the caster level penalty and use any Situation/Number without including allies or herself in her casting for a duration of 1 round + 1 round per two arithmetician class levels. Unfortunately for Haduk. Calculus. Base Attack Bonus or even Number of Limbs]. an arithmetician can solve any mathematical equations almost instantly. She must choose one of the following: Three Four Five Any Prime Number These will select the targets of the arithmetician's mathematically altered spell. She gains the ability to solve any mathematical problem as a free action. and 36 Hit Points remaining. however. 24. and has also been healed. Limit Break (Su): At 1st level. He then casts Cure II. No matter what the choice. Topology. This stacks with the Improved Initiative feat. gain any other benefit a character of this class would have gained. Mathematical Casting (Su): Mathematics is the fundament by which the arithmetician quantifies everything including magic. and none of the enemies. he would have healed all his allies. the arithmetician receives the Limit Break (Analytical Perfection). the arithmetician can alter her spell with an Equation. her analytical mind quickly accesses situations. Situations are combat based scenarios that will make a creature vulnerable to the arithmetician's spell. MP Cost remains the same. The arithmetician gains one "Situation" at 1st level and every other level thereafter to a maximum of 5. Enemy or Herself) that has that Situation at a number divisible by the number she has chosen.. He selects "Hit Point Total" from his Situations Known and selects 4 as his Number. The Arithmetician may add her Intelligence modifier in addition to her Dexterity modifier to her initiative rolls. Some examples are [Initiative. Arithmetic (Ex): At 1st level. allowing her to act while others are still debating the appropriate courses of action. Had Haduk chosen 3 instead of 4. it must be something that every person in combat would potentially have a number for. the spell the arithmetician now casts affects everyone (Ally. the boss-level monster they had been fighting had 88 hit points left. In addition. All his allies. Geometry. By selecting one Situation she knows and one Number she knows.

they are linked together for one round per class level the arithmetician possesses. and a Disable spell that inflicts Disable status on a creature for 1d6 rounds now lasts for 1d6+1 rounds. heals damage. If one of the creatures is immune to a form of damage or a status effect. suffering the same effects. taking the same amount of damage. loses hit points. Equation: By mastering algebra. allowing them to function in non-continuous units of time. the arithmetician increases the area by one half (+50%). She adds 5 feet for every two levels of the arithmetician class she possesses to the range of each of her spells. at which point it continues from the point at which it had been differentiated. After a spell is cast. The arithmetician can halve or increase by half the duration of any spells cast upon her as an immediate action. and never risks harming an ally in melee or grappling with a target. both creatures are immune. a Fire II spell that deals 2d6+4 damage now deals 2d6+6 damage when cast by an arithmetician with this theorem. she may designate two creatures. Topology Manifolds: The arithmetician can create complex figures by combining copies of similar figures. Riemann Manifolds: The arithmetician’s understanding of geometry is such that she is able to curve her spells around obstacles. If one of the linked creatures takes damage. or suffers a status effect. Thus. the Arithmetician can ignore any benefit the target gains from cover. the arithmetician can choose to differentiate her spell as a move action. she subtracts 1 MP the metamagic feat imposes upon the spell (which also reduces the spell level of the spell) to a minimum of 1. As a standard action. Page 200 of 519 . If both creatures fail their saving throw. Time Variance: The arithmetician understands how time functions and can break down spells cast upon her. She may cast any of her “Touch” range spells as if they had a range of “Close.” though doing so requires a ranged touch attack rather than a melee touch attack. the other creature is affected as well. or healing the same amount of hit points.Algebra Subtraction: The arithmetician simply subtracts energy from the sum total of what is required to alter her spells. Derivatives: The arithmetician can differentiate her spells. Geometry Euclidian Space: The arithmetician gains a better understanding of distances and spacial relations. The arithmetician may differentiate each spell only once. the arithmetician gains the ability to link two creatures together in an equation. causing the spell to become suspended. When casting any spell requiring a ranged touch attack. Addition: The arithmetician adds additional energy to her spells. rendering them more effective. The DC to dispel an arithmetician’s spells increases by +4. When applying a metamagic feat to a spell she casts. She may recall her spell as a move action. She adds one to each dice of variable numbers in the spell’s description. Lobachevskian Dimensions: The arithmetician understands the curvature of the multi-verse and can warp it. allowing her to reach her target from safety. the remaining creature must immediately succeed at a Fortitude save against this ability’s DC or die. who each receive a Will save (DC 10 + the arithmetician’s class level + her Intelligence modifier). making them more cohesive and difficult to break down. When determining the area of any shapeable spell. Calculus Integrals: The arithmetician can integrate her spells. If one of the linked creatures dies.

the arithmetician begin to understand that even the human body can be broken down in equations and slightly altered. For many. that isn't at full HP. Whenever she takes physical damage. Cone (40 feet long). the arithmetician can make sure that nothing in the equation goes to waste. and may take 11 on any action on which she would normally be able to take 10. The arithmetician can alter any of her area effect spells so that they exclude any square or squares within their area of effect.Homomorphism: The arithmetician learns how to transform variables from one set to another set while still preserving the values of the original. Statistics Above Average: The arithmetician learns to skew the law of averages. harnessing it as often as they can. it keeps passing until there is nothing left. Cup of Life (Su): At 5th level. Soul Bind (Su): At 10th level. and shape her area effect spells. Whenever an arithmetician casts a spell that heals damage. Knot Theory: The arithmetician understands mathematical knots. including dispel checks and checks made to overcome spell resistance. she may choose to take the average on each dice instead of rolling. she is healed for half (rounded down) of the damage while the attacker takes that much damage. as selected from the following list: Cylinder (10-foot radius. but for some. Once per day per arithmetician class level. In addition. Die d3 d4 d6 d8 d10 d12 Average 2 3 4 5 6 7 Outliers: The arithmetician learns that occasional values are created which exist beyond the accepted ranged of results. tangle. or a sphere (20-foot radius spread). and manipulates such values to her benefit. The spell works otherwise normally in all respects. 30 feet high). Hit Die: d10. Berserker Berserk rests within the heart of all people. the remaining HP is given to the next closest ally. within 30 feet. allowing her to twist. She may alter any area-affecting spell she casts so that it affects an area different from its normal area. Page 201 of 519 . as determined by her. These are the berserkers. Eschew Dice: Whenever the arithmetician casts a spell with variable effects. if it puts himself or an ally over their max. it’s like some barely contained beast ready to tear its way out. Their innate ability to hold on to this energy and ride it through the waves of battle has made them a feared and respected force. as an immediate action. Cubes (four 10-foot cubes). this frenzy allows them to face even the most dangerous of foes and survive. If they have extra HP. fighting on without care for themselves and showing no mercy to those in their paths. the arithmetician gains +20 on a single skill check or caster level check she makes. Yet some descend even deeper in this berserk state. she may choose to take 11 on caster level checks. if it is a multiple of the 'Number'.

At each level after 1st. Table 7-2: The Berserker Base Fort Ref Level Attack Save Save Bonus st 1 +1 +2 +0 2nd +2 +3 +0 rd 3 +3 +3 +1 4th +4 +4 +1 th 5 +5 +4 +1 th 6 +6 +5 +2 7th +7 +5 +2 th 8 +8 +6 +2 9th +9 +6 +3 th 10 +10 +7 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Frenzy.) However. To end the frenzy before its duration expires. he automatically enters a frenzy at the start of his next action. Athletics (Str).Requirements To qualify to become a berserker. cloth. Craft (Int). While frenzied. a berserker can frenzy for a number of rounds per day equal to 2 + his Constitution modifier. and from any berserk abilities are doubled. For the duration of 1 round + 1 round per two berserker class levels. Skill Points at Each Level: 4 + Int modifier. The character can enter a frenzy as a free action. trap. spell. (This latter effect is not cumulative with haste or other effects that grant additional attacks. Perception (Wis). the character may attempt a DC 20 Will save once per round as a free action. Weapon and Armor Proficiency: Berserkers are proficient with all simple and martial weapons. Starting at 1st level. Frenzy (Ex): A berserker can enter a frenzy during combat. Alignment: Any nonlawful. failure means it continues. he can do it only during her turn. frenzy. Base Attack Bonus: +6. In addition. Berserk. Special: Ability to Bestial Rage (Beastmaster ability). gains a single extra attack each round at his highest bonus. a character must fulfill all the following criteria. The effects of frenzy stack with those from any berserk ability the character may have. or any other source. Success ends the frenzy immediately. Class Skills The berserker's class skills (and the key ability for each skill) are Acrobatics (Dex). all penalties and temporary ability damage are also doubled as well as nonlethal damage. Even though this takes no time. Limit Break Ferocity Berserk Supreme Cleave Berserk Deathless Frenzy Berserk Greater Frenzy Berserk Tireless Frenzy Class Features All of the following are class features of the berserker prestige class. and leather armor but no shields. not in response to another’s action. The Unstoppable Force (Su): This Limit Break imbues the berserker with phenomenal strength and destructive power. if he makes a full attack action. and Survival (Wis). Power Attack. After the frenzy ends. as long as he still has at least one round of usage of Page 202 of 519 . he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Limit Break (Su): At 1st level. all bonuses from rage. he can frenzy for 2 additional rounds. Intimidate (Cha). he gains a +6 bonus to Strength and. if he takes damage from an attack. Feats: Cleave. the berserker receives a Limit Break (The Unstoppable Force).

The rancor ability further extends the power of the normal frenzy ability. unable to charge or run) for the duration of the encounter. he adds an additional +2 on the damage roll of his first attack if it is successful. the berserker can attack anything close to him. This ability functions the same as the Whirlwind Attack feat. Each time a berserker uses surge. nor can he cast spells or activate magic items that require a command word. innocence. Each time a berserker uses burst of speed. Fury (Ex): Now the embodiment of unfettered frenzy. He can wield two-handed melee weapons as if they were one-handed melee weapons. and Ride). the berserker can lay to waste anything around. he suffers 1d4 points of Strength damage. a berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. Ferocity (Ex): At 2nd level and above. the berserker may choose to learn one of the following special abilities. For each additional 5 feet a berserker moves while charging. To avoid entering a frenzy in response to a provoking effect. Escape Artist. not merely fatigued. While frenzied. The additional attack is at the berserker’s base attack bonus -5. or health (the target’s or his own). this special ability automatically comes into effect. A berserker with rancor who frenzies gains one additional attack per round and an additional +2 bonus to Strength. the character cannot use any Charisma-. He can use any feat he has except Combat Expertise. the berserker is fatigued (–2 penalty to Strength and Dexterity. At 1st level and every other level thereafter. Intimidate. a berserker is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.the ability left. but with the following exceptions. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship. Athletics. he suffers 1d4 points of Constitution damage. During a frenzy. so he cannot use this ability during a round in which he has already taken a 5-foot step. the berserker must attack those he perceives as foes to the best of his ability. the Concentration skill. Berserk (Ex): Berserkers learn to harness their frenzy to be become unstoppable killing machines. The damage only takes effect once frenzy has ended. Should he run out of enemies before his frenzy expires. Supreme Cleave: At 4th level and higher. he must attack up to a number of targets equal to his berserker level. During a surge. or any abilities that require patience or concentration. Page 203 of 519 . Dexterity-. A berserker has no choice in using rancor. or Intelligence-based skills (except for Acrobatics. his rampage continues. If the character is still under the effect of a rage ability. the fatigued condition does not apply until the rage ends—at which point the character is exhausted. and metamagic feats. a spell trigger (such as a materia). If the berserker frenzies. or spell completion to function. When a frenzy ends. Burst of Speed (Ex): When charging. He may not attack a target more than once during a surge. Rancor (Ex): A berserker is in a constant state of readiness. the berserker can move an additional +5 feet (1 square) for every level of berserker. item creation feats. While frenzying. Surge (Ex): The berserker’s ability to wade headfirst into combat reaches new levels of destruction and mayhem. able to burst into a bloody frenzy at a moment’s notice. Ronso’s Grip (Ex): The berserker has learned how to wield larger weapons in a single hand. he suffers 1d4 points of Dexterity damage. and wield one-handed melee weapons as if they were light weapons. This damage only takes effect once the frenzy has ended. This damage only takes effect once the frenzy has ended. As a full attack action. the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn. He is still limited to one such adjustment per round. Each time a berserker uses fury. and only while frenzying. attacking anything within reach (friend or foe) along that path. The berserker also suffers an additional -4 penalty to AC on top of that already in place due to the normal use of frenzy. the berserker must move in a straight line at his full movement.

Find the Path. Tenacious Pursuit (Speed +10 ft. Scent Clan Discount (30%). Ride (Dex). Search (Int). Skills: Gather Information 4 ranks. even if reduced to –10 hit points or less. Athletics (Str). Greater Frenzy (Ex): Starting at 8th level. Disguise (Cha).) Locate Creature. he continues to fight normally until his frenzy ends. and it isn’t cheap. Survival 4 ranks. Feats: Endurance. Hit Die: d10. Base Attack Bonus: +4. Class Skills The clan hunter's class skills (and the key ability for each skill) are Acrobatics (Dex). Clan Hunter A bandit king raids caravans on the road. and Use Rope (Dex). Limit Break Woodland Stride. Tireless Frenzy: A 10th-level berserker no longer becomes fatigued after a frenzy. a character must fulfill all the following criteria. Trackless Step. Table 7-3: The Clan Hunter Base Fort Ref Level Attack Save Save Bonus st 1 +1 +2 +2 2nd +2 +3 +3 rd 3 +3 +3 +3 4th 5th 6th 7th 8th 9th 10th +4 +5 +6 +7 +8 +9 +10 +4 +4 +5 +5 +6 +6 +7 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Mark (1).Deathless Frenzy (Ex): At 6th level and higher. Mark (4) Page 204 of 519 . Intimidate (Cha). An ogre pillages farms to the north. Stealth (Dex). Tenacious Pursuit (Speed +20 ft. Open Lock (Dex). Stealth 4 ranks. They call in a Clan Hunter. Mark (3) Anticipation.) Darkvision (60’). Track. though he still takes the nonlethal damage for each round it lasts. Low-Light Vision. a berserker can scorn death and unconsciousness while in a frenzy. Special: Must have joined one of the Clan Hunter guilds. Diplomacy (Cha). Sense Motive (Wis). Hunter’s Dedication. Heal (Wis). This ability does not prevent death from massive damage or from spell effects. Tenacious Pursuit (Speed +30 ft. Bluff (Cha).) Heightened Perception. A Clan Hunter tracks down creatures and either eliminates them or brings them to whatever justice awaits them. the berserker’s bonus to Strength during a frenzy becomes +10 instead of +6. the effects of his wounds apply normally if they have not been healed. Survival (Wis). Track the Trackless Clan Discount (20%). Move Like the Wind. Requirements To qualify to become a clan hunter. A mage has kidnapped the mayor’s son and hidden him somewhere in the marsh—and the soldiers of the king cannot seem to stem the tide. As long as his frenzy continues. Ready and Waiting Clan Discount (10%). Gather Information (Cha). At that point. Mark (2) Swift Tracker. Skill Points at Each Level: 6 + Int modifier. Perception (Wis). The terrified citizens have only one choice.

if it hits. all remaining marked creatures become unmarked as described above. Ready and Waiting (Ex): Beginning at 2nd level. At 6th level. or mark. if he is too far away to strike the mark with a readied melee attack—the readied action is lost. the speed increase improves to 20 feet and it goes up to 30 feet at 9th level. a clan hunter tracking a mark can increase his own speed by 10 feet. A clan hunter can choose a mark only once a week. If the mark triggers the clan hunter’s readied action at any point within the next 10 minutes. a clan hunter may move through any sort of undergrowth (such as natural thorns. If a clan hunter chooses a new mark before finishing with an existing one. but only if all the marks are chosen during the same process (see above). for 10 minutes. the clan hunter receives the Limit Break (Vital Strike). and Survival checks made to determine the whereabouts of a mark. and with cloth and leather armor. He may choose to leave a trail if so desired. the clan hunter makes a single attack. Page 205 of 519 . the clan hunter must focus on a foe that is present and visible. Against an unmarked creature. a clan hunter leaves no trail in natural surroundings and cannot be tracked. the clan hunter can carry out his readied action as if the two were engaged in combat (as long as the clan hunter is capable of carrying out that action. a clan hunter is ready for trickery at all times. he gains additional abilities against a mark. Woodland Stride (Ex): Starting at 2nd level. Against a marked creature. the critical threat range increases by 1.Class Features All of the following are class features of the clan hunter prestige class. an individual humanoid or monstrous humanoid foe to better hunt that enemy. Once this study is complete. This bonus stacks with all other speed increases. overgrown areas. and the clan hunter loses experience points equal to the amount he would have earned for defeating that creature. To do so. Initially. Weapon and Armor Proficiency: Clan Hunters are proficient with all simple and martial weapons. Any interruption ruins the attempt and forces the clan hunter to start the process again. As a clan hunter gains levels. a clan hunter tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. Vital Strike (Su): This Limit Break allows the clan hunter to see the vital point in a creature’s body and capitalizes on it with a powerful blow. A clan hunter adds his clan hunter level as an insight bonus on all Gather Information. Trackless Step (Ex): Starting at 3rd level. Perception. the attack becomes a confirmed critical hit (even against creatures that are normally immune to critical hits) and deals maximum damage. In addition. Track: At 1st level. Mark (Ex): A clan hunter can target. the latter becomes unmarked. For every three clan hunter levels gained beyond the 1st. up to a maximum value equal to the mark’s speed. Search. briars. even outside of the initiative sequence. and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Tenacious Pursuit (Ex): At 3rd level and above. If the clan hunter is incapable of carrying out the action—for instance. If a clan hunter gives up on finishing any of his marks. that target is called a mark. Limit Break (Su): At 1st level. a clan hunter gains Track as a bonus feat. or on the depiction or description of the creature. a clan hunter can have only one mark at a time. a clan hunter can have one additional mark. He can ready an action against his mark.

Track the Trackless (Su): Also at 5th level. If the opponent is upwind. If the duration runs out before the clan hunter can find his mark. Swift Tracker (Ex): Beginning at 5th level. a clan hunter gains the scent ability. If he already has low-light vision from another source (such as his race). and he takes only a -10 penalty (instead of a -20 penalty) on Stealth checks when running. Whenever a clan hunter comes within 5 feet of the source. He receives an additional 10% discount at 6th level. Anticipation (Ex): After achieving 8th level. a clan hunter can move at his normal speed while following tracks without taking the normal -5 penalty. his low-light vision improves. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. he loses the trail. Scent (Ex): At 8th level. He will also know in which direction the creature is moving. a clan hunter adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark. the clan hunter slowly turns and senses when he is facing in the direction of the marked creature to be located. and track by sense of smell. torchlight. The clan hunter can detect opponents within 30 feet by sense of smell. a clan hunter of 7th level or higher can locate a marked creature supernaturally. The clan hunter receives a 10% discount on any goods purchased within the Clan. allowing him to see three times as far as a hume in conditions of shadowy illumination. The clan hunter can take a move action to note the direction of the scent. the range increases to 60 feet. that marked creature may not make attacks of opportunity against or flank the clan hunter during that round.Clan Discount: Also at 3rd level. Up to the DM on what goods a clan hunter can purchase. Heightened Perception (Ex): At 4th level. such as smoke or rotting garbage. if any. if downwind. the exact location of the source is not revealed—only its presence somewhere within range. a clan hunter can track a creature moving under the influence of trackless step or a similar effect. a clan hunter’s senses grow sharper than even the most observant. (He takes the normal -20 penalty when attacking or charging). a clan hunter gains low-light vision. Page 206 of 519 . This ability allows the clan hunter to detect approaching enemies. Hunter’s Dedication (Ex): Beginning at 4th level. the clan hunter can notice the tiny movements of his mark along with other visual and auditory ones that allow him to react more quickly in combat. a clan hunter can move stealthily even at a quick pace. This will also stack with the bonuses provided by the Mark ability. it drops to 15 feet. Low-Light Vision (Ex): At 6th level. sniff out hidden foes. allowing him to see twice as far as a hume in starlight. At a duration of 10 minutes per clan hunter class level. the clan hunter pinpoints the source’s location. can be detected at twice the ranges noted above. moonlight. and another at 9th level. the clan hunter may select one mark each round. In addition. The clan hunter may add a bonus equal to half his levels in the prestige class (fractions round down) on any Perception checks. Move Like the Wind (Ex): Starting at 4th level. He retains the ability to distinguish color and detail under these conditions. and similar conditions of shadowy illumination. though he takes a -20 penalty on his Survival checks when doing so. This grants him a +4 competence bonus on all initiative checks (stacks with Improved Initiative). When the clan hunter detects a scent. the clan hunter’s reputation within the Clan improves. A clan hunter can identify familiar odors just as humes do familiar sights. if there are more than one mark in the same area. Strong scents. Locate Creature (Su): Once per day. He no longer takes a -5 penalty on Stealth checks when moving at any speed up to his normal speed.

out to a range of 60 feet. The locale can be outdoors or underground. Alignment: Any nonlawful. a clan hunter’s vision becomes adjusted to see without a light source. Corsair Many pirates fly the skies. Intimidate 8 ranks. allowing them to plunder as they please. and Use Rope (Dex). Find the Path (Su): Once per day. a character must fulfill all the following criteria. Gather Information (Cha). Athletics (Str). Diplomacy (Cha). Requirements To qualify to become a corsair. Craft (Int). Perform (Cha). not objects or creatures at a locale. This isn’t to say that all corsairs are violent killers. a clan hunter of 10th level can find the shortest. Special: Sneak attack +1d6. though most certainly are—a few corsairs refuse to take on a target unless that target is capable of putting up a good fight. Skills: Bluff 8 ranks. Survival (Wis). Page 207 of 519 . Skill Points at Each Level: 4 + Int modifier. Intimidate (Cha). This ability lasts for 1 hour per clan hunter level. so called from the trail of blood left in her wake. Decipher Script (Int). Hit Die: d8. be it the way into or out of a locale. Profession (sailor) 8 ranks. This ability enables the clan hunter to sense the correct direction that will eventually lead him to his destination. Knowledge (local) (Int). the corsair relies on the reputation of her quick blade and terrifying fighting skills to drive her prey before her.Darkvision (Ex): At 10th level. indicating at appropriate times the exact path to follow or physical actions to take. Knowledge (geography) (Int). Class Skills The corsair's class skills (and the key ability for each skill) are Acrobatics (Dex). Whether patriotic privateer or self-serving buccaneer. the corsair revels in combat and slaughter. Profession (sailor) (Wis). most direct physical route to a specified destination. but few reach the infamy of the corsair. This works with respect to locations. Appraise (Int). Where most other pirates are content to use intimidation to cow their opponents into submission. Base Attack Bonus: +5. Table 7-4: The Corsair Base Fort Level Attack Save Bonus 1st +1 +0 nd 2 +2 +0 3rd +3 +1 th 4 +4 +1 th 5 +5 +1 6th +6 +2 th 7 +7 +2 8th +8 +2 th 9 +9 +3 10th +10 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Improved Feint. Bluff (Cha). Limit Break Sneak Attack (+1d6) Consair’s Feint (once per 2d4 rounds) Sailor’s Step +2 Scourge of the Skies Sneak Attack (+2d6) Consair’s Feint (once per 1d4 rounds) Sailor’s Step +4 Frightening Lunge Sneak Attack (+3d6) Class Features All of the following are class features of the corsair prestige class.

Hit Die: d6. Frightening Lunge (Ex): Your ability to run your enemies through is unnerving to those who cross swords with you. Limit Break (Su): At 1st level. and ability checks. it takes time before you’re able to fool them again. a +2 competence bonus to Bluff skill checks to feint in combat and a +1 dodge bonus to Armor Class per two corsair levels. A shaken character takes a –2 penalty to all attack rolls. This is exactly like the thief ability of the same name. you have learned to use the chaos of an airship to your benefit. page 95 of the D&D Player’s Handbook).Weapon and Armor Proficiency: Corsairs are proficient with all simple weapons. and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). You can make a feint as a free action rather than as a move action (see the Improved Feint feat. But once you’ve surprised your enemies with such a feint. even if you do not have the normal prerequisites for that feat. the attempt affects all enemies within 30 feet who can see and hear him. You can feint in combat as a move action to render your foes flatfooted and thus make sneak attacks against them. on a successful sneak attack. The popularity of this profession reached its peak during the Great War. When the character uses Intimidate to demoralize foes. Multiple uses of this ability don’t stack. Sailor’s Step (Ex): At 4th level. For the duration of 1 round + 1 round per two corsair class levels. you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. Improved Feint: Upon joining this prestige class you gain Improved Feint as a bonus feat. Sneak Attack: At 2nd level. Page 208 of 519 . when dancers were common additions to allied army units fighting on the front lines. skill checks. you also lose this bonus. Scourge of the Skies (Ex): Starting at 5th level. If you are caught flat-footed or otherwise denied your Dexterity bonus. Corsair’s Feint (Ex): As a corsair. This is a mind-affecting ability. Waiting requires no specific actions on your part. If you get a sneak attack bonus from another source (such as thief levels). taking advantage of the swaying airship and swinging rigging to remain out of reach of your opponents. Beginning at 7th level your reflexes improve and the time between corsair’s feints drops to only 1d4 rounds. you can fight normally during this time. At 3rd level. Requirements To qualify to become an dancer. you must wait 2d4 rounds before using corsair’s feint again. Dancer With their aggressive steps. you are a master of dirty fighting and trickery. you can sacrifice 1d6 points of damage to render your foe shaken. a character must fulfill all the following criteria. saves. Swaying Dance (Su): This Limit Break allows the corsair to enter a deadly dance of confusing movement. but not with shields. and light martial weapons. and with the rapier. the corsair receives the Limit Break (Swaying Dance). a corsair can instill fear into his enemies. the corsair receives a +1 competence bonus to Attack rolls. producing results rivaling those of even the most powerful sorcerous cants. The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 10th level. While aboard an airship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. the dodge bonus from the sailor’s step class feature increases to +4. the bonuses on damage stack. Beginning at 9th level. At 8th level. Corsairs are proficient with cloth and leather armor. these dancers are able to weave forbidden magicks upon their enemies.

Perform (Cha). Profession (Wis). Disguise (Cha). and Stealth (Dex). Perception (Wis). Athletics (Str). that allows herself and allies to drain HPs with every successful attack. Class Skills The dancer's class skills (and the key ability for each skill) are Acrobatics (Dex). Weapon and Armor Proficiency: Dancers gain no proficiency with any weapon or armor. +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class Fan Dance (1/day) +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class Saber Dance (1/day) Class Features All of the following are class features of the dancer prestige class. Trance (Su): This Limit Break allows the dancer to perform any dance she knows without using up an inspiration ability use for a duration of 1 round + 1 round + 1 round per two dancer levels. a dancer learns a new dance move. Some dances require other dance abilities as prerequisites. Skill Points at Each Level: 6 + Int modifier. The dancer can use her dance abilities a number of times per day equal to 3 + the dancer's Charisma modifier. however. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Drain Samba ability for 1 round + 1 Page 209 of 519 . Bardic Music: A dancer can use her Perform skill with dancing in order to perform songs as a bard would using musical instruments. Diplomacy (Cha). Spells: Able to perform 2nd-level bard songs.Skills: Perform 8 ranks. Dance (Su): Beginning of 1st level and every level thereafter. Gather Information (Cha). MP per Day / Songs Known: At each level except 5th and 10th. Table 7-5: The Dancer Base Fort Level Attack Save Bonus 1st +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Bardic Music. Craft (Int). Performing a dance requires a standard action that provokes attacks of opportunity. She does not. Concentration (Con). an dancer gains MP per day and songs known as if she had also gained a level in a bard class to which she belonged before adding the prestige class level. gain any other benefit a character of this class would have gained. Limit Break (Su): At 1st level. Bluff (Cha). the dancer receives the Limit Break (Trance). Drain Samba (Su): A dancer can perform a dance that inflicts a drain upon a creature within 30 ft. Limit Break. Dance.

that allows herself and allies to drain HPs with every successful attack. The dancer and her allies that successfully hit the creature affected by this ability gain the Haste status for the round. Requires Drain Samba as prerequisite for selecting this ability. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Aspir Samba II ability for 1 round + 1 round per two dancer levels. The dancer and her allies that successfully hit the creature affected by this ability deals 1d4 points of MP damage and gains 1d4 MP (any gain over your maximum MP pool is lost) or heals 1d4 HPs if no MP pool. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Aspir Samba ability for 1 round + 1 round per two dancer levels. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Drain Samba III ability for 1 round + 1 round per two dancer levels. Drain Samba II (Su): A dancer can perform a dance that inflicts a drain upon a creature within 30 ft. Ally within range is healed of 1d4 damage + 1 per two dancer levels for 1 round + 1 round per two dancer levels. Page 210 of 519 . Requires another Samba ability as prerequisite for selecting this ability. Curing Waltz III (Su): A dancer can perform a dance that heals an ally within 30 ft. The dancer and her allies that successfully hit the creature affected by this ability deals 2d4 points of non-elemental damage and heals 2d4 points of damage. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Drain Samba II ability for 1 round + 1 round per two dancer levels. The dancer and her allies that successfully hit the creature affected by this ability deals 1d4 points of non-elemental damage and heals 1d4 points of damage. Aspir Samba (Su): A dancer can perform a dance that inflicts a drain upon a creature within 30 ft. Aspir Samba II (Su): A dancer can perform a dance that inflicts a drain upon a creature within 30 ft. Curing Waltz II (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that heals an ally within 30 ft. Requires Aspir Samba II as prerequisite for selecting this ability. Requires Curing Waltz II as prerequisite for selecting this ability. Requires Curing Waltz as prerequisite for selecting this ability. Requires Drain Samba II as prerequisite for selecting this ability. Requires Drain Samba III as prerequisite for selecting this ability. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Slow status for 1 round + 1 round per two dancer levels. Ally within range is healed of 2d6 damage + 2 per two dancer levels for 1 round + 1 round per two dancer levels. Drain Samba III (Su): A dancer can perform a dance that inflicts a drain upon a creature within 30 ft. Curing Waltz (Su): A dancer can perform a dance that heals an ally within 30 ft. that allows herself and allies to drain MPs with every successful attack. that allows herself and allies to drain HPs with every successful attack. Ally within range is healed of 3d8 damage + 3 per two dancer levels for 1 round + 1 round per two dancer levels.round per two dancer levels. The dancer and her allies that successfully hit the creature affected by this ability deals 3d4 points of non-elemental damage and heals 3d4 points of damage. that allows herself and allies to drain MPs with every successful attack. The dancer and her allies that successfully hit the creature affected by this ability deals 2d4 points of MP damage and gains 2d4 MP (any gain over your maximum MP pool is lost) or heals 2d4 HPs if no MP pool. that also allows herself and allies to receive the haste status for the round with a successful attack. Haste Samba (Su): A dancer can perform a dance inflicts a slow status effect upon a creature within 30 ft.

A creature within range must make a Will save (DC 10 + Dancer class level + Charisma modifier) or suffer a -1 penalty to Attack Rolls per two dancer levels for a duration of 1 round + 1 round per two dancer levels. Allies within range are granted a +1 bonus on Attack Rolls per two dancer levels for a duration of 1 round + 1 round per two dancer levels. Requires Curing Waltz as prerequisite for selecting this ability. by 3 points per two dancer levels for 1 round. curing any negative status effects inflicted. Building Flourish (Su): A dancer can perform a dance that grants a bonus on Attack Rolls for all allies within 30 ft. This ability lasts for 1 round + 1 round per two dancer levels. Requires Curing Waltz III as a prerequisite for selecting this ability. as a full-round action. a +30 ft. a character must fulfill all the following criteria. Chocobo Jig (Su): A dancer can perform a dance that grants allies within 30 ft. Page 211 of 519 . to double their number of attacks when using a full-attack action for 1 round. A creature within range must make a Will save (DC 10 + Dancer class level + Charisma modifier) or suffer a -2 penalty to Armor Class per two dancer levels for a duration of 1 round + 1 round per two dancer levels. Diamond Magisters are highly sought after for their knowledge of white magic. as a full-round action. Requires Box Step as a prerequisite for selecting this ability. a dancer can perform the saber dance which allows all allies within 30 ft. A creature within range must make a Will save (DC 10 + Dancer class level + Charisma modifier) or suffer a -5 penalty to spell or elemental resistance per two dancer levels for a duration of 1 round + 1 round per two dancer levels. once per day. Requirements To qualify to become a diamond magister. once per day. Fan Dance (Su): At 5th level. Hit Die: d4. invisible. Requires Healing Waltz as prerequisite for selecting this ability. Allies within range are healed of 1d6 damage per two dancer levels for 1 round + 1 round per two dancer levels. Desperate Flourish (Su): A dancer can perform a dance that inflicts a penalty on Attack Rolls for a creature within 30 ft. Saber Dance (Su): At 10th level. Diamond Magister Masters of the healing art. movement speed for a duration of 1 round + 1 round per two dancer levels. Box Step (Su): A dancer can perform a dance that lowers the defenses of a creature within 30 ft. Healing Waltz II (Su): A dancer can perform a dance that heals allies within 30 ft. Esuna Waltz (Su): A dancer can perform a dance that cures an ally of all negative status effects except Doom and Stop status. Spectral Jig (Su): A dancer can perform a dance that makes an ally within 30 ft. Allies within range are granted +30 ft. movement speed. a dancer can perform the fan dance which reduces all damage to all allies within 30 ft. Stutter Step (Su): A dancer can perform a dance that lowers the magical or elemental (chosen when afflicting a creature) resistances of a creature within 30 ft. Requires Desperate Flourish as a prerequisite for selecting this ability. Allies within range are healed of 1d4 damage per two dancer levels for 1 round + 1 round per two dancer levels.Healing Waltz (Su): A dancer can perform a dance that heals allies within 30 ft. Ally within range is granted Vanish as per spell for a duration of 1 round + 1 round per two dancer levels.

If he had more than one spell-casting class before becoming a diamond magister. the diamond magister gains a +1 competence bonus to his caster level when casting light spells. a diamond magister increases his power with his spells. Skill Points at Each Level: 2 + Int modifier. Table 7-6: The Diamond Magister Base Fort Reflex Will Level Attack Special Save Save Save Bonus 1st +0 +0 +0 +2 Light Mastery. See Phoenix Spawn in FFd20 Monster Compendium for more details. gain any other benefit a character of this class would have gained. +1 level to existing spell-casting class 4th +2 +1 +1 +4 White Wizardry. darkness. It lasts for a duration of 1 round per diamond magister class level. Phoenix Summoning (Su): This limit break summons a Phoenix Spawn within 30 feet of the diamond magister that follows his commands. and Spellcraft (Int). and magical shadow or darkness). however. Weapon and Armor Proficiency: Diamond Magisters gain no proficiency with any weapon or armor. he must decide to which class to add each level for the purpose of determining MP per day and spells known. he can choose from the list of the following: Improved Spell Mastery: This increases the DC for all of the diamond magister's spells by 2. Page 212 of 519 .Spells: Able to cast 7th-level white magic spells. Limit Break 2nd +1 +0 +0 +3 White Wizardry. As a secondary benefit. At each such opportunity. Light Mastery (Ex): At 1st level. +1 level to existing spell-casting class Class Features All of the following are class features of the diamond magister prestige class. a diamond magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. Decipher Script (Int). MP per Day / Spells Known: At each level except 1st. any light spells that the diamond magister casts grants himself the ability to see normally in any conditions of illumination (shadowy illumination. and the effect lasts for 1 round. Limit Break (Su): At 1st level. +1 level to existing spell-casting class 5th +2 +1 +1 +4 Healing Mastery. the diamond magister receives the Limit Break (Phoenix Summoning). +1 level to existing spell-casting class 3rd +1 +1 +1 +3 Enhancing Mastery. White Wizardry: At 2nd and 4th level. Improved Healing: This grants the diamond magister's healing spells to heal an additional 5 points of damage. Class Skills The diamond magister's class skills (and the key ability for each skill) are Concentration (Con). Craft (Int). Profession (Wis). Heal (Wis). He does not. Knowledge (any) (Int). The range of this vision is 10 feet per level of the light spell cast. It also temporary removes the Blind status effect until the duration wears off.

Requirements To qualify to become a dragon disciple. dragon disciples deal devastating damage with their fists. and developing the horrifying dragon breath. Concentration (Con).Improved Spell Penetration: This increases the diamond magister's caster level checks by 2 made to overcome a creature’s spell resistance. Monk abilities. any healing spells that the diamond magister casts on himself or allies grants Fast Healing equal to the level of the healing spell cast and the effect lasts for the duration of the level of the healing spell in rounds. and Stealth (Dex). the diamond magister gains a +1 competence bonus to his caster level when casting enhancing spells. Perception (Wis). the diamond magister gains a +1 competence bonus to his caster level when casting healing spells. With their terrifying leaping attacks. Escape Artist (Dex). Repair (Int). Special: Must have at least 1 Master ability from the Martial Arts Style Masteries (Monk). Table 7-7: The Dragon Disciple Base Fort Ref Will Level Attack Save Save Save Bonus 1st +1 +2 +2 +0 2nd 3rd 4th 5th +2 +3 +4 +5 +3 +3 +4 +4 +3 +3 +4 +4 +0 +1 +1 +1 Special Dragon Martial Arts Style Mastery (Novice). Perform (Cha). Profession (Wis). they slowly take on the features of a dragon. Limit Break (Su): At 1st level. Skills: Athletics 15 ranks. Accessing the blood of the dragons. Healing Mastery (Ex): At 5th level. This stacks with the Spell Penetration feat. As a secondary benefit. Weapon and Armor Proficiency: Dragon Disciples do not gain any proficiency with weapons or armor. As a secondary benefit. Sense Motive (Wis). Diplomacy (Cha). Class Skills The dragon disciple's class skills (and the key ability for each skill) are Acrobatics (Dex). Enhancing Mastery (Ex): At 3rd level. Skill Points at Each Level: 4 + Int modifier. Hit Die: d8. Dragon Disciple Dragon Disciples are monks who have mastered one of the animal martial arts styles and seek to conquer the legendary dragon martial arts. growing a tail. Limit Break Draconic Features Dragon Martial Arts Style Mastery (Expert) Dragon Breath Dragon Martial Arts Style Mastery (Master) Class Features All of the following are class features of the dragon disciple prestige class. any enhancing spells that the diamond magister casts on himself or allies grants temporary hit points equal to the level of the enhancing spell cast and the effect lasts for the duration of the level of the enhancing spell in rounds. the dragon disciple receives the Limit Break (Dragon Metamorphosis). a pair of leathery wings. Athletics (Str). a character must fulfill all the following criteria. Page 213 of 519 . Dragonblooded.

