1. The First Rule
The first rule of Pathfinder is that this game is yours. Use it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true goal of Pathfinder is for everyone to enjoy themselves.
An ancestry is the broad family of people that a character belongs to. Ancestry determines a character’s starting Hit Points, languages, senses, and Speed, and it grants access to ancestry feats.
A background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills.
A class represents the adventuring profession chosen by a character. A character’s class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats.
Proficiency is a system that measure’s a character’s aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that’s added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you’re untrained, your proficiency bonus is +0. If you’re trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.
Some elements of the game have a rarity to denote how often they’re encountered in the game world. Rarity primarily applies to equipment and magic items, but spells, feats, and other rules elements also have a rarity. If no rarity appears in the trait of an item, spell or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell.
7. [>] Single Actions
Single actions use this symbol: [>]. They’re the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit.
8. [R] Reactions
Reactions use this symbol: [R]. These actions can be used even when it’s not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature’s action.
9. [F] Free Actions
Free actions use this symbol [F] (diamond with a smaller diamond on inner-left edge). Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction -- even if it's not your turn.
Activities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast.
Activities that use two actions use this symbol: [>>]. Activities that use three actions use this symbol: [>>>]. A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction.
11. Rock Dwarf
Your ancestors lived and worked among the great ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone.
In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
12. Dwarven Lore Feat 1
You eagerly absorbed the old stories and traditions of your ancestors, your gods , and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.
13 Seer Elf
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to Identify Magic and Descipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
14. Elven Lore Feat 1
You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.
15. Chameleon Gnome
The color of your hair and skin is mutable, possibly due to latent magic. It takes a single action for minor localized shifts and up to an hour for dramatic shifts throughout your body. When you’re in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the single action to make minor localized shifts designed to help blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern.
16. Animal Elocutionist Feat 5
Prerequisites Burrow Elocutionist
You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).
17. Unbreakable Goblin
You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.
18. Very, Very Sneaky Feat 13
Prerequisites Very Sneaky
You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.
19. Hillock Halfling
Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
21. Human Heritage [Half-Elf]
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.
22. Human Heritage [Half-Orc]
One of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait and low-light vision. In addition, you can select orc, half-orc, and human feats whenever you gain an ancestry feat.
23. Elf Atavism Feat 1
Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestor’s heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
24. Victorious Vigor [R] Feat 5
Trigger You bring a foe to 0 Hit Points.
Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.
25. Bounty Hunter Background
Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.
Choose two ability boosts. One must be Strength or Wisdom, and one is a free ability boost.
You’re trained in the Survival skill and the Legal Lore skill. You gain the Experienced Tracker skill feat.
27. Gambler Background
The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You’re trained in the Deception skill and the Games Lore skill. You gain the Lie to Me skill feat.
28. Tinker Background
Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one knows what you’ll come up with next. It might be a genius device with tremendous potential… or it might explode.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Crafting skill and the Engineering Lore skill. You gain the Specialty Crafting skill feat.
29. Alchemist Research Field: Bomber
You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas. When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
30. Alchemist Research Field: Mutagenist
You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.
You can gain the benefit of any mutagen, even if it wasn’t specifically brewed for your. Whenever your proficiency rank for simple weapons increases, your proficiency rank for unarmed attacks increases to the same rank unless it’s already better.
31. Quick Bomber [>] Alchemist Feat 1
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You interact to draw a bomb, then Strike with it.
32. Directional Bombs Alchemist 6
You can lob bombs with great force and a precise trajectory to angle the splash in a cone, spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square in the cone.
33. Rage Barbarian Class Feature
*Barbarian, Concentrate, Emotion, Mental*
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
* You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
* You take a -1 penalty to AC.
* You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
34. Weapon Specialization Barbarian Class Feature 7th
Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.
35. Furious Finish [>] Barbarian Feat 2
Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
36. Thrash [>] Barbarian Feat 8
Requirements You have a foe grabbed.
You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC.
37. Composition Spells Bard Class Feature
You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.
38. Bard Weapon Expertise Bard Class Feature 11th
You have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons, plus the longsword, rapier, sap, shortbow, shortsword, and whip. When you critically succeed at an attack roll using one of these weapons while one of your compositions is active, you apply the critical specialization effect for that weapon.