The dragon Page 214 of 519 . 1d6 Medium. The dragon disciple grows a tail that he can use to make a secondary natural attack in combat. a dragon disciple begins learning the dragon martial arts style. Slow Fall ability. As a swift action. the dragon disciple can make a leap over an opponent and chop down at her. unless he succeeds on the appropriate Acrobatics check. ruining her defenses and striking with a critical blow. lightning. he provokes attacks of opportunity for the distance he jumps. As a full-round action. He does not gain the damage reduction. The result of this Athletics check must be sufficient to allow him to move through an opponent’s space and over her. The dragon disciple provokes attacks of opportunity with this movement. Master (Ex): As a master of the dragon martial arts style. and constitution score of the dragon type chosen. The dragon disciple can’t move through enemies. the dragon disciple does not provoke attacks of opportunity for leaving threatened squares during his jump. and he must move in a straight line. and Fast Movement bonus. water. dexterity. Dragon Martial Arts Style Mastery (Ex): Beginning at 1st level and every other level thereafter. wisdom. The dragon disciple retains his intelligence. If his jump was too short to clear his opponent but far enough that he would land in a space she occupies. and the target must succeed on a Fortitude save (DC 15 + dragon disciple class level + Wisdom modifier) or be stunned for 1 round. Draconic Features (Ex): At 2nd level. ice. he can also make a single attack against his foe with no special benefits or penalties.Dragon Metamorphosis (Su): This Limit Break turns the dragon disciple into a mature adult of the dragon type chosen at 1st level for a duration of 1 round per dragon disciple class level. This attack deals bludgeoning damage according to your size (1d4 Small. as long as his target is within reach. he can attempt an Acrobatics check to tumble and avoid any attacks he provokes with this sudden leap. movement speed. Expert (Ex): A dragon disciple of the dragon martial arts style is swift to unleash a flurry of attacks upon an opponent who has taken solid hits from a full-attack action. fire. a dragon disciple is able to make Athletics checks for jumping as a swift action. Novice (Ex): As a practitioner of the dragon martial arts style. a dragon disciple gains a competence bonus on Athletics checks equal to his dragon disciple class level for jumping and any jumps he makes are considered running jumps. if applicable. This style focuses on devastating punches and kicks. His hit points remain the same with the exception of Constitution score increasing hit points. and immunity to sleep. In addition. he can make two additional attacks made at his highest attack bonus. immobilize. the dragon disciple undergoes a slight transformation. Monk Abilities: A dragon disciple’s class levels stack with his monk levels for determining his AC bonus. and disable status effects as well as an elemental resistance based on his dragon type. If his check is insufficient to jump over his target. The dragon disciple gains the natural armor class. spell resistance. growing a tail and wings. he lands adjacent to his opponent in the square closest to his starting square. Doing so enables the dragon disciple to move the distance determined by his check result. wind). He gains a bonus equal to his dragon disciple class level to saving throws against sleep. if the dragon disciple has made a full-attack action and hit with every attack. Dragonblooded (Ex): The dragon disciple gains the dragonblood subtype and chooses a dragon type (earth. 1d8 Large). immobilize. He uses his own Base Attack Bonus and gains a breath weapon that supersedes his own breath weapon if he has one. If the check succeeds. and disable status effects as well as gaining the elemental affinities of the dragon chosen. and charisma scores and gains the strength. If he fails the Athletics check needed to jump over his foe. This attack deals an extra 10d6 points of damage. or frightful presence. Dragon Martial Arts Style (Ex): The dragon martial arts style’s main focus is the ability to make leaping attacks that causes great harm to the enemy. As with any movement. His foe loses her Dexterity bonus to AC against your melee attack. the dragon disciple attempts an Athletics check to leap over his target.

Elemental Fist Disciple The elemental fist disciple is a monk that uses magic to fuel his elemental attacks to cripple his foes with status ailments. a character must fulfill all the following criteria. Monk Abilities. Sense Motive (Wis). Craft (Int). If he becomes unconscious or helpless while in midair. Perform (Cha). He can glide at a speed of 30 feet with average maneuverability. no matter what the actual distance of the fall. Limit Break Wind Burst Fire Cross Icy Breath Watery Explosion Lightning Strike Magma Ball Electric Hailstorm Pressure Cannon Elemental Maelstrom MP 4 8 12 16 20 24 28 32 36 40 Class Features All of the following are class features of the elemental fist disciple prestige class. He descends in a tight corkscrew and takes only 1d6 points of falling damage. the dragon disciple can use his wings to glide. Concentration (Con). and powerful ligaments stiffen them. Knowledge (nature) (Int). Perception (Wis). Requirements To qualify to become a elemental fist disciple. In addition. and Stealth (Dex). Skill Points at Each Level: 4 + Int modifier. Athletics (Str). negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Page 215 of 519 . He can use this ability once every 2d4 rounds. the dragon disciple gains a breath weapon of the young adult dragon type chosen at 1st level. Dragon Breath (Su): At 4th level. Table 7-8: The Elemental Fist Disciple Base Fort Reflex Will Level Attack Save Save Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Earth Slash. Elemental fist disciples often use martial arts to back up their variety of elemental-based ranged attacks. his wings naturally unfurl. Weapon and Armor Proficiency: Elemental fist disciples gain no proficiency with any weapon or armor. He can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Knowledge (the planes) (Int). Diplomacy (Cha). Hit Die: d8. Class Skills The elemental fist disciple’s class skills (and the key ability for each skill are Acrobatics (Dex). Profession (Wis). Escape Artist (Dex).disciple also grows a set of leathery wings that allows him to fly at a speed of 30 feet (average maneuverability). Base Attack Bonus: +7 Skills: Knowledge (the planes) 5 ranks. Special: Must have the Aurablast (Monk) ability. He can’t glide while carrying a medium or heavy load.

intersecting at the center. The 5-ft. Elemental Fists (Su): This Limit Break imbues the elemental fist disciple’s fists with elemental energy. Fire Cross (Su): At 3rd level.-radius burst. it explodes in a 20-ft. Page 216 of 519 . the elemental fist disciple can use the power of fire to create a cross of burning flames within 60 feet of him.-wide line extends up to 60 feet. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Slow status effect. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Berserk status effect. the elemental fist disciple can choose an element to imbue his fists with (earth. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Blind status effect. at a cost of 4 MP. It extends out to 30 feet in a cone. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Disable status effect. The elemental fist disciple can use this ability on anyone within 60 feet and when it hits something. Earth Slash (Su): At 1st level. Creatures within the area of effect suffer 1d6 points of earth damage per two elemental fist disciple levels and be inflicted with Blind status for 1d6 rounds. at a cost of 4 MP. the elemental fist disciple deals normal unarmed damage plus 1d6 points of elemental damage of the element he chosen + an additional 1d6 per two elemental fist disciple levels. the elemental fist disciple can use the power of lightning to strike an area with an electric blast. Creatures within the area of effect suffer 1d6 points of wind damage per two elemental fist disciple level and be inflicted with Silence status for 1 round per two elemental fist disciple levels. perpendicular to each other.Limit Break (Su): At 1st level. at a cost of 4 MP. Lightning Strike (Su): At 6th level. The elemental fist disciple can use this ability on anyone within 60 feet and it hits a 20-ft. Creatures within the area of effect suffer 1d6 points of fire damage per two elemental fist disciple level and be inflicted with Berserk status for 1 round per two elemental fist disciple levels. Creatures within the area of effect suffer 1d6 points of ice damage per two elemental fist disciple level and be inflicted with Immobilize status for 1 round per two elemental fist disciple levels. the elemental fist disciple can use the power of the earth to slash forward in a line in front of him. at a cost of 4 MP. the elemental fist disciple can use the power of water to launch a ball of water that explodes on impact. Creatures within the area of effect suffer 1d6 points of lightning damage per two elemental fist disciple level and be inflicted with Disable status for 1 round per two elemental fist disciple levels. the elemental fist disciple can use the power of wind to create a powerful wind to burst all around the elemental fist disciple. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the immobilize status effect.-long and 5-ft. square. Creatures within the area of effect suffer 1d6 points of water damage per two elemental fist disciple level and be inflicted with Slow status for 1 round per two elemental fist disciple levels. lightning. Watery Explosion (Su): At 5th level. at a cost of 4 MP.-radius spread. Icy Breath (Su): At 4th level. As a free action. The cross is two lines. or wind) and change it at the start of his next turn every round for a duration of 1 round + 1 round per two elemental fist disciple levels. This ability is centered on the elemental fist disciple and explodes out to 30-ft. Wind Burst (Su): At 2nd level. fire. Monk Abilities: An elemental fist disciple’s class levels stack with his monk levels for determining his AC bonus. ice. at a cost of 4 MP. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Silence status effect. the elemental fist disciple receives the Limit Break (Elemental Fists). Slow Fall ability.-wide. the elemental fist disciple can use the power of ice to breathe out a blast of cold air. 35-ft. and Fast Movement bonus. water. For the duration of the limit break.

and Spellcraft (Int). lightning.Magma Ball (Su): At 7th level. The elemental fist disciple can use this ability on anyone within 120 feet and when it hits something. Requirements To qualify to become an elementalist. a character must fulfill all the following criteria. Pressure Cannon (Su): At 9th level. Knowledge (arcana) (Int).-radius spread. Creatures within the area of effect suffer 1d6 points of ice damage and 1d6 points of lightning per two elemental fist disciple level and be inflicted with Immobilize status for 1 round per two elemental fist disciple levels. Skills: Knowledge (arcane) 8 ranks. at a cost of 6 MP. Limit Break. fire. The 10-ft. water. the elemental fist disciple can harness the power of earth and fire to launch a ball of molten lava that explodes on impact. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Slow status effect. Knowledge (the planes) (Int). and wind) and be inflicted with Confuse status for 1 round per two elemental fist disciple levels rounds. Hit Die: d4. One of the spells must be at least 3rd level. ice. +1 level to existing spell-casting Page 217 of 519 . Craft (Int). Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Immobilize status effect. Electric Hailstorm (Su): At 8th level. Skill Points at Each Level: 2 + Int modifier. the elemental fist disciple can harness the power of the elements to create a large storm of confusing elements. Creatures within the area of effect suffer 1d6 points of earth damage and 1d6 points of fire damage per two elemental fist disciple level and be inflicted with Curse status for 1 round per two elemental fist disciple levels. Decipher Script (Int). at a cost of 9 MP.-square area. Eventually.-square area. Feats: Elemental Focus (any). it explodes in a 40-ft. The elemental fist disciple can center the hailstorm within 240 feet of him and it rains on a 60-ft. Spells: Able to cast at least three spells that have one of the following descriptors in common: earth.-wide line extends up to 120 feet. the elemental fist disciple can harness the power of ice and lightning to produce a small storm that rains electrified hailstones. Creatures within the area of effect suffer 1d6 points of water damage and 1d6 points of wind per two elemental fist disciple level and be inflicted with Slow status for 1 round per two elemental fist disciple levels. at a cost of 6 MP. Elemental Penetration (any). fire. they transcend their mortal forms and become elemental beings. or wind. Elementalist Elementalists study one of the basic elements of magic—earth. ice. fire. lightning. the elemental fist disciple can harness the power of water and wind to create a blast of concentrated water and wind in a line. at a cost of 6 MP. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Curse status effect. Profession (Wis). Creatures within the area of effect suffer 2d6 points damage of each element (earth. Elemental Maelstrom (Su): At 10th level. water. The elemental fist disciple can center the hailstorm within 120 feet of him and it rains on a 40-ft. water. Class Skills The elementalist's class skills (and the key ability for each skill) are Concentration (Con). and wind—learning to harness its power. Resistance to Element 5. Knowledge (the planes) 8 ranks. Reflex save (DC 10 + elemental fist disciple level + Wisdom modifier) for half damage and negates the Confuse status effect. Table 7-9: The Elementalist Base Fort Reflex Will Level Attack Special Save Save Save Bonus 1st +0 +0 +0 +2 Elemental Specialization. ice. lightning.

as an elementalist continues to transcend her mortal form. The target(s) of the spell does not get a save. Page 218 of 519 . Elemental Immunity Class Features All of the following are class features of the elementalist prestige class. an elementalist specializes in the element of her choosing. Unresistable Elemental Spell (Su): This Limit Break allows the elementalist to cast any spell of his chosen element and be unresistable. Immunity to Sleep (Ex): At 2nd level. +1 level to existing spell-casting class Resistance to Element 20. +1 level to existing spellcasting class Immunity to Disable and Poison. she gains immunity to sleep effects. an elementalist gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. If she had more than one spell-casting class before becoming an elementalist. She does not. This resistance rises to 10 at 4th level and 20 at 7th level. she gains Elemental Resistance 5 against this chosen element. Elemental Specialization (Ex): Also at 1st level. Doing so makes her stronger against her element but weaker against her element’s weakness. She also takes half damage against her chosen element or quarter damage if she makes her save. +1 level to existing spell-casting class Limitless Fury Darkvision.2 nd +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 3rd 4th 5th 6th 7th 8th 9th 10th class Immunity to Sleep. The elementalist suffers a -2 penalty to saving throws against spells and spell-like effects against her chosen element’s weakness. Elemental Surge. gain any other benefit a character of this class would have gained. however. The elementalist receives a +2 bonus to saving throws against spells and spell-like effects against her chosen element. +1 level to existing spell-casting class Resistance to Element 10. Limit Break (Su): At 1st level. She also takes double damage against her chosen element’s weakness or normal damage if she makes her save. (See Chapter 8: Spells for more details on elements and weaknesses. she becomes more resistant to her chosen element. At 1st level. MP per Day / Spells Known: At each level except 5th and 10th.) Resistance to Elements (Ex): As an elementalist gains levels in this prestige class. she must decide to which class to add each level for the purpose of determining MP per day and spells known. nor do any elemental and spell resistance apply. +1 level to existing spell-casting class Elemental Perfection. +1 level existing to spell-casting class Rage of the Elements. Weapon and Armor Proficiency: Elementalists gain no proficiency with any weapon or armor. +1 level to existing spellcasting class Elemental Fury. the elementalist receives the Limit Break (Unresistable Elemental Spell).

” or “Melee” range are unaffected. usually to the skin or eyes. water. or breathe (though she must still rest to regain MP). Base Attack Bonus: +6. Class Skills Page 219 of 519 . An elementalist gains the speed and movement modes. she gains immunity to Disable and Poison status effects at 9th level. might acquire gemlike eyes and hard. Often referred to as "swashbucklers". they are able to inflict status effects upon their foes. She no longer needs to eat. and she is no longer subject to critical hits. nimble feet and a good eye at striking with a light. Feats: Dodge. sleep. through extensive study of elemental secrets. and with other elementalists who have chosen her element. she may quicken any spell up to 6th level as if the Quicken Spell feat was used without paying the additional MP cost. With their abilities. Limitless Fury (Ex): At 5th level. fire. lightning. Weapon Finesse. the elementalist may use this ability to increase the damage of her next elemental spell by 1. natural attacks. and special qualities of a Medium elemental of the type appropriate to her elemental specialty. if any. An earth elementalist. an elementalist. or wind). an elementalist retains a soul separate from her body. Elemental Immunity (Ex): From 10th level on. Elemental Perfection: At 10th level. an elementalist gains darkvision out to 60 feet. an elementalist’s appearance undergoes a minor physical change.” “Personal.5 times. Spells with a “Touch. The elementalist adds one point of damage per die. Darkvision (Ex): At 6th level. Requirements To qualify to become a fencer. an elementalist may use her specialized elemental magic with greater efficiency. pebbly skin. except that the save DC against her elemental attack form. Perform 5 ranks. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (earth. is 20 + her Constitution modifier. Rage of the Elements (Su): At 7th level.Elemental Fury (Ex): At 3rd level. Unlike a normal elemental. for example. Fencer The fencer focuses on quick. Elemental Surge (Su): At 10th level. as a swift action. as notes in the FFd20 Monster Compendium. Anyone who shares the elementalist’s predilection for study of her chosen plane immediately recognizes her transcendent nature. completely transcends her mortal form to become an elemental creature. She may use any spell of her element and increase its range by 1. Hit Die: d8. up to once per day per two elementalist class levels. ice. Immunity to Disable and Poison (Ex): As an elementalist approaches elemental perfection. an elementalist gains immunity to her chosen element. one handed weapon. an elementalist is able to increase the range of her specialized elemental spells. Her type changes to elemental. She can be raised from the dead as normal for a creature of her previous type.5 and her saving throw DC by 1 point per two elementalist class levels. The elementalist can only use this ability once per two elementalist class levels per day. Skills: Acrobatics 5 ranks. a character must fulfill all the following criteria. special attacks. She gains an elemental creature’s immunity to stunning. fencers use their speed and coordination in a deadly blend with their wisdom to become capable fighters who prefer to avoid getting hit instead of drawing upon their resilience to take the blows and keep on standing. Upon achieving this state.

and any item or ability that protects a creature from critical hits also protects a creature from a talonstrike. A creature can only be the target of one Doom effect from this ability at a time. Gossimerdodge (Ex): When wearing cloth or leather armor and not using a shield. she also loses this bonus. At 2nd level and every other level thereafter. Perform (Cha). with a duration of 2d4 rounds. Fencers are proficient with cloth and leather armor but not with shields. a fencer cannot attack with a weapon in her other hand or use a shield. adding her fencer level to her damage roll. the fencer may choose to learn one of the following techniques. Page 220 of 519 . A fencer's talonstrike only works against living creatures with discernible anatomies. Bluff (Cha). Prerequisites: Fencer level 6th. Creatures that are hit by this attack take damage as normal and must make a Fortitude save (DC 10 + fencer level + her Wisdom modifier) or be inflicted with the Blind. a fencer adds her Wisdom modifier (if any) to her Armor Class while wielding a melee weapon. Limit Break (Su): At 1st level.The fencer's class skills (and the key ability for each skill) are Acrobatics (Dex). Nighthawk Class Features All of the following are class features of the fencer prestige class. it's also inflicted with the Doom status effect. Lunge Techniques: These techniques utilize the fast strikes of a fencer’s weapon. Slasharrow Lunge Technique. Any creature that is immune to critical hits is also immune to a talonstrike. the fencer receives the Limit Break (Hummingtrike) Hummingstrike (Su): This limit break allows the fencer to make an attack roll against all creatures within reach. If a fencer is caught flat-footed or otherwise denied her Dexterity bonus. Talonstrike. Immobilized and Sap status effects for a number of rounds equal to the fencer’s class level. Skill Ranks at Each Level: 4 + Int modifier. If the target fails it's save versus Swarmstrike. Swarmstrike. Escape Artist (Dex). Flitby Lunge Technique Piercethrough Lunge Technique Erraticweave Lunge Technique Followflight. Limit Break Lunge Technique Featherblow. Weapon and Armor Proficiency: The fencer is proficient with all simple and martial weapons. and Sense Motive (Wis). Talonstrike (Ex): A fencer gains the ability to strike precisely with a light or one-handed piercing weapon. When making a talonstrike. Perception (Wis). Checkmate (Ex): The fencer's poison becomes more potent. Table 7-10: The Fencer Base Fort Level Attack Save Bonus 1st +0 +0 nd 2 +1 +0 3rd +2 +1 th 4 +3 +1 5th +3 +1 th 6 +4 +2 th 7 +5 +2 8th +6 +2 th 9 +6 +3 10th +7 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Gossimerdodge.

Prerequisites: Fencer level 6th. using the same bonuses as the attack she chose to forego during her previous action. The fencer must declare the use of this ability after the attack is announced. so long as the creature she is attacking is within reach. the fencer makes an attack roll. If she were wielding a +3 mastercrafted rapier. and the amount subtracted cannot exceed her base attack bonus. Prerequisites: Fencer level 8th. causing them to miss. she can elect not to take one of her attacks.Manastrike (Ex): The fencer strikes at the miniscule pressure points that block the flow of Mana in spellcasters. Shadowstick. Shadowstick. the weapon must do a minimum 1 point of damage. Swarmstrike. Mantisparry (Ex): A fencer learns to parry the attacks of other creatures. it applies to every attack made during her turn. Thousandstings (Ex): When a fencer uses Swarmstrike. Prerequisites: Fencer level 6th. the fencer who wields a rapier as her chosen weapon can subtract up to 5 points from the damage. Whenever the fencer takes a full attack action with a light or one-handed piercing weapon. and add that to her attack bonus. the fencer can make an attack roll against all adjacent foes using her highest BAB. If the target fails it's save versus Shadowstick. A creature can only be the target of one Slow status effect from this ability at a time. A creature can only be the target of one Poison status effect from this ability at a time. the fencer gains Mobility as a bonus feat when wearing cloth or leather armor and not using a shield. Prerequisites: Fencer level 8th. she could subtract up to 8 points from damage. since the weapon has a damage potential of 9 points. To parry the attack. the fencer can aim carefully. Parry. Scorpionsting (Ex): The fencer can make an attack of opportunity against any creature whose attack she successfully parries. The next strike before the end of her turn deals damage as normal and inflicts the Poison status effect on the target for a number of rounds equal to the fencer's class level. and add that to her attack bonus. she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. but before the roll is made. Raptoreye (Ex): When a fencer uses Shadowstick. For each size category that the attacking creature is larger than the fencer. However. If her attack roll is greater than the roll of the attacking creature. Swarmstrike (Ex): As a swift action. she can attempt to parry an attack against her or an adjacent ally as an immediate action. For example. Flitby (Ex): Starting at 3rd level. the target also takes 1d4 points of MP damage per two fencer levels. The fencer also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. Page 221 of 519 . Prerequisites: Fencer level 4th. The target can make a Fortitude save to negate the poison status (DC 10 + fencer level + her Wisdom modifier). it applies to every attack made during her turn. Shadowstick (Ex): Once per round. Swallowtail (Ex): As a standard action. The fencer declares this power before rolling her attack. The target can make a Fortitude save to negate the Slow status (DC 10 + fencer level + her Wisdom modifier). Featherblow (Ex): Because the fencer values successful hits over actual damage dealt. the fencer can poison her weapon. Prerequisites: Fencer level 4th. the attack automatically misses. The next strike before the end of her turn deals damage as normal and inflicts the Slow status effect on the target for a number of rounds equal to half the fencer's class level. the fencer takes a –4 penalty on her attack roll. At any time before her next turn. since the rapier has a damage potential of 6 points.

Perception (Wis). The fencer does not need a free hand to use this feat. Base Attack Bonus: +5 Skills: Knowledge (nature) 8 ranks. Knowledge (nature) (Int).Piercethrough (Ex): The reach of a light or one-handed melee weapon in the hands of a 5th level or higher fencer is increased by 5 ft. Hit Die: d8. Profession (Wis). Requirements To qualify to become a geomancer.. Knowledge (the planes) (Int). Class Skills The geomancer’s class skills (and the key ability for each skill are Athletics (Str). Erraticweave (Ex): At 7th level and higher. Limit Break Sandstorm Movement Power (Swim). Diplomacy (Cha). Craft (Int). Knowledge (the planes) 8 ranks. Followflight (Ex): At 9th level. Slasharrow: At 9th level. a fencer gains the benefit of the Deflect Arrows feat when using a light or onehanded piercing weapon. Demonfire. but only on the fencer's turn. Geomancer The geomancer uses the natural terrain lying dormant to produce results of elemental power and inflicts a variety of status effects. she gains an additional +1 dodge bonus to AC for every three levels of fencer she has attained. Concentration (Con). Tanglevine Contortion Movement Power (Fly). Page 222 of 519 . but only on the fencer's turn. a character must fulfill all the following criteria. if a fencer chooses to fight defensively or use total defense in melee combat. Skill Points at Each Level: 4 + Int modifier. Hurricane Magma Surge MP 4 8 12 16 20 24 28 32 36 40 Class Features All of the following are class features of the geomancer prestige class. Nighthawk (Ex): The reach of a light or one-handed melee weapon in the hands of a 10th level or higher fencer is increased by an additional 5 ft. Table 7-11: The Geomancer Base Fort Reflex Level Attack Save Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Movement Power (Burrow). Perform (Cha). and Sense Motive (Wis). Sinkhole Waterfall Movement Power (Climb). enemies adjacent to the fencer that take a withdraw action provoke an attack of opportunity from the fencer.. Snowstorm Wind Slash Movement Power (Float).

etc.Weapon and Armor Proficiency: Geomancers gain no proficiency with any weapon or armor. Confuse. Creatures within the area of effect take 1d6 points of non-elemental damage per two geomancer levels and are inflicted with Blind status for 1 round per two geomancer levels. He has a +8 circumstance bonus on any Athletics checks involving swimming to perform some special action or avoid a hazard. Each movement power can be used as a swift action that costs 2 MP to use and lasts until cancelled. 40-ft. Climb: A geomancer has a +8 racial bonus on all Athletics checks involving climbing. A geomancer cannot charge or run while burrowing.-high). A geomancer floats 5 ft. The geomancer must make an Athletics check to climb any wall or slope with a DC of more than 0. at a cost of 4 MP.-radius. a geomancer causes the sand to erupt around creatures within a 30-ft. off the ground and gently floats downward if off the ground more than 5 ft. a Will save (DC 10 + geomancer level + Wisdom modifier) to negate the Sleep status effect. per two geomancer levels.-radius. a geomancer conjures the allure of flames against creatures within a 30-ft. Swim: A geomancer can move through water at its swim speed without making Athletics checks. a Fortitude save (DC Page 223 of 519 . The geomancer climbs at the given speed while climbing. he moves at double the given climb speed and makes a single Athletics check at a –5 penalty. a Reflex save (DC 10 + geomancer level + Wisdom modifier). lava. see Carrying Capacity. Creatures within the area of effect take 5d6 points of non-elemental damage + an additional 1d6 per two geomancer levels. Curse.   Burrow: A geomancer can tunnel through dirt. The area of effect is cylindrical (15-ft. per two geomancer levels. at a cost of 4 MP. Elemental Torrent (Su): This Limit Break produces a vertical column of random elements roaring downward upon an area within 60 ft. The geomancer can always can choose to take 10 on an Athletics check. Geomancers can climb at a speed of 10 ft.. Geomancers uses his own base land speed while floating.    Demon Fire (Su): At 1st level. Sandstorm (Su): At 2nd level. ice. Geomancers can fly (perfect) at a speed of 20 ft. Fly: A geomancer can move through the air at the indicated speed if carrying no more than a light load. He can use the run action while swimming. but not through rock. the geomancer receives the Limit Break (Elemental Torrent). even if rushed or threatened while climbing. and Slow status for 1 round + 1 round per two geomancer levels. Silence. A geomancer cannot run while climbing.) with another problems. provided he swims in a straight line. A fire or flame must be nearby for the geomancer to use this ability. even if distracted or endangered. Geomancers can swim at a speed of 10 ft. Geomancers can burrow at a speed of 10 ft. page 161 of the Player’s Handbook. If he chooses an accelerated climb. Those who fail the Reflex must make a Fortitude save (DC 10 + geomancer level + Wisdom modifier) or be inflicted with Blind. Float: A geomancer can traverse any terrain that would normally impede movement (water. and opponents get no special bonus on their attacks against a geomancer. Creatures within the area of effect take 1d6 points of fire damage per two geomancer levels and are inflicted with Sleep status for 1 round per two geomancer levels.-radius. Limit Break (Su): At 1st level. a geomancer can harness the power of the elements to traverse terrains easily. per two geomancer levels. per two geomancer levels. Petrify. Movement Powers (Su): At 1st level and every other level thereafter. but he can always choose to take 10. He retains his Dexterity bonus to Armor Class (if any) while climbing.

A storm must be present for the geomancer to use this ability. Sinkhole (Su): At 3rd level. at a cost of 6 MP. at a cost of 4 MP. Water must be nearby for the geomancer to use this ability. a geomancer causes a blinding flash of wind to slice at creatures within a 30-ft. a geomancer causes lava to spill forth against creatures within a 30-ft. Sand or dirt must be nearby for the geomancer to use this ability. Plants must be nearby for the geomancer to use this ability. a Fortitude save (DC 10 + geomancer level + Wisdom modifier) to negate the Disable status effect.-radius.-radius. Contortion (Su): At 8th level. Wind Slash (Su): At 6th level. a Will save (DC 10 + geomancer level + Wisdom modifier) to negate the Silence status effect. at a cost of 4 MP. at a cost of 4 MP. a Will save (DC 10 + geomancer level + Wisdom modifier) to negate the Slow status effect. Creatures within the area of effect take 1d6 points of ice damage per two geomancer levels and are inflicted with Silence status for 1 round per two geomancer levels. a geomancer causes vines to entangle creatures within a 30-ft. A mountain or rocky surfaces must be nearby for the geomancer to use this ability. a Fortitude save (DC 10 + geomancer level + Wisdom modifier) to negate the Doom status effect. Creatures within the area of effect take 1d6 points of wind damage per two geomancer levels and are inflicted with Confuse status for 1 round per two geomancer levels. a Fortitude save (DC 10 + geomancer level + Wisdom modifier) to negate the Petrify status effect. Creatures within the area of effect take 1d6 points of non-elemental damage per two geomancer levels and are inflicted with Disable status for 1 round per two geomancer levels. Creatures within the area of effect take 1d6 points of earth damage per two geomancer levels and are inflicted with Immobilize status for 1 round per two geomancer levels. Page 224 of 519 .-radius. Creatures within the area of effect take 1d6 points of water damage per two geomancer levels and are inflicted with Frog status for 1 round per two geomancer levels. at a cost of 6 MP. a geomancer causes the ground to sink around creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of wind damage per two geomancer levels and are inflicted with Slow status for 1 round per two geomancer levels.-radius. at a cost of 8 MP.-radius. Snow or ice must be nearby for the geomancer to use this ability. Hurricane (Su): At 9th level. Creatures within the area of effect take 1d6 points of earth damage per two geomancer levels and are inflicted with Petrify status for 1 round per two geomancer levels. a Fortitude save (DC 10 + geomancer level + Wisdom modifier) to negate the Frog status effect.10 + geomancer level + Wisdom modifier) to negate the Blind status effect. a geomancer causes a gusty force of wind to enshroud creatures within a 30-ft. Magma Surge (Su): At 10th level. Sand must be present for the geomancer to use this ability. a geomancer causes a blizzard to engulf creatures within a 30-ft.-radius. a geomancer causes the ground to engulf creatures within a 30-ft. a Fortitude save (DC 10 + geomancer level + Wisdom modifier) to negate the Immobilize status effect. Lava or fire must be nearby for the geomancer to use this ability. Snowstorm (Su): At 5th level. a Will save (DC 10 + geomancer level + Wisdom modifier) to negate the Confuse status effect. at a cost of 4 MP. Waterfall (Su): At 4th level. at a cost of 6 MP. Wind must be present for the geomancer to use this ability. Creatures within the area of effect take 1d6 points of fire damage per two geomancer levels and are inflicted with Doom status for 1 round per two geomancer levels. a geomancer causes a torrent of water to fall upon creatures within a 30-ft.-radius. Tanglevine (Su): At 7th level.

Enemies within the area of effect are inflicted with Blind (Fortitude). +1 level to existing spell-casting class Continuous-spell. Weapon and Armor Proficiency: Green mages gain no proficiency with any weapon or armor. Hit Die: d4. Silence (Will). +1 level to existing spell-casting class Continuous-spell. Knowledge (arcana) (Int). however. and Zombie (Fortitude) status unless they make a save for each status effect (DC 10 + green mage class level + Intelligence or Wisdom modifier) to negate. MP per Day / Spells Known: At each level except 5th and 10th. Slow (Will). +1 level existing to spell-casting class Auto-spell. Table 7-12: The Green Mage Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Green Magery. +1 level to existing spell-casting class Auto-spell. Superior Spell (3/day) Auto-spell. Class Skills The green mage's class skills (and the key ability for each skill) are Concentration (Con). Continuous-spell. a character must fulfill all the following criteria. Page 225 of 519 . Skill Points at Each Level: 2 + Int modifier.-radius. an green mage gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. +1 level to existing spell-casting class Auto-spell. Skills: Knowledge (arcane) 8 ranks. Sap (Fortitude). She does not. Heal 4 ranks Feats: Spell Focus (Enfeebling) Spells: Able to cast a 3rd level enfeebling spell and a 3rd level enhancing spell. +1 level to existing spell-casting class Auto-spell. Immobilize (Fortitude). Disease (Fortitude). shielding allies and crippling foes.Green Mage Green mages lend support on the battlefield. Profession (Wis). the green mage receives the Limit Break (Emfeeblement Cloud). Decipher Script (Int). Limit Break. Heal (Wis). gain any other benefit a character of this class would have gained. and Spellcraft (Int). Limit Break (Su): At 1st level. Duration for each status lasts for a duration of 1 round + 1 round per two green mage class levels. +1 level to existing spell-casting class Continuous-spell. Enfeeblement Cloud (Su): This Limit Break allows the green mage to inflict status effects upon all enemies within a 30-ft. Craft (Int). she must decide to which class to add each level for the purpose of determining MP per day and spells known. Infectious Enfeeblement Class Features All of the following are class features of the green mage prestige class. Curse (Will). If she had more than one spell-casting class before becoming an green mage. Poison (Fortitude). +1 level to existing spell-casting class Continuous-spell. Requirements To qualify to become an green mage.

Spells: Able to cast 2nd-level spells (of any type). Infectious Enfeeblement (Su): At 10th level.-radius. and renews itself if it is dispelled. +1 level to existing spell-casting Page 226 of 519 . though their emphasis on firearms has limited their knowledge of other weapons. a green mage can choose a creature to infect with the same spell that was inflicted on a creature within 10-ft.Green Magery: Beginning of 1st level. Bluff (Cha). Superior Spell (Su): At 5th level. Skill Points at Each Level: 2 + Int modifier. Skills: Spellcraft 7 ranks. Craft (Int). they use their magic to imbue their firearms with spells. a green mage's enfeebling and enhancing spells gain an additional duration of 1 round per two green mage class levels. Due to their strong desire to wield firearms and their hours of training with them. Channel Spell (4/day) Precise Shot Call Firearm. Gun Mage Gun mages are wild cards. they are far better combatants. and Spellcraft (Int). Knowledge (arcana) (Int). of it. +1 level to existing spell-casting class. Continuous-spell (Su): At 1st level and every other level thereafter. or damage of an enfeebling or enhancing spell as a swift action. Requirements To qualify to become a gun mage. Table 7-13: The Gun Mage Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +2 2nd 3rd 4th 5th +1 +2 +3 +3 +0 +1 +1 +1 +3 +3 +4 +4 Will Save +0 +0 +1 +1 +1 Special +1 level to existing spell-casting class. Hit Die: d6. Perception (Wis). 3 times per day. Feats: Exotic Weapon Proficiency (Firearms) or (Gunblade) Class Skills The gun mage's class skills (and the key ability for each skill) are Athletics (Str). Profession (Wis). Channel Spell (3/day). As a free action. Limit Break Cast Rune Bullets Bonus Feat. a green mage can double the bonuses. Auto-spell (Su): At 2nd level and every other level thereafter. a green mage can take an enfeebling spell up to half of the spell levels she knows and turn it into a Continuous-spell. a green mage can take an enhancing spell up to half of the spell levels she knows and turn it into an Auto-spell. penalties. A creature with a status effect inflicted by the green mage can inflict other creatures within a 10-ft. However. An Auto-spell lasts for 1 hour per two levels of the green mage class levels. A Continuous-spell attempts to renew itself once the duration of the enfeebling spell runs its course. Concentration (Con). a green mage's enfeebling spells becomes infectious. their magic is more limited than that of the mages. The inflicted creature must make the same saving throw to negate. a character must fulfill all the following criteria.

Once the lead is liquefied. Mastery Channel Spell I +1 level existing to spell-casting class. All non-elemental spells do non-elemental damage) per level of the spell channeled into the bullet. the gun mage to can fire the two spells without expending the charges. the gun mage receives a Limit Break (Dual Spell Channeling). it affects only the target. a gun mage can use this ability 3 times per day. Thereupon the caster etches his signature mark—a runic glyph—with gold shavings onto the bullet. The channeled spell affects the next target that the gun mage successfully hits with her weapon (saving throws and spell resistance still apply). and the flecks carry the spell throughout the bullet. which can then hold another spell. Weapon and Armor Proficiency: Gun mages gain no proficiency with any weapon or armor. the gun mage’s rune-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet. This increases by 1 every other level to a maximum of 7 times per day. Channel Spell (Su): At 1st level.6 7th 8th 9th 10th th +4 +5 +6 +6 +7 +2 +2 +2 +3 +3 +5 +5 +6 +6 +7 +2 +2 +2 +3 +3 class. in addition to the standard pistol charge cost. however. the gold is sprinkled into the molten metal and. the gun mage can. If a gun mage casts Fire into his bullet. Even if the spell normally affects an area or is a ray. Multiple Channel Spell Class Features All of the following are class features of the gun mage prestige class. is 5 gil for each rune-cast bullet. Dual Spell Channeling (Su): This Limit Break allows the gun mage to imbue her weapon with two spells of any level. Channel Spell (5/day) Bonus Feat. the gun mage learns how to craft special bullets that channel spell energy. and the gun mage spends MP just as if she had cast the spell. Casting rune bullets requires a properly equipped crafter’s kit and an appropriate skill check (DC 20 on Craft (firearms)). Spells channeled into a weapon are lost if not used in 8 hours. a gun mage gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. requiring molten and powdered metals and meticulous spell work. it does fire damage. Once per round for a duration of 1 round + 1 round per two gun mage class levels. In addition. upon reaching 4th level. Cast Rune Bullets: At 2nd level. The material cost. +1 level to existing spell-casting class. She does not.E. channel a spell into the bullet. MP per Day / Spells Known: Beginning at 1st level and every odd level thereafter. +2 at 6th level. as the rounds cool. Casting rune bullets is a very intensive process. manifests as flecks. At 1st level. which are regularly lead with gold shavings or dust—indispensable for its conductive properties. +4 at 10th level. a gun mage can channel any spell she can cast into her weapon. she must decide to which class to add each level for the purpose of determining MP per day and spells known. Channel Spell (7/day) Mastery Channel Spell III. as a free action. Using this ability requires a move action. This bonus increases by +1 for every 2 levels in the gun mage thereafter. Channel Spell (6/day) Mastery Channel Spell II Bonus Feat. If she had more than one spell-casting class before becoming a gun mage. The spell is discharged from the weapon. gain any other benefit a character of this class would have gained. Limit Break (Su): At 1st level. it does an additional +1d6 damage of the appropriate type (I. +3 at 8th level. Page 227 of 519 . When firing a rune-cast bullet. This mark acts as the receiving point for the gun mage’s spells. If the bullet hits its target. A gun mage can channel her spells into only one weapon at a time.