39. Multifarious Muse Bard Feat 2
Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.
40. Eternal Composition Bard Feat 18
Prerequisites maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
41. Paladin [Lawful Good] Champion Cause
You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these tenets:
* You must act with honor, never taking advantage of others, lying, or cheating.
* You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
42. Glimpse of Redemption [R] Champion Reaction
Trigger An enemy ddamage your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
· The ally is unharmed by the triggering damage.
· The Ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
43. Blade of Justice [>>] Champion Feat 12
Prerequisites paladin cause
You call upon divine power an dmake a weapon or unarmed Striked against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage.
44. Divine Reflexes Champion Feat 14
At eh start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.
45. Cloistered Cleric Cleric Doctrine
You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect.
Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
46. Resolve Cleric Class Feature 9th
You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
47. Divine Weapon [F] Cleric Feat 6
Frequency once per turn
Trigger You finish Casting a Spell using one of your divine spell slots on your turn.
You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alightment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.
48. Cremate Undead Cleric Feat 8
Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level.
49. Wild Druid Order
The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your shape and take on the ferocious form of a wild creature. You are trained in Intimidation. You also gain the Wild Shape druid feat. You gain the wild morph order spell. Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)
51. Fey Caller Druid Feat 8
You have learned some of the tricks the fey use to bend primal magic toward illusion and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells.
52. Primal Summons Druid Feat 12
Prerequisites Call of the Wild
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.
53. Bravery Fighter Class Feature 3rd
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, any time you gain the frightened condition, reduce its value by 1.
54. Weapon Legend Fighter Class Feature 13th
You’ve learned fighting techniques that apply to all armaments, and you’ve developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple and martial weapons increase to master. Your proficiency rank for advanced weapons increases to expert.
You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that group, and to master for all advanced weapons in that weapon group.
55. Exacting Strike Fighter Feat 1
You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.
56. Disarming Stance [>] Fighter Feat 6
Prerequisites trained in Athletics
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
57. Flurry of Blows Monk Class Feature
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
58. Graceful Legend Monk Feature 17th
Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
59. Elemental Fist Monk Feat 2
You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait) , a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait).
60. Fuse Stance Monk Feat 20
Prerequisites at least two stances
You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.
You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike).
61. Hunt Prey [>] Ranger Class Feature
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
62. Hunter’s Edge Ranger Class Feature
You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.
Precision: You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
63. Hunted Shot [>] Ranger Feat 1
Frequency once per round
Requirement You are wielding a rangred weapon with reload 0.
You take two quick shots against the one you hu nt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
64. To the Ends of the Earth Ranger Feat 20
Prerequisites legendary in Survival
Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feat, you can follow that creature’s movements, allowing you to known the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection, divination, and primal traits if you’re legendary in Nature.
65. Scoundrel Rogue Racket
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.
When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.
66. Weapon Tricks Rogue Class Feature 5th
You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.
67. Magical Trickster Rogue Feat 4
Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.
68. Leave an Opening Rogue Feat 14
When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.
69. Undead Sorcerer Bloodline
The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee
Bloodline Spells initial: touch of undeath; advanced: drain life; greater: grasping grave
Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell's level for 1 round, or a target takes 1 negative damage per spell level.
70. Bloodline Magic Sorcerer Class Feature
Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.
71. Bespell Weapon [F] Sorcerer Feat 4
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
* Abjuration force damage
* Conjuration or Transmutation the same type as the weapon
* Divination, Enchantment or Illusion mental damage
* Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
* Necromancy negative damage
73. Arcane Thesis Wizard Class Feature
During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”
74. Spell Substitution Arcane Thesis
You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
75. Linked Focus Wizard Feat 4
Prerequisites arcane bond, arcane school
Frequency once per day
You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.
76. Scroll Savant Wizard Feat 10
Prerequisites expert in Crafting
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls, with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value.
If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
77. Flying Cat Familiar!!!
78. Athletics Skill Description
Sample Climb Tasks
Untrained ladder, steep slope, low branched tree
Trained rigging, rope, typical tree
Expert wall with small handholds and footholds
Master ceiling with handholds and footholds, rock wall
Legendary smooth surface
79. Common Lore Subcategories
You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for most campaigns.
Academia, Accounting, Architecture, Art, Circus, Engineering, Farming, Fishing, Fortune-Telling, Games, Genealogy, Gladiatorial.