Judge Magister The elite guard and the chief arbiters and enforcers of Imperial law in the Lands of Ivalice. If the check fails. a character must fulfill all the following criteria. saving throws and spell resistance apply normally. Their unique armor. The gun mage must still meet all prerequisites for a bonus feat. Class Skills Page 228 of 519 . the gun mage can channel any 2nd-level spell into her weapon as a swift action. A bleary-eyed gun mage takes a temporary penalty of –1 to all ranged attacks per hour spent casting rune bullets. but the MP cost is doubled. Precise Shot. Mastery Channel Spell I (Su): At 6th level. Alignment: Any lawful alignment. This ability is a move action. Each time a gun mage uses Multiple Channel Spell. Call Weapon (Su): At 5th level. Intimidate 8 ranks. but the work is exacting and requires focus. As with the Channel Spell class feature. Both channeled spells affect the next target the gun mage successfully attacks with her weapon. Mastery Channel Spell III (Su): At 10th level. They are feared for their ability to bring in lawbreakers easily. Multiple Channel Spell (Su): A 10th-level gun mage can channel two spells into her weapon. makes them intimidating to everyone. but the MP cost is doubled. Special: Must be appointed by one of the ruling houses. 6th. Precise Shot: At 4th level. Every hour after the first. two of her Channel Spell uses per day are expended. the gun mage can cause her weapon to fly into her hand so long as it is not gripped by another and can be seen. the gun mage is fatigued and must wait a full day before attempting to cast more bullets. the gun mage gains the ability to summon her weapon to her hand. her weapon to her hand. the gun mage gains a bonus feat. a badge of office. Hit Die: d12. Magnifying glasses and mastercrafted etching tools can lower this DC at the DM’s discretion. Etching the very precise runes is meticulous. though a gun mage with the Quick Draw feat can call. the gun mage can channel any 1st-level spell into her weapon as a swift action. They excel at knocking down foes while fearlessly standing their ground. and the gun mage spends MP just as if she had cast both spells. but the MP cost is doubled.Gun mages normally are able to cast and etch 5 bullets per hour. By spending 1 MP. Mastery Channel Spell II (Su): At 8th level. especially difficult on the eyes even under the best lighting. in the order the spells were placed into the weapon. These points are recovered at a rate of 1 point every 2 hours provided the gun mage is no longer etching runes. Sense Motive 4 ranks. Base Attack Bonus: +7 Skills: Diplomacy 8 ranks. Bonus Feats: At 3rd. the gun mage gains the bonus feat. the gun mage can channel any 3rd-level spell into her weapon as a swift action. Using this ability requires a move action. as a free action. a gun mage must make a Concentration check (DC 12). and 9th level. Requirements To qualify to become a judge magister.

Sense Motive (Wis). all types of armor (cloth. Judgment True Judgment Class Features All of the following are class features of the judge magister prestige class. and +1 enhancement bonus on Attack Rolls. and shields.-radius take 5d6 points of holy damage + an additional 1d6 per two judge magister levels. he is to turn in his badge of office or be hunted down. gaining an additional +1 added to the judgment armor. Skill Points at Each Level: 2 + Int modifier. The judgment armor also provides the following benefits: +4 circumstance bonus to Strength. Intimidate (Cha). Limit Break (Su): At 1st level. Those failing the Reflex save must make a Fortitude save (DC = 10 + judge magister level + Charisma modifier) or be inflicted with Disable status for 1 round per judge magister level. Starting when the judgment is made. Damage Reduction 5/-. Badge of Office: A judge magister’s official badge of office is a suit of mastercrafted judgment armor (see below) +1. the judge magister receives a bonus or special ability based on the type of judgment made.The judge magister's class skills (and the key ability for each skill) are Athletics (Str). Diplomacy (Cha). and Survival (Wis). +10 feet base land speed. a judge magister can use this ability once per day. Limit Break Judge’s Might Judgment. Armor Penalty -5. Concentration (Con). at which point all of the bonuses immediately end. Judgment. Table 7-14: The Judge Magister Base Fort Ref Will Level Attack Save Save Save Bonus st 1 +1 +2 +0 +2 2nd +2 +3 +0 +3 rd 3 +3 +3 +1 +3 4th +4 +4 +1 +4 th 5 +5 +4 +1 +4 th 6 +6 +5 +2 +5 7th +7 +5 +2 +5 th 8 +8 +6 +2 +6 9th +9 +6 +3 +6 th 10 +10 +7 +3 +7 Special Badge of Office. stunned. The judge magister must participate in the combat to gain these bonuses. unconscious. Armor Bonus +5. Judgment (Su): Starting at 1st level. Every two levels after 1st. a judge magister can pronounce judgment upon his foes as a swift action. leather. Perception (Wis). Reflex save (DC = 10 + judge magister level + Charisma modifier) for half damage. the judge magister can use this ability one additional time per day. At any time the judge magister stops working for the ruling houses. Every other level thereafter. or otherwise prevented from Page 229 of 519 . Profession (Wis). Weapon and Armor Proficiency: Judge Magisters are proficient with all simple and martial weapons. Third Judgment Heavy Weaponry Frightful Presence. Stalwart Knockdown Judgment. panicked. Max Dex Bonus +1. Judgment Armor: Type (Plate). If he is frightened. this ability lasts until the combat ends. All enemies within a 60-ft. Stern Gaze Second Judgment Judgment. and plate). It is tailor-fitted for the judge magister. chain. At 1st level. paralyzed. the judge magister takes his badge of office to be upgraded and refitted. Final Judgment (Su): This Limit Break causes all enemies within range to be judged. the judge magister receives the Limit Break (Final Judgment). Once activated.

This causes the judge magister to heal 1 point of damage each round as long as the judge magister is alive and the judgment lasts. This bonus increases by +1 for every two judge magister levels he possesses. gaining fast healing 1. The judge magister gains a +8 morale bonus to Strength. water. lightning. At 5th level. Destruction: The judge magister is filled with holy wrath. This bonus increases by 1d6 for every two judge magister levels he possesses. As a swift action. or wind) chosen when the judgment is declared. Stern Gaze (Ex): At 3rd level. granting DR 1/-. This DR increases by 1 for every two judge magister levels he possesses. this DR doubles against enemies with an alignment that is opposite the judge magister’s. The protection increases by 2 for every two judge magister levels he possesses. gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every two judge magister levels he possesses. The judge magister’s weapons deals an additional 1d6 points of holy damage. Resiliency: This judgment makes the judge magister resistant to harm. judge magisters are skilled at sensing deception and intimidating their foes. Healing: The judge magister is surrounded by a healing light. This bonus increases by +1 for every two judge magister levels he possesses. he must select one type of judgment to make. Smiting: This judgment bathes the judge magister’s weapons in a holy light. Once made. At 5th level. The judge magister can use this ability a number of times per day equal to 3 + Constitution modifier. A judge magister receives a morale bonus on all Intimidate and Sense Motive checks equal to his judge magister level. as appropriate. the judge magister can temporarily increase his Strength but at a penalty to Armor Class. granting a +1 sacred bonus on all attack rolls. ice. he receives profane bonuses instead of sacred. the bonus is doubled against curses. When the judge magister uses this ability. gaining a +1 sacred bonus on all saving throws. At 5th level. At 5th level. Purity: The judge magister is protected from the vile taint of his foes. but the bonuses do not resume until he can participate in the combat again.participating in the combat. diseases. Page 230 of 519 . This bonus increases by +1 for every two judge magister levels he possesses. The amount of healing increases by 1 point for every two judge magister levels he possesses. gaining 2 points of elemental resistance against one elemental type (earth. Resistance: The judge magister is shielded by a flickering aura. Protection: The judge magister is surrounded by a protective aura. he can change this judgment to another type. and it lasts for a number of rounds equal to the judge magister’s class level. but takes a –2 penalty to Armor Class. fire. the ability does not end. the judge magister does not receive this increase. granting a +1 sacred bonus to Armor Class. Neutral judge magisters must select profane or sacred bonuses. and poisons. the judge magister is fatigued for as many rounds as he used the ability. this bonus is doubled on all attack rolls made to confirm critical hits. the judge magister’s weapons deals double damage against undead while under this judgment. this bonus is doubled against attack rolls made to confirm critical hits against the judge magister. Activating judge’s might is a free action. If he is neutral. this choice cannot be changed. At the end of the judge’s might ability. If the judge magister is evil. Justice: This judgment spurs the judge magister to seek justice. Judge’s Might (Ex): At 2nd level. At 5th level.

he instead avoids the effect entirely. If the judge magister wins the opposed check. whenever a judge magister uses his judgment ability. the judge magister can make a single melee (or ranged attack. He doesn’t worry about much of anything. he selects three different judgments. if the foe is within 30 feet) against the target. he makes a trip attempt against the opponent. Whenever a judge magister uses his judgment ability. Skills: Any skill 8 ranks. whenever the judge magister is allowed to apply his Strength modifier to damage. Skill Points at Each Level: 6 + Int modifier. he selects two different judgments. Thievery (Dex). instead of just two. creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. it cannot be used again for 1d4 rounds. Once declared. it deals damage normally and the target must make a Fortitude save or die. Other modifiers may apply on this opposed check. A potentially effected creature that succeeds on a Will save (DC 10 + judge magister level + Charisma modifier) remains immune to that judge magister's frightful presence for 24 hours. including where his next meal comes from. Gather Information (Cha). Diplomacy (Cha). the judge magister can change one of these judgments to another type. a character must fulfill all the following criteria. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save. Stealth (Dex). The DC of this save is equal to 10 + the judge magister's level + Charisma modifier. Third Judgment (Ex): At 7th level. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the judge magister. On a failed save. whenever a judge magister uses his judgment ability. bringing about him a frightful presence. Bluff (Cha). Page 231 of 519 . instead of one. a judge magister can use mental and physical resiliency to avoid certain attacks. Hit Die: d6. and trusts to luck—perhaps more than he should. The benefit of this ability does not stack with the benefit of the Improved Trip feat. the judge magister’s reputation precedes himself. True Judgment (Su): At 10th level. Knockdown (Ex): At 6th level and beyond. Search (Int). The judge magister makes a Strength check with a +4 bonus opposed by the opponent’s Dexterity check or Strength (whichever ability score has the higher modifier). Regardless of whether or not the save is made. Profession (Wis). Athletics (Str). Perform (Cha). As a swift action. a judge magister can call true judgment down upon a foe during combat. the judge magister can invoke true judgment on a foe as a swift action.Second Judgment (Ex): At 4th level. Base Attack Bonus: +3. As a swift action. The judge magister may freely turn this ability off or on as a free action. the target creature is immune to the judge magister's true judgment ability for 24 hours. Heavy Weaponry (Ex): At 8th level. Disguise (Cha). the opponent is tripped. Stalwart (Ex): At 5th level. Escape Artist (Dex). Once this ability has been used. and Use Rope (Dex). Requirements To qualify to become a lucky gambler. This only consumes one use of his judgment ability. Craft (Int). a judge magister treats all weapons as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons. This only consumes one use of his judgment ability. Lucky Gambler A lucky gambler lives by his luck. If the attack hits. A helpless judge magister does not gain the benefit of the stalwart ability. Frightful Presence (Ex): At 9th level. he can change one of these judgments to another type. Class Skills The lucky gambler's class skills (and the key ability for each skill) are Acrobatics (Dex).

No save.-radius suffer from a random status effect. Weapon and Armor Proficiency: Lucky Gamblers gain no proficiency with any weapon or armor. At 5th level. 5-Silence.-radius are healed to full hit points. Roll 1d6. the lucky gambler’s luck points increase to 2d6 (+1 per two lucky gambler levels) per day. All enemies within 50-ft. Advantageous Avoidance (Ex): At 2nd level. With these luck points.-radius are cured of all status effects.-radius are healed of 10d6 points of damage. The lucky gambler and any allies within 50-ft. the lucky gambler gains 1d6 (+1 per two lucky gambler levels) luck points per day. 6-Immobilize. All enemies within 50-ft. Limit Break Advantageous Avoidance More Luck than Skill Fortune’s Strike Luck Points (2d6 per day) Fortune’s Favorite Good Karma Tempting Fate Lucky Strike Luck Points (3d6 per day) Class Features All of the following are class features of the lucky gambler prestige class. All enemies within 50-ft. The lucky gambler and any allies within 50-ft. Luck points not spent when rolling for new luck points are considered lost.-radius suffers from the Doom spell (DC 20).-radius are healed of 5d6 points of damage. The lucky gambler and any allies within 50-ft. the lucky gambler has a knack for ducking at just the right moment.-radius lose 3d6 MP. No save. He can spend a luck point as an immediate action to force a foe to reroll a critical hit confirmation roll Page 232 of 519 . The lucky gambler and any allies within 50-ft.Confuse. The lucky gambler cannot use luck points to reroll the effect. No save. 2Blind. Wheel of Fortune (Su): This Limit Break causes the lucky gambler to make 2d6 roll to determine a random effect (see table below). Luck Points: At 1st level. All enemies within 50-ft. 1. No save. Limit Break (Su): At 1st level. The lucky gambler and any allies within 50-ft. the lucky gambler’s luck points increase to 3d6 (+1 per two lucky gambler levels) per day. At 10th level. the lucky gambler receives a Limit Break (Wheel of Fortune). He can pass a luck point to an ally but at a cost of 2:1. 3-Poison.-radius suffer from the Doom spell (DC 20). These luck points are also used in other class features he receives as he levels. 4-Disease. Wheel of Fortune Limit Break Dice Roll 2 3 4 5 6 7 8 9 10 11 12 Effect The lucky gambler and any allies within 50-ft. All enemies within 50-ft. he can spend them to reroll any single roll for himself with 1 luck point as an immediate action.Table 7-15: The Lucky Gambler Base Fort Ref Will Level Attack Save Save Save Bonus st 1 +0 +0 +2 +0 2nd +1 +0 +3 +0 rd 3 +2 +1 +3 +1 th 4 +3 +1 +4 +1 5th +3 +1 +4 +1 th 6 +4 +2 +5 +2 7th +5 +2 +5 +2 th 8 +6 +2 +6 +2 9th +6 +3 +6 +3 th 10 +7 +3 +7 +3 Special Luck Points (1d6 per day).-radius suffer 10d6 points of non-elemental damage.-radius suffer 5d6 points of non-elemental damage.-radius are restored of 3d6 MP.

Hit Die: d8. occasionally win through sheer luck. the lucky gambler is very hard to kill. More Luck than Skill (Ex): At 3rd level. Diplomacy (Cha). he can spend a luck point and add his lucky gambler class level as a luck bonus on all saving throws he makes until the start of his next turn. The lucky gambler can spend a luck point to reroll as well. Page 233 of 519 . They can infuse themselves. he stabs himself accidentally with his normal damage (including the 2 he just rolled). Profession (Wis). as a swift action. providing a tactical advantage over their foes and they can cause other materia to erupt. Good Karma (Ex): At 7th level. he can spend a luck point to take only enough damage to reduce him to –9 hit points and he automatically stabilizes. the lucky gambler rolls 2d6. If the rolls are double 6’s. Lucky Strike (Ex): Even the greatest fighters. Upon a successful hit. Fortune’s Strike (Ex): At 4th level. Magicite Knight Magicite Knights are soldiers who specialize in training with Materia. the lucky gambler can use his luck to aid an ally—at the risk of his own neck. As an immediate action. but it is against the lucky gambler’s AC. the lucky gambler can spend a luck point to redirect an attack made against an adjacent ally so that it is made against him instead. If the rolls are snakeeyes (double 1’s).made when attacking him. Spellcraft (Int). those who train and drill constantly. As an immediate action. and Use Materia (Cha). The attack roll result remains the same. If the redirected attack hits the lucky gambler. Skills: Use Materia 10 ranks. the lucky gambler has learned to rely on his luck to stay alive. if the lucky gambler has at least 1 hit point remaining and would be dealt enough damage to kill him. Tempting Fate (Ex): At 8th level. the lucky gambler may have some talent in a particular area. As an immediate action. not just their items. so why shouldn’t the lucky gambler? Beginning at 9th level. he can spend a luck point and add his lucky gambler class level as a luck bonus on all skill checks he makes until the start of his next turn. as a move action. he takes an extra 50% damage from it. Knowledge (all) (Int). Fortune’s Favorite (Ex): By 6th level. a character must fulfill all the following criteria. but he still depends on his luck to see him through. They harness the power of magicite within materia to perform feats of magical prowess to rival even real mages. Feats: Materia Proficiency Class Skills The magicite knight's class skills (and the key ability for each skill are Concentration (Con). Any rolls between are the extra damage he does to the creature. rather than that of his ally. Skill Points at Each Level: 2 + Int modifier. As a swift action. Craft (Int). Requirements To qualify to become a magicite knight. He can spend 2 luck points as an immediate action to force a foe to reroll an attack roll against him as well. the lucky gambler can spend a luck point to increase his damage with his weapon for the next strike. the lucky gambler can spend a luck point and add his lucky gambler class level as a luck bonus on all attack rolls he makes until the start of his next turn. He must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. with materia. he does maximum damage (in addition to the 12 he just rolled) with the strike. causing damage to their wielder.

a magicite knight can detect magicite auras in his surroundings in a 60-ft. Those affected must make a Fortitude save (DC 10 + magicite knight class level + magicite knight's Charisma Page 234 of 519 . Power Transfer Class Features All of the following are class features of the magicite knight prestige class. The amount of information revealed depends on how long he studies a particular area or subject.) Materia Infusion (2) Materia Eruption (30 ft.-radius. Duration for the alternate power is equal to 1d6 rounds + 1 round per magicite knight class level. the magicite knight does not need to make skill checks to use the materia and is allowed to use the Alternate Materia Usage ability. the magicite knight can begin infusing materia into his limbs.). Materia Eruption (Su): Beginning of 3rd level and every other level thereafter. Weapon and Armor Proficiency: Magicite Knights gain no proficiency with any weapon or armor.    1st Round: Presence or absence of magicite auras. Limit Break (Su): At 1st level.) Materia Infusion (5). The range of this ability is listed in the table above. 2nd Round: Number of different magicite auras and the most potent aura. the magicite knight receives a Limit Break (Magicite Perfection).) Materia Infusion (4) Materia Eruption (60 ft. The magicite knight must concentrate per round of detecting. a magicite knight can cause any materias that he detects with the Detect Magicite ability to erupt. Detect Magicite (60 ft. and for every 5 above the DC skill check. at will. Materia Expertise Materia Infusion (3) Materia Eruption (45 ft. 3rd Round: The strength and location of each aura. Alternate Materia Usage (Su): At 1st level. Using this ability requires a DC 20 Use Materia skill check to cause a materia to erupt. The number of materias that a magicite knight can infuse is listed in the table above. causing it to burst and deal damage to the user. he can affect an additional materia. Detect Magicite (Su): Also at 1st level.). Infusing a materia requires a DC 20 Use Materia skill check and a full-round action. Materia Infusion (Su): Starting at 2nd level and every other level thereafter. Materia Mastery.Table 7-16: The Magicite Knight Base Fort Ref Will Level Attack Save Save Save Bonus 1st +0 +2 +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +2 +3 +3 +4 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Alternate Materia Usage. Limit Break Materia Infusion (1) Materia Eruption (15 ft. During the duration of this limit break. a magicite knight may use materia that have alternate usage for weapons or armor slot without needing to equip them into an item. Magicite Perfection (Su): This Limit Break allows the magicite knight to use any materia infused inside of him or his equipment as a swift action once per round for a duration of 1 round + 1 round per two magicite knight class levels. Using the alternate power of a materia requires a Use Materia skill check (DC 20 + 2 per Materia level).

Computer Use (Int). and Repair (Int). armored war machine equipped with materia-based weaponry. serving as shock troopers or scouts to earn money to pay for repairs and upgrades for their Magitek. In addition. Using this ability requires a DC 25 Use Materia skill check and requires a materia at full power to be drained. Class Skills The magitek pilot’s class skills are as follows. Drive (Dex). Knowledge (technology) (Int). Athletics (Str). Navigate (Int). Draining a materia causes it to cease to function for 24 hours and empowers another materia with one additional usage even if the materia is drained or affected by another magicite knight's Materia Eruption ability. Pilot (Dex). Materia Level 3: 3d6 points of non-elemental damage. Damage by this ability is as follows:     Materia Level 1: 1d6 points of non-elemental damage. In addition. a character must fulfill all the following criteria. Acrobatics (Dex). Perception (Wis). Hit Die: d10. the magicite knight's formidable knowledge of magicite allows him to reduce the penalty to his Caster Level in regards to his Use Materia skill by 1 and increases materia usage by once more per day to a total of four times per day. Materia Level Mastery: 5d6 points of non-elemental damage Materia Expertise (Ex): At 5th level. Limit Break Magitek Mastery (+2) Bonus Feat Magitek Feint Page 235 of 519 . the magicite knight's legendary knowledge of magicite allows him to reduce the penalty to his Caster Level in regards to his Use Materia skill by 1 more and increases materia usage by once more per day to a total of five times per day. Bluff (Cha). Materia Level 2: 2d6 points of non-elemental damage.-burst explosion of the materia and causes all materia affected to cease to function for 24 hours. Magitek pilots are often freelancers. Feats: Magitek Operation. Profession (Wis). Magitek Pilot A Magitek Pilot commands a massive. Requirements To qualify to become a magitek pilot. the magicite knight gains an additional 10% increase in all MXP gains for his materia. Materia Mastery (Ex): At 10th level.modifier) to negate. Failing the save deals damage (see below) in a 5-ft. Skills: Drive 8 ranks. a magicite knight can drain the power of one materia to empower another for one more usage. Skill Points at Each Level: 4 + Int modifier. Special: The character must own a Magitek. Power Transfer (Su): Also at 10th level. Table 7-17: The Magitek Pilot Base Fort Ref Will Level Attack Save Save Save Bonus st 1 +0 +0 +2 +0 2nd +1 +0 +3 +0 rd 3 +2 +1 +3 +1 4th +3 +1 +4 +1 Special Magitek Weapon Proficiency. the magicite knight gains a 10% increase in all MXP gains for his materia.

different superstructure. the magitek pilot can make a Drive or Acrobatics check (as appropriate) to lessen the damage dealt by a successful attack against his Magitek. Evasive Action (Ex): At 7th level. the magitek pilot gains the bonus feat Magitek Weapon Proficiency. Weapon and Armor Proficiency: Magitek Pilots gain no proficiency with any weapon or armor. or more than one new weapon. he must operate it for at least one month before he is familiar with it. Page 236 of 519 . Megaton Punch (Su): This Limit Break empowers the magitek pilot’s Magitek to make a single slam attack with a +1 circumstance bonus to attack rolls + an additional +1 bonus per two magitek pilot class levels. The same bonus is applied to the magitek knight’s attack rolls with the Magitek’s ranged weapons. Governments rise and fall. A magitek pilot can be familiar with only one Magitek at a time. the magitek pilot receives the Limit Break (Megaton Punch). but one thing remains true. the damage is reduced by half (round fractions down. Mediator The world is a melting pot of political and social intrigues. minimum of 1 point of damage). 6th. mediators will always be necessary at some level. The magitek pilot must still meet all prerequisites for a bonus feat. a magitek pilot operating a Magitek can make a Bluff check in combat as a move action (instead of an attack action). the magitek pilot must have operated it for at least one month. If the magitek pilot has the Improved Feint feat. Magitek Weapon Proficiency: At 1st level. If the check result exceeds the attack roll. Improved Evasive Action (Ex): At 10th level. The magitek pilot can make an Evasive Action check once per round. the creature suffers 1d6 points of non-elemental damage + an additional 1d6 per two magitek pilot class levels in addition to the normal damage it deals with its slam plus double the strength modifier for damage. This bonus is +2 at 2nd level and increases by 2 every three levels thereafter (+4 at 5th level. He receives a +2 bonus on the Bluff check made to feint in melee combat. Minor changes and upgrades to the Magitek don’t affect familiarity. To designate a Magitek as familiar. Bonus Feat: At 3rd. Limit Break (Su): At 1st level. Magitek Mastery (Ex): Starting at 2nd level. the magitek pilot gains a bonus feat. a magitek pilot gains a bonus on Drive and Repair checks when applied to a Magitek he designates as familiar. the magitek pilot’s evasive action ability improves. his bonus on Bluff checks made to feint increases to +4 while operating a Magitek. and 9th level. Whether taking on roles as leaders of organizations. Magitek Feint (Ex): At 4th level. If the attack hits.5th 6th 7th 8th 9th 10th +3 +4 +5 +6 +6 +7 +1 +2 +2 +2 +3 +3 +4 +5 +5 +6 +6 +7 +1 +2 +2 +2 +3 +3 Magitek Mastery (+4) Bonus Feat Evasive Action Magitek Mastery (+6) Bonus Feat Improved Evasive Action Class Features All of the following are class features of the magitek pilot prestige class. If the attack was a critical hit. +6 at 8th level). A successful Drive or Acrobatics check negates all damage dealt by the attack. but if the magitek pilot switches to a Magitek with a different size. the strength modifier is tripled instead.

Class Skills The mediator's class skills (and the key ability for each skill are Bluff (Cha). Enemies within 30 feet of the mediator suffer 5d6 points of non-elemental damage + an additional 1d6 per two mediator levels. Listen +1 level to existing bard class. Perform 4 ranks. Negotiate. Intimidate 8 ranks. the mediator can fill multiple roles. a Fortitude save (DC 10 + mediator class level + Charisma modifier) to avoid being inflicted with Immobilize status for 1 round per mediator class level. and Sense Motive (Wis). the mediator receives the Limit Break (Angry Shout). Requirements To qualify to become a mediator. or using their skills as negotiators and peace keepers. the mediator can use honeyed words and soft-spoken words to ease the negotiation in his favor. Table 7-18: The Mediator Base Fort Reflex Level Attack Save Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special +1 level to existing bard class. Hit Die: d6. using words to fight enemies. Limit Break (Su): At 1st level. Perform (Cha). MP per Day / Songs Known: At each level. gain any other benefit a character of this class would have gained. Spells: Able to perform 2nd-level bard songs. Diplomacy (Cha). Stop +1 level to existing bard class. a character must fulfill all the following criteria. Weapon and Armor Proficiency: Mediators gain no proficiency with any weapon or armor. Negotiate (Su): At 1st level. a mediator gains MP per day and songs known as if he had also gained a level in a bard class to which he belonged before adding the prestige class level. He does not. Profession (Wis). Knowledge (local) (Int). Foretold Class Features All of the following are class features of the mediator prestige class. Concentration (Con). Praise +1 level to existing bard class. Perception (Wis). They have the ability to manipulate people into doing their bidding. Angry Shout (Su): This Limit Break lets the mediator to give a loud. Persuade +1 level to existing bard class. Skill Points at Each Level: 4 + Int modifier.holding positions within a government. Limit Break +1 level to existing bard class. Craft (Int). at a cost of 1 MP. Intimidate (Cha). angry shout. Invitation +1 level to existing bard class. Gather Information (Cha). however. Threaten +1 level to existing bard class. Insult +1 level to existing bard class. Skills: Diplomacy 8 ranks. The mediator gains a +4 circumstance bonus on all Diplomacy checks. Speech +1 level to existing bard class. Page 237 of 519 .

If the creature makes the saving throw. The mediator can renew the charm before the duration is over without allowing the creature to make a Will save. Hit Die: d6. and picking the noble’s pocket… all at the same time. Praise (Su): At 5th level. Disguise 4 ranks. the mediator can talk a long. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Berserk status for 1 round per mediator class level. the mediator can give words of praise to a single creature. Invitation (Su): At 9th level. at a cost of 2 MP. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or become dominated. The creature is inflicted with Charm status effect permanently that can only be broken by a Dispel spell. the mediator makes outrageous insults and crude words that causes a creature to be enraged. at a cost of 6 MP. at a cost of 3 MP. the mediator invites a single creature to become his servant. Sense Motive 8 ranks. at a cost of 3 MP. Spellcraft 4 ranks. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Immobilize status for 1 round per mediator class level. the mediator foretells the death of a single creature in an ominous tone. a character must fulfill all the following criteria. cleaving your opponent in two. boring speech. it becomes shaken for the same duration. Enemies within 30 feet of the mediator must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Sleep status. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or runs in fear for 1 round per mediator class level. putting all enemies listening to sleep. Requirements To qualify to become a mime. at a cost of 7 MP. at a cost of 2 MP. but that isn’t you. Foretold (Su): At 10th level. Insult (Su): At 8th level. Listen (Su): At 6th level. at a cost of 4 MP. you just pretend to be like them. Class Skills Page 238 of 519 . making him feel better about himself. for 1 round per mediator class level. the mediator can persuade a person to become his friend. Speech (Su): At 4th level. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or suffer the effects of the Doom spell. In a world of such grand adventures there are grand adventurers. Threaten (Su): At 3rd level. the mediator can make vile threats and threatening gestures to cow a person into fear. the mediator requests forcefully for a creature to stop and don’t move. at a cost of 3 MP.Persuade (Su): At 2nd level. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Disable status for 1 round per mediator class level. the mediator demands the attentions of a single creature to listen to him. at a cost of 8 MP. A target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Charm status for 1 round per mediator class level. Skills: Bluff 8 ranks. Mime Imagine being able to do anything… imagine raining magical death. Stop (Su): At 7th level. The target creature within 30 feet receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapons damage rolls per two mediator class levels that last 1 round per mediator class level.

The mime can't use any abilities gained from his Mimicry powers to qualify for a feat. Perfect Mimicry (Su): This Limit Break allows the mime to copy any humanoid up to 60 feet away perfectly.The mime's class skills (and the key ability for each skill) are Athletics (Str). even casting spells without using a MP pool if the person copied is a spell-caster. The mime retains the feat until he uses this ability again. Skill Points at Each Level: 4 + Int modifier. Usable once per day per two Mime levels. The mime can use any abilities of the person copied. Mimic Spell: A mime can even imitate spell-casting. the mime receives the Limit Break (Perfect Mimicry). the Mimicry power becomes permanently apart of the Mime’s repertoire and may not be exchanged. Concentration (Con). Disguise (Cha). The mime must meet all prerequisites of the feat in order to mimic it. prestige class. A mime can only mimic spells of spell levels equal to half of his Mime class level (see the Aptitude Focuses below). or other options. Once chosen. saving throws. and Spellcraft (Int). Mimic Song: A mime can also imitate song-performing. Limit Break Aptitude Focus (+1) Mimicry Aptitude Focus (+2) Mimicry Aptitude Focus (+3) Mimicry Aptitude Focus (+4) Mimicry Aptitude Focus (+5). The mime uses his own stats. Sense Motive (Wis). This ability allows the mime to mimic a bard song being performed. as a Swift action. This ability allows the mime to mimic a spell being cast. all Mimicry powers have a range of 25 feet plus 5 feet per Mime level. Mimic Feat: A mime can mimic any feat he sees in use. Table 7-19: The Mime Base Fort Ref Level Attack Save Save Bonus 1st +0 +2 +2 nd 2 +1 +3 +3 3rd +2 +3 +3 th 4 +3 +4 +4 5th +3 +4 +4 th 6 +4 +5 +5 th 7 +5 +5 +5 8th +6 +6 +6 th 9 +6 +6 +6 10th +7 +7 +7 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Mimicry. This ability allows the mime to cast the spell without MP. This limit break lasts for a duration of 1 round + 1 round per two mime levels. Weapon and Armor Proficiency: Mimes gain no proficiency with any weapon or armor. A mime can only mimic songs of song levels equal to half of his Mime class level (see the Aptitude Focuses below). and any equipment he possesses. Craft (Int). This ability allows the mime to perform a song without MP and a perform skill check. Page 239 of 519 . hit points. Profession (Int). The mime can copy another humanoid once per round as a swift action. Mimicry (Su): Beginning at 1st level and every other level thereafter. the Mime chooses one of the following Mimicry powers. Bluff (Cha). Limit Break (Su): At 1st level. Instant Mimic (3/day) Class Features All of the following are class features of the mime prestige class.

Ascetic Focus: The mime gains an aptitude bonus on all Athletics checks. allowing him to imitate supernatural abilities. a mime can mimic any spell-like ability regardless of spell level. Open Locks. Stealth Focus: The mime gains an aptitude bonus on all Disable Device. a mime can use any of his mimic abilities (mimic feat. and Stealth skill checks. This focus also grants proficiency with chain and plate armor. and shields (not tower shields). except it allows the mime to imitate a limit break. mimic spell. except it allows the mime to imitate a skill. a mime could mimic a fighter's berserk. but he could not mimic a fire dragon’s dragon breath. mimic extraordinary ability. Page 240 of 519 . Activating a focus. This ability functions like mimic extraordinary ability. This focus also grants Uncanny Dodge (or Improved Uncanny Dodge if the mime possesses uncanny dodge from a previous class) and Evasion (or Improved Evasion if the mime possesses evasion from a previous class). such as a fire dragon's breath weapon. martial weapons. Song Focus: The mime gains an aptitude bonus on all Perform and Concentration checks. he gains the chosen abilities of his focus that remains in effect until the mime uses a swift action to dismiss it or activate another focus in its place. mimic song. The mime also receives the unarmed damage of a monk of half his character level as well as an aptitude bonus to his armor class. Combat Focus: The mime gains an aptitude bonus as a competence bonus on all attack and damage rolls. A mime can perform any extraordinary ability that he can see in use. The mime can even imitate an ability for which he does not can the correct appendages.Mimic Skill: A mime can imitate a skill being used. Mimic Limit Break: A mime can imitate the powerful limit breaks. Aptitude Focus (Ex): A mime can select one of five areas upon which he can focus his ever-shifting talents. Mimic Extraordinary Ability: The miming skill of a mime is legendary. Sleight of Hand. mimic skill. cripple his foes. Mystic Knight The mystic knight is a knight who uses magic to imbue their weapons to destroy equipment. The copied skill uses the same roll and bonuses (if any) as the original skill. Mimic Supernatural Ability: A mime's miming skills become supernatural in nature. This ability functions like mimic extraordinary ability. Unlike mimic spell ability. Hit Die: d10. The mime also gains an additional two song levels when using the Mimic Song ability. except it allows the mime to imitate a spell-like ability. This ability functions like mimic spell. Caster Focus: The mime gains an aptitude bonus on all Spellcraft and Concentration checks. The mime cannot mimic an ability that uses appendages he does not have. and on any healing and damage spell rolls. and on any healing and damage song rolls. except it allows the mime to imitate a supernatural ability instead of an extraordinary ability. mimic spell-like ability and mimic limit break) as an immediate action three times per day. Instant Mimic (Su): At 10th level. Mimic Spell-like Ability: A mime can imitate abilities that duplicate spells. The mime also gains an additional two spell levels when using the Mimic Spell ability. and to cause variety of status effects from afar. This ability functions like mimic extraordinary ability. mimic supernatural ability.

Ride (Dex). leather. At 1st level and every other level thereafter. Skill Points at Each Level: 2 + Int modifier. cloaks. and if successful. Break Technique (Su): A mystic knight uses his magic to guide his weapon unerringly to the crucial points in an item or vital points in a person. Concentration (Con). the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) for the item using his own Fortitude Page 241 of 519 . The mystic knight makes a melee touch attack. chain. and shields (except tower shields). Limit Break (Su): At 1st level. Limit Break Mystic Technique Break Technique Mystic Technique Break Technique Mystic Technique Break Technique Mystic Technique Break Technique Mystic Technique MP 4 8 12 16 20 24 28 32 36 40 Class Features All of the following are class features of the mystic knight prestige class. Base Attack Bonus: +7.) and destroying it. the mystic knight receives the Limit Break (Mystic Strike). No save. Feats: Improved Sunder. Most craftsmen charge one-tenth the item's total cost to repair such damage. Diplomacy (Cha). Mystic Strike (Su): This Limit Break produces a vertical column of mystical energy roaring downward onto a single target. etc. all types of armor (cloth.Requirements To qualify to become a mystic knight. boots. and if successful. Class Skills The mystic knight's class skills (and the key ability for each skill are Acrobatics (Dex). the mystic knight can strike the crucial points in a suit of armor and destroying it. a mystic knight can choose a break technique to master. The target takes 1d6 points of non-elemental damage per mystic knight level. Accessory Break (Su): At a cost of 1 MP. Intimidate (Cha). a character must fulfill all the following criteria. Skills: Spellcraft 5 ranks. the mystic knight can strike the crucial points in an accessory (rings. Weapon and Armor Proficiency: Mystic Knights are proficient with all simple and martial weapons. Table 7-20: The Mystic Knight Base Fort Reflex Level Attack Save Save Bonus st 1 +1 +2 +0 2nd +2 +3 +0 rd 3 +3 +3 +1 th 4 +4 +4 +1 5th +5 +4 +1 th 6 +6 +5 +2 7th +7 +5 +2 th 8 +8 +6 +2 9th +9 +6 +3 th 10 +10 +7 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Break Technique. and Spellcraft (Int). Armor Break (Su): At a cost of 2 MP. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) for the item using his own Fortitude or the accessory is disabled until fixed. Profession (Wis). and plate). Athletics (Str). Any items broken by a break technique require a DC 20 Craft check and 1 day of work to be repaired. Craft (Int). necklaces. Heal (Wis). The mystic knight makes a melee touch attack.

Mastercrafted bonuses) or the armor’s Armor Class and Damage Reduction is halved. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or suffers 1d6 Intelligence damage.E. The armor check penalty doubles as well on skills. and if successful. The mystic knight inflicts Blind and Immobilize status effect on a single enemy within 15 feet who must make a Fortitude save (DC 10 + mystic knight level + Intelligence modifier) for each effect or be inflicted with the status effects for 1d6 rounds. the mystic knight can strike the vital points in a person and crippling his ability to think. The mystic knight makes a melee touch attack. At 2nd level and every other level thereafter. Mastercrafted bonuses) or the weapon suffers a -2 penalty on attack and damage rolls. the mystic knight can strike the vital points in a person and crippling his power with his attacks. and if successful. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or suffers 1d6 Strength damage. the mystic knight may choose to learn one of the following techniques. This technique costs 4 MP to use. powered by magic. Cloudsea Curse (Su): This technique releases a phantom of pure mist to attack a single enemy. and if successful.E. Mind Break (Su): At a cost of 3 MP. The armor check penalty doubles as well on skills until fixed. and if successful. The mystic knight makes a melee touch attack. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or moves at half speed until healed by a Heal check or cured by Esuna/Remedy. the mystic knight can strike the vital points in a person and crippling his MP pool. Weapon Break (Su): At a cost of 2 MP. Intuition Break (Su): At a cost of 3 MP. The mystic knight makes a melee touch attack. unleash the mystical powers contained within the mystic knight’s weapon. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) for the item using his own Fortitude and any bonuses from the item (I. Shield Break (Su): At a cost of 1 MP. rounding down. Mystic Techniques: These techniques.and any bonuses from the item (I. The mystic knight makes a melee touch attack. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or suffers 1d6 Wisdom damage. rounding down. Binding Darkness (Su): This technique looses a wave of howling dark spirits to surround a single enemy. and if successful. Power Break (Su): At a cost of 3 MP. the mystic knight can strike the crucial points in a weapon and destroying it. the mystic knight can strike the crucial points in a shield and destroying it. The mystic knight makes a melee touch attack. The mystic knight makes a melee touch attack. the mystic knight can strike the vital points in a person and crippling his speed. Magic Break (Su): At a cost of 3 MP. and if successful. and if successful. The mystic knight inflicts Curse and Slow status effect on a single enemy within 15 feet who must make a Fortitude Page 242 of 519 . The mystic knight makes a melee touch attack. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or suffers 2d4 points of MP damage. the target must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) for the item using his own Fortitude and any bonuses from the item (I. Mastercrafted bonuses) or the shield’s Armor Class is halved. Such weapons cannot score a critical hit until fixed. the mystic knight can strike the vital points in a person and crippling his ability to make wise decisions. Speed Break (Su): At a cost of 2 MP.E.

dealing 1d6 points of non-elemental damage per two mystic knight levels. This technique costs 6 MP to use. This technique costs 6 MP to use. Eye Gouger (Su): This technique allows a mystic knight to launch a ranged touch attack against a foe up to 30 feet away. a mystic knight makes a ranged touch attack on an opponent up to 30 feet away.E. The mystic knight grants himself or an ally within 30 feet the Protect and Shell status effect as a white mage of the same level as his mystic knight level (I. If successful. the target suffers 1d6 points of non-elemental damage per two mystic knight levels and must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or be inflicted with Blind status for 1 round per mystic knight level. The mystic knight grants himself or an ally within 30 feet the Regen II and Haste status effect. Page 243 of 519 . The mystic knight inflicts Confuse and Doom status effect on a single enemy within 15 feet who must make a Fortitude save (DC 10 + mystic knight level + Intelligence modifier) for each effect or be inflicted with the status effects for 1d6 rounds. the spells of this technique would of the 5th level version – Protect III and Shell III). This technique costs 9 MP to use. Raging Inferno (Su): This technique releases a spirit which pursues the living as a band of blue flame. a mystic knight makes a ranged touch attack on an opponent up to 30 feet away. As a ranged touch attack up to 15 feet away. This technique costs 4 MP to use. confusing him. the target suffers 1d6 points of non-elemental damage per two mystic knight levels and must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or be inflicted with Silence status for 1 round per mystic knight level. This technique costs 4 MP to use. This technique costs 2 MP to use. This technique costs 6 MP to use. The mystic knight heals 1d6 points of damage per two mystic knight levels to a single ally within 30 feet. a mystic knight makes a ranged touch attack on an opponent up to 30 feet away. a Reflex save (DC 10 + mystic knight level + Intelligence modifier) for half damage. Enemies within 30 feet of the mystic knight who uses this technique takes 1d6 points of fire damage per mystic knight level. Doomed Aspirations (Su): This technique summons the madness of the screeching dead on a single enemy. Rain of Wisdom (Su): This technique rains tears of an enlightened soul to restore hit points on the mystic knight or a single ally. This technique costs 8 MP to use. As a standard action.save (DC 10 + mystic knight level + Intelligence modifier) for each effect or be inflicted with the status effects for 1d6 rounds. Spirit Blade (Su): This technique causes an unseen specter-sword to slash at a single enemy. silencing him. Hellcry Stab (Su): This technique allows a mystic knight to launch a ranged touch attack against a foe up to 30 feet away. As a standard action. blinding him. Ethereal Embrace (Su): This technique bestows physical healing and increased speed on the mystic knight or a single ally. This technique costs 6 MP to use. If successful. Purifying Breeze (Su): This technique bestows the protection of its effervescent life force on the mystic knight or a single ally. This technique costs 4 MP to use. The mystic knight deals 1d6 points of shadow damage per mystic knight level in a 30-foot-line. Sanguine Blossom (Su): This technique wreaks havoc with its all-consuming hatred in a 30-foot-line. If successful. the mystic knight can unleash this technique on a single enemy. If a mystic knight is level 10. a Reflex save (DC 10 + mystic knight level + Intelligence modifier) for half damage. This technique costs 4 MP to use. Insanity Touch (Su): This technique allows a mystic knight to launch a ranged touch attack against a foe up to 30 feet away. the target suffers 1d6 points of non-elemental damage per mystic knight level and must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or be inflicted with Confuse status for 1 round per mystic knight level. As a standard action.

As a standard action. Class Skills The ninja's class skills (and the key ability for each skill) are Acrobatics (Dex). poisoning him. Acrobatics 4 ranks. Skills: Stealth 8 ranks. Athletics (Str). Bluff (Cha). Sneak Attack (+5d6). Stealth (Dex). a mystic knight makes a ranged touch attack on an opponent up to 30 feet away. Ninjutsu. As a standard action. Disable Device (Int). Ninja Ninjas move through the shadows. Sneak Attack (+3d6). Sneak Attack (+2d6). Craft (Int). Ninjas walk where others cannot. No Trace Thrown Weapon Trick Ninjutsu. They are proficient in throwing weapons with deadly accuracy. Base Attack Bonus: +3. If successful. Sneak Attack (+1d6). the target suffers 1d6 points of non-elemental damage per mystic knight level and must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or be inflicted with Immobilize status for 1 round per mystic knight level.Stasis Sword (Su): This technique allows a mystic knight to launch a ranged touch attack against a foe up to 30 feet away. and Thievery. Gather Information (Cha). Concentration (Con). Hide in Plain Sight Thrown Weapon Trick. Search (Int). They blend their training in stealth and assassination with a focused mind. striking down the unwary and vanishing again with ease. the target suffers 1d6 points of non-elemental damage per mystic knight level and must make a Fortitude save (DC 10 + mystic knight level + his Intelligence modifier) or be inflicted with Poison status for 1 round per mystic knight level. Venom Fang (Su): This technique allows a mystic knight to launch a ranged touch attack against a foe up to 30 feet away. Disguise (Cha). Escape Artist (Dex). AC Bonus. Special: Sneak Attack +3d6. a character must fulfill all the following criteria. Assassinate . This technique costs 6 MP to use. This technique costs 4 MP to use. Thievery 4 ranks. If successful. Light Steps Thrown Weapon Trick Ninjutsu. Sense Motive (Wis). Feats: Weapon Focus (any thrown weapon). Perception (Wis). Requirements To qualify to become a ninja. Limit Break Thrown Weapon Trick Ninjutsu. Their rigorous preparation sharpens their minds and bodies. immobilizing him. Hit Die: d6. Table 7-21: The Ninja Base Fort Ref Level Attack Save Save Bonus st 1 +0 +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Class Features Page 244 of 519 +1 +2 +3 +3 +4 +5 +6 +6 +7 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Ki Pool. a mystic knight makes a ranged touch attack on an opponent up to 30 feet away. Sneak Attack (+4d6). Cloaked in Shadows Thrown Weapon Trick Ninjutsu. Skill Points at Each Level: 6 + Int modifier. giving them supernatural abilities of stealth and making them phantoms in the eyes of many.

The ninja can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. sai. a ninja learns a new ninjutsu from the list below. these hours do not need to be consecutive. The number of points in the ninja’s ki pool is equal to his ninja level + his Wisdom modifier. Ninjas gain no proficiency with any type of armor or shield. In addition. but he can do so only when making a full attack. Acrobatic Master (Su): A ninja can focus his ki to grant him a +20 bonus on one Acrobatics check of his choice made before the start of his next turn. For the next 5 rounds. against all attacks for 1 round per ninja level. kukri. granting him concealment (20% miss chance). Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons. +3 at 5th. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). Enemies within the area of effect take 5d6 points of shadow damage plus an additional 1d6 per two ninja levels. ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool. If the ninja possesses levels in another class that grants points to a ki pool. When a ninja activates this ability. he can spend 1 point to increase his speed by 20 feet for 1 round. the ninja receives a Limit Break (Missile Barrage). Dark Soul (Su): The ninja strikes her opponent and curses them to feel the fury of darkness. Finally. The ki pool is replenished each morning after 8 hours of rest or meditation. shuriken. his outline shifts and wavers. Requirement: Shadow Strike. and he has a sixth sense that lets him avoid even unanticipated attacks. +4 at 7th. In addition. AC Bonus (Ex): A ninja is highly trained at dodging blows. Page 245 of 519 . short sword. plus the hand crossbow. Concealment (Su): A ninja can harness his ki to cause an attack against him to miss when it might otherwise hit. A ninja can gain additional powers that consume points from his ki pool from his ninjutsu abilities. At 10th level. When unarmored or wearing cloth armor and unencumbered. nunchaku. All ninjutsu require a swift action to use and only costs 1 ki to activate. Missile Barrage (Su): This Limit Break creates hundreds of thrown weapons that the ninja has the Weapon Focus feat for and throws a barrage of them in a 30-ft. but only one ability score modifier is added to the total.-cone. Each of these powers is activated as a swift action. a ninja can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth checks for 1 round. This bonus increases by 1 for every other level thereafter (+2 at 3rd. Limit Break (Su): At 1st level. he treats any Acrobatics skill check made to jump as if he had a running start. Some ninjutsu have prerequisites. a ninja gains a pool of ki points. Ninjutsu (Su): Starting at 1st level and every other level thereafter. and +5 at 9th level). supernatural energy he can use to accomplish amazing feats. shortbow. he also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although he still cannot move farther than his speed allows). a ninja can make one additional attack at his highest attack bonus. a ninja adds his Wisdom bonus (if any) to his Armor Class. kama. a ninja gains a +1 bonus to AC at 1st level. and siangham. As long as he has at least 1 point in his ki pool.All of the following are class features of the ninja prestige class. any shadow damage affecting his opponent deals an additional 1d6 points of shadow damage. By spending 1 point from his ki pool. Reflex save (DC 10 + the ninja's class level + Wisdom modifier) for half damage. Ki Pool (Su): At 1st level.

he can throw two additional thrown weapons at his highest attack bonus. If the thrown weapon misses. backed with the power of darkness. but all of his thrown weapon attacks are made at a –2 penalty. The thrown weapon explodes on impact in a 5-foot burst. Sneak Attack (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from his attack. backed with the power of darkness. The attack will deal an additional 3d6 points of shadow damage. Shadow Strike II. This ability functions as vanish. Whenever the ninja uses the light steps class feature. The attack will deal an additional 4d6 points of shadow damage. she can walk on air. rising or descending as she desires. including the two extra attacks. Shadow Strike IV (Su): The ninja strikes an opponent. Shadow Strike II (Su): The ninja strikes an opponent. she is treated as if she were under the effects of vanish but does not appear when attacking. Unbound Steps (Su): This trick allows a ninja to use her ki to walk through the air. Shadow Strike III (Su): The ninja strikes an opponent. Requirement: Faceless Shroud. Invisible Blade (Su): Whenever a ninja uses the faceless shroud ninjutsu. he can strike a vital spot for extra damage. granting darkvision out to a range of 60 feet. Until the end of his turn. The attack will deal an additional 2d6 points of shadow damage. The duplicates act as the ninja do and lasts 1 round per ninja level or until struck by anything that causes 1 damage or more. Requirement: Shadow Strike. backed with the power of darkness. that creature takes a –2 penalty on the saving throw. treat it as a thrown splash weapon. Shadow Strike II. Flurry of Stars (Ex): A ninja can expend ki before he makes a full-attack attack with a thrown weapon. backed with the power of darkness. She must end her move on a solid surface. Requirement: Shadow Strike. Shadow Step (Su): The ninja can step into the shadows and appear out of a shadow within 30 feet. Requirement: Ghost Step. Ghost Step (Su): A ninja can pass through walls as if he were a ghost. Faceless Shroud (Su): This allows the ninja to disappear for 1 round per ninja level. Shadow Strike (Su): The ninja strikes an opponent. Ki Charge (Su): A ninja can invest a portion of his ki into a single thrown weapon and throw it as a standard action. to a maximum 5d6 at 9th level. During that attack. The DC of this save is 10 + the ninja’s level + the ninja’s Wisdom modifier. dealing 1d6 points of fire damage plus 1d6 points of fire damage for every two levels of the ninja above 1st. Creatures caught in the blast receive a Reflex save to halve the damage. He must exit the solid material by the end of his turn. The attack will deal an additional 1d6 points of shadow damage. he can pass through a wall or other surface that is up to 5 feet thick per ninja level as if he were incorporeal. Requirement: Shadow Strike. If the thrown weapon hits a creature. The enhanced senses last for 1 hour. Shadow Strike III. Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of himself that conceal his true location. Whenever a ninja’s target is denied a Dexterity bonus to Page 246 of 519 .Darkvision (Su): This allows the ninja to use his ki to enhance his sight.

he reduces this penalty by 1 (to a maximum of 0). Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sneak attack. The normal penalties for fighting two weapons apply. but makes as many attack rolls as he can. Deadeye Shot (Ex): The critical threat range for any specific type of thrown weapon increases by one (for example. The benefit of this ability does not stack with any other effect that increases critical threat ranges. throw two weapons at one or two targets within 30 feet. If the check fails. a ninja can take careful aim and pool all of his attack potential into a single. A ninja cannot choose the same trick more than once. Trip Shot (Ex): A ninja with this ability may use a thrown weapon to make a trip attempt against an opponent farther than 5 feet away. If any of the attack rolls hit the target. creatures without discernible anatomies. If one or more rolls are critical threats. This damage also applies to ranged attacks against targets up to 30 feet away. Damage for each weapon is resolved separately. as if he were making a full attack. his opponent is denied his Dexterity bonus to Armor Class against the attack. If he wins the opposed check. the trick is a permanent part of the ninja’s repertoire and may not be exchanged. This extra damage increases by 1d6 points at every other level thereafter. Defensive Throw (Ex): If a ninja with this ability succeeds on a Concentration check (DC 10 + number of threatening foes) before attempting to attack with a thrown weapon while in a threatened square. his thrown weapon attacks don’t provoke attacks of opportunity for 1 round. the attack hits. a ninja with this ability may throw two of each weapon with a single attack roll. a shuriken has a critical threat range of 19-20 instead of 20) when this ability is used. and creatures immune to extra damage from critical hits are immune to sneak attacks. the ninja increases the damage by 1d6. The character may apply his full Strength bonus to each weapon (instead of one-half his Strength bonus for the off-hand weapon). as a standard action. deadly throw. Deadly Throwing Weapon (Ex): As a full-round action. Palm Throw (Ex): When using little thrown weapons (darts.Armor Class (whether the target actually has a Dexterity bonus or not). a ninja with this ability can use a move action to make a Sleight of Hand check opposed by his target’s Perception check. he throws a single throwing weapon at a single target. but the ninja does not apply his Strength bonus to either damage roll. Sneaky Shot (Ex): Just before making a ranged attack. the bonuses on damage stack. the ninja makes a Dexterity check with a Page 247 of 519 . For each critical threat beyond the first. the DM may allow other weapons). the ninja deals an extra 1d6 points of damage with his attack. and daggers. Thrown Weapon Trick (Ex): At 2nd level and every other level thereafter. A ninja can’t make a sneak attack while striking the limbs of a creature whose vitals are out of reach. The character makes a normal attack against the opponent with a thrown weapon. Each trick may only be used with a thrown weapon the character has taken Weapon Focus. If the attack succeeds. a ninja chooses one of the following thrown weapon tricks. shuriken. Creatures with concealment. in addition to doing damage as normal. Precision damage and extra damage from weapon special abilities are added with damage modifiers and are not increased by this ability. A ninja can’t use sneak attack to deliver nonlethal damage. If a ninja gets a sneak attack bonus from another source (such as levels of thief). his opponents get attacks of opportunity as normal when he makes his attacks. He makes the attack rolls in order from highest bonus to lowest. Once chosen. based on his base attack bonus. Doubletoss (Ex): A ninja with this ability may. For each additional successful attack roll beyond the first. he confirms the critical once using his highest base attack bonus –5. When he does this.

As a full-round action. a ninja’s ability to be stealthy becomes second-nature. Onyx Magister Masters of wielding death. remain hidden. If the sneak attack is successful and the target of this attack fails a Fortitude save. Light Steps (Ex): At 7th level. he does not take damage from surfaces or hazards that react to being touched. or neither opponent depending on the roll and the Armor Class of each opponent. Other modifiers may apply on this opposed check. lava. the ninja does not apply his Strength bonus to the damage. the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1. the target still takes the sneak attack damage as normal. Hit Die: d4. a ninja learns to move while barely touching the surface underneath him. The DC of this save is equal to 10 + the ninja’s level + the ninja’s Wisdom modifier. When moving in this way. any surface will support him. or even the thinnest tree branches. the ninja ignores any mechanical traps that use a location-based trigger. ignoring difficult terrain. Hide in Plain Sight (Ex): At 9th level. The DC to track a ninja using the Survival skill increases by +1. nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. While moving in this way. The benefit of this ability does not stack with the benefit of the Improved Trip feat. the ninja must first study his target for 1 round as a standard action. his training gives him a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever he is stationary and does not take any action for at least 1 round.+4 bonus opposed by the opponent’s Dexterity check or Strength (whichever ability score has the higher modifier). it dies. a ninja learns to cover his tracks. the character can make a ranged touch attack instead of a normal attack. Onyx Magisters grasps higher learning for his magical prowess with his spells. and conceal his presence. If the attack hits. nor can he walk up walls or other vertical surfaces. To attempt to assassinate a target. On the following round. such as lava or caltrops. If the result of his Acrobatics check is 25 or higher. Cloaked in Shadows (Ex): At 5th level. The attack may hit either. If the save is successful. Finally. A ninja with this ability is always considered to be taking 10 on Stealth skill checks. if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC. but it is immune to that ninja’s assassinate ability for 1 day. he can move up to twice his speed. when using light steps. Tumbling Toss (Ex): A ninja with this ability can hurl a single thrown weapon at any point during a tumbling attempt as a standard action. Onyx Magisters are the highest practitioners of the black magic arts. If the attack roll results in the threat of a critical hit. This allows him to move across water. he may take a -4 penalty on the attack roll and attempt to hit both opponents at once. no matter how much he weighs. In addition. both. the opponent is tripped. He must end his move on a surface that can support him normally. the sneak attack has the additional effect of possibly killing the target. the ninja does not provoke an attack of opportunity for making this attack regardless of how many opponents threaten him. If the ninja wins the opposed check. This attempt automatically fails if the target recognizes the ninja as an enemy. the ninja can use the Stealth skill even while being observed. Two with One Blow (Ex): If a ninja with this ability uses a thrown weapon to attack two opponents adjacent to each other. wielding magic with the highest proficiency. Assassinate (Ex): At 10th level. No Trace (Ex): At 3rd level. When using a thrown weapon against a target of his size or larger. Page 248 of 519 . Weak Spot (Ex): A ninja can gain this ability only after reaching 6th level. Every three levels thereafter. roll to confirm each critical hit separately. a ninja can kill foes that are unable to defend themselves. He cannot move across air in this way. Damage for each opponent is resolved separately.

Skill Points at Each Level: 2 + Int modifier. Spells: Able to cast 7th-level black magic spells. Page 249 of 519 . Profession (Wis). +1 level to existing spell-casting class Class Features All of the following are class features of the onyx magister prestige class. Dark Mastery (Ex): At 1st level. he must decide to which class to add each level for the purpose of determining MP per day and spells known. Craft (Int). and Spellcraft (Int). +1 level to existing spell-casting class Enfeebling Mastery. Knowledge (any) (Int). If he had more than one spell-casting class before becoming an onyx magister. If the subject fails a Will save (DC 10 + the spell's level + Intelligence modifier). he can choose from the list of the following: Improved Spell Mastery: This increases the DC for all of the onyx magister's spells by 2.Requirements To qualify to become an onyx magister. any dark spells that the onyx magister casts that hits an opponent can obscure its vision. +1 level to existing spell-casting class Elemental Mastery. gain any other benefit a character of this class would have gained. the onyx magister gains a +1 competence bonus to his caster level when casting dark spells. an onyx magister increases his power with his spells. See Avatar of Black Magic in FFd20 Monster Compendium for more details. it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Perception checks for 1 round. Weapon and Armor Proficiency: Onyx Magisters gain no proficiency with any weapon or armor. Class Skills The onyx magister's class skills (and the key ability for each skill) are Concentration (Con). Decipher Script (Int). It lasts for a duration of 1 round per onyx magister class level. an onyx magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. Limit Break (Su): At 1st level. Limit Break Black Wizardry. MP per Day / Spells Known: At each level except 1st. Table 7-22: The Onyx Magister Base Fort Reflex Level Attack Save Save Bonus st 1 +0 +0 +0 2nd +1 +0 +0 3rd 4th 5th +1 +2 +2 +1 +1 +1 +1 +1 +1 Will Save +2 +3 +3 +4 +4 Special Dark Mastery. He does not. the onyx magister receives the Limit Break (Avatar of Black Magic). a character must fulfill all the following criteria. however. As a secondary benefit. Avatar of Black Magic (Su): This limit break summons a legendary elemental creature within 30 feet of the onyx magister that follows his commands. At each such opportunity. Black Wizardry: At 2nd and 4th level. +1 level to existing spell-casting class Black Wizardry.

Elemental (Ice): An opponent struck by an Elemental (Ice) spell causes the square it's in to be slick with ice.      Oracle Oracles are prophets that foretell and divine the truth in all things. the onyx magister gains a +1 competence bonus to his caster level when casting elemental spells. Creatures must make a successful Reflex save (DC 10 + the spell's level + Intelligence modifier) or fall. Elemental Mastery (Ex): At 5th level. A creature can walk within or through the area of ice at half normal speed with a DC 10 Acrobatics check. Elemental (Lightning): An opponent struck by an Elemental (Lightning) spell causes the opponent to be deafened for 1 round. Failure means it can’t move that round (and must then make a Reflex save or fall). Enfeebling Mastery (Ex): At 3rd level. The creature must make a Reflex save (DC 10 + the spell's level + Intelligence modifier). any elemental spells that the onyx magister casts that hits an opponent can cause an additional effects (see below). Elemental (Water): An opponent struck by an Elemental (Water) spell causes a small portion of the air in a living creature's lungs to transform into water. Page 250 of 519 . Creatures that can breathe water (or who don't breathe) are immune to this effect. the onyx magister rolls 1d20 + the level of the Elemental (Wind) spell opposed by his opponent's Strength check. the onyx magister pushes the creature back 5 feet. the creature's normal land speed. This save is repeated on each round that the creature remains within the area. If it fails. The target becomes exhausted for 1 round. it is instead fatigued for 1 round. decreases by 5 feet per level of the Elemental (Earth) spell to a minimum speed of 5 feet. They use hidden knowledge with the aid of supernatural powers to aid them. The subject can reduce this duration to 1 round with a successful Fortitude save (DC 10 + the spell's level + Intelligence modifier). This functions much like a bull rush. Elemental (Fire): An opponent struck by an Elemental (Fire) spell causes the opponent to be dazzled for 1 round. Elemental (Wind): An opponent struck by an Elemental (Wind) spell has a chance to be knocked back 5 feet. as well as its burrow and climb speeds. If he succeeds. making it difficult for the creature to breathe. As a secondary benefit.Improved Elemental Penetration: This allows the onyx magister to ignore 5 points of elemental resistance. while failure by 5 or more means it falls. This stacks with the Spell Penetration feat. Improved Spell Penetration: This increases the onyx magister's caster level checks by 2 made to overcome a creature’s spell resistance. any enfeebling spells that the onyx magister casts that hits an opponent can cause the subject to become sickened for a number of rounds equal to the level of the enfeebling spell he casts. the onyx magister gains a +1 competence bonus to his caster level when casting enfeebling spells. The ice melts away in 3 rounds. As a secondary benefit. Blind creatures or creatures immune to Blind status effects are immune to this effect. This effect lasts for 1 round. if it succeeds on a Fortitude save (DC 10 + the spell's level + Intelligence modifier). Creatures currently swimming or flying are immune to this effect.  Elemental (Earth): An opponent struck by an Elemental (Earth) spell can reduce the speed of any landbound creature.

Requirements To qualify to become an oracle. Decipher Script (Int). Weapon and Armor Proficiency: Oracles gain no proficiency with any weapon or armor. Knowledge (arcana) (Int). Limit Break. Future Knowledge (Su): This Limit Break allows the oracle to glimpse into the brief future to know how to best react. Spells: Able to cast 2nd-level white mage spells. Page 251 of 519 . +1 level to existing spellcasting class Comprehend Languages Locate Creature. +1 level to existing spell-casting class Discern Falsehood Augury. She does not. +1 level to existing spell-casting class Foresight Class Features All of the following are class features of the oracle prestige class. Skills: Knowledge (arcana) 8 ranks. If she had more than one spell-casting class before becoming an oracle. +1 level to existing spell-casting class Find the Path Eyes of Truth. Profession (Wis). she must decide to which class to add each level for the purpose of determining MP per day and spells known.Hit Die: d4. Class Skills The oracle's class skills (and the key ability for each skill) are Concentration (Con). For the duration of 1 round + 1 round per two oracle levels. Feats: Any metamagic feat. the oracle receives a +1 circumstance bonus on Reflex saves and a +1 dodge bonus to Armor Class per oracle level. Skill Points at Each Level: 2 + Int modifier. gain any other benefit a character of this class would have gained. MP per Day / Spells Known: Beginning at 1st level and every odd level thereafter. the oracle receives the Limit Break (Future Knowledge). an oracle gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. Spellcraft 8 ranks. however. Limit Break (Su): At 1st level. and Spellcraft (Int). +1 level existing to spell-casting class Legend of Lore Moment of Prescience. a character must fulfill all the following criteria. Table 7-23: The Oracle Base Fort Level Attack Save Bonus 1st +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +1 +1 +1 +2 +2 +2 +3 +3 Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Detect Magic. Craft (Int).

Paradigm Shifter Sometimes it is not enough to be a conquering warrior. uncover unintentional inaccuracies. an oracle can speak. The range of this ability extends out to 120 feet and lasts for 1 round per oracle level. at a cost of 9 MP. This lasts for 1 round per oracle level. The oracle slowly turns and senses when she is facing in the direction of the creature to be located. an experienced sellsword. This lasts for 10 minutes per oracle level. at a cost of 4 MP. an oracle is granted a powerful sixth sense in relation to herself or another. flat-footed. Woe (for bad results). This ability enables the oracle to sense the correct direction that will eventually lead her to her destination. and haunted catacombs along with those Page 252 of 519 . The oracle will also know in which direction the creature is moving. This ability lasts for 1 hour per oracle level. Discern Falsehood (Su): At 2nd level. The oracle can grant this ability to someone else within 30 feet and it lasts for 1 round per oracle level. sees the exact locations of creatures or objects. at a cost of 6 MP. Armor Class. This works with respect to locations. and read any language. understand. Foresight (Su): At 10th level. place. or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. at the cost of 5 MP. an oracle is able to perceive her surroundings in relation to herself. The range of this ability extends out to 500 feet in all directions. Locate Creature (Su): At 5th level. an oracle can detect the presence of magical auras all around her within 60 feet and discern the type of school as well as relative strength. or necessarily reveal evasions. The oracle is also never surprised. and sees invisible creatures or objects normally.Detect Magic (Su): At 1st level. dangerous battlefields. at a cost of 1 MP. The oracle is granted an insight bonus of +1 per two oracle levels to AC and Reflex saves. They inspire trust in those they lead. She receives an insight bonus of +1 per oracle level and can choose on either attack rolls. nor subject to being flanked. Eyes of Truth (Su): At 7th level. indicating at appropriate times the exact path to follow or physical actions to take. The oracle sees through normal and magical darkness. or saving throws. at a cost of 2 MP. This ability lasts for 10 minutes per oracle level. The oracle is granted one of the following abilities of his choosing. All known or rumored information are granted to the oracle. They earn that trust by slogging through harsh landscapes. Comprehend Languages (Su): At 4th level. This lasts for 1 round per oracle level. at a cost of 8 MP. at a cost of 3 MP. The DM determines which of these four results the oracle gets: Weal (if the action will probably bring good results). an oracle can find the shortest. a champion of all that’s right. most direct physical route to a specified destination. Moment of Prescience (Su): At 9th level. an oracle can see all things as they actually are. provide it is within range. if any. at a cost of 2 MP. at the cost of 4 MP. the oracle can divine information about an important person. be it the way into or out of a locale. Find the Path (Su): At 6th level. The locale can be outdoors or underground. not objects or creatures at a locale. an oracle knows if the target creature within 30 feet is deliberately and knowingly speaking a lie unless the creature makes a Will save (DC 10 + oracle level + Wisdom modifier). or thing. This does not reveal the truth. an oracle can locate a known or familiar creature. notices secret doors hidden by magic. Sometimes the circumstances demand a paradigm shifter. Legend Lore (Su): At 8th level. Weal and woe (for both). Augury (Su): At 3rd level. Nothing (for actions that don’t have especially good or bad results). This ability lasts for 1 round per oracle level. opposed ability or skill checks. an oracle can divine whether a particular action will bring good or bad results in the immediate future.

however. she must decide to which class to add each level for the purpose of determining MP per day and spells known. Spells: Able to cast 3rd-level red mage spells. MP per Day / Spells Known: At each level except 5th and 10th. and Spellcraft (Int). they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. If she had more than one spell-casting class before becoming a paradigm shifter. Disguise (Cha). Craft (Int). a cartographer’s overview of the disputed landscape (or dungeon warren). Limit Break (Su): At 1st level. and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out. the paradigm shifter receives the Limit Break (Gestalt Mode). +1 level to existing spell-casting class +1 level to existing spell-casting class Paradigm Shift (+3) +1 level to existing spell-casting class Paradigm Shift (+4). Table 7-24: The Paradigm Shifter Base Fort Ref Will Level Attack Save Save Save Bonus 1st +0 +2 +2 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +2 +3 +3 +4 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Paradigm Shift (+1). Profession (Int). Page 253 of 519 . Skill Points at Each Level: 4 + Int modifier. Class Skills The paradigm shifter's class skills (and the key ability for each skill) are Athletics (Str). Concentration (Con). Limit Break +1 level to existing spell-casting class Paradigm Shift (+2). With a look. +1 level to existing spell-casting class. Weapon and Armor Proficiency: Paradigm shifters gain no proficiency with any weapon or armor. gain any other benefit a character of this class would have gained. +1 level to existing spell-casting class +1 level to existing spell-casting class Paradigm Shift (+5). Sense Motive (Wis). a paradigm shifter gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not. A paradigm shifter has a tactician’s mind. a character must fulfill all the following criteria. Bluff (Cha). Gestalt Mode (Su): This Limit Break allows the paradigm shifter to use all 6 Paradigm Shifts and doubling all bonuses for a duration of 1 round + 1 round per two paradigm shifter levels.under their command. Requirements To qualify to become a paradigm shifter. Hit Die: d8. +1 level to existing spell-casting class Paradigm Elite Class Features All of the following are class features of the paradigm shifter prestige class.

Limit Break Spell Power +1. Sentinel: This paradigm grants you and all nearby allies a deflection bonus to Armor Class. taken individually) (Int). The paradigm's abilities affect all allies within 30 feet (including the paradigm shifter) with line of effect to her. a paradigm can be in effect at the start of an encounter even before she takes her first turn. Profession (Wis). and can only shift into one paradigm at a time until 10th level (see Paradigm Elite ability). You can be in a paradigm continually. the paradigm shifter can shift between one of the six paradigms that grants nearby allies and herself a special benefit. Hit Die: d8. the paradigm shifter's shifting ability becomes legendary. but otherwise it remains in effect even if she is incapable of acting. Paradigm shifting is a swift action. Ravager: This paradigm grants you and all nearby allies a morale bonus to melee damage rolls. Medic: This paradigm grants you and all nearby allies Fast Healing up to 50% health.Paradigm Shift (Su): At 1st level. Knowledge (all skills. Ruby Magister Superior in the art of blending magic and blade. Saboteur: This paradigm grants you and all nearby allies a competence bonus to DC saving throws for any spells or abilities that deal Status effects. thus. Synergist: This paradigm grants you and all nearby allies a morale bonus to Saving Throws. Athletics (Str). and +5 at 9th level. a character must fulfill all the following criteria. Heal (Wis). Decipher Script (Int). The bonus granted by your paradigm begins at +1 and increases to +2 at 3rd level. Bluff (Cha). Spells: Able to cast 3rd-level red magic spells. A paradigm shift remains in effect until she uses a free action to dismiss it or shift into another paradigm. These abilities are dismissed if she becomes unconscious or is slain. and Spellcraft (Int). Special: Must have Weapon Bond (Red Mage) ability. Requirements To qualify to become a ruby magister. Class Skills The ruby magister's class skills (and the key ability for each skill) are Acrobatics (Dex). Paradigm Elite (Su): At 10th level. Ruby Magisters are formidable on the battlefield with their ability to swing a weapon and cast magic at the same time. +1 level to existing spell-casting class Page 254 of 519 . Fighter Training. Perception (Wis). Craft (Int). These are the six paradigms that a paradigm shifter can shift into:       Commando: This paradigm grants you and all nearby allies a morale bonus to Attack rolls. Skill Points at Each Level: 6 + Int modifier. +1 level to existing spell-casting class Spellblade. Concentration (Con). +4 at 7th level. She can combine two different paradigms. Table 7-25: The Ruby Magister Base Fort Reflex Level Attack Save Save Bonus 1st +0 +2 +0 2nd +1 +3 +0 rd 3 +2 +3 +1 4th +3 +4 +1 Will Save +2 +3 +3 +4 Special Elemental Weapon. Diplomacy (Cha). +1 level to existing spell-casting class Spell Power +2. granting both set of bonuses to herself and nearby allies. +3 at 5th level.

two 2nd level spells. and to +5 at 10th level. If the ruby magister has injured an opponent with a melee attack.5th 6th 7th 8th 9th 10th +3 +4 +5 +6 +6 +7 +4 +5 +5 +6 +6 +7 +1 +2 +2 +2 +3 +3 +4 +5 +5 +6 +6 +7 Mettle. A 7th level ruby magister which can cast up to 3rd level spells could use up to 9 MP. and two 1st level spells. Arcane Endowment: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to the attack and damage roll made with his weapon equal to the MP spent. a ruby magister can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. however. Spellblade (Ex): At 3rd. four 2nd level spells. This ability supercedes Fighter Training from red mage class. the damage increases to 2d6. Greater Weapon Bond. a ruby magister counts his red mage levels and his ruby magister levels combined at –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter. and 9th level. 5th and 10th. a ruby magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. If he had more than one spell-casting class before becoming a ruby magister. he must decide to which class to add each level for the purpose of determining MP per day and spells known. As a standard action. The ruby magister can cast up to five spells and use up to triple his maximum spell level in MP as free actions. or a 3rd level spell. This bonus increases to +2 at 4th level. a 1st level ruby magister that can cast 1st level spells could use 3 MP. Spell Power +3. a ruby magister can infuse his weapons with elemental energy. the ruby magister picks an elemental energy type (earth. Mageblade Stance Class Features All of the following are class features of the ruby magister prestige class. 6th. to +4 at 8th level. ice. it increases to 3d6. Chain Spell (Su): This limit break allows the ruby magister to unleash a flurry of spells in an instant. The ruby magister can use this ability a number of times per day equal to his Charisma modifier. and at 10th level. he gains a +1 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. these levels stack). a ruby magister gains a spellblade ability. Limit Break (Su): At 1st level. the ruby magister receives the Limit Break (Chain Spell). Improved Weapon Bond Spellblade. At 5th level. Weapon and Armor Proficiency: Ruby magisters gain no proficiency with any weapon or armor. to +3 at 6th level. fire. lightning. Improved Fighter Training (Ex): Beginning at 1st level. +1 level to existing spellcasting class Ranged Spellstrike. MP per Day / Spells Known: At each level except 1st. For example. The weapon loses this property if its wielder drops it or otherwise loses contact with it. +1 level to existing spell-casting class Spell Power +4. Each acquired ability can be used a number of times per day equal to the ruby magister's Charisma modifier as an immediate action and only lasts for 1 round. +1 level to existing spell-casting class Spellblade. casting three 1st level spells. Elemental Weapons (Su): At 1st level. Spell Power (Ex): Starting at 2nd level. +1 level to existing spell-casting class Spell Power +5. gain any other benefit a character of this class would have gained. This deals an extra 1d6 points of damage of the elemental type chosen and lasts for 3 rounds + 1 round per two ruby magister class levels. He does not. or wind) to infuse into his weapons. choosing to cast three 3rd level spells. Page 255 of 519 . water.

If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial). Safeguard: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to all saving throws equal to the MP spent. a ruby magister using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action. the ruby magister can initiate the Mageblade Stance. or other leader. the ruby magister can cast spells as a swift action. the ruby magister selects a weapon for which he has the Weapon Bond ability. only a single ray or effect accompanies the attack. Improved Weapon Bond (Ex): Also at 5th level. Any effects not used in the round the spell is cast are lost. up to the maximum allowed by the spell (in the case of ray effects). An unconscious or sleeping ruby magister does not gain the benefit of mettle. He is treated as having the Greater Weapon Focus feat for that weapon. a ruby magister can use spellstrike to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Alignment: Any lawful. Greater Weapon Bond (Ex): At 10th level. Page 256 of 519 . Mageblade Stance (Ex): Also at 10th level. Ranged Spellstrike (Su): At 7th level. He is treated as having the Weapon Specialization feat for that weapon. Hit Die: d10. Protection Grid: This ability allows the ruby magister to expend MP up to his current spell level and gain a deflection bonus equal to the MP spent. as a free action.Critical Aim: This ability allows the ruby magister to expend MP up to his current spell level and increase the critical threat range of his weapon by +1 for every MP spent. The reputation of samurai for tenacious in combat often precedes them in battle. Resistance Array: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to all elemental resistance equal to the MP spent. general. even if he does not meet the prerequisites. a character must fulfill all the following criteria. While in this stance. Any spells cast while in this stance causes the ruby magister to suffer 2d6 points of nonelemental damage per spell level. and their mere presence is often enough to make dishonorable enemies slink away in the darkness. the ruby magister selects a weapon for which he has the Improved Weapon Bond ability. Magical Barrier: This ability allows the ruby magister to expend MP up to his current spell level and gain a damage reduction equal to the MP spent. Even if the spell can normally affect multiple targets. but doing so costs the ruby magister his health. Requirements To qualify to become a samurai. even if he does not meet the prerequisites. Samurai Known for their matchless bravery and strict code of honor. the samurai are noble soldiers that bring courage and honor to the service of a lord. he instead completely negates the effect. Mettle (Ex): At 5th level and higher. a ruby magister can resist magical and unusual attacks with great willpower or fortitude. At 10th level.

Knowledge (history. Intimidate (Cha). they suffer damage from the samurai’s attack plus +1d6 points of damage + an additional 1d6 per two samurai levels. This bonus damage increases by an additional +1d6 at every other level thereafter to a maximum of +5d6 damage at 9th level. When wielding a katana. Bushido Class Features All of the following are class features of the samurai prestige class. if he successfully hits his opponent with an iaijutsu strike.Base Attack Bonus: +7. Class Skills The samurai’s class skills are Athletics (Str). nobility and royalty) (Int). Bushido Brutal Slash Bushido. Limit Break (Su): At 1st level. One with the Sword (Ex): Extensive training in both kenjutsu and iaijutsu has given the samurai great insight into the use of the sword. and Sense Motive (Wis). Page 257 of 519 . Concentration (Con). and plate). but not with shields. Iaijutsu Strike. In order to use this ability. Bushido Third Eye Mass Staredown. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit. Staredown Weapon Expertise Terrifying Iaijutsu. Craft (Int). chain. This bonus increases to +2 at 5th level. leather. and to +3 at 10th level. his attack deals an additional +1d6 points of damage. Limit Break Action Without Thought. Iaijutsu Unseen Strike (Su): This Limit Break allows the samurai to make a fast quick strike against his opponents faster than the eye can see. The samurai makes an attack roll against all opponents within 30 feet (they are considered flat-footed unless they have Uncanny Dodge). Ride (Dex). Diplomacy (Cha). if the strike hits. Feats: Exotic Weapon Proficiency (Katana). with all types of armor (cloth. Skill Points at Each Additional Level: 2 + Int modifier. As a full-round action. the samurai makes a melee attack roll. Iaijutsu Strike (Ex): A samurai can perform a lightning quick iaijutsu strike against his opponent to inflict devastating wounds while drawing his sword. Weapon and Armor Proficiency: Samurais are proficient with all simple and martial weapons. the samurai gains a +1 bonus to hit at 1st level. Table 7-26: The Samurai Base Fort Ref Level Attack Save Save Bonus 1st +1 +2 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +2 +3 +4 +5 +6 +7 +8 +9 +10 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special One with the Sword. Bushido Roaring Iaijutsu Frightful Presence. Skills: Knowledge (nobility and royalty) 10 ranks. the samurai receives a Limit Break (Iaijutsu Unseen Strike). the samurai’s weapon must be sheathed at the start of his turn.

Whenever an opponent is adjacent to the samurai and attempts to move away from him (even when using Withdraw or 5-foot step). the samurai can make an attack that allows him to immobilize an opponent’s movement. the samurai can give up his regular attacks and instead make one melee attack at his full base attack bonus against each opponent within reach. a samurai cannot use this ability on the same foe more than once per day. the samurai makes a normal melee attack. Tiger (Ex): The samurai may make a single attack. Fang (Ex): The samurai may make a single attack. The samurai cannot take a 5-foot step before making this extra attack. Page 258 of 519 . At 10th level. to cause an opponent to bleed tremendously with a successful attack. Oblivion (Ex): If the samurai deals a creature enough damage to make it drop. if it hits. the samurai can make a normal melee attack. which is then granted to the samurai. the samurai gains a +2 competence bonus to all Initiative rolls and may not be deprived of his Dexterity bonus in any circumstance. extra melee attack against another creature within reach. At 2nd level and every other level thereafter. if it hits. the opponent takes damage as normal and is inflicted with the Immobilize status effect for 1d6 rounds. the samurai may choose to learn one of the following skills. the opponent takes damage as normal and must make a Fortitude save (DC 10 + samurai level + Charisma modifier) or be drained of 1d6 hit points per two samurai levels. the samurai can make a counterattack against an opponent adjacent to him who attacks him. allowing him to focus this attack easily through an opponent’s defenses. a Fortitude save (DC 10 + samurai level + Charisma modifier) to negate. Bushido: These skills grant the samurai an edge in combat. but his weapon is now drawn and he may continually to fight normally. but all such attacks receive a -2 penalty. Tempest (Ex): As a full attack action. a samurai learns to focus faster and is able to make an iaijutsu strike as a standard action. Flurry (Ex): As a full attack action. Dragon (Su): The samurai may make a single attack. When using Dragon. a Fortitude save (DC 10 + samurai level + Charisma modifier) to negate. using his katana. allowing him to drain hit points from an opponent with a successful attack. if it hits. a samurai takes a –4 penalty to his AC until his next turn. When using Tiger. the opponent takes damage as normal and is inflicted with the Sap status effect for 1d6 rounds. Regardless of whether he hits his opponent with the iaijutsu strike. deals damage normally and ignores damage reduction.After making an iaijutsu strike. Eclipse (Su): Once per round as an immediate action. This does not stack with anything that grants additional attacks (such as Haste). The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. the samurai can make a melee touch attack. the samurai is able to act instantly and without consideration of the consequences. At 2nd level. the samurai can make an extra melee attack at his highest BAB. he gets an immediate. if it hits. confident his actions are correct. the samurai makes a normal melee attack. and the penalty to his AC is reduced to –2 Action Without Thought (Ex): Having mastered the tenets of battle. Sky (Ex): Once per round as an immediate action. When using Fang.

all foes within 30 feet must succeed at a Will save (DC 10 + samurai’s level + his Charisma modifier) or become shaken for 1d4+1 rounds. He gains a +4 bonus on Intimidate checks and can demoralize an opponent. Craft (Int). Third Eye (Ex): At 7th level. Requirements To qualify to become a sapphire magister. a samurai gains an unparalleled expertise with his katana. When the samurai draws his blade. all foes within 30 feet must succeed at a Fortitude save (DC 10 + samurai’s level + his Strength modifier) or be deafened for 1d4 minutes. honor. a samurai’s iaijutsu strike deafens foes upon impact. a character must fulfill all the following criteria. his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his katana. Roaring Iaijutsu (Ex): At 9th level. Creatures with 20 or more Hit Dice are not affected. Decipher Script (Int). Sapphire Magister Superior in the knowledge of creatures. a samurai’s iaijutsu strike becomes even more deadly. a samurai becomes able to strike fear into his foes by his mere presence. When a samurai successfully hits with an iaijutsu strike. Any foe that successfully resists the effect cannot be affected again by the same samurai’s frightful presence for 24 hours. the samurai’s senses are so keen that he is able to predict where to dodge an opponent’s attacks. such as Weapon Specialization. The results are the prestigious Sapphire Magisters. the samurai can make a DC 20 Reflex save to evade one attack. When a samurai successfully hits with an iaijutsu strike. If a samurai threatens a critical hit with his iaijutsu strike. Mass Staredown (Ex): At 8th level. whenever he threatens a critical hit with his katana. The samurai can use this ability a number of times per day equal to 3 + his Charisma modifier. Finally. In addition. he gains a +2 bonus on the confirmation roll. the samurai can demoralize all opponents within 30 feet with a single standard action. Frightful Presence (Ex): A 10th-level samurai’s bravery. Profession (Wis). As an immediate action. Blue Mages often find themselves fascinated with the creatures they studied.Brutal Slash (Ex): At 3rd level. he adds a bonus equal to his samurai level to the attack roll to confirm a critical hit. opponents within 30 feet must succeed on a Will save (DC 20 + samurai’s Charisma modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Table 7-27: The Sapphire Magister Page 259 of 519 . Hit Die: d6. and fighting prowess have become legendary. and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. They take it a step further and begin assuming the forms of creatures they have mastered. The samurai can draw his katana as a free action as if he had the Quick Draw feat. Terrifying Iaijutsu (Ex): At 6th level. a samurai has sufficient presence that he can cow multiple foes. Class Skills The sapphire magister's class skills (and the key ability for each skill) are Concentration (Con). a samurai’s iaijutsu strike devastates the morale of foes that witness it. Spells: Able to cast 3rd-level blue magic spells. Skills: Must have at least 3 Knowledge skills at 8 ranks or more. Knowledge (Beast Lore) (Int). Using an Intimidate check. Staredown (Ex): At 4th level. Weapon Expertise (Ex): At 5th level.

a sapphire magister gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. Attack/Damage. 5 MP for Large sized creatures. and Charisma scores. +1 level to existing spell-casting class Morphic Healing. She does not. 5th and 10th. Dexterity. +1 level to existing spell-casting class Fast Transformation. Weapon and Armor Proficiency: Sapphire magisters gain no proficiency with any weapon or armor. 1 MP for Small or smaller size creatures. Changing form is a standard action and doesn’t provoke an attack of opportunity. and Initiative) receives a +1 bonus and an additional +1 bonus per two sapphire magister levels that lasts for a duration of 1 round + 1 round per two sapphire magister levels. Transformation (Su): At 1st level.Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Limit Break. +1 level to existing spell-casting class Superior Transformation Class Features All of the following are class features of the sapphire magister prestige class. Perfect Transformation (Su): This Limit Break perfects the Sapphire Magister’s transformation. Furthermore. Wisdom. a sapphire magister can assume a form of a creature she has studied through use of her Knowledge (Beast Lore) skill. Dexterity. 3 MP for Medium-sized creatures. the Sapphire Magister’s hit point total is maximized for the duration of the Limit Break. +1 level to existing spell-casting class Morphic Immunities. and Constitution scores of the new form but retains her own Intelligence. gain any other benefit a character of this class would have gained. +1 level to existing spell-casting class Morphic Body. To transform. Saving Throws. and poison) but does not gain the extraordinary special qualities Page 260 of 519 . +1 level to existing spellcasting class Flash Transformation. All physical stats (Strength. The sapphire magister gains the Strength. A sapphire magister cannot transform into any creature larger than Huge size. and 7 MP for Huge sized creatures. however. the sapphire magister must make a Knowledge (Beast Lore) skill check (DC 10 + HD of the creature) to transform into a creature she has personally seen and must spend MP depending on its size. and Constitution) and physical qualities (Armor Class. The assumed form can’t have more Hit Dice than 3 times your sapphire magister prestige class level. the sapphire magister receives the Limit Break (Perfect Transformation). Transformation Shifter’s speech. improved grab. MP per Day / Spells Known: At each level except 1st. Limit Break (Su): At 1st level. She also gains all extraordinary special attacks possessed by the form (such as constrict. +1 level to existing spell-casting class Morphic Reach Extraordinary Transformation. she must decide to which class to add each level for the purpose of determining MP per day and spells known. If she had more than one spell-casting class before becoming a sapphire magister.

a sapphire magister is adept at distributing her form’s vital organs around her body to keep them safe from harm. or physical appendage with another creature form she is familiar. regeneration. Superior Transformation (Su): At 10th level. neck. She may also remove any elemental weakness or negative special quality. rather than as a standard action. she can communicate with other creatures of the same kind while in transformation. she may change an ability. Shifter’s Speech (Ex): At 2nd level. between which they would alternate depending on the situation at hand. and scent) or any supernatural or spell-like abilities. She must make the Knowledge (Beast Lore) skill check (DC 10 + HD of the creature) to succeed. The sapphire magister may only change one aspect of her form once per round. a sapphire magister gains the extraordinary special qualities of any form she assumes with transformation. Skills: Knowledge (arcane) 8 ranks. creating smooth skin where once were wounds. and if she spends a full-round action and succeeds on a Concentration check (DC equal to the total damage she has sustained). physical stat. the sapphire magister has reached the pinnacle of knowledge of transformation. Hit Die: d4. Morphic Reach (Ex): A sapphire magister of 5th level or higher can suddenly stretch her limbs. a sapphire magister can use her precise knowledge and control over her form to make herself stronger and heartier. extraordinary/supernatural ability. Morphic Healing (Ex): Beginning at 3rd level. Flash Transformation (Su): At 8th level. Sapphire magisters are immune to stunning and critical hits while assuming a form. she heals 10 points of damage. The sapphire magister gains fast healing 2. elemental strength/weakness. Furthermore. Spells: Able to cast 2nd-level black mage spells and 2nd-level white mage spells. Fast Transformation (Su): Starting at 4th level. Morphic Body (Ex): At 7th level and higher. She gains +4 to Strength and +4 to Constitution whenever she transforms into a creature. a sapphire magister becomes able to change her form where wounds disappear. rather than as a move action. As a move action and spending MP as if she was transforming. a sapphire magister gains the ability to speak normally (including spells) regardless of the form she takes. sapphire magisters don’t appear to have a longer reach until they actually use it. Page 261 of 519 . Morphic Immunities (Ex): At 9th level. fast healing. as long as such creatures are normally capable of communicating with each other using natural methods. giving her 5 more feet of reach than the creature emulated. Scholar Scholars are military tacticians often served as high-ranking officers in allied forces across Vana'diel. a sapphire magister can use her transformation ability as a move action.possessed by the new form (such as blindsense. Extensive knowledge of ancient martial theory granted them the ability to wield dual schools of magic. a character must fulfill all the following criteria. or other appendages outward. a sapphire magister can use her transformation ability as a swift action. Unlike most creatures. Requirements To qualify to become an scholar. Extraordinary Transformation (Su): Starting at 6th level.

Craft (Int). and Spellcraft (Int). gain any other benefit a character of this class would have gained. Page 262 of 519 . Profession (Wis). Decipher Script (Int). She does not. Dark Arts: Parsimony (3/day). the scholar receives the Limit Break (Tabula Rasa). Limit Break. +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Celerity (1/day). If she had more than one black magic spell-casting class or more than one white magic spell-casting class before becoming an scholar. +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Penury (3/day). +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Rapture (1/day). Skill Points at Each Level: 2 + Int modifier. Dark Arts: Alacrity (1/day) +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Accession (3/day). MP per Day / Spells Known: At each level except 5th and 10th. Sense Motive (Wis). however. Weapon and Armor Proficiency: Scholars gain no proficiency with any weapon or armor. an scholar gains MP per day and spells known as if she had also gained a level in a black magic spell-casting class and white magic spell-casting class to which she belonged before adding the prestige class level. she must decide to which class to add each level of scholar for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level.Class Skills The scholar's class skills (and the key ability for each skill) are Concentration (Con). Tabula Rasa (Su): This Limit Break allows the scholar to use both Light Arts and Dark Arts with all the bonuses but without penalties for a duration of 1 round + 1 round per two scholar class levels. Table 7-28: The Scholar Base Fort Level Attack Save Bonus 1st +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Reflex Save +0 Will Save +2 Special Light Arts/Dark Arts. Knowledge (all) (Int). Dark Arts: Ebullience (1/day). +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Sublimation (3/day) +1 +1 +0 +1 +0 +1 +3 +3 +2 +2 +3 +3 +1 +1 +2 +2 +1 +1 +2 +2 +4 +4 +5 +5 +4 +4 +2 +3 +2 +3 +6 +6 +5 +3 +3 +7 Class Features All of the following are class features of the scholar prestige class. Dark Arts: Manifestation (3/day).

Light Arts/Dark Arts (Su): Starting at 1st level. a scholar can activate or deactivate the Light Arts or Dark Arts. The caster level for all dark spells is increased by 1 per two scholar class levels. Page 263 of 519 . Light Arts: Accession (Su): At 7th level. 3 times per day. The caster level for all dark spells is decreased by 1 per two scholar class levels. All enhancing spells' durations are increased by 1 per two scholar class levels. If there is only 1 die. once per day. Light Arts: Penury (Su): At 3rd level. The caster level checks made to overcome a creature's spell resistance are increased by 1 per two scholar class levels for white magic spells. Light Arts: Celerity (Su): At 5th level. If there is only 1 die. then it is subject to a -1 penalty per two scholar class levels on damage. Dark Arts Penalties All elemental spells are decreased by 1 die of the appropriate type to a minimum of 1. 3 times per day. a scholar may cast a White Magic spell up to 6th level as a swift action. as a move action. Dark Arts Bonuses All elemental spells are increased by 1 extra die of the appropriate type. All enhancing spells' durations are decreased by 1 per two scholar class levels to a minimum of 1. a scholar may cast a Black Magic spell up to 6th level as a swift action. Casting white magic spells while under Dark Arts. The save DC for all black magic spells is increased by 1 per two scholar class levels. as a move action. While in either Light/Dark Arts. as a standard action. once per day. Light Arts Penalties All healing spells are decreased by 1 die of the appropriate type to a minimum of 1. All enfeebling spells' durations are increased by 1 per two scholar class levels. a scholar may reduce the MP cost of her next Black Magic spell by 50%. The caster level for all light spells is decreased by 1 per two scholar class levels. The save DC for all black magic spells is decreased by 1 per two scholar class levels. you gain the following bonuses: Light Arts Bonuses All healing spells are increased by 1 extra die of the appropriate type. The save DC for all white magic spells is decreased by 1 per two scholar class levels. The save DC for all white magic spells is increased by 1 per two scholar class levels. The caster level checks made to overcome a creature's spell resistance are decreased by 1 per two scholar class levels for white magic spells. You may only use Light Arts or Dark Arts abilities while in the Light/Dark Arts. All enfeebling spells' durations are decreased by 1 per two scholar class levels to a minimum of 1. The caster level for all light spells is increased by 1 per two scholar class levels. The caster level checks made to overcome a creature's spell resistance are decreased by 1 per two scholar class levels for black magic spells. The caster level checks made to overcome a creature's spell resistance are increased by 1 per two scholar class levels for black magic spells. Dark Arts: Parsimony (Su): Also at 3rd level. a scholar may reduce the MP cost of her next White Magic spell by 50%. or casting black magic spells while under Light Arts results in penalties in the table below. as a move action. 3 times per day. then it is subject to a -1 penalty per two scholar class levels on healing. Dark Arts: Alacrity (Su): Also at 5th level. a scholar may increase the duration of her next Enhancing White Magic spell by doubled.

but fluid. and ever changing. 3 times per day. They bring the lore of past wars. Concentration (Con). +1 level to existing bard class +1 level to existing bard class Page 264 of 519 . Their study of ancient rhymes isn't focused and rigid. and heroes. Shouts. once per day. once per day. Skills: Perform 9 ranks. as a swift action. Once activated. Each round. Light Arts: Rapture (Su): At 9th level. 3 times per day. or the caster falls unconscious. Spells: Able to perform 2nd-level bard songs. the scholar is drained of 4 HPs and gains 1 MP. storytellers. a scholar may maximized her next Elemental Black Magic spell up to 6th level. a scholar may increase the duration of her next Enfeebling Black Magic spell by doubled. Skill Points at Each Level: 4 + Int modifier. it cannot be stopped and either runs its course. as a move action. a character must fulfill all the following criteria. as well as allow themselves to become a conduit of pure emotion. +1 level to existing bard class Inspiring Blow. Class Skills The skald's class skills (and the key ability for each skill) are Acrobatics (Dex). +1 level to existing bard class +1 level to existing bard class Incite Rage. and forgotten kings wherever they go. Perception (Wis). Table 7-29: The Skald Base Fort Level Attack Save Bonus st 1 +1 +2 2nd 3rd 4th 5th 6th 7th 8th 9th +2 +3 +4 +5 +6 +7 +8 +9 +3 +3 +4 +4 +5 +5 +6 +6 Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 Special Bardic Music. Hit Die: d8. Diplomacy (Cha). which cancels this ability. Disguise (Cha). Sublimation (Su): At 10th level. Bluff (Cha). Athletics (Str). and recite ancient epics to inspire their comrades. Profession (Wis). Limit Break. a scholar may maximized her next Healing White Magic spell up to 6th level. Gather Information (Cha). ancient monsters. and Stealth (Dex). +1 level to existing bard class Heroism Battle Song. They can compose poetry. Perform (Cha). as a move action. Base Attack Bonus: +3.Dark Arts: Manifestation (Su): Also at 7th level. +1 level to existing bard class +1 level to existing bard class War Chant. a scholar may activate this ability which lasts 1 round per scholar class level. Their shouts have powerful effects and provide the skald with a variety of abilities. They focus as much on the emotion that poems inspire as much as the poems themselves. Requirements To qualify to become an skald. as a move action. Craft (Int). Skald The skald are a long line of warrior-poets. Dark Arts: Ebullience (Su): At 9th level.

the skald receives the Limit Break (Yol Strun Bah). He does not. It also reveals their current health. gain any other benefit a character of this class would have gained. Some shouts require other shout powers as prerequisites. showing an outline for those creatures who are invisible or hidden to the skald. For a duration of 1 round + 1 round per two skald levels. Haal (Su): At a cost of 2 MP. showing an outline for those creatures who are invisible or hidden to the skald.10th +10 +7 +7 +3 Legacy Class Features All of the following are class features of the skald prestige class. the skald uses his Charisma modifier for his attack roll and gains a +2 bonus on the disarm attempt. but a whisper. Using normal disarm rules. The skald does not provoke an attack of opportunity for the disarm attempt nor does the defenders get to attempt to disarm the skald. Yah. Requirement: Zun. Requirement: Laas. this shout attempts to disarm an adjacent opponent of his weapon.-radius. this shout attempts to disarm opponents in a 10-ft. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage.-radius.-radius. Yol Strun Bah (Su): This limit break uses the skald's tremendous shouting ability to call forth a meteor swarm upon a 30-ft. Requirement: Laas. Viik (Su): At a cost of 3 MP. Shouts (Su): Beginning of 1st level and every level thereafter.-cone of their weapons. the skald uses his Charisma modifier for his attack roll and gains a +4 bonus on the disarm attempt. this shout reveals all creatures within a 10-ft. Laas (Su): At a cost of 1 MP. Nir (Su): At a cost of 3 MP. Using normal disarm rules. It also reveals their current health. this shout attempts to disarm opponents in a 20-ft. the skald uses his Charisma modifier for his attack roll and gains a +6 bonus on the Page 265 of 519 . Using normal disarm rules. Yah (Su): At a cost of 2 MP. Weapon and Armor Proficiency: Skalds gain proficiencies in all martial weapons and also gain proficiency in chain armor as well as light shields. and what status effects are affecting them. Disarm: Shout defies steel. as the skald rips the weapon from an opponent's grasp. enemies within the area of effect take 5d6 points of fire and physical damage (half and half) plus an additional 1d6 points of fire and physical damage per two skald levels. The skald does not provoke an attack of opportunity for the disarm attempt nor does the defender get to attempt to disarm the skald. This ability lasts for 1 round per skald level. MP per Day / Songs Known: At each level except 5th and 10th. a skald learns a new shout power. revealing the life forces of any and all. Limit Break (Su): At 1st level. showing an outline for those creatures who are invisible or hidden to the skald. this shout reveals all creatures within a 30-ft. a skald gains MP per day and songs known as if he had also gained a level in a bard class to which he belonged before adding the prestige class level. This ability lasts for 1 round per skald level.-radius area within 60 feet. This ability lasts for 1 round per skald level. however. this shout reveals all creatures within a 20-ft. Aura Whisper: The skald's voice is not a shout.-cone of their weapons. current MP or KI pool. Zun (Su): At a cost of 1 MP. All shouts require a swift action to use.

Those who do not make the saving throw. Each weapon disarmed flies 10 feet in the direction that the skald used this ability. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. run away for 1d6 rounds and are Shaken for 1d4 rounds afterwards. Dismay: The weak shall fear the skald's voice. also catch on fire. his shout. taking 3d6 points of fire damage for 1d4 rounds. Requirement: Yol. A burning creature can use a full-round action to put out the flame. Ru. Requirement: Faas. also catch on fire. this shout allows the skald to make three extra attacks with a full-attack action at his highest base attack bonus.disarm attempt. Elemental Fury: The skald's voice imbues his arms with the speed of wind. this shout deals 6d6 points of fire damage to all creatures in a 30-ft.-cone to flee from the skald. Creatures who do not make the saving throw. Requirement: Yol. this shout causes all creatures in a 20-ft. Will save (DC 10 + the skald's level + Charisma modifier) to negate. allowing for faster weapon strikes. Ru (Su): At a cost of 2 MP. taking 1d6 points of fire damage for 1d4 rounds. this shout deals 2d6 points of fire damage to all creatures in a 10-ft. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. Toor. this shout allows the skald to make one extra attack with a full-attack action at his highest base attack bonus. Frost Breath: The skald's breath is winter. this shout causes all creatures in a 10-ft. a blizzard.-cone to flee from the skald.-cone. Requirement: Faas. Grah. this shout causes all creatures in a 30-ft. A burning creature can use a full-round action to put out the flame. taking 2d6 points of fire damage for 1d4 rounds. Fire Breath: Inhale air.-cone. run away for 1d8 rounds and are Disabled for 1d4 rounds afterwards. but these attacks and each other attack made in the round suffer a -6 penalty. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage.-cone to flee from the skald. The skald does not provoke an attack of opportunity for the disarm attempt nor does the defenders get to attempt to disarm the skald. but these attacks and each other attack made in the round suffer a -4 penalty. Will save (DC 10 + the skald's level + Charisma modifier) to negate. Shul (Su): At a cost of 3 MP. Haal. Page 266 of 519 . Su (Su): At a cost of 1 MP. and flee in terror. this shout deals 4d6 points of fire damage to all creatures in a 20-ft. run away for 1d4 rounds. Grah (Su): At a cost of 2 MP. Requirement: Su. Creatures who do not make the saving throw. also catch on fire. Creatures who do not make the saving throw. Creatures who do not make the saving throw. Creatures who do not make the saving throw. and behold the skald's voice as inferno. Faas (Su): At a cost of 1 MP. Maar (Su): At a cost of 3 MP. Will save (DC 10 + the skald's level + Charisma modifier) to negate. Toor (Su): At a cost of 2 MP.-cone. Dun (Su): At a cost of 3 MP. this shout allows the skald to make two extra attacks with a full-attack action at his highest base attack bonus. but this attack and each other attack made in the round suffer a -2 penalty. Requirement: Zun. Requirement: Su. A burning creature can use a full-round action to put out the flame. exhale flame. Yol (Su): At a cost of 1 MP.

this shout weakens the armor and lifeforce of all creatures in a 10-ft. this shout deals 2d6 points of lightning damage in a 10-ft.-cone. Creatures who do not make the saving throw. as an opponent's armor and lifeforce are weakened.-radius within 60 feet of the skald. this shout deals 6d6 points of ice damage to all creatures in a 30-ft. Krii (Su): At a cost of 1 MP. this shout deals 4d6 points of lightning damage in a 20-ft. losing 15 feet of movement speed (cannot go below a movement of 5) for 1d4 rounds.-radius within 90 feet of the skald. Requirement: Fo. a cry to the clouds. Requirement: Krii. are dazed for 1d6 rounds. Creatures who did not make the saving throw. Requirement: Fo. Creatures who did not make the saving throw. Creatures in the area of effect must make a Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. Aus (Su): At a cost of 3 MP. and let the skald's voice herald doom.Fo (Su): At a cost of 1 MP. Lun (Su): At a cost of 2 MP. Creatures affected must make a Fortitude save (DC 10 + the skald's level + Charisma modifier) or suffer a -4 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. Creature affected must make a Fortitude save (DC 10 + the skald's level + Charisma modifier) or suffer a -2 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. this shout deals 6d6 points of lightning damage in a 30-ft. also move slower. Requirement: Strun. Marked for Death: Speak. Requirement: Strun. Page 267 of 519 . Creatures in the area of effect must make a Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. also move slower. that awakens the destructive force of lightning. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. Storm Call: A shout to the skies. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. Creature who did not make the saving throw.-cone. Creatures who did not make the saving throw. Qo (Su): At a cost of 3 MP. also move slower. Creatures in the area of effect must make a Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. Bah (Su): At a cost of 2 MP. this shout weakens the armor and lifeforce of an opponent adjacent to the skald. its armor (if any) receives a -1 penalty to Armor Class and damage reduction for 1d4 rounds. Creatures who do not make the saving throw. Creatures affected must make a Fortitude save (DC 10 + the skald's level + Charisma modifier) or suffer a -6 penalty to its Constitution score (to a minimum of 1) for 1d6 rounds. its armor (if any) receives a -2 penalty to Armor Class and damage reduction for 1d4 rounds.-cone. Bah. Reflex save (DC 10 + the skald's level + Charisma modifier) for half damage. are dazed for 1d4 rounds. this shout weakens the armor and lifeforce of all creatures in a 20-ft. Requirement: Krii. Creatures who did not make the saving throw. Lun. Diin (Su): At a cost of 3 MP. Strun (Su): At a cost of 1 MP.-radius within 30 feet of the skald. its armor (if any) receives a -3 penalty to Armor Class and damage reduction for 1d4 rounds.-cone. losing 5 feet of movement speed (cannot go below a movement of 5) for 1d4 rounds. this shout deals 2d6 points of ice damage to all creatures in a 10-ft. losing 10 feet of movement speed (cannot go below a movement of 5) for 1d4 rounds. this shout deals 4d6 points of ice damage to all creatures in a 20-ft. Krah (Su): At a cost of 2 MP. Krah.-cone. Creatures who do not make the saving throw. Creatures who did not make the saving throw. are dazed for 1d8 rounds.

the skald makes a bull rush attempt (which allows for an attack of opportunity). using his Charisma modifier instead of his Strength. using his Charisma modifier instead of his Strength. He gains a +4 bonus on the Bull Rush attempt. If a creature is in the way of the skald's whirlwind sprint.-cone away from the skald. Using this ability will provoke attacks of opportunity if moving through threatened spaces. Fus (Su): At a cost of 1 MP. Nah. gaining a bonus +2 for every 10 feet that the skald moves. Requirement: Wuld. If the attack hits. gaining a bonus +2 for every 10 feet that the skald moves. this shout pushes all creatures in a 10-ft.who stands in his path. this shout causes the skald to charge in a straight line for 15 feet. Requirement: Fus. Ro (Su): At a cost of 2 MP. this shout pushes all creatures in a 20-ft. he can start this performance as an immediate action (ending any other performances). and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. He gains a +6 bonus on the Bull Rush attempt. He gains temporary hit points equal to his Charisma modifier (if positive). the skald can make a free attack. This effect functions as a beastmaster's rage that lasts as long as the target can hear the skald’s performance. the skald can make a free attack. If at the end of the charge is a creature.-cone away from the skald. The skald does not provoke an attack of opportunity for the bull rush attempt. The skald makes a Bull Rush attempt on all creatures in the area of effect. The skald makes a Bull Rush attempt on all creatures in the area of effect. the skald deals an additional 6d6 points of damage. however. the skald roars his war-cries with each telling blow. The skald does not provoke an attack of opportunity for the bull rush attempt. Requirement: Fus. this shout causes the skald to charge in a straight line for 45 feet. If at the end of the charge is a creature. The skald makes a Bull Rush attempt on all creatures in the area of effect. If the attack hits. Dah (Su): At a cost of 3 MP. He gains a +2 bonus on the Bull Rush attempt. Kest (Su): At a cost of 3 MP.-cone away from the skald. this shout pushes all creatures in a 30-ft. Wuld (Su): At a cost of 1 MP. If at the end of the charge is a creature. Creatures who are bull rushed with this ability must make a Balance DC 20 skill check or fall prone. using his Charisma modifier instead of his Strength. the skald can induce a furious rage in one creature within 30 feet. Incite Rage (Su): At 4th level. The skald does not provoke an attack of opportunity for the bull rush attempt. the skald can make a free attack. carrying him in its wake with the speed of a tempest. Using this ability will provoke attacks of opportunity if moving through threatened spaces. These temporary hit points remain until the skaldends his performance.or anyone . If the attack hits. the skald makes a bull rush attempt (which allows for an attack of opportunity). If a creature is in the way of the skald's whirlwind sprint. Requirement: Wuld.Unrelenting Force: The skald's voice is raw power. Whirlwind Sprint: The skald's voice rushes forward. Ro. the skald makes a bull rush attempt (which allows for an attack of opportunity). Creatures who are bull rushed with this ability must make a Balance DC 15 skill check or fall prone. the skald deals an additional 4d6 points of damage. Nah (Su): At a cost of 2 MP. Inspiring Blow (Su): At 2nd level. gaining a bonus +2 for every 10 feet that the skald moves. If a creature is in the way of the skald's whirlwind sprint. the skald deals an additional 2d6 points of damage. this shout causes the skald to charge in a straight line for 30 feet. Using this ability will provoke attacks of opportunity if moving through threatened spaces. Page 268 of 519 . When he confirms a critical hit. pushing aside anything . Creatures who are bull rushed with this ability must make a Balance DC 10 skill check or fall prone.

this benefit stacks with any damage reduction class ability and lasts until the skald ends his performance. Profession (Wis). Perform (Cha). Craft (Int). His network of contacts tells him when a particularly valuable cargo is shipping out. and Use Rope (Dex). Skills: Pilot 8 ranks. Sense Motive (Wis). Navigation (Wis). force of arms. Navigation 4 ranks. He is known far and wide. His personality reflects this. Once he and his shipmates have overpowered the prize vessel’s crew. they liberate the cargo and make their escape. Limit Break Fearsome Reputation (+2) Rally the Crew +1 (1/day) or Sneak Attack (+1d6) Acrobatic Charge. Feats: Airship Operation Special: The character must own an airship worth at least 25. Athletics (Str). as long as he can freely operate it in the high skies. it will be remembered for eternity by the skalds that proceed him. This mind-affecting effect requires audible components. Pilot (Dex). Heroism (Ex): At 5th level.unwilling creatures can be affected if they fail a Will save (DC 10 + the skald's level + Charisma modifier). it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the skald continues performing. he swings aboard the target airship on a rope. Base Attack Bonus: +4. a character must fulfill all the following criteria. a god among men. Table 7-30: The Sky Pirate Base Fort Ref Level Attack Save Save Bonus st 1 +1 +0 +2 2nd +2 +0 +3 rd 3 +3 +1 +3 4th +4 +1 +4 Will Save +0 +0 +1 +1 Special Seamanship. The skald gains a +2 bonus to Charisma. Hit Die: d8. This mind-affecting ability requires audible components. The affected creature also gains DR 5/— (DR 10/— against nonlethal damage). The method of acquisition—purchase. Gather Information (Cha). and fear effects for one creature. Sky Pirate Thugs and cutthroats in every city lay claim to the title “sky pirate. Steady Stance Page 269 of 519 . Intimidate (Cha). Legacy (Ex): Also at 10th level. Appraise (Int). a skald can inspire a rapturous battle trance that suppresses pain.000 gil. or skullduggery—makes no difference. has mastered every aspect of larceny in the high skies. the skald's name is legend. In addition. Bluff (Cha). If the target has the rage class feature. A sky pirate. the skald gains an additional +2 to skill checks when using inspire competence. The skald cannot target himself with this ability. Success renders the target immune to this power for 24 hours. Battle Song (Su): At 6th level. the skald is completely immune to fear effects. War Chant (Ex): At 8th level. Search (Int). Alignment: Any nonlawful. Profession (sailor) 8 ranks. rapier in hand. he is a figure of destiny. stunning. After a flawless ambush. however. Skill Points at Each Level: 6 + Int modifier. Two-Weapon Fighting. Class Skills The sky pirate's class skills (and the key ability for each skill) are Acrobatics (Dex). a skald can affect all allies within 30 feet when using performance to incite rage.” but actually making a fortune through piracy is no easy task. Requirements To qualify to become a sky pirate. Perception (Wis).

but not with shields. For the duration of 1 round + 1 round per two sky pirate levels. This is a mind-affecting ability. A sky pirate’s actual activities or alignment need not match his reputation. he must choose whether to cultivate a reputation as an honorable pirate (avoiding undue bloodshed. Seamanship (Ex): A sky pirate adds his class levels as an insight bonus on all Profession (sailor) checks. a sky pirate has developed a reputation in the high skies. Two-Weapon Fighting: A sky pirate wearing cloth or leather armor is treated as having the Two-Weapon Fighting feat. and with the rapier. To be affected. Rally the Crew (Ex): Starting at 3rd level. a radical shift from his reputation might negate or even reverse that reputation at the DM’s option. Weapon and Armor Proficiency: Sky pirates are proficient with all simple weapons. a sky pirate gains other abilities at higher levels based on his chosen reputation. Sky Pirate King Class Features All of the following are class features of the sky pirate prestige class. An honorable sky pirate gains a +2 circumstance bonus on Diplomacy checks. while a dishonorable sky pirate gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level.5th 6th 7th 8th 9th 10th +5 +6 +7 +8 +9 +10 +1 +2 +2 +2 +3 +3 +4 +5 +5 +6 +6 +7 +1 +2 +2 +2 +3 +3 Luck of the Wind or Scourge of the Skies Fearsome Reputation (+4) Rally the Crew +2 (2/day) or Sneak Attack (+2d6) Skill Mastery Fight to the Death or Motivate the Scum Fearsome Reputation (+6). and the bonus increases to +2. Limit Break (Su): At 1st level. However. and saving throws as well as a +1 dodge bonus per two sky pirate levels to armor class. and the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners). At 7th level. In addition. Fearsome Reputation (Ex): By the time he attains 2nd level. At this point. even if the sky pirate moves out of range or loses consciousness. a sky pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the sky pirate’s reputation). an ally must be able to see or hear the sky pirate. encouraging allies to be more courageous and to fight better. Also. an 8th-level bard/3rd-level sky pirate would provide a +3 morale bonus on attack rolls and weapon damage rolls. Allies within sight or hearing of a sky pirate add an insight bonus equal to half this number on their Profession (sailor) checks. The effect requires a free action to activate and lasts for 1 minute per class level. honoring flags of truce. and light martial weapons. Sky pirates are proficient with cloth and leather armor. skill checks. a sky pirate can use this ability twice per day. Rallying Cry (Su): This Limit Break allows the sky pirate to make a loud shout. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. the sky pirate receives the Limit Break (Rallying Cry). all allies (including the sky pirate) is granted a morale bonus of +1 per two sky pirate levels to attack rolls. Page 270 of 519 . If a sky pirate has the inspire courage bardic performance ability. For example. an honorable sky pirate can inspire his allies (including himself) to great bravery in combat once per day. he can add the morale bonus gained from that ability to the morale bonus gained from this ability to determine the total morale bonus granted. even if he does not have the prerequisites for the feat.

the attempt affects all enemies within 30 feet who can see and hear him. Multiple uses of this ability don’t stack. if the slain individual is one of the sky pirate’s crew. Fight to the Death (Ex): At 9th level and higher. a dishonorable sky pirate can instill fear into his enemies. the bonuses on damage stack. Here are a few ideas that might be appropriate for your sky pirate’s personal code: Page 271 of 519 . Skill Mastery (Ex): At 8th level. to the extent that he can take 10 with them even under stress. leap down from a higher deck. Luck of the Wind (Ex): Once per day. Athletics. Depending on the circumstances. Scourge of the Skies (Ex): Starting at 5th level. skill check. ability check. and is treated as having the Diehard feat even if he doesn’t meet the prerequisites. Steady Stance (Ex): At 4th level and higher. The amount of extra damage dealt increases to 2d6 at 7th level. The Sky Pirate Code Most sky pirate codes share a number of elements regarding the proper “etiquette” of piracy.Sneak Attack (Ex): Beginning at 3rd level. even if it’s worse than the original roll. or saving throw. he might still need to make appropriate checks (such as Acrobatics. This extra damage applies to ranged attacks only if the target is within 30 feet. a dishonorable sky pirate of 9th level or higher can motivate his allies by killing a helpless individual. He has mastered the skills. and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). an honorable sky pirate can inspire his allies to carry on against tremendous odds. Treat this ability as the equivalent of the Leadership feat. If a dishonorable sky pirate gets a sneak attack bonus from another source (such as levels of thief). Sky Pirate King (Ex): A 10th-level sky pirate’s exploits have become so legendary that great numbers of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. This effect lasts for 24 hours. and he adds his class level as a bonus on Acrobatics or Athletics checks to remain balancing or climbing when he takes damage. Most dishonorable sky pirates don’t care whether the victim is a prisoner or one of their own crew. See the thief class feature for more information. Acrobatics and Athletics. but the allies also take a -2 penalty on Will saves for the duration of the effect. except that only followers (and no cohorts) are gained. or swing between two adjacent airships to get to his target. gains a dodge bonus to Armor Class equal to the sky pirate’s Charisma modifier (minimum +1). In fact. an honorable sky pirate of 5th level or higher can reroll any failed attack roll. a dishonorable sky pirate deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. He is not considered flat-footed while balancing or climbing. Each ally affected by the sky pirate’s rally the crew ability (see above) also gains temporary hit points equal to 10 + the sky pirate’s Charisma modifier (minimum +1). All allies of the sky pirate who see the act gain a +2 morale bonus on damage rolls. a sky pirate remains stable on his feet when others have difficulty standing. a sky pirate becomes supremely confident of his mobility. This is a mind-affecting ability. Motivate the Scum (Ex): Once per day. This ability enables him to charge across a cluttered airship’s deck. He must take the result of the reroll. Acrobatic Charge (Ex): A sky pirate of 4th level or higher can charge over difficult terrain that normally slows movement or through the squares occupied by allies blocking his path. or Use Rope checks) to successfully move the terrain. the morale bonus on damage rolls improves to +4. When the character uses Intimidate to demoralize foes. These effects are lost if the sky pirate loses consciousness.

Hit Die: d10. and plate). • Anyone who steals from a crewmate shall be marooned or run through. chain.) Soldier SOLDIERs are experimented warriors developed by the Shinra Corporation. • Everyone shall have a vote in major decisions. They are infused with Mako energy to become stronger and tougher. leather. Mako Perfection Class Features All of the following are class features of the soldier prestige class. Limit Break Mako Infusion Weapon Upgrade Mako Infusion Soldier (2nd Class). (The latter consequence is more appropriate for dishonorable sky pirates. and suffer other punishment as the captain deems fit. Requirements To qualify to become a soldier. but they will take no fewer than one and one-half shares. • Anyone who attempts to desert or keep any secret from the company shall be marooned with one bottle of water and one weapon. Weapon and Armor Proficiency: Soldiers are proficient with all simple and martial weapons. Mako Infusion. • Anyone who strikes another among the crew shall receive forty lashes across his back. and Ride (Dex). and master carpenter. Weapon Upgrade. • Booty will be shared out as follows: one share to each among the crew. master engineer. one and one-half shares each to the first mate. Base Attack Bonus: +7 Feats: Monkey Grip.) • Everyone shall have a share of captured food and drink. Athletics (Str). Page 272 of 519 . and shields. Weapon Focus Special: Must be hired by the Shinra Corporation. all types of armor (cloth. Skill Points at Each Level: 2 + Int modifier. Class Skills The soldier's class skills (and the key ability for each skill) are Acrobatics (Dex). Handle Animal (Cha). Weapon Upgrade Mako Infusion Weapon Upgrade Mako Infusion Weapon Upgrade Soldier (1st Class). (Some honorable captains might accept a smaller share. Table 7-31: The Soldier Base Fort Ref Level Attack Save Save Bonus 1st +1 +2 +0 nd 2 +2 +3 +0 rd 3 +3 +3 +1 4th +4 +4 +1 th 5 +5 +4 +1 6th +6 +5 +2 th 7 +7 +5 +2 8th +8 +6 +2 th 9 +9 +6 +3 th 10 +10 +7 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Soldier (3rd Class).• Everyone shall obey all orders. Concentration (Con).) • Anyone not keeping his weapons clean and fit for an engagement shall be cut off from his share. but are slightly weakened in other aspects by the Mako poisoning. a character must fulfill all the following criteria. Intimidate (Cha). and two shares to the captain. (This point is not necessarily limited to honorable sky pirates.

the soldier may take two materias of any sort (common or uncommon only). a soldier can use the mako energy inside him to great effect. a character must fulfill all the following criteria. Wisdom. upon GM’s discretion) is available to the soldier freely. Soldiers of 3rd Class work closely with a chosen Soldier of 1st Class. Class Skills The time mage's class skills (and the key ability for each skill) are Concentration (Con). Knowledge (arcana) (Int). The soldier receives two stat points permanently to either Strength. All utilities paid and receive a pay of 1.Limit Break (Su): At 1st level. Spells: Able to cast Haste or Slow spell. Craft (Int). Requirements To qualify to become a time mage. Hit Die: d4. Soldiers’ pay increases to 3. Protect III. A Reflex save (DC 10 + soldier level + Strength modifier) halves this damage. the soldier becomes fatigued (or exhausted if the soldier is already fatigued). or Constitution but loses a stat point in either Intelligence. If the weapon isn’t a huge weapon. Blade Beam (Su): This Limit Break allows the soldier to make waves of powerful energy fly out of his sword and collide with an enemy up to 60 feet away for 2d6 points of damage per soldier level which then explodes out in a cone for an additional 30 feet for half damage. Feats: Quicken Spell.000 gil a month. but their slender selection of arcane manipulations pale in comparison to what a Time Mage can do by altering the fabric of the time stream. Time Mage The control of time is something few can hope to obtain. the soldier receives an infusion of mako energy. Profession (Wis). The soldier is affected by spells of Haste. Page 273 of 519 . In addition to the equipment list. Soldier (1st Class): Soldiers of 1st Class are appointed two Soldiers of 3rd Class who work closely with them. or Charisma due to Mako poisoning. Soldier (2nd Class): Soldiers of 2nd Class receive their own apartment paid by the Shinra Corporation. Soldiers’ pay increases to 5. and Shell III for 1 round per soldier level. the soldier’s weapon is upgraded by a +1 mastercrafted bonus and receives an additional +1 every other level to a maximum of +5. He can use this ability a number of times per day equal to 3 + his Constitution modifier. When the effects end. Soldiers of 2nd Class are no longer working with the Soldiers of 1st Class so that they may work missions personally. it is rebuilt as one to utilize the soldier’s monkey grip feat. Soldier (3rd Class): Soldiers of 3rd Class receive their own room and board within the barracks. In addition to the equipment list. Anything in the equipment list (within reason. Dexterity. Mako Perfection (Su): At 10th level. the soldier may take one materia of any sort (common only). Weapon Upgrade: Upon reaching 1st level of the soldier class. and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Skills: Knowledge (arcane) 8 ranks. Decipher Script (Int).000 gil a month. Mages touch this strange and fragile art in a few of their spells.000 gil a month. the soldier receives a Limit Break (Blade Beam). Mako Infusion: Beginning of 2nd level and every other level thereafter.

He does not. he must decide to which class to add each level for the purpose of determining MP per day and spells known. the time mage receives the Limit Break (Temporal Stasis). the time mage cannot perform any action except watch the time go by. This ability is a swift action that can be activated for a duration equal to the time mage’s constitution score. a time mage is able to speed his internal processes to a remarkable rate. He is also unaffected by any spells or effects while in temporal stasis. Immunity to Stop. MP per Day / Spells Known: At each level except 5th and 10th. Quickening (Su): Also at 1st level. +1 level to existing spell-casting class Foresight +3 +4 +4 +5 +2 +2 +3 +3 +2 +2 +3 +3 +5 +6 +6 +7 Class Features All of the following are class features of the time mage prestige class. +1 level to existing spell-casting class Temporal Attunement Temporal Precognition (+2). Limit Break (Su): At 1st level. Limit Break. +1 level to existing spell-casting class Improved Initiative. the time mage suffers 2 points of non-lethal damage due to the strain to his body. Weapon and Armor Proficiency: Time mages gain no proficiency with any weapon or armor. Temporal Stasis (Su): This Limit Break allows the time mage to escape into a temporal stasis where he phases from normal time for a duration of 1 round + 1 round per two time mage levels. +1 level to existing spell-casting class Temporal Precognition (+1). The time mage is considered to have Haste (as the spell) cast upon himself until canceled. however. +1 level to existing spell-casting class Temporal Precognition (+3). +1 level to existing spellcasting class Flash Cast (3/day). While in this stasis. Immunity to Countdown. gain any other benefit a character of this class would have gained. Immunity to Slow. +1 level to existing spell-casting class Temporal Hiccup (3/day).Table 7-32: The Time Mage Base Fort Reflex Level Attack Save Save Bonus st 1 +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +0 +1 +1 +1 +2 +0 +1 +1 +1 +2 Will Save +2 +3 +3 +4 +4 +5 Special Quickening. Enemies and allies alike cannot perceive or detect him. Page 274 of 519 . a time mage gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. If he had more than one spell-casting class before becoming a time mage. For each round the Quickening is in effect. The time mage can cancel his Limit Break before the duration ends. +1 level to existing spellcasting class Timeless Body.

A time mage can use this ability up to 3 times per day as a swift action. If the time mage already has Improved Initiative. The time mage is never surprised or flat-footed. a time mage is able to manipulate time with spells or effects in relation to himself. Foresight (Su): At 10th level. a time mage harnesses temporal energy to accelerate his spells quickly. jump right. Timeless Body (Ex): At 7th level. and cannot be magically aged. or saving throw).. remain in place. the time mage is granted a powerful temporal sixth sense in relation to himself. he gains +2 additional bonus to Initiative. skill checks. Page 275 of 519 . a time mage’s power of time makes him immune to Slow status effect. He gains Improved Initiative as a bonus feat. the time mage receives instantaneous warnings of impending danger or harm. This insight bonus is lost whenever the time mage would lose a Dexterity bonus to AC. Once the ability is used. close the eyes. a time mage’s superior manipulation of time makes him immune to Countdown spells and effects.Improved Initiative: At 2nd level. the time mage gains the ability to see small instances of the future. the ability gives the time mage a general idea of what action the character might take to best protect him or herself (duck. He no longer takes ability score penalties for aging. At the beginning of each round. Any penalties he may have already incurred. the time mage learns how to halt his physical aging processes. A time mage can only attune himself to one spell or effect per round as a swift action. or saving throws. Temporal Hiccup (Su): At 4th level. a time mage is able to cause a temporal “hiccup” to reroll a single action (e. Bonuses still accrue. skill check. the time mage begins to become attuned to the temporal energies that he manipulates. and so on) and gives the time mage a +2 insight bonus to AC and to Reflex saves. Any spells or effects with a duration can be halved or doubled. Immunity to Stop (Ex): At 9th level. Flash Cast (Su): Beginning at 8th level. Immunity to Countdown (Ex): At 6th level. Immunity to Slow (Ex): Also at 3rd level.g. Temporal Precognition (Su): At 3rd level. Temporal Attunement (Su): At 5th level. he can choose where to apply his insight bonus to. A time mage must know or identify the spell or effect being cast upon him. and gains a +1 insight bonus on attack rolls. This can also be used with the Quickening ability. and at 9th level to +3. In addition. a time mage’s mastery of time makes him immune to Stop status effect. but the time mage still dies of old age when his time is up. and this bonus applies to any actions related to his choice until the end of the round. A time mage can use Quicken Spell (as the feat) with any spell without paying the additional MP up to 3 times per day. however. This insight bonus increases at 6th level to +2. attack roll.

E. Spell casting and song performing works in the same way that it does in the D&D PHB. white magic spells and bard songs are the six schools of magic. information about what happens when magical effects combine. and there are no counterspells. MAGIC Spells are manifestations of magic. A caster has no limit on the amount of spells he or she may know. a 9th level spell will be 9 MP to cast or a 5th level song will be 5 MP to perform. Otherwise. the spell system is very similar to D&D with a few changes. as all casters can cast any spell they know at will. The cost for Spells and Songs are calculated as such: Spell/Song level x 1 MP. All spells are subject to spell resistance. Leather. but all spells/songs suffer spell failure from armor and all spells/songs cost magic points rather than number of spells/songs per day. Healing magic is not subject to spell resistance unless used offensively against the undead. These schools represent the different ways that spells/songs take effect. chain. (I. some of which are magical. red magic. blue magic. Both mages and bards get additional magic points for high attributes. No spells require material components or foci. necromancer. Magic points (MP) are used to fuel spells and songs. The rules for concentration and spell interruption are the same. and plate armor adds a spell failure chance.) Page 276 of 519 . a character may meditate for 30 minutes to restore his or her daily allotment of magic points.CHAPTER 8: MAGIC Cutting across the categories of black magic. and an explanation of the differences between the kinds of special abilities. All spells are cast by using specific gestures and words of power. After at least 8 hours of rest. an extensive discussion of how spells work. This chapter provides an overview of the spell description format. Casters need not prepare spells. The requirements for casing a spell are listed on the corresponding class pages.

Red Magic Red magic blends the healing and protection of white magic and the elemental destruction of black magic as well as adding its own particular enhancing red magic to make the red mage an extremely versatile mage. A 10th level Black Mage can spend up to 5 MP on a single spell. drains a creature’s attributes. In order to apply a metamagic feat to a spell. and deals a potent amount of dark magic. it will increase the MP cost. Songs provide a variety of effects to enhance allies and enfeeble enemies. (I. With few exceptions. Red magic blends some of black and white magic as well as its own particular blend to enhance the capabilities of the red mage. Necromancer Necromancer spells has the power over death. provided you are capable of casting spells of that level or higher. Black Magic Black magic is almost exclusively offensive. but it has its share of enfeebling magic and a small dab of direct damage as well. CHOOSING A SPELL First you must choose which spell to cast.) Metamagic Feats: Metamagic feats are applied spontaneously and do not increase the casting time of the spell. you must be able to speak and gesture.E. Skilled mages seek out their foes' elemental weaknesses. Additionally. It relies on creatures with supernatural and spell-like abilities to copy from them and make it their own. White magic mostly focuses on healing others and restoring life. Blue magic uses the ability of creatures into spells to cast.) Page 277 of 519 . (See below for details. Perform song magic requires the bard to make Perform skill checks successfully and also spend MP to perform his magic. MAGIC TYPES Magic is divided into six types: black magic. Necromancer spells inflicts status effects and deals shadow damage. and adapt their magic to strike with precision. and is practiced by black mages. Depending on the creatures the blue mage learns from. You can select any spell you know. Black magic grants a mage the power to inflict chaos upon creation. red magic. Song magic provides a variety of effects to enhance allies and enfeeble enemies. while white magic brings order to creation. Song Magic Song magic is how bards utilize their songcraft. blue magic. It often inflicts status effects. song magic.The maximum MP a mage/bard can spend on spells/songs using feats is their caster level divided in half. White Magic White magic is primarily defensive. necromancer spells can restore life as well. Blue Magic Blue magic has a variety of different types of spells. you must concentrate to cast a spell—and it’s hard to concentrate in the head of battle. white magic. rounded up. they have a terrifying variety of spells to utilize. White magic is practiced by white mages. To cast a spell. necromancer. the caster must be able to spend MP at the increased cost of the spell. however. these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. As mastery over death.

If you fail the check. you must make a Concentration check (DC 15 + the level of the spell you’re casting) or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast. Violent Motion: If you are on a galloping chocobo. then the damage is over. or being tossed roughly about in a similar fashion. you must make a DC 15 Concentration check to cast the spell. In either case. below-decks in a storm-tossed ship. For a spell with no saving throw. Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity. If something interrupts your concentration while you’re casting. you must make a Concentration check or lose the spell. on a small boat in rough water. Spell: If you are affected by a spell while attempting to cast a spell of your own. you must make a Concentration check (DC 10 + the level of the spell you’re casting) or lose the spell. Injury: Getting hurt or being affected by hostile magic while trying to cast a spell can break your concentration and ruin the spell. If you are in wind-driven hail. the DC is 10 + points of damage + the level of the spell you’re casting. taking a very rough ride in a wagon. half the damage is considered to take place while you are casting a spell. you must make a Concentration check (DC 20 + the level of the spell you’re casting) or lose the spell.) If you fail the check. You lose the spell if you fail. on a small boat in rapids or in a storm. dust. which for most spellcasting characters is equal to your class level in the class you’re using to cast the spell. you must concentrate. such as from Poison. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack. If you are taking continuous damage.CONCENTRATION To cast a spell. you must make a Concentration check or lose the spell you are casting. you lose the spell without effect. you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you are in a high wind carrying blinding rain or sleet. Grappling or Pinned: When being grappled or pinned. it’s the DC that the spell’s saving throw would have if a save were allowed. CASTER LEVEL A spell’s power often depends on its caster level. or simply being jostled in a similar fashion. on deck in a storm-tossed airship. For example. a fira spell deals 1d4 points of damage per caster Page 278 of 519 . If the spell interferes with you or distracts you in some other way. the higher the DC is (More powerful spells require more mental effort. Entangled: If you want to cast a spell while entangled in a net or while you’re affected by a spell with similar effects. Vigorous Motion: If you are riding on a moving mount. You must make a Concentration check (DC 15 + the level of the spell you’re casting) to succeed. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell you’re casting). you lose the spell if you fail the Concentration check. You lose the spell if you fail. If the spell affecting you deals damage. such as a readied action). the DC is 10 + the level of the spell you’re casting. or debris. you lose the spell just as if you had cast it to no effect. Violent Weather: You must make a Concentration check if you try to cast a spell in violent weather. If while trying to cast a spell you take damage. taking a bouncy ride in a wagon. and it does not distract you. you need to dodge and weave. the DC is 5 + the level of the spell you’re casting. If the last damage dealt was the last damage that the effect could deal (such as the last round of a Poison spell). the DC is the spell’s saving throw DC + the level of the spell you’re casting.

The Elements Magic damage is almost always associated with an element. which is weak to earth.level (to a maximum of 10d4). Non-elemental damage is equivalent to force damage and nothing can be weak or resist it. Bonus Types: Many spells give their subjects bonuses to ability scores. and all level-dependent features must be based on the same caster level. but the caster level you choose must be high enough for you to cast the spell in question. Armor Class. and racial bonuses. which makes attacks veer off. For instance. Usually. See image below for a better understanding. and he can’t cast the fira spell with a caster level lower than 6th (the minimum level required for a black mage to cast fira). at 10th level. area. Physical damage is done by weapons unless otherwise noted. For example. and whether those creatures have made successful saving throws (if any were allowed). Wind is weak to ice. vanish is dispelled if you attack anyone or anything while under its effects. and other attributes. Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components. THE SPELL’S RESULT Once you know which creatures (or objects or areas) are affected. SPELL FAILURE If you ever try to cast a spell in conditions where the characteristics of the spell (range. All offensive combat actions. or the like) cannot be made to conform. attacks. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. If he wishes. only the better bonus works. protect grants a deflection bonus to AC. Attacks: Some spell descriptions refer to attacking. a black mage can cast a fira spell to a range of 800 feet for 10d4 points of damage. so a 10th-level black mage can cast a more powerful fira spell than a 5th-level black mage can. but he must reduce the range according to the selected caster level. which is strong against lightning. which is weak to wind. that adjustment applies not only to effects based on caster level (such as range. Page 279 of 519 . For example. which is strong against ice. duration. you can apply whatever results a spell entails. the casting fails and the spell is wasted. which is weak to water. All spells that opponents resist with saving throws. The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one. which is weak to fire. he can cast a fira spell that deals less damage by casting the spell at a lower caster level. With the exception of dodge bonuses. which is strong against fire. which is strong against water. and damage dealt) but also to your caster level check to overcome your target’s spell resistance. The general rule of the elements is this: wind is strong against earth. that deal damage. Certain other special spell features are found across spell schools. SPECIAL SPELL EFFECTS Many special spell effects are handled according to the school of the spells in question. or that otherwise harm or hamper subjects are attacks. even those that don’t damage opponents (such as disarm and bull rush) are considered attacks. which is strong against wind. Shadow and holy are both strong against each other and weak to each other. In the event that a class feature or other special ability provides an adjustment to your caster level. which is weak to lightning. a bonus has a type that indicates how the spell grants the bonus. You can cast a spell at a lower caster level than normal. most circumstance bonuses.

5x the normal damage. Absorption Some creatures are healed by damage of a particular element. the creature would only take 3 points of fire damage. In this case. the undead are healed by shadow damage. he gets a +2 bonus on his caster level check. elemental resistance reduces damage by the number and element the creature has. When a spell of the appropriate element is cast upon the creature and forces a saving throw. Immunity Some creatures are immune to specific elements. A spellcaster casting a spell of an element that a creature with elemental resistance is weak to. All spells of the chosen element have no effect whatsoever on a creature immune to that element. Strong If a creature is struck by elemental damage it is resistant to.Weakness If a creature is struck by elemental damage of an element it is weak to. Elemental Resistance Different from spell resistance. minimum 1). if a creature with 5 Elemental (Fire) resistance was struck by a Fire II spell for 8 points of fire damage. HARMFUL STATUS EFFECTS Page 280 of 519 . For example. they are immune to non-damaging effects of spells of the appropriate element. it takes 1. and are instead healed when a spell of the element would normally deal damage (for an equal amount). it instead takes half that much damage (rounded down. For example. the creature suffers a -2 penalty on the saving throw. Creatures get a +2 bonus to saving throws against spells of an element they are resistant to.

71-100. A diseased creature cannot be cured of wounds or healed of any other means until the disease is cured. Any confused character that is attacked automatically attacks its attackers on its next turn. or even an attack. The subject cannot use any Charisma-. A disabled creature can take no actions. flee away from caster at top possible speed. Attackers are not at any special advantage when attacking a confused character. moves at half speed.and Dexterity-based skill checks. It can be cured with a Remedy or by Esuna spell. or spell completion to function. attack caster with melee or ranged weapons (or close with caster if attack is not possible).Harmful status effects occur during combat from a certain spell or an item. A confused character’s actions are determined by rolling percentage at the beginning of his turn: 01-10. or any abilities that require patience or concentration. Petrify: This status effect causes the character to turned to stone and is considered unconscious. Dexterity-. Page 281 of 519 . All opponents are considered to have total concealment (50% miss chance) to the blinded character. do nothing but babble incoherently. the Concentration skill. but has no penalty to AC. The character retains his hit points but his size becomes tiny and he is unable to do anything for the duration other than hop around. Escape Artist. and takes a -4 penalty on Search checks and on most Strength. a spell trigger (such as a materia). Doom: This status effect causes a countdown to start whereupon the character inflicted dies if not cured of this status effect. If a petrified character cracks or breaks. An immobilized creature cannot move. or even the entire party itself. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. Berserk: This status effect causes the character to fly into a rage attacking the nearest creature. Curse: This status effect causes the creature to be unable to perform a Limit Break. Intimidate. and metamagic feats.) provided he can do those actions not requiring him to move and has no penalty to AC. he is unharmed. cast. Blind: This status effect disables the character’s ability to use his sight. 51-70. A confused character that can’t carry out the indicated action does nothing but babble incoherently. A miniaturize creature’s damage only does 10% of its total damage it can dish out. act normally. as long as it is still confused when its turn comes. These status effects change the "status" of a party member. Confuse: This status effect causes the character to do random actions. etc. loses his Dexterity bonus to AC (if any). Disable: This status effect causes the creature to be unable to act normally. He takes a -2 penalty to Armor Class. The usual duration is 2d4 rounds. but may do other actions (attack. He can use any feat he has except Combat Expertise. item creation feats. 11-20. but the broken pieces are joined with the body as he returns to flesh. attack nearest creature. A confused character does not make attacks of opportunity against any creature that is not already devoted to attacking (either because of its recent action or because it has just been attacked). or Intelligence-based skills (except for Acrobatics. Frog: This status effect causes the character to be turned into a frog. Mini: This status effect causes the creature to shrink to 10% of its total size. 21-50. nor can he cast spells or activate magic items that require a command word. and Ride). Immobilize: This status effect causes the creature to be unable to move normally. Disease: This status effect cripples the character’s ability to heal and be healed.

but immune to death spells and effects. Reflect does not discriminate against helpful and harmful spells. Slow counters and dispels haste. armor class. or party. but this causes the effective Caster Level of that spell to be reduced to half (rounded down). Zombie: This status effect causes the character to have their type changed to [Undead]. Silence: This status effect causes the character to be unable to cast spells or perform songs. and an extra attack if the subject uses a full-attack option. These often grant bonuses to stats. when enhancing spells are cast upon the individual. Sap: This status effect is similar to the Poison status effect except it can’t be cured by normal spells except Esuna. All targetted spells are affected by Reflect unless they specifically state otherwise--including benign or beneficial spells such as Cure or Protect. Sleep: This status effect causes the character to fall into a magical slumber. the spell pierces the barrier. Additionally. and saving throws as well as other miscellaneous effects. Spells and spelllike effects targeted on you are turned back upon the original caster. but without any of the benefits of that type. Area of effect spells and effects are not reflected. the body is likewise incomplete and the DM must assign some amount of permanent hit point loss and/or debilitation. Stop: This status effect is similar to the Disable status effect except that the character is considered helpless. Regen: This status effect grants the character Fast Healing depending on the Regen or Renew spell used. +30 foot movement. A silenced character cannot cast any spells nor perform any songs until he is cured of this status effect. AC. Those inflicted are now damaged by healing spells and effects. usually. Haste: This status effect grants the character a +1 bonus to Attack rolls. Only spell not affected is the Dispel spell. and is then discharged. If a target with Reflect status becomes the target of a reflected spell. which affects the creature’s jumping distance as normal for decreased speed. +1 bonus to Reflex saves. but not both (nor may it take full-round actions). Protect: This status effect grants the character a deflection bonus to armor class depending on the Protect or Protectra spell used. Reraise: This status effect raises the character from death to 1 HP if the character dies while this status is in Page 282 of 519 . Slow: This status effect causes the character to move and attack at a drastically slowed rate. Poison: This status effect causes the character to take 1d6 points of non-elemental damage per round. A spell may only be reflected once. Multiple slow effects don’t stack. Only spells that specifically target you are reflected. and Reflex saves.If the character’s petrified body is incomplete when it returns to flesh. A slowed creature can take only a single move action or standard action each turn. BENEFICIAL STATUS EFFECTS Beneficial status effects occur. A poisoned character takes damage per round until the duration ends or until cured. He is considered helpless and can be only awoken by shaking him awake. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). it takes a –1 penalty on attack rolls. Reflect: This status effect grants the character a barrier that deflects the next spell targeted at the affected individual back at its caster.

Black mages specialize in elemental magic. Elemental Elemental magic focuses on damaging opponents with the elemental power of earth. Shell: This status effect grants the character a morale bonus to saving throws versus spells depending on the Shell or Shellra spell used. lightning. fire. that define the spell’s relative power. A spell’s level affects the DC for any save allowed against the effect. or wind. water. ice. ice. White mages specialize in healing magic. when applicable. Healing Healing magic is used to heal wounds or cure negative status effects. Light Light magic is always of the holy element. and wind. Black mages are exceedingly adept with enfeebling magic. Black mages are masters of dark magic. School Beneath the spell name is a line giving the school of magic that the spell belongs to. a number between 1 and 9 (for spells). Page 283 of 519 . A small number of spells are non-elemental. The descriptors are earth.effect. Light magic smites the wicked with holy power. [Descriptor] Appearing on the same line as the school. Almost every spell belongs to one of six schools of magic. Dark Dark magic is always of the shadow element. Enfeebling Enfeebling magic cripples opponents by reducing their ability to do battle. a number between 1 and 5 (for songs). White mages are especially proficient with light magic. dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. A school of magic is a group of related spells that work in similar ways. belonging to no school. lightning. is a descriptor that further categorizes the spell with the Elemental school. Healing magic causes damage to the undead. Rather than directly damaging opponents like elemental magic. White mages are experts of enhancing magic. but usually in a less direct method than elemental magic. LEVEL The next line of a spell description gives the spell’s level. SPELL DESCRIPTIONS Name The first line of every spell description gives the name by which the spell is generally known. This number is preceded by the name of the class whose members can cast the spell or perform the song. water. Enhancing Enhancing magic boosts the fighting ability of allies. fire.

As with a ranged weapon. You must be able to see or touch the target. Personal: The spell affects only you. have a target or targets. Page 284 of 519 . but a character who is conscious but immobile or helpless (such as one who is bound. as well as the maximum distance at which you can designate the spell’s point of origin. The Saving Throw and Spell Resistance lines are omitted from such spells. that area is wasted. 35 feet at 4th caster level. You don’t have to see the creature you’re trying to hit. If any portion of the spell’s area would extend beyond this range. can block your line of sight or provide cover for the creature you’re aiming at. as appropriate. and so on). A touch spell that deals damage can score a critical hit just as a weapon can. For example. cowering. such as blind. You make all pertinent decisions about a spell (range. though typically you make a ranged touch attack rather than a normal ranged attack. RANGE A spell’s range indicates how far from you it can reach. pinned. However.CASTING TIME Most spells have a casting time of 1 standard action. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Others take 1 round or more. You cast these spells on creatures or objects. and spell resistance does not apply. Some spells restrict you to willing targets only. The maximum range increases by 5 feet for every two full caster levels (30 feet at 2nd caster level. Long: The spell reaches as far as 400 feet + 40 feet per caster level. or its area. Unconscious creatures are automatically considered willing. Target or Targets: Some spells. The next entry in a spell description defines the spell’s target (or targets). You aim a ray as if using a ranged weapon. target. Intervening creatures and obstacles. you do not have to select your target until you finish casting the spell. grappling. fire spell). its effect. or stunned) is not automatically willing. you do not receive a saving throw. A touch spell threatens a critical hit on a natural roll of 20 and deals maximum damage on a successful critical hit. area. Medium: The spell reaches as far as 100 feet + 10 feet per caster level. depending on the type of spell. however. effect. Touch: You must touch a creature or object to affect it. Standard ranges include the following. A spell’s range is the maximum distance from you that the spell’s effect can occur. as defined in the Range entry of the spell description. Close: The spell reaches as far as 25 feet away from you. paralyzed. AIMING A SPELL You must make some choice about whom the spell is to affect or where the effect is to originate. you can’t fire a Fire spell into a group of bandits with the instruction to strike “the leader.” To strike the leader. you must be able to identify and see the leader (or guess which is the leader and get lucky). Effect: Some effects are rays (for example. If the target of a spell is yourself (the spell description has a line that reads Target: You). as defined by the spell itself. as you do with a targeted spell. and so forth) when the spell comes into play. you can fire into the dark or at an invisible creature and hope you hit something. and you must specifically choose that target. just a range expressed in feet. Range Expressed in Feet: Some spells have no standard range category.

Spread: Some effects spread out from a point of origin. the spell bursts in all four directions. you can score a critical hit just as if it were a weapon. do not trace diagonals across corners. its effects don’t extend around corners). but usually an area falls into one of the categories defined below. Sometimes a spell description specifies a specially defined area. You can count diagonally across a square. you count from intersection to intersection. If a spell’s duration is variable (condemn. The only difference is that instead of counting from the center of one square to the center of the next. When determining distance for spread effects. Example: firaga. You select the point of origin. Example: thundaga. though the consequences might be long-lasting. but remember that every second diagonal counts as 2 squares of distance. In each case. Figure distance by actual distance traveled. When determining whether a given creature is within the area of a spell. if you can designate a four-way intersection of corridors to be the point of origin of a scourge spell. This means the spell is vulnerable to dispel magic. Burst or Spread: Most spells that affect an area function as a burst. The effect can extend around corners and into areas that you can’t see. Regardless of the shape of the area. possibly catching creatures that you can’t see because they’re around the corner from you but not from the point of origin. For example. but the healing it bestows never runs out or goes away. however. Page 285 of 519 . Area: Some spells affect an area. the magic goes away and the spell ends. Figure the area the spell effect fills by taking into account any turns the spell effect takes. You must designate the point of origin for such an effect. Example: arisega. taking into account turns the spell effect takes. but otherwise you don’t control which creatures or objects the spell affects. For instance. you select the point where the spell originates. The default shape for a burst effect is a sphere. When the time is up. A spread spell spreads out like a burst but can turn corners. not through them. an emanation.If a ray spell deals damage. Permanent: The energy remains as long as the effect does. DURATION A spell’s Duration entry tells you how long the magical energy of the spell lasts. Instantaneous: The spell energy comes and goes the instant the spell is cast. you select the spell’s point of origin and measure its effect from that point. but some burst spells are specifically described as cone-shaped. A ray spell threatens a critical hit on a natural roll of 20 and deals maximum damage on a successful critical hit. a cure light wounds spell lasts only an instant. and the spell spreads out a given distance in all directions. or some other increment. It can’t affect creatures with total cover from its point of origin (in other words. count around walls. but you need not have line of effect (see below) to all portions of the effect. even including creatures that you can’t see. which must be a grid intersection. anything within that square is within the spell’s area. As with movement. hours. A burst’s area defines how far from the point of origin the spell’s effect extends. A burst spell affects whatever it catches in its area. count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. for example) the DM rolls it secretly. If the spell’s area only touches the near edge of a square. Example: statue. Timed Durations: Many durations are measured in rounds. or a spread. If the far edge of a square is within the spell’s area. minutes. anything within that square is unaffected by the spell. The point of origin of a spell is always a grid intersection.

you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the Page 286 of 519 . if you secretly cast charm person on a creature and its saving throw succeeds. Dismissing a spell is a standard action that does not provoke attacks of opportunity. Touch Spells and Holding the Charge: In most cases. but cannot deduce the exact nature of the attack. Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle. Partial: The spell causes an effect on its subject. the result travels with the subjects for the spell’s duration. If the spell affects an area. (D) Dismissible: If the Duration line ends with “(D). Effects. and Areas: If the spell affects creatures directly (for example. such as charm. as silencega does. not harmful. you can hold the charge (postpone the discharge of the spell) indefinitely. the effect lasts for the duration. You must be within range of the spell’s effect and must speak words of dismissal. such as death. it knows that someone used magic against it. None: No saving throw is allowed. SAVING THROW Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure. the touch spell dissipates. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed). or Wisdom for a white mage and red mages). If the spell creates an effect. You do not sense when creatures succeed on saves against effect and area spells.Subjects. Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. (harmless): The spell is usually beneficial.” you can dismiss the spell at will. and a successful saving throw halves the damage taken (round down). red mage. but a targeted creature can attempt a saving throw if it desires. Even a character with a special resistance to magic can suppress this quality. Half: The spell deals damage. then the spell stays with that area for its duration. SPELL RESISTANCE Spell resistance is a special defensive ability. and blue mage. if a creature’s saving throw succeeds against a targeted spell. Saving Throw Difficulty Class: A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a black mage. you sense that the spell has failed. A natural 20 (the d20 comes up 20) is always a success. if you don’t discharge a touch spell on the round you cast it. but it can’t tell what you were trying to do. If you cast another spell. charm). You can make touch attacks round after round. If your spell is being resisted by a creature with spell resistance. Charisma for a bard. Likewise. which are usually a modified form of the spell’s verbal component. For example. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave. Negates: The spell has no effect on a subject that makes a successful saving throw.

" this is where the explanation is found. you do not need to make the caster level check described above. The defender’s spell resistance is like an Armor Class against magical attacks. If the spell you’re reading about is based on another spell.) Only information about a spell elsewhere in the spell chain that is different from the base spell is covered in the spell being described. Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. cure is the spell upon which all other cure spells are based. DESCRIPTIVE TEXT This portion of a spell description details what the spell does and how it works.spell to affect that creature. not when a resistant creature encounters a spell that is already in place. CHAPTER 9: SPELLS & SONGS This chapter begins with the spell lists of the spellcasting classes and the song list for bards. and white mage classes) to this caster level check. In many cases. bard song list and the spell descriptions that follow them. Creatures with Hit Dice only from their race. blue mage. Page 287 of 519 . Include any adjustments to your caster level (such as from magery ability bonuses from the black mage. Spell Chains: Some spells reference other spells that they are based upon. (For instance. have character levels equal to their Hit Dice. you might have to refer to a different spell for the "see text" information. Spell description entries and descriptive text that are the same as the base spell are not repeated. The remainder of the chapter contains spell descriptions in alphabetical order by spell name followed by the bard song descriptions. If one of the previous entries in the description included "see text. red mage. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. Order of Presentation: In the spell lists. spell resistance applies only when a resistant creature is targeted by the spell. The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. not from classes. In such a case. The term “harmless” means the same thing for spell resistance as it does for saving throws. the spells are presented in alphabetical order by name followed by the bard song descriptions.

Water: Ranged touch that deals 1d6 points of water damage + casting modifier + 1 per level (max of +5).Caster Level: A spell’s power often depends on caster level. Water Blast: A blast of water pushes the target back. Stone: Ranged touch that deals 1d6 points of earth damage + casting modifier + 1 per level (max of +5). Sleep: Target is inflicted with Sleep status. Dark: Ranged touch that deals 1d6 points of shadow damage + casting modifier + 1 per level (max of +5). Blast: Target is knockback 5 feet and has a chance to fall prone.-radius take 2d6 points of fire damage.-cone burst. Blind: Target is inflicted with Blind status. or stunned). Creatures: The word “creature” is used synonymously in the spell descriptions. Wind Armor: Subject is surrounded by a field of wind. Fire: Ranged touch that deals 1d6 points of fire damage + casting modifier + 1 per level (max of +5). invisible. incorporeal. Dark II: Ranged touch that deals 3d6 points of shadow damage + casting modifier + 2 per level (max of +10). The word “level” in the spell lists that follow always refers to caster level. Blizzard: Ranged touch that deals 1d6 points of ice damage + casting modifier + 1 per level (max of +5). Blast II: Target is knockback 10 feet and has a chance to fall prone. 2ND-LEVEL BLACK MAGE SPELLS Aero II: Ranged touch that deals 3d6 points of wind damage + casting modifier + 2 per level (max of +10). refer to the glossary for details of how that condition affects the subject. Engulf: Target takes 1d6 points of water damage per round until freed. Page 288 of 519 . Detonate: Target and creatures within a 5-ft.-radius. Obscure: Target radiates darkness out to a 10-ft. Stone Fist: Caster transforms his hands into living stone and able to deal lethal unarmed strikes. Entomb: Target takes 1d6 points of earth damage per round until freed. Air Bubble: Provides breathable air for one creature. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. Endure Elements: Subject is protected from hot and cold environments. providing a +4 armor bonus to AC. Flame Breath: Caster breathes a cone of fire in 15-ft. BLACK MAGE SPELL LIST 1ST-LEVEL BLACK MAGE SPELLS Aero: Ranged touch that deals 1d6 points of wind damage + casting modifier + 1 per level (max of +5). which is defined as the caster’s class level for the purpose of casting a particular spell. Enfeeblement: Target takes a 1d6 Strength penalty + 1 per two levels. Mount: Summons a yellow chocobo to serve the caster as a mount. Thunder: Ranged touch that deals 1d6 points of lightning damage + casting modifier + 1 per level (max of +5). Swim: Subject gains a swim speed of 30 feet. Jump: Subject gains a +10 enhancement bonus on all Athletics checks to jump. Blizzard II: Ranged touch that deals 3d6 points of ice damage + casting modifier + 2 per level (max of +10). Wind Shield: Caster creates a field of ever-flowing gust of wind around him to deflect ranged attacks. Burning Arc: Deals 1d6 points of fire damage per level to primary target and arcs to secondary targets. Status Effects: If a spell causes its subject or subjects to be affected by one or more conditions (such as blinded. Choco Feather: Quick reaction to slow a creature’s fall. Wind Runner: Caster increases his base land speed by 30 feet. Shocking Grasp: Subject gains a touch attack that deals 1d6 points of lightning damage per level. dealing 1d4 points of fire damage per level. Spark: Deals 2d6 points of lightning damage to primary target and arcs to secondary targets within 10 feet.

Aero III: Ranged touch that deals 5d6 points of wind damage + casting modifier + 3 per level (max of +15).against projectiles. Wind Barrier: Subject gains damage reduction 10/. Obscure II: Target radiates darkness out to a 20-ft. and small pebbles to fill the area. Fiery Shuriken: Creates floating shuriken made out of fire to launch as a ranged touch attack. Wall Climb: Subject gains a climb speed of 20 feet. dealing 4d6 points of ice damage. Page 289 of 519 . dealing 2d6 points of ice damage to all within a 5-ft.Darkness: Causes an object to radiate darkness out to 20 feet. Cloak of Winds: Surrounds a creature with a shroud of wind to deflect ranged attacks. Whispering Wind: Caster is able to send a message or sound on the wind to a designated spot. Blizzara: 1d6 ice damage per level. Frigid Touch: Subject gains a touch attack that deals 4d6 points of ice damage.-radius take 4d6 points of fire damage . but summons up to 6 yellow chocobos and may divide the duration among chocobos summoned. Elemental Touch: Caster infuses his hands with elemental energy of a chosen type. Thunder II: Ranged touch that deals 3d6 points of lightning damage + casting modifier + 2 per level (max of +10). but all within 30 feet. Flaming Sphere: Creates a globe of fire that rolls in the direction the caster desires. Battering Blast: Ranged touch that deals wind damage and subjects the target to a Bull Rush. Stone II: Ranged touch that deals 3d6 points of earth damage + casting modifier + 2 per level (max of +10). Fire II: Ranged touch that deals 3d6 points of fire damage + casting modifier + 2 per level (max of +10). Water II: Ranged touch that deals 3d6 points of water damage + casting modifier + 2 per level (max of +10). gravel. radius. 20-ft. Darkvision: Subject gains darkvision up to 60 feet. Elemental Weapon: Creates a magical floating weapon of a chosen element type. Stone Call: Creates a rain of dirt. Engulf II: Target takes 2d6 points of water damage per round until freed. Blast III: Target is knockback 15 feet and has a chance to fall prone. Blindga: As Blind. Silence: Target is inflicted with Silence status. Spark II: Deals 4d6 points of lightning damage to primary target and arcs to secondary targets within 20 feet. Levitate: Subject is able to move up or down up to 20 feet each round. Ash Storm: Blocks sight and makes ground become difficult terrain. Daze: Target is dazed for one round. Blizzard III: Ranged touch that deals 5d6 points of ice damage + casting modifier + 3 per level (max of +15). Communal Mount: As Mount.-radius burst. Float: Subject floats 5 foot off the ground. dealing 2d6 points of earth damage. 3RD-LEVEL BLACK MAGE SPELLS Aera: 1d6 wind damage per level. Temper: Affected weapon deals an additional +2 damage. radius. Frost Fall: Creates an area of chilling frost. Slipstream: Subject rides a low-cresting wave of water to travel along the surface of water or ground. Entomb II: Target takes 2d6 points of earth damage per round until freed. Blacklight: Creates an area of impenetrable darkness. Glide: Caster can fall slowly like Choco Feather and able to glide. but may divide the duration among creatures touched.-cone burst.-radius. Poison: Target is inflicted with Poison status. Elemental Resistance: Subject gains elemental resistance of a chosen type. Communal Endure Elements: As Endure Elements. Bio: Target is inflicted with Sap status. 20-ft. Detonate II: Target and creatures within a 10-ft. Icy Breath: Caster breathes a cone of ice in 15-ft. dealing 3d6 points of fire damage. Defensive Shock: Creatures attacking the caster take 1d6 points of lightning damage per two levels. See Invisibility: Caster is granted the ability to see invisible beings and objects.

Void Aura: Caster is surrounded by an aura of nothingness that causes fatigue and disallows creatures from speaking while adjacent to him. radius. Lightning Bolt: Creates a bolt of lightning that deals 1d6 points of lightning damage per caster level in a 120ft. Dazera: As Daze. Fire III: Ranged touch that deals 5d6 points of fire damage + casting modifier + 3 per level (max of +15). Thunder III: Ranged touch that deals 5d6 points of lightning damage + casting modifier + 3 per level (max of +15). but all within 30 feet. Watera: 1d6 water damage per level. except all within 30 feet. Haste: Subject becomes hasted. 4TH-LEVEL BLACK MAGE SPELLS Ball Lightning: Globes of lightning that deal 3d6 points of lightning damage each. Stone III: Ranged touch that deals 5d6 points of earth damage + casting modifier + 3 per level (max of +15).-radius. but may divide the duration among creatures touched. Water Breathing: Subjects gain the ability to breathe underwater. Elemental Aura: Creates an aura of a chosen element around the caster. 20-ft. but may divide the duration among creatures touched. Hydraulic Torrent: Creates a powerful stream of water that batters creatures and obstacles in its path. Blaze Spikes: Creatures attacking the subject of this spell take 1d6 points of fire damage. Immobilize: Target is inflicted with Immobilize status. Communal Elemental Resistance: As Elemental Resistance. radius.Communal Darkvision: As Darkvision. 20-ft. Communal Wall Climb: As Wall Climb. but all within 30 feet. Frog: Target is inflicted with Frog status. Greater Darkvision: As Darkvision. Entomb III: Target takes 3d6 points of earth damage per round until freed. Communal Water Walk: As Water Walk. Infect: Target is inflicted with Disease status. but may divide the duration among creatures touched. Darkra: 1d6 shadow damage per level. 20-ft. Spark III: Deals 6d6 points of lightning damage to primary target and arcs to secondary targets within 30 feet.-line. Mass Enfeeblement: As Enfeeblement. Wind Wall: Creates an invisible vertical curtain of wind to deflect projectiles. but the range extends out to 120 feet. Sleet Storm: Creates a storm of driving sleet to block all sight and makes walking in the area difficult. Water Walk: Subjects gain the ability to walk upon water. radius. Disable: Target is inflicted with Disable status. 20-ft. Obscure III: Target radiates darkness out to a 30-ft. Detonate III: Target and creatures within a 15-ft. Sleepga: As Sleep. Floatga: Targets float 5 feet off the ground. Hurricane Blast: Creates a severe blast of air that batters creatures. radius. Fira: 1d6 fire damage per level. Stone Shape: Caster is able to form an existing piece of stone into any shape.-radius take 6d6 points of fire damage . Dark III: Ranged touch that deals 5d6 points of shadow damage + casting modifier + 3 per level (max of +15). radius. Communal Wind Barrier: As Wind Barrier. Dark Blight: Inflicts shadow damage and Sickened status on good and neutral creatures. 20-ft. but may divide the duration among creatures touched. Fly: Subject gains a flying speed of 20 feet. Water III: Ranged touch that deals 5d6 points of water damage + casting modifier + 3 per level (max of +15). Engulf III: Target takes 3d6 points of water damage per round until freed. Page 290 of 519 . Stonera: 1d6 earth damage per level. but may divide the duration among creatures touched. Thundara: 1d6 lightning damage per level. Slow: Target is inflicted with Slow status.

Statue: Target is inflicted with Petrify status.Ice Spikes: Creatures attacking the subject of this spell take 1d6 points of ice damage. radius. but all within 30 feet. Communal Stoneskin: As Stoneskin. radius. dealing 3d6 bludgeoning and 2d6 fire damage. Waterga: 1d8 water damage per level. Toxify: Targets take 1d8 points of non-elemental damage per round. 30-ft. Slice: Target takes 1d6 points of wind damage per level. Shock Spikes: Creatures attacking the subject of this spell take 1d6 points of lightning damage. Freeze: Target takes 1d6 points of ice damage per level. Mini: Target is inflicted with Mini status. Mass Immobilize: As Immobilize. Page 291 of 519 . knocking over creatures and dealing water damage. Shock: Target takes 1d6 points of lightning damage per level. dealing 1d6 fire damage per level. Wall of Fire: Creates an immobile. but all within 30 feet. 5TH-LEVEL BLACK MAGE SPELLS Aeroga: 1d8 wind damage per level. but all within 30 feet. Firaga: 1d8 fire damage per level. Vanish: Subject becomes invisible. but all within 30 feet. 30-ft. Silencega: As Silence. Flight: Caster gains a flying speed of 40 feet. 30-ft. radius. radius. but may divide the duration among creatures touched. River of Wind: Creates a powerful tempest in a 120-ft. Volcanic Storm: Creates hot volcanic rocks that pound down on creatures. Icy Prison: Target becomes trapped in solid ice. Geyser: Creates a column of boiling water to spring forth. 30-ft. Passwall: Caster is able to pass through plaster and stone walls.-line. 20-ft. Rock Spikes: Creatures attacking the subject of this spell take 1d6 points of earth damage. Burn: Target takes 1d6 points of fire damage per level. Infectga: As Infect. Lightning Arc: Deals 1d6 points of lightning damage per level between two targets. radius. Drain: Touch deals 1d6 / two levels shadow damage. radius. caster gains damage as hit points. Communal Tongues: As Tongues. Shadow Step: Caster is able to transport from an area of dim light or darkness to another. Blizzaga: 1d8 ice damage per level. 30-ft. Thundaga: 1d8 lightning damage per level. radius. Crush: Target takes 1d6 points of earth damage per level. dealing 3d6 bludgeoning and 2d6 ice damage. but may divide the duration among creatures touched. radius. but all within 30 feet. Wall of Stone: Creates a wall of rocks that merges into adjoining rock surfaces. 30-ft. Tongues: Subject gains the ability to speak and understand the language of any intelligent creature. Communal Protection from Elements: As Protection from Elements. dealing additional ice damage. Icicle Dagger: Creates a mastercrafted dagger out of ice. Darkga: 1d8 shadow damage per level. Ice Storm: Creates hailstones that pound down on creatures. Stoneskin: Subject gains damage reduction 10/-. Gravity: Target loses half of current hit points. 30-ft. Drown: Target takes 1d6 points of water damage per level. Biora: As Bio. but may divide the duration among creatures touched. Stonega: 1d8 earth damage per level. Fire Snake: Creates a line of flames that the caster can shape as he desires. blazing curtain of fire. Poisonga: As Poison. Protection from Elements: Subject gains temporary immunity to a chosen element.

Scouring Winds: Creates a windstorm of stinging sand. Fluid Form: Caster’s body transforms into a liquid state. Confusion: Target is inflicted with Confuse status.-radius. radius. Flare: 1d8 fire damage per level. but all allies within 30 feet. Chain Lightning: Inflicts 1d6 points of lightning damage per level to primary target and arcs to secondary targets. Greater Vanish: As Vanish. Mass Fly: As Fly. dealing 3d6 points of wind damage each round. Shadow Blast: Target takes 10 points of shadow damage per level. Flood: 1d8 water damage per level. radius. Countdown: Target falls to 0 HP in 2d4 rounds.6TH-LEVEL BLACK MAGE SPELLS Berserk: Target is inflicted with Berserk status. Syphon: Touch drains 1d6 / five levels of MP. radius. except that it doesn’t end if the subject attacks. Ice Body: Caster’s body transforms into living ice. Move Earth: Moves all kinds of dirt. Control Water: Allows the caster to lower or raise the water. Polar Ray: Ranged touch attack that deals 1d6 points of ice damage per level and 1d6 Dexterity. Drown II: Target takes 1d8 points of water damage per level. Page 292 of 519 . Hastega: As Haste. but all within 30 feet. Graviga: As Gravity. Slowga: As Slow. Shock Spikes II: Creatures attacking the subject of this spell take 3d6 points of lightning damage. 20-ft. except all creatures within 30 feet. Reverse: All healing effects are reversed. 20-ft. Burst: 1d8 lightning damage per level. Blade Barrier: Creatures a curtain of whirling blades of wind. 20-ft. but all within 30 feet. able to move through the air. Frost: 1d8 ice damage per level. radius. Stormbolts: Lightning spills forth from the caster’s body in all directions in a 30-ft. Freezing Sphere: Creates a globe of ice that explodes in a 40-ft. Vanishga: As Vanish. 7TH-LEVEL BLACK MAGE SPELLS Bind: Subject is bound to an area for the Warp spell to use. 20-ft. Shadowfire Ray: Ranged touch attack that deals 1d6 points of damage (half fire/shadow). dealing 1d6 points of ice damage per level. Mass Disable: As Disable. 20-ft. Shock II: Target takes 1d8 points of lightning damage per level. radius.-line. Icy Blast: Creates a line of ice slivers in a 30-ft. but all within 30 feet. caster gains the siphoned MP. and Charisma scores each drop to 1. Burn II: Target takes 1d8 points of fire damage per level. Blaze Spikes II: Creatures attacking the subject of this spell take 3d6 points of fire damage. dealing 1d6 points of lightning damage per level and stuns creatures for 1 round. Blazing Winds: Inflicts 4d6 points of fire damage + 1 per level and knocks them prone. Wisdom. Freeze II: Target takes 1d8 points of ice damage per level. Tornado: 1d8 wind damage per level. Rock Spikes II: Creatures attacking the subject of this spell take 3d6 points of earth damage. 20-ft. radius. Slice II: Target takes 1d8 points of wind damage per level. Crush II: Target takes 1d8 points of earth damage per level. dealing 1d6 points of ice damage per level. Ice Spikes II: Creatures attacking the subject of this spell take 3d6 points of ice damage. Wind Walk: Subjects transforms into a cloud-like vapor.-radius burst. but all enemies within 30 feet. Quake: 1d8 earth damage per level. Feeblemind: Target’s Intelligence.

Mass Icy Prison: As Icy Prison. Blizzard: Ranged touch that deals 1d6 points of ice damage + casting modifier + 1 per level (max of +5). tornado-force winds. Fiery Body: Caster’s body transforms into living flame. 30-ft. Death: Kills one subject. radius. 30-ft. radius. Rock Spikes III: Creatures attacking the subject of this spell take 5d6 points of earth damage. 8TH-LEVEL BLACK MAGE SPELLS Blaze Spikes III: Creatures attacking the subject of this spell take 5d6 points of fire damage. BLUE MAGE SPELL LIST 1ST-LEVEL BLUE MAGE SPELLS Aero: Ranged touch that deals 1d6 points of wind damage + casting modifier + 1 per level (max of +5). 30-ft. Burst II: 1d8 lightning damage per level. Polar Midnight: Plunges an area into the brutal chill of an arctic night. Tornado II: 1d8 wind damage per level. but all within 30 feet. Meteor: Four exploding spheres each deal 10d6 damage (half fire/earth). granting him a fly speed of 60 feet with perfect maneuverability. Winds of Vengeance: Caster is surrounded by a buffeting shroud of supernatural. Shock Spikes III: Creatures attacking the subject of this spell take 5d6 points of lightning damage. Clashing Rocks: Creatures Colossal-sized rocks to crush a single creature for 20d6 points of damage (half earth/bludgeoning). Dark Orb: Creates an orb of pure darkness and inflicts negative levels. Quake II: 1d8 earth damage per level. dropping visibility. Flood II: 1d8 water damage per level. 30-ft. Tsunami: Creates a massive wave of water to crash over creatures and objects. dealing 5d6 points of ice damage and 1d6 points of Dexterity damage per round. 30-ft. radius. within a 30-ft. Mass Confusion: As Confusion. radius. Evaporate: 1d6 shadow damage per level. Seamantle: Caster is sheathed in a churning column of elemental water. 30-ft. radius. radius. radius. 30-ft. 9TH-LEVEL BLACK MAGE SPELLS Ardor: Ranged touch deals 1d8 points of non-elemental damage per level. but all within 30 feet. Scathe: 1d8 non-elemental damage per level. World Wave: Caster is able to cause any sort of natural terrain to surge beneath his feet and safely propel him with devastating force over great distances. Frost II: 1d8 ice damage per level. Stop: Target is inflicted with Stop status. Lightning Form: Caster’s body transforms into lightning. 60-ft.Vortex: Creates a powerful and immobile whirlpool in any body of liquid large enough. Warp: Subject is teleported to his Bind point.-cubes for 1d6 points of fire damage per level. Ultima: 1d12 points of non-elemental damage per level. Wall of Lava: Creates a vertical wall of lava similar to Wall of Fire. Ice Spikes III: Creatures attacking the subject of this spell take 5d6 points of ice damage. Doom: Target is inflicted with Doom status. radius. Scourge: Targets take 1d6 points of non-elemental damage per level and 2d6 points of non-elemental damage per round. Flare II: 1d8 fire damage per level. Page 293 of 519 . Mass Feeblemind: As Feeblemind. but all within 30 feet. Fire Storm: Creates a storm that rains fire in multiple 10-ft. radius.

Stone II: Ranged touch that deals 3d6 points of earth damage + casting modifier + 2 per level (max of +10). inflicts Blind status. 3RD-LEVEL BLUE MAGE SPELLS Aero III: Ranged touch that deals 5d6 points of wind damage + casting modifier + 3 per level (max of +15). Fire III: Ranged touch that deals 5d6 points of fire damage + casting modifier + 3 per level (max of +15). Engulfing Winds: Target takes 4d4 points of wind damage and is inflicted with Immobilize status. Dark II: Ranged touch that deals 3d6 points of shadow damage + casting modifier + 2 per level (max of +10). Stone III: Ranged touch that deals 5d6 points of earth damage + casting modifier + 3 per level (max of +15). 15-ft. Bio: Target is inflicted with Sap status. 2ND-LEVEL BLUE MAGE SPELLS Aero II: Ranged touch that deals 3d6 points of wind damage + casting modifier + 2 per level (max of +10). Thunder: Ranged touch that deals 1d6 points of lightning damage + casting modifier + 1 per level (max of +5). Umbral Gaze: Ranged touch that deals 1d6+2 points of lightning damage and is inflicted with Blind status. Sandblast: Enemies are inflicted with Blind status. Goblin Punch: Ranged touch that deals 1d4+3 points of wind damage. Flash: 30-ft. and is allowed 1 single melee attack. heals caster for MP or HP if no MP pool. Wing Cutter: Creatures within the 30-ft. and is allowed 1 single melee attack. Dream Pollen: Enemies are inflicted with Sleep status. 10-ft. Marrow Drain: Target takes 1d4 MP damage. Page 294 of 519 .-radius. Magic Hammer: Ranged touch that deals 1d4 points of MP damage. Rock Throw: Ranged attack that deals 3d6 (+ strength modifier) points of earth damage and inflicts Slow. Corrosive Web: Ranged touch that inflicts Entangled and Poison status effect. Ectosmash: Teleports caster to any foe within 30 ft. Shadow Blink: Teleports caster to any foe within 15 ft. Healing Ruby: Heals 3d8+5 damage. Hell Slash: Touched slashing weapon deals an additional 1d6 points of shadow damage. Sandpit: Target is inflicted with Immobilize status. Sickening Breath: Enemies suffer -2 penalty to Attack rolls/Skill checks. Blizzard III: Ranged touch that deals 5d6 points of ice damage + casting modifier + 3 per level (max of +15). Impulse: Ranged touch that deals 4d6 points of non-elemental damage. Ashen Blight: Enemies are inflicted with Blind status. Photosynthesis: Caster heals 1d6+3 damage. Choco Cure: Heals 3d8+6 damage. Water II: Ranged touch that deals 3d6 points of water damage + casting modifier + 2 per level (max of +10). Rolling Thunder: Allies gain +1d6 lightning damage to their weapon damage rolls. Fireflash: Ranged touch that deals 3d6 points of fire damage and inflicts Blind status. heals caster for damage inflicted.-radius.-radius. Black Cloud: Targets take 5d4 points of shadow damage and are inflicted with Blind status. Stone: Ranged touch that deals 1d6 points of earth damage + casting modifier + 1 per level (max of +5). Grave Reel: 2d6 shadow damage. Shining Ruby: Allies gain a +3 deflection bonus to AC and +3 resistance bonus to saving throws.-cone burst take 4d6 points of wind damage. Fire: Ranged touch that deals 1d6 points of fire damage + casting modifier + 1 per level (max of +5). Fire II: Ranged touch that deals 3d6 points of fire damage + casting modifier + 2 per level (max of +10). Blizzard II: Ranged touch that deals 3d6 points of ice damage + casting modifier + 2 per level (max of +10).Blood Drain: Target takes 1d8 shadow damage and caster healed for damage inflicted. Thunder II: Ranged touch that deals 3d6 points of lightning damage + casting modifier + 2 per level (max of +10). Water: Ranged touch that deals 1d6 points of water damage + casting modifier + 1 per level (max of +5). Blaster: Ranged touch that deals 3d6 lightning damage and is inflicted with Immobilize status.

Stonega: 1d8 earth damage per level. White Wind: Allies are healed for 4d6+15 damage. 30-ft. Drown: Target takes 1d6 points of water damage per level. heals caster equal to damage. Petrify: Target is inflicted with the Petrify status. Counterattack. Aqualung: 8d6 water damage. Spring Water: Allies are cured of all negative status effects and healed for 10d6 damage. 30-ft. Crush: Target takes 1d6 points of earth damage per level. 30-ft. 30-ft. Blizzaga: 1d8 ice damage per level. 30-ft. inflicts Blind status. 30-ft. Filth Cloud: Disease and Poison status inflicted. Glittering Ruby: Allies gain a +5 bonus to a random stat. Earthquake: 8d6 earth damage. 30-ft. Firaga: 1d8 fire damage per level. Bad Breath: Status effects.-radius. 5TH-LEVEL BLUE MAGE SPELLS Aeroga: 1d8 wind damage per level. Freeze: Target takes 1d6 points of ice damage per level. Diamond Fire: Ranged touch that deals 15d6 points of non-elemental damage. Megaflash: 14d6 fire damage. HP Absorb: Target takes 5d6 points of non-elemental damage. Waterga: 1d8 water damage per level. Raise Dukes: Caster gains 10/. radius.-cone. radius. 30-ft. Fulmination: 5d6 lightning damage. MP Absorb: Target takes 5d6 points of MP damage. Shockwave: Targets take 8d6 points of earth damage and pushed back. inflicts Silence status. 20-ft.-cone.-radius burst. radius. Gates of Hades: 8d6 fire damage. 20-ft. Emerald Beam: Ranged touch that deals 15d6 points of non-elemental damage. heals caster's MP pool equal to damage. radius. Everyone's Grudge: Target takes 14d8 points of shadow damage. 30-ft.-radius.-radius. radius. Frost Armor: Creatures attacking the subject of this spell take ice damage.-radius. Water III: Ranged touch that deals 5d6 points of water damage + casting modifier + 3 per level (max of +15).-cone.-radius. 30-ft. Thunder III: Ranged touch that deals 5d6 points of lightning damage + casting modifier + 3 per level (max of +15). radius.DR. 6TH-LEVEL BLUE MAGE SPELLS Corruption: Target is inflicted with Confuse status. Shock: Target takes 1d6 points of lightning damage per level. Earthen Ward: Allies gains Damage Reduction 10/-. Page 295 of 519 . 30-ft. Burn: Target takes 1d6 points of fire damage per level. Eerie Howl: Enemies are inflicted with Disable status. inflicts Disable status. Crimson Roar: Allies gain a morale bonus to damage rolls. Choco Meteor: An exploding sphere that deals 10d6 points of damage (half earth/fire). Lightning Armor: Creatures attacking the subject of this spell take 1d6 points of lightning damage. Darkga: 1d8 shadow damage per level. and is unable to move. Slice: Target takes 1d6 points of wind damage per level.Thousand Needles: 8d4 points of non-elemental damage. Curse: Enemies are inflicted with Curse status. Thundaga: 1d8 lightning damage per level. 20-ft. 30-ft. 4TH-LEVEL BLUE MAGE SPELLS Aerial Armor: Allies gain Damage Reduction 5/-. 30-ft. radius. Tek Laser: 5d8 points of non-elemental damage.

60-ft. 30-ft. Slice II: Target takes 1d8 points of wind damage per level. Crush II: Target takes 1d8 points of earth damage per level. DR 15/-. 30-ft.DR and creatures attacking the subject take 3d6 points of fire damage. Fear: Target becomes frightened. 30-ft. Thunderbolt: 10d6 lightning damage. Magma Hoplon: Caster gains 10/. Ruby Fire: Target takes 15d10 points of fire damage. radius. 7TH-LEVEL BLUE MAGE SPELLS Burn II: Target takes 1d8 points of fire damage per level. Ray of Sickening: Ranged touch that inflicts Sickened status. 60-ft. Pit of Despair: Functions exactly like Graviga.Ruby Light: Allies are protected by a magical barrier that has a chance to reflect spells. inflicts Disable status. Flood II: 1d8 water damage per level. inflicts Silence status. Freeze II: Target takes 1d8 points of ice damage per level. Tornado II: 1d8 wind damage per level. Death Force: Target gains immunity to Death spells and effects. Dread: Target becomes shaken. radius. Virus Fly: Ranged touch that deals 14d6 shadow damage and is inflicted with Curse status.-radius. 9TH-LEVEL BLUE MAGE SPELLS Aire Tam Storm: Deals 10 points of non-elemental damage per materia equipped/on enemies within a 60-ft. Ruby Ray: Ranged touch that deals 15d6 points of non-elemental damage. Whirlsand: 15d10 points of wind damage. but all within 30 feet. Frost II: 1d8 ice damage per level. radius. Drown II: Target takes 1d8 points of water damage per level. radius. Scathe: 1d8 non-elemental damage per level. Emerald Blast: Target takes 15d10 points of water damage. Diamond Flash: 15d10 points of holy damage. 8TH-LEVEL BLUE MAGE SPELLS Burst II: 1d8 lightning damage per level. Shadow Flare: 1d6 shadow damage per level. inflicts Blind status. radius. Elemental Resistance 15 but unable to do any other action. 20-ft.-radius. Undead Touch: Touch deals 1d6 points of shadow damage + 1 point of Strength damage. radius. providing a +4 armor bonus to AC. 30-ft.radius. Restoring Ruby: Allies are cured of all negative status effects and healed for 15d8 points of damage. 30-ft. Page 296 of 519 . Shock II: Target takes 1d8 points of lightning damage per level. Obscure: Target radiates darkness out to a 10-ft. Enfeeblement: Target takes a 1d6 Strength penalty + 1 per two levels. Phoenix Tear: Target is raised from the dead and at full health. Quake II: 1d8 earth damage per level. Turtle Shell: Fast Healing 10. Flare II: 1d8 fire damage per level.-radius. 30-ft. Dark: Ranged touch that deals 1d6 points of shadow damage + casting modifier + 1 per level (max of +5). Graviga: As Gravity. radius. radius. +10 Armor Bonus to AC.-radius. NECROMANCER SPELL LIST 1ST-LEVEL NECROMANCER SPELLS Bone Armor: Caster is surrounded by a tangle of bones. 30-ft. 40-ft.

Toxify: Targets take 1d8 points of non-elemental damage per round. but all within 30 feet. Dark II: Ranged touch that deals 3d6 points of shadow damage + casting modifier + 2 per level (max of +10). Infectga: As Infect. Greater Darkvision: As Darkvision. radius. Infect: Target is inflicted with Disease status. 4TH-LEVEL NECROMANCER SPELLS Boneshatter: Target takes 1d6 points of shadow damage per level and becomes exhausted. Shadow Step: Caster is able to transport from an area of dim light or darkness to another. Halt Undead: Up to three undead becomes immobilized. 20-ft. Mass Enfeeblement: As Enfeeblement. Raise: Subject is raised from the dead at 1 HP. Void Aura: Caster is surrounded by an aura of nothingness that causes fatigue and disallows creatures from speaking while adjacent to him.-radius. but the range extends out to 120 feet. 5TH-LEVEL NECROMANCER SPELLS Biora: As Bio. except all within 30 feet. but all within 30 feet. Greater False Life: As False Life. 20-ft.-radius. Ray of Exhaustion: Ranged touch that inflicts exhaustion. Breath of Life: Dead creature is brought back to life. 2ND-LEVEL NECROMANCER SPELLS Bone Shield: Caster animates a bone to protect him from physical attacks. but the caster gains 2d10 temporary hit points +2 points per level. Obscure II: Target radiates darkness out to a 20-ft. False Life: Caster gains 1d10 temporary hit points + 1 per level. Gravity: Target loses half of current hit points. Ghoul Touch: Touch causes paralysis. Darkga: 1d8 shadow damage per level. Blacklight: Creates an area of impenetrable darkness. but all within 30-ft. radius. Obscure III: Target radiates darkness out to a 30-ft. Poison: Target is inflicted with Poison status. Healing Thief: Touched creature receives only half the healing. granting the other half to the caster. Communal Darkvision: As Darkvision. Greater Fear: As Fear. Vampiric Touch: Touch deals 1d6 points of shadow damage per two levels and caster gains that much in temporary hit points. radius. Darkness: Causes an object to radiate darkness out to 20 feet. Poisonga: As Poison.-cone burst.Virulence: Target suffers a -2 penalty to saving throws versus poison and disease spells and effects. but all within 30 feet. 30-ft. Spectral Hand: Creates a ghostly hand to deliver low-level touch spells. caster gains damage as hit points. Page 297 of 519 . Suffocation: Target begins suffocating. Death Knell: Kills dying creature and caster gains temporary hit points and Strength bonus. gaining damage reduction 5/-. healing for 5d8 points of damage + 1 per level. Darkra: 1d6 shadow damage per level. Drain: Touch deals 1d6 / two levels shadow damage. 3RD-LEVEL NECROMANCER SPELLS Bio: Target is inflicted with Sap status. Dark Blight: Inflicts shadow damage and Sickened status on good and neutral creatures. Dark III: Ranged touch that deals 5d6 points of shadow damage + casting modifier + 3 per level (max of +15). Darkvision: Subject gains darkvision up to 60 feet. but may divide the duration among creatures touched.

Feeblemind: Target’s Intelligence. 7TH-LEVEL NECROMANCER SPELLS Auto-Raise: Subject is raised by a Raise spell upon death. and Charisma scores each drop to 1. Evaporate: 1d6 shadow damage per level. hemispherical energy field that prevents creatures from entering. Mass Feeblemind: As Feeblemind. Arise: Subject is raised from death to half maximum hit points. Shadowfire Ray: Ranged touch attack that deals 1d6 points of damage (half fire/shadow). but all within 30 feet. except the creature gains 2d4 temporary negative levels. except all allies within 30 feet. Waves of Exhaustion: Creatures within the 30-ft. 6TH-LEVEL NECROMANCER SPELLS Anti-Life Shell: Creates a mobile. Page 298 of 519 . but all within 30 feet and lasts longer. 9TH-LEVEL NECROMANCER SPELLS Banshee Wail: Targets take 10 points of shadow damage per level.-bonus to the range increment of any weapon. Syphon: Touch drains 1d6 / five levels of MP. Full-Life: Subject is raised from death to full maximum hit points. Doom: Target is inflicted with Doom status. Energy Drain: As Enervation. Reverse: All healing effects are reversed.-cone burst become fatigued. Enspell: Infuses weapon with elemental damage of +1 per level (max of +5) on next attack. dropping visibility. caster gains the siphoned MP.-cone burst become exhausted. Enervation: Ranged touch that makes the target gain 1d4 temporary negative levels. Dark Orb: Creates an orb of pure darkness and inflicts negative levels. Air Bubble: Provides breathable air for one creature. Deflect: Gain a deflection bonus of +1/3 levels (max +5) against one attack. Circle of Death: Snuffs out 1d4 HD worth of living creatures per level. Shadow Blast: Target takes 10 points of shadow damage per level. Graviga: As Gravity. Choco Feather: Quick reaction to slow a creature’s fall. Mount: Summons a yellow chocobo to serve the caster as a mount.Waves of Fatigue: Creatures within the 30-ft. Wisdom. Call Weapon: Caster makes a weapon fly out of the hands of his ally to himself. Longshot: Caster gains a +10-ft. dealing 5d6 points of ice damage and 1d6 points of Dexterity damage per round. Mass Suffocation: As Suffocation. Cure: Heals 1d6 damage + Wisdom modifier + 1 per level (max of +5). Blizzard: Ranged touch that deals 1d6 points of ice damage + casting modifier + 1 per level (max of +5). RED MAGE SPELL LIST 1ST-LEVEL RED MAGE SPELLS Aero: Ranged touch that deals 1d6 points of wind damage + casting modifier + 1 per level (max of +5). Countdown: Target falls to 0 HP in 2d4 rounds. Fire: Ranged touch that deals 1d6 points of fire damage + casting modifier + 1 per level (max of +5). Death: Kills one subject. 8TH-LEVEL NECROMANCER SPELLS Arisega: As Arise. but all within 30 feet. Polar Midnight: Plunges an area into the brutal chill of an arctic night. Jump: Subject gains a +10 enhancement bonus on all Athletics checks to jump.

Wind Armor: Subject is surrounded by a field of wind. Blizzard II: Ranged touch that deals 3d6 points of ice damage + casting modifier + 2 per level (max of +10). Shell: Subject gains a +2 morale bonus to Saving Throws versus spells. Cleanse: Subject is cured of Disease status effects. Stone: Ranged touch that deals 1d6 points of earth damage + casting modifier + 1 per level (max of +5). providing a +4 armor bonus to AC. Might: Caster gains +4 strength. Fiery Shuriken: Creates floating shuriken made out of fire to launch as a ranged touch attack. Vox: Subject is cured from Silence status effects. Levitate: Subject is able to move up or down up to 20 feet each round. Wind Runner: Caster increases his base land speed by 30 feet. dealing 2d6 points of ice damage to all within a 5-ft. but summons up to 6 yellow chocobos and may divide the duration among chocobos summoned. Wind Shield: Caster creates a field of ever-flowing gust of wind around him to deflect ranged attacks. Temper: Affected weapon deals an additional +2 damage. Water II: Ranged touch that deals 3d6 points of water damage + casting modifier + 2 per level (max of +10). Swim: Subject gains a swim speed of 30 feet. Communal Mount: As Mount. Stone II: Ranged touch that deals 3d6 points of earth damage + casting modifier + 2 per level (max of +10). Wall Climb: Subject gains a climb speed of 20 feet. Frost Fall: Creates an area of chilling frost.against projectiles. Cure II: Heals for 3d6 + Wisdom modifier + 2 per level (max of +10). 2ND-LEVEL RED MAGE SPELLS Aero II: Ranged touch that deals 3d6 points of wind damage + casting modifier + 2 per level (max of +10). Quick Step: Caster may make two 5-foot steps each round until he attacks or moves more than 5 feet. Fire II: Ranged touch that deals 3d6 points of fire damage + casting modifier + 2 per level (max of +10). Thunder II: Ranged touch that deals 3d6 points of lightning damage + casting modifier + 2 per level (max of +10). Shield: Gain shield bonus to AC for one attack. Elemental Resistance: Subject gains elemental resistance of a chosen type.Protect: Subject gains a +2 deflect bonus to AC. of reach for one attack. Float: Subject floats 5 foot off the ground.-radius burst. Stona: Subject is cured from Petrify status effects. Page 299 of 519 . Blindna: Subject is cured from Blind status effects. Silence: Target is inflicted with Silence status. Grace: Caster’s movements do not provoke attacks of opportunity. Sure Strike: Gain +1 bonus/3 levels on next attack. Poisona: Subject is cured of Poison status effects. Restore: Subject is healed of 1d4 temporary ability damages and fatigue. Regen: Subject gains Fast Healing 2. Thunder: Ranged touch that deals 1d6 points of lightning damage + casting modifier + 1 per level (max of +5). discharge to gain +10 strength for 1 round. Stone Fist: Caster transforms his hands into living stone and able to deal lethal unarmed strikes. Wind Barrier: Subject gains damage reduction 10/. Stretch: Melee weapon gains 5 ft. Glide: Caster can fall slowly like Choco Feather and able to glide. See Invisibility: Caster is granted the ability to see invisible beings and objects. Slipstream: Subject rides a low-cresting wave of water to travel along the surface of water or ground. Defensive Shock: Creatures attacking the caster take 1d6 points of lightning damage per two levels. Water: Ranged touch that deals 1d6 points of water damage + casting modifier + 1 per level (max of +5). Whispering Wind: Caster is able to send a message or sound on the wind to a designated spot.

radius. 20-ft. Water Walk: Subjects gain the ability to walk upon water. Fira: 1d6 fire damage per level. Shell II: Subject gains a +4 morale bonus to Saving Throws versus spells. Rock Spikes: Creatures attacking the subject of this spell take 1d6 points of earth damage. Energy Aegis: Caster gains elemental resistance 20 against one elemental type for one attack. Guard: Caster gains a +4 deflection bonus to AC. Communal Water Walk: As Water Walk. Raise: Subject is raised from the dead at 1 HP. 4TH-LEVEL RED MAGE SPELLS Barrier: Subject gains Damage Reduction 5/-. Enspell II: Imbues weapon with elemental damage of +2 per level (max of +10) on next attack. except it also dispels temporarily negative levels or one permanent negative level. Restora: As Restore. Aero III: Ranged touch that deals 5d6 points of wind damage + casting modifier + 3 per level (max of +15). Communal Elemental Resistance: As Elemental Resistance. Dispel: Target is dispelled of beneficiary status effects. Watera: 1d6 water damage per level. Fly: Subject gains a flying speed of 20 feet. Water Breathing: Subjects gain the ability to breathe underwater. discharge to gain +10 strength for 1 round. discharge to gain +10 for 1 round. Cura: Allies heal for 1d6 per level. Fire III: Ranged touch that deals 5d6 points of fire damage + casting modifier + 3 per level (max of +15). Might: Caster gains +4 strength. radius. Stone III: Ranged touch that deals 5d6 points of earth damage + casting modifier + 3 per level (max of +15). Regen II: Subject gains Fast Healing 4. Stonera: 1d6 earth damage per level. but may divide the duration among creatures touched. 20-ft. 1d8 wind damage and push back creatures that hit the caster in melee. Protection from Elements: Subject gains temporary immunity to a chosen element. Esuna: Subject is cured of negative status effects except Doom and Stop. Communal Wall Climb: As Wall Climb. Blizzara: 1d6 ice damage per level. radius. Blizzard III: Ranged touch that deals 5d6 points of ice damage + casting modifier + 3 per level (max of +15). 20-ft. Gale Winds: Caster gains +4 deflection bonus to AC. radius. Hop: Teleports caster short distance. Thundara: 1d6 lightning damage per level. Thunder III: Ranged touch that deals 5d6 points of lightning damage + casting modifier + 3 per level (max of +15). Page 300 of 519 . Floatga: Targets float 5 feet off the ground. Water III: Ranged touch that deals 5d6 points of water damage + casting modifier + 3 per level (max of +15). radius. but may divide the duration among creatures touched. Blaze Spikes: Creatures attacking the subject of this spell take 1d6 points of fire damage. Haste: Subject becomes hasted. Reflect: Subject is protected by a magical barrier that reflects 1 spell. Communal Wind Barrier: As Wind Barrier. Ice Spikes: Creatures attacking the subject of this spell take 1d6 points of ice damage.3RD-LEVEL RED MAGE SPELLS Aera: 1d6 wind damage per level. Protect II: Subject gains a +4 deflect bonus to AC. but may divide the duration among creatures touched. radius. but may divide the duration among creatures touched. 20-ft. Cure III: Heals 5d6 damage + Wisdom modifier + 3 per level (max of +15). 20-ft. +4 resistance bonus on saves. 20-ft. Dancing Weapon: Weapon touched animates and fights for the caster. Cloak of Winds: Surrounds a creature with a shroud of wind to deflect ranged attacks.

Shock: Target takes 1d6 points of lightning damage per level.Shock Spikes: Creatures attacking the subject of this spell take 1d6 points of lightning damage. Tornado: 1d8 wind damage per level. 30-ft. Quake: 1d8 earth damage per level. radius. Hastega: As Haste. 30-ft. Blizzaga: 1d8 ice damage per level. 20-ft. Curaga: Allies heal for 1d8 per level. Shock Spikes II: Creatures attacking the subject of this spell take 3d6 points of lightning damage. 20-ft. within 30 feet. WHITE MAGE SPELL LIST Page 301 of 519 . radius. Vanishga: Allies within 30 feet become invisible. but may divide the duration among creatures touched. Flare: 1d8 fire damage per level. Communal Tongues: As Tongues. Frost: 1d8 ice damage per level. radius. but may divide the duration among creatures touched. Flight: Caster gains a flying speed of 40 feet. but all allies within 30 feet. Freeze: Target takes 1d6 points of ice damage per level. Stoneskin: Subject gains damage reduction 10/-. Regen III: Subject gains Fast Healing 6. 20-ft. 30-ft. radius. 20-ft. Waterga: 1d8 water damage per level. radius. Bless: Allies heal for 1d6 per level and receive Fast Healing 2. 20-ft. Firaga: 1d8 fire damage per level. Blaze Spikes II: Creatures attacking the subject of this spell take 3d6 points of fire damage. Enspell III: Imbues weapon with elemental damage of +3 per level (max of +15) on next attack. Burn: Target takes 1d6 points of fire damage per level. radius. Burst: 1d8 lightning damage per level. Shell III: Subject gains a +6 morale bonus to Saving Throws versus spells. Stonega: 1d8 earth damage per level. radius. Communal Stoneskin: As Stoneskin. Dispelga: Targets are dispelled of beneficiary status effects. Vanish: Subject becomes invisible. Protect III: Subject gains a +6 deflect bonus to AC. 6TH-LEVEL RED MAGE SPELLS Arise: Subject is raised from death to half maximum hit points. radius. 5TH-LEVEL RED MAGE SPELLS Aeroga: 1d8 wind damage per level. radius. Esunaga: Allies are cured of negative status effects except Doom and Stop. 30-ft. 20-ft. Communal Protection from Elements: As Protection from Elements. radius. Slice: Target takes 1d6 points of wind damage per level. Thundaga: 1d8 lightning damage per level. 30-ft. Crush: Target takes 1d6 points of earth damage per level. Flood: 1d8 water damage per level. Drown: Target takes 1d6 points of water damage per level. Rock Spikes II: Creatures attacking the subject of this spell take 3d6 points of earth damage. Ice Spikes II: Creatures attacking the subject of this spell take 3d6 points of ice damage. radius. Tongues: Subject gains the ability to speak and understand the language of any intelligent creature. radius. but may divide the duration among creatures touched. 30-ft.

Heal: Heals allies equal to the caster’s Wisdom modifier. Mount: Summons a yellow chocobo to serve the caster as a mount. Protect: Subject gains a +2 deflect bonus to AC. Blind: Target is inflicted with Blind status. Silence: Target is inflicted with Silence status. providing a +4 armor bonus to AC. Holy Weapon: Creates a magical floating weapon of light. Sleep: Target is inflicted with Sleep status. 2ND-LEVEL WHITE MAGE SPELLS Aid: Subject gains a bonus to attack rolls and saves versus fear plus temporary hit points. Water Blast: A blast of water pushes the target back. Glide: Caster can fall slowly like Choco Feather and able to glide. Shell: Subject gains a +2 morale bonus to Saving Throws versus spells. Restore: Subject is healed of 1d4 temporary ability damages and fatigue. Cleanse: Subject is cured of Disease status effects. Brighten II: Target sheds bright light out to a 20-ft.-radius. Bar-status: Subject gains a +4 morale bonus to Saving Throws versus status effects. Swim: Subject gains a swim speed of 30 feet. but may divide the duration among creatures touched. but may divide the duration among creatures touched. disrupting Concentration checks for dark spells. Blindna: Subject is cured from Blind status effects. Cure II: Heals for 3d6 + Wisdom modifier + 2 per level (max of +10). Wind Shield: Caster creates a field of ever-flowing gust of wind around him to deflect ranged attacks. Jump: Subject gains a +10 enhancement bonus on all Athletics checks to jump. Choco Feather: Quick reaction to slow a creature’s fall. Communal Endure Elements: As Endure Elements. Levitate: Subject is able to move up or down up to 20 feet each round. See Invisibility: Caster is granted the ability to see invisible beings and objects. Elemental Resistance: Subject gains elemental resistance of a chosen type. Regen: Subject gains Fast Healing 2. Brighten: Target sheds bright light out to a 10-ft. Endure Elements: Subject is protected from hot and cold environments. Wind Armor: Subject is surrounded by a field of wind. Chocobo Haul: Subject’s carrying capacity triples.-radius. Charm: Target is inflicted with Charm status. Dia: Target suffers a -2 penalty to Attack rolls and Skill checks. Daze: Target is dazed for one round. Light II: Ranged touch deals 2d6 points of holy damage + 1 per level (max of +10). Light: Ranged touch deals 1d6 points of holy damage + 1 per level (max of +5). Communal Mount: As Mount.1ST-LEVEL WHITE MAGE SPELLS Air Bubble: Provides breathable air for one creature. Healara: Heals allies equal to twice the caster’s Wisdom modifier. Float: Subject floats 5 foot off the ground. Cure: Heals 1d6 damage + Wisdom modifier + 1 per level (max of +5). Dia II: Target suffers a -4 penalty to Attack rolls and Skill checks. Grace: Caster’s movements do not provoke attacks of opportunity. Page 302 of 519 . but summons up to 6 yellow chocobos and may divide the duration among chocobos summoned. Poisona: Subject is cured of Poison status effects. disrupting Concentration checks for dark spells. Bar-element: Subject gains a +4 morale bonus to Saving Throws versus elemental effects. Communal Chocobo Haul: As Chocobo Haul. Wind Runner: Caster increases his base land speed by 30 feet.

-radius. Healaga: Heals allies equal to thrice the caster’s Wisdom modifier. except all within 30 feet. Lightra: 1d6 points of holy damage per level. Cura: Allies heal for 1d6 per level. Communal Wall Climb: As Wall Climb. Sleepga: As Sleep. except all within 30 feet. 20-ft. Wind Barrier: Subject gains damage reduction 10/. Cetra’s Wisdom: Subject gains a +6 enhancement bonus to Wisdom. Stone Shape: Caster is able to form an existing piece of stone into any shape. Wall Climb: Subject gains a climb speed of 20 feet. Whispering Wind: Caster is able to send a message or sound on the wind to a designated spot. Slow: Target is inflicted with Slow status. Water Breathing: Subjects gain the ability to breathe underwater.Slipstream: Subject rides a low-cresting wave of water to travel along the surface of water or ground. but may divide the duration among creatures touched. Communal Elemental Resistance: As Elemental Resistance. Immobilize: Target is inflicted with Immobilize status. Page 303 of 519 . disrupting Concentration checks for dark spells. Bar-elementra: Allies gain a +4 morale bonus to Saving Throws versus elemental effects. except all within 30 feet. Dia III: Target suffers a -6 penalty to Attack rolls and Skill checks. Haste: Subject becomes hasted. Esuna: Subject is cured of negative status effects except Doom and Stop. radius. Vox: Subject is cured from Silence status effects. but all within 30 feet. Cure III: Heals 5d6 damage + Wisdom modifier + 3 per level (max of +15). Dispel: Target is dispelled of beneficiary status effects. Bar-statusra: Allies gain a +4 morale bonus to Saving Throws versus status effects. Status: Caster can monitor the touched subjects of their relative positions and general condition. but may divide the duration among creatures touched. Disable: Target is inflicted with Disable status. Water Walk: Subjects gain the ability to walk upon water. Dazera: As Daze. Floatga: Targets float 5 feet off the ground. Regen II: Subject gains Fast Healing 4. Searing Light: Ranged touch that deals 1d8 points of holy damage per two levels.against projectiles. Stona: Subject is cured from Petrify status effects. Blindga: As Blind. 4TH-LEVEL WHITE MAGE SPELLS Air Walk: Subject gains the ability to tread on air as if walking on solid ground. Temper: Affected weapon deals an additional +2 damage. Shell II: Subject gains a +4 morale bonus to Saving Throws versus spells.-radius. Wind Wall: Creates an invisible vertical curtain of wind to deflect projectiles. but may divide the duration among creatures touched. Diara: As Dia. Communal Water Walk: As Water Walk. Protect II: Subject gains a +4 deflect bonus to AC. Light III: Ranged touch deals 3d6 points of holy damage + 1 per level (max of +15). Communal Wind Barrier: As Wind Barrier. Cloak of Winds: Surrounds a creature with a shroud of wind to deflect ranged attacks. Brighten III: Target sheds bright light out to a 30-ft. 3RD-LEVEL WHITE MAGE SPELLS Barrier: Subject gains damage reduction 5/-. Daylight: Touched object sheds bright light in a 60-ft. but may divide the duration among creatures touched. Fly: Subject gains a flying speed of 20 feet.

Communal Protection from Elements: As Protection from Elements. Reflect: Subject is protected by a magical barrier that reflects 1 spell. except it also dispels temporarily negative levels or one permanent negative level. healing for 5d8 points of damage + 1 per level. Tongues: Subject gains the ability to speak and understand the language of any intelligent creature. Restoraga: As Restore. Page 304 of 519 . Diaga: As Dia II. but may divide the duration among creatures touched. but may divide the duration among creatures touched. Raise: Subject is raised from the dead at 1 HP. Pillar of Life: Creates a pillar of healing energy that anyone can touch to be healed. Mass Immobilize: As Immobilize. Flight: Caster gains a flying speed of 40 feet. Renew: Allies gain Fast Healing 4. Tarutaru’s Cunning: Subject gains a +6 enhancement bonus to Intelligence. Galka’s Strength: Subject gains a +6 enhancement bonus to Strength. Communal Tongues: As Tongues. Esunaga: Allies are cured of negative status effects except Doom and Stop. Communal Stoneskin: As Stoneskin. 6TH-LEVEL WHITE MAGE SPELLS Arise: Subject is raised from death to half maximum hit points. radius. Silencega: As Silence.Dwarf’s Endurance: Subject gains a +6 enhancement bonus to Constitution. but may divide the duration among creatures touched. Vanish: Subject becomes invisible. 5TH-LEVEL WHITE MAGE SPELLS Bless: Allies heal for 1d6 per level and receive Fast Healing 2. except all within 30 feet. but all within 30 feet. 30-ft. Holy Smite: Inflicts holy damage and Blind status on evil and neutral creatures. Hurricane Blast: Creates a severe blast of air that batters creatures. but may divide the duration among creatures touched. Communal Air Walk: As Air Walk. Breath of Life: Dead creature is brought back to life. Holy Mantle: Subject is shrouded by a shimmering mantle of light that glows like a torch. Regen III: Subject gains Fast Healing 6. Stoneskin: Subject gains damage reduction 10/-. Protection from Elements: Subject gains temporary immunity to a chosen element. Holy Light: Caster infuses himself with healing energy. gaining a +1 deflection AC and +1 bonus to saves and the caster can transfer some of the subject’s wounds to him. Passwall: Caster is able to pass through plaster and stone walls. Shield Other: Subject is warded. Elvaan’s Splendor: Subject gains a +6 enhancement bonus to Charisma. Wall of Stone: Creates a wall of rocks that merges into adjoining rock surfaces. Holy Ice: Creates either a Wall of Holy Ice or Flying Ice Javelins. Protectra: Allies gain a +4 deflect bonus to AC. Shell III: Subject gains a +6 morale bonus to Saving Throws versus spells. Holy: Ranged touch deals 1d4 points of holy damage per level. but can also cast a limited selection of spells through the link. Lightga: 1d8 points of holy damage per level. Shellra: Allies gain a +4 morale bonus to Saving Throws versus spells. Protect III: Subject gains a +6 deflect bonus to AC. Restora: As Restore. except it also dispels all temporarily and permanent negative levels. except all within 30 feet. Greater Status: As Status. Mithra’s Grace: Subject gains a +6 enhancement bonus to Dexterity. healing for 4d8 points of damage + 2 per level. Hydraulic Torrent: Creates a powerful stream of water that batters creatures and obstacles in its path. Curaga: Allies heal for 1d8 per level.

but all allies within 30 feet. Holy III: Ranged touch deals 1d8 points of holy damage per level. Holy Burst: A globe of searing radiance explodes for 6d6 points of holy damage and causes Blind status. Greater Vanish: As Vanish. except that it doesn’t end if the subject attacks. 8TH-LEVEL WHITE MAGE SPELLS Arisega: As Arise. Bless II: Allies heal for 1d8 per level and receive Fast Healing 4. the caster may also have any spell that he cast on himself affect the target creatures as well. Wind Walk: Subjects transforms into a cloud-like vapor. but all allies within 30 feet. Magic Status: As Status. Mass Fly: As Fly. Full-Cure: Subject is cured of all damage. except all allies within 30 feet. Hastega: As Haste. Holy Aura: Subjects are surrounded a brilliant holy radiance. 1 level drain. Reflectga: As Reflect. except that. but all allies within 30 feet. Bar-statusga: Allies gain a +6 morale bonus to Saving Throws versus status effects. in addition to affecting multiple targets. Flamestrike: A vertical column of holy fire deals 1d6 points of damage (half fire/holy). or 1 point of ability drain. Ice Body: Caster’s body transforms into living ice. Regen IV: Subject gains Fast Healing 8. melee and range by +1 per two character levels. Shellra II: Allies gain a +6 morale bonus to Saving Throws versus spells. but all allies within 30 feet. Protect IV: Subject gains a +8 deflect bonus to AC. within 30 feet. Slowga: As Slow. Mass Disable: As Disable. Bind: Subject is bound to an area for the Warp spell to use. but all within 30 feet. but all allies within 30 feet. 1 point of ability damage. Holy II: Ranged touch deals 1d6 points holy damage per level.Auto-Cure: Subject is healed once by a Cure III spell upon being hit. protecting them from evil creatures. Dispelga: Targets are dispelled of beneficiary status effects. Bravery: Increase one ally's physical damage. Page 305 of 519 . Condemn: As Countdown. Magic Barrier: Subject becomes immune to magical effects up to 4th level spells. except all enemies within 30 feet. Mass Galka’s Strength: As Galka’s Strength. Mass Dwarf’s Endurance: As Dwarf’s Endurance. except that you also know the name and caster level of any spell cast upon your allies. but all allies within 30 feet. Bar-elementga: Allies gain a +6 morale bonus to Saving Throws versus elemental effects. Mass Cetra’s Wisdom: As Cetra’s Wisdom. Balance: Target suffers damage equal to difference in caster's current and max HP. 7TH-LEVEL WHITE MAGE SPELLS Auto-Raise: Subject is raised by a Raise spell upon death. Greater Shield Other: As Shield Other. Vanishga: As Vanish. able to move through the air. Succor: Subject is protected from 1 negative level. except all allies within 30 feet. Shell IV: Subject gains a +8 morale bonus to Saving Throws versus spells. Protectra II: Allies gain a +6 deflect bonus to AC. except only works on evil creatures. Mass Mithra’s Grace: As Mithra’s Grace. except all allies within 30 feet. Faith: Increase one ally's magical damage and healing by +1 per two character levels. except all allies within 30 feet. except all creatures within 30 feet. Control Water: Allows the caster to lower or raise the water. Mass Elvaan’s Splendor: As Elvaan’s Splendor. Renew II: Allies gain Fast Healing 6. Mass Tarutaru’s Cunning: As Tarutaru’s Cunning. Fluid Form: Caster’s body transforms into a liquid state.

Renew III: Allies gain Fast Healing 8. Water Threnody . Shell V: Subject gains a +10 morale bonus to Saving Throws versus spells. Dark Carol . BARD SONG LIST 1ST-LEVEL BARD SONGS Army’s Paeon . granting him a fly speed of 60 feet with perfect maneuverability. Fire Threnody .Enhances the Charisma of allies by +2. Wind Carol . tornado-force winds.Enhances saving throws against water by +2 and provides 3 Water Resistance. broken bones. and ice. 9TH-LEVEL WHITE MAGE SPELLS Full-Life: Subject is raised from death to full maximum hit points. Lightning Threnody . Dark Threnody . Overwhelming Presence: Targets prostrates themselves before your holy presence.Enhances saving throws against lightning by +2 and provides 3 Lightning Resistance. Earth Threnody .Grants a deflect AC bonus of +2. Regen V: Subject gains Fast Healing 10. Fowl Aubade . except all allies within 30 feet. Protectra III: Allies gain a +8 deflect bonus to AC. Foe Lullaby .Reduces saving throws against water by -2 and enemy's Water resistance by -3.Regenerate: Subject’s severed body members. Protect V: Subject gains a +10 deflect bonus to AC. Sheepfoe Mambo . Foe Requiem .Reduces saving throws against earth by -2 and enemy's Earth resistance by -3. Mass Full-Cure: As Full-Cure. Fire Carol . Warp: Subject is teleported to his Bind point. Lightning Carol . lightning.Enhances saving throws against ice by +2 and provides 3 Ice Resistance. World Wave: Caster is able to cause any sort of natural terrain to surge beneath his feet and safely propel him with devastating force over great distances.Reduces saving throws against wind by -2 and enemy's Wind resistance by -3.Reduces saving throws against fire by -2 and enemy's Fire resistance by -3.Reduces saving throws against dark by -2 and enemy's Shadow resistance by -3. Enchanting Etude .Enhances saving throws against earth by +2 and provides 3 Earth Resistance. Knight’s Minne .Deals 2d6 + Charisma modifier points of non-elemental damage to enemies. and ruined organs grow back. Storm of Vengeance: Creates a storm that rains water. Earth Carol .Grants a dodge AC bonus of +2. Quick Etude .Reduces saving throws against lightning by -2 and enemy's Lightning resistance by -3. 2ND-LEVEL BARD SONGS Blurring Melody .Reduces saving throws against light by -2 and enemy's Holy resistance by -3.Provides a +1 morale bonus on saving throws.Enhances saving throws against light by +2 and provides 3 Holy resistance.Provides Fast Healing 2 to all allies. Light Carol .Enhances saving throws against fire by +2 and provides 3 Fire Resistance. Ice Carol . Shellra III: Allies gain a +8 morale bonus to Saving Throws versus spells. Dexterous Etude . Light Threnody .Enhances the Dexterity of allies by +2.Puts an enemy to sleep. Seamantle: Caster is sheathed in a churning column of elemental water. Page 306 of 519 . Wind Threnody .Enhances saving throws against sleep/charm by +2.Enhances saving throws against dark by +2 and provides 3 Shadow resistance. Winds of Vengeance: Caster is surrounded by a buffeting shroud of supernatural.Blinds an enemy.Enhances saving throws against wind by +2 and provides 3 Wind Resistance. Water Carol .

Enhances the Wisdom of allies by +2. Dark Carol II .Enhances saving throws versus silence/blind by +2.The enemy is targeted by a Dispel effect.Provides a +2 morale bonus to Damage rolls.Enhances the Dexterity of allies by +4.Enhances saving throws against ice by +4 and provides 6 Ice Resistance. Goblin Gavotte II . Herb Pastoral II . Battlefield Elegy .Grants a dodge AC bonus of +4.Provides a +4 morale bonus to Attack rolls with ranged weapons. Ice Threnody . Valor Minuet .Reduces saving throws against dark by -4 and enemy's Shadow resistance by -6.Enhances saving throws against paralysis/petrify by +4. Quick Etude II . Light Carol II .Reduces saving throws against wind by -4 and enemy's Wind resistance by -6. Light Threnody II .Enhances saving throws against paralysis/petrify by +2.Enhances saving throws against light by +4 and provides 6 Holy resistance.Grants a deflect AC bonus of +4.Goblin Gavotte . Ice Carol II .Deals 4d6 + Charisma modifier points of non-elemental damage to enemies.Enhances saving throws against wind by +4 and provides 6 Wind Resistance.Enhances the Charisma of allies by +4. Fire Threnody II . Dexterous Etude II . Foe Requiem II . Earth Carol II . Ice Threnody II .Immobilizes an enemy.Enhances saving throws against earth by +4 and provides 6 Earth Resistance.Provides a +2 morale bonus on saving throws.Reduces saving throws against fire by -4 and enemy's Fire resistance by -6. Sinewy Etude .Enhances saving throws versus poison/disease by +2. Page 307 of 519 .Reduces saving throws against ice by -4 and enemy's Ice resistance by -6. Learned Etude II . Knight’s Minne II . Wind Carol II . Lightning Threnody II . 4TH-LEVEL BARD SONGS Advancing March . Learned Etude .Reduces saving throws against lightning by -4 and enemy's Lightning resistance by 6. Silent Verse . 3RD-LEVEL BARD SONGS Army’s Paeon II . Vivacious Etude .Silences an enemy.Provides Fast Healing 4 to all allies. Enchanting Etude II .Restores 1 MP/round to all allies.Reduces saving throws against ice by -2 and enemy's Ice resistance by -3. Magic Finale .Enhances saving throws against lightning by +4 and provides 6 Lightning Resistance.Enhances saving throws versus silence/blind by +4. Romeo's Ballad .Enhances the Intelligence of allies by +4.Enhances saving throws against water by +4 and provides 6 Water Resistance.Provides a +2 morale bonus to Attack rolls with ranged weapons. Spirited Etude .Reduces saving throws against earth by -4 and enemy's Earth resistance by -6. Wind Threnody II . Sword Madrigal . Earth Threnody II . Hunter’s Prelude . Scop’s Operetta .Enhances saving throws against fire by +4 and provides 6 Fire Resistance. Water Threnody II .Reduces saving throws against water by -4 and enemy's Water resistance by -6.Enhances the Constitution of allies by +2.Enhances saving throws against dark by +4 and provides 6 Shadow resistance.Enhances saving throws against sleep/charm by +4.Provides a +1 morale bonus to Attack rolls. Sheepfoe Mambo II . Mage’s Ballad . Water Carol II .Gives the enemy the effect of Slow.Enhances the Intelligence of allies by +2. Herb Pastoral . Lightning Carol II .Enhances the Strength of allies by +2. Dark Threnody II . Scop’s Operetta II . Fire Carol II .Reduces saving throws against light by -4 and enemy's Holy resistance by -6.Enhances saving throws versus poison/disease by +4.Provides the Haste effect on allies. Hunter’s Prelude II . Fowl Aubade II .

Fire Carol III . Wind Carol III . Enchanting Etude III .Enhances saving throws versus silence/blind by +6. Vivacious Etude II . Vivacious Etude III . Goblin Gavotte III . Water Carol III .Provides a +6 morale bonus to Damage rolls.Enhances the Wisdom of allies by +4. 6TH-LEVEL BARD SONGS Alluring Air .Enhances the Wisdom of allies by +6. Ice Threnody III . Dexterous Etude III .Enhances the Strength of allies by +4.Enhances saving throws against water by +6 and provides 9 Water Resistance.Enhances saving throws against dark by +6 and provides 9 Shadow resistance.Reduces saving throws against fire by -6 and enemy's Fire resistance by -9. Sinewy Etude III .Dead allies are affected by a Raise spell.Enhances the Strength of allies by +6. Dark Carol III . Light Carol III . Spirited Etude III .Enhances the Dexterity of allies by +6.Provides a +4 morale bonus to Damage rolls.Grants a dodge AC bonus of +6.Enhances the Constitution of allies by +6. Earth Carol III .Confuses an enemy.Restores 2 MP/round to all allies.Reduces saving throws against dark by -6 and enemy's Shadow resistance by -9.Enhances saving throws against lightning by +6 and provides 9 Lightning Resistance. Sword Madrigal II . 5TH-LEVEL BARD SONGS Army’s Paeon III . Quiet Verse . Ice Carol III .Enhances the Intelligence of allies by +6.Deals 6d6 + Charisma modifier points of non-elemental damage to all enemies.Puts all enemies to sleep.Provides a +3 morale bonus to Attack rolls.Reduces saving throws against lightning by -6 and enemy's Lightning resistance by 9. Scop’s Operetta III .Enhances saving throws against wind by +6 and provides 9 Wind Resistance.Reduces saving throws against light by -6 and enemy's Holy resistance by -9. Fire Threnody III .Enhances saving throws versus poison/disease by +6.Enhances saving throws against sleep/charm by +6. Quick Etude III .Blinds all enemies. Earth Threnody III . Page 308 of 519 .Enhances saving throws against earth by +6 and provides 9 Earth Resistance. Hunter’s Prelude III .Provides Fast Healing 6 to all allies.Grants a deflect AC bonus of +6.Provides a +6 morale bonus to Attack rolls with ranged weapons. Foe Requiem III . Valor Minuet III . Herb Pastoral III .Reduces saving throws against wind by -6 and enemy's Wind resistance by -9.Silence all enemies. Sword Madrigal III . Learned Etude III . Wind Threnody III . Valor Minuet II .Provides a +3 morale bonus on saving throws.Enhances saving throws against paralysis/petrify by +6.Sinewy Etude II . Dark Threnody III .Enhances saving throws against light by +6 and provides 9 Holy resistance. Blinding Melody . Lightning Carol III . Spirited Etude II .Enhances the Charisma of allies by +6. Lightning Threnody III . Life's Anthem .Reduces saving throws against ice by -6 and enemy's Ice resistance by -9. Knight’s Minne III .Enhances saving throws against ice by +6 and provides 9 Ice Resistance.Reduces saving throws against earth by -6 and enemy's Earth resistance by -9.Enhances the Constitution of allies by +4. Fowl Aubade III .Reduces saving throws against water by -6 and enemy's Water resistance by -9.Provides a +2 morale bonus to Attack rolls. Mage’s Ballad II . Water Threnody III . Horde Lullaby .Enhances saving throws against fire by +6 and provides 9 Fire Resistance. Sheepfoe Mambo III . Light Threnody III .

Provides a +8 morale bonus to Damage rolls.Reduces saving throws against fire by -8 and enemy's Fire resistance by -12. Quick Etude IV . Herb Pastoral IV . Fowl Aubade IV . Earth Carol IV .Enhances saving throws against water by +8 and provides 12 Water Resistance.Enhances the Intelligence of allies by +8. Sinewy Etude IV .Enhances the Dexterity of allies by +8.Grants a deflect AC bonus of +8. Ice Threnody V . 8TH-LEVEL BARD SONGS Dexterous Etude IV . Knight’s Minne IV .Enhances saving throws versus silence/blind by +8.Enhances the Charisma of allies by +8. Ice Threnody IV .Reduces saving throws against ice by -8 and enemy's Ice resistance by -12. Vivacious Etude IV .Grants a dodge AC bonus of +8. Water Carol IV .Provides Fast Healing 8 to all allies. Fire Threnody IV .7TH-LEVEL BARD SONGS Army’s Paeon IV . Lightning Threnody IV . Sheepfoe Mambo IV .Enhances the Wisdom of allies by +8.Enhances saving throws against lightning by +8 and provides 12 Lightning Resistance. Hunter’s Prelude IV .Enhances saving throws against fire by +10 and provides 15 Fire Resistance.Reduces saving throws against dark by -10 and enemy's Shadow resistance by -15. Light Carol V . Light Carol IV . Fire Carol V .Enhances saving throws against paralysis/petrify by +8.Enhances saving throws against light by +8 and provides 12 Holy resistance.Grants a deflect AC bonus of +10. Ice Carol IV . Learned Etude IV . Dark Threnody IV .Enhances saving throws against sleep/charm by +8. Knight’s Minne V . 9TH-LEVEL BARD SONGS Army’s Paeon V . Wind Threnody IV .Reduces saving throws against ice by -10 and enemy's Ice resistance by -15. Page 309 of 519 . Wind Carol IV . Enchanting Etude IV .Reduces saving throws against fire by -10 and enemy's Fire resistance by -15.Provides a +4 morale bonus on saving throws.Enhances the Constitution of allies by +8.Enhances saving throws against light by +10 and provides 15 Holy resistance.Reduces saving throws against earth by -8 and enemy's Earth resistance by -12.Enhances saving throws against earth by +10 and provides 15 Earth Resistance.Reduces saving throws against light by -8 and enemy's Holy resistance by -12. Earth Carol V .Enhances saving throws against dark by +8 and provides 12 Shadow resistance. Valor Minuet IV . Fire Threnody V . Goblin Gavotte IV . Scop’s Operetta IV .Reduces saving throws against lightning by -8 and enemy's Lightning resistance by -12.Reduces saving throws against dark by -8 and enemy's Shadow resistance by -12. Sword Madrigal IV .Enhances saving throws against fire by +8 and provides 12 Fire Resistance.Enhances saving throws versus poison/disease by +8. Fire Carol IV .Enhances saving throws against wind by +8 and provides 12 Wind Resistance. Light Threnody IV .Enhances saving throws against earth by +8 and provides 12 Earth Resistance. Earth Threnody V . Spirited Etude IV .Reduces saving throws against earth by -10 and enemy's Earth resistance by -15. Ice Carol V . Dark Carol IV . Lightning Carol IV .Enhances saving throws against dark by +10 and provides 15 Shadow resistance.Enhances saving throws against ice by +10 and provides 15 Ice Resistance. Dark Carol V .Deals 8d6 + Charisma modifier points of non-elemental damage to all enemies.Grants Fast Healing 10 to all allies. Foe Requiem IV . Water Threnody IV .Provides a +4 morale bonus to Attack rolls. Earth Threnody IV . Dark Threnody V .Provides a +8 morale bonus to Attack rolls with ranged weapons.Reduces saving throws against wind by -8 and enemy's Wind resistance by -12.Enhances saving throws against ice by +8 and provides 12 Ice Resistance.Reduces saving throws against water by -8 and enemy's Water resistance by -12.Enhances the Strength of allies by +8.

+ 40 ft. + 5 ft. Aerial Armor Enhancing/Elemental (Air) Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Sheepfoe Mambo V . For the duration.Reduces saving throws against lightning by -10 and enemy's Lightning resistance by -15.Enhances saving throws against lightning by +10 and provides 15 Lightning Resistance. Lightning Carol V . A blast of powerful winds explodes dealing 1d6 points of wind damage per caster level (maximum 10d6) to every creature within the area.Reduces saving throws against light by -10 and enemy's Holy resistance by -15./level) Area: 20-ft.Enhances saving throws against water by +10 and provides 15 Water Resistance. Area: Allies within a 30-ft. Aero Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. Water Carol V . Mage’s Ballad III . Wind Threnody V .Reduces saving throws against water by -10 and enemy's Water resistance by -15. Wind Carol V .Light Threnody V . Quick Etude V .-radius burst centered on you Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Valefor A barrier of wind shields allies from physical damage.Enhances saving throws against wind by +10 and provides 15 Wind Resistance. Lightning Threnody V . SPELLS Aera Elemental (Wind) Level: Black Mage/Red Mage/Dark Knight 3 Casting Time: 1 standard action Range: Long (400 ft.Reduces saving throws against wind by -10 and enemy's Wind resistance by -15. Water Threnody V .Grants a dodge AC bonus of +10./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Wind Flan (Small) Page 310 of 519 .-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes An aera spell is the area of effect version of the aero spell. allies gains Damage Reduction 5/-.Provides a +5 morale bonus on saving throws.Restores 3 MP/round to all allies.

or Charisma) + 1 point per caster level (maximum +5) and inflicts the Squalled status effect unless the creature makes a Fortitude save. except it deals 1d8 points of wind damage per caster level (maximum 15d8) and the area of effect increases to a 30-ft-radius spread. Wisdom. Aero II Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 2 Creature Learned From (BM only): Wind Flan (Medium). Aid Enhancing Level: White Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). Valefor This spell functions like Aero. except it deals 3d6 points of wind damage + your casting modifier (Intelligence. Wisdom. Aero III Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Wind Flan (Large) This spell functions like Aero. except it deals 5d6 points of wind damage + your casting modifier (Intelligence. or Charisma) + 2 points per caster level (maximum +10) and inflicts the Squalled status effect unless the creature makes a Fortitude save. You must make a ranged touch attack to hit. Wisdom. and if the ray hits.You direct a blast of wind at your