80. Treat Wounds
*Exploration, Healing, Manipulate*
Requirements You have healer’s tools.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating.
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicien, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
81. Bizarre Magic General Feat 7
Prerequisites master in Occultism
You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.
82. Ward Medic Feat 2
Prerequisites expert in Medicine
You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four target, and if you’re legendary, you can treat up to eight targets.
83. Armor Description
Explorer’s Clothing: Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.
84. Barbarian Equipment Kit
Price 3 gp, 2 sp; Bulk 3 Bulk, 5 light;
Money Left Over 11 gp, 8 sp
Armor hide armor
Weapons 4 javelins
Gear adventurer’s pack (containing a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin), grappling hook, 2 sheaths
Options greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battleaxe and steel shield (3gp)
86. Divine Lance Cantrip 1
*Attack, Cantrip, Evocation*
Cast [>>] somatic, verbal
Range 30 feet; Targets 1 creature
You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.
Heightened (+1) The damage increases by 1d4.
87. Holy Cascade Spell 4
*Evocation, Good, Positive, Water*
Cast [>>] somatic, verbal; Cost one vial of holy water
Range 500 feet; Area 20-foot burst
Saving Throw basic Reflex
You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.
Heightened (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.
88. Hydraulic Push Spell 1
*Attack, Evocation, Water*
Traditions arcane, primal
Cast [>>] somatic, verbal
Range 60 feet; Targets 1 creature or object
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.
89. Shocking Grasp Spell 1
*Attack, Electricity, Evocation*
Traditions arcane, primal
Cast [>>] somatic, verbal
Range touch; Targets 1 creature
You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.
90. Summon Dragon Spell 5
Cast [>>>] material, somatic, verbal
Range 30 feet
Duration sustained for up to 1 minute
You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower.
Heightened as summon animal.
91. Horrific Visage Focus 3
*Uncommon, Emotion, Fear, Illusion, Mental, Sorcerer, Visual*
Cast [>>] somatic, verbal
Area 30-foot-radius emanation centered on you
Saving Throw Will
You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.
Success The foe is unaffected
Failure The foe is frightened 1.
Critical Failure The foe is frightened 2.
Heightened (5th) Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success.
92. Rituals by Level
2 Animate object, consecrate, create undead, inveigle
4 Atone, blight, plant growth
5 Call spirit, planar ally, resurrect
6 Awaken animal, commune, commune with nature, planar binding, primal call
7 legend lore
8 Control weather, freedom, imprisonment
93. Hero Point Uses
You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
* Spend 1 Hero Point to reroll a check. You must use the second result. This is a fortune effect (which means you can’t use more than 1 Hero Point on a check).
* Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.
94. Follow the Expert Exploration Activity
*Auditory, Concentrate, Exploration, Visual
Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).
95. Simple DCs
Proficiency Rank DC
96. Resilient Armor Rune 8+
Usage etched onto armor
Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws.
You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune.
Type resilient; Level 8; Price 340 gp
Type greater resilient; Level 14; Price 3,440 gp
The armor grants a +2 item bonus to saving throws.
Type major resilient; Level 20; Price 49,440 gp
The armor grants a +3 item bonus to saving throws.
97. Striking Weapon Rune 4+
Usage etched onto a weapon
A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one.
You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune.
Type striking; Level 4; Price 65 gp
Type greater striking; Level 12; Price 1,065 gp
The weapon deals three weapon damage dice.
Type major striking; Level 19; Price 31,065 gp
The weapon deals four weapon damage dice.
98. Casting Spells from a Wand
A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a Cast a Spell activity using the normal number of actions for the spell.
To cast a spell from a wand, it must be on your spell list. Because you’re the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.
--Overcharging a Wand--
After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is broken. On a failure, the wand is destroyed.
99. Frost Brand Item 16
*Cold, Evocation, Magical*
Price 10,000 gp
Usage held in 2 hands; Bulk 2
The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5.
Activate [>>] command, Interact; Effect You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can’t attempt to counteract the same fire again.
100. Staff of the Magi
Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an interact action. This releases a 30-foot-burst magical explosion centered on the staff. This deals 2d10 force damage per charge remaining in the staff (DC 40 basic Reflex save). You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to craetures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect.